Posts Tagged ‘BREAK!’

Been programming all night? Take a break! :)

Posted by
Friday, March 3rd, 2017 9:06 am

Hi there guys! 😀 It’s been a while since I visited the site and wow, a lot has happened. I’ll be participating in the next jam but in the meantime, here’s an article I wrote. I hope you guys like it! 😀


5 Star-Crossed Lovers in Video Games

End of day one!

Posted by (twitter: @skymandr)
Saturday, April 26th, 2014 3:58 pm

Phew! That was challenging, but I pulled through by playing Portal 2, messing about in Terraria and trying different people’s beers, and making some sketches when I couldn’t keep my mind off the task any longer. A really difficult moment came, when a friend of mine sent me a merge request for the git-repo for the game project I’ve been tinkering on of late, but after having explained my determination not to work on games this weekend, we decided that the merge could wait until Monday — no hard feelings. I’ve also helped play-testing my friend Local Minimum’s entry “Fistula Foragers“. Not much game play yet, but the controls are nice, and the graphics cute, so keep your eyes on it! It actually has a lot in common with the game I’m currently not working on, which was nice but also a source for temptation. Now I’m much to tired for any kind of coding, so I think I’m safe for the day. On-on tomorrow!

Progress so far…

Posted by (twitter: @skymandr)
Saturday, April 26th, 2014 5:35 am

To distract myself from programming, I braved the brilliant and pollen laden spring weather and took a train North. By shear force  of will, I managed to keep myself from bringing out the computer — despite having ample battery and access to power on board the train. It quickly dawned on me, that this struggle could not continue indefinitely, wherefore I sought further distraction and comfort from listening to Big Finish and reading literary criticism. I did concede, that I was allowed to make notes pertaining to games and programming, but only using pen and paper. This small outlet was, I think, crucial in making it through the journey without falling for the temptation of coding.

When I had arrived at my destination, I stayed away from good working surfaces, instead taking solace in my company, in looking at arts and crafts, and in a well-deserved (I  reasoned, after having been so hard at work at not working for so long) ice cream. The real challenge starts now, when I’m firmly sat in a comfy sofa, with the laptop in my lap. But! I shall endure!

Wish me luck!

No Jam or Compo for me

Posted by (twitter: @skymandr)
Saturday, April 26th, 2014 12:39 am

I’ve been programming too much of late. My joints ache, that ol’ carpal tunnel is displeased, and my head is swimming with algorithms and polygons. So rather than participate in LD, I will make a concious effort not to touch any code for the duration of the Jam (or at least the Compo…). It will be tough, I will suffer, but in the end — hopefully — it will be worth it.

Good luck everyone else — see you next time, maybe!

Breaking apart BREAK! – A Post Mortem

Posted by (twitter: @LPavownage)
Wednesday, December 19th, 2012 3:52 am

Well, I’ve thrown my entry into this December’s Ludum Dare, and I’ve come out happy and better for it!
Without further ado, let’s get to reflecting upon my entry in to this year’s jam.

The Good

  • The Gameplay Worked, and it was polished!
  • The tileset looked pretty.
  • I was able to write a grid-based movement system after scrapping a smooth-moving system that was proving to be incredibly troublesome when it came to sticking to walls. That recovery was what set me back on track.
  • 7 Levels + Start and End. Lots of variety.
  • A musician friend of mine told me that the music I used was kick arse.
  • I discovered that #’s are Line Breaks in Game Maker.

The Bad

  • My choice of sprites for the main character was poor.
  • As was the choice of sprites for the guards.
  • There should’ve been more enemy variety, or different types of Guard AI, even simple things like Left to Right/Up to Down.
  • A narrative written at 3 in the morning to accommodate the theme was probably not a good idea.
  • I didn’t make much use of the crawl or lean mechanics in the later levels.
  • In spite of the polish, there were some minor movement bugs I didn’t quite anticipate that other players picked out.

The Strange

  • The ‘goat of disapproval’ makes no sense unless you’re paying attention to the narrative. (Spoiler, the main character is a Were-Goat/Satyr/Something)
  • There was a bug that I fixed which disabled you from saving if where you came in was in the same place as the save point, on the X or Y axis. I had to change some things at the last minute to prevent this from occurring.
  • There’s a -very- subtle bug with the cameras. You’d notice it in Room 4 (after the crawl room) – the Camera sight follows the camera perfectly, allowing it to see you around a corner sometimes. Whoops!

That aside, I had a lot of fun! I’ll see you next time!


[cache: storing page]