About Tenoch

Games and more at http://noe.falzon.free.fr/dev/


Tenoch's Trophies

The "Waaay Over My Head" Award
Awarded by madk
on May 2, 2010
Ice Cold Killer Trophy
Awarded by noonat
on April 24, 2009
The "Pollution is a good thing" club badge
Awarded by nilsf
on April 22, 2009
The Rocketeer's Golden Jetpack Award
Awarded by Codexus
on August 12, 2008
Best Character Name Based On Owls
Awarded by GBGames
on August 11, 2008



X-0ut says ...

I carved my way through the ice for what seemed like eternity until the game crashed.

Graphically and musically pleasing, but somewhat sedated gameplay.

lucasshrew says ...

Nice, like the concept. Great fireballs and ice effect.

Doches says ...

Took a little while to figure out what I was supposed to do. Once I'd collected all four pieces of civilization (?), I was told "Error! in love_opengl::rectangle" -- which was something of a let-down.

Cool, if slightly confusing, concept though.

ondrew says ...

Crashed my windows computer, but worked fine on different one.

I was impressed with the carving out of the ice. There were some overlapping glitches here and then, but otherwise very nice.

TimS says ...

Had some framerate issues, but other than that, very nice. Mmmm procedural ice.

nilsf says ...

It's a shame the victory screen was missing. The ice wall was very well done. I found the music volume was too low compared to the sound effects. Wonderful backstory, great minds think alike. ;)

Endurion says ...

Very nice, i reckon the polygon carving is not too easy.

muku says ...

That ice tesselation thing was pretty fancy from a technical point of view, actually, though it's slightly buggy and lags a bit when firing many bullets. Nice to look at, in any case.

The collecting component of the gameplay wasn't completely compelling, trying to nudge the objects towards my island with the fireballs often felt a bit finicky and not really fun. Melting ice was a blast though.

Overall, creative and fun entry.

Entar says ...

The gameplay was alright, though not particularly clear on what to do.

georgek says ...

I thought this was really fun. Good twist on the theme and everything worked together in an odd yet entertaining way. I loved the polar bear face game over screen (I still haven't saved the seals unfortunately).

Covenant says ...

Nice twist on the theme, and the technical part is impressive for 48 hours... Gratz!

jlnr says ...

I loved some parts :)
The ice carving was awesome. At one point the whole ice cover disappeared, but otherwise it was probably my favorite effect in this competition. I also liked the particles and the losing screen :)

But I thought the gameplay was too slow. I understand that the laggy aiming was there to make it more challenging, but I'd preferred it if the projectiles would just fly even slower, or some other sort of obstacle. Laggy mouse cursors are bad player feedback IMHO :)

noonat says ...

Concept was great, and the ice destruction was really cool. But gameplay was a bit slow and I was never able to actually die without trying to. That said... fireball barrages are fun. :D

Hamumu says ...

I really liked it except that there was some tech problem with the ice breaking - a lot of fireballs would just have no effect at all, and I'd have to find a different place to shoot that would have an effect. The fireballs going up in the air and then lighting was a nice effect too. I didn't fire more than one of the big fireballs because the cursor was too annoying!

mjau says ...

Collected everything required to doom the planet, and was rewarded with a nice crash screen from love ;)

Anyway, the game was a little.. long. Had some fun at first, but it quickly got repetitive and by the time I finally collected the final piece I was desperate for the game to end.

The game was very slow to react at times. The targeting area was following the mouse cursor at a snail's pace, and fireballs (which looked nice btw) seemed to change their destination in midair. That is, if I eg tried to do a quick circular sweep from left to right to remove a chunk of ice, all the fireballs would end up landing in a small spot on the righthand side. Or maybe it just cancelled the first ones.

Music was nice but sounded like it was constantly running out of buffer, so I got short bursts of white noise at random intervals. Could be because of Windows 7, I've had some issues with sound in other things (not like this though).

Apart from the technical issues and the eventual mindnumbing tedium, it was nice. =)

HybridMind says ...

Love the fireball launch and then explosion streaks along with the sounds. That part was just really fun to shoot. Enjoyed watching the ice flow break up. I did read the readme file but I'm afraid that once the game began while I did have some fun shooting lots of things I never really felt like I knew what to do or what was going on. At some point I collected a burning bush and it also seemed that sometimes things I shot that were approaching would jump all over the place. Seems like you have an interesting base here but just need to refine the game play and make it clearer in-game what the player is supposed to do.

hamburger says ...

Nice concept. Lots of fun to break up the ice. I found the collection of objects very tedious, because it was really hard to control which way they would fly.... maybe a separate projectile like a net to collect them, or something, would help.

