Posts Tagged ‘LD #11 – Minimalist – 2008’


Posted by
Sunday, April 20th, 2008 5:56 pm

Remember how I said I was going to write something in haskell? Haskell won. So I wrote something in python in 3 hours. the game is a little poetic. Enjoy.


Cowbell Hero Final

Posted by (twitter: @joeld42)
Sunday, April 20th, 2008 5:48 pm


Here it is… the final entry:

Cowbell Hero Final

Not exactly 100% complete, but still a lot of fun I think. All music is better with cowbell.


Posted by (twitter: @joeld42)
Sunday, April 20th, 2008 4:06 pm


Aaaaa!!. need more time… it’s ‘playable’ but only just barely… still no score or anything…  also my timing code was really sloppy and for a game that is so dependent on timing that’s causing me all kinds of headaches… we’ll see..

Now getting somewhere!

Posted by (twitter: @sgstair)
Sunday, April 20th, 2008 2:20 am

I’ve been pretty secretive, not wanting to show off my tech, but it’s occurred to me that it doesn’t really matter that much; So, here’s the current status of my game:

sgstair - ld11 - WIP 5

I’m very happy with the tech, it’s performing admirably with even dozens of  sprites on my system – I’m basicly making an asteroids game, but  I think this counts as minimal (it’s so minimal it doesn’t even have a background, ha!) – Just finished the majority of the asteroid code (creation / movement / collision), and I’m now going on to make a ship and a way to shoot. Which I expect won’t take too long. I’m expecting to complete sound effects but I don’t think I’ll get to music.

Sneak Peek

Posted by (twitter: @joeld42)
Sunday, April 20th, 2008 2:07 am


Ok, I’m going to sleep but I thought I would reveal a sneak peek at the new direction I’m going. I think it’s going to be awesome. The only question is will I finish on time???

Elementary Chemistry

Posted by (twitter: @sgstair)
Saturday, April 19th, 2008 6:00 pm

So, I got some sleep, but forgot to take the sun into account; and since it got a little warm outside, it got pretty annoyingly hot in my nice insulated room full of computers. So I’ve been not getting much done. I did however take the opportunity to examine the following chemical reaction in detail; Here are the reactantssgstair - food - chili (before):

And with the judicious application of heat, and careful attention, you can expect to see results such as the following:

sgstair - food - chili (after)

I must say that this specific reaction does take a lot of time and effort to ensure success; But the results are delicious, and certainly worth the effort.

Now,  my game’s tech is still done, it’s severely lacking in gameplay though. So that’s what I’m doing next :)  Then I’ll even post a screenshot!


Posted by (twitter: @joeld42)
Saturday, April 19th, 2008 2:36 pm

menu screen

I was getting a bit discouraged — my game is pretty complicated, even though it’s stylistically minimal. So I made a main menu screen, that always cheers me up a bit. Not that it does anything  yet.

First visible progress

Posted by (twitter: @sgstair)
Saturday, April 19th, 2008 3:01 am

Alright, so after much working on backend stuff and much slacking off I have enough of my system in place to render stuff! Behold my lines of doom, and tremble! Well, not really. More to come soon though

sgstair - ld11 - wip1

As it turns out I hadn’t eaten in a while and that was making it hard to focus and continue; but pasta to the rescue!

sgstair - food! - spaghetti

Mm, breakfast [while everyone else is] in bed. I’ve got most of the core graphics engine design issues resolved for now; proceeding blindly ahead to get the rendering code I want now, and then I’ll be building gameplay.

Yuck Color blocks

Posted by (twitter: @joeld42)
Saturday, April 19th, 2008 12:55 am


Wow. Not very impressive. lots of boxes. But I am resurrecting   an idea from LD6 (i think) that I gave up on on the first day.. in a more minimal form. It’s a rhythm game, kind of. Anyways, was able to create a class called “Beatronome” which I think is the best class name I’ve ever come up with, so I consider today a success.

I hope you guys are prepared…

Posted by
Thursday, April 17th, 2008 6:47 pm

I just made my first giant clock! I am so ready for Ludum Dare now that I have this incredible custom library at my fingertips:

import os, pygame, random, math, pgu
from pygame.locals import *
clock = pygame.time.Clock()
screen = pygame.display.set_mode((800,480))
timer = 0
seconds = 0
minutes = 0
timertext = str(minutes) + “:” + str(seconds)
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill((250, 250, 250))
font = pygame.font.Font(None, 500)
text = font.render(timertext, 1, (10, 10, 10))
screen.blit(background, (0,0))

quit = 0
while not quit:
for e in pygame.event.get():
if e.type is QUIT: quit = 1
if e.type is KEYDOWN and e.key == K_ESCAPE: quit = 1
background.fill((250, 250, 250))
text = font.render(timertext, 1, (10, 10, 10))
screen.blit(background, (0, 0))
timer = timer + 1
if timer == 60:
seconds = seconds + 1
timer = 0
if seconds == 60:
minutes = minutes + 1
seconds = 0
if seconds <= 9:
timertext = str(minutes) + “:” + “0” + str(seconds)
timertext = str(minutes) + “:” + str(seconds)

