About ReactorScram

Entries

 
Ludum Dare 37
 
Ludum Dare 36
 
Ludum Dare 35
 
Ludum Dare 35 Warmup
 
Ludum Dare 34
 
Ludum Dare 33
 
MiniLD #61
 
Ludum Dare 32
 
MiniLD #58
 
MiniLD #57
 
Ludum Dare 31
 
MiniLd #54
 
Ludum Dare 30
 
MiniLD #53
 
Ludum Dare 29
 
MiniLD 49
 
Ludum Dare 28
 
Ludum Dare 28 Warmup

ReactorScram's Trophies

ReactorScram's Archive

Vegicide!

Posted by
Tuesday, April 25th, 2017 10:44 pm

title

https://ldjam.com/events/ludum-dare/38/vegicide

“What’s the Word?” 6 hours progress

Posted by
Saturday, December 10th, 2016 3:18 am

HTML5 Demo

Screenshot_20161210_021731

So far I learned a whole bunch about TypeScript and I managed to implement a deterministic random-access PRNG in it. (Although that was probably unnecessary)

However, not much game design actually happened.

ReactorScram Ludum 37 base code

Posted by
Friday, December 9th, 2016 8:48 am

https://github.com/ReactorScram/ld37-headsup

I’m looking to do this one in JS, which is totally new to me, and an optional server in Go which is also totally new.

Base Code

Posted by
Friday, August 26th, 2016 5:28 pm

ReactorScram’s base code is here:

https://digitaldoge.duckdns.org/ld36/

It’s Affero AGPLv3. Someday I’ll make a proper release… right as soon as I make money off my games.

pic-000-fence

Declaring a CC asset I might use

Posted by
Friday, April 15th, 2016 8:56 am

Almost forgot!

I got this public-domain model from OpenGameArt:

http://opengameart.org/content/sports-car-lowpoly

And modified it slightly to add the EL wires and split off the headlights and taillights. The resulting files are here:

https://digitaldoge.duckdns.org/pitch-black/resources/lamia.blend

https://digitaldoge.duckdns.org/pitch-black/resources/lamia.obj

My modifications are under CC attribution-share-alike.

A pitch-black Lamia

Base code for LD35

Posted by
Thursday, April 14th, 2016 9:23 pm

A pitch-black Lamia

I’m declaring this base code for LD35, because I might use Colorado.

It’s all C++ / Lua, all Affero AGPLv3.

version 9.0.0 of the Colorado graphics classes:

https://digitaldoge.duckdns.org/colorado/releases/colorado-v9.0.0.tar.gz

version 0.1.0 of the TERF Tar-Extracting Readonly Filesystem (PhysFS replacement)

https://digitaldoge.duckdns.org/colorado/releases/terf-v0.1.0.tar.gz

version 0.1.0 of “Pitch Black” which is the game I want to make:

https://digitaldoge.duckdns.org/pitch-black/releases/pitch_black_src_v0.1.0.tar.gz

Is this cheating? Maybe. Maybe.

Base Code for LD 33

Posted by
Tuesday, August 11th, 2015 7:22 pm

Unless I change something, I’ll be using the Colorado version that Super Jet Racing 3.3 used.

The game, and Colorado, are available here: https://digitaldoge.duckdns.org/super-jet-racing/

I’ll probably make incremental updates to TERF, and I want to redo the mesh format but honestly for desktop it’ll be okay.

Code is all AGPLv3.

chase far

Plan B

Posted by
Sunday, April 19th, 2015 12:14 pm

I couldn’t get IPFS to work so this is my backup game:

1

Base code update

Posted by
Friday, April 17th, 2015 5:58 pm

I got it working!

Here is the code:

https://digitaldoge.duckdns.org/merkle/merkles2merkles.git/

Here is an image I drew in the image editor and uploaded:

I’m in!

Posted by
Friday, April 17th, 2015 1:13 pm

I’ll be using:

* MS Paint for 3D models
* Corel WordPerfect for code editing
* vi for sound effects

I’m making a game for the Palm Z22. You will need an IR transmitter to upload the game to the PDA. The game will be free for the first 30 days.

Base code

Posted by
Friday, April 17th, 2015 7:53 am

For this LD, I want to use InterPlanetary FileSystem, so I wrote an image editor that lets you draw a picture and upload it.

Unfortunately it doesn’t work, but I’m publishing it anyway.

https://digitaldoge.duckdns.org/merkle/

The part that doesn’t work is connecting to IPFS. I’m trying to run IPFS as a portable application, inside the game directory, but doing this causes the upload to fail.

The drawing widget seems to work fine.

This code is GNU Affero GPLv3.

Here’s a picture I drew for the occasion:

__temp

Nope

Posted by
Wednesday, April 15th, 2015 12:29 pm

everything’s fine on my end

MiniLD 57 Concept Art

Posted by
Saturday, February 28th, 2015 12:46 pm

I got all my base code ready to start on MiniLD 57, here’s some concept art:

concept

Don’t know what it will be called yet, but it should be fun to make!

More base code

Posted by
Sunday, August 17th, 2014 4:28 pm

I might also use a few files from LD28 that I haven’t integrated into Colorado yet:

https://digitaldoge.duckdns.org/ld28/ld28-byte-raider/byte-raider-4.0.0-source.zip

Particularly vbo.lua and shader.lua which wrap some lower-level OpenGL stuff as Lua objects.

Declaring base code

Posted by
Sunday, August 17th, 2014 7:04 am

I’m using the latest version of Colorado:

https://digitaldoge.duckdns.org/colorado/

which has all the latest features from Jet Racing (originally my LD27 game) and it has the Lua bindings from Byte Raider, my LD28 game.

Colorado depends on OpenGL 2, PhysFS, SDL 1.2, SDL_Mixer, and GLM, so I’m using all those, too.

MiniLD 53 – Battleship Transfer Protocol

Posted by
Saturday, July 19th, 2014 11:26 am

For MiniLD 53, I’m making a Battleship game which can also transfer files.In the future, you can copy a file from one computer to another.

https://digitaldoge.duckdns.org/battleship/screenshots/1.png

Transferring battleships

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