About SpaceManiac of Platymuus (twitter: @SpaceManiacX)

I do stuff.


SpaceManiac's Trophies

Awarded by
on March 5, 2011
The Pixelated Award of CANT SEE NOTHIN
Awarded by Redbone
on April 26, 2010
The Oh God This Is So Bad But Why Am I Still Playing? Award of Mandatory Excellence
Awarded by KermAmrek
on April 25, 2010
The Crazy Amazing Trophy of Having "heim" In the Name
Awarded by GanonsSpirit
on December 14, 2009
The Boboil Referencer Trophy of Redundancy
Awarded by moltanem2000
on December 14, 2009
The "you stole my name" award of just jokingness
Awarded by moltanem2000
on December 13, 2009



Hamumu says ...

Definitely lacking in levels... too bad. I think you were on to something and just needed a little more content to make it happen. Good concept, and it works well, it just needed some actual challenges to be made. Some time/roads used scoring would've been nice too.

Jonathan Whiting says ...

There's definitely some gameplay potential there, and with more levels, some polish, and in game tutorials it could be very neat. It does however feel fairly lacking, primarily because of how little content there actually is.

A Post compo version could be pretty cool, I'd like to see it :)

increpare says ...

promising idea. very rough though, and lacking in content. It's certainly worth working some more on, I think.

demonpants says ...

Decent, although it's sort of hard to get settled into this. Could use some more instruction as well as feedback. Not being grid based would help, I think.

HybridMind says ...

Is level 3 even beatable? there doesn't seem to be a 'garage' or 'flag' there but I can't find any indication of how many levels there should be.

like the basic concept and it is definitely very on theme. thankfully the README saved my butt as I had no way to figure out what to do originally so thanks for including that though I hear that a lot of people don't read READMEs so in game instructions are always good.

not too much else I can say that hasn't been said. I will play post compo version if I see it posted. I like the name BLDR.. and what's wrong with an association with TOWLR ? hehe ;)

Morre says ...

Gameplay is lacking some, thanks to the small amount of obstacles and maps available in the game. I can certainly see this being fun with more complex interaction, but it doesn't feel quite finished as it is. :)

ondrew says ...

Nice puzzle game, seems to have a lot of potential.

Couldn't beat the level three as well.

Wouldn't run on one of the computers I tried. Probably missing DLLs or something.

Archive for the ‘LD #13 – Roads – 2008’ Category

BLDR Postcompo, Coming Soon!

Posted by of Platymuus (twitter: @SpaceManiacX)
Thursday, December 18th, 2008 3:21 pm

I’ve begun work on the BLDR Postcompo version! The general consensus seems to be that this is necessary. I shall also be using the first versions of my LD/game library I’m developing as a wrapper around SDL. I’m open to suggestions! My current list…

  1. New name – Some people seemed to think BLDR was related to towlr, and some vowels would be nice.
  2. Improved graphics – The art was meant to be “temporary”, but all too often in Ludum Dare temp art becomes final.
  3. Modify to use the new library – save code space, etc.
  4. More gameplay elements – at least a few, though I’ll try to squeeze as much as I can out of the basics
  5. The roads – perhaps some changes to the way the road system works
  6. Animations – so when you die you don’t just get teleported back to the beginning
  7. Level editor – level editors are always nice
  8. In-game instructions – in-game instructions are always nice
  9. More levels – of course more levels
  10. Enhanced menus – ways to access all the new features

And I think that’s it about now… time to get going! Comment!

BLDR [tools]

Posted by of Platymuus (twitter: @SpaceManiacX)
Monday, December 8th, 2008 2:44 pm

Forgot to mention the tools I used on BLDR (http://www.ludumdare.com/compo/2008/12/07/bldr-final/)!

I used Microsoft Visual Studio 2008 Express Edition and SDL 1.2.10 (I think). The binary is for Windows, source & graphics & SDL DLL included. Should be compilable on Linux & Mac, I haven’t tried.

I’ll also be seeing if I can get Chronolapse to compile video.

EDIT: That link was broken, fixed now.

EDIT again: the download link was dead. New download link at http://kittylambda.com/files/BLDR.zip (thanks to PsySal). Still original compo version.

BLDR [final]

Posted by of Platymuus (twitter: @SpaceManiacX)
Sunday, December 7th, 2008 6:09 pm

BLDR is done! It probably could have used more levels and obstacles, but I think it’s great! Postcompo version will definetly include more levels.

Download it here: http://www.filesavr.com/bldr

EDIT: I forgot to include it in the instructions, but arrow keys to move and R to restart the level.

Postcompo edit: New download link at http://kittylambda.com/files/BLDR.zip (thanks to PsySal)

Looking good!

Posted by of Platymuus (twitter: @SpaceManiacX)
Sunday, December 7th, 2008 12:40 pm

With 7 hours 19 minutes 20 seconds left in LD13, I’m looking pretty good!

The main menu’s still the same, but now there’s a pause menu (of sorts) and some semi-gameplay.

And in that 7 hours 19 minutes 10 seconds left, I just need to add a goal and something to keep you from reaching that goal.

Nearing the end of Day 1

Posted by of Platymuus (twitter: @SpaceManiacX)
Saturday, December 6th, 2008 5:55 pm

The main menu! Yay!

The game. Aww.

Finishing up tonight – pause menu, driving controls

Tomorrow – people that follow you, obstacles, and a goal.

BLDR Concept

Posted by of Platymuus (twitter: @SpaceManiacX)
Saturday, December 6th, 2008 11:39 am

This is the concept for my game, BLDR. You basically have to build roads to guide things from somewhere to somewhere else. With obstacles, and not running over your people.


Posted by of Platymuus (twitter: @SpaceManiacX)
Friday, December 5th, 2008 6:13 pm

I can hardly wait to hear the theme! I hope it’s Collosal Roads. I’m going to try to stay up to hear the theme, though I may have to get off before then. Tomorrow I’ll start work.

Anyway, I think I figured out what basecode is (a little bit of prewritten main code?), and I’ve got mine.


Still Nothing

Posted by of Platymuus (twitter: @SpaceManiacX)
Friday, December 5th, 2008 3:42 pm

Still haven’t made any sort of easy library I could use. My game’ll probably just use SDL and SDL_ttf, and possibly sound with SDL_Mixer if I have any time. I just hope the theme is good.

Too bad this starts so late here… I won’t be able to start tonight. I’ll try to get up early tomorrow though. I am definitely going to at least try to make an entry for LD13.

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