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Ludum Dare 27

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The Man who come back everytime !
Awarded by EdoMiyamoto
on April 28, 2013

Twistedsnail's Archive

24hr Inspiration

Posted by
Saturday, August 22nd, 2015 7:53 pm

Well folks, it only took me 24 hours to come up with a notentirelyshit idea, aaaannd I’m going to be out for another 8 or so hours.

So I’ll either churn this motherf***er out in ~12hrs or I’ll just downgrade into the jam for fun.

Wish me luck

****ing hell..

Posted by
Saturday, August 22nd, 2015 2:45 am

So 8 hours in, and I have what I should have started with.
As usual I ignored the warmups and this time paid the price.

I haven’t done any game dev for about 4 months, and I had forgotten that my computer got wiped.


  • I had to install VS
  • Downloaded SFML 2.3.1
  • Found out after 30mins it doesn’t work with VS2015
  • Compiled it for use with VS2015
  • Found out that some of its dependencies need rebuilding
  • Rebuilt all the dependencies
  • Made a window, a movable test sprite, and some test audio

This isn’t a good start, plus I still don’t really have an idea

Damn you Ludum Dare!

Posted by
Sunday, April 27th, 2014 9:52 am

Well, I won’t be finishing the compo again.

I got caught up with a feature that I actually removed because it was unreliable (read: it sucked and was broken),
the problem being I spent hours on it, 6 I think.

So I haven’t left myself enough time for coding a few key features including buccaneering AI battles.

This is what it looks like anyway:

Still boating around

Still boating around

I’m off to bed, I probably won’t finish it for the jam but hey, you never know.

7 hour mark

Posted by
Saturday, April 26th, 2014 1:20 am

So I’m at the 7 hour mark and haven’t really accomplished much.
I regret not preparing, I thought “I’ll be sweet just whip up my engine as I go.”

Not as quick as I thought, so I’ve been desperately trying  churn out basic engine features from scratch.

Here’s a current screenshot:

A bunch of ships

A bunch of ships


Oh, how I wish…

Posted by
Saturday, April 12th, 2014 11:22 pm

So, I might be able to participate, for a few hours.

My family is having a holiday and I was invited so I will have from the start time until the morning of the 26th.
I guess it’s going to be a pretty damn small game, but I will try nonetheless.

IDE: Visual Studio 2012Language/Libraries: C++ and OpenGL (and SFML for human interfacing)
Graphics: Photoshop CS5.1
Sound (if I get that far): BFXR and/or Bosca Ceoil

Reluctantly Pulling Out

Posted by
Monday, December 16th, 2013 8:34 am

Well, I failed. Not entirely, just in the main aim of making a game in 48 hours. Don’t really think I’ll finish in time for the jam either.

I didn’t get a lot done this round, even though it is the most time I’ve put into a ludum dare.

What did I do wrong?

  • I got caught up in little details that didn’t really matter, it wasn’t polish so much as being pedantic.
  • I wrote the lighting, physics (not really, just movement + collision and everything was axis aligned) and loaders from scratch. I think this was the main cause of bullet point 1
  • About half of the techniques I used were new concepts or more complicated than familiar concepts. I spent too much time thinking things through and building it into a test, then implementing it properly. The reason I used unfamiliar techniques was because they are nicer in the long run.


Anyway, I’ll probably keep working on my ideas for it (damn you ambition) over a few days/weeks and it may flourish.

Here’s a snippet of the beginning: (in terrible quality on some dodgy looking site) http://videobam.com/aezuN

Well, I still learnt a ton and better luck next time I guess!

Maybe I’ll Jam Instead

Posted by
Sunday, December 15th, 2013 2:28 am

I think I had a good concept and made really good progress, for the first day that is.
The progress made today though, is almost naught. Of about 9 hours spent working on the game, I have reverted things and fiddled so much that the game is pretty much as it was this morning :(

So I’ll pull an all nighter trying to pull my shit together, if that doesn’t work, I’ll just enter the jam. I’m not giving up on this baby!

Here’s a screenie:

It's not actually called BoneTesting, I'm just lazy!

It’s not actually called BoneTesting, I’m just lazy!

I spent all my time on writing everything from scratch, because of the headstrong idiot I am.
I think my day yesterday went like:

  • Write basic line renderer so I could see bones (this started as a test to see if I could write a skeleton animation thing at all)
  • Make a rigged hand model (I love you MakeHuman for the arm x0x0)
  • Write lighting system
  • Implement BulletPhysics for movement and collision

While today went like this:

  • Fiddle with shit
  • Think of how great this product could be
  • Rewrite the lighting
  • Unimplement BulletPhysics
  • Create a dungeon generator that almost did what I wanted (too specific maybe)
  • Make a level, then delete it in anger x 3
  • Reimplement BulletPhysics
  • Fiddle with lighting
  • Stare at my code like its the matrix

Good use of my day huh?
Well I’m about to re-unimplement BulletPhysics and this time it will work!
Look out for my game if I actually do something with it!

10 Second Crawl – Post-Mortem

Posted by
Friday, August 30th, 2013 2:27 am

I’m pretty happy with how the game went for a few reasons.
This is actually the 3rd or 4th time I’ve participated, but only my first entry because I always seemed to give up on whatever I was making due to unforeseen problems, aiming for something beyond my ability or simply quitting  from laziness. Not this time and for my efforts:

It's a thing

It’s a thing


Most people that played it seemed to enjoy it and there were only a few bugs, nothing too game breaking.

What went bad

  • I chose technology that was not compatible on a few computers because it gave a minimal performance boost.
  • I spent most of my time beautifying the dungeon wall rendering and ended up with heaps of textures.
  • A few features were added in the last few hours in a desperate attempt to make it feel finished, but the lack of thought and rushed implementation was noticeable.
  • The footstep noises need to be more varied and quieter because the f*ck me off when I hear them.

What went well

  • I actually finished the game to a playable state.
  • The programmer art isn’t horrendous (I hope).
  • Most of the sounds work well and add to the game.
  • The dungeon generation isn’t the best but it does its job.

What I would do differently

  • I would actually make a warm-up mini-game because I took longer than I should just trialling techniques.
  • I should spend at least an hour making a menu screen with help.
  • Get some friends to playtest at various intervals for quality assurance.


Although there were many features I didn’t get to implement that I really wanted, I am still happy with it.

It would mean a lot if you’d give her a whirl!




10 Second Crawl…ling to the finish

Posted by
Sunday, August 25th, 2013 7:18 pm

I finally did it, I made a mostly playable game in 48hrs.
Congrats to everyone else who finished!

You should go play and rate it!
It’s like a small roguelike: you start it up, you die, you do it all over again.

But yes, a random dungeon crawler the doesn’t end until it consumes all of your ram (or something like that)
It doesn’t give you any intro or help so I posted it on the preview page: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=7411
Beware: it is bug riddled and I haven’t been able to test it on other machines but it’s entertaining, I assure you.

Cool eh? Now play it.

Cool eh? Now play it.

Once again, go here: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=7411
Only for PC (sorry 50% of people)


Posted by
Saturday, April 27th, 2013 6:17 pm

This has to be the 3rd time I planned on entering the Ludum Dare, and it was going really well!
Then everything ballsed up and I realized how difficult my concept actually was and what it would require.

It turns out I know very little about vector calculus.

Well good luck to you all still competing and I’ll be here again next time!

I’m out!

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