Posts Tagged ‘ld16’

The Wizard’s Lair (blessed LD entry from three years ago+1)

Posted by (twitter: @magic_bane)
Monday, October 22nd, 2012 1:02 pm

So after just over two years of development, a beta of my continued expansion of one of my LD entries from nearly three years ago was finally released for sale (buy now, get it cheaper and updates and a copy when it’s done) It’s been such a long time! Here’s a few screenshots from the game:

And some video:

It’s been a long process, with a bunch of stuff detailed in my blog ( and I’ll be happy when the game is completed and I have all the experiences associated with developing and releasing my own game 😀

That, and the fact TWL has been in development since the first October Challenge, I guess third time really is the charm 😀

If you want to purchase the preview, you can get it via my Sellbox link!

[stextbox id=”download” caption=”Buy from here!”][/stextbox]


This is a real long shot…..

Posted by (twitter: @magic_bane)
Saturday, January 15th, 2011 12:03 am

Are there any file hoarders about? I’m looking for the download of the timelapse video I had available in this post (I foolishly removed it from my webspace some 6 months ago thinking I wouldn’t need it)

Now PoV is building this new database of timelapses, I’d love to be able to hand a nice high-rez version of it over :)

If you know what i’m talking about, and have the file – please either leave a comment (and a link), or contact me by email (david AT wizardslair DOT co DOT uk)

Thanks for reading, and I hope you can help,
David/Devlin @ The Wizard’s Lair.

New levels to my pixely Ruby-entry

Posted by
Friday, December 18th, 2009 3:26 am

sfernald sank his teeth into the game engine for my LD#16 entry – the light in the end of the tunnel and the results came out swinging!

He’s used the game engine better then then me, making some winding, fun, hard to beat, acid-filled caves.


Check it out:

Win32 exe:

Maybe I’ll make a sequel too since the original game was so tiny. Actually I already started hacking on it. Some ideas/goals:

  • The collision detection wasn’t perfect (for example you couldn’t jump while running into an obstacle)
  • I’m thinking level-building from One big image instead of several small, but there’s quite some things to work out before that’s possible.
  • More interaction with the world, could be levels to pull, buttons to push, doors, modification of terrain or living enemies, not just acid pools/drops.  Preferable additions that don’t complicate the level building to much, now it’s basically drawing a new image and creating one class — liberating easy.


Posted by (twitter: @jplur_)
Monday, December 14th, 2009 10:19 pm

Finally got my timelapse uploaded.  I used chronolapse.

Now I’m going to start chipping away at playing all these great entries

My timelapse for Explore Quest

Posted by (twitter: @magic_bane)
Sunday, December 13th, 2009 8:08 pm

My timelapse is here!

Timelapse dead link now

Little Worlds 4k – Done!

Posted by
Sunday, December 13th, 2009 1:58 pm

I finished and submitted Little Worlds 4k perhaps three hours ago, but forgot to write a post here, so now I’m doing just that. The finished game is here. It’s not quite what I had in mind, but it will have to do for this contest. I’m hoping to polish the game and turn it into something worth-while for the Java4k contest.


In The Field

Posted by
Saturday, December 12th, 2009 10:24 pm

I made it! I wasn’t sure I would be able to participate in this Ludum Dare, and I did have to cut my development time, but I’m pleased that I was able to make a realistic, scaled back project with the time I had. I give you: In The Field!

In The Field gives the player the challenge of finding the end point in a large level. The catch is, the player can’t see areas of the level until he has explored there. There are also randomly placed red fields of death that will destroy the player should he wander into too heavy a level of red. What you end up with is a maze that you can’t see, trying to get to a goal of unknown position. The levels are procedurally generated, so you can play as long as you want.

You can get the game (for Windows) here. Have fun!


Posted by
Saturday, December 12th, 2009 2:07 pm

My internet connection was down, so I’m off to a late start. Thanks, everyone, for the encouragement- I’m going to make an entry after all.

Tower Quest

Posted by (twitter: @moltanem2000)
Friday, December 11th, 2009 11:43 pm

Well you can move around the grid-like maze in a grid-like manner, no enemies yet, but I’m working on that right now.

The idea is that you go up the tower, as high as you can, collecting coins and treasure. At certain points you will be able to exit back to the main floor with all your loot. Dying however will send you back to the main floor without anything. at the shop you’ll be able to buy upgrades to help you out, but i’m still unsure of how that will work yet. At the moment i’m just making levels and adding new features when it’s necessary. It’s hard to add timing, dodging, enemy, etc. elements because of your character’s grid based movement:

for example: pressing right will jump your character 96 pixels to the right into the room to the right.

i guess i’ll just go with the flow and see what comes up!

the first floor

the first floor

botanic quest – first draft idea

Posted by
Friday, December 11th, 2009 8:49 pm

ld16 botanic quest first draft

This is my idea, you control a char that have quests to explore the map and find vegatables hidden in different places, under rocks, from trees, in the soil just click on the place to gather, but your bag can only handle 5 itens.

Each npc will give you a quest as you click on, a ballon with the item image will show and you have to bring the itens to the quest giver, you will equiped with bombs and a knife, during the exploration will face some agressive npcs that will try to kill you, you can use the bomb or the knife to attack then, to buy more bombs use the coins received from the vegetables gathering.

vegetables from the soil will be in the soil :) and fruits from trees.

when you are full of items in the bag you will not able to gather anything else, until you deliver the quest, or click on the item to remove from the bag and destroy it.

any time you will be able to save the current state of the game. now that i finished the idea will allow myself to have sleep :)

brain food

Posted by
Friday, December 11th, 2009 8:39 pm

ld16 food - frozen iogurt - kiwi - berries

fuel for the brain !! frozen iogurt + kiwi + berries 😛

What’s with all those intentous declarations?

Posted by
Thursday, December 10th, 2009 5:32 am

I think I may have invented a word in the header, hm. In any case, I’m planning to participate as well. I hope!

I haven’t really settled on what tools to use yet, but I’m going with some form of Java – either LWJGL, Slick or just the standard API. On top of that, the usual set: Gimp, SFXR, MSPaint (yay!). If I feel inclined to do something in 3d, I’ll also use Wings3D. I sort of feel like doing something with shaders, but I expect a lot of people won’t be able to run it if I do :/

It is quite possible that I will attempt to make a game to fit both into the Ludumdare 48h and Java4k contests, and submit it to both.

Ogre plans

Posted by of Polygon Toys (twitter: @pekuja)
Saturday, December 5th, 2009 4:33 am

Lately, I’ve been mostly using Unity for my game development needs, but I’m kinda bugged about the various limitations the free version has, so I’m now looking at using the Ogre 3D rendering engine for my graphics. OIS for input, OpenAL for audio, Bullet for physics if I need any. Ogitor for a scene/level editor possibly. Does anybody have experiences with any of these? I suppose I am still missing some sort of unifying “game engine” part here, but I have to do some work, don’t I? 😉
In other news, I just went through some surgery on wednesday, so I’m not quite sure yet whether I’ll be fit to participate in LD16, but so far I’m feeling really good so I think I’ll be able to make something.

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