About Dir3kt (twitter: @ZappedCow)
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Ludum Dare 26 | Ludum Dare 25 | October Challenge 2012 Unfinished | Ludum Dare 24 |
Ludum Dare 23 |
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Post Compo version of …
Hi there!
I’m glad to announce that, after lot of work, a post compo version of … is now available! It has more levels, more awesomeness and completely new graphics, look!
It will be released on Kongregate and Newgrounds in a few days. But before play the beta here while it’s still hot! Any feedback and suggestions are warmly welcome. Do not hesitate to drop me a tweety-tweet!
Of course my original entry can still be played here (100% shameless). By the way reading the comments I do believe that there are not a lot of folks that found the super secret level available only in the compo version. As a motivator, here is a sneak peak at it:
Mr Potatowesome FTW!!
My top picks after 50 ratings
Testing those LD games takes so much time and energy, especially if you try to fully (or at least reasonably) explore each one. But I felt that I learn as much by playing them that I learn by creating them.
Anyway I said to myself that I would do a small selection after rating 50 games. Here are my top 5 picks in no particular order.
Gallery by Andrew Shouldice

A fairly hard puzzler with an amazing mood.
imy by Ditto

I don’t now how to describe what I felt when playing this one. Sometime words are not enough.
Inverted by Karlin

This one is quite perfect it terms of mechanic and controls. But too shoooort!
Def by pansapiens

Someone had to do a minimalist tower defense game. Pansapiens did it with stunning visuals. Even the title is minimalist!
F*** This Job by Casino Jack

Canabalt on steroids. Same mechanic but goes much deeper.
basecode declaration
My basecode for LD26 is publicly available there:
http://www.zappedcow.com/ld26/ld26_basecode.zip
Nothing fancy, just a template HaxePunk project that do a bunch of things. Basically I wanted to make sure that everything works (display a sprite, load tilemap, play music, particle effects, basic UI, …). I also have some utilities for steering and A*.
Oh maybe this could be a small tip. Prior to LD makes sure everything works and test with assets generated by the tools you are going to use. There is nothing more frustrating that incompatibility issue during a Jam :/
I think this is my last post before the fun starts. So again GLHF!!
The making of Big Bad Wolf
Unfortunately I didn’t recorded my Ludum Dare however I saved a few work in progress screenshots. Here is a selection of them.
Of course you can play and, are encouraged to, rate Big Bad Wolf here.
There is light at the end of the tunnel
Big Bad Wolf (beta available!!)
BETA HERE –> http://www.zappedcow.com/ld25_beta/ <–
I would be very grateful for any feedback. Sounds and background are still placeholders. It has been my first time doing pixel arts and I have to say I quite enjoyed that
Yesterday my vision of the game was that:
Today I got that:
Let’s get started!
After a nice breakfast I’m ready to ruuuumble!
Oh while in “let’s find out what to do panic mode” I found this website, it helped me a lot getting ideas.I think it might be worth sharing ![]()
http://www.movievillains.com/
Good luck everybody!!!
End of.. Err.. Ludum Dare is Near!!
By this post I declare that my base code is publicly available there:
http://www.zappedcow.com/ld25/basecode.zip
Basically a small entity framework on top of libGDX. I also have a super messy template project that does a bit of everything (kind of late warmup).
Can’t wait to start jamming
In for my 3rd dare :)
So I’m in for the 3rd time in a row. I was satisfied with my first entry however my second entry has been a semi failure. Hoping to make better this time
Here is the usual tool list:
code: EcLiPsE + libGDX
art: aSePRITE
sfx: bFxR
music: FrUity LoOps
I might also use Construct 2 if I were to make a platformer
Aside from that I’m still working on my October Challenge game PowerUp, an iPad multiplayer shooter (mini shameless plug)! We are currently doing the final arts and visual effects. Development has been slowed down but is steady (we kind of burned out). I guess we switched from ‘Sprint mode’ to ‘Endurance mode’. Anyway, the game will be released on the 17th of January!
Oh and we are in beta (prototype arts, final gameplay) so if you own an iPad and you are interested drop me a message! (second mini shameless plug)
Good luck to everybody!!!
PowerUp enters beta phase!
Hi folks,
Small post to say we started the beta-test phase for our unfinished October challenge game PowerUp (single iPad multiplayer shooter). We are still on track with the planning and should submit in more less two weeks. Hopefully we could manage to get our first $ before the end of the month!
We are still looking for a few people so if you own an iPad do not hesitate to contact me
A successful failure
Hey,
So we are 1st of November and PowerUp is not yet released
However it’s definitively going to be released during November. The game is 90% percent done, currently realizing how much “it takes 90% of a project time to finish the last 10%” is true. Evil is in the detail after all
To mark the end of the October Challenge I created a new gameplay video to show how crazy 4 players games are!
Also I’m trying to spread the word around. Already created a post in the upcoming section of TouchArcade. A small step for the Internet but a big step for ZappedCow! Do anybody knows other good forums were I can advertise my upcoming game?
1st October I had no idea were I was going, now I have a fully playable game that need polish. For that I’m very grateful to the Ludum Dare organizers and its community. You are all awesome, really! Thank you!. I also want to thanks my lovely second half who is doing the arts and supporting me. PowerUp won’t be what it is without her!
Oh and of course, do not forget to follow us on twitter
A first PowerUp progress report!
Hi folks!
So here I’m after 15 days of hard work on PowerUp, I actually started on the 1st of October so I’m kind of jamming here
I have to say that between programming at my day job (non-game related) and programming during the evening I start to feel a bit tired. Coffee is doing wonders though. But enough about myself let’s speak about interesting stuffs!
So what is PowerUp?
Well it’s a tablet multiplayer shooter with power up gathering awesomeness, juicy shooting and dodging craziness!
The basic idea is that each player (between 2-4) controls a ship that he can steer using a joystick. By moving you ship around you can gather power-ups which come in 3 colors. Each color gives a distinct ability and requires a adequate game style. By quickly collecting power-ups of the same color you can accumulate power which dramatically increases the ability. However:
- accumulated power is slowly lost over time so you have to always keep gathering.
- gathering a power-up of another color makes you loose all accumulated power.
With this basic ruleset I’m hoping to create a fast paced game where tides can change at any time and comebacks are possible. I have to say I’m quite happy about the progress so far even if I sometime get depressed when looking at my task list
It will be sent to the app store the 31 of October (had to repeat that 30 times to convince myself) and available on the iPad. Android port will follow after.
official LD october challenge song!
Working Space
Here is how mine looks like after one week of LD october challenging
What about yours?
















