Posts Tagged ‘physics’

You Only Get One Planet – Progress Update #2

Posted by (twitter: @dn0z)
Monday, December 16th, 2013 9:13 am

There are less than 10 hours left (we’re going for the Jam) and we finally have something playable. Not anything fancy, but the basic stuff is done.

About 40 hours in we deleted almost everything we had until then, because we had too many problems, and implemented a physics engine.

We still have to add a score results screen, restart/pause buttons, credits e.t.c. to complete our game. Hopefully, we’ll be done in the next 9 hours :/

a screenshot was here

Still not polished, but physics ftw!

Previous post:

Progress on my first Ludum Dare game!

Posted by
Saturday, December 14th, 2013 9:35 am

I decided to make a LD48 game too! It’s about trying to dock a spaceship into a fuel station with realistic Box2D physics for extra QWOP-iness. You have one tiny fuel tank and limited electric charge. The realistic physics make it hard to simply move and dock, but you still need to dock to the station before you run out of electric charge or fuel.

The fuel station and fuel/charge gauges aren’t implemented yet, but you can fly the spacecraft with WASD.

Here’s a screenshot:


Here is a playable demo: link

I used Blender3D for the graphics, Box2D for the physics, and Flixel as a game engine.

Happy coding everyone!






Bridge Crosser Released!

Friday, June 14th, 2013 1:34 pm

Our entry to Ludum Dare 26, Bridge Crosser, has been turned into a larger project due to popular request.


Bridge Crosser Promo


The game now boasts over 15 levels, with new environments, better optimizations, and new features.

The game trailer can be seen here: Bridge Crosser – Release Trailer


Bridge Crosser - Tornado

Promotional art for the full release of Bridge Crosser!

The game can be bought from our site here:

Html5 Base-App

Posted by (twitter: @Nehmulos)
Sunday, December 9th, 2012 10:37 am

This weekend I created the base that I’m going to use for the next Ludum Dare.
It uses cocos2d-javascript for graphics, box2d.js for physics and a custom Audiomanager.

If you want to get started with cocos2d-javascript, a look on my source code might be useful for you, since the tutorials are outdated.

I have a custom PhysicsNode class that provides a simple constructor for box2d shapes and synchronizes a cocos2d graphics node with the box2d.body.

Preloading images
I modified cocos2d-javascript to allow simple resource preloading from javascript.
Earlier versions required you to use the cocos2d commandline tool that merged all your files.
Now you can just write this in your Application.js file:

registerResource("images/myimage.png", "image/png");

The custom Audiomanager first checks which codecs are supported,
when you give it an audio file to preload it will use the first url for a supported format:

    "ogg": "audio/blub.ogg",
    "aac": "audio/conversions/blub.aac"

Then you can play it with using the given alias"blub");

The repository also contains a small bash script that converts all ogg files in the audio directory into aac and wav files using ffmepg.

Please feel free to use this base for your own games.
It’s licensed under the zlib license, which means: do WTF you want, just don’t claim, that you wrote code that was written by others.

You can test it here.

Challenge accepted!

Posted by
Friday, September 28th, 2012 2:21 pm

I accept the Ludum Dare October Challenge.

I have been working on a game for a few weeks now and I want to see it published.

I am building a sidescroller-adventure-physics game. I do not have a name yet.

More details and some screenshots will come in the following days.

AS3 Vector Utils

Posted by (twitter: @mimshwright)
Tuesday, May 8th, 2012 3:27 pm

Hey folks,

After the compo I decided to clean up and make available the Vector utility functions I have used in some of my games. I hope you find this repo useful for your future projects. Please let me know if you see anything that is broken/wrong or that you’d like to have added.

AS3-Vector-Utils on GitHub.


Posted by
Saturday, August 20th, 2011 9:34 am

First screenshot. Ignore the tearing, that’s printscreen hating v-sync.

Hour 31

Posted by
Sunday, August 22nd, 2010 1:39 am

Well its been quite a while since my last progress report. I have mostly been sleeping (well 4 hours of it anyways).

So progress is coming along nicely STILL no gameplay tho :S

So far you can shoot and destroy the enemies and then collect thier giblets before they become part of the terrain. The idea is that you can then shoot those giblets back at the enemies. Take alook if you are interested:

Have to play it on my blog as flash doesnt work here :(

Oh I just noticed I left some debug sliders on there I was using to try and hone the bloom levels. Have a play with them if you want.

