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Archive for April, 2009

Real time heat map

Posted by
Saturday, April 18th, 2009 6:14 pm

Just a simple heat map implemented in flash, gradually updates as the heat sources move. Click to move the heat sources. Gonna use it for pathfinding. 

wonderfl demo

Twitterbot

Posted by
Saturday, April 18th, 2009 6:11 pm

I thought I’d point out that Twitterbot is back up and running. If you’re a twitter-er (a-twitter?) just tag your tweets with #ld14 and they’ll by magically re-tweeted in the #ludumdare IRC channel. If you want to view a log of tweets, join #ld14 in IRC and do (in #ld14, not #ludumdare):

!rss show twitter

If you’re in the IRC channel and you want to tweet out (???), do:

/msg twitterbot twitter identify twitterusername twitterpassword

!twitter status Tweet

Actually, I don’t know why you’d use this last feature — I assume you have a working twitter client. Though I suppose it lets you avoid switching windows…

Also: Please do not spam #ld14! I’ll just have to kill the bot and we’ll all hate you.

Tiles

Posted by
Saturday, April 18th, 2009 6:11 pm

Implemented tiles. Okay, it’s still at the stage where everything is boring. I think after this one, I won’t post until I have something a little more visually stimulating.

Love Rectangle

Posted by (twitter: @mikekasprzak)
Saturday, April 18th, 2009 6:07 pm

Since the plane approach doesn’t look like it will be too useful, I’m going to try something with rectangles. Build rooms from overlapping rectangles. See bottom left sketch.

So I’ll get that going first, then see if I can get a character (i.e. circle) to move nicely throughout.

Now…. with ENERGY WEAPONS!!

Posted by
Saturday, April 18th, 2009 5:53 pm

Play in yo browser here…

Yeah– I’m excited.. so far… OK.. the two largest ships fire these purple beam weapons.  The largest ship with the chance of firing 2 of them.. the second largest ship firing one.

I also have doubled the level length but that will change as well eventually.. I just wanted a larger amount of ships to fly through.

Also.. I made it so if your fleet touches any of the screen boundaries.. they asplode.  Ideally… this wouldn’t be the case.. but after fighting collision detection logic (it is complicated due to fleet coords/ tweening patterns etc..) there were so many ways to rig the system to get your ships to hide.. that I just made them asplode… :)

Anyway— Beam weapons give you a tiny bit of warning via visual clue.. think any robotech episode when they are firing the reflex weapon.. there is always that .35 of a second where you can get out of the colorful path before you are so many cinders.

So.. recap: running into screen boundaries.. capital ships.. or giant purple lasers will kill your little ships.. :)

Let me know if the effects are killing anyones computers yet.. i’ve done 0 optimizations.. (hey.. its LD)

He dies successfully.

Posted by
Saturday, April 18th, 2009 5:50 pm

Gosh, I’m moving really slow. I’m going to have to start working harder.

My game is sort of playable. The game is about being on your deathbed, and in this build you can experience yourself slowly dying. You can focus your energy on different parts of your body by clicking, which has no effect right now except clicking on the brain, which slows down your death.

I guess you guys are going to want me to make this more GAMEY now. Fine. I’ll add points and crap. That’s coming up next.

CLICK HERE TO PLAY THE WORK IN PROGRESS IN YOUR BROWSER.

Click to Play

What Ludum Dare does to people….

Posted by (twitter: @TenjouUtena)
Saturday, April 18th, 2009 5:29 pm

Algorithm Fail

Posted by (twitter: @mikekasprzak)
Saturday, April 18th, 2009 5:27 pm

Back from a lovely steak dinner. I was about half way through testing my trace algorithm. Heh, alright, so it seems I was wrong, and it doesn’t/won’t work. Ok, that’s fine. I can rethink what I’m doing still.

how do they always know?

Posted by
Saturday, April 18th, 2009 5:25 pm

i’m having cat troubles as well.