Likely Entering

Posted by (twitter: @sgstair)
Wednesday, April 16th, 2008 9:30 am

Hi all,

I’m not exactly new to LD, but it’s been quite a while. I’m planning to enter LD11, and I have some interesting ideas up my sleeve :) I’ll be writing all my code completely from scratch, using Win32 -I have a lot of experience doing this though, so I don’t think it’ll be a handicap.

I’ll also be recording a time lapse video of my progress, which might be amusing to watch afterwards – Good luck everyone (you’re going to need it :P)

Introductions, py2exe and cx_Freeze for the Linux-centric

Posted by (twitter: @OMGWTFGAMES)
Wednesday, April 16th, 2008 2:25 am

Hello all … I’m a LD first-timer, intending to give it a shot this time around. I suspect I’ll only really get ~24 hours of actual LD-time, due to inconvenient timezones clashing with the “Day Job”(tm) … but I’m prepared to give it a red hot go. I’ll almost certainly be using Pygame (1.8) and Rabbyt (0.8.1) … unless for some reason the theme makes me want to write a text adventure :)

Since I typically develop on Linux, I’ve done some preparation by making sure I can actually produce Windows executables (the catch: still requires a Windows installation somewhere). My personal py2exe and cx_Freeze ‘tutorial’ is here … it’s actually painfully detailed for something that turned out much simpler than I expected. It would be great to compare notes on crossplatform Python/Pygame experiences/successes/pitfalls with any other Ludumdarers that code on Linux.

Ooh, Ludumdare, shiny

Posted by
Tuesday, April 15th, 2008 10:41 pm

Yay! LD11!

Now I’m in a bit of a dilemma if you can help out…Pygame really eats upmy time coding so I don’t have loads of time, but I haven’t quite got to grips with pyglet, what should I use? Something I only half know how to use or not?

LD10.5 portem, LD11 bikingni

Posted by
Monday, March 31st, 2008 7:44 am

Hiya =] well I didn’t really post anything here for LD10.5 although I was working on something. The theme was kittensweird/unexpected/surprise, and for that I came up with a cat&mouse game where you would play as a kitty stalking mice using line of sight and keeping quiet. There would also be a movable cheese to bait the mouse. I set out to make the game in a side view with 3 axis of movement, which is far too many axii for a .5 compo =/ To save time I was drawing sprites by hand and taking photos of rooms to use as backgrounds, but putting 3 dimensional objects to do line of sight with was a daunting task, it would need a level editor and would be better presented in 3d at that point, too much for one weekend. Oh yeah, and I was fighting off the sickness. pwnd. Here’s as far as I got:

Also, I won’t be doing the LD11. I’m going to be racing my mountain bike on the cross country course at the sea otter classic in monterey, ca. My laptop bike mount is a little heavy for racing joo know?

Ludum Dare #11 – April 2008

Posted by (twitter: @mikekasprzak)
Monday, December 31st, 2007 3:36 am

Thanks everyone for coming out and making Ludum Dare 10 a great success. A fitting close the fifth year of of the compo.

If you haven’t seen it yet, the results can be found here. Final entries can be found here.

Now, as much as we’d love everyone to idle with us in #ludumdare until April, we understand this isn’t practical for everyone. So, in addition, we have a mailing list at

To subscribe, e-mail:

To unsubscribe, e-mail:

And when in doubt, hit up

– – –

Now, unlike prior years, we’ve tried to make it clear that the next compo will be in April. Anyone that’s stayed up with our shenanigans will know April is our magic month, the anniversary of the first Ludum Dare compo (the original 24 hour compo in 2002). If there’s one tradition we’ve kept over the years, it’s been holding a compo in April. Be it organized a month in advance, or pulled together last minute.

So the first order of business is to pick a weekend in April to hold the compo. I’m not looking for suggestions per se, but reasons to include or exclude a specific day. Our options include:

  • April 4th-6th Weekend
  • April 11th-13th Weekend
  • April 18th-20th Weekend
  • April 25th-27th Weekend

Ideally, we like to plan around such things as Game Industry events (GDC, E3, Game Connection, etc), Exam season (we love you students), national holidays, or any such event that either hinders or benefits the majorities chance to participate.

– – –

And in final, if you have any comments, suggestions or feedback for us, please do share them. Ludum Dare is and has always been about the community. Without you all, we’d just be an IRC channel. :)

Thanks again everyone, and have a great 2008.

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