I make games ! :D Well, at least I try... Ludum Dare 19 was the first game programming compo I entered !
About Fififox (twitter: @fifif0x)
Entries
Ludum Dare 26 | Ludum Dare 25 | Ludum Dare 24 | Ludum Dare 23 |
MiniLD 32 | Ludum Dare 22 | Ludum Dare 21 | Ludum Dare 19 |
Fififox's Trophies
![]() The 7-Way Tie Award Awarded by JesterBLUE on January 9, 2013 |
Fififox's Archive
LD25 Games
Wednesday, December 19th, 2012 12:44 pmProgress on my unnamed game!
Sunday, December 16th, 2012 2:00 pmSo, we’re 5 hours before the deadline, which means I should have already posted screenshots and everything, but I’m not at home, which explains why I’m completely disorganized!
I’m using:
- Javascript: CraftyJS
- Geany as editor
- The GIMP for graphics
- LMMS for music
And here’s the much needed screenshot:
Convolution
Monday, August 27th, 2012 7:33 pmHey there LDers!
I submitted a game to the compo, even if I restarted two times with different ideas!
“Convolution” is based on the Game of Life, but with a twist: there are teams!
There is a marketplace where you can buy patterns which are then placed on the grid wherever you decide is the best spot to defeat your enemy…
You can spend points to buy all kinds of still life forms, gliders, oscillators and pulsars!
You might already have seen a screenshot of an early version here, but here’s how it looks now:
Click the picture to download and rate “Convolution”, that good guy wants you to !
Also check out the timelapse of its creation:
Hoping to rate your game soon,
Fififox
PS: I’ll do my best to rate the games of all those who rate mine, because it’s the least I can do to thank you!
Convolution
Sunday, August 26th, 2012 7:08 amGame of food
Saturday, August 25th, 2012 12:59 pmAlright, so today, I started making a roguelike in C / Javascript (Emscripten) and went pretty far, but realized it had nothing to do with the theme, so I started again in haXe / NME / HaxePunk, but since I had never used it, it was quite impossible for me to do anything, so I went back to my usual tools: C++ / SFML2, and started making a “Game of Life”-inspired game.
Since I haven’t got anything to show yet, have a look at what I’m eating!
Roguelike sausages
Saturday, August 25th, 2012 5:20 amTiny Maze: Postmortem & Timelapse
Monday, April 23rd, 2012 6:16 amHi everyone!
Now that the submission-madness is over, it’s time for a postmortem!
What went wrong:
- Failed at making a roguelike with two teammates
- Failed at making a platformer as a replacement
- Watching Youtube videos while coding
What went right:
- Making a game without sprites/music
- Focusing on level-design instead of visual polish
- Talking on IRC to prevent despair
So thanks to everyone for being so nice, and congrats to all of you who made games this week-end!
See you soon!
Fififox
Level loading: done!
Saturday, April 21st, 2012 7:25 amFood !
Saturday, April 21st, 2012 6:01 amRoguelike?
Saturday, April 21st, 2012 5:35 amAlright LDers,
I woke up a few hours ago and discovered the theme was “Tiny World”!
It’s a theme that forces you to be creative and therefore, StarLight and myself got creative and decided to make a Roguelike !
I’m pretty happy we chose that because I missed the 7DRL contest and never had a chance to make a roguelike.
For now, we have a player moving around on the map and a few sprites.
We need a way to edit levels easily, but we’ll have to decide on what kind of levels we want to make first!
Here’s a screenshot !
You can watch me working on it here: http://www.twitch.tv/fififox
Good luck to everyone else!
We’re in!
Monday, April 16th, 2012 12:01 pm‘Tis the first time IN THE WORLD when three people from EUROPE have COME TOGETHER in an EPIC ATTEMPT to make a game in just 72 HOURS. Some called us MAD! Some called us INSANE!
Some called us PRETTY EPIC DUDES. With awesome muscles *kissy kissy*
The team consists of three (3) members!
Limb_Clock
Role: Art and occasional psychosis
Country: Finland
StarLight
Role: Code and muzaks
Country: Russia
Fififox
Role: Code (and muzaks sometimes too)
Country: France
There might be times where people are all like “FIRE ZE MISSILES” and the Russia is all like “AAAAAAAH MOTHERLAAAAAND” and Finland’s all like “GET THE BEER”. Rest of the world will still be like O SHI~ dot dot dot
NEVERTHELESS what we need is DETERMINATION and GOOD FOOD. Because we live in countries WHICH HAVE IT we are PRETTY DAMN SURE that we’ll be able to do an AWESOME GAME.
YEAAAAHHHHHHHHHHH!!!1!!!eleven
[Note from Fififox: I'll let you guess who wrote the text and didn't post it
]
Desert Adventure – Timelapse
Tuesday, December 20th, 2011 5:34 pmIf you haven’t already played my game, go for it, it’s a text adventure called “Desert Adventure” !
Here’s the timelapse of its creation:
Desert Adventure – Postmortem
Tuesday, December 20th, 2011 1:32 pmFirst of all, the game: Desert Adventure (with Kittens)
This game is a text adventure where you control a player waking up in a hostile environment.
