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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 Frimkron (twitter: @frimkron)

I've done a few of these. Some of them were ok I guess:

LD 21: Escape
LD 20: It's Dangerous to go Alone! Take This!
LD 18: Enemies as Weapons
LD 16: Exploration
LD 15: Caverns
LD 14: Advancing Wall of Doom
LD 13: Roads
LD 12: Tower
LD 10: Chain Reaction

Frimkron's Trophies

The Disapproving Cat Disapproves This Theme Award
Awarded by GBGames on August 21, 2010
The Black Badge of Zorkitude
Awarded by nilsf on September 3, 2009
The Dwarf Award for the best Use Dwarf command
Awarded by Ariel Yust on August 31, 2009
The Patented Safety Spike Award
Awarded by Hamumu on August 23, 2008
Game Most Likely To Give You Motion Sickness Award
Awarded by dstrysnd on August 13, 2008
The Stair Wars Memorial Trophy
Awarded by toasty mofo on August 12, 2008

Frimkron's Archive

Timelapse!

Posted by (twitter: @frimkron)
Monday, May 2nd, 2011 2:28 pm

I finished editing together my timelapse video. Its on youtube here:

I didn’t leave it running overnight, so there’s a jump halfway through between day 1 and day 2. I’ll write a postmortem tomorrow.

Sort of a Game

Posted by (twitter: @frimkron)
Sunday, May 1st, 2011 8:19 pm

I sort of got some kind of playable thing together by the deadline – more or less.

It was nowhere near what I wanted it to be; no audio, no real gameplay other than a quick boss fight, no titles, no ending… But I guess the graphics could be a lot worse.

I’m going to work on my game more tomorrow and probably enter it as a jam entry, too. I’ve also got to edit my timelapse together. But now, sleep.

Some Progress

Posted by (twitter: @frimkron)
Sunday, May 1st, 2011 12:58 pm

I’ve made a fair bit of progress on day 2, but I have a lot of work to squeeze into the next few hours to get something playable together.

I’ve done a cheap and cheerful intro sequence though, and here’s a screen from it:

I’m current racking my brains trying to come up with a way I can alter my game to make it more of a challenge, while at the same time trying to finish off bits that are required just for it to work properly.

Anyway, I should get back to work!

End of Day 1

Posted by (twitter: @frimkron)
Saturday, April 30th, 2011 2:44 pm

Well I’m calling it a day for day 1. Here’s a screenshot so far:

I’m going for some kind of vertical shooter involving a tank. But there’s not much in the way of gameplay in there yet. My hopes for getting a fully-playable game in place in half a day were maybe unrealistic.

I think if I’m going to fulfil my intention of having lots of tweaking and polishing time, I’m going to have to scale down my idea a bit. I’ll sleep on it and I should have a revised plan in the morning.

Screenshot Time

Posted by (twitter: @frimkron)
Saturday, April 30th, 2011 4:18 am

It’s time for a screenshot:

Not much to see, I’ve got a scrolling tilemap in place.

Next I’m going to get somethings moving around on it!

Beginning

Posted by (twitter: @frimkron)
Saturday, April 30th, 2011 12:36 am

Ok, just got up and checked the theme. Wow – didn’t see that one coming! It’s certainly an interesting one. I think to fully do the theme justice I’m going to have to do a Zelda parody of some kind.

I have an idea, anyway. And hopefully its not too ambitious. I’m churning the idea around in my head still, trying to refine it into something as simple as possible. Like I said in my earlier post, I want to have my game more or less complete in half a day so I can spend the majority of the time tweaking and polishing it.

Well, here goes! Good luck, everyone!

I’m out. I mean IN!

Posted by (twitter: @frimkron)
Thursday, April 28th, 2011 2:18 pm

I have a good feeling about this LD. I missed the last one so I’m going to make up for it this time with extra awesomeness. It’s a 4-day weekend here in the UK, thanks to some guy getting married or something, so I’ll have extra time to get my environment, tools and libraries ready beforehand, maybe get some food in the fridge in preparation, etc. And on the Monday I’ll be able to do that jam thing that all the cool kids are doing these days. It’ll be fun to see how far the momentum takes me, post-deadline.

My toolset:

  • nano – yeah I code in nano. Shut up.
  • Myrmidon – a PyOpenGL-based 2D framework by Fiona
  • pythonutils – a small collection of miscellaneous util functions I wrote
  • py2exe – creates standalone Windows exe from a python program.
  • Graphics Gale – still my favourite pixel editor for animation. Luckily it works reasonably in Wine
  • The GIMP – open-source paint program
  • Rosegarden – an open-source sequencer I’m still getting to grips with
  • sfxr – MSPaint for sound
  • Audacity – sound editor for cleaning up stuff
  • PyCatcher – for making a timelapse. Fiona fixed it!
  • Lots of paper – for brainstorming

And some rules I’m laying down for myself, to help avoid the mistakes of previous attempts at this:

  • Prepare – I’m going to make sure I get enough sleep beforehand
  • Keep it simple – I’m going to pick an idea that I believe I could make in half a day, and if I really have it done by then, I’ll give it some serious polish
  • Don’t be clever – I’m not going to try too hard to be clever with the theme or to invent a whole new genre
  • Suppress desire for clean code – I decided after the last competition that I would put less focus on code quality
  • Make it fun – I’m going to put more focus on tweaking my gameplay until it plays well
  • Make time for audio – I never get any sounds or music done. But this time will be different!

