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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Theme Voting!)
  • Ludum Dare 29 Compo (48 Hour+Solo+Scratch+Src) Begins: in 2 days, 18 hours, 18 minutes, 52 seconds
  • Ludum Dare 29 Jam (72 Hour+Teams OK+Relaxed) Begins: in 2 days, 18 hours, 18 minutes, 53 seconds
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    About NGuillemot

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    ship it!

    Posted by
    Sunday, December 18th, 2011 10:44 am

    http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=3340

    Almost done, just need sound.

    Posted by
    Sunday, December 18th, 2011 6:59 am

    partitipatton

    Posted by
    Monday, August 15th, 2011 5:04 pm

    code: C++

    ide: Qt Creator

    art: gimp

    ponch: o frui

     

     

    More previews + epic game over screen

    Posted by
    Sunday, May 1st, 2011 3:50 pm

    I never want to work with programmer art ever again

    Fearless journalist

    Posted by
    Sunday, May 1st, 2011 8:37 am

    started a cooperative development with one of my particularly artistically inclined friends. It is programmer-art free.

    Game design documentation

    preview

    Posted by
    Saturday, April 30th, 2011 3:38 pm

     

     

     

     

     

     

     

    Me and my friend this

    Game concept

    Posted by
    Friday, April 29th, 2011 9:13 pm

    It’s Dangerous to go Alone! Take this!
    In this game, you will move a guy through an obstacle course. He needs multiple instances of him to complete it, so he needs to make copies of himself by copying “this“, which will be the surface of the screen. The surface of the screen at the time of the pull will be shown on the dude’s shirt, and a new dude will appear after each pull.

    LD20: Introduction

    Posted by
    Tuesday, April 26th, 2011 1:05 pm

    I just finished my first year of software engineering, and I’m working as a game programmer on a work term right now. I made my first game using SDL during LD19, and I have been preparing for LD20 ever since. My toolkit will change depending on which is most fitting for the game.

    Language: C++ (2D or 3D with SDL/OpenGL) or AS3

    IDE: Code::Blocks

    Frameworks: My engine (http://projectknightengine.googlecode.com/svn/trunk/)

    Visuals: Gimp, Flash CS4, MS Paint.

    Sound: Recording with audacity

    Clothing: My faithful bathrobe

     

    Can’t wait until next weekend.

    Espial update: Sound, gameplay changes

    Posted by
    Monday, December 20th, 2010 9:07 am

    There are now little cute boop effects when you click on blocks. Also, using blocks in combinations makes them become grey.  If you solve combinations fast enough, you can recover greyed out blocks. (Grey blocks can’t be moved)

    Todo:

    -Implement high-score board

    -Make menu graphics better

    -Ambient BGM?

    Known bugs:

    -None at the moment

    Espial beta release

    Posted by
    Sunday, December 19th, 2010 4:00 pm

    http://www.mediafire.com/file/9256m4upw9wbraz/Espial.zip

    As explained in the readme, you probably need to have mingw installed on your computer for this program to work.

    Incomplete:

    -Music/sfx are still not implemented

    -Some screens a little outdated

    -Gameplay depth not satisfying

    Known bugs:

    -To be reported?

    Major graphics update

    Posted by
    Sunday, December 19th, 2010 2:10 pm

    Looks much nicer now, doesn’t it? It even has a menu before that screen!

    Just about working game

    Posted by
    Sunday, December 19th, 2010 11:19 am

    To do: Give it a menu, a scoreboard, some explanations on how to play, updated graphics and a public release.

    Change of plans

    Posted by
    Sunday, December 19th, 2010 6:10 am

    Game will no longer use a sprite to represent the player, it takes too long to implement.

    Expect a puzzle game about finding patterns. It won’t be glorious, but it’s not bad for a first game programmed in old fashioned C using SDL.

    Implemented colour drain

    Posted by
    Saturday, December 18th, 2010 3:12 pm

    Going over land grayscales it, and makes it no longer a good spot to hide in. Now I need to make it so that the player absorbs the colour of the land he touches, and give the player some abilities and reasons to use them.


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