About vidarn (twitter: @vidarn)

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The Actually Compiled My Game On Linux Award
Awarded by Dietrich Epp
on August 28, 2012

vidarn's Archive

Postmortem – Clara Stirzaker and the Crypt of Time

Posted by (twitter: @vidarn)
Friday, December 18th, 2015 3:40 pm

This was a great Dare! I had a lot of fun and I’m very happy with what I managed to achieve this time. Also, it feels like the games I’ve played so far have all had an unusually high quality, I’m really impressed with all of us ūüėČ

capture1

I broke most of my old Ludum Dare habits this time, and I’m glad I did.
I’ve used L√∂ve 2D for most of my previous entries, but this time I decided to just use SDL and try writing the game in c, since I use c for basically all my other programming projects. I was intrigued by emscripten and the possibility of having a simple way of compiling my game both for desktop and the web.
I was a bit worried about running into problems, given that I’ve never tried emscripten before, but everything worked like a charm. I was able to write, debug and test the game on my Linux box using clang, gdb and all the usual tools, and still have everything working in the web version without any trouble. Very satisfying :)

Being able to cross compile to windows using MinGW is awesome too, by the way.

Another one of my habits that I decided to break was using pixel art. I am very fond of pixel art and since it’s what I use for basically all of my games, I’m pretty confident in my ability to make decent looking graphics fairly quickly.
This time around, however, I wanted to challenge myself with doing something different and draw all my graphics in Krita. I had a couple of frustrating moments, since I’m not at all used to the program, and the sprites I drew were all pretty rough, but I’m very glad I tried something new, and I’ll keep experimenting with art styles in the future.

I won’t do a “what went wrong/ what went right” list, mostly because I feel so positive and I can’t think of a lot of things that I wish I’d done differently. Sure, my game’s not perfect, but I feel like I mostly made the right decisions, and above all, I had such a lot of fun this time! :)
Instead, here’s simply a list of things that makes me happy:

  • Having a built in level editor. I used the awesome stb_tilemap_editor.h, which was super easy to integrate into the game and made the process of building levels extremely smooth since I never even had to leave the game. I’ve always used Tiled for building levels before and it has worked ok, but in a game jam where fast iterations is key,¬†having the level editor built in was wonderful.
    Crypt of Time - Level editor
  • Getting input from friends. I spent the first day alone, apart from some visitors to my live stream, but the second day I went over to a friend who also did LD (daandruff, check out his awesome gane, Surf a Turf). Getting feedback from him and his wife was invaluable. There was a lot of issues with the game that I never would have noticed were it not for them playing it¬†and giving feedback. I also got both ideas and feedback from my wonderful girlfriend. The game would definitely have been a lot different (and not half as good)¬†had it not been for my friends. :)
  • Keeping the scope small. I had a lot of ideas and features I wanted to add to the game, but on the second day I decided to concentrate on building levels and polishing the gameplay instead of adding new features. Previous Dares I would probably have gone the other way, but I’m glad I focused on gameplay for once.
  • Let’s Players. I’ve had both Jupiter Hadley and Wasteland Dan play my game. It’s wonderful seeing someone else play your game and I really appreciate what you¬†wonderful people are doing. ¬†Watching their¬†videos¬†is a very nice and entertaining way to find other games to try as well.
  • Gif recording in the game engine.¬†This might not seem like a biggie, but I’ve spent way to much time experimenting with¬†screen capture software that records gifs with weird colors or strange frame rates. I finally added a button for recording the gameplay into a gif straight from the game, and I know it will save a lot of time and frustration in LDs to come. :)

That’s all for now, time to get back to playing games.

If you want to check out my game, it’s called Clara Stirzaker and the Crypt of Time. I hope you’ll enjoy it. :)

Crypt of Time

 

 

Clara Stirzaker and the Crypt of Time

Posted by (twitter: @vidarn)
Monday, December 14th, 2015 8:27 am

My game is live and kicking. I’m pretty happy with how this one turned out. So, without further ado i present to you

Clara Stirzaker and the Crypt of Time

Can’t wait to play some of those sweet looking games you people have made. :)

Time for some sleep

Posted by (twitter: @vidarn)
Saturday, December 12th, 2015 6:59 pm

I’m making a two button game where you open/close sections of a dungeon to control the movement of your character.

I’ve made good progress today. The basic gameplay is done. Tomorrow will be devoted to fixing bugs, adding features and building levels.

Now its time for some well needed rest before I get back to work!

It’s a start!

Posted by (twitter: @vidarn)
Saturday, December 12th, 2015 7:39 am

2015-12-12-131456_3840x1200_scrot

Things are taking shape. I’ve got some assets done and the basic player movement works. Time for the fun stuff, like monsters and loot :)

Feel free to drop by my live stream at http://www.twitch.tv/vidarnel

2015-12-12-132106_3840x1200_scrot

I’m in!

Posted by (twitter: @vidarn)
Thursday, December 10th, 2015 4:03 pm

I’m in!

This time I’ll be writing c¬†using SDL and compile to the web using Emscripten. I’ll be using the base code in¬†https://github.com/vidarn/sokoban as a starting point for the game.

I’ll be streaming at¬†http://www.twitch.tv/vidarnel/¬†the whole weekend

Good luck everyone! :)

Holokitten is done

Posted by (twitter: @vidarn)
Monday, April 20th, 2015 4:08 am

holokitten

 

I managed to finish my game, Holokitten. ¬†I’m pretty happy with how it turned out. My goal was to get something playable and reasonably polished, even if it wasn’t the most original game ever made.

