Posts Tagged ‘mac’

[Whitesnake] An Intimate Moment with theChris

Posted by
Sunday, December 15th, 2013 1:44 am

theChris, our lead developer, has been at work trying to implement picking up the #rope:

theChris presiding over the Whitesnake bullpen

Click the above for dev footage, and click here for more from the dark jungles of programing limbo.

[Whitesnake] An Intimate Moment with sigfig

Posted by
Saturday, December 14th, 2013 9:53 pm

Our team keeps trucking on! We’ve all just come back from a late dinner at Whataburger, the crown of the south.

Here’s a quick update with our art director, the ever-talented sigfig.




Click above for a look into the creative process of a… creative.

[Whitesnake] Day 2: “It just spawns a bunch of cubes….”

Posted by
Saturday, December 14th, 2013 6:33 pm

Day 2: #Rope Physics


#yogo Day 2:  #ropephysics demo featuring theChris

sigfig is putting some test levels together and is animating some of the enemies:

Level Geometry

The interns are getting the AI cracking:

The interns learn the #ropes

#Headdesk count at 1900 hours: 4

“Please, please let me undo… Why won’t you undo plz VI mode plz” -theChris



It’s a playable game – so far!

Posted by
Saturday, December 14th, 2013 3:43 pm

This is the first Ludum Dare I’ve done so I thought I’d keep it simple. The ‘plot’ goes something like this:

This year, you have been very naughty and Santa was only going to give you a piece of coal and an orange (and not even a good orange!). However, he accidentally dropped one and you are now trying to protect it as Santa throws rocks, pieces of coal, and oranges down at it to destroy it.


The following video is the first time I thought it was a game and not just a thing.

It’s better now but only in gameplay and not graphics.

This game was made using the following:

  • C++ (Programming Language)
  • SFML (Graphics/Window/Audio Library)
  • Sublime Text 3 (Text Editor that is AMAZING!)

It works on Mac and Windows (and probably Linux too but have not built it yet) so everyone should be able to play it!

[Whitesnake] We’re In it!

Posted by
Friday, December 13th, 2013 9:22 pm

Hiya folks!

We’re Whitesnake out of Austin, TX.


A hardy and handsome bunch, right? We’re all students roughing it at The University of Texas at Austin. We’ve all just finished with our final exams and we’re raring to continue our trend of stressful, sleepless crunch work for LD28!

Here’s theChris, our lead programer and executive producer (we’re set up in his living room)


sigfig, our artguy and level designer! He’s pleased to meetcha!


Our excited interns interns Antonio and Axel (who are Latin American!)


Look how excited they are! It’s their first time working with Unity, so we’re having them and their youthful enthusiasm pair program.

I’m aomeng, here’s my ugly mug:


Whitesnake’s got a few ideas kicking around for a first-person Unity game, so stay tuned for when we decide on one! We’re currently networking our computers together and setting up git:


We’re looking forwards to scope creep and poor breakfast decisions! To be continued….




Keys on Mac

Posted by (twitter: @FireZenk)
Sunday, August 25th, 2013 4:09 pm

After several game tests, I found that some of them used as “game key” the  key: “control” and although it works fine on Windows… not on Mac.
So it was a good idea to think a bit when assigning keys to your game as some users may not be able to play.

I wrote a timelapse screen capture script for the mac

Posted by
Friday, August 23rd, 2013 5:29 pm

It requires python and ffmpeg. It’s not very fully featured yet, but it might be useful to someone.

Check it out on github:

Back And Better Than Ever!

Posted by (twitter: @powderblock)
Tuesday, August 13th, 2013 12:12 pm

Hey! I don’t know if any of you have read my posts from the the past, but a couple of months ago I was going through some stuff when the last MiniLD rolled around, and I (foolishly) entered with very little experience of Flash, or ActionScript (the main way I was making the game. :/) this sort of left me in a rut of motivationless pain. No, but seriously, I just didn’t feel like making games for awhile! So, I took some time out and played (a ton a ton like too much for a normal person never get into CS it will murder your family’s babies) some Counter Strike. That, with a mix of watching my friends make stuff was able to get my creative personality going, enough to get back into the swing of things. I got up to chops with Python + Pygame, and I am now learning C++. So! Enough about me! To The LD!

This LD I am most likely going for a text based game in good ‘ol C++, probably something stupid like “What’s your name? ” Or something childish, anyway, I am still learning. Shush. 😛 I will do just straight C++ and compile a Windows Executable.

(There is a possibility I will have cross platform support, still working on it.)

See you in the Jam! 😀

EGGZ builds and timelapse!

Posted by (twitter: @wilbefast)
Sunday, July 28th, 2013 1:37 pm

EGGZ is a real-time strategy game with eggz in it – click on the EGGZ for a sweet 48-hour timelapse EGGlapse 😀


Click here for 48 hours of EGGy goodness :D

As mentioned in my last post Eggz was essentially finished in 48 hours, though they’ve been a couple of bug-fixes and enhancements since then. I’ve also been very lazy about building a version for distribution, but I’ve finally gotten around to it:

Lightweight .love file for Linux, Mac and Windows user with LÖVE installed

Cross-platform .love file

Windows executable

Windows .exe and .dll files

Unfortunately the game has no AI, so if you don’t have a friend to play with you’re not going to get much out of the game :(

I’ve drawn up a quick state-machine that should play the game adequately but it’s not going to be in the 7dRTS version I’m afraid. Check the game page for any post compo improvements :)


Looking forward to playing your games guys, I really love RTSs – let’s revive this genre 😀

My no entry for LD26, still too slow to coding, next time!

