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Ludum Dare 24 — Coming August 2012

Ludum Dare 23 — April 20th-23rd, 2012 — 10 Year Anniversary
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About dstrysnd

dstrysnd's Trophies

Honourary Scholarship to the Higher Oldschool of Difficulty Curves.
Awarded by threeeffhex on December 22, 2008
The "Captain Falcon is my Lover" Emblem
Awarded by demonpants on December 17, 2008
The Play-ed Game
Awarded by Hamumu on August 23, 2008

dstrysnd's Archive

Ethergrind

Posted by
Saturday, April 18th, 2009 12:34 am

I’m making a classic-style shooter, heavily inspired by R-Type and Gradius.

There will be many advancing walls of doom, although I haven’t really decided what direction they will be advancing from (most likely ALL DIRECTIONS, CRUSHING YOU BETWIXT THEM LIKE UNFORTUNATE SPACE JAM).

I spent a good few hours cranking out a nice motion blur effect. Here it is in action.

Regarding my earlier comments about “rain”

Posted by
Friday, April 17th, 2009 8:21 am

This is roughly the scene in #ludumdare right now. Based on this PBF strip.

Apologies to rain supporters.

Posted by
Friday, April 17th, 2009 8:02 am

Sup dawg.

Posted by
Friday, April 17th, 2009 6:46 am

We herd u like game programming compos, so we put a caffiene injection system in your fridge so you can code until you die.

monoclimb

Posted by
Sunday, January 11th, 2009 10:10 am

edit: windows exe released.

monoclimb – windoze .exe and source distribution – python, pygame, pgu required.

THE MENS ARE ATTACKING YOU’RE BASE. YOU ARE FAST ENOUGH MOUSE CLICKER TO DEFEAT ALL THE MENS. THREE MINUTE TIME LIMIT FOR BEATING ALL OPPOSING ARM. YOU MUST SHOOT ALL THE MENS.

it saves its score in score.dat or else it gets the hose again.

MonoClimb

Posted by
Saturday, January 10th, 2009 4:26 pm

I decided that I had nothing better to do this morning so I started on an entry. Here’s what I’ve got so far. This should look very familiar; this game has been remade about a million times under different names. The guys are going to be able to climb up over one another until they can get on top of your turret and blow it up. It will get increasingly difficult and the goal is to survive until you either get 1000 points, or 3 minutes elapse.

:: RoadZ :: Bugfix release

Posted by
Monday, December 8th, 2008 11:12 am

This is a bugfix for Roadz. I’m pretty sure there is an issue with the timing code on Windows ONLY (as in, it doesn’t work at all and makes the game even more ridiculously hard.) This release should stop that from happening. Includes Win32 binary and Python source. The original is still up if you want to take a look.

Edit: Making this fix broke something else non-critical (but annoying!) in that it was truncating the times to the nearest second. That’s fixed in the above zip as well.

:: RoadZ :: A bucketful of nostalgia.

Posted by
Sunday, December 7th, 2008 7:02 pm

Source and Win32 binary, in one convenient package (unzip with PKUNZIP.EXE for best effect)

This is RoadZ. It is a tribute to less troubled times; I could have seen myself being totally stoked when I downloaded this off the neighborhood BBS. Read README.TXT for ill ASCII. Check out all the directories for bonus stuff.

I didn’t get to do the sine scroller though :(

EDIT: I forgot to mention that -f runs the game in fullscreen. I meant to make a .bat file, actually included it in my readme, then forgot. Just know that you CAN run fullscreen, use the -f command line switch to make it happen. I recommend it.

EDIT2: Timelapse is here.

Controls:

  • UP – Accellerate
  • DOWN – Brake
  • LEFT/RIGHT – Steer
  • SPACE – Jump (velocity sensitive)
  • L ALT – Turbo

RoadZ – Some Screenshots

Posted by
Sunday, December 7th, 2008 12:57 pm

I’m pretty much done with gameplay.. now I’m going through and making levels and other content.

Since I’ll never compete with the pretty volumetric lighting in some of your games, I’ve decided to see how many lens flares I can shove into my game ;)

Back to the grind.

RoadZ – Maps

Posted by
Saturday, December 6th, 2008 3:04 pm

Yes, so as this wears on it becomes more evident that I am, indeed, making Skyroads.

