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Super late I’m in

Posted by
Sunday, August 28th, 2016 2:43 am

I decided to check when the next Ludum Dare was, only to find that it’s already over halfway done. I’ll try to make a game in the limited time frame. We’ll see how it goes ūüėČ

I’m (probably) in.

Posted by
Thursday, April 14th, 2016 1:54 am

I’m probably going to be participating this weekend!


C++, libpng, glew, glfw, SFML for audio, Visual Studio

Maybe some lua for scripting

Paint.NET for art

Audacity for sound/music maybe? Not my strong suit.

I’m in, maybe

Posted by
Friday, August 21st, 2015 6:23 pm

I have a long plane ride tomorrow, but I’ll try to participate¬†anyway.



Visual Studio



I’m in, maybe

Posted by
Thursday, April 16th, 2015 8:45 pm

I think I will participate in this Ludum Dare if I have time this weekend. I’ll be doing the compo if I can.

I’m in, probably

Posted by
Tuesday, August 19th, 2014 9:51 pm

I’ll probably be participating in the Compo this weekend. I’ll be using Java and LWJGL, and I have some a base library that I’ll be using which can be found here.

I’m in!

Posted by
Tuesday, April 22nd, 2014 7:55 pm

I’m excited to participate in my 3rd Ludum Dare!

I’ll post some base code in a little bit when I get a chance…

Third time’s the charm?

Posted by
Friday, December 13th, 2013 1:16 am

I’m in again! ¬†I’ll be using Java and LWJGL, with some custom classes I wrote for a previous Ludum Dare:¬†https://www.dropbox.com/s/uurl9lykldn00ff/LudumDareLibrary.zip

On Borrowed Time – Post Mortem

Posted by
Friday, August 30th, 2013 1:45 pm

It’s been a few days since the end of the competition, so I decided that it’d be a good time to write a post-mortem. ¬†This was my second ludum dare, and I think that I did an okay job this time around. ¬†The game ended up being a stealth-type game where you have a set amount of life, which constantly decreases. ¬†Killing an enemy slightly increases the time, and getting hit decreases it. ¬†In each level, you have to take out a marked target. ¬†If you want, play my game here:¬†On Borrowed Time

What went well:

Graphics: ¬†Sure, they weren’t amazing, but I was able to make them in not too much time and they seem to be pretty well received. ¬†Also, I did the last LD in 2D, so 3D graphics were sort of a step up for me.


Sound:  I thought that I did a decent job with the sound.  The sfx were done pretty quickly, but I think they work.  The music is pretty minimal, but I thought that that worked well in creating a theme.

Controls: ¬†This was one of the biggest complaints about my last LD entry. ¬†Of course, it’s easier to do controls for a top-down type game than for a platformer, but this was one of the areas that I wanted to improve in.

What didn’t go so well:

Time management: ¬†For a good third of the competition, I didn’t have anything remotely playable. ¬†Also, I ended up having to rush at the last part of the compo, which brings us to…

Levels:  I was really disappointed with the amount of levels that I ended up with.  Really, there were only 3 substantial levels.  Plus, the biggest level was 16 x 16, when there was potential to make more expansive levels.

Those features that I wanted but couldn’t fit in: ¬†I had wanted to make more than 2 types of enemies, like one that stood still but rotated, and one that maybe shot a projectile at you. ¬†I also had this idea that after each level, you go to a sort of “black market,” where you could choose to keep the time you collected to help you out in later levels, or trade it in for upgrades or weapons.

That one bug:  On the last day of the compo, I was trying to get the background music ( a .ogg file) to play, and it kept throwing an exception when I tried to load it.  I spent a good hour trying to figure out what the heck was wrong.  For some reason, it eventually started working, but I still have no idea what the problem was.

Distribution: Distribution can be tedious.  Enough said.


So anyway, I thought this went well for the most part, and I plan to get a post-compo version up within a little bit.

Base code that I may be using

Posted by
Tuesday, August 20th, 2013 12:50 pm

I may try to go 3d for this ludum dare, so I’ve written a bit of base code encapsulating some OpenGL functionality.


I’m in again (probably)

Posted by
Saturday, August 17th, 2013 11:02 pm

I should be free next weekend, so I’ll try to participate in my 2nd ludum dare compo.



Language: Java

Libraries: LWJGL

Graphics: Paint.NET

Sound: BFXR, MilkyTracker, Audacity

Brainstorming courtesy of my brain


I may try to do 3D in this one, so I’ll post a few classes I wrote for Textures/Models/etc. later this week.


Posted by
Sunday, April 28th, 2013 5:57 pm

I finished my game, you can find it here:


I would have liked to add more levels/ more of a storyline to it, but I ran out of time, especially since I have a tough final tomorrow.

Making progress

Posted by
Sunday, April 28th, 2013 12:57 am





I’ve mostly finished all of the mechanics including grappling, added some (crappy) sound effects and music, and have started designing levels. I still need to finish making levels, but besides that I’ve completed everything else I’ve wanted to.

I’m (probably) in

Posted by
Wednesday, April 17th, 2013 5:58 pm

I’m probably going to attempt to do the competition, which will be my first try. ¬†Unfortunately, it’s the weekend before finals, so that may get in the way. ¬†Hopefully it all works out, though!

Language: Java

Libraries: JOGL

Audio: Milkytracker, Audacity, sfxr

Art: Paint.NET

I wrote a couple of files that just draw things/play

sounds: https://www.dropbox.com/s/8mwzchhj2b6yehx/Engine.zip


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