About xgeovanni


Ludum Dare 37
Ludum Dare 36
Ludum Dare 35
Ludum Dare 34
Ludum Dare 33
Ludum Dare 32
Ludum Dare 31
Ludum Dare 30
Ludum Dare 29
Ludum Dare 28
Ludum Dare 27
Ludum Dare 26
Ludum Dare 26 Warmup
Ludum Dare 25
Ludum Dare 25 Warmup

xgeovanni's Trophies

xgeovanni's Archive

Oh God I could be in

Posted by
Friday, August 26th, 2016 7:44 pm

I’m supposed to say, right? Just covering my bases.

Alright i might be in

Posted by
Friday, August 21st, 2015 7:18 pm

and if I am i’ll probably use the same shit as in my other “i’m in” posts. This crept up on me.

Probably not in.

Posted by
Friday, December 5th, 2014 3:49 pm

But I want to be able to use my base code if I do decide to enter so here I am declaring it. https://github.com/xGeovanni/Javascript-Stuff

Probably in.

Posted by
Friday, August 22nd, 2014 12:09 pm

So far I haven’t missed a Ludum Dare since 25, my first. I’m not sure if I have the motivation to do it this time, but I think I probably still will.


Code: HTML5 / Javascript in Sublime Text 2.

I originally considered using C++/SDL2, but I can work much faster in JS, and it will be as cross-platform as possible. I also thought about using Sublime Text 3 but I haven’t used it yet and have no idea how stable it is. I figure I should pick something reliable for the LD. I have a lot of base code written in Javascript which you can see here. There’s no documentation yet but I like to think the code is fairly self-documenting. Check it out if you want to cut some base code out of your Javascript game.

Art: Paint.net

Sound: BFXR and abundant-music.com.

Here’s a rule question for you.

Posted by
Friday, August 1st, 2014 5:45 pm

Can I enter a game based on an IP which is now in the Public Domain? Like if I wanted to make The Mysterious Affair at Styles, the game?

In, but just the tip.

Posted by
Friday, April 25th, 2014 12:57 pm

Howdy, y’all. I’m in again unless I’m not. That may seem a wishy-washy attitude, but it’s gotten me through 4 LDs so far.


Language: Javascript and the lovely HTML5 Canvas element.

IDE: I tend to alternate between Aptana Studio and Geany.

Art: Paint.NET all the way, baby. Also might try out pickle (It’s a sprite editor thing).

Sound: Audacity, BFXR, Walk Band (Which is a name that doesn’t allude to anything), and maybe a bit of my own voice.


Furthermore, I have some pre-written code to declare. Quite a lot of boilerplate type stuff in Javascript. I find it really useful, and if you want to use it you can find it here.

Sexy new game comes to market.

Posted by
Sunday, December 15th, 2013 7:26 pm

Behold, mortals.  A game hath been cast unto thee.


A quick clarification.

Posted by
Saturday, December 14th, 2013 6:38 pm

I can use a font I didn’t make myself, right?

This is going pretty well.

Posted by
Saturday, December 14th, 2013 11:40 am

1My game is looking ok and it seems to work well. The only problem is that I have no idea how I’ll shuffle the theme in to it. My main character I have christened “Rick”.


It’s playable here.

The weirdest bug ever.

Posted by
Saturday, December 14th, 2013 5:26 am

I just fixed a bug in javascript by using the C-style for instead of an equivalent Python-style one. Must be a bug in the interpreter or something.

In If A Nice Theme Comes Up

Posted by
Tuesday, December 10th, 2013 9:58 am

If the theme is something I can work with I’ll enter.

Code: HTML5 Canvas / Javascript.

Art: Pinta, a lovely simple tool.

Sound: GarageBand for music, BFXR for sound effects and Audacity for any editing.

Here are my little Javascript helper libraries that I’ll be using. Just some initialisation boilerplate and some maths for games. Use them if you like.


Javascript Vector2, Rect and Circle classes.

Posted by
Saturday, November 30th, 2013 8:07 pm

I knocked them together for my own use and figured other people might want to use them. Nothing special but you won’t have to do it yourself if you don’t want to. Here you go.

10 Parsecs Post-Mortem.

Posted by
Thursday, August 29th, 2013 3:58 am

Last weekend, I made a game. This game was called 10 Parsecs. (Because a parsec is the parallax of one arcsecond).

This was my third time entering the compo. The first two times I did “kinda okay”. This time, I’ve decided, was a rousing success. At the time of writing,  I’ve had three requests for a post-compo version and one piece of fanart from this guy (which would imply that I also have a fan). This is quite clearly awesome.



This was the first time using Unity for the Ludum Dare. I already knew it quite well thanks to a super secret ongoing project I’ve been working on, and because of Quill18’s tutorials. I didn’t write any of my scripts in Boo even though I’m one of like seven people who even know what that is. I would like to see Io added as a scripting language in Unity, just to see how it would work.

I used blended for what little 3D modelling I did. I’ve never been good at Blender. I don’t think I’ll ever be any good at blender. It just intimidates me so. Yet, I managed to produce a somewhat acceptable spaceship model.

I used paint.NET for my images, because photoshop is a rediculous price and I’m vemhently against piracy. I used a method I invented for creating cool looking images, in which I create some pixel art and then scale it up bicubically. This doesn’t work for many things, but it does make really cool looking fire.

Finally, and I think this is kind of cool, one of the fonts I used in my game was made by Tom7, who has also entered the compo.



Due to time constraints, there was no sound whatsoever in my game. Clearly, something to rectify in the Post-Compo release.

You start to lose control over your ship after going through a black hole or collecting an orb. This gets progressively worse as you continue. I know exactly what causes this and will fix it post-compo.

The code is full of hacks (Due to a problem with the rotation of my models after importing them from Blender, I had to use “transform.right * -1” in place of “transform.forward”).

Even though this was my first “full” game with polygonal graphics, I did not manage to include the phrase “Strong Bad is on point”.



Well, I released my game. Sorry.

Posted by
Sunday, August 25th, 2013 6:44 pm

Here it is: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=11296


I started  with a quirky take on the theme. 16 hours in I had a kinda cool star system procedural generator / simulator. By the end of day one I have a ship which could explore these systems. By 36 hours I had pirates which would swarm around you and gun you down. By the end, I’ve shoehorned in a boring win condition and left no time for testing and tweaking, and no music to liven up this dull experience. Go me.
Also, Unity crashed 30 minutes from the end (I didn’t think the whole thing would crash because of an infinite loop in a script). Thankfully, the nature of my game is such that I was able to restore it quickly, but God knows what monstrous bugs this quick-fix has added.

But the shader for the ships is kinda sexy, so there’s that.

Day 1 Build.

Posted by
Saturday, August 24th, 2013 5:51 pm

Well, I have a build for day 1 here.


Also, look at the elegance:


My game needs more game.

Posted by
Saturday, August 24th, 2013 7:38 am

Alright, I’m at a point where I can procedurally a star system in which gravitational interactions are calculated and carried out. I call it “10 Parsecs”.

What you may notice from this description is that it’s not a game yet, but a simulation. I need to fit a game in to this thing or I have nothing.

This is why I turn to you, comrades. I was thinking about something like “Elite” for the BBC Micro, but I’m lukewarm about this idea at best. Please share with me your ideas on where to go from here.


Here’s a picture:

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