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

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

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About jovoc

My background is a graphics programmer in film VFX and games. I got my start working at a virtual reality lab back when that was supposed to be the future. Honestly, I you'd have told me in 1995 that instead of running around the 'Snow Crash' style metaverse, we'd be planting virtual farms and communicating with 140 character tweets, I would have cried into the keyboard of my SGI Onyx.

I moved into the world of film VFX and animation working at Disney's now defunct Feature Animation Florida studio, working on crowds scenes and pipeline tools for "Mulan". At the turn of the millennium I moved out to Northern California to work on some crazy startup, and eventually ended up at Industrial Light and Magic. It was during this phase I discovered LD48, which appeals to both my short attention span and my love of insane time pressure.

After a few years of making software tools for artists there, I decided to try making games full time. I worked at EA Redwood Shores making tools for baking lightmaps for 'Bond: From Russia with Love', and on 'The Godfather', working on more lightmap baking and dynamic shadows on the 360. This was some of the most intense and fun experience I've had developing software, but ultimately was unsustainable.

I wanted to start a family and work regular hours, so I returned to VFX and was lucky enough to land a Tippett Studio, a close-knit group of true artisans in Berkeley, CA.

Recently, I've started making iPhone games as a little hobby business on the side. Check out www.tapnik.com for more details about my current projects.

This new interest in iPhone development led me to Smule, where I'm currently working to help blend music and games and explore the amazing possibilities of these new devices.

Ludum Dare (and similar contest) entries:
* LD15: Caverns -- Spaceship in a Cave
* LD14: Advancing Wall of Doom -- Glacier
* LD13: Roads -- Crossroads
* LD12: The Tower -- Moonbase Defense
* LD11: Minimalist -- Cowbell Hero
* LD10: Chain Reaction -- Jumping Chain Guy (barely started)
* LD8: Swarms -- Bugzapper
* LD7: Growth -- Kudzu Commander
* LD5: Random -- Buttonlands
* LD4: Infection -- Bad Food (2nd try)
* LD4: Infection -- BioWar (abandoned)
* LD3: Preparation -- Hannibal's Cannibals (lost the code)
* LD2: Construction/Destruction (Minor Theme: Sheep) -- Trans-Icelandic Express
* LD1: Guardian -- Zillagame (the game that started it all for me)
* LD0: Indirect Interaction (I didn't know about LD yet)
* MiniLD16: Constraints -- Moonsweeper
* MiniLD11: Sandbox -- The Wanderer
* MiniLD9: Audio/Sound -- JamClock
* Speedhack 2003 - Outlands (my first allegro game)
* LudumDare Halloween Hack 2003 - The Halloween Machine
* TINS2006 - Railroad Merchant aka Merchant of Venus
* TINS2007 - Headline Recycler

The code (it's quite a mess) for all of these can be found at my google code dump:
http://code.google.com/p/ld48jovoc/

jovoc's Trophies

The Christopher Walken Award for Hilarity
Awarded by keeyai on April 24, 2008

jovoc's Archive

Aloneasaurus live in the app store!

Posted by
Thursday, December 22nd, 2011 7:58 pm

All right! Our LD22 Jam Entry Aloneasaurus is live in the app store, just minutes before the holiday shutdown.

Go get it, it’s a free download on the app store and try it out! Ratings and comments are much appreciated, both here and in itunes. Thanks!

Aloneasaurus in the App Store

Thoughts and planning already underway for a post-compo version with better tuned gameplay.

 

 

 

 

Aloneasaurus Rex

Posted by
Monday, December 19th, 2011 7:04 pm

Woo! And that was LD22! This was the first time I did the Jam purposefully rather than just using it as a time extension for the contest, and it turned out great. Having an artist to work with was a real privilege.

It’s an iPhone game, so I can’t really upload a binary. What I’m going to do is submit it to Apple later tonight and post a video of the gameplay.

Check out the video! (sorry the first few seconds are messed up). If it’s not clear from the video you control the dinosaur indirectly by sliding the platforms up and down.

As soon as the app is approved by Apple, I’ll put up a link to the app store and so everyone can play and comment on it. I’ll keep the app free for the duration of the judging and feedback time, I might release a post-compo version later.

Anyways! This was a lot of fun and I think this is my most polished LD entry yet.

Link to the Entry Page (I will add the App Store link here when apple approves it)

UPDATE 11:45pm – Submitted to App Store! Will update when available. Email me if you would like to try a build early thru TestFlight.

Go little dino, go!

Posted by
Sunday, December 18th, 2011 3:49 am

Wow! I can’t believe how much I’ve got done after the first day. Using an engine (cocos2d) is really paying off. Also the game looks really adorable because i have a real artist helping out.

“Aloneasaurus”

I’ve got the basic game mechanic working — he runs, but instead of making him jump you slide the earth up and down to make him jump or fall on the platforms. That’s right, you are Plate Tectonics! Still needs tons of tuning and content but it’s already fun to play.