Thinking about making a web-based ‘best times’ feature, just to have SOME original content :P

RoadZ

Posted by
Saturday, December 6th, 2008 10:27 am

Looking kinda pole-position-esque at the moment.

Time to design the tracks.

Roadz – First peek.

Posted by
Friday, December 5th, 2008 10:22 pm

Checkerboard tile? Check.
F-Zero inspired sprite? Check.
Wonky psudeo-3d raycasting? Check.

I’m calling it Roadz.

i’m in.

Posted by
Friday, December 5th, 2008 6:52 pm

ready to rok.

let’s go roads!

Demonic Tower Postmortem

Posted by
Wednesday, August 13th, 2008 4:27 pm

Time for some thoughts. Check them out below the cut.

(more…)

Demonic Tower Timelapse

Posted by
Monday, August 11th, 2008 3:08 pm

H’okay, here’s the timelapse.

Music by me.

Also, if you tried (and failed) to run the newer Win32 version I uploaded this afternoon, I redid the changes with py2exe and it should all be working properly now. Linking with pygame.mixer.music turned out to be a matter of sending the correct options flag to py2exe. You can get it here.

Demonic Tower – Win 32 Bugfix (with music)

Posted by
Monday, August 11th, 2008 9:29 am

Demonic Tower – Source and Win32 Binary - fixed!

I’ve made a bugfix release that fixes a fatal error. I’ll leave the previous versions up (see my last post), in case you want to see it as I submitted it, but everyone should play this version as there is a nasty crash that happens only when you pick up a certain card on a certain level. I also got the music to link correctly, and the package now works with the Compo Game Loader. No gameplay was impacted.

Enjoy!

Demonic Tower – Finished

Posted by
Sunday, August 10th, 2008 6:47 pm

New hotness:

Demonic Tower – Bugfix Release (Source and Win32 EXE)

Old and busted:

Demonic Tower – Source Package (.zip)
Demonic Tower – Windows Executable (No Music) (.zip)

This works fine in Linux, just run main-linux.py (or remove the SDL sound driver directive).

You’ll need PyGame and PGU to run it.

I couldn’t get the Windows exe to compile with music, so rather than fighting with it, I just took it out. Everything works fine when running the project itself, but when I compile the exe with py2exe, I get: AttributeError: ‘module’ object has no attribute ‘music’. The mp3 file is still in there (/jams/theme.mp3), so if you want to hear some horribly mastered, feel free to play it in Winamp while you play the game :P

Yes, I am aware that the connections to the theme are tenuous since The Tower is simply one card of 77 in the tarot, but I wanted to do something different. I was going to make it a plot point, but testing all the cards took a really long time…

Bugs: Enemies can’t move to the right edge of the screen (past row 10).
I’ve been able to have the same card in hand twice (The Empress).
Music doesn’t play in the Windows executable.

Go here for the bugfix release.

Demonic Tower – C C C Combo Breaker

Posted by
Sunday, August 10th, 2008 2:19 am

Only a few cards left to code now, and we also have this:

Nom nom nom.

Posted by
Saturday, August 9th, 2008 5:21 pm

Here’s a bit of what I’ve been eating. The first dish, believe it or not, is Maruchan Ramen Noodles. I prepared them Thai style, stir-fried with chicken, cole-slaw mix, peanut butter and a chili-garlic sauce. It was my first try at this recipe and it was delicious.

The second dish is what I am eating right now: Chicken and Artichoke Casserole. Probably my favorite dinner right now, short of Paella. So delicious; and easy to make.

Both were prepared by me.

Demonic Tower – Progress

Posted by
Saturday, August 9th, 2008 3:33 pm

I’ve decided to call the game “Demonic Tower”.

A lot of progress has been made since last time, although it is not all evident. Enemies and combat have been added. The game is entirely playable although there is no animation, so it is somewhat boring to play as it is just a sequence of hitting OK and attacking, and you can’t really see the results of combat (other than watching imps dissapear after they’re dead). I’ve got all of the combat animations drawn and my next project is going to be health bars and combat animations.

I also recorded some sound effects and wrote a few little musical loops for the game.

What remains:

  • Code rest of cards
  • Combat/movement animations
  • Targeting selection
  • Sound
  • Music
  • Event dialogue/animations

Now it’s time to take a break to go cook some. Food pictures later.


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