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Tatami
Starting! Basic engine is pretty much done- you can place tatami mats.

Wabi-sabi: Beauty is found in imperfection and simplicity.
Submitted!

So, in the last four hours of the competition, I pretty much did a 180 and tore everything down before rebuilding it- the only thing I kept was the procedural generation, which retooled itself nicely. Now I have this, and I think it’s pretty okay while also being the first LD game I’ve ever completed (despite numerous attempts previous)!
Nodes And Outlinks

Hack into all the nodes in a security level’s network (walk up to them and tap the directional key) and you can access the outlink, which transports you to the next level of security. Every level, a new node is added. It goes infinitely, but there’s no real challenge or variation yet.
Procgen Implemented!

It’s still a work in progress, but it’s working!
Progress Before Sleeping
Greetings and hello, Ludum Dare.
I’ve spent most of my time so far thinking of an idea and procrastinating, but I’ve managed to get to this state:

Procedural generation is in the works, but I’m going to bed for now.
Obligatory Declaration of Intent to Participate in Special Event Designated ‘Ludum Dare Gamejam’
System booting up…
Please enter IDE.
>Flashdevelop
Accepted. Please enter any libraries used.
>Flixel
Confirmed. Please enter graphics-creation tool.
>GraphicsGale
Affirmative.
All parameters met.
Launching makgam.exe.
Pumped
I’ve been waiting for this. ENTERING.
Programming: Flashdevelop, AS3 with Flixel
Sound: SFXR/none
Graphics: Graphicsgale
Night, LD

Demo!
Well, I’ve got school tomorrow so I won’t be entering the competition. Might have time for the jam though. I’ve got mine spawning in now! They don’t explode or anything. In the demo, type five numbers and then press enter to generate a track with that seed. Same seed = same track. Don’t enter any seeds with things less than 2000 or something.
Prettier Roads

Yep. Roads are now prettier. I’m still working on generating a road from a seed- no way I’m going to finish in time. Maybe I’ll take a break and add mines.
An Idea
I think I’ve got an idea for creating competition and such.
Basically, when you want to do a race, you type in a seed. Then, this seed generates a racetrack- if the seed is the same, the track is the same. Then the game will download a highscores table for that seed, and you’ll be able to race against a ghost of the racer who got the best time on that specific track. There’ll be a feed on the title screen displaying new records and newly discovered tracks.
… Now I just need to figure out how I’ll pull this off.
Gotta Go Fast!

Demo!
I added skid marks for when you quickly change direction (slight loss of traction) and also boosting! Hold space down to go superfast. Press ENTER to generate a new track.
Next up: Making things pretty!
Good Night LD <3
I’m heading to bed. I’ve been working on getting little track/skid effects going. Tomorrow I’ll finish that up, and then get some boosting in. Then pretties, then, who knows?
Road Generation!

Demo!
Roads are now in! They generate randomly and junk. Press space to generate a new batch.
Movement!

First demo, with simple movement and stuff.
Not much else to show at this point. I want to make a game where you race around the equator of tiny planetoids, pretty much inspired by Chevy’s keynote.
Oh, and…
I’ll also be using my custom font:
http://fontstruct.com/fontstructions/show/tiny_2_1
Participation!
I’ll probably be participating in this Ludum Dare.
I shall use Flashdevelop with the Flixel library for coding, with graphicsgale for graphics.
I probably won’t do music.
Luto Hominus’ Dungeon Generation
Step 1: Create a blank array of cells, each 9*9 tiles. This example uses 5*5 cells.

Step 2: Scatter points around randomly for the player, block, and kiln to spawn. Add an extra ‘dummy’ point for taste. Mark each of the cells these points are in ‘visited’.

Step 3: Draw lines from the player point to the block point, and the block point to the dummy point and kiln point. Mark each of the cells these paths touch as ‘visited’.

Step 4: Carve out the ‘visited’ cells into empty rooms. Note down exits to each room.

Step 5: Check the available exits in each room. Choose one configuration at random from five possible configurations for that exit configuration (75 room types total). Place these rooms into the correct cells.

Step 6: Output all these to a tilemap and you’re done!
(Excuse the tiny image size. One pixel = one tile.)
Transferring to Jam
I… I didn’t make it. The game is buggy and unfinished. I don’t want to submit this wreck.
Instead, I’ll be participating in the jam (the shame!). Here’s a demo of what I have now, though:
A demo before I head to bed…
Okay, I got some randomly generating dungeons in. They generate with a spawnpoint, a block, and a player! They’re rather bland right now, but I’ll fix that later.
As seen in the screenshot above, there’s also a minimap now! Hooray!
Here’s a demo if you want to putter around in the dungeon.
Arrow keys move, hold space for minimap. You can push/pull blocks once you grab them.