For the first time ever I actually set aside some time to build levels, which took a lot more time than anticipated, but I’m glad I did it. I had planned some more animations but I ran out of time.

Now it’s time to play some games. Congratulations to everyone who finished the compo, and best of luck to all jammers!

Play Holokitten here!

End of day one – Robots and holographic kittens

Posted by (twitter: @vidarn)
Saturday, April 18th, 2015 5:14 pm

holo_kittens3

 

It’s the end of the first day of Ludum Dare here in Sweden.

Today¬†I’ve mostly done sprites and animation and there’s a lot of stuff left for tomorrow (like moving enemies and actual level design). My game is about fighting robots by throwing holographic kittens at them. Makes sense, I know…

Time for a refreshing nap and then it’s back to the grind!

 

I’m in!

Posted by (twitter: @vidarn)
Thursday, April 16th, 2015 9:05 am

I’m in too :)

I’ll be using Love2D, together with some boilerplate code I’ve scavenged from old games of mine.
The code can be found here and contains the basics of a component-based entity system and some code for loading levels and handling keyboard/joystick input.
Regarding tools I’ll probably stick to my good old friends Tiled and Grafx2.

Good luck everybody!

Bring out the shovels!

Posted by (twitter: @vidarn)
Sunday, December 7th, 2014 4:24 am

gif

 

We’re building a floating island farming game with multiplayer support :)

Atomic Strawberry is in!

Posted by (twitter: @vidarn)
Thursday, December 4th, 2014 3:43 pm

Atomic strawberry

This is team Atomic Strawberry signing in for the jam!

The team¬†consist of me and my good friend¬†Evoy. This is Evoy’s first¬†Ludum Dare but I have participated in several LDs before, mainly doing stupid/silly things (such as game boy games). This time around, however, we will try to¬†focus on making¬†a polished and good looking game. We’ll see how it goes, I guess… ūüėõ

We will be using the amazing Löve engine and probably grafx2 for graphics.

Best of luck to everyone!

Super Neo Tektropolis – Mini Post-Mortem

Posted by (twitter: @vidarn)
Monday, April 29th, 2013 10:22 am

Click here to go to the game.

I didn’t get much sleep last night so here’s a rather incoherent mini post-mortem of my game Super Neo Tektropolis.

I knew beforehand that I wanted to do some kind of platform or action game mainly becouse I wanted to play with Box2D and I wanted something a bit more fast paced than my previous LD entries.

I had planned on using clanlib (the game is written in c++) but when doing some preliminary testing I could not get cross compiling for windows (with minGW) to work. Being able to cross compile is great so I looked around for another graphics library. I finally settled on SFML 2 and looking back it feels like a great choice.

In the end I have mixed feelings about the game. It feels like the it’s missing some sense of progression. I went for infinitely sized procedural¬† levels but they turned out quite boring and monotonous I’m afraid. However, the enemies and the controls feel pretty good and I’m overall happy with the graphics. There are some parts that I really like and there are some parts that look pretty bad, but you can’t be too picky with a 48 hour game I guess.

The theme was a surprise to me. I hadn’t really noticed it when voting and wasn’t prepared for it at all (but to be honest, when are you ever ready for the ludum dare themes?) so I went with the lame aproach of “I’ll make the graphics simplistic and consider that the minimalistic part of my game”. Coming up with an unique take of the theme can be challenging but I had a hard enough time finishing the game anyway so I didn’t even try.

All in all I had a great time. A friend of mine also participated in the compo (check out his game, Super Monster Attack) and I spent the weekend at their place. Having someone to talk to, even if they are too absorbed in their own game to really listen, is great and I don’t think making the game would have been nearly as fun if I had been alone at home.

Anyway, enough rambling. I’ve got some Ludum Dare games to play. :)

Progress!

Posted by (twitter: @vidarn)
Sunday, April 28th, 2013 7:30 am

screenshot

Yay, making progress!

I’m doing a pretty standard plattformer and I’ve got most of the game mechanics done now so I guess all that’s left to do is maknig the game fun to play ;).

I’m in!

Posted by (twitter: @vidarn)
Thursday, April 25th, 2013 3:54 am

Let’s do this!

I plan on writing c++ and use sfml, Box2D and probably Boost.

I’ll do the graphics in Grafx2¬†and in the end¬†probably neglect audio entirely, like I always end up doing. ūüėõ

Posted by (twitter: @vidarn)
Sunday, December 16th, 2012 5:03 am

gameboy_ninja

I decided to go with a stealth-type game.

There’s lot to do still, but I’ve got the level editor and main sneaking mechanics in place now.

I’m in!

Posted by (twitter: @vidarn)
Friday, December 14th, 2012 10:26 am

I’m in!

I’ll be doing another attempt at targeting the original Game Boy (DMG).
I’ve coded for the Game Boy during LD before but this time I’ll be using C instead of ASM, which hopefully will mean a faster development pace.

I’m planning on using the following tools:
GBDK – Compiler
GrafX2 – Sprite editor
Tiled – Map editor

I’ve written some skeleton code and a few simple tools for converting images and maps to a Game Boy-compatible format. They’re hosted on github here:
https://github.com/vidarn/dmg-dev-tools

Derpymon: Blue

Posted by (twitter: @vidarn)
Sunday, August 26th, 2012 1:58 pm

It wasn’t intentional, but I started realizing all my randomly generated monsters looked pretty … stupid. However, I kind of like it, and because the time was running short I figured the best thing to do was to embrace the derpyness.

The game is “done” now and you can find it here.

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