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My submission + Post mortem

Posted by
Tuesday, August 26th, 2014 11:00 am

My entry can be found here or you could just check out the game at my youtube link here

(Post mortem taken from my blog at http://zwodahs.github.io/blog/2014/08/25/ludumdare-postmortem/)

Another ludum dare is here and this time I decided not to post about participating until I actually completed it. Since I completed it, I shall write the post mortem for it.

First of all, the game can be found at the ludum dare page or at github.

Upon knowing the theme, I kind of immediately had the concept of objects passing from one world to another. Initially I wanted to do a match 3 style game. It was the first thing that came to mind. I didn’t immediately start coding; instead I take my time to have my lunch and think about the idea.

I settled on a tile game where you connect the line to move the objects to the next area. This appears in the last world in the final game. By the end of the first day, I finished setting up the basic architecture of the game, with basic collision and pushing of blocks. The matching is also completed. It seems like I was really closed to finishing so I decided to take the time to set up my XCode to export the game.

On the second day however, I had a sudden change of idea. I thought, what if each world have something different from the others.

I took the entire day (and night) to finish the ambition goal to change requirement at the last minute. I did managed to finish the game at around 3am (submission at 9am).

So what went right :

  • Using a framework I am really familiar with.
  • Using a graphic style that really do not need me to draw.
  • Trying to set up XCode early.
  • Setting up the architecture of the game properly.

I was toying around the idea of creating a SFML library that (almost) mimics what ncurses has about 2 weeks before Ludumdare. I am really glad that I managed to finish that code just before Ludum Dare and using it really saved me a lot of time. You can find it in my github inside zframework. Because of that code, I also ended up using a character-style graphics instead of nice sprites. That really saved me a lot of time, which is then used to create the gameplay.

On the first day, I actually spend a lot of time setting up the game architecture, which I thought was a bad idea initially. The effort did pay off when the requirements of the game changes and the architecture was ready to adapt to the new idea.

So what went wrong :

  • Not testing compilation of code on Windows prior to LD.

That is pretty much what went wrong. I spend a few hours trying to compile it on Windows, with errors that I had never see before. I did manage to get it working eventually today, 1 day after the submission. Other than that, this ludum dare couldn’t have gone better.

This time round I really enjoy the process and manage to make the game that I had in mind on the second day. I hope that the next will be the same =).

Personally I really like this game more than my previous creations. Among all the games that I have made, I think this will easily rank in the top 3, so I really hope that you guys can help me out by taking a look at the game =). I am already trying my best to rate as many games as possible with my limited time during the weekdays. The rating don’t matter to me, I just want feedback ;D

I’m in !

Posted by
Friday, August 22nd, 2014 7:05 am

Should be doing it again this time.

My set up will be

1) C++/SFML
2) Gimp for graphics
3) sfxr for sound

All the code that I will be using will be on my github at https://github.com/ZwodahS

I’m out ?

Posted by
Friday, April 25th, 2014 11:26 pm

I thought the theme might be “break the rule”, since it was the hottest during the first round of voting. I was going to break the rule by making something that did not follow the theme. :D, anyone thought of the same thing ?

I will probably not be doing it this time round, since I will not be free to do anything today.

If I have time tomorrow, I might make something short =).

All the best to all who are still participating =). Good luck 😀


I am in !

Posted by
Monday, April 21st, 2014 3:20 am

I will probably be in this week for ludum dare.

My setup will be the following

Language/Libraries : C++/SFML
Editor : vim/make
Image editing : Gimp
Sound : sfxr

I will also be using my personal code, always available publicly at github.

personal code : https://github.com/ZwodahS/z_framework
starting point : https://github.com/ZwodahS/z_framework_template

The first link contains some standard functions and classes that I use. Some of them are deprecated but is kept to support my older projects.

The second links provide a starting point for all my projects, laying out all the basic structure for the game.

If my idea is better for mobile platform then I will use libgdx. In that case, my personal code will also be available at https://github.com/ZwodahS/libgdx_common

Feel free to use anything that are useful to you in those repo.

If I do not have any good ideas for the theme, I will just drag a random idea from my idea book and implement it. It is better to do something than to not do anything =). Perhaps you could do the same as well.

I haven’t been using C++/SFML for about 3months now. I have been experimenting with Libgdx and mobile and had publish a game so far.

Check out the game at https://play.google.com/store/apps/details?id=com.on.msq.

Good luck to everyone and most importantly, enjoy the ludum dare.


