About | Rules and Guide | Sign In/Create Account | Write a Post
Construction1990’s Internet Montage? No!
Please excuse the site weirdness. Mike is fixing and making things.
Ludum Dare 31 — Coming December 5th-8th 2014!

  • ??? Begins: in 10 days, 10 hours, 50 minutes, 17 seconds
  • October Ends: in 11 days, 11 hours, 2 minutes, 17 seconds
  • Ludum Dare 31 begins: in 46 days, 11 hours, 50 minutes, 17 seconds
  • (FYI: Clock might be off) | Ludum Dare 31: Real World Gatherings (Now Open!)

    [ October Challenge 2014 | Resources | Submit/Edit | View All ]

    About daandruff


    Ludum Dare 29
    Ludum Dare 26
    Ludum Dare 23
    Ludum Dare 22
    Ludum Dare 21
    Ludum Dare 19

    daandruff's Trophies

    Archive for the ‘LD #23’ Category

    Another Post-Mortem

    Posted by
    Friday, April 27th, 2012 6:51 am

    First of all… Thanks everyone involved making this happen. It has been another great LD. Please keep doing what you are doing, we love you! The possibility to get together with programmers all over the globe this way is amazing.

    My goal this LD was to make some kind of platformer. I have always avoided collision detection and I felt that this was a nice way to force myself to learn how to do it. A drawback of my early decision (“pre-theme”) was that I had a hard time adjusting to the theme, but I think I gained more knowledge this time around than I have ever done before in LD.

    >> LINK TO GAME <<



    Pre-Decide Genre:
    I decided a genre before the theme was released wich made it possible to mentaly prepare for the type of obstacles that could hit me. That made it easy to start with the unsure stuff and clear that up early in development.

    Testing, testing, testing:
    I played the game… ALOT. Every time I put something new in, I tested and tweaked it until it felt nice. It felt better to have a few polished mechanics than alot of wonky ones.

    It’s a big difference between not sleeping at all and sleeping less than you usualy do. I only cut 2 hours from my normal sleeping cycle wich made me able to think clearly. The most of my development happend during morning, after a good nights sleep.


    Disregard of intuition:
    The most obvious stuff that I feel needs tweaking now is the stuff I felt unsure of the first time I tested it. I didn’t feel that I had time to perfect it, but would have ended up with a better game if I did.

    Music and sound:
    Now… I do feel that the sound and music in the game is ok. But I feel that I could’ve done a better job with it. Some more differences in the melodies. More than one song. Unfortunatly, time got in the way.

    Uploaded and back irl

    Posted by
    Monday, April 23rd, 2012 12:33 am

    Well, LD is over and the submission went without problems (that I know of). I’m happy with the outcome and had a super weekend with my friends. My goal was to write a platform-game without the use of Löve2D’s built in physics engine and I feel that I managed to accomplish that. In a couple of days, when the smoke has cleared, I’ll post a small post-mortem. Now… Go play my game ;)

    Finishing up

    Posted by
    Sunday, April 22nd, 2012 12:45 pm

    All game mechanics in place and just levels and endscreen left. I’m pleased with my result!

    Polish, sound and tutorial

    Posted by
    Sunday, April 22nd, 2012 5:09 am

    Seems like I’m going to make it alright this time. I’ve polished up the game-window and made some tiles a bit better. The music is in and the sound-effects are working. The only thing left is level-transition and some small effects, but then it’s level building-time!

    Day 2… let’s finish it!

    Posted by
    Sunday, April 22nd, 2012 12:34 am

    So day 2 has come and I really need to start thinking about “the rest”, wich is; music, menus, tutorials and levels. It feels like I have a pretty solid ground to work from so it shouldn’t be any problems. Let’s just play one more round of Nethack… then, back to the code

    More tiles, animations and level-editing…

    Posted by
    Saturday, April 21st, 2012 11:17 am

    I decided to remake the collision-map to a level-map so that all level info is read from a single image now. Animations are looking smooth too (though you can’t see it in the screenshots ;). And it’s starting to feel like a game. My biggest problem is that it still feels a bit too far from the theme… I really need to fix that :P

    Just in… particles!

    Posted by
    Saturday, April 21st, 2012 7:40 am

    Finally decided to put in some particles… Lovely particles!

    Got some mobs in that doesn’t do anything… but you are able to throw bombs at them that explodes in their tiny little faces. This feels really good. Now… let’s do some sprite animations (…and more particles!!!)

    A couple of hours in…

    Posted by
    Saturday, April 21st, 2012 1:45 am

    The physics engine seems to work properly now and the graphical form is starting to take shape. I forgot to put delta-time into some of the movement code segments wich now forces me to redo the player movement. Thats a bit annoying… but it starting to look good :)

    It’s on and early!

    Posted by
    Friday, April 20th, 2012 10:42 pm

    Early times in Sweden, but I’m up and working. Sword & Sworcery theme in the speakers, a cup of coffee and I’m ready to go. Good luck everyone!

    Generic, I’m not out post

    Posted by
    Wednesday, April 18th, 2012 11:39 pm

    Well… I’ve worked on a small “I’m in” -demo but it didn’t get finished in time. But I’m in! The weapon of choice is:

    • Love2D (Engine)
    • Sublime Text 2 (Code)
    • Grafx2 (Graphics)
    • Renoise (Sound)

    I think that’s about it… let’s make it a awesome weekend everybody!

    All posts, images, and comments are owned by their creators.

    [cache: storing page]