Posts Tagged ‘scala’


Posted by
Saturday, August 22nd, 2015 4:13 am

So big, scary, evil monsters are boring. What about cute monsters? I vowed to myself that I must make a game involving a cute monster and demanded that others take part:

Perhaps not a fantasy monster either. Something many people view as a monster, but is actually quite cute!

A shark! That’ll show those evil monster folk how it’s done! So my game is about a hungry shark, hence the name, Same no Kuufuku!

It’s 4am Central Daylight Time, 8 hours into the jam, and I have basic movement, framebuffer low-res rendering, and collisions down. I’m targeting a resolution of 320×240 statically, which will scale up based on chosen window size, with a default of 640×480. For the collision code, I implemented a few simple tests using the ScalaTest framework that ensures it resolves correctly. Ideally these tests should ensure I don’t run into stupid collision issues at the last minute during gameplay testing. However, …

So uh, we’ll see if that turns out to be useful.

First Time Participant Half-wayThrough

Posted by (twitter: @NefariousZhen)
Saturday, April 21st, 2012 8:12 pm

I’ve competed in plenty of algorithmic coding challenges (ACM ICPC, Google CodeJam, Stripe’s CTF, Google AI Challenge, etc). But this is the first time I’ve competed in Ludum Dare. I first heard about it during LD21 when Notch streamed making prelude to the chamber. I was completely psyched and stoked to learn that such a competition existed at the scope that it exists. It’s crazy.

When LD22 came up I payed a little more attention and got into the nitty gritty details of some of the entries, but I just wasn’t ready to give it a shot.

I knew since January that I was going to try to jump into LD23 arms flailing if nothing else. Without further ado, here are my ideas and progress thus far:


Name: Nibble

Genre: Top-Down, Dungeon Crawler

The main character, Nibble, starts with 4 bits of memory. His memory can hold/store programs of varying length. As you kill monsters you gain experience and when you level up you gain additional bits of memory. Every monster is made just like the main character, made up of bits that represent their programs. Some programs provide sight, strength, speed, defense, size, shape, color, ranged attacks, elemental attacks, and splash attacks (the list is subject to change as new ideas develop and more time is lost). So, naturally, the higher the level the enemy the better programs he will have and the harder it will be for you to destroy him. Occasionally monster deaths will drop programs that you can use to mix and match with your memory. The kinds of trade offs, less sight for more strength, less health in favor of speed, etc. It’s up to you to decide how you want to configure your character as long as you can find the programs. There will, hopefully, be some pretty awesome special programs, like ones that can sense your enemies sight or attack ranges.

If I get enough time there should be locked doors which require you to be a specific color, a specific shape, have a special elemental attack, or kill all enemies in the local dungeon room. There are some fun neat ideas that I really hope work out. Fog of war… possibly the ability to place breadcrumbs of some sort so you can remember how to get back to a specific door or something of interest.


Ok, so what do I have so far?

Below is a screenshot showing off automatic dungeon generation of floors and walls (so far no chests, doors, enemies, etc). I have the initial version of Nibble who can explore the dungeon. He properly handles collisions against the environment. It probably doesn’t seem like much, but it’s taken forever to get where I am. I’m writing all of my code in Scala. Using Gimp to create my art resources (no I’m not an artist at all). And I’ve made a few fun sound loops in fruityloops.

Feel like looking at the current demo? Check out

Preparing for Scala game coding weekend

Posted by
Friday, August 20th, 2010 12:34 am

Hi all!  I’m participating in the Ludum Dare compo for the first time.

I’ll be coding in Scala, and using the following tools & libs:

  • Sgine or Ardor3D or plain LWJGL for 3D  (I’ve participated in the development of Sgine).
  • Probably Slick if I decide to go 2D.
  • Gimp or Flowpaint for graphics (Flowpaint is my work-in-progress open source paint prog).
  • Sound fx I’m not sure about, maybe I’ll try out sfxr.  If I get around to making music I’ll use some tracker or procedurally code it.
  • Various open source libraries as needed for loading data etc.

Last time I participated in a weekend game compo was in the Allegro SpeedHack compo back in the 90’s with a planetary shooter:


Those were the days :)

Good luck to all, looking forward to see the entries!

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