About Valeour (twitter: @www.twitter.com/ValeourM)

Aspiring indie developer, determined to become awesome.


Ludum Dare 31
Ludum Dare 25
Ludum Dare 23
MiniLD 32
Ludum Dare 22
Ludum Dare 21

Valeour's Trophies

Valeour's Archive

Here I am!

Posted by (twitter: @www.twitter.com/ValeourM)
Saturday, December 15th, 2012 8:49 am

Didn’t do an “I’m in!” post, because I wasn’t quite sure, but I definitely am now!

I had a 9 hour late start, but as if that’s an excuse.

So about 4-5 hours later, I have what I can call a “game”. The idea is basic Cops and Robbers. You play as the bank thieving robber who is being hunted down by the police. At the moment, all you have are bombs you need to launch at the on-coming pigs! You need to judge how long you ‘charge’ the bomb, and release it. The longer you hold it, the further it goes.

As if that isn’t enough, the police apparently find it offensive to call them pigs, so they’re returning fire with regular bullets. Make sure you don’t get hit by too many, because it’s not just your life at stake… it’s the money! Every time you get shot, you lose money! Oh no! DON’T FUND THEIR DOUGHNUTS!

That’s all I have at the moment. We’ll see as time goes on, as I’m dreading the art stage, which I’m scarily getting closer to.


BamSquitch – Post Mortem

Posted by (twitter: @www.twitter.com/ValeourM)
Wednesday, April 25th, 2012 3:09 pm

This entry was quite interesting honestly. At first I was excited to enter, then I realised how piled with work I was, but when the theme was announced, I went back to sleep thinking “Nah, Tiny World is hard…” but I couldn’t sleep after that, so I thought more about it.

Then Bamsquitch.

It pretty much lived up to my expectation minus a few little features, but it still had what I wanted.

It was surprising how easy it was compared to previous Ludum Dares, but it was definitely more fun.

I would definitely like to refine the game a bit, especially since quite a few people enjoyed it, minus a few things, which are easily fixable with more time to come up with ideas.

I was a bit gutted that Livestream decided to be a CPU hog, and in the end I couldn’t record everything, but hey ho. Maybe I’ll do a time lapse next time?

In any case, I had fun this time, and people liked it, and I learned that rating everyone else helps get me known, which I should have realized sooner.

’til next time!

Need Sleep – Good Progress

Posted by (twitter: @www.twitter.com/ValeourM)
Saturday, April 21st, 2012 4:56 pm

I’m really excited about my progress today; I’ve nearly finished!

Here’s some images:

That’s all I want to show for now. Again, I’m really happy, and I can’t wait to finish it either.

All I need now is sound, death animations, quick story, and a win screen.

Anyway, sleep now.

Yay! Mechanics!

Posted by (twitter: @www.twitter.com/ValeourM)
Saturday, April 21st, 2012 7:59 am

Okay, I have more mechanics since the last post, and these can all contribute to a working games. They’re the base anyway, I can just make levels now if I wanted to.

Anyway, here’s a picture:

I was live streaming all morning, but it just proved too CPU intensive and that it was becoming a pain to even type.

Anyway, going to update the art a bit now or work on a HUD, but I’m pretty happy with what I have. A simple little puzzle game.

Tiny World has Tiny Gaps

Posted by (twitter: @www.twitter.com/ValeourM)
Saturday, April 21st, 2012 4:31 am

Okay, so my idea for this consists of the following:

You’re a big entity in a small world. You’re too big for certain corridors. You’re a big man in a Tiny World.

However, some kind ‘thing’ has given you shrink pads around the place! Yay!

Great! So we can fit in tight places! (Innuendo somewhat intended), but there’s a catch… as always.

You can only be shrunk for a certain amount of time.

That means, if you’re in a small corridor when your time is up;

You will die.

Anyway, there are various other elements to add yet, but I’m making nice headway.

Ludum Dare 23 – I’m in.

Posted by (twitter: @www.twitter.com/ValeourM)
Saturday, April 21st, 2012 12:23 am

Bit late, I know, but I finally figured something for this theme.

IDE: Visual Studio C++ 2010

Map Editor: Tiled

Art: Paint/.NET and PyxelEdit (maybe).

Sound: SFXR, not sure about music.

All I can remember at the moment, so TIME TO DANCE THE LUDUM DARE!

Good luck everyone!

Fly Away Home: Part 2

Posted by (twitter: @www.twitter.com/ValeourM)
Sunday, December 18th, 2011 2:56 pm

I’m so happy with this. I know it’s not a great game, and only just fits the theme, but I like what I’ve managed to accomplish with such little time.

I’ve done all the hardcore bits of it, all that’s left is the pretty stuff.

