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Ludum Dare 26 — April 26th-29th Weekend — Theme: Minimalism

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    About anthonyl

    I'm like awesome yo

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    Intent

    Posted by
    Monday, December 10th, 2012 7:24 am

    Here we go again! this time I’m going to go with my more standard toolset rather then trying to experiment with something new for LD.

    Language: C++
    IDE: VS2012 ( http://www.microsoft.com/ )
    Framework: OpenGL/SDL ( http://www.libsdl.org/ )
    Pixels: Allegro sprite editor ( http://www.aseprite.org/ )
    Shapes: Blender ( http://www.blender.org/ )
    Food: Grubhub ( http://www.grubhub.com/ )
    Beer: Not sure yet, will keep you guys informed though!

    In

    Posted by
    Saturday, April 14th, 2012 6:13 pm

    I’ll be using openframeworks w/ various addons + da GIMP

    good news

    Posted by
    Saturday, December 17th, 2011 7:05 am

    good news I’m getting started due to my late start I’m going to do away with the usual mess of buggy compilers and finicky graphics software and make a text-centric based browser game

    wish me luck

    Windows Build Up

    Posted by
    Monday, August 22nd, 2011 7:34 pm

    Howdy I finally finishing building the windows release of Zeta Prime you can try it out here
    http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=2879

    Enjoy!

    Getting there

    Posted by
    Sunday, August 21st, 2011 6:08 am

    Well it’s defiantly getting somewhere.. in fact the game could be considered complete now except the fighting and quick unit selection systems need a bit of work and sadly my body needs to sleep

    getting there

    lalala

    first night, late state

    Posted by
    Saturday, August 20th, 2011 1:21 am

    I started somewhat late tonight and was only able to put a few hours in; most of my time has been spent on getting the basic simulation planned out and the interface layout & cegui bindings

    Intent

    Posted by
    Friday, August 12th, 2011 3:39 pm

    Intent

    Librarys/Frameworks
    Ogre3D/CEGUI/OpenAL

    Tools:
    Modo3d for modeling / photoshop and filterforge for everything else

    Basecode:
    None as of yet. if I do end up using a base I will post a link to the source before the start.. (if anything it will just be the typical ogre bootstrapping)

    Anthony

    Still going…

    Posted by
    Sunday, May 1st, 2011 12:13 pm

    Only 6 hours left and I’ve really had to start cutting corners … recovering from my late start and a game concept that required a lot more work then i anticipated oh well I can always touch it up for the jam version (which I’ll have some external help with sound wise)

    Slow goings

    Posted by
    Sunday, May 1st, 2011 5:03 am

    I’ve really been moving at a snails pace, I didn’t really get started until 7-8pm Saturday and have been having trouble sorting everything out.. so far the game is more of an interactive story with some dramatic elements .. on the plus side I’ve finished a lot of the effects and event systems but theres still a lot to do.. if I can just stay up …

    also.. everyone seems to be working on some really great games can’t wait until I can actually play them :)

    Update – tech change

    Posted by
    Wednesday, April 27th, 2011 4:59 am

    I’m going to switch from using my ogre3d based engine to just using unity for this .. the idea of having to produce multiple builds and write a game using the engine in 48hrs seems like it would really be very unrelaxing.. plus i just wrote a heap of cool new tools for unity I want to try out <3

    Also, I'm going to skip the compo and just take part in the jam since I'm going to be working with someone else (for music) this time

    ttfn!

    Intent

    Posted by
    Sunday, April 17th, 2011 2:50 pm

    Howdy,

    I’m back again, I’m not 100% sure on my engine/middleware choice my last entry used cocos2d since I’ve never used it before and wanted to force my self to learn it but 2D only games really are not my thing most likely I’ll end up building things with openframeworks ( http://www.openframeworks.cc/ ) or ogre3d (http://www.www.ogre3d.org) this time around..

    art wise I use photoshop w/ filterforge for raster stuff and modo3d for modeling

    Timelapse + gameplay video + download

    Posted by
    Sunday, December 19th, 2010 11:11 pm

    Had a heap of fun.. I’m really amazed by all of great games that have been a result of this LD.

    screenshoot of AchooBoxes

    timelapse video

    ( of the bug fixed jam version) : gameplay video

    download link (osx version) http://www.player2.mobi/LD19_PLATFORM_FIXED.zip

    iPhone Only

    Posted by
    Saturday, December 18th, 2010 7:53 pm

    good news, I ported my entry from iPhone to OSX .. which still limits the amount of people who can try the game out .. but by far less

    Livestream from day1

    Posted by
    Saturday, December 18th, 2010 4:11 am

    it’s like 5am so i’m going to sleep  here’s the livestream i took from day1 (Friday) it look to a little to get it all setup.. I’ll probably adjust it a tad for tomorrow so it’s a bit slower

    it’s like 5am so i’m going to sleep  here’s the livestream i took from day1 (Friday) it look to a little to get it all setup.. I’ll probably adjust it a tad for tomorrow so it’s a bit slower

    http://www.youtube.com/watch?v=_nOOhfVjYY0

    Some sort of discovery game

    Posted by
    Friday, December 17th, 2010 11:13 pm

    It’s getting there kind of basic structure is there.. now there’s just the little matter of gameplay

    so the basic concept, you have one action button there are lots of different blocks… the glyphs on the blocks define what the action is..

    you have to “discover” what the glyphs mean, and explore the area to figure out what to do/where to go …etc, not great but could be fun

    also slight change of tools on my end, the target is iOS using cocos2d rather then a android project.

    Intent

    Posted by
    Sunday, December 12th, 2010 7:21 pm

    I’ll be writing up a android game this time (not sure if it’ll be 2d or 3d .. but probably 2d to save time)

    tools: all sorts of software on my computer

    Dropping out due to other game needs

    Posted by
    Monday, October 18th, 2010 7:57 am

    Howdy,

    I’m sadly probably going to have to drop out of the october challenge, at the start of the month I went to a conference then I released a new iPad game on the 12th and it’s been in need of some serious, serious polishing which has eaten up most of my time..

    if i need get some days free before the end of the month free I may be able to finish the LD game, but it would be really unpolished and I don’t feel so hot about releasing another unpolished game :)

    if your interested in what i’ve finished so far check out my dev blog @

    at tumblr there I have a video of the first iteration of the my LD game

    Anthony

    October Challenge

    Posted by
    Saturday, October 2nd, 2010 6:24 pm

    #1 at the prototyping phase for the october challenge, not much yet


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