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bluescrn's Archive

Return of the Blob

Posted by bluescrn
Sunday, August 10th, 2008

Have made some nice progress after my late start - but I’m completely knackered, so not sure if I’m going to continue it… if I’d had the full weekend, it could have been pretty cool….

‘LD24′

Posted by bluescrn
Saturday, August 9th, 2008

Well, been at work all day, so got just over 24hrs to try and throw something together..

So it ain’t original, but should be a bit of fun to make… Yep, a Nebulus-like rotaty towery thingy :)

yep, a nebulus-type-thingy

Too minimal for a name…

Posted by bluescrn
Sunday, April 20th, 2008

Well, I think I’m done… it’s rather a lot more minimal than I’d hoped, not been feeling too well this weekend, so decided to stop early. I’d hoped to make better use of Chipmunk and put in ropes/chains and other fun stuff, and some hazards - but kept getting too distracted playing it / building levels (it’s got a built-in level editor, if you press E in-game, but it’s a bit arkward to use, and I didn’t get round to writing any instructions…)

Final(ish) version is here…

http://www.bluescrn.net/LD48/LD48-11-bluescrn.zip

screen5.png

Return of the blob!

Posted by bluescrn
Saturday, April 19th, 2008

screen4.png

My pet blob is back… and it’s almost a game now :)

As well as the graphical style, the controls are quite minimal - just the left and right keys

More Physics-y fun

Posted by bluescrn
Saturday, April 19th, 2008

screen3.png

The editor is fully functional now, and the objects are rendering quite nicely… now I need some gameplay!

Posted by bluescrn
Saturday, April 19th, 2008

Got rigid objects working with Chipmunk, after eventually realising that adding the static body to the space is bad and makes it all go horribly wrong… No gameplay yet, but a mostly working editor mode (lacking load+save…)

screen2.png

The chipmunk is alive!

Posted by bluescrn
Saturday, April 19th, 2008

I was planning to learn chipmunk before the compo, but never quite got around to it… so it took a little longer than planned to get it up and running - but now I’ve got a load of rigid body boxes flying around the screen. And the beginnings of a level editor for a physics-y platformy thing. Minimalist in a mostly visual style way. And in my usual LD48 minimal-as-in-nonexistant audio way…

LD11 Screenshot #1

LD11 almost here…

Posted by bluescrn
Monday, April 14th, 2008

…So it’s time to clean the cobwebs off the old OpenGL+SDL base code, so I’m not wasting valuable time setting up lib/include paths, and fighting with MSVC’s desire to inflict Unicode pain on anything you try to build…

Here’s what I’m planning to use, should be acceptable under the ‘custom libraries’ rule (except for the font texture, which will have to be replaced during the 48hrs)

http://www.bluescrn.net/LD48/LD48Base.zip

Contains OpenGL+SDL init code (now featuring resolution switching), Texture loading, simple 2D blitting, a basic font renderer, and some pretty incomplete/untested vector maths code. Linked with FMOD and Chipmunk in case I get a chance to put some audio in, or want to use physics…  Somebody should have added ‘Chipmunk’ as a theme! :)

The Flame Game

Posted by bluescrn
Sunday, March 23rd, 2008

And so it began…  bluescrn’s first LD48 entry. And probably the best…

The Flame Game (LD48 #1)

It was the start of some recurring themes in my LD entries… 2D tilemaps, too much time spent on particle effects, and a rather loose interpretation of the theme… guarding a collection of arbitrary floating crates from a rapidly spreading fire, by covering them in dripping green goo from a blob character controlled by rotating the world…  Yes, I’d decided very early on I wanted to do some sort of rotating-screen platformy thing, and it gradually evolved into something that very loosely fit the theme…

This is definitely my most fun LD entry to go back and play again - and probably the most complete

The thing I did right was to keep it simple. The level was a simple grid (trivial collision detection), the character was a blob (minimal art effort), simple textures + repeating patterns elsewhere. And fairly simple game logic - which left me time to mess about with effects. And recording some audio, including that most memorable ‘awwww b****cks!’


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