Timelapse

Posted by (twitter: @frimkron)
Wednesday, August 25th, 2010 4:01 pm

My timelapse is uploaded!

http://www.youtube.com/watch?v=GiHW9Kum49I

Done All I Can

Posted by (twitter: @frimkron)
Sunday, August 22nd, 2010 5:42 pm

Well I just uploaded my entry, but it was grossly unfinished as the ending will show. I’ll sort out my timelapse tomorrow and maybe write a post-mortem. I had fun, but I don’t think I’ll be finishing this game any time soon. The code is pretty clean and all, but the game itself just doesn’t do much for me. Probably because it doesn’t do much at all ;)

Enemies as weapons!

Posted by (twitter: @frimkron)
Sunday, August 22nd, 2010 9:56 am

Time for an update. Not much has changed since last time, visually. But underneith I’ve got a system for scripting enemy patterns and stuff, which is pretty nifty. Python’s generators are great for this kind of thing.

Here’s a screenshot:

fk18screen3

The things glowing yellow are dead enemies that you can collect and become ammo as shown in the right sidebar. So the star-shaped enemies become shurikens that you can fire back with. This means I now actually comply with the theme! Hurrah!

Next I’m going to try and throw in some more enemies, then think about sound, I suppose.

Morning

Posted by (twitter: @frimkron)
Sunday, August 22nd, 2010 2:24 am

I’m awake, breakfasted and ready to start hammering out code again. This is my priority list for the next few hours:

  1. Player death
  2. First enemy weapon
  3. Ammo counter
  4. Flight pattern system
  5. Level scripting system
  6. See where we go from there

End of Day 1

Posted by (twitter: @frimkron)
Saturday, August 21st, 2010 3:36 pm

I think I’ve been neglecting my screenshot duties, so here you go:

fk18screen2

This pretty much sums up the extent of my game at the end of day 1. There are some enemies, you shoot at you. You can shoot at them and collect their broken hull.

I had really hoped to be a lot further along, but that’s always the way it goes. Tomorrow I’ll get the whole enemies-as-weapons thing in there, player damage, enemy patterns, etc etc. Right now it’s time to do some serious sleeping.

Good night!

Posted by (twitter: @frimkron)
Saturday, August 21st, 2010 4:21 am

Ok, here’s a screenshot of the single graphic I have drawn and the window I have got it appearing in:
screen1

I tried to get Felix to design me a game, but she hates the theme.
cat1cat2

Beginning

Posted by (twitter: @frimkron)
Saturday, August 21st, 2010 1:38 am

Hi everyone.

Well I woke up not long ago and have spent some time brainstorming around the theme. I think it’s one of those themes where you either take it literally as intended or do something very clever with it. Not being clever enough, my current idea is simply a vertical shooter where you collect defeated enemies and fire them back. Something I’ve not considered yet is where that cycle begins – but I’m sure I’ll work something out.

Good luck everybody!

Tools

Posted by (twitter: @frimkron)
Tuesday, August 17th, 2010 11:57 am

Time to declare the tools I guess I might be using for this weekend’s competition:

Code

Graphics

Sound

Sid Meier Makes Game in 48 Hours

Posted by (twitter: @frimkron)
Saturday, May 8th, 2010 12:16 pm

I saw this and thought of Ludum Dare….

This is how Sid Meier creates a game in 48 hours:

Game Godfather Sid Meier and the 48-Hour Game

Throwing in the Towel

Posted by (twitter: @frimkron)
Sunday, April 25th, 2010 12:19 pm

Well, I’m going to have to give up, I’m afraid. Here’s a screenshot of the latest version:

shot3

I’m not going to submit it because there’s nothing even resembling a game in there.

Hear me rant more!

Rendered Cannons

Posted by (twitter: @frimkron)
Saturday, April 24th, 2010 2:56 pm

Well I spent far too much time creating graphics for the cannons, even though I rendered them:

shot2

You can also see one of the soldier sprites I’ve drawn in this shot. He’s currently defying gravity.

I’m calling it a day for today, but tomorrow I hope to do some serious catching up (as always!) I may have to scale down my ambitions for this project. I want to get some kind of turn-based aim-and-shoot-stuff game in place as early as possible tomorrow, then I can see where I’m at and decide what to prioritise.

Something to Show

Posted by (twitter: @frimkron)
Saturday, April 24th, 2010 8:44 am

Well here’s what I have after 7-ish hours work:

shot1

Those things on the rock platforms are placeholder cannon graphics.

Hopefully my game is going to magically transform itself into a sort of turn-based strategy game where you have to fire cannons at the enemy (a la Worms), from islands in the sky.

Unfortunately I couldn’t get Fiona’s timelapse program working this time round and I didn’t want to waste any more time setting up a capture program. In retrospect I really should have had that prepared before the competition started. So no timelapse from me I’m afraid :(

Hello hello!

Posted by (twitter: @frimkron)
Saturday, April 24th, 2010 1:43 am

Hi everybody!

Islands sounds like a good theme and I’ve already got a fairly good idea for a game which I might just be able to pull off in the next 48 hours.

So for this entry I will be using:

* Python
* Pygame
* Pygame-fenix
* Pycatcher (If I can get it working)
* Graphics gale
* GIMP
* Rosegarden / Cakewalk
* Sfxr

One of my main goals this time round is to get some music in there, so I’m going to have to round off my gameplay and graphics with plenty of time to spare for that, I think.

Anyway, good luck everybody!


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