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Ludum Dare 23 — April 20th-23rd, 2012 — 10 Year Anniversary!

Ludum Dare 22 :: December 16th-19th, 2011 :: Theme: Alone

[ Results: Top 50 Compo, Jam | Top 25 Categories | View My Entry ]

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About Hempuli

Hempuli's Trophies

I approve of your trophie
Awarded by pants on April 27, 2011
The Wretched Waterfowl Award
Awarded by Gnauga on May 2, 2010
The "Whee, Ladders!" Award for Most Enjoyable Incomprehension
Awarded by NMcCoy on April 27, 2010
I Can't Stop Playing This One Award of Addictiveness
Awarded by KavuDX on April 26, 2010
Cute Pixel Award
Awarded by Ashkin on April 25, 2010
The Minecraftyest Island
Awarded by Tyler on April 24, 2010

Hempuli's Archive

It’s A Frickin’ Dungeon!

Posted by
Tuesday, December 21st, 2010 8:59 am

I’m currently adding more areas, after which I’ll start implementing monsters and traps specific to those areas. I also implemented some monster ‘types’ or ‘elements’, as indicated by the fire skeleton up there!

It’s A Frickin’ CAVE Timelapse and gameplay

Posted by
Sunday, December 19th, 2010 6:20 pm

WATCH IT HERE BLEEP BLAAP

Finished – YAY

Posted by
Sunday, December 19th, 2010 4:51 pm

Here you are, gentlemen! I didn’t add music because I wasn’t sure what I intended was OK rule-wise, but SFXR made some neat sounds for it anyway.

Start playing here!

Truth to be told, my game follows the theme very VERY little, but I had fun!

Day 2 yes yes

Posted by
Sunday, December 19th, 2010 8:19 am

There’s still plenty of stuff to do, but that’s mostly fun things like adding items and enemies!

Unfortunately, I must now do something I totally dislike that is not related to Ludum Dare!!!

Day one was over three hours ago!

Posted by
Saturday, December 18th, 2010 6:09 pm

Going to sleep. I’ll have plenty of work to do tomorrow, but I’m really happy with what I have currently. Next up shall be some proper effects like a better sword-swinging animation and then quite much everything else; dying, item handling, winning and so on. I probably can’t finish a version I’d be happy with in time, but I’m quite sure I’ll release whatever I have in the end anyway.

Level Generation GO

Posted by
Saturday, December 18th, 2010 4:06 pm

Hey, I like how many of us are working with procedural generation!
I just got mine running; it’s pretty simple but does the job. Also a zombie!

Starting over (What A Surprise)

Posted by
Saturday, December 18th, 2010 2:22 pm

I quite like the looks of the new thing, so I guess that’s ok.

Though it feels kind of awkward to join the roguelike-ish bandwagon!

First glances

Posted by
Saturday, December 18th, 2010 9:24 am


YEEAAAAHHH

It took me a lot of time to get an idea, but now that I have one everything is going well!

Herp Derp

Posted by
Friday, December 17th, 2010 2:06 am

I think I’ll be joining. I have nice ideas for a couple of the themes, and now that I have the Flash exporter it should be easier to make a fun experience. I think this time I’ll try to go the path of quality over content, seeing that a couple of my earlier games were high on content (Paradise Fort, Excavatorrr, Apocalypse Adventure) but lacked in gameplay or polish.

As annoying as it is to admit, using tools like MMF is really unfair for those who really code everything from scratch. I considered participating only to the jam because of this, but in the end decided that I’ll just apologize here and hope the competition is relatively fair. So yeah, my apologies for being a wuss.

Redundancy Redundancy Redundancy Redundancy

Posted by
Thursday, December 16th, 2010 8:42 am

I’m really waiting for this!

I’m really waiting for this!

