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About fydo (twitter: @fydo)
Entries
October Challenge 2011 | Ludum Dare 17 | Ludum Dare 15 | |
fydo's Trophies
![]() Vote tampering mastery Awarded by voxel on April 21, 2012 | ![]() The Kittenfinder Robot Award Awarded by asiekierka on December 15, 2010 | ![]() The most Awesome use of TETRIS-like gameplay award Awarded by allen on April 26, 2010 |
![]() LD Honeymoon True Dedication Award Awarded by SethR on April 3, 2008 | ![]() Lolcatz Award Awarded by Cthulhu32 on February 25, 2008 | ![]() Excellence in Kittens and Planet Destruction Awarded by mjau on December 31, 2007 |
fydo's Archive
Announcing … Aegis!
Monday, October 31st, 2011 1:08 pmHello my Ludum friends,
After about two weeks of development, Dusk Software is ready to announce our October Challenge game, Aegis!
Aegis is the in-development title of our upcoming tower defense variant. Gameplay focuses on deck building between maps to prepare and setup which towers and effects will be available in game. Cards are acquired through in game currency awarded at the end of maps as well as drops from boss creep.
While the game isn’t close to being done yet, we have put up an alpha build on our website and added a donation button. We’ve already received well over $1, so I figure that it counts.
Here is a heavily cropped screenshot of our Paypal account page as proof:
Here’s a link to the Ludum Dare entry page. And I’ve got an embedded video right here:
(Yes, I know everyone hates Vimeo, but YouTube just makes a giant mess of my lovely pixel font.)
Dusk Software consists of:
– Me! (fydo)
– Ken
– Ted
As always, thanks a bunch Ludum Dare!
Island Rescue – Guitar Tab
Tuesday, April 27th, 2010 10:22 amTAB: Island Rescue (LD17)
By: Fydo
I dunno if anyone cares, but for the guitar enthusiasts in the compo, you might enjoy a tab of the song I made for Island Rescue.
/ = Slide
~ = Vibrato
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-----5-------------------------5----------
---7---5-/-3-/-5-/-3-/-5-----7----5~~-----
-5-------------------------5--------------
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------------------------------------------
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-----5------------------------------------
---7---5-/-3-/-5-/-3-/-5--5-/-7-/-5-/-3---
-5--------------------------------------5-
------------------------------------------------------------
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------------------------------------------------------------
-------10------------------------------10-------------------
----12----10-/-8-/-10-/-8-/-10------12----10~-10-/-12-/-10--
-10------------------------------10-------------------------
-----------------------------------------------------
-----------------------------------------------------
-----------------------------------------------------
-------10--------------------------------------------
----12----10-/-8-/-10-/-8-/-10---10-/-12-/-10-/-8----
-10-----------------------------------------------10-
Another screamshot
Saturday, April 24th, 2010 9:18 pmSome progress on my puzzling island game
Friday, April 23rd, 2010 11:52 pmMy lovely, messy workstation. Meows.
Friday, April 23rd, 2010 5:44 pmGot my SNES gamepad to (hopefully) get joystick stuff working in the game.
Got my Line 6 GuitarPort so I can hook up my guitar to the computer for cool recording stuffs.
The gold box to the left of my monitor is a Retrode that I won in a naming contest.
Fun!
Oh, and yes, I am using an old fan grill as a coaster for my now-empty glass of orange juice.
Collecting
Wednesday, April 21st, 2010 9:24 pmDreams
Wednesday, April 21st, 2010 8:59 pmCave Dangerous Post-Mortem
Saturday, September 5th, 2009 7:21 pmI figured now that I’m done rating everyone’s game, I’d sit down and write up a little post-mortem for my game, Cave Dangerous. Cave Dangerous is a fun little exploratory platformer with a minimalist inventory system. I had lots of fun creating it for the Ludum Dare 15 competition.
The good
- I actually finished this time! The last Ludum Dare I was in (Roads), I did not finish due to some unfamiliarity with AS3, among other issues and time constraints. So, yay for finishing!
- Even though I did suffer through a short internet outage, I managed to make good use of that offline time to work on some pixel sprites for the game, which really helped to set the artistic “vision” for Cave Dangerous.
- First time using Visual Studio in a compo, and it was quite enjoyable. Well, except for some major deployment issues (see below)
The Bad
- Originally planned to do something in 3D, but was feeling uninspired facing the modeller. Also, a quick test revealed my .obj loader was (again) not working correctly. So, scrapped that idea.
