About Sparky


Sparky's Trophies

Hey Look, Cowboy Boots! Award
Awarded by winferno
on May 26, 2010
The Trophy Is Not Cheese
Awarded by HybridMind
on September 2, 2009

Sparky's Archive


Posted by
Sunday, April 25th, 2010 5:34 pm

Almost there. I’d better upload this thing… anyway here’s a final screenshot!


Posted by
Sunday, April 25th, 2010 2:07 am

Pipe rendering is now in, though I realize it will be pretty crazy to animate this due to the number of different permutations (4x number of frames for straight sections isn’t bad, but add that to 8x number of frames for corners and it gets scary). Perhaps rendering the worm as a series of overlapping segments would have been a more reasonable way to go :)

The Early Bird

Posted by
Saturday, April 24th, 2010 4:06 pm

Due to limited time this weekend, the basics of the game are working but I haven’t done any assets yet. I just got the puzzle loader working- the puzzles are loaded from .png files, with different colors becoming different tile types or entities.

The puzzle loader working for the first time

Posted by
Friday, April 23rd, 2010 5:20 pm

I’m pretty busy this weekend, but I intend to participate. I’ll be using Flash, and reusing the same basic template as I used last time (some basic scratch written UI and input stuff, simple blitting, and sound).

As an interesting twist, this Ludum Dare I won’t have internet access for the first few hours of my effort. I’ll be working blind, and hopefully I’ll be able to apply whatever I come up with to the theme once I find out what that is :) .

Collision Response

Posted by
Wednesday, February 24th, 2010 2:53 am

It’s neither well coded nor robust, but circle versus circle and circle versus line collision response are now working well enough to continue prototyping. I’m going to put a bit more time into getting the physics working, then I should be ready to begin testing a few puzzle ideas.

Playable Test

Posted by
Monday, February 22nd, 2010 6:31 pm

Well, I doubt I’ll have anything like a game done within the allotted 48 hours, but here’s a playable test:


And here’s a screen shot:

Count me in

Posted by
Saturday, February 20th, 2010 1:35 pm

I don’t have a lot of time free this weekend, so I’m doing a split Saturday + Monday 48 hour block.

I’m thinking of prototyping a game I’ve wanted to develop for a while. The basic idea is that there are a number of attractive / repulsive balls in an environment. Each surface in the environment, as well as each ball, has a polarity (somewhat like gravity, or electrostatic charge). Like states repell, opposite states attract. A ball’s polarity can be flipped by pressing a corresponding key. We can’t move the balls directly, but by altering their polarity we can push or pull them using nearby objects.

Here’s my initial screen shot :)


Posted by
Saturday, December 12th, 2009 2:07 pm

My internet connection was down, so I’m off to a late start. Thanks, everyone, for the encouragement- I’m going to make an entry after all.

New Post-Competition Build

Posted by
Thursday, September 3rd, 2009 4:13 am


Play here

I’ve tinkered around with my Ludum Dare entry a bit more, and am ready to make another release (there may be one or two more after this, but nothing major.) For a while now I’ve been wanting to play with these mechanics, and Ludum Dare was a great opportunity.

New this version:

  • sound (or something vaguely resembling it)
  • vacuum affects enemy projectiles
  • vacuum can be used to destroy enemies with their own projectiles
  • 8 levels

There are other things I’m interested in trying, but I will probably not experiment with them in this prototype. These include:

  • an alternate weapon mode that adds to walls instead of destroying them
  • incorporating indestructible surfaces
  • a charge shot with variable blast radius
  • ammunition containers that double as shootable explosives
  • better ways to handle lava
  • stones (Dig Dug!) which are embedded in walls and can be freed to crush enemies, saving ammunition
  • ways to limit recoil jumping, so it can be used to hover, but not reach unlimited heights

“Not Terrible” Build

Posted by
Tuesday, September 1st, 2009 3:29 am

So the competition is over, but I was interested in exploring my entry further. My hope is to turn it into something more enjoyable. Here’s a ‘day after’ version with a few less crippling bugs (don’t worry, it’s still possible to tunnel out of the world and fall forever).

Features include:

  • 6 levels
  • tuning
  • more accurate particle effects
  • rewritten player movement
  • two creature types
  • limited ammunition
  • debris vacuum for refilling ammunition

<w, a, s, d> or <arrows> to move

<mouse> to aim and fire

<space> to vacuum up debris and refill ammunition


Dinner and Bullets

Posted by
Saturday, August 29th, 2009 5:35 pm



There’s a movable player character, level loading, and the rudiments of player projectiles. There’s no collision detection though, and the terrain isn’t modifiable yet. Things are progressing, but I don’t have much time to participate this time around. I think I’ll at least get something done by the deadline.

A Mockup and Small Tasty Fruit

Posted by
Saturday, August 29th, 2009 2:50 pm


Don’t Forget to Floss

Posted by
Wednesday, August 26th, 2009 10:08 pm

I plan to enter Ludum Dare 15. I’m not yet sure if I will be using ActionScript or Java, but I will definitely be using one of the two.

Should I use ActionScript, I plan to use a very simple support class for input


and a gutted version of this for sound:


Best wishes to everyone else participating. I’ll see you on IRC!

Density Issues

Posted by
Thursday, April 23rd, 2009 10:55 pm

This update addresses places some limits on density and unit counts, to address problems with the density getting out of hand in longer games. Two of the levels in the campaign have also been altered- one to make it more varied and reduce travel times, and another to keep the difficulty level more consistent.

Play Here

Update: Newer Build

Less Poisonous

Posted by
Wednesday, April 22nd, 2009 5:13 pm

Okay, I’m calling the game done. The biggest addition is a campaign of semi-random levels which introduce the game a bit more gradually. I’ve also added in some special case rules that help regulate the game a bit and keep it from breaking quite as frequently. This build also includes a few small graphical changes. After playing through the campaign, the game creates an endless string of more random arena levels. Here are some directions:

Purple creature- this is us!

Red creatures are enemies.

Green creatures are our allies. They produce two types of helpful offspring:

Purple followers can be collected for additional firepower.

Green eggs can be gathered and planted to make new allies.

<arrow keys> – move

<space> – plant eggs

Our character fires and heals itself automatically.

Play the game

Edit: Updated Version (fixed a sound glitch)

Edit again: A New Version (fixed a couple bugs that affected creature reproduction)

These are two examples of the new levels:

A more recent build

Posted by
Tuesday, April 21st, 2009 2:09 am

This is a more recent build of my Ludum Dare 14 entry. It includes several bug fixes, a significant improvement in the AI, and a new enemy type. The visual effects have also been toned down to the point where it should be almost possible to tell what’s going on.

I think at this point the most significant issues with the game are the unreliable level generation, lack of optimization, and the steep learning curve.

Play the game

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