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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Slaughter Ends Soon!)
  • Ludum Dare 29 Compo Begins: in 8 days, 6 hours, 31 minutes, 33 seconds
  • Ludum Dare 29 Jam Begins: in 8 days, 6 hours, 31 minutes, 34 seconds
  • [ MiniLD 50 | Warmup Weekend April 19th-20th | Real World Gatherings | Ludum Deals | Wallpaper ]

    About Furyhunter (twitter: @Furyhunter)

    University of Texas at Austin, Computer Science major, student.


    Ludum Dare 26
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    I’m actually getting further, faster

    Posted by (twitter: @Furyhunter)
    Saturday, December 17th, 2011 1:09 pm

    When I think about the progress that I’ve made in the game so far, I realize that my LD19 project took about half the entire event just to get the entity management working correctly. I’ve been working on a level editor and game mechanics for the past hour, and this time I have collisions working as I want them.

    I bet I’ll be able to get more done, like cool sprites, music and sound effects, then I did last time.

    Now I actually have something to show for all of this

    Posted by (twitter: @Furyhunter)
    Saturday, December 17th, 2011 11:46 am

    Well would you look at that. There’s a built-in level editor in the game, special thanks to jME’s rather robust AppStates system and input manager… Now I have to tweak it.



    I was so very close to giving up

    Posted by (twitter: @Furyhunter)
    Saturday, December 17th, 2011 10:31 am

    but I have not! I have learned how to use ray casting to calculate the amount to “push” back on an object to ensure they don’t slide straight through it!

    Unfortunately, my implementation doesn’t work at very low frame rates. Moving right along.

    My plan right now is to use jME’s lighting system to add atmosphere to the game levels. The level will have a very dark ambient light added over the whole scene, and then stuff like torches will cast point lights.

    Day 1 Conclusion

    Posted by (twitter: @Furyhunter)
    Saturday, December 17th, 2011 12:20 am

    No screenshots to share at this time; unfortunately, I spend the better half of this evening working out the collisions for player movement before doing anything else.

    I have to use ray-tracing to physically simulate the collision, but there is some mathematical error in the way jMonkeyEngine calculates distance from the ray shot, which prevents certain directions from preventing motion correctly… you just get stuck to the wall. I’m not convinced this is a jME problem though. I think I have an idea of how to fix it, but I’m going to bed before I lose my sanity any more.

    There are 857 people in the IRC channel

    Posted by (twitter: @Furyhunter)
    Friday, December 16th, 2011 6:51 pm

    and they’re all talking at once.

    Preparations for the Weekend

    Posted by (twitter: @Furyhunter)
    Friday, December 16th, 2011 3:55 pm

    Pinkie Pie is ready for the competition.

    So, I’m cleaning my desk and room, getting my tools in order and preparing for the big weekend, when some of my friends walk up to my door bearing gifts of the pony kind. Pinkie Pie is now a member of the team, along with her remarkably-similar-to-the-Water-Medallion snowflake thing. (Does this make me ineligible for the Dare?)

    Workspace shot after the jump.


    A revision to my “I’m In”

    Posted by (twitter: @Furyhunter)
    Tuesday, December 13th, 2011 10:00 pm

    I will not be making a 3D game this time around. I simply don’t have the time to learn the basics while doing the compo, so I’ll just be making another 2D game. By basics, I mean all the 3D math and stuff needed.

    That doesn’t necessarily mean I won’t use jMonkeyEngine for 2D though. Its integration with external libraries on the scene graph is phenomenal and I’d like to find a way to utilize, say, Bullet nodes/controllers in a 2D environment. Plus, I find wrangling with LibGDX to be un-fun and rewriting boilerplate code for Slick again is not in my sights. I spent way too much time on simple crap like entity management on the Discovery game from LD19.

    I’m guessing using jMonkeyEngine for 2D stuff the hacky way would be switching the camera to Orthographic view and just using objects with lots of volume in the Z axis, since I am terrible with physics.