Posted by (twitter: @DavitMasia)
Tuesday, June 18th, 2013 9:42 am

I started to work in “No Time To Stop” near the Ludum Dare 26 and my idea was enter with it but unfortunately no arrived with enough gameplay, still i’m to slow to code :S

At first the game was made using a 16 color palette with a resolution of 120×80 and scaled later to 8x, all very minimalistic, here the first game style.


Now my idea is try to do something more colorfull with shadows/lights and glow but keeping the 8x pixel-art, here a screenshot:

No Time To Stop


To see the game in movement:


Some info about the game:

Resolution: 960×640
Genre: Arcade/Platformer with some logic/puzzles
Platforms: Win,Mac,Linux – Android/iOS – OUYA and maybe GameStick
Engine: Multimedia Fusion 2


For complete info you can check the official website or if you want to follow the development check the Tigsource Devlog .

And a few days ago the game was uploaded on Greenlight 😉


And well I hope code more fast for the next compo or at least enter some fun-playable!.


Posted by (twitter: @zekyonD)
Sunday, April 28th, 2013 3:02 pm

After thirty hours of work, I can proudly say I finished my game for this Ludum Dare.

I called the game “Nothing is impossible”. Is a platform game where you must control two characters in a split screen, each screen represent the black and the white and this create a constrat between the character and the wall.

The game consist, as I said before, in the control the two characters dodging the boxes and stakes you will find in the way, all this while they run forward.

My intention was do the game very very difficult, but at the same time do a addictive game and I think I finally achieve.

But well, let’s cut the talk. You can find the game here.

Thank for read and play!




Sorry for no add potatoes, serious, i’m very sorry :(

Windows and Mac Ports

Posted by (twitter: @shanecelis)
Tuesday, September 1st, 2009 12:35 am

I added “ports” to make my entry easy to run on Windows and Mac OS X. Windows now has double-clickable ‘cavern.exe’, and Mac OS X comes bundled with love, so you can drag ‘’ onto ‘’. No source code changes, just some repackaging.

Thanks to those that commented remarked on why they didn’t run the game. Those encouraged me to make it easier on everyone else. Windows version Mac OS X version

p.s. I don’t know how to update the links provided on the actual entry. My hope is that an admin will see this and either show me how to do it, or that it’ll just magically happen.

Schlepping a canoe across the Andes…

Posted by
Tuesday, April 21st, 2009 1:30 am

Or, to put it more succintly, port. For the questionable joy of those of you wishing to combine your passion for dropshadows, love of BSD, and desire to vote on LD entries: you need wait no longer! I have assembled an OS X port of Put the Ball in the Bucket. Proof:

A confession: I don’t really use the ‘unlikely purple nebulae’ background; I just turned it on for Zomg Running On A Mac appeal. This is exactly identical to the contest windows version, so feel free to use it for judging.

Of course, if you prefer your operating system to hail from Washington State or Finland, rather than California, you can still get the Windows or Linux (i.e. python+pygame sources) versions.

Squeeze Maze as a browser game

Posted by
Monday, April 20th, 2009 2:23 am


I have Squeezemaze up on scratch’s site.

It’s a java applet that runs it (technically the java applet runs a squeak interpreter) so I think windows, linux and Mac can play that version of it.

[Final] Defend your castle

Posted by (twitter: @pythong)
Sunday, April 19th, 2009 6:45 pm

This is the final version of my game, ‘Defend your castle’ (I know, not the very best title in the world) against a lot of monsters, which represent the wall of doom. Well, can you manage to survive until the very last level? Use missiles to kill the monsters and walls to repel them. Or use the hammer guys (but those are expensive, at least at the beginning). Don’t forget to upgrade your units, and squeeze the money out of your civilians, providing you have some

Ten levels for you to play. I forgot to make an intro as well as to make credits.

*edit*I should have made at least one picture for explanations. Sorry. So:

Missiles are $100, Walls $500 and Soldiers $1000 (kinda hard to see)

You can raise the tax to get more money, but that cuts down your peoples growth.

You need a few people, should you really get to the last level, since money isn’t everything

The monsters will kill your population if they reach the castle

Soldiers only walk on their path

This game is mouse control only

BTW, the rainbulb can’t be beaten by soldiers or missiles, so you have to go with the last defense that you got; and there are monsters which will just walk over your barriers

Stupid by me: i should have limited the number of walls, since it’s O(n) in calculations

Win version download here

Mac version download here

Timelapse screencast here

Have fun!

First sneak preview demo thingie…

Posted by
Sunday, April 19th, 2009 2:56 pm

Here it goes, Mac-only and without source so far:

This is my moment of triumph. I fear the level design will show that my concept is not THAT well thought out :)

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