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![]() Palette award - "C64 would be proud" Awarded by Hempuli on December 19, 2011 |
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Done!
Station 48G is ready to rock!
Entry here!

Source still needs uploading, but whatever its in for now and it’s playable.
LD22 down!
Lets do this, then.
I thought the compo started 5 minutes ago, but I guess I’ll just have to get the theme when I get back from fishing. Bugger.
I’ll be using Flex (mxmlc), Flixel, GIMP, maybe sfxr, musagi and audacity if I feel like making sound (it’d be the first time..) and a whole lot of elbow grease.
Expecting to spend about 10-15 hours total on my entry -> scope limitation is probably a good idea. Will be my first time doing an LD on a windows machine.
Beam Runner
Submission link: http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=2001
So uh, I’m off for the night.
Got editing etc in at the cost of not actually having many levels in-game, heh.

Still, it looks pretty and does what I wanted it to. Huzzah.

I’m more or less at a loss about exactly why sometimes saving to the clipboard works and sometimes it doesn’t. Browser specific? If anyone with more expertise could shed some light on it that’d be fantastic.
Good luck to everyone who’s still got work to do!
Some Graphics

Going to make a single screen stress platformer action… In the next 12 hours, a minimum 8 of which will be spent sleeping.
Wish me luck.
Will be doing this
tonight or tomorrow
flixel
photoshop
god knows if there’ll be audio, probably sfxr
SPRINGBOT 3011
Well, it’s very late for the Mini-LD but I only started on it yesterday and now it’s a game, so there’s something.

I used Arne’s 16 Colour palette and a 4×4 tile grid, and went from there.
I’ll build a page for it tomorrow, and likely polish it quite a bit more, but you can play it here: http://www.1bardesign.com/experiments/springbots.swf
For the time I’ve put in I’m very happy with it.
Instructions:
- Go right
- Collect Stuff
- Don’t run out of bounce
- R to reset
Have fun, comments appreciated.
I should be entering!
I’ve got an idea for what I might do but I’m going to go for a walk and ponder the possibility a little; I’ll get back to you.
I’ll be using Flash with Flixel for my framework, Gimp for pixelling, and Geany for text editing. I might make some music but sound is unlikely unless it’s just sfxr fiddling; no time for proper foley.
The challenging thing with springs and flixel is the lack of easily implemented sloped collisions, but I think I’ve found a way around that with my design
I’ll be keeping the graphics as lores as I can while still being descriptive for this, I’m thinking I might try for a 4×4 base and see how it works out, but I might be forced to go 8×8. We’ll see how it goes, I just don’t want to burn all my time for Art as I’m never able to commit to the whole 48 hours and end up getting ~10 hours production time.
Let’s get it AOWNE! >:D
Not sure whether to do this-
But I’m more likely going to work on Prelude in the few spare hours I’ll have than try to get a game happening within them. I actually had a cool idea for it, I’m not sure if I should attempt it though. Might get a sketch up in a bit, however I thought I may as well put out the opportunity for people to complain about me not doing it properly.
There are now two options:
- Work on Prelude, a 2d platforming fort construction game with zombies, where I’ve already got some progress and can use the amazing atmosphere of a LD to boost productivity
- or work on <name TBA>, where you ride rampaging elephant robots into each other for as long as you can until you get stomped.
decisions, decisions.
AH
Well, hopefully I’ll have time to do something, be it jam for a while on something or even just work on something I’m already working on with the mood of the thing around me, but I’ve got a party on saturday and school on monday. Still, I might be able to get more dev time in than my last dare’s ~10 hours
We’ll see, I’m keen for this actually. Hoping for an interesting but open theme. Explosions could be fun, actually.
I’ll likely be using flixel since I’ve gotten into that.
Post-Comp Version playable, not nearly polished.
Guess what you can get your hands on? A post-competition alpha, that’s what! It’s finally got some content in it, and that kinda makes everything more enjoyable, or at least eye pleasing.
Any thoughts on jump height and water appearance would be much appreciated. Readme contains some notes and a changelog for those curious about such things, though it’s pretty brief.
Points for anyone who guesses which .zip is which.
Comments, criticism, etc would be lovely.
Post-competition version started.