Shameless advertising

Posted by
Friday, March 7th, 2014 2:23 am

Although this game is not from any LD challenge, I want to share it with my fellow indie developers =)

I made this game in SFML/C++ in a day and I thought that it would be fun (and it is) on mobile. I then (slowly) ported it to Libgdx on android, iterating and enhancing it along the way.

The open-source C++ version is at my github here but most importantly, the android version is at the google play store here.

It is a simple memory game involving you remembering the position of all the 9 numbers. The numbers are then moved (either a row or column) and you are required to press the numbers in order.

The game is very simple to learn and addictive. I started with an average score of 20+ and now easily hit 80+.

I hope someone give it a try and help me share it with people who you think will enjoy it. Oh and if you share it on twitter, you can tweet me at @ZwodahS.

Help !

Posted by
Tuesday, December 17th, 2013 12:22 am

I hope that posting this request for help here is not violating any  rules 😀

I am trying to export my sfml game using XCode to OSX. I followed the tutorial and also googled for at least 4+ hours and I managed to get it to work on my MBP. However, when I export it to a .app and  it can’t work on my friend’s MBP.  The error he get is EXC_BAD_ACCESS. The default template application provided by SFML can’t even work so I am guessing that I didn’t get the configuration set up properly. I am hoping some people here can help me.

I am done !!! Time to sleep

Posted by
Sunday, December 15th, 2013 2:21 pm

It is about 5:20am when I write this. I finally finish the game, at least the gameplay part of it. I wanted to code the helpscreen but my body is not letting me. I really need to sleep :X

Here is my submission:

I didn’t follow the theme, because I can’t think of any idea for it that isn’t YOLO related. Instead I opt for a idea that I had for a while and just prototype it. Good luck to those still working =).

Decided not to stick to theme

Posted by
Saturday, December 14th, 2013 6:44 am

After many hours of pondering on what to do for this theme, I really have no idea what to do. I decided that I will not to stick with the theme and do a idea I have for months but didn’t want to prototype it. Since the idea of Ludum Dare is to make game, I hope this is acceptable :P.

This time I am (hopefully) in

Posted by
Friday, December 13th, 2013 5:20 am

I participated in LD since #25, but I only managed to finish #25. #26 I abandoned on day 2, and #27 I gave up before I started because I have no idea what to make.

In #25, I used XNA. In #26, I used SDL but my personal code was so buggy that I spent more time debugging it than coding the game.

This time, I am using SFML and my personal code base is much stronger and more stable now. https://github.com/ZwodahS/z_framework is the link to the framework and hopefully this time I will be able to finish it and not give up halfway.

The set up I have this time :

Language/Library : C++/SFML
IDE : vim
graphics: Gimp
sound : sfxr/musagi (probably will not touch sound until I am really done with the other component)



Update !

Posted by
Thursday, August 22nd, 2013 1:39 am

I’m In !

Okay I already said it in my last post. I updated my personal code library today and that will be what I will be using this time.

Language/Framework : C++ / SFML
IDE : vim/bash
Image : GIMP
Sound : sfxr

My library is hosted at github. Good luck to all =)

I’m in

Posted by
Monday, August 19th, 2013 11:33 pm

This is my 3rd entry. The first one was completed using XNA. I fail to finish the second one as I used a library that I wasn’t familiar with(SDL), and I use a personal codebase that is extremely buggy. This time I am using SFML. My personal code base is at github. This codebase probably will not fail me like the last one did.

I am still working on a small game that should be done within these 2 days. That would also mean that my codebase will be updated again, from the codes I wrote in this new project. Feel free to checkout (check it out and git checkout) my code if you find it useful for you =).


I gave up. (self-reflection)

Posted by
Sunday, April 28th, 2013 12:34 pm

Sad to say, I tried but I realized that things aren’t looking so great now. With so little time left and so much stuffs left to do, plus the fact that its 330am here makes me think that I should just let it go.

I am not really giving it up. I will probably work on it tomorrow and on Tuesday (hopefully). I learn a few important lesson in this LD more than the previous one, even though I didn’t really make it in time.

First let me showcase what I have at the moment. The source code is found at https://github.com/ZwodahS/LD26

So what is my idea ?

Well the idea revolve around Minimialism as a philosophy of life, which teaches us to just have what we need and not try to own everything.

In the game, you control a robot that got enlightened by this philosophy of life. Instead of being like his peer, who is given a lot of equipments and augmentation, he decided that being minimalist is good. However, he was not liked by his peer and they want to hunt him down and reboot him. You must led him out of the facility alive , with as LITTLE items as possible.