Alpha 2 – Lava and spikes

Posted by
Saturday, April 18th, 2009 5:21 pm

Got a second alpha version, now complete with lava and spikes…

screen10.jpg

Got a nice scrolling effect on the lava and all (useless time gameplay-wise, but it’s fun anyway).

You can download it here (AWD_Alpha2.rar). Hope to get some comments, feedback would be nice…

Think I’m calling it for the night… Lots of stuff still to do, but nothing really hard (enemies, gameflow, music/sfx), and then it’s off to level design (want to build at least 10 levels for this one).

This one is shaping up as one my best entries ever (gameplay-wise)… Graphics are as sucky as they come (wish I had time/will to make the maze itself 3d, for example). One of these days I have to try one of those competitions that are similar to this one, but that allows for an artist and/or an pre-made engine.

We have pixel fonts.

Posted by
Saturday, April 18th, 2009 5:19 pm

Started coding a little while ago and just finished a pixel font class.

I’m working with the Flex SDK in FlashDevelop.

A Snack and a Cat

Posted by
Saturday, April 18th, 2009 5:18 pm

One of my favorite things to eat is a crispy, crunchy Granny Smith apple.

A delicious apple

Look how delectable!

Ok, so if you saw my previous post, you know that I have absolutely no code, and the first 24 hours are almost up! So as soon as I decided to start filling my project directory with brilliance, I’m attacked for my ambition:

Time to code...oof! Hi, Gizmo.

She always does this. I could be idling away online for hours, but as soon as I want to do something productive, guess who is crawling on my lap and over my shoulder, preventing me from computering? Gizmo, you’re lucky that you’re cute.

day 1 over

Posted by
Saturday, April 18th, 2009 5:13 pm

I’m too tired to continue. Drew the final programmers’ art placeholder graphics in Gimp, and added a particle effect.

Giant laser of doom

Posted by
Saturday, April 18th, 2009 5:10 pm

Here’s a shot of the Giant Laser of Doom.

I didn’t start work on this until 9.12pm as I had a lot of things to do today (visit bank, go to museum, take a bike ride, cut grass, etc). It’s now 2am (UK time), my brain is fried and my body is knackered.

I’ve concentrated on keeping my entry as simple as possible because I know that my time is limited. I got thinking about the theme when I was visiting the museum. I just liked the idea of a giant laser of doom, erasing everything in its path, darkening the screen as it went.

I figure that I have until 4am on Monday morning local time, which is just as well as I’ve got a few commitments tomorrow, but let’s see what I can do with the remaining time.

First WIP shots

Posted by
Saturday, April 18th, 2009 5:04 pm

so far, so good, saving gameplay for after a power nap ;-) wish art wasn’t such a pain

nighty nighty

Posted by
Saturday, April 18th, 2009 5:03 pm

So instead of spending this evening coding the game, I spent it trying to get SDL/Allegro working with Lisp/Scheme.  No love, so back to C++ tomorrow for the final push (and, indeed, the first push…).

An Empty Project

Posted by
Saturday, April 18th, 2009 5:02 pm

automotivator picture

I woke up, decided to start coding, and saw this. It was slightly disheartening, but I’m trying to look at it as a good thing. Somehow.

Dinner VS My Internet

Posted by
Saturday, April 18th, 2009 5:02 pm

I’m back from dinner, and it seems NONE OF THE WEBSITES I OPENED ARE LOADED! D: And my service provider says “Right click the connection and click repair”, even though I even stated I tried that. :( Apparently Ludum Dare is the only place that actually loads. So nothing is gonna happen until this is fixed.

At least my dinner was awesome. I near the end of today, as stuff happen.

MOTO-JUMP

Posted by
Saturday, April 18th, 2009 5:00 pm

Ah, well, I managed to get in 3 hours’ work tonight, and given that I haven’t been near Python in aeons, and I’ve never used PyGame before, I reckon I’m doing alright. MOTOJUMP is getting there, slowly. All that is left is to make the moto jump, as it were. Then slap on some sound with Musagi, some amusing effects and hey-ho! I fully expect to get plenty of zeroes, mind!

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.


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