The Last Dinosaur

Posted by
Saturday, December 17th, 2011 1:25 am

It took me forever to figure out an idea for this.

But I’m going with something (hopefully) simple. “The Last Dinosaur”. You are the last dinosaur and must run to try and escape extinction. Yep, it’s going to be a side-runner but with a hopefully interesting twist.

Also, my game artist friend is going to be helping out tomorrow so this placeholder art is actually placeholder for once…

I M N

Posted by
Wednesday, December 14th, 2011 12:05 am

I’m all in this weekend. I have (mostly) cleared my calendar, and I’m ready to go.

Doing something a little different this time, I’m going to do the Jam with an artist friend of mine, NinjaFartOfDoom (I can only assume he meant to type “NinjaOfArt” eh?) and were going to see what happens.

Tools: Depending on the theme and idea, we’ll either use Cocos2D or my basecode (which is getting a bit crufty).

jovoc

LD22 Warm-up

Posted by
Sunday, December 4th, 2011 2:06 am

So I’m in for real this time. Going to do a team entry with a buddy of mine doing art stuff, so I’ll be doing the Jam this time.

(Click the screenshot for a video, I couldn’t figure out how to embed it directly)

 

We decided to do a little warm-up today. I’m thinking about using cocos2d and I wanted to try it out before the contest. This is the result, far from complete but not too shabby considering we started at 2pm, a mere 11 hours ago.

 

Looking forward to the jam!

Planet Minesweeper Redux

Posted by
Tuesday, October 18th, 2011 9:35 am

I’m in for the October Challenge! For serious this time. Last year I used the October challenge to try and finish Planet Minesweeper, which (if you’ve missed my previous posts about it) is basically Minesweeper, on a sphere. The idea actually came out of an incomplete mini-LD entry.

For various reasons, mostly due to the fact that it was barely more than a prototype at that time, I didn’t even come close to finishing.

 

The “ice planet” tileset, in the first beta.

I’ve been working on it a bit over the last year, but things kind of ground to a halt after a while. In addition, lots of (fun) drama like changing jobs and working on a screenplay and the project was effectively shelved.

But now I’ve come back to it with fresh determination, and have been working away in silence this month until I felt pretty confident that I’ll be able to finish it. That time has come. Last night I sent out the first beta to a few developer friends. If all goes well, I’ll do a wider beta in a week or so. Email me (joeld@tapnik.com) if you have an iPhone or iPad and you’re interested in joining the beta.

For the purposes of the October Challenge, I’m going to consider it “winning” if I upload an app store build by the end of the month, since there’s no way I could finish if I also had to include the wait time for the approval process.

Wish me luck!

I’m … out (frowny face)

Posted by
Tuesday, August 16th, 2011 10:40 am

Wow, PoV thinks I’m awesome! That’s quite an honor.

But sadly, I will not be awesome this weekend. I’ll miss this one because we’re in crunch time at my new job at Smule, making interactive music thinngys for iDevices.  In the tradition of the contest, here’s a pic of my workspace at the office:

Sorta atypical office equipment. But I’ll definitely following the LD48 action, and coding into the night with y’all, just not on a LD48 entry this time. I might even try to get on IRC if I don’t get too distracted by it. Maybe I’ll try a minigame if I can spare a few hours but we’ll see, anyways I’ll do a mini-LD soon to make up for it.

Good luck to everyone! and vote for FISHING! (I don’t even know if that’s one of the topics, I just want to play a lot of fishing games).

 

Walkthrough of my LD20 entry

Posted by
Wednesday, May 18th, 2011 4:12 pm

I finally got around to making a little walkthrough of my LD20 entry. So if you had trouble running it or didn’t want to download it, or are just stumped by the staggeringly complexity of the puzzles, then check it out:

Also includes a quick looks at the “Sproxel” voxel editor I used to make the characters and tiles.

Will there be a post-compo version? We’ll see…

All Platforms

Posted by
Monday, May 2nd, 2011 12:45 pm

I’ve got a working bundle for Mac (64-bit), and builds for win32 and linux up now. In addition, there’s a source pkg with a standalone cmake file which should build easily on all platforms if you want to compile it yourself.

Windows Port Ahoy!

Posted by
Sunday, May 1st, 2011 10:46 pm

Allright so here’s the windows build:

It’s pretty much exactly the same, except I had to change the opendir/readdir stuff to FindFirstFile. You can still win it in about 45 seconds… :)

Hopefully this will let more people check it out.

Tomorrow I’ll look into making a properly packaged mac bundle.

Download link at my entry page.

 

Take This! Finished.

Posted by
Sunday, May 1st, 2011 6:58 pm

I think this is my most complete LD48 game ever. That’s not saying much, though. There’s about one or two minutes of gameplay, but you can actually win or lose and run around and fight stuff and other game-like stuff.

Press ‘F’ to try the secret, not-really-working FPS mode.

