I'm Entar, and I make games.
You can see my games and other projects at http://entardev.wordpress.com
About Entar
Entar's Trophies
![]() The "I rated more games than you" Award Awarded by PoV on May 9, 2009 | ![]() The "Never too late to get an Award" Award Awarded by PoV on August 25, 2008 |
Entar's Archive
“Explorationesque”
That’s right! Stuff is happening and there’s nothing you can do about it! Anyway, here’s what I have of my game, In The Field, so far:
It’s mysterious, and not all that great looking! But it’s a good start, and it’s fairly Explorationesque. Speaking of which, “explorationesque” is my awesome new word for today. Between the mysterious and awesome nature of my screenshot, and the wonder of my new word, I’m sure you’ll all be flabbergasted. It’s not a big reason for undue concern… yet.
Go Ludum Dare!
Here goes… something?
Exploration. I can live with that.
For a while it looked like I might not be able to participate in this iteration of the fabled Ludum Dare competition of old. However! To my own great fortune and, I should think to the good fortune of everyone involved, events have transpired such that free me to contend, even if it’s in a rather truncated capacity. I will be using such valuable tools as C/C++, OpenGL, and SDL, as well as a framework that I made to get things rolling, which can be found here.
Good luck, and have fun!
Cave of Peril Fixed!
I got a couple of reports that my game, Cave of Peril, was unplayable because of a bug that only showed its ugly head on certain systems. I have finally tracked down this bug, and updated the .zip files (just the bugfixes, no cheating here!), so anyone who has experienced this can now enjoy and/or be completely frightened by the Cave of Peril!
I hope you enjoy it!
Cave of Peril!
I didn’t get a chance to post about it before, because I was in a hurry to get it finished, sent off, and then take care of a few other things, but I did get it submitted in time! Behold, the Cave of Peril!
As you can see, the cave is very dark, so it’s very lucky that you have that handy dandy flashlight. You are being chased by evil invisible zombie gnomes, so it’s generally in your best interest to get away from them, all the while avoiding traps and goo and finding your way through the maze of death. Each level is procedurally generated, so you can keep playing for as long as you can survive. Have fun!
It’s really dark in there
I’m making a lot of progress, though certain little bugs still pop of from time to time. I’m slowly squishing them. Overall, I think things are looking pretty good for this stage of the competition. Still, I plan to add a few more really fun features and changes to the Cave of Peril!
Breakfast!
I’m a tad late in posting this picture, on account of the extreme busyness I’ve been under in order to complete the awesome game of complete wonder and joy that I’m working on for Ludum Dare 15. Seriously, it’s going to be sweet… just like this delicious plate of french toast with blueberry syrup and cherries on top I had for breakfast this morning (along with the orange juice, can’t forget that!):
I’ll make an update with my progress on the game soon. I know you’re all just dying to see it…
Here we go
Just thought I’d check in before I hit the pillow to rest up for tomorrow. The theme, Caverns, kind of stumped me for a little while. Fortunately, after much idea bouncing, I think I’ve settled on an idea that will be somewhat unique, and pretty fun to play. As expected, I’m going with C++, SDL, OpenGL, SDL_mixer, GIMP, framework code, etc. I’ve made a little progress on the code, but so far the most progress has been in concept, and I have lots of ideas for features – we’ll see how many of them I get to add before time is up. More updates on this later on, but for now, it’s definitely sleepy time.
Waiting for liftoff…
If all goes well, I should be able to participate in Ludum Dare 15. As with previous rounds that I have participated in, I will be using C/C++, OpenGL and SDL. I’m tinkering with the idea of using Box2D too, depending on if it fits whatever game idea I come up with. I’ll also be using a little framework code I put together to get started – just some technical stuff like SDL window initialization, input, texture loading, basic graphics code and such. During the other two Ludum Dare competitions in which I’ve participated (12 and 14), I learned a lot of useful things about rapid game development, so I have high hopes for the next one.
Stormwall (Final)
My entry for Ludum Dare 14, Advancing Wall of Doom is called Stormwall. Here are the download links:
Alternate Binaries Link (Thanks Uhfgood)
The goal in this game is to maneuver your hovercar as best as you can, and use a satellite beam system in order to keep from being destroyed by either the advancing storm wall or the proximity mines ahead. The game is setup to continue as long as you can survive, so go for a highscore and let me know how you do! Have fun!
Mysterious Progress!
Oh yes, I will mysteriously reveal my progress, in a very mysterious way. This way, you can all see what I’m up to, but not! Anyway, the gameplay is working pretty well now, and it’s not turning out too badly. There are still a few things I can add, but I’m pretty happy with the progress so far. Here’s a screenshot.
Progress, sweet
So I’ve settled on an idea for my project, and I think it’s going to turn out reasonably well. I’ve made a lot of progress on the actual game code, but there’s still a ways to go. Luckily, I’ve done some artwork too, so there’s actually something to see! Now you’ll all try to figure out what the game is about, and I can go ahead and make it!
My plan is working, isn’t it?
Aaaaand GO!
OK, I’m started. Advancing Wall of Doom, you say? I think I can work with that. I already have the necessities going (pretty boring so far, so no screenshot yet, sorry) and things are coming along smoothly. I even have a food photo already!

Exciting! Yes, that is rainbow jello, as well as turkey and mashed potatoes and sweet potatoes. OK, back to work.
Entar, reporting in
I’ve only participated in one Ludum Dare before, which was LD12 – The Tower. I really enjoyed it, and if all goes well, I should be participating in the upcoming competition. Let’s hope it’s a good theme (ahem, vote!). I plan to use SDL and OpenGL in C++, and maybe SDL_mixer for sound. I’ve been bouncing around some ideas for trying out some other libraries too, but I don’t want to do too much, or I won’t get much of anything done.
Let’s go Ludum Dare!














