About Scipio Xaos (twitter: @Scipio_Xaos)

Computer Scientist / Game Developer


Ludum Dare 34
Ludum Dare 31
Ludum Dare 30
Ludum Dare 28

Scipio Xaos's Trophies

Scipio Xaos's Archive

Ludum Dare #30: Second Update… Progress?

Posted by (twitter: @Scipio_Xaos)
Saturday, August 23rd, 2014 10:41 pm

So.. it’s been a busy day.  Took, much, MUCH longer than expected for graphics asset creation.  Still, that’s all done now.  I’ve begun to stitch code together.  Since it’s the JAM I’m participating in I’ve decided to reuse some of the old code base from one of my previous LD48 entries.  Still, re-wiring it to do what I want is taking time. 😛

That being said, I’m currently loading most of the assets, only a few things left to do and the game will be able to at least “load” itself.  Next after that I intend to tackle rendering and should hopefully get it done tomorrow before lunch.. if I don’t I don’t know what I’m gonna do. 😛  Even though I’m participating in the JAM I got classes on Monday.. will be lucky to get more than a few hours of dev time in that day.

Still, things seem to be moving along fast enough.  (Though that extra 24 hours would really, really be appreciated!  Bloody college requirements. 😛 )  Goals for tomorrow:


Good night, guys!  I pick it up again in 8 hours!

(And have a peak at one of my assets. :3)

Crest Preview (Uncolored)

Ludum Dare #30: First Update.. And Yes! I’m In and Confident!

Posted by (twitter: @Scipio_Xaos)
Friday, August 22nd, 2014 10:01 pm

So.. Nearly four hours after the Jam starts and here I sit with a fully developed idea, fully thought out mechanics, graphics ideas, audio plans (and a teammate for composition!), and all the maps for the whole game down.  It’s been quite a productive evening, if you ask me.

Tomorrow I’m gonna actually start the coding process.  I know pretty much how all the mechanics will fit into place so hopefully I can get all the basics down tomorrow.. I have to do graphics creation, but there’s not really that many graphics assets planned so it should go quickly; a few hours at most.

The concept is pretty good, even if it might be a bit cliche.  If I have time I’d like to go back and add some bits and pieces to the game to make it pop, but first I need to make an actual game. 😛

Graphics… need to do. 😛  Like I said above, there’s not too many unique assets in the game so things should go fast there.  We’ll see.  I do have planned some effects that might be somewhat difficult for me to do.. we’ll see.

As for the audio, I’ve got a teammate who will be composing some pieces for me.. hopefully I can get them integrated and not have only one playing on loop… like I did for LD28..

And, the crowning achievement of the evening is the maps I’ve developed.  Sure, it means the game is somewhat linear, but I think it’ll be quite interesting if I can get around to those extra bits I mentioned before.

All in all, I’m pretty confident I can make this one count.  We’ll see in two days!


Ludum Dare 30: Belated I’m In!

Posted by (twitter: @Scipio_Xaos)
Friday, August 22nd, 2014 3:20 pm

So.. almost was gonna work with a bigger team on this one.  So far it looks like it’ll just be me though.  I’ll be participating in the JAM.  As usual I’ll be coding everything in Java, and most likely using GIMP and Audacity for assets.  Maybe SFXR, but I’m not sure..

Welp.. good luck, everyone!

LD # 29 – Update 3 – More Deja Vu

Posted by (twitter: @Scipio_Xaos)
Sunday, April 27th, 2014 7:16 pm

Things are looking grim… I recall the last time I said that…  didn’t go well for my first LD.

So we got some functioning code with some rendering.  Still a lot to do and we’re definitely behind where we were last year.  Gonna keep at it, though.  What’s really sinking us, though, is the amount of assets we need.  Lots to do, little time to do it.  Oh well.  I suppose it’ll be a lesson learned.

LD #29 – Update 2 – 24 Hour Recap

Posted by (twitter: @Scipio_Xaos)
Saturday, April 26th, 2014 5:53 pm

So I’ve done a bunch of coding (just like last time) and again nothing to show for it.  I’ve completely upgraded how I do level loading from how I did it in One Jump and this year’s entry will have a much more customizable level (if you try to hack the jar like I know someone did last time 😛 ).  While promoting usability, this feature also makes it easier to build the level since all it takes to make a change is to change a file or two and the updates can be seen almost immediately.

So… 24 hours down, here’s what’s accomplished:

  • Some GUI development (If more was done I could start the game! 😀 )
  • Most of the Level Loading code (A complete revamp from last the last Ludum Dare entry to make it more feasible to make levels)

Things left to do:

  • Get the bloody game running.
    • That’s most of the mechanics.
    • Entity Interaction and AI.
    • Winning & Losing Conditions
  • Make most (all) of the entities.
  • Make the map and the tiles.
  • Add sound.

So.. yea… the next 48 is gonna be fun.  (And hopefully I’ll have some screenshots to post by then.. 😛 )

LD #29 – Update 1 – This seems familiar….

Posted by (twitter: @Scipio_Xaos)
Saturday, April 26th, 2014 1:02 pm

Well, everyone, I’m back for another year.  I’ve got a slightly different team (one of my roommates from college will be doing the graphics assets instead of my brother, and I still don’t know who’s gonna do audio).  But yea… this seems familiar.

More time doing UI coding, but I’m back to making the render code.  This time the render is a little more complex and dynamic than before, but it’s based on the same concepts that my previous Ludum Dare entry was built on.  Hopefully, I can get this rendering code together tonight so that I’m at least rendering before the morning.  That’ll leave the last two days for implementation of this games specific features, character control, mob AI (yup! this time you’ll have something to compete against), music creation (if it’s not done sooner), and art asset polishing.

