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Ludum Dare 26 — April 26-29th, 2013
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About Corné Dorrestijn

Entries

 
Ludum Dare 26
 
Ludum Dare 25
 
Ludum Dare 24
 
Ludum Dare 24 Warmup
 
Ludum Dare 23
 
SOPAJam
 
MiniLD #29
 
Ludum Dare 21
 
Ludum Dare 20

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I’m in

Posted by
Friday, April 5th, 2013 5:12 am

Lang: Haxe
Libs: Haxe NME(?)
Tools: Sublime, Gimp, Inkscape
Goals: Create something unique

Wrong Love – Post Mortem

Posted by
Monday, December 17th, 2012 9:23 am

So this is my 6th ludum dare. And the first time I finished with the idea I started with. This time with the game Wrong Love. A game about a guy who’s goal is to steal all the goats on the world.

 

Tools

  • haXe
  • FlashDevelop
  • Paint.NET
  • The GIMP
  • BFXR
  • autotracker-c (customized)

Programming

I’ve created my game using haXe, a multiplatform open-source programming language for flash. javascript, java, c#, c++ and what not. I used this language because I really like it and I know a lot about it. however there are a lot of library’s to make it more easy to create a game I usually don’t use those because I like to program everything to the last thing, so did I this time. One if the things I worked most on was the lightning and the guards.

spikes

I’ve had done the lightning before but how I did it before it wasn’t fast enough. This time I added a little trick to make it a lot faster and make it look even better (it actually isn’t).  First I checked every 3 pixels if there was a wall, this way it showed some sort of spikes of light in the walls. I fixed this by making bigger steps and if it hit the wall do a amount of smaller steps back. this way it looked much smoother and also was faster. The second problem I had was the AI. It doesn’t have much of and AI. It just tries to follow the path. It is still not working very well and while creating levels I need to check if the guards are walking on a walkable spot. The guards also turn in 1 frame, so if a player is at that spot at the moment he will be caught instantly, not very fair.

What went right

  • Light
  • Keeping my code pretty clean.
  • Making it not too heavy for CPU.
  • Found out why my maps weren’t working (old version of compiler compiled images 0×010101 darker :S)

What went wrong

  • Pathfinding
  • Again no music that isn’t generated.
  • Drawing a sleeping goat in a 16×16 image.

PLAY: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=4506

YAY, Finished my game :D

Posted by
Sunday, December 16th, 2012 4:15 pm

Linky: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=4506

I think I have everything working in time. Maybe I have forgotten something but, booya, nobody will find that hopefully.
Now its time to get some sleep :)

Added goat

Posted by
Sunday, December 16th, 2012 5:08 am

After a good night sleep I returned to creating my game. Last night I added a guard that walks around (at this time a bit trough the wall) and shines his light so he might be able to see the player at a later stage. Also i’ve added a goat or something that must look like it.

Play: http://corne.testingserver.nl/LD25/bin/

Source: http://corne.testingserver.nl/LD25/

screen3

Priorities

Posted by
Saturday, December 15th, 2012 4:34 pm

I’m now a few hours back from work and already did some work. Added player movement and of course dynamic lights, because that is very important for the game.

screen2

Now I have done that it is maybe smart to add some collision detection to the player to prevent it walking trough walls.

 

Changed plans, and basic camera/map done.

Posted by
Saturday, December 15th, 2012 6:40 am

I changed my plans a bit. No longer cars and stuff but just a guy. He’s gona steal a goat.

What I have done so far

  • Few items for map drawed.
  • Drawed a very simple guy
  • Renderd a map
  • Added a camera thingy to look around the map.
  • Searched why my image was 0×010101 darker after embedding the image’s.

Screenshot:

screen1

First problem :-(

Posted by
Saturday, December 15th, 2012 4:14 am

So, I use images for my levels. A black pixel is a wall, white pixel is the floor etc. Always worked fine. but now all the images are 0×010101 darker :S wish me luck…

Let’s start

Posted by
Saturday, December 15th, 2012 2:58 am

I don’t have much time today but I have tomorrow. So time to get something to work and have fun. I will try to make something with cars ‘n stuff. Don’t know if I can make in time what I want to make but I’ll just try :)

I will be using:

  • haXe
  • GIMP, Paint.NET or inkscape
  • FlashDevelop
  • Destroyed my linux installation so Windows :-(
  • Some sound generators.

Good luck everyone.

Submitted

Posted by
Sunday, August 26th, 2012 7:08 pm

Almost worst theme I could be thinking of. Couldn’t find a good idea so I started of with a game with a clown. The clown was being bullied by some kids so the clown turns intro a evil clown. You as evil clown start hitting random NPC’s and after collection enough DNA you will gain their special powers. After destroying all movement/camera stuff I decided to do something totally different. So I stopped using haXe to compile a SWF and GIMP to create pixelart, and started using HTML5/JS/CSS3 and Inkscape to create vector images (The irony).

So the second night (first night was announcement) I started on my new concept. Something that looked like Osmos but still different. In my game you are in controll of all orbs. You need to get 3 smaller orbs into a bigger orb to evolve that orb into another orb. That last thing isnt even visible in my game but it is al about the idea ;) You can’t simply move a orb into the bigger one. You need to find 3 (or more) the same orbs. If you find them you need to move them toward the orb. You can do that by clicking on 2 of the same orbs, if you do that the orbs will attract each other so they start moving in each direction. Using that as a hard way to move them you need to get three in the bigger orb. But if another orb moves in the bigger orb first that orb will no longer accept another orb and repel the small orb.

