Posts Tagged ‘allegro 5’

Untangle – Post Mortem

Posted by (twitter: @Zegis_)
Monday, August 25th, 2014 12:57 pm

It’s my second Ludum Dare, but first official (in 29 I didn’t write anything here official blog). And here’s a little summary of my Untangle game submission. Tommorow I’ll write longer post-mortem and share it on my devblog.


Untangled is 2D shoot them up game. Various worlds tangled together, and – as multidimensional police officer you must jump inside your trusted tank and fight strange monsters! Some of them just gone crazy after Connection, some came from other worlds. Ultimately you must untangle worlds, and bring peace once again!

Download Untangle from Ludum dare page~!

The good:

  • I decided to go with project little beyond my coding limits and… well… I broke my limits and made a game~!
  • I learned some new things about gemetry, mouse handling in allegro library and C++ STL containers.
  • About 4 hours before end I was convinced I won’t make it, but here it is. It’s so good to don’t give in to your fears.

The bad:

  • My implementation of tile maps sucks, so game have serious lags, and I’m not sure how to fix it.
  • I really struggled with silly read-file, and tile map errors so I didn’t have time to make any sfx.
  • I have to cut lot of my previous gameplay ideas… (but maybe they’ll made to post-LD version?)
  • I feel like there’s to little impact on disconnecting worlds.

The ugly:

  • My art ūüėÄ but I’m secretly proud of Fire monsters.


I must admit it was great to participate once again, and remind myself that “Ludum dares you to be happy”.
It’s wonderful to be part of community, and I really hope that someone’ll find my game interesting.

Good luck to you all, and see you on Ludum Dare 31 (:

1st Day Report

Posted by (twitter: @Zegis_)
Saturday, August 23rd, 2014 6:38 pm

Game is called ‘Untangle’ and you can browse my code here


Sadly it’s nothing special yet. I spend all day on brainstorming my idea, creating simple prototype that allows to move around (blank for now) tile map, and shoot towards mouse. I wanted to create my first shooter for Ludum Dare, but I faced a wall with drawing tile map: for some reason it’s soo damn slow, and I strugled for nearly 6 hour to find way to fix it. I hope tomorrow will bring solution, but to be honest I start to worry if I made it in time.

I’m afraid that if I don’t find good solution I’ll have to scale down my map :(

~> Moving around,
~> Rotating player and shooting towards mouse pointer – I’m really glad I learned how to do it! ūüėÄ
~> Simple tile map loaded from text file (all tiles are stored as 2 chars: first is tile type, and second is world of it’s origin).

Things to add:
~> Simple graph worlds map, that shows connections between tangled worlds.
~> Morphing level according to connections.
~> Enemies!
~> Breaking connections.

Some cuts I’ll probably have to do:
~> Cut down game to 1 level consisting of three worlds (water world, fire world and… we’ll see, maybe grass one).

Good luck everyone on 2nd day, and good night! I need some sleep! :)

I’m in for LD25!

Posted by (twitter: @fungusgames)
Friday, December 14th, 2012 2:59 pm

Greetings, programs!

I am in for the LudumDare 25 Jam with my buddy Alex, who is doing LD for the first time!  This would be my second go.  Give him a warm welcome.  Our plan is to create something bigger than my last rushed entry, which I only had a total of 6 hours to work on.  We have long dreamed of being an indie dream team.


  • Language: C++11.
  • Libraries:¬†Allegro 5 (video, audio, input, system), ¬†fungus_booster¬†(my utilities)
  • Audio: Audacity, puredata
  • Graphics: PyxelEdit, ASE (Allegro Sprite Editor)

I will sadly still be at work for part of the Jam (8 hours of it) through no choice of my own. ¬†But, given that I have help, and a much clearer decision to enter and prepare before hand, I think we’ll come up with something awesome! ¬†May the best game win! ¬†I love you all.

Shameless plug:

If you like my C++11 utility libraries, please use and share them! ¬†Docs are a work in progress. ¬†I’ve recently switched to github/cmake from SVN/codeblocks, so there are not a lot of commits, but it is quite mature. ¬†Threading, networking, serialization, configurable hash_map template, and many nifty odds and ends.


Posted by
Sunday, August 21st, 2011 4:47 am

Since yesterday I couldn’t submit the pictures and the progress of my game, but meanwhile I did a lot of progress in my game and even drew a cool caption for ludum dare:

Meanwhile the game has temporary graphics and levels:

By now you can move and push stuff around, and now I’m starting to work on story and graphics maybe sound later.

[cache: storing page]