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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Slaughter Ends Soon!)
  • Ludum Dare 29 Compo (48 Hour+Solo+Scratch+Src) Begins: in 6 days, 18 hours, 7 minutes, 16 seconds
  • Ludum Dare 29 Jam (72 Hour+Teams OK+Relaxed) Begins: in 6 days, 18 hours, 7 minutes, 17 seconds
  • [ MiniLD 50 | Warmup Weekend April 19th-20th | Real World Gatherings | Ludum Deals | Wallpaper ]


    About nka (twitter: @spacedeveloper)

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    Ludum Dare 28
     
    Ludum Dare 25
     
    MiniLD #37
     
    Ludum Dare 24
     
    MiniLD #36
     
    MiniLD #35

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    nka's Archive

    Pixel art timelapse!

    Posted by (twitter: @spacedeveloper)
    Wednesday, December 18th, 2013 4:10 pm

    Actually, I recorded all 48 hours, but coding parts were kind of boring, so I cut them out and made a video with game graphics evolution. It’s funny  to watch at my super chaotic pixelart technique in action :D. Video is a bit long, but it demonstrates how changed my feeling of the game and stuff, so please enjoy.

    Also, play and rate my entry :3

    Complete – Natural Sheep Care

    Posted by (twitter: @spacedeveloper)
    Monday, December 16th, 2013 7:43 pm

    It’s really a miracle that I made it.  I was about to drop development two times, but thanks God I got my mates. The game would be probably a bit hard at first, but when you get into it, it should be fun. Btw, alternative game title sounsd like “How To Survive In Ancient Ruins If You Got a Sheep And a Rifle” :D

    Also I was recording offline timelapse of all 72 development hours and now it takes ~24 Gb on my hard drive space. I suppose it will be on youtube like in a couple of years.

    SUBMISSION LINK

    screen2

     

     

     

     

     

     

     

     

     

     

    Progress

    Posted by (twitter: @spacedeveloper)
    Saturday, December 14th, 2013 11:14 am

    Some work in progress screenshot of my game about shepherd and his sheep.Got some really tight timing on this entry – so much graphics to draw!

    mockup

    Ghostly Me [post-compo]

    Posted by (twitter: @spacedeveloper)
    Saturday, May 11th, 2013 12:09 pm

    I’ve been waiting for it sooooo loooong and it has finally happend! We’ve just released Ghostly Me – post-compo version of my MiniLD #36 game which was originally called Eruption. It’s free as I promised, and you can play it on Newgrounds. I’ll be happy to get your comments, thanks!

    Also, cupquake made a lets-play video for the game and she’s really cute, I had a lot of fun watching it.

    ghostly_me

    Done! That was fun!

    Posted by (twitter: @spacedeveloper)
    Sunday, December 16th, 2012 4:21 pm

    Despite lack of time I finished this crazy project. I’m pretty new to Haxe and Haxepunk, but I managed to make a pseudo-3d engine witch basic lightning and add some gameplay to it just for 48 hours. Thanks all!

    And here’s my submission.

    screen1

    Day 2: The City

    Posted by (twitter: @spacedeveloper)
    Sunday, December 16th, 2012 6:13 am

    Added car lights and finished with gameplay design. Now it’s all about time! I hope I will have time to work out perfomance of pseudo 3D code.

    screen2

    Day 1: Engine

    Posted by (twitter: @spacedeveloper)
    Saturday, December 15th, 2012 12:41 pm

    So I’m using HaxePunk this time. Haven’t got much to show yet, just raw pseudo-3D engine. The game itself will be about a villain trying to destroy the City. Here’s engine demo

    a

    Posted by (twitter: @spacedeveloper)
    Wednesday, September 5th, 2012 10:57 pm

    I’ve just finished post-compo development of my latest mini-ld entry Ghostly Me (former Eruption) and the game will soon be available for play. It will be completely free I think.