Quickly whipped up tiles and got a better image drawing function than I had.
Got tiles rendering, and quite a few things ironed out in the meantime. Still need a set of debris sprites, I might do smoke but I kind of like the circles.. I need to make the tiles better though, and improve the level generation. Water should come soon as well.
I’m looking forward to this getting some atmosphere
I’m thinking stormy backgrounds and possibly pirates coming in from the sides of the island too (I’ll need to improve the generation automata 12-fold, i think)

Sprites!
Inthusfar, that’s all the spritework. Heavily Cave story/Oryx/Spelunky inspired. Hopefully I can get the grass, flowers and entities drawing tomorrow, though I still need to do debris sprites and a lot of coursework. We’ll see how it pans out.
Preliminary Post-Mortem of Ilopocalypse
I say “preliminary” because it’s possible I’ll do a larger more in depth one later.
In making this game I made two huge oversights:
- I used a 2d hardbody physics engine to make a platformer
- I had a total of maybe 12 hours of usable time including a mad bughunt from 12-3AM and most of my basecode writing.
Nevertheless, I’m not disappointed with what I got out of it. I’m just about to do some spriting and make the game look less like debug-draw mode. (more…)
Fix Uploaded
Finally kicked that bug in the face.

More stable!
I’ll do a proper postmortem soon, I’m glad to have got it done even if it’s late, I managed to actually find myself having fun with it in the last few minutes, so that’s a plus. Enjoy.
DONE SUBMITTED STILL BROKEN
http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=2001
http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=2001
http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=2001

What you're most likely to see at some point.
Enjoy if you can, I’m happy with the smoke at the very least ![]()
Goodnight all, and good luck with your endeavours. Thanks to everyone who made this Ludum Dare damn good fun
far too late
second last update. I’ll try to murder this bug before i go to bed, but seriously, what

Got terrain destruction working, it just freaks out sometimes when it kills the player, and I don’t know why. This is not going to be a great entry from me xD
oh god oh god 1.5 hours left at most
Jesus christ. It’s been a rough day, but a damn fun one at that. It was nice to talk with some of you on IRC. Hopefully it all works out in the end for those of you still flipping out about “my physics isnt even x at the moment” or “i forgot this what to do”.
Anyway, the game:

Currently, the player is a circle. he’s not on screen at the moment for the purposes of the shot. Other than that, there’s a lot of game left to insert. there is no menu. there is no points. there is no dying. this is practically final destination.
Ready Set Go
Well, theme’s up, and it’s actually quite an interesting one. I’ve got an essay to write before I start, but I figured I may as well post something acknowledging the theme and spamming out some ideas. I’ll develop them initially with a walk around town and the nearby hills, and then in photoshop probably. I probably won’t do very much content generation, sticking with lofi sprites and the like. most of my ideas should stand up well enough without much content anyway.
- Islands, space edition.
- basically, a large scale arena shooter on gravity “islands”, which would function as small planetoids.
- 3 weapons, RPS style (rifleman beats sharpshooter beats pointman beats rifleman, based on damage buffs/nerfs)
- basic AI
- 2 teams
- fast paced, probably 30 or so actors per team, switchable between them.
- Islands, catastrophe edition
- platformer
- apocalypse setting, the sky is falling etc (waves of meteors or solar flares or whatever
- running from island to island, which is just cover and safety from the radiation
- enemies in the islands, which are very hard to kill
- maybe destructible terrain lets you expose the creeps to the radiation or meteors or whatever, to kill them and let you stay in the island for longer, waiting out the storm.
- either survival (procedural landscape) or safehouse (discrete levels, possibly still PG) level format.
- maybe the radiation/meteors erodes the islands? who knows
- Islands, literal edition
- top down survival rpg.
- maybe there is something coming in from the sea, like evil sea slug people or something.
- chance of escape -> win? maybe. i kind of like playing games knowing there’s a futility behind it. if there is no win condition, i’ll need some sort of high score chart then (longest survival, best general defense etc)
- are you one manning it or do I want to go to the trouble of coding friendly AI? remains to be seen
- many ways to skin yourself: starvation, thirst, murdered by evil sea slugs, drowning.
- resource management: building walls to help keep the slug people out (especially when you’re sleeping), managing food and water.
- Limited resources? wood is from trees etc, you can catch fish, but maybe you have limited bullets (if you have a gun) or water (maybe you can find caches and stuff though? caves! giant bats and gremlins and freaky deep buried stuff)
- mostly closed system? you cant eat the slugs (they’ll poison you), but maybe there’s other animals around, and they could fight too, and die out?
- probably entirely fantasy based. all made up organisms etc.
That’s it for me for a while, I’m off to do english and go for a walk. hopefully I can make a decision before the party tonight and get something coded up. I’m looking towards #3 at the moment, but comments would be awesome



