Posts Tagged ‘ruby’

Pixel Monster: Done.

Posted by (twitter: @FuzyPinkBunny)
Sunday, August 23rd, 2015 9:34 pm

After only having a few hours to work on this, I’m really happy with how PixelMonster turned out.


Pixel Monster L2

PixelMonster is a puzzle platformer where the character absorbs the color from nearby pixels to make it to the next level. I’ll spend some time in the next few days adding more levels and tweaking I’m sure. I wrote it using Gosu and a custom ECS framework that I wrote in Ruby.

As always, this LD has been a blast! I can’t wait to play some games!

The entry page can be found here and a gfycat video can be found here

The Post-Mortem of No Hawking

Posted by (twitter: @mediamandan)
Wednesday, April 30th, 2014 3:13 pm

By Daniel Smith and Paul Potgieter, with music by Tim Harbour

No Hawking

During LD29 we produced No Hawking, a game we’re both proud of. But it didn’t go exactly to plan, and we fell far short of our initial design. We now examine the process so that we can get closer to our mark in LD30.

The making of No Hawking went like this:




  • We forgot to name our group.
  • We aimed too high, and as a result did get core gameplay in place until the last day.
  • First release build was attempted after deadline (it failed… continuously)
  • Dan forgot to pack a toothbrush.
  • We burnt out each day instead of sleeping at regular intervals. This disrupted the flow of development.



  • We used an interpreted language with horrible garbage collection and no native threading support.
  • Custom Engines take a lot of time, which we didn’t have.
  • We used a graphics framework that wasn’t actually finished :’|
  • We used a release tool that didn’t “just work” and consequently spent the last frantic minutes just getting a distributable build done.



  • We had an incredible brain storming session right after the theme was announced and came up with a design really quickly.
  • We built a “working” custom engine during LD!
  • Despite everything that went wrong, we managed to make a playable game with objectives, obstacles, and win/end states.
  • We got enough sleep. (Although it was all over the place)
  • We had pizza and fizzers… a lot of fizzers!
  • We didn’t give up.
  • We had fun!



  • Use finished engine/framework etc…
  • Release early, release often
  • Sleep properly.
  • Have more fun!



  • Ludum dare is a time for experimenting with game design but not a time to create a whole engine from scratch
  • Ludum Dare is fun!


There will definitely be a more complete Post-LD version.


Time-lapse in OS X

Posted by (twitter: @luisparravicini)
Friday, August 23rd, 2013 3:26 pm

I want to create a timelapse video with screenshots showing what I’m doing during. I’m on OS X and made this script to help me do that: screencapture.rb

You pass a directory as argument, that directory is created and every 5 seconds a screenshot is saved there. The script can be killed and when running it again with the same directory, it will continue saving screenshots, in another “session” folder.


Fuzzy logic “Fuzzy Associative Memory” Ruby gem released

Posted by
Thursday, June 27th, 2013 9:59 am

A Fuzzy Associative Memory (FAM for short) is a Fuzzy Logic tool for decision making. Fuzzy logic FAMs are highly applicable in Game AI.

A Fuzzy Associative Memory uses Fuzzy Sets to establish a set of linguistic rules , e.g.:

  • “If the orc’s hit points are a little low, retreat from the enemy”
  • “If the enemy is distant and my rocket ammo is low, the rocket launcher is a poor choice”
  • “If the enemy is near and my shotgun ammo is okay, the shotgun is a very desirable choice”
  • “If the ship is off course by a little bit, correct just a little to the right”
  • “If the bird is much slower than the flock, speed it up a lot”

The linguistic rules, and the fuzzy sets they contain, are defined by a human “expert” (presumably, you). That is to say, the rules codify intelligence and map this knowledge from the human domain to the digital.

After the rules are defined, a FAM is consulted to help your AI make a descision:

  • The orc retreats, attacks, strafes.
  • The ship launches long range missiles or fires short range guns.
  • The control rods are lowered into the reactor or raised out of it.

As you can see, the fuzzy rules are deliberately vague and use qualifiers like “a little” and “a lot”. Furthermore, the lines between fuzzy sets are intentionally blurry. This is the nature of fuzzy sets; they capture such human fuzziness in a way that extracts highly natural behavior from the fuzzy rules. When defining these rules, it helps to imagine interviewing a bona fide expert in the domain and writing down the skills necessary to be successful in the domain.

Learn more, and get the Ruby Gem for your own game:

Seed Life Post Compo Version

Posted by (twitter: @FuzyPinkBunny)
Friday, May 3rd, 2013 5:16 am

I’ve really enjoyed adding to Seed Life.

SeedLife 2 minute demo video

Windows | Mac | Source links

I’ve already received great feedback from friends and LD comments. I’ve implemented some of them:

post-compo additions:

  • Display currently selected seed
  • Reworked how drag planting works (with shift-dragging for straight lines)
  • Better performance on longer runs
  • Can now harvest any type of seed with right-click(watch out, they’ll grow back)
  • Clouds (disperse them with mouse motion)
  • more to come..

future plans:

  • New types of seeds (I’d love some ideas from everyone)
  • Critters that only come out based on your garden
  • feedback wanted

Thanks for a great LD! Keep playing those games.

First Ludum Dare Compo

Posted by
Thursday, April 18th, 2013 8:53 am

I’ve known of Ludum Dare but this is the first time I’m participating in the event. I’m really looking forward to it.

I’m planning on writing the game in Ruby using the Gosu library. I have a small personal library called Okami that encapsulates Gosu in a ruby-ish fashion, but doesn’t differ all too much from Gosu. It’s available on and

I will probably also make use of some of the awesome gems for gosu like chipmunk, ashton, texplay for visuals and releasy for releasing the game.

Frozen Fractal is in again!

