Archive for November, 2010
Getting somewhere

Firing
With the built-in screenshot feature, I can get rid of tearing in my pictures at last
Duckie can die, but not giant fly – working on fixing that injustice now.
!reply
Somethings wrong… I can’t reply to any post, I mean it looks like everything is ok but then I don’t see my reply.
Anyone else had the same problem? Well I guess you won’t be able to reply to this post then
Continuing LD #18

I will be continuing work on my LD #18 attempt. I did not upload it to the site at the time, since it was not really a game at the time — no winning or losing. It may be possible for me to create some levels and turn this into a little platforming adventure.
Here is the timelapse from the LD #18 weekend.
Mini-LD Plan – Protean Arrow – Bending the Rules
Byte Vs. Gnomes has been getting less and less interesting as I’ve thought about it.
I’ve decided to bend the rules a bit. My game is titled “Protean Arrow” and it is “derived” from an old project. The old project was a half-page design document for a scrolling shmup featuring a space ship that could transform into three different modes via a Macross-style transformation mechanism.
Protean Arrow will be an arena shmup about a nanotech-based fighter craft that can shift between three forms. It will take place over a series of areas with procedurally created terrain, each with a boss. For this weekend, I will just be putting together one level.
I will be developing in ActionScript 3 using FlashPunk. I will make my graphics in Inkscape, sounds in as3sfxr, and probably no music for this weekend. (Eventually in LMMS, but for now I’ll leave that alone)
More about it after the break.
MiniLD – Grey
OK, this gets tricky.
This is my first LD. I’m doing it as a challenge to myself to take what I’ve learned in Game Maker and try to finish something. I’ve got a collaboration going that I’m putting on a backburner, this will be my first foray (with Game Maker) on my own.
So I don’t have a playable old project to share.
The only unfinished project I’ve got other than the one that’s still in active development was a game I was working on a couple years ago in Adventure Game Studio. It was a small project to teach myself the engine. A simple adventure game called Grey about a black & white man in a black & white world. All the puzzles centered on having to navigate around what you could and couldn’t see depending on whether the background was black or white. I abandoned it when I gave up on learning AGS, and the laptop with the last version of it has since died and been sold for parts.
So I’m going to attempt a re-imagining, using the core idea. We’ll see what I come up with in Game Maker. Best of luck to everyone else!
I’m doing this Mini LD!
Hello,
LD#17 was a lot of fun for me, I made a working telnet MUD with python. There wasn’t a lot of content, but PvP combat was fun if you were lucky to be online with someone else.

Mini-LD22: Revisiting Roads to Nowhere
This weekend I’m going to revisit my LD13 entry.
The game received reasonably high ratings in the judging, which surprised me. I felt the game was very unfinished, but the feedback was quite positive.
The game is playable here:
http://disruption.ca/roads/roads.html
The LD13 details are here:
http://www.ludumdare.com/compo/?category_name=ld13&author_name=erik
Based on the feedback, I plan to work on the following things this weekend:
- Interface improvements.
- Better graphics. More visual feedback for actions.
- More levels, perhaps with some additional gameplay elements.
MiniLD #22 – GunDuck Force IV
There was a “R-Type contest” last year at a SDL tutorial site (eventually cancelled), and I contemplated writing something. I didn’t do much (a scrolling background and a movable “ship”), though that test app recently helped me test a lot of scrolling-related issues (vertical sync, crt vs. flat displays smoothness, opengl vs. software rendering in the galaxy of GNU/Linux possible configurations, etc.).