I think I’ll do that tomorrow though. I can’t enter the Compo because my friend is helping me with art, but still. Gives me more time to think and make stuff look even more purdy.

I really can’t wait to show this off tomorrow.

The game itself is nice, but my coding is still horrid. ;D

Also, good luck to all the compo peeps! Just a few hours to go!

Fly Away Home! Demo and Day 1 done.

Posted by (twitter: @www.twitter.com/ValeourM)
Saturday, December 17th, 2011 1:53 pm

Okay, I’ve been coding for hours straight, and I think it’s time I have a rest tonight and maybe do a bit more before bed, but yeah.

I’ve enjoyed this one, it hasn’t been too stressful, and I’m pretty happy with what’s been produced, although I do wish it had a bit more content.

Anyway, I won’t provide screenshots, but rather, a demo this time.

You can download the demo here. Controls only consist of the up arrow at the moment, which push the bird up, be sure to hold it as soon as you press play. There’s no collision or game over screen, so it’s still pretty empty.

Leave any comments about crashes and what not, and just a note before hand:

It’s a debug version, so you’ll need the C++ redistribution which you can get from Microsoft if it turns out you don’t have it. (MSVC100 or something error.)

The game is meant to quit when you hit the ‘floor’, I just couldn’t be bothered sorting out a game over screen yet.

Any problems you do have, please paste any relevant information, as well as the Allegro.log next to the .exe that appears after play.

Fly Away Home!

Posted by (twitter: @www.twitter.com/ValeourM)
Saturday, December 17th, 2011 5:37 am

Introducing my LD game: Fly Away Home!

Poor old <insert bird> has been left by his flock! He must fly across various stages dodging all sorts of sky hazards that don’t otherwise normally exist, in an attempt to reunite with his flock!

How cliché.

Anyway, if I have time, I might add some minor stat elements like control, stamina, etc.


I feel sorry for the clouds and birds, the art looks pitiful...

I think I’ll tighten up the resolution first, it seems a bit ungodly big. Also all the art is a placeholder till my artist wakes up…

I’m pretty happy how this is coming along, it’s not too stressful and I’m having fun. I learnt some math too.

Anyway, gotta keep codin’.

I’m in x2!

Posted by (twitter: @www.twitter.com/ValeourM)
Thursday, December 15th, 2011 12:52 pm

Alright, I’m in again this time, but with a friend!

I’ve been loaded with Uni work over the last few months, and we’re just started our break. What a better way to celebrate than to do Ludum Dare?!

However I will be taking part with a friend, so obviously we’re doing the Jam. I don’t mind though, I’ll still power through as if I’m doing the compo!

As for my tools, I’ll be using;

IDE: Visual Studio 2010 C++.

Library: Allegro5, and GWEN.

Framework: One I’m somewhat developing for Uni. It doesn’t really have much other than a Game Loop and some kind of State System.

Graphics: My friend! (He’s using MS-Paint, Graphics Gale, Tile-something,)

Sound: My friend and probably myself (BFXR and SFXR respectively.)

I think that’s the important stuff.

You can find my Twitter at @ValeourM and my blog http://valeour.tumblr.com!

Good luck to everyone, and I hope we all pull through!

Prison Break – I’m finished.

Posted by (twitter: @www.twitter.com/ValeourM)
Monday, August 22nd, 2011 2:30 pm

This is my first time entering LD _properly_. I didn’t have much time due to real life getting in the way [/symapthyvote] but that’s what the Jam is for, I know.

I’m fairly happy with how much I’ve managed to do in such little time, but I’m not proud of the end result as a concept as a ‘game’ however.

I’m still not a professional Game Dev yet, but I’m definitely going to get there one way or another, and this competition was a great experience…and sleep depervation.

I’m fed up with staring at code at the moment, and I have no artistic abilities, so that’s why I’m stopping here. Personally, I think I’ve done enough even for a simple entry.

Oh, and I advise you don’t look at the code, I can’t promise the stability of your mental state.

I wasn’t gonna take part to begin with, but I’m glad I did. Like I mentioned, it was a nice experience, and it also actually got me off my butt to make a game.

Good luck to the other LDers!

P.S You can view my entry Here.

Wait for me! I’m in!

Posted by (twitter: @www.twitter.com/ValeourM)
Sunday, August 21st, 2011 4:01 am

Hey! I forgot to make my intro post, I hope I can still enter the Jam at least!

I wasn’t initally going to going the LD, but my friend convinced me to. I’ve made some mini-posts about what I’ve done so far on my blog which you can find here. You can also follow my Twitter @ValeourM if you want any insta-updates.

I’m using MSVC++2010 for my entry, and I’m using the SFML library.

I’ll keep main updates on my main blog because it’s just easier and faster for me to do for now. Good luck to all the other LDers and I hope I actually finish this time!

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