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    Archive for the ‘LD #03 – Preparation – 2003’ Category

    My starting engine

    Posted by
    Friday, December 14th, 2012 5:58 pm

    Hi guys, I said in my first entry blog that I was going to use a Flash engine that I have been working on. (ActionScript 3.0)

    Well, here it is!

    http://www.capturetocanvas.com/engine/yogr.zip

    Feel free to use it and do with what you like, but I can’t offer any help on it if you do within the next 48 hours ;p  It’s still a work in progress, but it does provide a decent starting point for loading your objects into flash properly and allows you to build some pretty quick levels in a simplified XML format. There is one file in there called MovingObject.as which has unfinished collision detection which I recommend you override it’s update function if you are to use.
    It also provides a basis for keyboard up/down input handling,  basic movement physics and jump logic.

    My First Ludum Dare

    Posted by (twitter: @scottrehlander)
    Thursday, July 5th, 2012 6:40 pm

    Hey Guys,

    My name is Scott Rehlander and I will be entering my first Ludum Dare Aug 24.  I have been wanting to do this forever, but the weekends have never worked out right.  I have written a couple games for Windows Phone 7 and dabbled in some game engines/graphics renderers like Axiom, Farseer, Corona and XNA.  I develop C# full time at a robotics company and have been programming my whole life.

    My current project is a back to the roots 2d RPG made for win8/wp8 with a combo attack quirk built into the battle system.  Looking forward to meeting (and competing against) some of you guys.  I know I have some solid competition!!

    PuffBOMB

    Posted by (twitter: @mikekasprzak)
    Monday, November 26th, 2007 11:02 am

    Ludum Dare #3 (2003), theme Preparation. My game, PuffBOMB. Propel a hamster character to an end zone using bombs. Incredible Machine with explosives, burning, and screaming. :). The original compo version, unfortunately, featured only 2 levels.

    PuffBOMB scored a Silver for sound, and came in 5th place for fun.

    Download: Original compo version

    PuffBOMB - Compo Version

    After the compo, I continued to work on the game over a couple weekends, adding 10 actual levels to the game. Also, adding custom level support, due to Stephen Stair offering to build a level editor. The game was later featured on several on several game magazine coverdisks.

    Download: Post compo version (0.8)

    PuffBOMB Post Compo Shot

    Eventually, in 2005, I went ahead and fancied up the original game for submission to the IGF and Slamdance competitions. Changed the graphics dramatically, toyed with some graphical effects like a cartoony fire effect, white outlining effect, and so on. Added a proper menu, and ported the game to the Mac.

    PuffBOMB was a finalist for the “Popcap Casual Game Award” at Slamdance 2006.

    Download: Windows, MacOS X

    PuffBOMB - IGF/Slamdance Version

    Today, development continues on the so called “super remake” of the game.

    PuffBOMB - 2008

    NPC Quest

    Posted by
    Monday, November 26th, 2007 9:56 am

    LD48 #3 was themed “Preparation – Set it up and let it go”. For this I originally made a game where you were a leprechaun and needed to plant traps to kill people trying to come steal your lucky charms. For some reason, despite how fun that sounds, I couldn’t get anywhere on it and quit halfway through. Then I came back on the second day, reusing some of the code and graphics and created NPC Quest! It’s a game of buying gear for a fantasy hero, and then watching him fight battles without your help. It’s actually more strategic and fun than it sounds.

    NPC Quest


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