About vidarn (twitter: @vidarn)

Entries

 
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vidarn's Trophies

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

vidarn's Archive

Getting there…

Posted by (twitter: @vidarn)
Sunday, August 26th, 2012 7:30 am

I’ve got the essential features done now, fighting and making love πŸ˜‰

I’ve got some small things left to implement, but it feels like I’ll be able to finish them before the deadline. First time that happens πŸ˜€

Love is in the air

Posted by (twitter: @vidarn)
Saturday, August 25th, 2012 5:29 am

I’ve got the basic monster mating mechanism working now.

Time to get started on the actual gameplay perhaps…

Random monsters

Posted by (twitter: @vidarn)
Saturday, August 25th, 2012 3:03 am

I caught a nasty cold yesterday so coding is going a bit slow.

Anyway, I’m planning on making a monster breeding game and I’ve got the basic mechanism for generating random monsters down. Time to get them mating πŸ˜‰

I’m in!

Posted by (twitter: @vidarn)
Thursday, August 23rd, 2012 12:15 am

I’m in!

I’ll be using LΓΆve, grafx2 and Tiled.

As usual my main goal is to actually get a playable game done this time… :/

Progress

Posted by (twitter: @vidarn)
Saturday, April 21st, 2012 2:20 am

It always feels great when you move from testing the game on an emulator to trying it out on the actual hardware, and it works! :)

I’ve got basic things like map loading and character movement working, but there’s a lot to be done. Next up, animation.

Laters

Getting started

Posted by (twitter: @vidarn)
Friday, April 20th, 2012 10:50 pm

Here we go. I think I’ve got my idea down and I’ve done a simple mockup of the game. Time to start coding πŸ˜€

See ya!

I’m in!

Posted by (twitter: @vidarn)
Monday, April 16th, 2012 1:05 pm

I’ll be coding assembly for the original Game Boy (DMG) this time. I’ll make sure that the rom at least runs on the emulators “gambatte” and “visual boy advance” (as well as on the real hardware of course)

I’ve participated twice before without finishing, so I guess my goal this time is to try and actually have something to release when the compo is over. πŸ˜›

I’ll be using some tools and helper functions I’ve written before for things like loading images and maps. You can find it on github here: https://github.com/vidarn/rgbasm-dmg

Oh, and to warm myself up I’ve written a little intro/scroller:

Animated version (a bit boring)

I’m in

Posted by (twitter: @vidarn)
Wednesday, December 14th, 2011 1:45 am

I’m in!

Planning on using c++ with SDL this time.

Progress(?)

Posted by (twitter: @vidarn)
Sunday, December 16th, 2007 3:13 am

All right, here’s a screen from my game.
The concept is this, a level consists of several blocks, some “characters” and a lot of strings that connect them to each other. The strings are elastic and the player has got a scissor, and can therefore cut them, thus launchin the characters in sore direction (hopefully towards the goal).
I hav got a lot of work to do, the game is far from playable (maybe shouldn’t have picked an idea with that much physics in it…).
screenshot-16.png

deskphoto – Vidar

Posted by (twitter: @vidarn)
Friday, December 14th, 2007 3:34 pm

wow, you guys are pedantic!
dsc_0015.JPG

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