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Solitary Sand – Post-Mortem

Posted by (twitter: @T2Cross)
Wednesday, December 21st, 2011 10:10 am

First Thoughts:

This was my first Ludum Dare and I loved every minute of the frantic 48 hours.

The theme fit in with an idea that I had in mind with some changes to make is possible in two days.

The Plus Side:

  1. Graphics: None, no graphics made this part easy.
  2. Sound: Since the sound was to be such a major part of the game, I was a little worried since I own no sound equipment. Somehow I managed to create all of the sounds in the game from scratch in Audacity (with a small contribution through my laptop microphone).
  3. Library: Though I could have done without it, the flashpunk library really helped with the sound panning and entity management.
  4. Platform: Flash made it accessible for nearly everyone and I felt comfortable coding in Actionscript. Flashdevelop was a great IDE and never gave me any issues.
  5. The Ludum Dare Community: They were a great help in the testing and were very honest in their input.
  6. Time: I budgeted my time well with frequent coffee breaks (I worked in a Cafe). The game was pretty much finished with plenty of time and I only had to cut a few features (I never got the kitten easter egg in there).
  7. Two endings, three if you count drowning.

The Negative Side:

  1. Setting: The island proved to be far too large and made the game quite difficult to finish (Not really sure if anyone actually finished, let alone got both endings).
  2. Inventory: or lack of. The ability to hold only one item at a time really increased the difficulty.
  3. My atrocious typos that I only noticed after the fact.

FInal Thoughts:

People seem to love the idea and it was a fun game to make. I loved the pressure of only having two days and it really helped to get me motivated.


Solitary Sands

Posted by (twitter: @T2Cross)
Saturday, December 17th, 2011 10:12 pm

I’ve mashed on my keyboar all day, and things look nice.

no changelog because I honestly haven’t kept track, but keep an ‘eye’ out for some items lying on the sand.

Here you go

I’ve also added a volume control (its the up and down arrow keys)

well, here you go

Posted by (twitter: @T2Cross)
Saturday, December 17th, 2011 3:36 pm

Be gentle, its my first time having this game judged by the masses.



There’s no win yet, it mostly just a tech demo. Try seeing how far you can swim =D


I made all of the sounds from scratch in audacity and made the game using Flashpunk in Flashdevelop.

Text based survival game…

Posted by (twitter: @T2Cross)
Saturday, December 17th, 2011 10:17 am

…but with a twist. Its going to be real time with key and mouse based movement. Text input will be used for more specific actions.

And one more thing, you character is blind. Your only clues as to what the environment is are the sounds and the descriptions of what you can feel.

Well, thats enough for one night

Posted by (twitter: @T2Cross)
Friday, December 16th, 2011 9:17 pm

Looking at all of these pretty(for the most part)  has me feeling inferior, but at least I have an idea which is more than a few people on the irc channel are saying.

All I have right now is a black screen, some debug text written to it, and an annoying buzzing sound which may or may not be the exhaustion).


see you guys in the morning.

Shrodingers Entry

Posted by (twitter: @T2Cross)
Tuesday, December 6th, 2011 9:51 am

I’m both in and not in, which is to be decided once the clock counts down. Worst case scenario I join into the Jam just to get my feet wet.

  • Code / Language: AS3
  • Library / API: FlashPunk/FlashDevelop
  • Graphics: Paint.net
  • Platform: Flash
  • SFX: sfxr
  • Music: Wolfram Tones

It starts off the day I finish calsses for christmas (and in the evening too =D) so it looks like I have a clear weekend to code, make horribly eyebleed inducing sprites, and add some vaguelly face shaped holes in the wall.

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