SethR says ...

Fire and ice, good combination.

Like the tech.

So, after I collected the four elements of global warming and thought I could further my own selfish means with them, actually the entire world was destroyed (by a lua crash).. a genius environmental statement my friend!

Morre says ...

That is one extensive journal you've got going on there! Good work!

Now, to the game:
I really enjoyed playing it! Once. It doesn't have much in the way of replay value, but that's fine with me. The survival mode wasn't quite as entertaining.

I like the graphics, but bugs where the polygons get corrupted and / or drawn erroneously were fairly common.

I think the sound was a bit repetitive, but decent.

The game crashed instead of telling me I won. I will subtract some polish points for this...

I know from experience how tricky deformable polygon terrain can be, so well done there!

Overall, great work! :)

Archive for the ‘LD #14 – Advancing Wall of Doom – 2009’ Category

The story of arcticum

Posted by
Monday, April 20th, 2009 10:56 am

A good week-end that was. I am pretty satisfied with what I came up with.
Here comes a (rather long) reflexion about the process of creation.


Journal #too many. The final countdown.

Posted by
Monday, April 20th, 2009 9:10 am

Continuing sprites.

All boni have sprites. The ice and the sea are colored too. The bullets now have trails of smoke.

There is an island and a bunker on it. How come that took me 50 minutes??

Here stops the log because I clearly had something else to do than write a log… But this is what happened:
I drew the sprites for the collectible boni, which took a while. Then I made the seal sprite. I realised it was so small that I could cheat and rotate/flip it to make 3 other directions. Then I made the sprite used for the last two direction, and the code to take care of the drawing depending on the angle.
At that point I was supposed to do the same for the bears, but I realised it would take me took long, so I delayed indefinitely. Instead I made the opening screen.
Then some sounds, really fast with sfxr. I decided not to lose too much time with that. Actually I *was* fast. In maybe 20 minutes it was done.

Came the terrifying moment of parameters tuning and play testing. I must confess I didn’t do too much of this, so there is a chance the game is too easy, or too hard.

Then I had one hour left, and thought it would be awesome to make music while checking nervously the clock and all the people on IRC saying that they were done already. It went pretty well too.
Now five minutes before deadline, it was time for packaging. Which, with Löve, is supposed to be as simple as zipping stuff up and posting it proudly on the dev blog. Heh, something *had* to go wrong. The “compiled” game didn’t run. Cause: I used Lua modules to divide the game in several files. Worked OK as long as the running directory actually contains these files. Once inside the .love file, you can access them only with Löve’s special require function. So OK, I changed that. But then something else broke. The game half worked. Some stuff was there, some was not. The biggest weirdest Heisenbug I had ever produced. After half an hour of not finding the problem I still posted the game, instructing to run it unzipped (which forces people to install Löve, which I knew for sure would discourage 90% of them).
When I still didn’t find anything, I went to bed, at about 8:30.

A good day’s sleep later, I tried again to beat the beast. And it took a while. Finally, the problem was as follows (non Lua people, you may skip). At first, I used modules to separate my app states (menu and game), so every variable created inside of them was stored in the corresponding table. When I had to switch to non module separate files, almost nothing changed: instead of being table members, all new variables were simply global. Since I did happen to have no variable collision, it didn’t change anything. Except that one variable did collide, “debug”. debug is a standard Lua table, and overloading it with my debug boolean switch did screw everything up. I suppose that Löve uses these debug functions.
So all this time I just had to rename debug to debugmode and tadaa.
Packaging followed.

Now I have to play the 122 other games.


Posted by
Sunday, April 19th, 2009 7:38 pm

If you know what Löve is, and have it installed already, just grab arcticum.love and run it.

If you don’t know what Löve is*, then take the all included ready to roll super dooper binaries for you favorite OS:

Each package contains instructions on how to run the game, and the following Readme. Enjoy!


  • Known bug. When you win (ie get the fourth item), the game crashes (instead of going back to menu). But don’t worry. You still won! =)
  • Game resolution is 1024×600. It might show up weirdly (strech for instance) on 4:3 screens. Press F on title screen to switch to window mode, much nicer.
  • The sources of the game are in the .love file, which is really a renamed zip.


Poster to ease the pain

Posted by
Sunday, April 19th, 2009 11:30 am

Journal #5 (i think?)

Posted by
Sunday, April 19th, 2009 5:29 am

Have a menu, and more importantly a working “game state” thingy to switch cleanly from menu to game and back, and possibly a help screen or prefs. Not always obvious since Löve don’t let you control the game loop (you overload functions like draw(), update(), mousepressed(), etc, and they are called by the engine). Also, it’s late and I should sleep a bit. Game mechanics are almost complete.

