Archive for December, 2009
Amke’s Revenge
So I finished my game after a hard weekend spent working.
Pretty good in my opinion, considering the time restraint.
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DONE!
And with 18 minutes to spare… pffft, easy!
There was a time when I thought I couldn’t complete it on time, but there you go, it’s done!
I lost one hour at the end making the “cutscene” system, but it was worth it… it really does polish the game up…
Lots of features I didn’t get a chance to add:
- The Kraken!
- Load/Save
- Savages on the islands
- Trail on the ship (would really help the visuals, but I couldn’t really find the time for it)
- Music
Still there was a lot the game could have, like puzzles for the maps (instead of getting whole maps, you would get map pieces that you had to jumble around to use), but for 48 hours, I’m damn proud…
Last minutes issues… found that the game text would become all screwed up in fullscreen! :\ Really pissed me off, but I didn’t have the time to find the problem and fix it, since the text is all D3DX… So the game is in window mode only…
Then, when I was uploading, the DNS server at my provider was down, so for 10 mins I couldn’t upload anything! Was starting to panic, to be honest…
Biggest lessons learned:
- Don’t only plan the game, make up a timeline so you are able to structure your work better
- Found out that I could actually do some very crude pixel art… it even looks allright in the circumstances… Got to learn how to animate stuff like that…
- Do proper code structuring, or else it will bite you in the ass later… I have 4 code files, and the code is just a giant bramble of badly coded stuff… because I was trying to be fast… that way, I lost more time, when I was trying to find stuff…
INMAUTWAG – It is finished.
That’s a lie. It’s not finished. But it is playable and it has been submitted. And I will likely continue working on it outside of the competition. Since there’s a lot wrong with it. maybe I’ll write a post-mortem later about how bad it is. It was definitely to ambitious for one weekend.
Boboil’s Adventure – It’s done!
I forgot to make an actual post about it, but my game, Boboil’s Adventure, is done! It might not be the biggest/funnest game, but I think it’s still fun for the amount of time you’ll be playing it.
link: http://www.ludumdare.com/compo/ludum-dare-16/?action=preview&uid=1542
I did it!!!
Sunday, December 13th, 2009 6:43 pmPerhaps drinking and partying all weekend wasn’t such a bad idea after all
Behold, Needlesoft Haystack Explorer

Finding Her – bugfix :S
There was a condition which didn’t allow you to win the game
Now it has been fixed
Best of luck to everybody!
-Martín
Houston, we have liftoff!
I’ve finished my first LD contest and I’m pleased with what came out of my work.
I want to thank Summoner, Sjogras, Zarkith, and Zachariasmith for keeping me company on my live feed, for their encouragement and playtesting.
I have finished my game
Of all my Ludum Dare entries this one I am most proud of. It’s one of those games that would be ruined if I sat here explaining it’s mechanics, so please just give it a go.
Ta.
Missing by 10Print
Explore an island in search of berries!
LÖVE Source. (Requires LÖVE)
Windows Executable.
Special thanks to my roommates Greg & Sarah!
Done
So, it didn’t become much of a game but I like how the circular map turned out
I will definitely create this game properly some day.
Super ugly code and choppy collision detection makes it very difficult to enjoy any of the (somewhat sparse
) platforming elements. You can even walk across the lava! I guess this is the limit of what I can accomplish in around 11 hours, I should have started earlier!
I’m off to sleep, night and good luck!
DONE DONE DONE DONE DONE!!!!!
All done!
Get my creation here!
DONE! WHOOO!
Sunday, December 13th, 2009 6:10 pmWell, I’m finished. The game… isn’t as finished.
But wow, I’m pleased I got so much done in the last couple of hours. There’s a game in it! Wow. You run around, biffing bodzhas, and exploring to gain XP and level-up – the only way to get stronger is to explore the map! That’s about the only interesting feature, but oh well. It’s over, it works, and I’m happy.
botanic quest – final progression
mix the framework implementation with the game wasn’t a good choice
see you on next Ludum Dare !!
check on JAGA for the changes and news about the framework.
cheers.
Woo!
…Without music.
I tried noodling on the guitar a little, but playing only electric guitars and getting RSI means I have neither callouses or strength for acoustic guitars anymore. XD
(I also apologise for the dialogue system. It’s clunky. I only figured out how to do it when it was too late today, and it wasn’t worth fixing when I could use the time making the levels better)
Yay XD
El Done

Very happy with how this turned out, even though it’s stretching the theme a tad.
Now time for a nap, then up to try some of the other entries.
Cat Planet – Done

Finished my game, Cat Planet. Check it out if you like cats and planets I guess.
Going to be late to the party

Unfortunately my attempt at creating a procedurally-generated map for the game is going to require more than an hour to properly debug. The only consolation I have is I essentially started this game today after scrapping what I was working on for the 1st day.
In the short-term I’m definitely going to submit the early prototype I had of a level with a few baddies and limited exploring. Not great, but at least something to show at 9 PM!
Done. I will sleep now.
The end result isn’t too bad really, considering everything went horribly wrong all the time. I did not have fun
EDIT (after sleeping): Well, of course I had fun at one point, particularly while animating the character, but after that I started to mess up everything and got increasingly tired and hangry.
I learned some stuff though, and it would be interesting to attempt a similar 3D platformer thing with less rush and more polish. Maybe next LD. Remind me to start before half-time break.
I guess a download link is in order: Get it –here– or at the final entry post.