    Here’s a trailer

    DNA Wars – development stages

    Posted by (twitter: @spacedeveloper)
    Monday, August 27th, 2012 8:42 am

    I really screw up with timelapse. I woke up today to open recorded video and what i saw was just a slideshow that is just impossible to watch. Me sad :[

    Hopefully i saved midterm stages which shows development progress. Here are they just for history.

    stage 1 ::  stage 2 :: stage 3

    It’s interesting to see how game evolved.

    And here’s my actual sumbission

    Thanks everyone for participating – I found a lot of interesting games whith source codes MUAHAHA :>

     

    Day 1 – playable demo

    Posted by (twitter: @spacedeveloper)
    Saturday, August 25th, 2012 3:25 pm

    So I decided to take chemical genetics approach  for evolution =) This is my first real LD and I’m pretty happy how it goes. I haven’t got any expreience in designing strategy game before, so my submission still needs some balancing and it ma be tough to play without any tutorial, but you can try it. Cannot wait to take a look on my timelapce. I’m really curious how much time of real work I had today.

    I hope I’m in

    Posted by (twitter: @spacedeveloper)
    Friday, August 3rd, 2012 11:39 pm

    I only participated in two latest MiniLDs, so I really want to try big LD. But I could be on my way to Moscow (3 days in a hell train), so it’s 50/50.

    Anyway, my tools if I’m in:

    1. FlashPunk + FlashDevelop  for code.
    2. sfxr + PixiTracker for sound and music.
    3. Photoshop + ASeprite for gfx.
    4. Coffee and apple pie for brain.

    Good luck everyone!

    MiniLD #36: Eruption – completed.

    Posted by (twitter: @spacedeveloper)
    Sunday, July 15th, 2012 12:11 pm

    Ok, I admit that my interpretation of contrasts idea is way too primitive. But when I designed gameplay in the begining i thought it would be more flexible and I could expand it with some contrast specific features. Well, I was wrong :< I planned to compile several colors in player’s trail  and each color would damage contrastly colored enemies. It turned out that it was bad idea, so I focused on one color with different behaviours – that makes much more fun and brings some real challenge.

    So in the end, the only reference to contrast is game’s visual style and color scheme (black-white, blue-orange).

    I didn’t use much code from past projects –  FlashPunk and Dame perfectly handle all routines.

    Here is the first concept where gameplay is just established and then quiclky I switched on tileset and finished it in about 4 hours. Level design took major part of my time and I ended up with 7 levels. I’m not done with this project yet, I think I will spend another week on it after short rest.

    Anyway, meet Eruption! Tho i don’t  like this name… probably because it sounds much like Erection =\ Opened for offers!

    http://www.ludumdare.com/compo/minild-36/?action=preview&uid=13909

    MiniLD #36 – progress

    Posted by (twitter: @spacedeveloper)
    Wednesday, July 11th, 2012 2:27 pm

    Actually, I wasn’t going to participate this time due to a lack of time. But relaxed rules made me to change my mind. I designed mechanics for the game from scratch and then added water (which became lava this time) and particles system from my previous miniLD game.

    I use 4 contrast colors in the game – orange-blue and black-white.

    So I’m coding in AS3 using FlashPunk and Dame. Music taken from some vintage keygen. I’m going to spend the rest two days on leveldesign and polishing. I will also try to add a couple of gameplay elements if I will have time for that.

    So here’s quick mechanics demo with tonns of bugs of course.

     

     

    That was fun!

    Posted by (twitter: @spacedeveloper)
    Monday, June 18th, 2012 12:59 pm

    That is my first successfull experience of fast development. About 35 hours of work to get complete game.

    Now, looking back I understand that I spent too much time on small details instead of working out basic gameplay. If I’ve payed less attention to interface features, the game could become more fun and consistent.

    Anyway, meet Oceanoid! (“Aquanoid” turned out to be busy :<) It ended up as arkanoid variation with experimental run-as-far-as-you-can gameplay (your score depends on the distance as well as on the number of destroyed blocks) Have fun!

    Oceanoid



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