Apocalypse Adventure

Posted by
Monday, November 8th, 2010 12:50 pm

Sorry for this double post, but I thought some people might be interested in this (who am I lying to?) My Ludum Dare 16 entry, called Apocalypse Adventure, did quite well, probably not because of the quality but instead because of the sheer size – 12 different areas and lots of stuff to find. I kinda aimed for that – the game engine is utterly simplistic but it’s compensated by other things. Didn’t work, though, the game was way too confusing and hard, what with lacking a save feature. However, I’m now kinda working on a ‘sequel’, or a game with a similar premise, and I thought it’d be cool to record nice videos of the original to show a bit what’s there. So here they are, dunno if anyone’s interested:
Part 1
Part 2
Part 3

Ad revenue go!

Posted by
Monday, November 8th, 2010 10:56 am

So, I didn’t take part to this october challenge because I didn’t get my own paypal up in time, and also because Multimedia Fusion’s porting capabilities are really limited and I really wanted to make a flash game. Anyway, a couple days before the challenge ended, I ported an old game of mine called Bulletsss to flash and submitted it to Kongregate to see just how teensy amounts of money one gets if he doesn’t include any exclusivity requests/advertisement APIs with it.

To be honest, I assumed myself that it wouldn’t make any money at all, what with there not being any advertisements to get revenue from. However, as I submitted the game, I noticed that my earlier flash game, Doooors (which was made on my earlier LD entry!), had made some 50 $, of which I got about 12 $. Not much, but it gave me hope that I could perhaps pass the required bottom limit of the challenge, albeit ‘unofficially’.

No luck with that, though. As we speak, Bulletsss has been out there for about a week and the full revenue has been about 0,60 $. Haha, next time I’ll look at Flash games license instead!

sss1

If you’re interested (and want to increase my revenue, MWA HA HA HA) go check the game out!
HEREHEREHERRRE

Doooors: a post-compo version of my game

Posted by
Friday, September 3rd, 2010 5:31 am

So yeah, I finished a post-compo version of my jam thing. I’m quite happy with it, but beware, it’s really REALLY hard.

doooors3

BWOOP
download

== CONTROLS == (These are explained in-game, too)
Arrow keys = move
S = jump and confirm
D = pick up and throw
D + Down = put down
D + up = throw upwards
R = restart
Esc = Quit
Note that the speed of thrown objects changes depending on your own momentum while throwing. That is, throwing stuff while walking makes them fly farther.

The Whale Is Paul

Posted by
Friday, August 20th, 2010 9:30 am

ld

Future plans

Posted by
Tuesday, April 27th, 2010 9:23 am

bomb

I enjoyed the compo thoroughly, and I was so happy with my entry that I’ll sure keep working on it! I’ll probably add more enemies, cannon types and such stuff, along with online highscores. You can see some of the new enemies in that screenshot – the Poison Bomber, and the Balloon Bombs.

Paradise Fort Timelapse

Posted by
Monday, April 26th, 2010 8:30 am

(In case you can’t see the embeddation, follow This Link.)

So yeah, here it is! I’m overall very very happy about this Ludum Dare, and having already voted on some I see that there are plethora of great entries. :)

Paradise Fort – Finished

Posted by
Sunday, April 25th, 2010 12:49 pm

Yess! Made it in time, kind of. Here it is, the Paradise Fort!

screen3

View further information and download in this page!

Goal can be seen in the horizont!

Posted by
Sunday, April 25th, 2010 11:14 am

look out!

Now to work on the game over screen!

One man.
One game.
Two hours left.
Two enemies left.
YEEEEAAAAH

King of the Hill

Posted by
Sunday, April 25th, 2010 2:59 am

tower

New day with new tricks! I started by adding ladders, and fixing the hugely buggy building mechanism. Gotta fix it up more later on.

Bleh, I have to drop some of my original ideas – there’s really no “proper” gameplay in other than harvesting/building, and I plan to have several different enemies.

fort sweet fort

Posted by
Saturday, April 24th, 2010 2:34 pm

castle

I think I’ll leave this here for today. I’ve now spent 13+ hours on the game, and I’m almost perfectly happy about how it has turned out. If I have time, I’ll try to make the user interface as easy to use as possible, because all of my earlier entries lacked horribly in that department.


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