The gameplay is a turn based rogue-like game. However, instead of finding items in each level, at the end of every level, you will be asked to discard items.You start with a lot of equipments and at the end of each level, you can discard up to a certain amount of items based on a point systems. This means that you cannot discard everything just before you exit. You must start discarding at the start of the game. However, if you discard too much of your augmentation/equipments, you may not have enough ability to escape.

So where am I now ?

Well, I have finished the basic world display(tile based), basic character movement and point system. I also finish the AI for the enemy, although they are pretty basic. I have some inventory code that draw what is in your inventory.

What am I missing ? Interaction with tiles, especially the computer that unlock the exit. I also have not done the interaction with color-ed doors which are unlocked by special keys in the inventory(which must be discarded too.). Transition between floor is not done as well. The UI for discarding items(MAJOR) is also not done. Items , weapons and combat are not implemented.

Well there is too much left as you can see. Sadly, I can’t really finish it this time =(

Lesson Learnt

  1. Don’t blow up the scope of the project. I kind of made the MVP too big. Instead, I should have made something real small and add things onto it later. Like if I had made the discard screen first along with some smaller set of items, perhaps I would have a simpler game by now.
  2. Don’t work with buggy personal codebase. Well, having to debug my own code(that I changed at the last minute) cause me some time.
  3. Don’t refactor codes unnecessarily. Well, I can’t stand hackish code, which is also why I am decided to stop. My code is getting very hackish and I don’t really like how they look now. I rather work on them tomorrow when I wake up and have something nicer to look that in the future. I don’t think I can change this habit of mine =/. Solution would be to have a bigger codebase by next LD.


I really like my interpretation of the theme and how my game will look like. Since I probably wouldn’t be able to get a “score” for my product, I really hope I can get some feedback on this idea.

Good luck to all that are still working :)

Why am I still trying ?

Posted by
Sunday, April 28th, 2013 10:47 am

It is nearly 2am here and I am still coding. There are still a number of things to do and all of them are needed to bring out the idea.

So why am I still holding on ?

Well, there 2 reasons here.

1) Sunken Cost fallacy.

2) For the sense of accomplishment at the end of the journey.

What about you ? Why are you still doing ? Especially for those in the same timezone as me :D, why are you still up at this hour ?

Why I might not be able to finish my game.

Posted by
Sunday, April 28th, 2013 3:52 am

Well, just an update for my project.

I realized I might be able to finish it unless i stay up late today(competition ends at 10am for me). Why ?

1) Using a personal code base that is buggy. I spent quite a bit of time trying to fix some minor bugs here and there.

2) Trying to make my code too neat.

3) Having a large set of features. I know I need to cut them , but most of them are core to the game =/.

4) Writing this post.


If things goes smoothing, then I might be able to finish.

Minimialism – Robot

Posted by
Saturday, April 27th, 2013 5:50 am

Minimialism is a kind of philosophy to have only what you need and not get everything.

I thought about this and decided to make a simple roguelike game.


Back Story :

You are a robot, which has become enlightened and starts to believe that having too much enhancements and equipments is not needed. You decided to escape the facility and discards all the enhancements that is given to you. Your friends (other robots) do not really like your philosophy. They will hunt you down and kill you (and your beliefs).


Gameplay ideas:

You will start with quite a number of equipments and enhancements. As you progress down each floor, you will be forced to discard items/equipments , and ultimately when you exit the facility, you want to have as little items as possible. There is also equipments and items in each floor. It is your choice to pick them up and help you escape or to just ignore them and hold on to your beliefs.

Will you hold on to what you believe or will you give in to the temptations of possession.



I’m in , 2nd time.

Posted by
Tuesday, April 23rd, 2013 10:21 am

I am in (probably).

Last LD I used XNA. This time would be a bit different. I am currently learning SDL so I think it is time to put what I learn to the test.


Language/Framework : C++ / SDL
IDE : vim/bash (yes , to me they are integrated :D)
Image : GIMP
Sound : sfxr
I have some personal codes that wraps around SDL that I would like to use.It is currently hosted at github. There will be a few more changes to this codebase this week while I work on my personal project.

I am more of a game mechanic designer and not really an artist. So instead of trying to make a well-polished game, I will do what I did in the last LD, try out any new mechanics that I can think of in the first few hours and see if that works.

good luck and have fun all 😀


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