Posts Tagged ‘LD19’

Another Time-lapse

Posted by (twitter: @DarkAcreJack)
Tuesday, December 21st, 2010 2:06 am

For people who like this kind of thing, I tried to keep it light-hearted.  It’s got a stellar cast, a decent script, and a happy ending.

Enjoy!

Retro-story with an end-twist

Posted by
Sunday, December 19th, 2010 7:41 pm

I went full retro this time, I love that style of gfx.

4 different ambient “songs” made with renoise to set the mood.

An end with a twist, which I hope will make ppl remember it.

Should take about 5-15 minutes to finish.

Play it @ http://www.ludumdare.com/compo/ludum-dare-19/?action=preview&uid=1087

Made with Ruby & http://ippa.se/chingu

Strange Lands… is done!

Posted by
Sunday, December 19th, 2010 5:54 pm

My entry for Ludum Dare 19, Strange Lands, is complete! Here’s a hint: in the game, the land is strange.

I knew you would guess it. It’s a turn-based strategy game, but the twist is that the player has no idea where the enemy is, and is clueless about the layout of the landscape. That’s where the discovery comes in. The levels are automatically generated, and the player competes against an AI opponent.

Happy Ludum Dare everybody, I look forward to playing all the games!

The Detectorizer

Sunday, December 19th, 2010 5:31 pm

Well I’ve submitted it so I suppose it’s finished. Sadly I ran out of time for a lot of the niceties I’d have liked to have added but it is playable. Although it is intentionally a bit evil so play with caution.  You need sound to hear the metal detector.  Have a go, see what ‘exciting’ things you can discover.

The Detectorizer

Dude

Posted by
Sunday, December 19th, 2010 3:31 pm

But there's still time left!

Moving forward

Posted by
Saturday, December 18th, 2010 10:25 pm

I’ve made some more progress, but unfortunately I had to battle with a vicious bug that cost me a bit more of my precious time. Bugs aside, though, I have this pretty screenshot to show you:

Now things are actually happening!

My awesome game of discovery is coming along nicely, and completely secret per my usual Ludum Dare fashion. I’ll give terribly tantalizing hints soon, honest!

Also, uh oh, Spaghetti (not o’s). But for real, it was delicious.

Delicious and Nutritious!

Zzzzzzzz-time

Saturday, December 18th, 2010 4:05 pm

Here is a very uninteresting screen shot of my (slow+interupted) progress so far.   I’ve chosen metal detecting as my take on the theme of discovery. What will he discover next.  Beep beep, could it be a hoard of gold roman coins… Nope, it’s another rusty nail.  Oh the thrill of discovery.

LD19's most boring screenshot so far?

G’night all.

Discover the name

Posted by
Saturday, December 18th, 2010 2:59 pm

Hi, I started the game about an hour ago…. the name will be “Discover the name”, hope to do in the time left.

It will be a puzzle game, dunno how to use the theme exactly yet.

More updates when I have some working prototype ready.

Laters

Making some progress

Posted by
Saturday, December 18th, 2010 1:39 pm

So I came up with a somewhat interesting idea for my game, and I decided to go with that, since I’m already a little behind. First, here’s a little screenshot of what’s going on so far:

Something's going on here

Also, as promised, I’ve written one (albeit small) function with my LOLCODE C/C++ header. Behold:
VOID ShortestPaths WIF GameNode POINTY startNode DONE
HAI
NUMBR i R 0 K
IM IN YR LOOP
IZ i BIGRLIEK numNodes ORLY
YARLY
OKBYE
KTHX
nodes WHICH i OKAI PRT dist R -1 K
i UPD K
KTHX
startNode LOOK dist R 0 K
startNode LOOK parent R NULL K

RecursiveRelax WIF startNode KDONE
KTHXBYE

Of course, I couldn’t do all this without a hearty breakfast…

Well, back to work. Happy Ludum Dare 19!

