About Riley Adams


Ludum Dare 30
Ludum Dare 26
Ludum Dare 21
Ludum Dare 19
Ludum Dare 18
Ludum Dare 17

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Riley Adams's Archive


Posted by
Sunday, December 19th, 2010 6:15 pm

Well, I wasn’t able to do as much I would have liked, thanks to power and internet outages, but I’m still pretty happy with the final product (gameplay is a bit slow, but it looks pretty…).


I might keep working on this (after some sleep… ) and add some of the gameplay stuff I wanted (namely sharks and some fun little gadgets like sonar and stuff).

Here’s a final screenshot:

I’ll link my timelapse in a while..


Posted by
Sunday, December 19th, 2010 10:26 am

Soooo, I woke up yesterday morning and my power went out for 8 hours. I’ve been working since I got power back, and I just now got internet back (16 hours after the power was restored…).

I dunno if I’ll be able to finish, I had some pretty grandiose plans, but I’m gonna get as close as possible.

All because of one puny little tree:

Oh, and a screenshot:


Posted by
Saturday, December 18th, 2010 5:45 am

A little behind schedule, and I’m not liking some stuff, but it’s coming along…

Getting somewhere….

Posted by
Saturday, December 18th, 2010 12:07 am

I’m gonna be doing something 3d involving deep sea exploration (or, discovery, that is….). Here’s a shot of the fog effects and such on some crappy brown seafloor (it looks better in motion with the animated caustic-y effect…).

It’s a start…

Posted by
Friday, December 17th, 2010 8:17 pm

I have a 3d cube rendering and a scripting console working (using Chaiscript). Most of this is from my basecode, but I wasn’t 100% sure the basecode would actually work, so yay!

Now to come up with an idea (this theme kinda sucks…).

My base code

Posted by
Friday, December 17th, 2010 7:07 pm

It’s not done (lacking physics among other things), but for a few hours of work yesterday/today I’m happy with it. I doubt anyone will have a use for it, but let’s call it GPL’d: [link]


Posted by
Friday, December 17th, 2010 4:59 pm

The space in which I shall do work:

I was going to use codeblocks and mingw, but I had issues with dependencies and am falling back on msvc…

I’m using Ogre for graphics, OIS for input, Gorilla for basic GUI, bullet for physics, chaiscript for scripting and irrKlang for audio (oh and also fastdelegate for delegates). I’m using a custom framework, which I will release as soon I finish (with 2hrs left that’ll be hopefully soon…).

I’m in!

Posted by
Sunday, December 12th, 2010 5:26 pm

I’m in the middle of finals right now, but I’ll be done and back home Wednesday night, so I’ll have a couple days to relax and throw together some base code. Looking forward to seeing what y’all come up with!

As usual I’ll probably make something 3d using Ogre. I’ll probably use OpenAL for audio, bullet for collision/physics. Blender for modeling, code:blocks+gcc for coding, GIMP for making crappy textures, etc…

This’ll be my fourth LD.

I recently set up a quad boot with Win7/hackintoshed Snow Leopard/Arch Linux/Ubuntu, so hopefully I can make my game cross platform-like (post-compo most likely though…).

A little harsh?

Posted by
Tuesday, September 7th, 2010 2:35 pm


Now, there obviously isn’t a prize and the whole rating thing is pretty meaningless, but this sorta bothers me. None of the comments fit that kind of rating, and if you have some complaint to merit such a rating, I think voicing them in the comments would be the nice thing to do… (I’m more than willing to take negative feedback, but a universally negative rating tells me nothing useful).

A lapse of time!

Posted by
Monday, August 23rd, 2010 4:50 am

Here’s my timelapse, for my entry “Fratricide”:


I’ll have a postmortem and some general thoughts sometime in the next day or two…

In the meantime, I might make a quick game for the jam too… just got an idea and I have some assets I could reuse.


Posted by
Sunday, August 22nd, 2010 4:48 pm

Alright, finished up my shmup. My attempts at making music for it failed miserably, so I’ve left it music-less… but the gameplay seems to work well enough, and while still shots look sorta iffy, it looks nice enough in motion.


Turns out that using full 3d physics and graphics engines for a game with entirely 2d gameplay isn’t worth the added effort… ah well lesson learned.


Good luck to everyone still scrambling for the deadline!

So far so good…

Posted by
Sunday, August 22nd, 2010 9:34 am

9.5 hours left!

Still got a long-ish list of stuff to do, but I think I’ll finish with something reasonably game-like.

Got textures and some simple particle explosions going:


Diet Pepsi (that’s less than half the cans I’ve drank this LD…):


Posted by
Saturday, August 21st, 2010 9:33 pm

Okay, 26 hours and 30 mins in, mostly feature complete, though I’ll have to tweak the controls a lot to get em just right (gonna have mouse, arrows/ZX, WASD/something, etc to allow for peoples’ preferences). I also need to get the enemy generation running better and add more enemy ship types, but other than those, gameplay is all there. After that it’s just gonna be a mad dash to texture it all up pretty (almost every texture in the shot is placeholder) and add particle effects everywhere.

At the moment I have the enemies’ colors set to their health for debug purposes:


Mo’ Progress!

Posted by
Saturday, August 21st, 2010 2:13 pm

It’s all coming along pretty well, I’ll have some screenshots to show in a little while, but all the physics are finally cooperating… using a full 3d physics engine for a shmup might have been a bit much, but I think it’ll allow for some cool effects when I get to the polishing stage.


And since everyone seems to be posting pics of their cats:

Quick Update

Posted by
Saturday, August 21st, 2010 4:09 am

Okay, 9 hours in, gonna sleep now…

I’m making a shmup, it’s 3d (though until I get some nice textures and particle effects going, it doesn’t really look interesting…), and the premise is that you control a cargo ship of some sort with powerful magnet/tractor beam-ish tech, so you can “force push” enemies into each other (I’m using bullet for some fancy physics), or pull an enemy in to use them as a shield and use their weapon to destroy other enemies.

Here’s an early shot:

Bandwagon jumpage, Linux and themes…

Posted by
Thursday, August 19th, 2010 10:20 pm

These seem to be all the rage, so here are my two (!!!1!!@!!) previous entries (the first of which didn’t even get finished on time..)


In other news my engine and test game both compiled and ran in Linux (Arch x64) with minimal tweaking, so a late/post-compo port is likely (and should only take a few minutes).

Also, my theme picks are Isolation, Bugs and Darkness (oh and double zombie rainbows of course!), I voted all others down.

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