Yeah, going to bed. I’m affraid I’m now useless.

Allright, it’s a nice morning to make a winning entry. *Back to work, lazy ass!*

Now with a goal, a winning condition, and two game modes.

Added the critters. They just walk around and wait to be blasted away. Oh yeah :)

Face sorting is working. Took three different algorithms… And I’m pretty sure this one doesn’t cover every case either. But it seems to be quite OK anyway.

Just lost two hours researching and implementing an ear-clipping algorithm. Cause: opengl (and thus Löve) can’t draw non convex polygons. And I really need to draw one. I must admit I had fun coding that. But still, two hours…

Journal #5

Posted by
Saturday, April 18th, 2009 1:02 pm

Bullets! With gravity and terrifying blast damage!

Going to a dampling making/eating party at a friend. I guess I can use a break, my mind is starting to show me weird stuff.

(Too bad I didn’t take my camera, it would have made a nice food photo…)

Back to work.

I have boni/powerups on the game, and the effects of the boni are applied with timers that have callback functions. It may be the usual stuff for most people, but I had never used these before, and it feels really cool. “oah it works” :)

In my original plan, I was supposed to have finished coding game mechanics by day one, to have all the time in the world for graphics and sound. Technically, my day one ends 14 minutes ago… I’ll try to have at least 5 hours of sleep, though.

Journal #4

Posted by
Saturday, April 18th, 2009 3:37 am

Lunch break is over. Back to coding.

(mmm, noodles and an apple, and chocolate out of the photo)
Isometric view is complete!

No 3D engine here, just a bit of geometry and vector graphics, oh yeah! Imagine it going slowly downwards, and it’s really scary. Woooh.

Journal #3

Posted by
Saturday, April 18th, 2009 1:05 am

Decided to go with some kind of destroyable wall of doom. Throw stuff at it to detach pieces, and thus slow the progression. For now I’ll try to work on the geometry bit.
Stupidely made my own vector library in Lua. Didn’t like the others I found, but inspired from those. Now the fun begins.

I can has destroyable geometry. Just a line and you dig holes in it.

Corrected lots of bugs and made the computations more general: more case are covered, includind when you “cut” a bit by drilling all around it. Hungry now. Food now.

I can haz screenshot too!

Posted by
Friday, April 17th, 2009 11:45 pm

Only… it’s not really fancy…

sucky screenshot


Posted by
Friday, April 17th, 2009 8:54 pm

(inspired by dock)

Journal entry #2

Posted by
Friday, April 17th, 2009 7:47 pm


Back from a refreshing walk. The morning air and the surrounding environment gave me some ideas. Now back to mind mapping and brainstorming.

Took a few pictures too:

Last poster before theme

Posted by
Friday, April 17th, 2009 6:59 pm

The desk photo

Posted by
Friday, April 17th, 2009 6:51 pm



Waking up after about 5 hours of sleep. I’m feeling peachy. Can’t wait to go o__O at the theme and lose a few hours wondering why the hell I did even bother going up at such an ungodly hour. LD, you gotta love it. Also, breakfast.

Go go go LDers!

Notice how I skillfully include both a desk photo and a food photo at the same time! And notice the tinyness of my EeePC 901 under Ubuntu. And the mouse. The touch-thingy just drives me mad.

‘nough said.

Back in business

Posted by
Friday, April 17th, 2009 8:18 am

What would LD be without the motivational posters?

LD14: hello world

Posted by
Wednesday, April 15th, 2009 12:32 am


My second real LD (did a mini LD and a half too). I’m not sure I’ll have time this week end, but I’ll sure try. Will be using:

My tiny EeePC 901 under Ubuntu. And now I got myself a mouse for increased productivity.

Either evöL, my own tiny Lua+SDL library (https://gna.org/projects/evol/), or Löve, a way cooler Lua game engine (http://love2d.org/). If the theme makes me feel like it, I might use glöwve, a simple script I wrote yesterday to make glowy vector graphics in Löve (here).
Löve is now available for Linux, Windows, and MacOS X, so (almost) everyone’s happy.


Inkscape, Gimp, and no talent. I do also have a camera.

I’m tempted to make music as a module, in which case I’ll use MilkyTracker (http://www.milkytracker.net/). Possible sound synthesis with ZynAddSubFX and DrPetter’s sfxr. And my microphone.

Can’t wait for Evolution to make it the final round and not win, as usual. Oh and I wonder what will be the running joke this time.
See you all on the other side!

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