After a while I had some orbs and a looking glass on the screen. if you moved the looking glass the orb move in a opposite direction. This makes some sort of zooming effect.  Then it started… circular hittest. Did that before and it wasn’t hard. So I scripted it how it is supposed to be. It did work a bit but it was very inaccurate.  The rest of the night I was working on that hittest. After a while I decided to take a sleep and take a look at it with a fresh head. So the next morning I started looking again. But it took a long time to get that to work but it did. Still 10 hours left I started working on a somewhat dynamic cursor thingy. Same problem again. when I moved over a orb it was again very inaccurate. So after a while I finally got it to work, what resulted in a not working collision detection for the orbs itself. So same problem again. with 4 hours left I finally got those two thing to work. The rest of the thing I had to add lucky didnt gave much problems. But I didn’t have much time left to make some levels. So all I have now is a game with 3 levels, very few graphics. but at least it works.

Almost forgot. I finally made some music without generator :D (not much tough)

Play and Rate

new Graphics();

Posted by
Saturday, August 25th, 2012 2:23 pm

So I started al over again, I’m no longer using haXe and GIMP. I’m am now using Inkscape and HTML5. The new game will look a bit like Osmos but will be different in the gameplay. In the game you are going to evolve a cell into a bigger and stronger cell. To do that you need to find 3 cells that are the same but different than the big cell, if you absorb just 2 cells the cells will be gone and will not come back.

Some new graphics I made:

A glass (quality is not so good in PNG)

Reset

Posted by
Saturday, August 25th, 2012 12:24 pm

1 day and 5 hours left. perfect time to set all my script aside and start over. What I did have so far: Camera/player movement, basic NPC’s some grahics, and than I added jumping and found out that I made a big mistake with the camera/player movement…

EvoClown can walk.

Posted by
Saturday, August 25th, 2012 5:31 am

This Ludum Dare is going great :-)

What I have so far:

You can play my begin over here: http://games.corne.info/LD/LD24/1/bin/index.html

 

Did some thinking.

Posted by
Friday, August 24th, 2012 6:41 pm

Did some thinking and still not have a solid idea. Must be something to make. But because it is almost 4am I should get some rest first. See you later kittehs.

 

Have a random pixelart:

 

evolution…

Posted by
Friday, August 24th, 2012 6:34 pm

OK.. so finally… sad… but I dont give up :) stil sad…

30 min left.

Posted by
Friday, August 24th, 2012 5:28 pm

30 minutes left to the announcement of the theme. And the site still works like a charm. Well Done people behind this site! Listening to great music for hours and finished a warm-up game: http://www.ludumdare.com/compo/ludum-dare-24-warmup/?action=preview&uid=4506

In this little game you need to feed the 1024 kittehs (sorry 1000 didn’t fit nicely in a square). Made it with very little script in HTML5/CSS/JS

For everyone joining the compo or jam: Good Luck the next 48:30 hours.

Soundrop

Posted by
Friday, August 24th, 2012 12:49 pm

Everyone go join this soundrop group! NOW

http://open.soundrop.fm/s/WHptOvYcN72xhXlJ

I’m in.

Posted by
Saturday, August 4th, 2012 12:32 pm

A ludum dare in my holidays is just perfect, so i’m in.

I think I will be using plain JS. But if my idea gets a little bit more advanced I think I will go with haXe. I will use sublime to edit the source, GIMP or Inkscape for graphics and something for music and sound effects. Still don’t know how I am going to do that.

Timelapses!

Posted by
Monday, April 23rd, 2012 12:20 pm

So here are my timelapses:

Day 1: http://youtu.be/zNWmv5_3iMU
Day 2: http://youtu.be/f82Y9NsI1iw

Compiled, Compiled, Compiled and Submited

Posted by
Sunday, April 22nd, 2012 5:42 pm

Wow, NME works great :D thanks all people working on NME/haXe.

So I have submited my game and it is working on:

Not tested but compiled:

Not able to compile but probably working (Thanks Apple)

  • iOS
  • OSX

 

What went well:

haXe + NME, the cross platform compiler + its graphical friend. I never thought I would be able to deliver so much version of my game without having to change anything in the code (except for a -1 to 999999 for the HTML5 version). During this two days I was compiling to random targets and if something didn’t work on a version I didn’t have to check a very long script. And a few times it saved me from code that wasn’t correct. On some platforms it did work, but on one platform it got some problems so I knew something wasn’t right.

Inkscape, I didn’t know that I could draw planets so nice. I impressed myself this weekend :D (thanks LD).

 

What went wrong:

I think the game has still some memory leaks. But I’m not able to fix that in time, IF i’m even able to fix it. It is possible that it is a bug in NME. And second, my code is a mess. Long time no scripting didn’t make it better.

But I really like the product I have made this weekend.

OSX/iOS

If someone one a mac knows how to use haXe + NME. Could you please download the source (http://games.corne.info/LD/LD23/release/dist/astronautics-source.tar.gz) and compile it for iOS/OSX?

 

My entry: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=4506

 

Playable

Posted by
Sunday, April 22nd, 2012 6:37 am

I finaly have a playable version of the game :) Now I only have to fix some bugs and than I can add additional stuff.

You can play the HTML5 version here: http://games.corne.info/LD/LD23/6/html5/bin/

Used so far:

  • haXe
  • NME
  • Inkscape

What works:

  • Planet are being spawned
  • My rockets flies and attaches hisself to the planets
  • Gameover screen

What I want to add:

  • Fuel
  • ?

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