So I’m off to Dinner and I’ll be back to coding again around 5 DST.  Ciao for now!

Belated “I’m In!” Post

Posted by (twitter: @Scipio_Xaos)
Friday, April 25th, 2014 5:35 pm

So.. it has been a while since I posted here last.. I was supposed to do a Postmortem for mine and my brother’s Ludum Dare 28 entry, but we never got around to it. 😛

I’ll be competing again, but there’ll be some slight changes.  This time I’m at college instead of at home so I’ll be competing again in the Jam, but with different team members.  I’m not entirely sure how many of us are going to be on the team (nor who’s going to be on the team.. 😛 ), but I do know that there will be at least one other person picking up the asset development department.

The game will still be coded in Java (and I may end up re-using some template code from the previous one like the Animator class I created last time), but the art and sound will most likely be developed in different software suites.  Anyways, we’ll see where it goes from here in a few hours!

Update 4: Even more coding… and still a lot of work to do.

Posted by (twitter: @Scipio_Xaos)
Sunday, December 15th, 2013 8:57 pm

Well..  after a little over two days the game is on the verge of being complete.  Still a lot to do….  I’ve got a list in front of me with about 11 main points on it..  Some of them are vital to the game, some are just garnish..  gonna try and do them all, though.

No screenshots, still.  As a little “pre-postmortem” something different I’d do next time is take more some screenshots. 😛

Got the list prioritized, so we’ll see where we end up tomorrow!

Update 3: A lot of coding has been done!

Posted by (twitter: @Scipio_Xaos)
Saturday, December 14th, 2013 9:23 pm

We’re well on our way to having something playable, if a bit ugly.   We got a lot of the foundation code down.  A working (but horrid looking) ui, input for the gameplay, level renderer.  Things are going good and Monday night is definitely a feasible target.

I have run into a bit of a bug with the key press / release code..  Seems to automatically release the key for some reason resulting in the animation for the character not playing out correctly…  This is currently the most glaring bug out of all the code completed..

One of my brothers has sadly dropped from the team.  For now, at least, he’s not able to help us complete the project.  Still, it’s looking like we might have something complete, if lacking polish, by tomorrow night.

As for now, I’m off to recharge my batteries and tackle the problem again in the morning.  Night all.

Update 2: Some coding has been done.

Posted by (twitter: @Scipio_Xaos)
Saturday, December 14th, 2013 11:16 am

That about sums it up.  Finally on to coding the game logic…  Better hurry up..

Update 1: The Idea

Posted by (twitter: @Scipio_Xaos)
Friday, December 13th, 2013 8:31 pm

Alright..  So we got our idea planned out (no spoilers for now 😛 ).  We’re going to start tomorrow.  Sadly, my brothers might not be around all weekend for full time development, but I’ll be working round the clock from here on out.  We’re gonna do this like it’s a compo, but with an extra day and a team effort.  We’re making all the resources from scratch, all the coding from scratch.  It’s gonna be somewhat easier than the strict Dare, but still a challenge for us..

Lookin’ forward to it though. :3  Ready to work!  8 hours and we get started!  G’night internets!  And Good Luck everyone!

AND Here We Go!

Posted by (twitter: @Scipio_Xaos)
Friday, December 13th, 2013 7:13 pm

I’m back with my brothers again after a two year hiatus..  I think we’ll stand much more of a chance to actually FINISH something this year..  We’re about to work out exactly what we’ll be making in a few minutes…

As usual (my programming usual, that is) the game will be coded in Java.  I’ll take lead on the code dev while my brothers will head up resource development.  Hopefully all will go well and we’ll manage to release something this year!

Voy a descansar..

Posted by (twitter: @Scipio_Xaos)
Sunday, December 18th, 2011 10:46 pm

Well Absence — I have told y’all that the name of the game is Absence right?  oh well :3 — is on its way to finishing.  I doubt I’ll have it done by nine tonight, but I’m going to give it my all tomorrow.  Right now I’m going to sleep and I’ll be up again in about seven hours.  Everyone have fun.


And the title says “I’m going to sleep…”

Status:  Approaching menu completion…  Yes only approaching…  *snivel*

Looking Grim

Posted by (twitter: @Scipio_Xaos)
Sunday, December 18th, 2011 12:51 pm

Well…  things are looking grim for me finishing the Jam on time.  I’ve barely got a renderer going, but this is my first time EVER making a game so it’s understandable.  I came into this excessively under-skilled and it’ll be a miracle if I have a game to submit in a day and six hours.  But….  the good news is I love the direction the game is going.  I really came into this expecting to learn a lot over actually finishing, but finishing would be nice.

I’m just wondering, though.  If you fail to submit on time could you still put the game up for others to see?  I might finish a few days, maybe a couple weeks after, but I’d love to get some feedback.  In other news, I’ll try to have a prototype or whatnot submitted should I run out of time.

Wish me luck!

Status: Developing Menu interface.

Sleeping Soon

Posted by (twitter: @Scipio_Xaos)
Saturday, December 17th, 2011 9:47 pm

Well…  I’ve got a splash rendering.  That counts for something doesn’t it?  Sigh.  At least rendering the rest will go faster once I get there.  Thankfully I’m doing the Jam so I have a little under two days instead of a little under a day.  Night everyone!  And have fun!


Posted by (twitter: @Scipio_Xaos)
Saturday, December 17th, 2011 9:35 am

I’ve got more of the framework setup now.  Currently eating lunch.  And working.  Hope things move along smoothly.  Got all day to work.

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