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Ludum Dare 26 — April 26-29th, 2013
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About cobrajs

I'm a metal-head-adrenaline-junkie-code-monkey who skates, knits, yoyos, and plays DDR.

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In if I find the time

Posted by
Wednesday, April 24th, 2013 6:19 pm

I’m supposed to be pretty busy this weekend, and I really won’t have a free moment until Sunday, but I think I’ll still try. Obviously I’m not going to aim to high… but anything is better than how I did last time (didn’t finish). Luckily I’ve gotten a lot better with Haxe, and I’ve got a lot of good code to build off of (see below).

I’m also going to be doing probably all of this with just my laptop. It’s a convertible, and hopefully that will help in the art department.

Code: Haxe/NME

Code Bases:

Fingrid: A game I’ve been meaning to finish…

Haxeart: My pixel art editor in NME

CobraUI: My own minimalistic UI system for NME

My LD 25 Code: Might be able to harvest some code from there.

Editor: Vim!

Art: Grafx2, Haxeart (aw yeah), Gimp, Inkscape

Sound: Sfxr, Audacity… I might just beat box for the music…

OS: Arch Linux

Good luck to everyone! Don’t give up!

In it for the third time…

Posted by
Friday, December 14th, 2012 3:44 pm

This is a fairly late “I’m in” post, but I’ve not really been able to prepare for this one like I have for the others. I just got a new laptop at the last minute, and I’ve spent too much time fixing some bugs getting Linux working just right on it.

I’m going to attempt to use Haxe, which I’ve only just learned… but I’ve been messing around with it and it seems like it should get the job done.

Code : Haxe/NME
Code Bases :
Helper Libary (which only really has an animation sheet thing that doesn’t work quite right… it was a last minute effort).
HaxeArt (which is my attempt at making a pixel art editor with HaxeNME… I’ll be using it as reference)
FlickBlocks (my first game attempt in HaxeNME)
And my code from the last two LDs
Editor : Vim
Art : Grafx2, Inkscape, Gimp
Sound : Some sfxr thing, Audacity
OS : Arch Linux all the way

Good luck everyone!!

I guess I’ll call it a day…

Posted by
Sunday, August 26th, 2012 6:53 pm

Well, I didn’t get nearly as much done as I had hoped. I spent way too much time Saturday working on a tile based collision detection system, and in the end, it is still a bit glitchy. I was also a lot more distracted than I was last time… not sure why.

I am very happy with my object based collision system, though. It ended up being very easy to work with and very handy closer to the end.

I never managed to get around to the sound part. That’s always the first thing to cut for me, cause I’m not much of a musician anyway.

I slapped together what I had, threw out my testing level, created a tutorial level (the only level), and drew this gnarly title screen:

Anyway, you can check out what I managed to get done here: Check it out . I’m a lot more proud of the code itself than the actual game, though. Also, Tiled is a wonderful tool. And Grafx2. And Lua and Love2D. And of course, VIM.

Now I’m ready…

Posted by
Friday, August 24th, 2012 5:26 pm

Just got my final small changes to my library done, and my workspace is all ready. Just, I didn’t get a chance to tidy it up first…

Messy

I’ll probably be doing a lot on my laptop at my treadmill workstation too. That’s always fun.

Also, here’s a link to my Love libraries, if anyone wants to use them.

40 minutes to go!

Looks like I’m in

Posted by
Tuesday, August 21st, 2012 7:05 pm

I might not be as ready as I was last time (which was my first time), but I think I’m going to give this a shot once more. I was pretty happy with my LD23 entry, but there was a lot of room for improvement.

Code: Lua/Love2D ( with my custom library I used last time )

Graphics: Grafx2, Inkscape (with my new tablet)

Sound: Sfxr, Audacity, and not sure for music yet

Well, time to study my code and library from last LD and figure out how my library works again, and hopefully rework the collision detection so it is nicer, and rework the keyboard handler so it supports key combos (in case I want to do a fighting game).

Good luck everyone, and rock on!

Earf Defender!

Posted by
Sunday, April 22nd, 2012 6:17 pm

So glad I actually finished!

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=11192

I had a pretty good time, but I wished part way through I had gone with a different idea. It was somewhat refreshing trying to do everything with a polar coordinate system instead of Cartesian, though.

And now I have an even better library of Love2D code! Hopefully next time I won’t have to spend as much time on the engine, and more time on gameplay code. I had an engine setup before hand in my library, but since I went with polar coordinates, I had to scrap most of it.

Good luck to everyone!

Coming along nicely, I think…

Posted by
Saturday, April 21st, 2012 11:51 am

Here’s an initial shot:

I have most of the ideas I need (story-wise), and I haven’t hit any major ruts yet, so hopefully I can get this done today. I aimed pretty low, because I didn’t want to fail on my first Ludum Dare. Here‘s the Github if anyone wants to check out the code.

I might bump it up to 640×480 instead of 320×240 (pretty simple using ImageMagick), haven’t decided yet.

I have an idea… now time to sleep

Posted by
Friday, April 20th, 2012 7:53 pm

I’m going with the tiny world as in a tiny planet type interpretation. I imagine it will be done a lot, but it will be fun to make (and easy, I hope). I don’t want to try anything too crazy, because I want to actually finish in time. So it’ll be an arcade game, with a story that makes no sense.

Unfortunately, a lot of the library I had worked on beforehand won’t be of much use (designed with a platformer in mind), but that was fun stuff to write too. I have my ideas all sketched out on paper… maybe I’ll put up a shot of it later.

My Love2D Library

Posted by
Friday, April 20th, 2012 12:57 pm

This is just a basic library of things that will make getting up and running in Love2D a lot easier. There’s a tileset manager, screen handler, camera, collision thing, vector class, and a bunch of other stuff, along with a simple (and messy) example of how to use it all together. Use what you want from it… I’m sure there are other implementations of the same things elsewhere, but I wanted to use all my own stuff (except for the XML parser).

Am I allowed to continue to edit stuff in the library until the contest starts, or will I have to make another post if I change stuff and want to use it?

Access here

(I’m pretty sure) I’m in!

Posted by
Thursday, April 12th, 2012 6:55 pm

Hopefully nothing comes up next weekend…

This will be my first Ludum Dare, and hopefully the first time in a long time I actually finish a game. Last time I finished a game was back when Palm Pilots were popular, so yeah…

Code: Lua/Love2D

Graphics: Grafx2

Sound: Some variant of Sfxr (probably the as3sfxr I have open now) and maybe MilkyTracker for music

I have a simplified Tiled reader for Love2D that I should have done next soon, so I’ll post that to github and throw it in a blog post so I can use it. I’m going to try to prototype a game in Love2D this weekend if I find the time, just to make sure I’m comfortable in it. I’m fairly new to Lua (about two months I think), but it’s a ton of fun and I’ve already written some short games in it (in LOAD81).

Let’s do this!


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