Programmer and stuff.
About Rasmus Dyhr (twitter: @rasmus_dyhr)
Ludum Dare 25
Ludum Dare 24
Ludum Dare 22
Ludum Dare 21
Ludum Dare 20
Rasmus Dyhr's Trophies
Awarded by Jalict on April 28, 2013
Rasmus Dyhr's Archive
Here’s a timelapse of my stream from the weekend. Not much to say really. It’s good.
I’m done. It turned out decent. I think I’ll stick with programmer art next time. Drawing is exhausting.
We’re about at the halfway mark. Day one is over. The structure of my game is complete. Now I just have to redraw everything and add another combat scene. If I have time I’ll add some very basic sounds.
If I’m not too tired after this, I’ll make a post-compo version of this with voice acting and proper collision and stuff.
I might be a little behind my schedule, but I’m making good progress. I’ve set up basic platforming and combat. That’s just one step away from being able to go on a villainous killing spree. I need to finish the combat and set up some dialogs and then I just need to draw everything
Here’s a screenshot of the final battle between stereotypical villain and stereotypical hero in the corner store: (Art is temporary)
So I’m going to make some kind of pixelated action platformer. There’s gonna be a hidden mechanic or two and a nice dark atmosphere.
It’s 5 AM. I’ll go get some sleep now.
Here’s the first screen:
This is my 5th Ludum Dare. I feel confident. I feel ready. Let’s do it.
Graphics: Pickle and/or Photoshop Elements 7
Sound: bfxr and/or audacity
Stream: Open Broadcaster, Twitch
I’m not into frameworks so I have prepared a base code. Starting from scratch would be painful. Here it is. It just supports drawing and updating objects. Nothing too fancy either.
Here are some pictures of my workspace and snacks:
Good luck. Have fun.
My game broke a few minutes before the deadline, but I submitted what I’ve got. I’ll try to fix the game tomorrow, if bug fixing is permitted.
I need sleep. I’ll write a proper post tomorrow.
I’m getting to the final stages of my game. I’m currently making the end game screen, which needs a lot of statistics.
I also went and got some more beverages for the night.
I have slept fantastic. Now it’s time to finish the game. I still haven’t thought of a name for it yet either.
I have made some decent level generation, better collision damage and some particles. Now it’s time to actually make the player die and evolve, which involves keeping a log of all the players actions, and add upgrades accordingly.
I should have gotten a few hours less sleep. I feel like I’m getting behind my schedule.
There’s 14 hours left. Good luck everybody.
I fixed up my “feature” system and added health to units. Hit detection is a bit too simple at the moment. Level generation is almost done.
Watch me streaming muted at twitch
Coming up next:
- Random level generation
- Proper hit detection
- Level progression
I know have some basic mechanics in place and I have a player moving around and following the mouse. Now I just need to make the stage bigger and add more stuff to my organisms.
I’m still streamin’ at twitch, but it’s muted due to slow internet.
I’m going for a minimal evolution simulator. I’m hoping to have some cool features and effects on those circles by the end of the day.
I think the rules says something about sharing your base code, so here ya go!
I got some Monster Khaos to survive the night, and hopefully have an early prototype ready when I wake up tomorrow.
I’m still streamin‘ if you’re into watching me write a few hundred lines of code or if you just like watching me sleep.
- Flashdevelop for codin’
- Photoshop Elements 7 for drawin’
- SFXR for effectsin’
- Audacity for recordin’
- Musagi for musicin’