About SpaceManiac of Platymuus (twitter: @SpaceManiacX)

I do stuff.


SpaceManiac's Trophies

Awarded by
on March 5, 2011
The Pixelated Award of CANT SEE NOTHIN
Awarded by Redbone
on April 26, 2010
The Oh God This Is So Bad But Why Am I Still Playing? Award of Mandatory Excellence
Awarded by KermAmrek
on April 25, 2010
The Crazy Amazing Trophy of Having "heim" In the Name
Awarded by GanonsSpirit
on December 14, 2009
The Boboil Referencer Trophy of Redundancy
Awarded by moltanem2000
on December 14, 2009
The "you stole my name" award of just jokingness
Awarded by moltanem2000
on December 13, 2009

SpaceManiac's Archive

YOU ARE ISLAND. Linux build available

Posted by of Platymuus (twitter: @SpaceManiacX)
Tuesday, April 27th, 2010 3:48 pm

Finally got Allegro 4.4 compiling on my Linux machine! New download at my entry page.


Posted by of Platymuus (twitter: @SpaceManiacX)
Sunday, April 25th, 2010 11:27 am


First Dev Shot

Posted by of Platymuus (twitter: @SpaceManiacX)
Friday, April 23rd, 2010 9:51 pm

Try to guess what game I’m cloning:

Map Renderer First Shot
Map Renderer First Shot

Are those clouds… or something more sinister?

In, With Basecode

Posted by of Platymuus (twitter: @SpaceManiacX)
Friday, April 23rd, 2010 7:00 pm

Minimal Allegro basecode assembled, last-minute as always. C++ forever! Actual basecode after the break.


AllegTcl “0.9”

Posted by of Platymuus (twitter: @SpaceManiacX)
Saturday, January 23rd, 2010 9:07 pm

With just enough Allegro bindings to allow for a simple point-and-click game, AllegTcl 0.9 is usable. Check out documentation.txt in the zip!


Posted by of Platymuus (twitter: @SpaceManiacX)
Friday, January 22nd, 2010 7:19 pm

I have no clue what game I’ll be cloning. Maybe a game about cloning or some such silliness. But I am going to clone/port/provide bindings of Allegro for the Tcl scripting language. A little mini-project.

Asploreheim Postmortem & Response Combo

Posted by of Platymuus (twitter: @SpaceManiacX)
Saturday, January 9th, 2010 1:36 am

My entry Asploreheim has been retired – I deleted the database tables and set it to give an error message on login. I have, however, preserved the scores at the scores page.

Blackduck says …
Fun game, kind of laggy because of all the flags at the start. Gets quite repetitive eventually.

I’m glad you thought it was fun at first (and that I fixed the superlag bug). It does get repetitive, I admit, but you’ve gotta keep Exploring!

AtkinsSJ says …
It seems like a good start, but never really feels ‘gamey’, unless I’ve missed something. And yeah, the paths around the middle make it really laggy – perhaps it would work better if hills only drew paths to nearby hills.

Yeah, it’s more of a tech demo than a true game. And I fixed the bug, thankfully.

C418 says …
The game is now pretty much completely… uh… flagged up.
At first I thought the brown stuff was a weird kind of background, but after seeing this screenshots, I realized that it’s actually paths. As there are lot of flags now, I presume the game is a bit popular? 😀

Heh… “completely” was a side effect of the terrible lag thing and the center bias. If you managed to move out, it was pure empty. The idea is you have to just keep going. And it was popular at first, hence the “oh crud I released my game an hour ago and it’s already asploded”

TenjouUtena says …
Every time someone needs to try a MMO, right? Obviously ambitious, but relatively unfinished. You need some sort of scrolling background to indicate that you should walk outside of the paths.

Ambitious and unfinished – that about sums it up. I’ll remember some better UI and polish if I ever revive Asploreheim.

philomory says …
This is such an awesome idea, I wished it had actually worked for me. :(

The registration and login went ok, and I loaded the game world and heard the music and could walk around, but as soon as I walked onto an unclaimed hill, asploreheim.exe spiked my CPU and never went down. I had to force quit. When I tried to log in again afterwards, the game immediately crashed on login. Alas.

After some testing, the infinite loop on hill get seemed to be a side effect of the client not being able to handle all the server’s data. Oh well :(

SonnyBone says …
This thing killed my internet connection, I think. I logged in and then 3 minutes later my router went down. lol

All joking aside… this is a neat idea, it just doesn’t work as well as you’d like.

Routers are silly that way :p
And that seems to be the overall consensus… cool but broken.

Covenant says …
It crashes everytime I move the cursor on top of the button to register and/or login… :(

Clicking if the “too much data” thing occurs, but just moving the cursor over it? I haven’t a clue why that happens.

NiallM says …
I found it very buggy. Most times it would crash as soon as I hit the login button. As others have said, it could use some kind of background to indicate that you’re moving, and it really needs some kind of goal beyond the basic ‘flag as many hills as you can’ goal. Maybe the ability to build your own castle once you’ve flagged enough hills?

Very buggy indeed. Castles are something to remember should I revive the project.

Wiering says …
If I try to register, it says Server not found.

That… is a problem? Did you register from in-game or out? I know I completely forgot to implement the in-game button.

pythong says …
nice idea with the multiplayer


Hempuli says …
Interesting, though shortlived.