    In addition, there are a few new tools I may use:

    • Tile Studio
    • The Games Factory/Multimedia Fusion (total last resort, if I’m just not feeling up to speed)
    • PXTone definitely, though I mentioned FamiTracker earlier I absolutely loath tracker interfaces and PXTone is like a really, really simple FL Studio to me.

    There was some talk between my friends and I about doing the Jam instead, but one of them may be having travel conflicts that’ll prevent them from participating. Oh well. Dare it is.

    I’m in.

    Posted by (twitter: @Furyhunter)
    Sunday, December 4th, 2011 9:24 pm

    Once again, I’ll be here for the December LD48. I enjoyed it so much last year, but scheduling conflicts prevented me from competing in the April and August competitions.

    I’ll be using Java and either Slick, LibGDX or jMonkeyEngine. GDX is a much more robust library for 2D games to me than Slick, although it is harder to use, but I have been wanting to try my hand at a 3D game for some time. My only worry is that, since I’m so fresh with 3D design, I won’t be able to finish it in time, and my lack of asset creation skills would probably get in the way. I’m even worse at 3D modelling than I am at sprite making.

    For asset creation, I will use bfxr for sound effects, Photoshop CS5 for images, Blender for models (if needed) and PXTone or FamiTracker for music (if I even get around to that). Last year, I only managed to make fanfare music for pickups in FamiTracker, but I also spent a hell of a lot of time on bug fixing that could have been done much better had I used a better collision technique.

    Anyway, looking forward to seeing all the cool entries this upcoming compo!

    Re-uploaded my LD19 game.

    Posted by (twitter: @Furyhunter)
    Tuesday, May 3rd, 2011 8:25 pm

    It is now playable here. I lost my original domain, so I have to re-upload the play pages to my games. This was the first one to receive that treatment.

    AP Exams are a Must

    Posted by (twitter: @Furyhunter)
    Monday, May 2nd, 2011 6:18 pm

    It’s unfortunate that I didn’t get to compete this time around. I was really looking forward to LD20, considering it’s a milestone number for the event. Oh well.

    I had AP exams to study for, a couple projects to finish and some plans with friends that prevented me from competing. I’m sad I didn’t get to exploit the newfound power of my Ubuntu installation. :(

    Best of luck to those who competed, and may the best game win!

    Fixed a cache issue

    Posted by (twitter: @Furyhunter)
    Sunday, December 19th, 2010 10:33 pm

    I’ve bumped up the version on the play page to force everyone to re-download the game. If you played one of the beta versions and tried to play the final version, you might have had the issue of it not downloading the updated jars. This should fix that.

    Go play it now if you were trying to before!

    Whew, just in time!

    Posted by (twitter: @Furyhunter)
    Sunday, December 19th, 2010 8:35 pm

    I was freaking out, because I had a really big bug to squish right at the 3 hours left mark. It took me over an hour to fix it, then I rushed really quickly to finish the game world and license the source code.

    But here at last, it is finished! Have a take at it! And here’s a timelapse video.

    World Map Generator!

    Posted by (twitter: @Furyhunter)
    Sunday, December 19th, 2010 1:18 pm

    I’ve programmed a quick world map generator which will allow me to see what I’ve created at a glance! I must say, it’s pretty spiffy, considering it builds an image out of numbers from a text file, and I’m a noob programmer. I haven’t done much actual design yet, that’s the next step!

    Day 3: Prologue

    Posted by (twitter: @Furyhunter)
    Sunday, December 19th, 2010 12:36 pm

    I forgot to make my starting post for today. Oh well. I got up a bit later than I wanted to but I should be able to get the game finished within the next 5 hours, given I don’t run in to any major bugs, then I can crack down on minor bugs in the last 3 hours.

    I came up with a clever little secret that I’m going to implement once the final version goes live later today. It’ll involve something outside of the game, after you’ve completed all of the objectives in-game. I’m only hoping it won’t be easily visible from the timelapse once I finish that…

    Anyway, the end is drawing near and I have a big game world to finish. Seey’all in a bit.

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