Stumbled on to LD back in '04, entered the 'Infection' contest with a simple Star Trek-themed game for the GBA called "Trouble with Tribbles." Promptly forgot about LD. Alas, the source was lost, but the binary still exists. Came in 14th out of 56 overall, not too shabby I thought.
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Unity and Me: 16 Days and Counting
So, I’ve finally gone and done it. I’ve given up the do-it-all-from-scratch mentality and started learning Unity3d. Wrote a rather lengthy blog on the first 16 days of Unity and iOS, so I won’t go into it all here, if you’re actually interested you can read it there. The end result can be played on the web, though. It’s just an asteroids clone, and 75% of the work applies only to the iPhone version, but I’m still quite pleased. Seemed best to use an established design for my learning project, as an original, unproven, and unpolished design would be a distraction from the goal of learning my new tools and platforms.
Haven’t been on here in a while, had no idea there was a MiniLD this weekend; I may have to enter, not sure yet. Would be a perfect chance to further flex my newly Unity-augmented muscles… but I was planning on relaxing and just working on the design for my next game idea this weekend, taking a couple of days off coding and staring at the computer monitor. Will have to think about it.
Welp, now that I’ve shamelessly plugged my blog and generic game, I’m off to think about dinner options, and possibly play my game on my iphone. I love saying that. My game… on my phone. Only thing that’ll be better is when I get to start saying “my game on your phone.”
It’s downhill from here (in the good way)
(click to download current binary build in a zip; windows only, sorry linux/mac guys)
Technical hurdles are cleared, from here it’s mostly content, just need to sketch out some levels, make some sounds, and title/credits screens. If I have time after that, I may add music and an intro cutscene, then it’s just more levels.
For once I’ll be prepared for an LD!
:edit: that’s what I get posting so late; the zip link was bad. fixed now.
Finished packaging up my base code and some simple prototyping libraries for sound and 2d graphics.
Hands-down the most impressive screenshot of all time…

The screenshot actually doesn’t do it justice; see it in action! (fixed link) (windows only for now, sorry.)
Basic foundation classes
I plan on using some of my own libraries for the upcoming LD at the end of the month, so by the rules I’ve got to share them before then, so others can use them. Wouldn’t want to give myself an unfair advantage! Haha.
The first of these I’ve just finished a major overhaul on and have set it up on github. Before I ramble on, the github repository.
This first library really isn’t anything special; it just collects all the foundation code, including window creation and the entry point functions main and WinMain, into a set of static libraries, allowing an application to simply subclass one of the library’s application classes and go.
Time Flies When Your Body Mutinies
Well, I decide I should take a nap in the later afternoon, set an alarm for 5 hours, apparently my body didn’t care much for the idea of getting only 4 hrs sleep being up for 36 straight, and it had other ideas. I didn’t start until nearly 7pm Saturday, and it’s not even midnight Sunday yet, so plenty of time left. My progress so far feels pretty feeble, and I had a hard time getting and staying focused and on-task.
Screenshot, though it’s not much different than my last post:

I certainly didn’t make any progress while sleeping for the last nine hours, and I don’t feel like I made as much progress as I could in the first 20 hours either, so I’ve got catching up to do. At this point, strong odds I will either be feature-poor or content-poor. My time so far has been divided pretty evenly between code, content, and sleep. As I’ve mentioned in my previous post, almost all of my programming so far has been integrating bits of code from different projects I’ve worked on this year; I’ve been re-learning OpenGL, as I hadn’t worked with it in years. Most of the code may not be less than 48h old, but all of it is less than 48 days old, and I pulled out bits from across half a dozen projects. I’ve now got basic management of assets, game objects, game entities, and audio, as well as rendering tilemaps, cloud layers, and animated sprites, and in the tool-box are generic implementations of FSMs, perlin noise, and A*. Everything so far can be referenced by a name string, for the sake of one of the biggest final pieces – the cueing language. With that groundwork laid, and some systems already responding to cue events, the cueing language itself should not take too terribly long. Unfortunately it’s the biggest but not only piece left, also need to implement monsters, equipment, entity controllers, saving and loading of game state and loading from descriptor tables of monsters, items, equipment, and map definitions.
So, uhm, yeah. Lots to do. And vanishingly small time left over for content… might be wise to ditch the cueing system and focus on more content for a simpler action/adventure game. I’ll think about it over food.
:edit: the meatboy animation set so far. Each I make seems to get worse than the previous. Meatboy
Late Start for miniLD
:edit: more update. Not much changed, last piece integrated and a nice animated pixel font running, also improved clouds and cloud shadows.

Over the last week I’ve done some research and setup on some new tools and APIs I haven’t used before, but I’m just now actually starting work on my project. I’m focusing mainly on just two things from the theme options: code complete in 3 hours, and using tools I haven’t used before. I picked the first because I contradicts my nature; I’m a programmer first and foremost, and my natural reflex is to hack together the quickest crappy graphics I can and spend most of the 48h on code. I think it will do me some good to focus most of my energy on the content for a project, even if it’s a 48h one. New tools/languages works well with this plan in two ways: first, a focus on content give both time and incentive to learning and applying new content tools; and second, the need to complete the code quickly will encourage me for using APIs that I have not used before. I thought about making it 1- or 2-button as well, but the necessary changes would make the game a lot slower and less fun. What kind of game I make will depend in part on how far I can get in 3 hours of coding, all I know for sure is that it will have a 2d overhead tile map.
I was going to use GLUT, but at the last minute I realized I haven’t even installed GLUT on this computer; downloaded the latest build and set up the inc/lib directories but the linker called the binaries invalid, and after a few downloading again and spending a minutes fiddling I decided to just move on. Instead I’m just using my own base application code; technically this is pre-existing, non-public code, but it doesn’t do anything GLUT can’t do, and in fact GLUT can do much more, so as my own official neutral judge, I’m going to allow it. For sound, I’ll be using fmod. As the design takes shape I may use some other minor APIs as well.
Content-wise, I’ll be making my graphics in gimp, and all my sounds will at least start life as recordings of my own voice. There will be additional content, including at least tile maps, which I will will make in Mappy. Text files will define some additional game-specific content, such as monsters, equipment, and pick-ups; how flexible these formats will be will limit what kind of game I can make, and if time allows I’ll also have some crude (and literal) scripting language, for scripting cut scenes. The latter feels like cheating the 3-hour rule, but it will not be a complete programming language, just a primitive language for creating conversations and cut-scenes.
No time like the present to get started!
Half an entry
Didn’t get to work on this as much as I intended this weekend, but I like the concept so I”ll probably try to finish it later. I’m fairly pleased with the progress but I’m embarrassed at how terrible the code got, and shocked at how quickly it got there. First thing when I resume, I think getting the bugs out of the cable code is going to require completely rewriting portions of it to be rational.

:edit: forgot to link the zip earlier. Click pic for download; includes the statically-linked win .exe, but the main.lua file should(?) run with any working retro setup. :edit2: smaller zip, omits RetroEngine.exe
Poached the concept from the #17 suggested themes… hopefully the theme won’t win, or I’ll end up feeling silly next month. Going to be a puzzle game where the player is working their way through a derelict ship trying to get it’s systems back online using only their collection of trusty Omnicables to transfer power, air, and fuel between systems.



