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Archive for the ‘LD #10 – Chain Reaction – 2007’ Category

Chain Reaction Explosions

Posted by
Sunday, December 15th, 2013 6:48 am


It’s not working perfectly for now, but that’s the idea, You only get One Shot ! and you have to use it to trigger chain reactions and destroy all the ennemis in one shot ! But right now I think the explosions are growing more and more in chain, maybe too much !


You can use one of the three ammo, choose the one that fits the best the situation and aim well !



Good luck to everyone !

Posted by
Friday, August 20th, 2010 7:51 pm
My setup

My setup

My video card unfortunately only supports one monitor, but I like my setup. I will not be using the 360 in the corner there. Nothing really special. I have a tablet, but I lost the pen :( Just a keyboard, mouse, headphones, and 23″ widescreen monitor.

Vote, or become a duck!

Posted by (twitter: @mikekasprzak)
Wednesday, April 29th, 2009 9:43 pm

Less that 4 days to go!

StarFerret 48h, final

Posted by
Sunday, April 19th, 2009 6:58 pm


Here it iiis:

Windows version:

Mac version:

Source code:

Not much content—sorry—I lacked direction and worked much more iteratively than before. Only really worked productively during the last hours. But I managed to do some nice little tricks using just a 2D lib :)

(Reuploaded the next day because the original wording was unintentionally offensive in one instance. Didn’t touch the rest.)

Journal #6. Or #7.

Posted by
Sunday, April 19th, 2009 11:42 am

Ice drawing is almost complete. The ear-clipping algo had mega bugs. Now optimisation (dropped to 5 fps…)

Ice drawing is *really* done. Or at least I hope, because it’s starting to piss me off.

Bullets have sprite and particules. So cool.

Eating. Have starting producing sprites and arranging the interface of the game. It is taking too long. TOO. LONG.

Mmm, pizza ham-pineapple, an apple, and some of the best chocolate in the world. I am now ready for the last 7 hours. With Queen as musical background I can win this compo. Definitely.

LD10 Postmortem

Posted by
Monday, February 4th, 2008 2:06 pm

I’ve written a postmortem for my LD10 entry you can see it on my website here. I’d repost the whole thing here, but I’m lazy.

Posted by
Monday, January 28th, 2008 8:04 am


Game Development!

HeliChain reborn!

Posted by (twitter: @drZool)
Saturday, January 5th, 2008 3:16 pm

No xna, only OpenGL

Finally I’ve ported it away from XNA to OpenGL, still got the (almost) same lousy controls, for your pleasure. Still needs .Net 2.0 to be installed though, but should be compatible with Mono, and thus playable on Linux. If someone like to try to compile it on Linux, contact me. Some things have been tweaked and added. But the game play is the same. Added ugly clouds for better sense of height movement. Updated the physics lib to the newest version.

Arrows: (over) steer

Z: Claw claw claw!


Space: Reset heli position

R: Reset level

N: Next level

Download now! 441KB Now with dependencies included!

HeliChain – Post compo port in the worx

Posted by (twitter: @drZool)
Tuesday, January 1st, 2008 2:50 pm

Only 4 people rated my game. Thats unacceptable, I need get rid of XNA. So I’ve thrown all XNA stuff out of it. I needed to poke a bit in the source of the physics lib as well to cleanse out the filth, thankfully that was easy. Now I need to tame the horrible controls (That was my fault, cannot blame XNA for everything), and then pretty it up and I’ll make a release. I plan to port it to linux too, with Mono.

I’m only using Glfw, OpenGL and .Net 2.0 as we speak. For sound it will be OpenAL.

Whoho! OpenGL lines!

Partycle Popper 1.5

Posted by
Tuesday, January 1st, 2008 10:33 am

Did not quite make it in 2007, but here’s Partycle Popper 1.5

– Pretty much recoded based on cleaned up basecode which was based on the contest version of the game
– The widescreen bug fixed

– Audio recoded using SDL audio instead of fmod to make porting slightly easier
– Custom mixer for sound fx and midi instruments
– MIDI player (only supports one instrument and note on, but hey, it works)

– Gameplay tuning;
– Player’s bullets and bad pop bullets are faster, normal pop bullets slow enough to dodge around now
– Scoring is slightly tuned
– On player death, the same level is restarted with the same score as when the level started
– Couple new hint lines, and couple informative printouts here and there

Ok LD10is over, planning for 11

Posted by
Monday, December 31st, 2007 2:15 am

If there is an LD11. :)

OK, at the moment I’m learning how to code in C++, is that a recommended language to be used in LD11?

I’ve tried to look at the pros and con’s, and found:


  1. It is Object Orientated, which may persuade me not to use plain structured and a loop.
  2. It is a compiled language, so it should be easier to make it cross platform
  3. It should run faster as well
  4. It is great for text based games


  1. I’m not great at it
  2. I have no idea how to GFX in it
  3. I’ve not touched the language since 2004, and the whole thing was different back then.

At the moment it looks like the pros are greater than the con’s, but, is it a better language overall?

I mean python is written on top of C++, so that means that the person who made Python can’t of been to happy with C++ if he made is own one, either that or he was bored. :)

If python is written in C++ then That could mean that it is an ”improved” version of C++, leading me to think that that is better.

However, I already know python, so it would be a good learning experience for me to learn C++, and someone gave me a Sams Teach Yourself C++ in 21 Days, so I’m trying to learn that. (Not the average item on a 12 year olds list :) )

Also, I may be making a text based game next time, is it worth it?It would take less time, I’d imagine, and I don’t know how to do GFX in C++.

Please replyas a comment, awaiting your replies. ;)

Another Pelly

Posted by (twitter: @kamjau)
Sunday, December 30th, 2007 11:10 pm

Since people are posting pellies, here’s the one I made last night:

(slightly tweaked)

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