True, true indeed.

ippa says …
I want to play without registering, create a test / test account! 😉 Or make use of facebook connect ..ppl hate another reg :)

I don’t have Facebook myself, but a test account would have been a good idea…

hazman says …
Awesome idea.

Really buggy.

That’s it, essentially – clever but nowhere near complete.

sirGustav says …
unable to register and cursor blinked too fast

Unable to register in-game I bet… button did nothing. Cursor blinking fast? I don’t know of “too fast” but I didn’t framerate-inhibit on the main screen.

In conclusion, Asploreheim was a great idea, but I did a horrible job at it. I forgot to implement in-game register, allowed the data to grow to unhandleable sizes, and generally it was hard to play. Mega-congrats to Moltanem however who got 81 hills! 😀

Asploreheim Reset

Posted by of Platymuus (twitter: @SpaceManiacX)
Monday, December 14th, 2009 7:57 pm

I reset Asploreheim’s universe and made changes to the hill allocation setup… it *ought* to work now. I’m pretty sure I’m operating within the rules as they state that I can fix bugs if they’re game-breaking (which this is)

Apparently the login crash and hill-claim freeze happen when the game can’t handle all the data the server is sending back… happens scarily quickly. I’m not going to mess with the game any more. So there, if it breaks, I’m sorry :/

In retrospect, an MMO was a bad idea…

Asploreheim Bugfix

Posted by of Platymuus (twitter: @SpaceManiacX)
Monday, December 14th, 2009 6:33 pm


Contains a new Asploreheim.exe. Replace and enjoy the lack of fancy, laggy road rendering. I also tweaked the hill placement slightly so it ought not to be so center-biased.

Asploreheim [Final]

Posted by of Platymuus (twitter: @SpaceManiacX)
Sunday, December 13th, 2009 7:59 pm

The submission page is at http://www.ludumdare.com/compo/ludum-dare-16/?action=preview&uid=412.

Windows & Source | Registration | High Scores

It’s some sort of MMO thingy. Arrow keys to move, space to minimap, esc to quit, mouse for other stuff
Because of the disjoint nature of the game, someone else might have claimed a hill before you get there. You’ll know this has happened because when you get there, you won’t hear the trumpety noise.

= Tools =
Language: C++
Libraries: Allegro, Libcurl, and my Allegro classes (included)
IDE: Code::Blocks
Sound: Sfx
Music: Stockboy to compose and Audacity to record
Graphics: The GIMP, Paint
Datafile: Allegro Grabber utility

Contact me in IRC if you can do an OS/X or Linux port for me.

End of Day 2

Posted by of Platymuus (twitter: @SpaceManiacX)
Sunday, December 13th, 2009 1:07 am

I got lots done today – if you walk to an unclaimed hill, you can now claim it! 😀

The new title screen, with login text

The new title screen, with login text

The minimap! Unfinished

The minimap! Unfinished

Roads, and Boboil

Roads, and Boboil

Plan for Day 3:

  • Add ability to change your personal flag color
  • Add ownership tooltips to the minimap
  • Polish up the player sprite (he has a slightly off-pink pixel on his head there, and he’s kind of ugly in general…)
  • Clean up the minimap and login screens, with clickable buttons

In the mean time, since it’s an MMO of sorts, register for it at http://www.platymuus.com/bin/ld16.php.

Happy coding!
– SpaceManiac


Posted by of Platymuus (twitter: @SpaceManiacX)
Saturday, December 12th, 2009 11:36 pm

istringstream in(data);
int me = 0;
while(true) {
char ch = ' ';
in >> ch;
if(ch == 'p') {
cin >> me;
} else if(ch == 'h') {

Day 1 End

Posted by of Platymuus (twitter: @SpaceManiacX)
Saturday, December 12th, 2009 12:18 am

Title screen

Title screen

Walking around the town of Asploreheim

Walking around the town of Asplorheim

Following the road to the claimed hill

Following the road to the claimed hill.


Posted by of Platymuus (twitter: @SpaceManiacX)
Friday, December 11th, 2009 8:15 pm

Something MMOish in the lamest sense possible.

I’ll be using C++ and Allegro along with a couple of custom classes I’ll be posting shortly.

Blind Date Micro-LD

Posted by of Platymuus (twitter: @SpaceManiacX)
Sunday, September 6th, 2009 8:27 pm

A few of us in IRC did a Micro-LD to test out the blind date concept – each participant makes a set of graphics, and then gets assigned someone else’s set to use to make a game.

Myself, Edwardoka, fydo, Almost, and MrDude did graphics. Fydo didn’t start on a game, and Edwardoka and I gave up – that leaves two (very good) entries:
FLUTTER by Almost (MrDude’s graphics): http://filesmelt.com/downloader/FLUTTER.zip
Space Dodger by MrDude (fydo’s graphics): http://pycron-ld48.googlecode.com/files/Space-Dodger.zip

Just thought I’d give a shout-out :)

Cave Jimmy phailure

Posted by of Platymuus (twitter: @SpaceManiacX)
Sunday, August 30th, 2009 7:54 pm

Cave Jimmy

Absolutely no fun to play at all. Ah well.

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