About PushmePullyu (twitter: @@DeCampanille)

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Joining the battle!

Posted by (twitter: @@DeCampanille)
Friday, April 15th, 2016 9:11 am

Ugh I was really hoping for “no instructions” to pass the slaughter… er I mean.

Ludum Dare time wooo!

Going with:

РHaxedevelop -> OpenFl
– Gimp
– BFXR
– and something for music maybe

Lets go make some games! ūüėÄ

Made it!

Posted by (twitter: @@DeCampanille)
Sunday, April 19th, 2015 2:48 pm

Man… I had to take out lots of things but I got something done that kinda sorta works. Now I sleep o_o

Its here

Going for it!

Posted by (twitter: @@DeCampanille)
Tuesday, April 14th, 2015 8:39 am

Currently doing a crash course in Unity as im a sucker for anything in those keynotes.

If I cant get enough know-how then ill just go back on my old reliable OpenFl along with gimp and bsfxr.

Lets have a good one everybody!

Joining in

Posted by (twitter: @@DeCampanille)
Friday, August 23rd, 2013 7:10 pm

Now that is a very difficult theme indeed.

Anyway i’m tossing my hat in the ring.

Going to use:

HAXE 3 using Flambe 3.10

PixelEdit

BFXR

A slightly rain damp notebook  (odd that)

and a hearty dollop of confidence.

 

Ante up.

A Cube Story – Post Mortem

Posted by (twitter: @@DeCampanille)
Tuesday, April 30th, 2013 6:16 am

I’ve finally finished an LD after many many failed attempts. So ill relish it a bit by making a post mortem. You guys were right, finishing a game in 48 hours is something to be experienced. Also, It powers you up in ways you don’t realize. Anyway to the topic.

What went right:

Theme: Minimalism at first seems like a hard theme but, if you think about it, it’s prefect for game jams. As the hours dwindle away you essentially keep slicing and chopping away whatever you had planned until you get something that’s just right. Also umm I got away with my scrawl pixel art again haha.

Game Engine: Flambe with its component system really makes for some fast development times. That is, if you survive the learning curve ;D

–¬†Level Design: I had no time to make a stage editor nor time to figure out how to use Tiled or Ogmo Editor. So I actually coded each brick piece by piece, row by column. After adding a few blocks I usually playtest it, so I was able to make each of the 3 stages totally workable.

What went wrong:

Difficulty: I am really sorry about this haha. With every iteration of the map I kept moving things around to maximize the jumps and such and kinda forgot that I was making it really really hard. I made up for it by stage 2 but I reckon many people will give up by stage 1. Sorry again :<

Resolution: I coded the game on a widescreen and totally forgot to optimize for smaller screens. I wish I can say I ran out of time for this one but umm really I forgot.

 

Well that felt really good. I hope to see you guys again next LD  squareFaceTemplate32x32/

 

My game can be found here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=2817

Going to make it this time

Posted by (twitter: @@DeCampanille)
Saturday, April 20th, 2013 3:20 am

Greetings!

 

I actually tried to put up a game last LD but well I overextended and ended up burning out. However I have been putting in a lot of practice so hopefully I can make it this time.

 

Tools:

Haxe NME, possibly Flambe, Pixel Edit and Pixel tone.

 

In one week let’s seize the day.

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