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Posted by
Tuesday, December 2nd, 2008 1:02 pm

Heya guys – thinking about joining up again, though I have a busy schedule this weeked, so I’ll have to see what I can do when we get there :)

Anyways, I am wondering if my lib, PYGGEL, is eligible to be used?

Here is the link: http://code.google.com/p/pyggel/

I released the first version 5 days ago – but beyond the tests and example program included there were no docs in the release itself.

I added doc-strings to the code 2-3 days ago, but I’m not sure what the deadline was, and there has been no official “doc’d” version released – though the source is freely available from SVN to anyone.




Posted by
Saturday, August 9th, 2008 12:11 pm

…well, I am not yet sure whether I will really try and compete, or if not. It’s been crazy busy around here for a while, and I dunno if I want to devote the time needed to really make this go…

That being said, I do have some nice prgress for about 3 hours work to show. Basically there are two images, one a black and white only, showing where cities can and cannot exist, the other a color version.

Cities are randomly generated, and you can make more.

Here’s a screenie:

Magic Island 1


Posted by
Saturday, December 22nd, 2007 3:42 pm

Like others I forgot about this.

I used Gimp andPython IDLE.

That’s it :) except for Mozilla for nav/chatting πŸ˜‰

4 hours more…

Posted by
Sunday, December 16th, 2007 5:47 pm

And 42 kbs of code later.

My game is sorta, somewhat playable at version 0.2. I got done with all my stuff, and over feeling sick.

So, here it is, in all it’s blah glory πŸ˜›


It’s more than I had, but actually not nearly as impressive as I cut a lot of features to make it playable :/

Anyways, have fun, if you can πŸ˜‰

And here is the requisite screenie:

β€œfinal” - screenshot

Well, at least I learned not to pick a complex idea, and barely complex at that.

The ai really killed me this time – simple networking would’veΒ  been easier, except that then I’d need a gui :/

Oh well, lot’s of good entries on here, I look forward to playing them :)

Throwing in the towel…

Posted by
Sunday, December 16th, 2007 7:58 am

Well, I woke up this morning feeling really sick. I got better, luckily, but that meant no working on the game this morning.

I probably have about 6 hours good work left and I’m done – all the logic is in. Even the ai just needs some tweaking.

But, alas, I have a busier day ahead than I had thought. So not a lot of time to work from here on in. And the time I do have I would rather spend recuperating for this week than tiring myself out.

At least I know I would have finished, that is all that matters, right? :)

Good luck everyone else, I’ll upload my unfinished entry later – maybe people will award me for effort, innovation and technical – because technically it is done πŸ˜‰

Here is the svn grab of the latest version, It is under the GPLv2 or 3, but I haven’t added the license info yet…


Kill yourself…

Posted by
Saturday, December 15th, 2007 10:14 pm

And no, I don’t mean killing yourself trying to win the compo, kill yourself to win my game πŸ˜€

As long as it is bug-less the entire game-logic minus the ai is finished πŸ˜€

You can attack your own units, starting a chain reaction – since you are the only player right now that means you start a chain of your clansmen under attack, but it is really cool :)

Look out for chess/trading-card/BfW-esque gameplay in the very near future :)

a screenie :)

Posted by
Saturday, December 15th, 2007 7:52 pm

Well, you can now buy units, only one type for now, and it costs you points.

Everything seems to be holding up, so we’ll have to see if we get anymore bugs from the current batch – but here is a screen shot of the ugly art in game πŸ˜‰

Voltzies - first screenshot


Posted by
Saturday, December 15th, 2007 7:03 pm

Well, I’m sticking with my original idea, and not adding a bit more, and it is coming along nicely now, finally.

We’ve hit the half-way mark, and I think I’m right on schedule. The only serious gameplay part that is missing is the ai.

Hopefully I can finish that tonight, along with a particle fx system.

Then tomorrow will be all images, sound and music :)

End day one

Posted by
Friday, December 14th, 2007 11:04 pm

Well, actually night 1, which lasted about 4 hours.

So far I have a complete design doc.

Units and UnitTypes.

Fighting between units.

A map and world class.

Tomorrow will see the end of most of the core gameplay stuff.

AI might have to wait, we’ll see though.

Then it will just creating a ui and enough content to make it really enjoyable – along with some sfx, and maybe some unbearable music if I catch the whim πŸ˜‰

Cya tomorrow everyone :)

My idea

Posted by
Friday, December 14th, 2007 8:26 pm

I hope everyone will be responsible enough not to take this idea πŸ˜‰

Ok, it is kinda long already, so I put it up at the paste.lisp.org


Let me know what you think :)

LuDumb Stare ;)

Posted by
Friday, December 14th, 2007 6:19 pm

My bro, when he heard I was doing this, commented that this should be renamed LuDumb Stare, because I must be insane to try and look at a computer for the better part of 48 hours πŸ˜›

As for my setup – no pictures, but I have a 7 yo laptop I’m using for the last competition, before it gets retired.

I am also using a newer one,but just for all my webstuff. It was intended for the compo, but alas, I haven’t had the time to get everything on it to make it work, so eh :)

Custom Library

Posted by
Wednesday, December 12th, 2007 11:50 pm

Well, this will be my first Ludum Dare, so I wanted to be prepared πŸ˜‰

I had started a 3d library before, but it was buggy and cumbersome, so I later abandoned it.

Now I have retried it, and the result, after about 9 hours work, is PygLibsX.

It is a sibling to my PygLibs 2d library, except it is 3d.

you can get it here: PygLibsX

Let me know if it isn’t “acceptable”, but I’m sure it is :)

Cya Later :)

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