Right. Gameplay.

A Prototype

Posted by
Saturday, August 21st, 2010 3:37 am

I spent the first few hours of the compo grinding out mediocre rendered sprites. It was pretty mindless, which is good as it gave me time to think about my mechanic. “Do I like this idea?” I thought to myself as I adjusted the specular highlight on my wooden cue ball for the umpteenth time. “Does it please me?”

Turns out the answer was yes; the idea I’m working towards seems decent, if underwhelming. The graphics I churned out on the way, though? Useless. Utterly, uglily useless. So I set out to prototype the thing, which went pretty well (hurrah! Prototypes in LD = meta-prototypes). Now to have a bit of a nap and dream about visual styles and blending modes.

It's pool. And also putt-putt. In, err, vector graphics.

It's pool. And also putt-putt. In, err, vector graphics.

The (only) cool bit of all of this is that the course layout (bumpers, starting positions, hole, etc.) is entirely data driven. I’ll need an editor to layout courses; that’ll be part of the game. Obviously. And, really, if I’ve already got an editor how much harder will it be to let players share courses & scores? And how cool would that be?

Ludum Dare 15 Timelapse

Posted by (twitter: @shanecelis)
Monday, August 31st, 2009 3:29 pm

Here is a timelapse of my entry. It shows some of the game at the end.

Put the Ball in the Basket: Final

Posted by
Sunday, April 19th, 2009 6:32 pm

Ok, guys. It’s that time of the weekend. Download Put the Ball in the Basket and give it a try. Windows executable only for the moment; linux and possibly OS X builds later this week.

Titles! Why do they always have to have titles?

Posted by
Sunday, April 19th, 2009 6:14 pm

I swear, the hardest part of LD is naming my damn entries. Of course, that’s usually because they’re not worth naming. Here, though, the problem is different. What do I call this thing?

I also tried very, very hard not to use the phrase ‘build the level’ anywhere in the help text. Because by total accident I did LD #9 instead of LD #14…

the sea is getting flood of crap !!

Posted by
Sunday, April 19th, 2009 6:05 am

argh !! the pigs are flooding the sea with the batteries, or cans ?, who knows =)

Debug mode

Posted by
Saturday, April 18th, 2009 4:58 pm

Been having a bit of trouble with matching up bitmaps to physics objects, so I re-wrote all my renderers to draw wireframes and solid colors instead of gradients and bitmaps. Solid 40fps, and you can switch between quality levels on the fly — a nice side-effect.

Bugs fixed, everything’s in place. Time to start whipping out some gameplay.

Unfortunately, I just spent the last hour reading up on the history of Texas’ annexation, because our sly governor just dropped the word ‘secession’ in a public forum. omgwtfbbq. He’s clearly floating the idea for personal political gain, but still…the phrase “We have an excellent union, no need to dissolve it. But…” hasn’t appeared in serious American political discourse in, what, 150 years? An odd notion to even entertain.

Something or other

Posted by (twitter: @FionaSarah)
Saturday, April 18th, 2009 6:56 am

I’ve spent most of today drawing some tiles and getting super-realistic-blob-bouncing-physics to work.

Here’s all I have to show for it in screenshot land.

I promise you there’s a game here, I know what’s going to happen, how it’s going to fit into the theme and all that crap. First though I need to add particles… (They are the most important part of any game.)


Posted by (twitter: @Quastino)
Saturday, December 6th, 2008 7:12 pm

As the end of day one approaches dauntingly, I’m getting progressively more hopeful that I might have something to show by the end. Saying that, I have very little to show-off at the moment, as there is absolutely no finese to anything I’ve been working on – it’s all just a jumble of quads in various sizes and colours. FUN!

It took me ages to come up with a decent idea (I wasn’t particularly pleased with the ‘roads’ selection) but I’ve managed to cobble together some sort of LittleBigPlanet -vs- Tetris rehash. It’s very hard to explain, but suffice to say I’ve spent a lot of this evening getting Cars and Helicopters working to a decent degree. I’ll start doing some more regular posts over the course of tomorrow (this should be a good-time for time-lapse work shots!). Here’s what my project current looks like, go on. Laugh. 😀

12 (GMT)

Anyway, my iPod is in the red (battery wise) – so when it dies, I’ll goto bed! Best of luck to those Brits/Europeans out there still working!

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