My goal for this week-end is to produce at least one playable and FUN level.
The title is a tribute to a well known side-scrolling shooter from the Genesis/Megadrive era (as for ducks, I’ve been crossing a few of them for the past few months, I can’t explain :p).
Over last week I experimented with fixed logic framerate and independent graphic framerate, as described at http://dev.koonsolo.com/7/dewitters-gameloop/ and in the Fixed Rate Pig demo (olofson: cheers! – and please name your variables better
). This is my starting point, written in Pygame. During the week-end I’ll try to focus on the game itself rather than toying with programming concepts.
http://www.beuc.net/ludumdare/minild-22/gunduck-20101126.zip
Being in the European timezone, I’ll start this MiniLD the best way ever: by having some mind-refreshing sleep
MiniLD 22 – Eole
Hi,
For my first entry to a Ludum Dare contest (well, miniLD…), I’ll continue a project from a previous LudumDare-like game contest : Eole. It is a 2D time changing platformer that we (me and a friend) made in haXe this summer. We practically finished the engine, but there’s still some things that I plan to do this week-end : add some sounds, the fading of foreground elements when the player pass behind, finish the first set of levels, resolve some bugs… Sadly I wont make any new graphics, so it’ll be a bit square-ish. Oh and I’ll have to translate it in english too.
Website : http://trac.assembla.com/eole
To test the current version (the loading is a bit slow) :
- English : http://zilbuz.toile-libre.org/eole_old/index_en.html
- Français : http://zilbuz.toile-libre.org/eole_old/index_fr.html
Hope you’ll like it
Edit: I added an english version.
Conquer The Planet
A long time ago in a not so far away land called MiniLD#20 I attempted to make a game. It was called Conquer The Planet and it completely failed. This time, hopefully, it won’t. The theme was greed, which I’m still going for, but I’m screwing the “only one of an object rule” because that’ll add a whole ‘nother level of complexity I don’t want to deal with.
Here’s the original concept idea if you’re interested: http://www.ludumdare.com/compo/2010/07/16/my-brilliant-idea/
As for the game code, I’m too embarrassed to show anything from that.
Wish me luck! (and follow my progress and give me inspiration and motivation and stuff!)
Mini LD22 – ‘D2 – 1′ (aka weird 1D RPG)
I’m going to be working on this strange game I was working on a few months back called ‘D2 – 1′. It was originally meant to be a side scrolling Beat’em up but I’m going to turn it into an RPG. I got bored while making it and never got back to work on it.
Heres a screen shot.

