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ArmchairArmada's Archive

2D Boy’s 48 Hour Game Tips

Posted by ArmchairArmada
Monday, April 13th, 2009

Some of you may have already seen this 2009 Global Game Jam Keynote video, as it has been around for a few months, but I first watched it only a few minutes ago.  As we will very soon be taking part in a 48 hour game development competition, I thought I might bring attention to this video.

Kyle Gabler give a number of great tips.  His 2nd Theorum of Destruction is likely very true for a lot of people.  I know for myself, the less I care the better my results become.

Decided Upon Swarms

Posted by ArmchairArmada
Saturday, January 10th, 2009

I decided to go with the theme “Swarms.”  Here is a mockup of what the final game might look like:

I already have the people and aliens running around.  They don’t exactly “swarm” in any coordinated manner, but I’m not going to worry too much about it.

After lunch I’ll impliment the player’s ship, tractor beam, tossing aliens, and alien ships.  I’m just going to hack this together as quickly as I can.

Not Quite Sure

Posted by ArmchairArmada
Friday, January 9th, 2009

I’m not sure what kind of game I’m going to make or even if I’m really going to try to compete.  However, I did hack together the start of a little program, but I’m not sure what I’m going to do with it.

I haven’t decided upon a theme yet, so I don’t know what kind of gameplay I’ll have.  At first I was thinking about the theme ‘Random,’ so I wrote up a little random terrain and trees generator.  I didn’t know what kind of colors I wanted to go with so I tried it with both day and night options.

Day, night, terrain, trees

I personally like the night scene more than day.  I noticed that “Light and Darkness” is one of the options, but I’m still not sure what I might do.  Currently there is no way of dynamically transitioning between day and night.

The themes I might be most interested in are, “Construction/Destruction” (Perhaps building cities on the mountains … or something?), “Indirect Interaction”, or “Swarms” (UFO’s?).

I guess I’m going to sleep on it.

My Take on Towlr

Posted by ArmchairArmada
Thursday, December 4th, 2008

You Can\'t Have Your Towlr And Eat It Too

I quickly hacked together a Towlr of my own.  You can play it if you have Python and Pygame installed.  You can get this game on this page.

Mr. Splode 3D Finished!

Posted by ArmchairArmada
Sunday, November 9th, 2008

Mr. Spode 3D

You can get this amazing 3D game here!

You’re all going to hate me!

[edit]So as not to decieve anyone, I ran out of time so I just quickly made a joke console program.[/edit]

Mr. Splode 3D

Posted by ArmchairArmada
Saturday, November 8th, 2008

Mr. Spode 3D

I’m not sure I’ll have anough time to actually make this.  Most of the graphics are done, but programming and level design might take too long to actually complete.  To make matters worse, I’ve had a cold for a few days so I’m feeling pretty tired.  Oh well.

[edit]I forgot the ‘l’ in Mr. Splode’s name.  Title now corrected.[/edit]

Did not come anywhere near finishing

Posted by ArmchairArmada
Sunday, August 10th, 2008

What I have is far from a game.  Maybe if it was a 3-day competition I could have completed something interesting with it, but as it is now all you can do is run around a tiny test stage.  It’s a very quick and dirty 3D engine with terrain collision and animation.  I have a hard time thinking small sometimes.  Maybe next Ludum Dare I’ll learn my lesson!

My Tower Thing - Requires Python, PyGame, and PyOpenGL

Banging My Head For What???

Posted by ArmchairArmada
Saturday, August 9th, 2008

I spent the past couple of hours trying to get a simple spacial partitioning system working so ray/triangle intersection tests between game objects and the world mesh would be reasonably quick … or so I hoped.  On my machine the frame rate drops horribly with even as few as 10 intersection tests per frame!  I guess Python’s not a good platform to write a 3D engine in.  :(

Would Anybody Object If I Require A Joystick?

Posted by ArmchairArmada
Saturday, August 9th, 2008

I am making a 3D game and I was thinking it might be easiest if I designed it to require an analog control joystick or gamepad.  Does anybody here not have a joystick of some kind?

Also, I might as well tell about my current progress.  I have a nice start to my 3d engine with loading .OBJ meshes and textures and correctly rendering them.  This is going smoother than I thought it would.

Irresponsible use of time

Posted by ArmchairArmada
Saturday, August 9th, 2008

It’s 4:46 am here and I have a bit of insomnia.  Anyhow, I spent more time than I should have creating the main character for my game, since so much more needs to be made.  My original plan was to write a simple 3D engine, so here’s Castle Man looking at something that cought his interest:

Castle Man

Thought I’d share what I had

Posted by ArmchairArmada
Sunday, July 6th, 2008

I know this is past the deadline and what I have is nowhere near complete, but I thought I’d share it anyhow.  I was hoping to have had at least 20 of the 48 hours available, but this turned out to be a rather busy weekend so I only got to work 12 hours on it.  With that said, however, what I do have is pretty decent (though the code is quite messy.)

It wasn’t originally going to be a simplified version of Mario.  I thought if I got the Mario part working the rest of it would be a cinch, since the rest of the game would only involve small modifications to the Mario code … Maybe if I had more time.

It requires only Python and Pygame.  I included a batch file and a shell script to help people run it, but if that doesn’t work for you just go into the ‘lib’ folder and have Python run ‘main.py’.

Mario can run, jump, collect coins, hit question blocks, break bricks, stomp on goombas, and die.  The controls are ‘left’ and ‘right’ to run and ‘x’ to jump.  The level has one really difficult part, but it doesn’t really matter because there is no real way of completing it.

Have fun and enjoy it!

Download: wizard_v001.zip

Progress on “The Wizard”

Posted by ArmchairArmada
Saturday, July 5th, 2008

I decided, what better movie to make into a video game than a movie ABOUT video games!  I’m surprised how much I have accomplished so far.  I have working game entity system, tile maps, animation, collision detection, game states, and some sprite and tile graphics.  It would have been a lot quicker and easier if I did not have to recreate the graphics for the games manually, but the rules are the rules.

Right now it’s just a Mario 3 clone, but I hope to also add in elements from Teenage Mutant Ninja Turtles, Double Dragon, and Rad-Racer.  Am I biting off more than I can chew?  Most definitely.  Screen shots for the final battle between Jimmy and Lucas:

I have no idea where the unicorns will be…


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