- As with every platformer I’ve made for a compo, I spent too much time tweaking / fixing the jumping and collision code. I think in the future, I’ll see about preparing some basic tile-based collision code ahead of time so I can focus more on the actual game.
- This was my first time trying Visual Studio with a compo entry, and it was very enjoyable up until I had to package it up to release it. I ended up almost pulling my hair out in frustration (why do I have to package a C++ redistributable? argh!). A website that I found (here: http://llbit.se/?p=19) explains pretty much exactly what happened to me. I ended up using mingw32 to compile the exe, which worked perfectly. Sheesh.
- Didn’t have enough time to add an explosion sound effect for the bomb. Apparently this is what most people complained about (aside from the length of the game) judging by the comments I got from the ratings.
As another “behind the scenes look”, here are some pics of the miner before I settled on the final image:
Finally done – “Cave Dangerous”
Sunday, August 30th, 2009 8:43 pmI got it in about 10 minutes late due to some stupid MSVS bugs. For some reason, the player disappears when running in Release Mode instead of Debug Mode, what the heck?
I spent a bit of time near the beginning setting up an MVC in the code, but towards the end it kind of fell apart, which is what I was expecting.
Anyways, I’m pretty happy with the game. I wish I had more time to work on sound and add some music. Of course, it would have been nicer to spend more time on expanding the levels and caves too. As you might be able to guess, I had originally planned being able to buy and aquire different items, including different pickaxes, etc.
In retrospect, the game turned out quite a bit like La-Mulana, which totally wasn’t my intention. Oops.
Anyways, I hope you enjoy it! It was certainly fun to make. I love Ludum Dare.
Whoops, forgot to eat
Sunday, August 30th, 2009 12:13 pmHah, I almost passed out in the shower this morning. I then realized I hadn’t eaten anything for a long while. Oops.
Hooray for Ludum Dare!
(New screenshots coming soon from me)
More Progress (Can’t think of a good name)
Sunday, August 30th, 2009 12:05 amInternet down, Lots of pixelling!
Saturday, August 29th, 2009 10:38 am
Hello! This is my little miner guy that I’ve been working on pretty much all morning, but now I have a decent walk cycle for him (at least I think it’s pretty decent)
Last night I got a level loader done that’ll read data from a bitmap file to construct a tile-based level. Still no screenshots yet… I hope I can get my vision into something playable before the 48 hours are up. Ho ho!
My Internet was down for about 4 hours this morning. Yikes! It actually helped me focus on working on the sprite. Woo.
Hope everyone is having a great time with their LD entries! Bam pow.
Outta time! (A sad panda face)
Sunday, December 7th, 2008 3:44 pmOops, as a result of poor planning combined with some real life things (grandmother’s birthday, taking the bus to another city to visit fambly, etc) I will not be finishing on time.
Anyways, if you’re curious to see how far I got with RACING FEVER, check out this page:
http://fydo.net/projects/ludum-dare-13-entry
I totally intend to keep working on it. As you tell, there is no way to actually complete a race. Also, the computer-controller cars are morons. ![]()
Some friends on IRC also pointed out that the garage menu controls should be a little more responsive too.
Anyways, good luck to everyone else involved!
:D
A first work-in-progress screenshot
Saturday, December 6th, 2008 8:02 pmmicro Ludum Dare!
Monday, September 15th, 2008 5:47 amHello everyone!
I was hanging out on IRC with some pals when Bleck, DrPetter, and I decided to have a fun little “microLD”, where normal LD rules apply, but you get only 6 hours to develop your game. It’s quite flexible in that you can choose which 6 hours you want to use. (Hooray for the honor system)
There is an added twist that I announced the theme at least a day before everyone started, so you got to think about what you wanted to make.
The theme is/was ‘Utopia’.
Here are the final entries: (From what I’ve heard, I’m still waiting on entries from philhassey and mjau)
Bleck – Snowtopia - http://www.omnisu.com/files/snowtopia.zip
DrPetter – Utopia – http://www.cyd.liu.se/~tompe573/drpetter_utopia.zip
Fydo – Paradise Gone – http://fydo.net/programming/ParadiseGone-fydo-microLD1.zip
I certainly had a lot of fun making my entry. I had about 2 hours to kill on a busride a few hours before I started developing the game, so I planned it all out on paper. It worked out surprisingly well, in my opinion. Post your comments!
And of course, it’s not too late to participate. Since this isn’t really an official compo by any means, feel free to set aside 6 hours of your choice to make a game and put a link in the comments. Hooray!





















