Engineer in the Bay Area. I'm here to check out the bleeding edge of indie game development, and maybe toss my hat in the ring from time to time :D
About khakionion
Entries
Ludum Dare 22 |
khakionion's Trophies
![]() The Hameln Award Awarded by Mechamagizmo on December 20, 2011 |
khakionion's Archive
Work begins…!
We took our time brainstorming, since we’re going to be making a pretty simple game. We’ve decided on doing a “ring toss” game in the style of the old Tomy Waterfuls toys.
So…we’re off to it!
I’m In for the Jam!
My wife and I will be participating in the Jam. I’ll be using Unity, Sprite Something, GarageBand and any other tools I need to get my game off the ground, my wife will be contributing her art skills and will use either Adobe Illustrator or Autodesk Sketchbook Pro.
Cheers! Good luck!
Using GameSalad This Weekend? Let Us Know!
Although I will be busy with the Cherry Blossom Festival this weekend, I’m counting on all of YOU to make some awesome games.
And if you make something in GameSalad…tell the world! We make available a couple of “badges” that you can put on your game’s materials to show that it was Made With GameSalad. Here they are:
You can also get these images and more by checking out our page on Facebook.
Timelapse and Postmortem
It took a few tries in Motion to upload to YouTube properly, but without further ado, here’s my timelapse for the creation of The Travel Section, with a postmortem after the link:
http://www.youtube.com/watch?v=xhNemclQU7s
So, what went right:
- Sticking to UIKit was a great idea, as it let me visually design my interface and make sure it was going to come out right on the first try.
- SpriteSomething on iPad was super-useful for making pixel art.
And of course, what went wrong:
- I totally misused UIStoryboard in my first pass of the app. If I had done just a touch more reading before I started, I wouldn’t have lost five or so hours near the end of the compo.
- CoreAnimation isn’t for games. I had four or five hours to make my minigames near the end, and if I had stuck to basic NSTimer and manual animation at the start, I probably could have done three or four of them in the time it took me to do just one on the second try.
So, that was my Ludum Dare 22! It was a tough experience, taught me a lot, and was quite a bit of fun. Hope you enjoy the game, if you happen to put it on your iPhone/iPod!
Submission Complete!
Yes…! I had to stitch up a few unfinished things, but the app was completed and uploaded during Submission Hour.
If you have an iPhone, iPod touch, or can use the iPhone Simulator, give it a whirl:
http://www.ludumdare.com/compo/ludum-dare-22/?action=rate&uid=4720
Time-Consuming Stat Tables
I’ve lost quite a bit of time to the creation of stat tables for the various activities one can do in my game. Since I’m using real world locations and MKMapView, hopefully my progress will speed up now that the tables are mostly implemented.
Khakionion is in.
Hello Ludum Dare, I’m in!
I’ve done game jams in the past, and watched the last miniLD with envy, so I’m going to see about taking part in LD #22.
Platform: iPhone.
Code: iPhone SDK, Objective-C.
Graphics: SpriteSomething (on iPad), Pixelmator. (SketchUp if I need 3D graphics.)
Audio: GarageBand (iPad/Mac), Audacity, sfxr.









