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Ludum Dare 31 — Coming December 5th-8th 2014!

  • ??? Begins: in 10 days, 10 hours, 46 minutes, 33 seconds
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  • Ludum Dare 31 begins: in 46 days, 11 hours, 46 minutes, 33 seconds
  • (FYI: Clock might be off) | Ludum Dare 31: Real World Gatherings (Now Open!)

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    About cobrajs

    I'm a metal-head-adrenaline-junkie-code-monkey who skates, knits, yoyos, and plays DDR.


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    Earf Defender!

    Posted by
    Sunday, April 22nd, 2012 6:17 pm

    So glad I actually finished!


    I had a pretty good time, but I wished part way through I had gone with a different idea. It was somewhat refreshing trying to do everything with a polar coordinate system instead of Cartesian, though.

    And now I have an even better library of Love2D code! Hopefully next time I won’t have to spend as much time on the engine, and more time on gameplay code. I had an engine setup before hand in my library, but since I went with polar coordinates, I had to scrap most of it.

    Good luck to everyone!

    Coming along nicely, I think…

    Posted by
    Saturday, April 21st, 2012 11:51 am

    Here’s an initial shot:

    I have most of the ideas I need (story-wise), and I haven’t hit any major ruts yet, so hopefully I can get this done today. I aimed pretty low, because I didn’t want to fail on my first Ludum Dare. Here‘s the Github if anyone wants to check out the code.

    I might bump it up to 640×480 instead of 320×240 (pretty simple using ImageMagick), haven’t decided yet.

    I have an idea… now time to sleep

    Posted by
    Friday, April 20th, 2012 7:53 pm

    I’m going with the tiny world as in a tiny planet type interpretation. I imagine it will be done a lot, but it will be fun to make (and easy, I hope). I don’t want to try anything too crazy, because I want to actually finish in time. So it’ll be an arcade game, with a story that makes no sense.

    Unfortunately, a lot of the library I had worked on beforehand won’t be of much use (designed with a platformer in mind), but that was fun stuff to write too. I have my ideas all sketched out on paper… maybe I’ll put up a shot of it later.

    My Love2D Library

    Posted by
    Friday, April 20th, 2012 12:57 pm

    This is just a basic library of things that will make getting up and running in Love2D a lot easier. There’s a tileset manager, screen handler, camera, collision thing, vector class, and a bunch of other stuff, along with a simple (and messy) example of how to use it all together. Use what you want from it… I’m sure there are other implementations of the same things elsewhere, but I wanted to use all my own stuff (except for the XML parser).

    Am I allowed to continue to edit stuff in the library until the contest starts, or will I have to make another post if I change stuff and want to use it?

    Access here

    (I’m pretty sure) I’m in!

    Posted by
    Thursday, April 12th, 2012 6:55 pm

    Hopefully nothing comes up next weekend…

    This will be my first Ludum Dare, and hopefully the first time in a long time I actually finish a game. Last time I finished a game was back when Palm Pilots were popular, so yeah…

    Code: Lua/Love2D

    Graphics: Grafx2

    Sound: Some variant of Sfxr (probably the as3sfxr I have open now) and maybe MilkyTracker for music

    I have a simplified Tiled reader for Love2D that I should have done next soon, so I’ll post that to github and throw it in a blog post so I can use it. I’m going to try to prototype a game in Love2D this weekend if I find the time, just to make sure I’m comfortable in it. I’m fairly new to Lua (about two months I think), but it’s a ton of fun and I’ve already written some short games in it (in LOAD81).

    Let’s do this!

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