About pbdiode (twitter: @pbdiode)

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It’s Been A Year Since My Last, but I’m _totally in_

Posted by (twitter: @pbdiode)
Wednesday, December 3rd, 2014 11:30 pm

Super excited to be back at it after a year!

What am I going to use????? I don’t know… never enough time to prepare…

Haxe+HaxeFlixel OR Love2D OR melon.js

(probably)

Then the normal assortment of tools:

bfxr/sfxr, audacity, gimp, inkscape, mapeditor, vim and/or sublime, and whatever else I feel like!

Good luck, have fun!

Finally, got the base mechanic working!

Posted by (twitter: @pbdiode)
Saturday, August 24th, 2013 7:54 pm

Spent about 4 hours going down a road that didn’t pan out right after the theme was announced, then went to bed for about 7 hours.

Woke up with an idea floating around, and decided to switch tactics entirely. Bad for time management, good for motivation!

Anyways, finally got the basic mechanics in place — from here on out it’s successive refinements!

Screen Shot 2013-08-24 at 9.49.09 PM

The basic premise of the game is that you are trying to protect the green dot from the cyan one. To accomplish this, you have a variety of traps, which cost credits/money/etc to put in place.

In like jelly in a jar

Posted by (twitter: @pbdiode)
Thursday, August 22nd, 2013 4:16 am

Not really sure what I’m going to use this go around though, I’m thinking maybe more Interactive Fiction… which would mean I’d be using Twine or Inform 7+Parchment, depending on the style I’d like to write in.

On the other hand, if I decide that IF is just not my style for this compo, I’ll probably go with Haxe/HaxeFlixel+BFXR/SFXR+Gimp, or maybe Haxe/HaxePunk since I’ve used it more than HaxeFlixel.

Good luck everyone!

Coming Along

Posted by (twitter: @pbdiode)
Saturday, April 27th, 2013 12:36 pm

My games coming along alright — since it’s a text-based adventure, I don’t have much in the way of screen shots, but I can give you some statistics:

  • 19540 Characters
  • 3367 Words
  • 26 Passages
  • 42 Links

It’s a lot of fun so far! I’ve been using Twine for the first time — and, I have to say, it does make things go much quicker. I’d love to see some improvements to the tool though, like being able to click on the “canvas” area to drag it around instead of having to use the scroll bars all the time. The editor could be a little better too. I’d love to see the ability to use external editors for individual passages. I’d also really like to see a mode where I can have the compiled version of the text right next to the graphical layout — that way I could do both styles of editing in the same UI!

But the tool is still excellent, and I look forward to finishing off my poorly written adventure!

I really want this to be my finished game.

Posted by (twitter: @pbdiode)
Friday, April 26th, 2013 8:53 pm

In!

Posted by (twitter: @pbdiode)
Thursday, April 25th, 2013 7:21 am

Might be doing some (poorly written) interactive fiction again, with Twine.

Otherwise I’ll probably use Haxe+NME+HaxePunk, Bfxr/Sfxr, Audacity, GIMP, and Tiled again.

Done!

Posted by (twitter: @pbdiode)
Sunday, December 16th, 2012 1:37 pm

At least as done as I’m gonna be able to get, here’s the project page: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=7263

And the final screenshot of the menu:

201212161417

 

Also:

1goat (1)

Graphics done!

Posted by (twitter: @pbdiode)
Sunday, December 16th, 2012 10:18 am

Got the graphics done for all the entities in the game itself (still have to do intro screen and win/loss screens). sfx and music still need to be done too. SO CLOSE.

201212161116

10 hours to go

Posted by (twitter: @pbdiode)
Sunday, December 16th, 2012 8:24 am

I have 10 hours to do art, sfx, and music now!

201212160923

An update!

Posted by (twitter: @pbdiode)
Saturday, December 15th, 2012 8:19 pm

I’ve dubbed the game “APATHY”.

I’ve got the game play mostly down, just need to add a visible timer, visible point count, and some “coin” like objects to collect. Going to try and do those tonight so I can concentrate on art, sfx, and music tomorrow!

201212152115

Update before I hit the sack

Posted by (twitter: @pbdiode)
Friday, December 14th, 2012 9:47 pm

Got my idea pretty solidly down (in my head and on paper anyhow).

And I got a basic start on the project:

201212142244

 

Not much to look at, but it’s a start!

Apathy Goat

Posted by (twitter: @pbdiode)
Friday, December 14th, 2012 8:45 pm

Apathy is pretty villainous, right?

Perhaps a race to the death — Apathy vs Passion! And you’re goal is to play the part of Apathy.

I’m in for my fourth ludum dare!

Posted by (twitter: @pbdiode)
Sunday, December 9th, 2012 8:23 pm

This round I’ll be using the following:

  • Haxe+NME+HaxePunk
  • GIMP, Inkscape, Pixen
  • bfxr, autotracker-bu.py, schismtracker

And I’m done!

Posted by (twitter: @pbdiode)
Sunday, August 26th, 2012 11:10 am

Wow, I can’t wait to do a post-mortem on this round. I think this is the best experience I’ve had yet, even if the game isn’t the most flashy or intellectual.

Here is my entry: And Thus She Spake

I’ve also been updating a post on my own blog with updates throughout the compo.

Oh, also there is an easter egg :)

I’ve got a lot done

Posted by (twitter: @pbdiode)
Saturday, August 25th, 2012 11:08 pm

I’ve been keeping my personal blog up to date more than posting here, but here are some progress shots (note “FLOW” is a working title, and I’m planning on changing it). I’ve had plenty of break time in between some of the shots, which I think is making the game better over-all.

This was me just getting to my idea finally.

 

This was me implementing some circular collision detection.

 

A shot of some mechanics that I added.

 

A shot of the initial version of the death screen.

 

A shot of the start screen, complete with a list of “DEATHS” aka, high-scores.

 

And here is where I’m at now — custom font, some instructions and a functioning game!

I have yet to properly name the project, perhaps do a little tweaking, and package it. Ideally I’ll be able to release the .love file along with bundled apps for Linux, Windows, and OSX, but we’ll see!

Número tres

Posted by (twitter: @pbdiode)
Sunday, August 19th, 2012 7:24 pm

In LD22 I used a decent framework (melonjs), but had never used it before and suffered a significant time penalty learning what I could and couldn’t do with it. I spent way to much time tinkering and learning.

In LD23 I built everything from scratch (for a text based game). I knew the tools well, and didn’t need a bunch of art, but I spent most of my time on framework. The story and game-play suffered significantly.

This time around, I’m opting to use tools that I’m familiar with, and that provide a significant amount of framework to build atop — I’ll be using LÖVE, and probably the Hump, anim8, and, possibly, advanced tiled loader libraries.

The downside is that they won’t be immediately playable in the browser, but the upside is that linux, osx, and windows are all supported, and there’s not much to install.

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