yeah....
Rather bland, but it’s 1D.
EDIT: Current Version: http://www.mediafire.com/?8348mapozjmbp99 It requires Open Frameworks.
-bear
Extending my LD #17 entry
Well, I have a lot of half-finished or unfinished projects, so choosing from them took me a while but I finally decided on my LD #17 entry “A Practical Survival Guide for Robots”: http://www.ludumdare.com/compo/ludum-dare-17/?uid=321.
The plan is to make this game available on the Intel AppUp Store and probably the Mac App Store afterwards. (For free of course, I personally don’t think that anyone would buy this game if it would be a commercial product.)
What is the current status?
Since LD #17 I’ve been working on the game every now and then. So what exactly changed since LD #17?
- Rewrote the texture loader (The game is now fully working on Intel GMA 950 and similar Intel integrated chipset graphics)
- Rewrote major parts of the engine (With the might of inline the engine feels now about 2 – 3 times faster than before
) - The robot is now moving much faster (and since I implemented a delta time function in my engine, it’s moving at the same speed on all computers)
- The game is now resolution independent up to Full-HD (1920×1080 pixels): While the title screen image will be scaled, you just see more of the game world on higher resolutions than 1024×600 pixels.
- There are now always four islands at the starting point with a few resources to get you started
- Better alternation of day and night (instead of just getting darker, there is slight red-ish coloring in the evening and yellow-/orange-ish coloring in the morning)
MiniLD #22 – Code Runner (MLD#15)
Friday, November 26th, 2010 7:00 amPreScriptum: I am NOTIFYING the site administrator – “WordPress 3.0.1 is available!”
As you can see, I’ve decided to enter MiniLD #22 – revisiting an old idea. What is that old idea? I’ve chosen (you Pikachu!) my previous AND unsuccessful entry, to MiniLD #15 – Old game CLONE. It’s the Code Runner.
Something actually surprised me – my old notes with ideas and concept were easy to find thanks to my superior organization skills (yah, sure). It makes the whole thing easier to do, and I know what did I plan to do with these pictures. I present an excerpt of these notes to you: (after the advertisement break)
Bringing Project Spitfire back to life
First of all, I should make it clear that an elderly close relative of mine is in the final stages of cancer, so I’m not sure how much time I’ll be able to spend on this. Also, I’ve been working on Kobo II (a new sound engine, actually) rather than thinking about the MiniLD, and I pretty much decided what to work on while writing this.
First, I was thinking I’d “just” add sound and a level editor to Fixed Rate Pig, which may seem closer to a finished game at first sight – but thinking more carefully about it, it feels like Project Spitfire is practically as close, and more deserving of an update, as it’s practically dead in it’s current state: a windowed mode Win16 hack of a port with no sound.
Thing is, most of the engine code has actually been ported already; the core of the Kobo Deluxe sprite engine is actually a port of the one from Project Spitfire, and the “speaker” sound hack plays the original sounds from the DOS version. I’ll probably use OpenGL for smooth scrolling (it’s a pretty fast scroller, so it’ll look horrible at low frame rates…), and I might rip the map editor from my “smoothscroll” SDL example. Massive code reuse, that is! Hopefully…
Not expecting to do any significant work on the actual game or anything during the weekend; just bringing it back to life, so I can play around with it and see if I get inspired or something. If nothing else, it could make another programming example for people to play around with – and perhaps a way for me to show that I can occasionally write a few lines of working C code.
Incredibly old site with info, screenshots and Win16 download can be found here:
http://olofson.net/spitfire/
Wow… Just realized the original DOS version is 15 years old now. Maybe it’s time to, like, finish it one of these years…?
Mini-LD Intentions
Good morning sports fans!
So I decided since I was sick during the last LD I would make up for it by taking part in the Mini LD, try and do something I haven’t done before, yata yata.
With that in mind, my game is going to be a remake of my first LD entry, Island Construction Malfunction:
http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=1865
I’m going to be using FlashPunk, which I have been learning to use a few days ago hehe, so that is my own little personal challenge.
I’m not sure how much of the game I will end up improving, hopefully I can get more levels in or work in the mechanics a bit better, so I guess we will see how it goes!
Benn
Mini-LD – For Today, the Day Before it Begins
I’ve decided to interpret the time limit as “Begin on the 26th and work for 48 hours”, so I will start at 3:00PM EST (8:00PM UTC) and will work until that same time on the 28th.
I’ve decided on my game, as well. It was my first LD entry, and my first major C++ program.
Since I’m posting so much, I’m going to be putting breaks in for the time being.
More about the game and my plans after the break.
Chat
Well, I thought I’d post here as well.
Chat meet-up details coming soonish.
Not quite what I was hoping for. But it’s something.
Back to the Beginning – This Time I’ve Decided
I think I’ve finally got an idea for a Mini-LD game that I’m actually excited about making.
I want to revisit my first LD entry. Which was also my first non-trivial C++ program. And my first top-down run and gun.
I’m going to start over. I’ve long since lost the original sources anyway, and I want to write it properly. I’m going to use SFML instead of SDL. I’m going to cross-compile it myself if I can manage to. I am going to make proper graphics a proper level generator.
I will be submitting my Mini-LD version on the deadline, but I absolutely intend to finish this, even if it takes beyond the time limit.
Here’s hoping, anyway…
— Mr.Dude
Revisiting an Old, Old Idea
I’ve decided that my Alien Breed clone isn’t what I want to do.
Instead, I’m going to revisit an idea that I’ve tried, abandoned, tried, abandoned, and such so many times that I ultimately gave up.
I’m not sure that it counts, as I don’t have any of the code or assets left, and will be using a different library anyway (Was using Python/Pygame, will use C++/OGRE), but that’s what I’m doing.
I hope to have at least two characters and some actual fighting happening. Still, no promises. I will prioritize playability over having two characters. (Meaning that the game may consist of one character with two skins)
Here’s hoping!
— Mr. Dude
Enter the… Aurel
Tuesday, November 23rd, 2010 2:31 pmWhy hello there! … wait…
So, I decided to take a chance in LD#19. I did one of the previous ones (LD#a-number-to-me-currently-unknown – theme: remake), but kinda failed. I wanted to make a Lode Runner remake, kinda newish tilish and stylish, but for some reason … I got bored by making a remake of it
. Anyway – I hope this time the theme will be something very interesting.
It should be a good side project from my every day (and night) project… Because making an mmo is hard
(MOAR INFO AT MAH DEV_BLOG)
Yah… What can I write here…
Also – I might be doing some exrepiments here, so ingore them.