I had some trouble with the mac build. It should work, but you need a 64 bit mac, and you probably need SDL installed, and it has to be run from the terminal because it expects you to be in the game directory to load it’s voxely sprites.

I’ll try and figure out how to bundle it up as a proper app. I’ll also make win32 and linux builds, but those might have to wait until tomorrow. Now, I’m going to take a break for a few hours, and have some dinner.

Go to my entry page for the download links.

First Person Zelda

Posted by
Sunday, May 1st, 2011 4:04 pm

So I tried to add a first-person mode. It’s cool as hell but still pretty buggy and there’s still tons of gameplay left to do, so I’m going to drop it, but leave it in as an option (press F). In the original plan, the overworld was going to be first person and the caves and dungeons would be overhead.

And now, here’s the moment you’ve been waiting for. The obligatory sword cave:

I still have a ton of code left — you can’t actually use the sword yet for example. And more map rooms. I’m not sure if it will be quite finished by the deadline but we’ll see how far I can get.

These voxels are pretty fun, tho.

Thar be enemies

Posted by
Saturday, April 30th, 2011 11:51 pm

After a slight roadblock because I didn’t test my “new” font code as well as I thought I did, I got more gameplay basics in there.

And also there are enemies. And they can hurt you. Woo. But there’s still no way to fight back. And only one map screen. And I’m starting to fall asleep.

Gonna be a busy day tomorrow if I am to finish this.

Starting to look rather zeldish

Posted by
Saturday, April 30th, 2011 4:55 pm

Starting to look rather zeldish…

My rendering strategy is “punish the gfx card” as you can see by the wireframe.

Hopefull it will be playable soon

I have a player now

Posted by
Saturday, April 30th, 2011 1:42 pm

Recognize him?

Some scale issues, as vlink is 16x16x16 and I made my tiles 8x8x8… not sure if i’m going to make new tiles or just make bigger things and stick to an 8x8x8 based world. I tried to draw an 8x8x8 link but it was just a green blob.

Map can draw

Posted by
Saturday, April 30th, 2011 11:58 am

Ok, well I can draw maps now.

I just don’t have any way to edit them yet (the one you see here is hard-coded). And they look kind of like crap without any lighting.

And, oh yeah.. there’s still gameplay.

hmm.

Some Voxels

Posted by
Saturday, April 30th, 2011 7:35 am

Well, it’s off to a slow start, but I can render a chunk of voxels.

That’s supposed to be a shrubbery.

I’ve still got a long way to go…

Basecode with a side of voxels

Posted by
Wednesday, April 27th, 2011 11:14 am

Allright, so I am definitely in. My basecode and code from previous LD48′s can be found here: ld48jovoc , and as usual I’ll be checking in my work in progress as I go. I’ve also started to make a nice, cleaned up version of my basecode here: Luddite Engine , unfortunately I haven’t got very far so there’s not much there yet. Not sure how much of that I’ll use vs. just starting from scratch.

Also, this will be my first LudumDare on MacOS. But all my code is SDL-based so I should be able to release out a windows build as well. I’m trying to move all my art and development to mac now but there’s a few little tools I’m still clinging to on windows.

  • Code: C++
  • Image editing: Photoshop, al.che.my
  • 3D stuff: Blender, Pixexix for texture painting (it’s awesome)
  • Sound & Music: garageband, all kinds of iPad and guitar crap
  • Voxel Editing: sproxel

Wait, what? Voxel editing? Well.. a friend of mine at work showed me a little side project he was working on, inspired by stuff like Voxatron and Fez:

 

Sproxel is a voxel editor for making sprite-like graphics. It’s totally incomplete and barely usable, but I convinced him to release it so I could use it for this LD48. Those little blocky things are totally fun. I don’t know why I keep making birds though. Some kind of buried subconscious stuff. Those pics at the bottom are renders out of blender, I made a dumb little script that just makes cubes from the sproxel file.

If you’re brave (or stupid) enough to want to try it, you can get it here: Sproxel Editor for Mac and Win32. It also builds easily for linux. The “file format” is a simple text file that is pretty easy to parse. (Update: there’s some minimal docs now!)

I’m still not entirely sure if I’m going to use this or not. It really depends on the theme and the idea. I’ve got absolutely zero voxel rendering code ready so whatever I do will have to be pretty simple. But they just look so tasty it’s hard to resist.

Anyways.. see you all this weekend. From the huge number of votes and posts so far, it looks like this one is going to be absolutely insane.

Update2: There’s a windows build now!

planet thing

Posted by
Monday, December 20th, 2010 9:18 am

Planet thing is done. Or not done, it’s actually so incomplete that it doesn’t even have a name. But you can download it and “discover” new planets. It’s kind of amusing and the results are sometimes pretty good (but often terrible).

I might try to turn this into a real game or sfxr-for-landscapes tool or something.  And send me the names of any cool landscapes you discover via twitter (@joeld42) or email.

It’s been fun!

Link to the program (please comment if you try it, even though it’s not elegible for voting).


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