Posted by (twitter: @frozenfractal)
Wednesday, December 12th, 2012 12:37 pm

It will be hard to top the success of I Am A Ninja (LD22, 50th place) and Cytosine (LD24, 31st place), but I’m going to try my best.

Like my last two games, this one will also be HTML5. I’m not yet sure whether it’ll be canvas2d or WebGL, but I’m leaning towards the simplicity of canvas2d.

My previous two entries were written in raw JavaScript, but this time I’ll be using CoffeeScript instead. It’s just a more pleasant language to work with, and less verbose so quicker to type.

For preparation, I’ve written a tiny Ruby webserver using Sinatra, which uses a Rakefile to automatically compile my assets:

  • CoffeeScript is compiled into JavaScript.
  • SCSS is compiled into CSS, using Compass for its CSS3 mixins (which automatically add vendor prefixes like -webkit- and -moz-).
  • Inkscape SVG files are exported to PNG files.

This makes for the quickest development cycle: just save the file, and refresh the page.

I have three rough game concepts. Here’s to hoping one of them can be bent to fit the theme.

Good luck everyone!

LD25 Reporting for Duty

Posted by (twitter: @franklinwebber)
Sunday, December 9th, 2012 10:34 am

My first event after seeing a friend suffer through a few on his own.

I am using this last week to learn and build a few more things before everything gets started:

  • Generating animation with my own art assets using TPEditor
  • Developing and exporting animations with Pixen
  • Metro needs to be able to import Tiled exports
  • Metro needs the concept of a viewport

I’m in

Posted by
Sunday, April 22nd, 2012 5:34 am

Better late then never. Because I do not have much time left I’m likely to participate only in the jam. I will use Ruby and Gosu and I will test out an entity-framework I wrote last week, following the great tutorial of Richard Lord. You can download it here, just to abide by the rules. I do not recommend anyone to use it, because it is kind of the first piece of software I wrote in Ruby, lacking testing and proper error handling.

Have fun, everyone!

I’ll try to be in, I suppose.

Posted by
Wednesday, August 17th, 2011 6:47 am

Javascript, sfxr, GIMP, Raphael-JS (maybe), Autotracker-C, SoundManager 2. as basecode.


I may give up half-way through and make it with Ruby instead. If so, I’ll be using Ruby(duh) and Chingu/Gosu.

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.

Participating (a little bit) after all

Posted by
Friday, December 11th, 2009 5:43 pm

All right, so, I’ve managed to work out how to participate without a) unboxing and setting up my computer just for the compo, in the middle of a move, or b) leaving little software dev turds all over someone else’s computer, the solution being, use entirely portable (as in USB-stick portable) software for development. In this case, allinoneruby.exe, notepad++, mercurial (the command-line part only), pidgin (for irc), and whatever graphics software is already on this computer (such as MS paint, probably). This is made even more delightfully awkward by the fact that I normally do my work on a Mac desktop, and now I’m on a PC laptop. Should be awesome.

I should also add, in addition to my previously announced use of Ruby and Gosu, I may make use of chipmunk for physics, and I may steal some code out of an earlier project of mine, Operation Lambda. I anticipate using application-level code like menus, user preferences and resource management, not any gameplay code.

All that being said, this is still a busy weekend; nothing like 48 hours will be spent on this project.

And this is the end…

Posted by (twitter: @ladybenko)
Sunday, August 30th, 2009 2:47 pm

Finished my entry for the LD#15. It’s a pity I didn’t have enough time to include all the features (enemies, power-up’s, lots of blood, stalactites…) I thought at the design stage, but at least it is playable. I think I might continue the development, though.

I’ve had lots of fun! This was my first LD and I’m really satisfied. See you in the next one! 😀

Title screen

Title screen

The Evil Dark Cavern Which Leads Straight To Hell

The Evil Dark Cavern Which Leads Straight To Hell

Evacuation – Bugfixes

Posted by
Monday, April 20th, 2009 1:05 pm

In my game I had some problems with gosu’s rendering of tiled graphics. jlnr was so kind as to quickly fix some bugs, so here is my updated LD14 entry:

Download: Evacuation v1.01 (Windows binary + Ruby source code)

Bugfixes include:

  • background and road tiling
  • bunkers no longer getting placed under houses so villagers can’t enter
  • sound glitch when game is won

Bummer, too late for the binaries torrent :(


Posted by
Sunday, April 19th, 2009 6:25 pm

Finished my game now. :) There could be some more polishing but I think it’s fun to play and turned out much better than I expected yesterday.


(It seems the gaps between some tiles are an issue with my GPU, please report back!)

I hope all of you had a great time, I definitely had. Now, finally some sleep!

Final: Solar Lift

Posted by
Sunday, April 19th, 2009 2:42 pm

UPDATE: Windows binary added.

Well I was counting on working down to the last minute, but I have to quit for the day so this is going to be the final version, 5 hours before the deadline. The game is “done” in the sense that you can win and lose, but I wouldn’t really call it complete, there’s a list as long of my arm of things that need to be fixed up and added. All the art is placeholder, which especially hurts. Spent waaaaay too much time on the tech.

So overall, success! I made a game in 48 hours. This was my first LD and I had a blast, I’m definitely doing this again. And I’m definitely going with a simpler game next time. I think Solar Lift has some good ideas, but 48 hours wasn’t near enough time for me to experiment and pull those ideas out into a polished, enjoyable game experience.

The game is written in Gosu with Ruby. Intro is lacking, so here’s instructions: the goal is to rescue stranded people off the plummeting planets before they are consumed by the Advancing Wall of Doom. WSAD moves, left mouse shoots, spacebar fires your super laser blast. Rescuing people charges your laser, bullets are unlimited.

>> OS X Download <<

>> Windows Download <<

Source Code

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