What went horribly wrong:
- Theme, I had like 0 idea what to do with Alone (but I can only blame myself, that’s one of the few themes I voted for in the final round).
- I procrastinated way too much while pretending to be looking for an idea.
- I had other things to do that weekend, which I did during the last 5 hours of LD.
- I’ve had to rush making one third of the game’s content in one hour.
What went right:
- Using jQueryMobile for the first time.
- Choosing a text-adventure (time was short, 12h were already gone, so not having to create assets except using jQuery’s ThemeRoller for text/bg colors was great).
- Adding Kittens!

- Choosing a web-deployable framework (makes packaging 100x easier).
Although I wasn’t inspired as much as during previous LDs, I’m happy with what I came up with and I hope the final product will satisfy you, the players !
Mandatory food photo & Desert Adventure progress
Sunday, December 18th, 2011 9:12 amI realized that I had completely forgotten to post food photos ! So here’s what I’ve had at noon:
I’ve also added a few features to my Desert Adventure game: first of all, the interface has a different color based on where you are ingame, and there is now something which tracks the differents ways in which you’ve died earlier in the game !
Some real life stuff is trying to distract me, but I still think I’ll make it in time: what remains is 20min to spend on gui code, and everything else can be spent on finishing up the story, and eventually making some art.
Note to self: add Kittens!
See you near the deadline !
I wish you all luck !
Mornin’
Sunday, December 18th, 2011 2:08 amWhile the croissants bake in the oven, I find myself unsure of how I want my game to end. I think the game might become: find all the different ways in which you can die !
Of course, I will try to add kittens!

Text-adventure progress report
Saturday, December 17th, 2011 4:40 pmI’ve been working on adding a bunch of scenes to my text-adventure which starts to really look like something releasable soon.
I think I’ll be able to finish it in time, and it’s the first time I do something web-based for LD, so I’ll have to see how I’ll host it. It’s a simple HTML file, so that shouldn’t be hard…
I’ll try to sleep a few hours: I only slept 1h since LD started, which means I’ve been programming for more than 20h straight, with 10h spent on two failed prototypes, and 10h spent on this game ! (Of course, you can remove the time spent on IRC, but that’s part of the fun
)
Good night !
Desert adventure
Saturday, December 17th, 2011 9:10 amAfter having spent an insane amount of times (around 12h) on two failed prototypes, I finally chose the path of the text-adventure ! The scene takes place in the desert, where you wake up with blurred memories…
Although there’s not much to see yet, here’s a screenshot (posting screenshots make me feel like the game really is underway):
Exams before the weekend, exams after the weekend, but LD > ALL: I’m in !
Friday, December 9th, 2011 10:32 amEven though I have so many things to do for school, there’s no way I’d miss LD!
As usual, my tools will be:
- Language: C++ with SFML
- Graphics: Gimp and Inkscape
- Audio: LMMS with Yamaha keyboard
Ready for the next LD!
Wednesday, August 31st, 2011 10:46 amPostmortem: Poor Ball (part 2)
Wednesday, August 24th, 2011 8:44 amThis is a second part of the postmortem for Poor Ball, read the first here.
Global impressions on this LD:
This LD was my second and it went much better, I’ve had more time to think about my game and to implement it (even if I haven’t had the idea directly) thanks to less chat on IRC, but I still talked quite a bit, because not being alone is what’s awesome in LD. I haven’t been affected by the site issue as much as I thought I would be, simply because it was slow but not unreachable when I needed it…
Impressions on my game and its creation in C++:
The development went very smoothly as I didn’t loose time on features I could obviously not create in time (I lost some time struggling with a library bug, though). I could easily add the things I wanted to because I didn’t force my to do an object-oriented design (I prefer using well-designed OO APIs like SFML but I cannot design good interfaces in a short time) and simply had one function per thread: display + input, gameplay, physics and music (which was handled by FMOD without my intervention); and one function to asynchronously play sound effects. Simple as that! I had to refactor some physics code in a new function and that’s all. The game was finished in time because I used placeholder graphics until the game was actually playable.
Impressions on the graphics and sounds:
The graphics in this game are really simple:
- A dark background image putting an emphasis on the limits of the terrain and on the danger near them with a blurring effect;
- Simple ball and wall sprites with brighter colors;
- A title menu with some nice text giving a small background story (you can cry or laugh at it, as it is kind of simplistic and unrealistic
).
The sound effects are nearly perfect in my opinion: I used some bell sounds and small melodies instead of visual feedback for this such as level up, loss of life, etc, as the game requires a high focus on the ball’s position. Using sounds let the player know what happened without having to look at the HUD, which nevertheless exists.
Conclusion:
I enjoyed that LD as much as (or even more than) the first and I’m really happy to have a complete game, which I am proud of as I am not a professional (game) developer (yet) !
Congratulations to everyone and see you soon at LD22 or before on IRC !

