And so I’m back

Posted by
Friday, December 17th, 2010 9:40 pm

with my ridiculous game ideas! 😉

Anyway, this ludum dare, I will be participating in the actual compo. Crazy, isn’t it? I’m going to be working on getting MVC, time-based game loops, and good coding practice this time.

Since the theme is discovery, a giant wave of creative ideas came in my head. It all came down to this:

There is a scientist who creates a robot as his explorer basically. And he gets sent to Earth to search for signs of previous life (this is post-nuclear Earth btw, just because…) You then explore caves and find stuff. For example a cell phone would give the message “you found some sort of communication device!” etc.

Here is my sprite for the robot. (coloring will be put in when I after I make the walking animation):

Please tell me what you think in a comment. :)

I’m all ready for LD19!

Posted by (twitter: @chainedlupine)
Friday, December 17th, 2010 5:38 pm

Well, I fixed some bugs in my Astar routines that are a part of my basecode, and now those changes have been pushed into gwslib.

I also tossed in some state machine stuff in case it is useful.

gwslib is available right here. To recap what it is, check my basecode post.

I’m ready!

Declaring basecode for LD19

Posted by (twitter: @chainedlupine)
Thursday, December 16th, 2010 3:06 am

Alright, now that I have some time to finish this up, I am declaring what I will be using, and sharing my basecode. Actually, baselibrary.

I’ll continue to develop in Actionscript3, using the Flex compiler. My IDE will remain FlashDevelop, as I am quite happy with it since I discovered the FlxDebug plugin. My graphics library will be Flixel.

Graphics will be drawn in Photoshop, or InkScape if I end up doing vector art.

Sound? I am not sure yet. SFXR is always there if I end up being lazy, but I might try something different this time.

Basecode? Some. It’s a hodge-podge of miscellaneous stuff, mostly for Flixel. For example, a simple class for drawing status bars, and another for creating scrolling text displays. The kind of crap I end up duplicating over and over, so I just stuck most of it into a separate library.

I’ve been working on a Tiled loader for Flixel. It’s pretty much feature complete*. The nice thing about Tiled levels is that they are more than just tilemaps, but can contain any amount of meta-data in so-called “object layers.” It’s decent if you’re into 2D tilemaps.

Anyway, here is the library as-is: gwslib Note that I use the fast SHA1 available here.

I wrote some Astar pathfinder stuff to go along with that, but it’s a bit broken at the moment. I will try to get it working before tomorrow afternoon.

*As long as you use the QT version of Tiled, and don’t use isometric tiles. :)

Declaration of Intent to Declare Intent

Tuesday, December 14th, 2010 3:26 pm

After a whole lot of false starts that had to be abandoned due to lack of available time and one ‘almost there’, I’m back for number nineteen and ready to go, and hoping to submit the first entry specifically aimed at OpenPandora users (win32 and x86 Linux builds will be provided). As dictated by tradition:

  • Lead Developer: Me
  • Artist: Me
  • QA Lead: Me
  • Languages: C, Makefilese, XML
  • Editor: Dev-C++
  • Tools: gcc
  • Libraries: Allegro, DUMB
  • Graphics: GIMP
  • Sound: SFXR, GoldWave
  • Music: MilkyTracker
  • Morale Management: Assaultcube, DeathSmiles, jungletrain.net
  • Physical Fitness: Bridgepointe Ice Chalet
  • Catering: Me
  • Kissing Scene Choreographer: Pam

Colour me excited!

I’m baaaaaack

Posted by
Monday, December 13th, 2010 10:30 am

I’m back for another crack at Ludum Dare! I’ll be using C/C++, SDL, OpenGL and my framework again, but this time, I’ll also be using this. I’ve decided I want to write at least one function in my code with LOLCODE. This should be good. I’ll let you know how it goes :-) As far as applications go, I’ll be using MSVC++, GIMP, and Musagi, at least. Also…

LET’S GO GOOD THEMES, LET’S GO!

Happy Ludum Dare!

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