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Posted by (twitter: @steven_lr)
Saturday, August 29th, 2015 9:42 am

A lot of procrastinating in this one, mostly due to the lack of ideas. Enjoy! 😀


Guys, don’t forget to comment when rating!

Posted by (twitter: @steven_lr)
Wednesday, August 26th, 2015 4:19 pm

I’ve noticed that a lot of people rate games without leaving any comment. I don’t remember it being this much the case for previous game jams.

I think we can all agree that for the most part, Ludum Dare and other game jams are about learning from our mistakes and improving our gamedev skills. This is not a popularity contest (well, not at first anyway). If nobody leaves any comment, however harsh they may be, nobody will improve.

So, for the sake of self-improvement, please leave your opinions when you rate a game, even if there is not much positive things to say, constructive criticism is always helpful. 😉

Here we go again

Posted by (twitter: @steven_lr)
Wednesday, August 19th, 2015 12:26 pm

I’m in for the second time!

I’ll be using Java with a custom engine, Waffle 2, the newest version of the custom framework I used last LD, this time with hardware rendering. Waffle 2 is based on LWJGL3.

Apart from that, I’ll be using GIMP (and Blender if necessary) for my art assets, and Reason for the music. Sounds will probably be done with sfxr.

This time I’ll not be alone at home, I’ll be at Goutye‘s, but we’ll work on our own games separately.

I’m really looking forward to this LD. 😀 GLHF everybody!

For y’all timelapse enthusiastics

Posted by (twitter: @steven_lr)
Sunday, April 19th, 2015 5:33 pm

Here’s mine! (Sorry for the ESEA spoilers ^^)

If you want to try the game out : http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=5128.

I’m done!

Posted by (twitter: @steven_lr)
Sunday, April 19th, 2015 3:43 pm

Well, it’s been fun!

Basically the game is centered around two magnetic devices that you can launch and that can attract or repel things when activated. The story fits the theme quite well I think, but I will let you discover it for yourself. I will just say that I like the mood and that you kind of have to understand the story by yourself, through things you encounter in the game.


I’ve managed to do everything I wanted with some time to spare. I’m pretty happy with what I have done, but I will go into more details in a post-mortem, later.

The game is not too long or difficult but quite fun gameplay-wise. I really like that I managed to give the player a definitive choice defined by how thoroughly he explored the levels and that the mood is pretty dark.



Try it now!

Progress report

Posted by (twitter: @steven_lr)
Saturday, April 18th, 2015 2:29 pm

Things are going rather well. All of the physics is done as well as most game objects. Levels load correctly, the gameplay elements are all implemented. Now I will have to focus on some level design. Once this is done, I can start working on the next step: actual dangerous enemies, because currently, you can only die by swimming in acid or by getting your face crushed under  crates. You can also get items, and the inventory system is done.



Art-wise, I am pretty happy with what I have so far, even though the random wall doesn’t look too great. The only dev art asset left is the player that I will probably draw tomorrow.

However I think I spent too much time on pimp stuff. I’ll have to work a bit quicker and focus on more important tasks if I want to get the story implemented.

Getting some ideas :D

Posted by (twitter: @steven_lr)
Saturday, April 18th, 2015 7:30 am

After a few hours of brainstorming, I finally got an idea. It involves a device that can attract/repel objects remotely, including enemies’ bullets. Okay okay, it’s not that original and doesn’t fit the theme 100% but I’m happy I got an idea at least, which was the scary part for this LD. The story will be completely in the theme though, if I have enough time to implement it.

Since the game will be physics-based, I needed to implement some basic physics. I decided to write it myself instead of using an engine because I hadn’t considered using one and I don’t want to spend time learning how to use one. Besides, in only 4 hours, I’ve written most of the physics I will need (collision detection and resolving between entities and the level and entities and other entities). Now, I will be able to focus myself on the gameplay. Here’s a little screenshot. Nothing much to see because dev-art ^^.


The only interesting stuff is the brown stack on the right which is actually a stack of crates moved by the physics engine. I was afraid I was going to be in situations where this kind of stack would lead to unstable equilibrium and explode in my face, but so far it didn’t, which is good news.

And here’s the obligatory food pic. Delicious fish cooked by my mom. <3



Anyway, back to work!

I’m in! Probably…

Posted by (twitter: @steven_lr)
Monday, April 13th, 2015 3:45 pm


I’m in for this Ludum Dare! (Well, actually it’s a 95% probability but who cares?)

This will be my first real Ludum Dare. For the first one I participated in, I couldn’t get any ideas and I thus did nothing. I also didn’t have a lot of experience in game development.

Since then I have developed a few games and finished a few of them. I took part in a pseudo game jam with three friends (Goutye, Aomeas and kidanger) about a year ago. I would say it was a success, even if the game was not really what we had anticipated, since it was the first time I created a game in such a short period of time. I mostly did the interactions between the different components of the game and the sounds and music. A few months ago, I created a game in about 9 hours in Javascript from start to finish, including the graphics, the sound effects and the music. It was a very simple game but it proved me I could make something coherent in a very short time. Finally I created a 3D space racing game for a school project in about 2-3 working days a few weeks ago. With all of that, I do believe I have acquired the experience necessary to make a game in 48 hours. The only problem I may have is not finding any idea. But now I know that if I find a simple idea, I’ll probably be able to make something with it.

For this Ludum Dare, if I decide to make a 2D game, I will be using Java with a custom framework that you can find here : https://github.com/stevenlr/Waffle. If it ends up being a very good help, I may develop it more and make it a real framework. I will be using IntelliJ Idea as my IDE. GIMP will be my tool of choice for the graphics, and probably sfxr for the sound effects. I unfortunately don’t have my MIDI keyboard with me so I probably won’t be able to make music.

If I decide to make a 3D game, I will be using my OpenGL framework Bloop : https://github.com/stevenlr/Bloop. I would then use C++ with Visual Studio and Blender for the models. I have sounds implemented in a fork of this project (https://github.com/stevenlr/Kuiper-Race) with OpenAL. However, since the sound module is not well integrated in the base framework and since it still lacks a proper models/shaders/textures registry, I will probably avoid making a 3D game, unless I have a brilliant and feasible idea.

Anyway I’m rambling way too much, GLHF!

I’m in!

Posted by (twitter: @steven_lr)
Friday, August 19th, 2011 9:54 am

Hello world,

For the first time, I’m in. Yeah!

I’ll use:

  • Javascript
  • GameJS
  • SoundManager 2
  • GIMP
  • Ardour
  • ZynAddSubFX
  • M-Audio Oxygen 61
  • as3sfxr

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