I'm Nsmurf. I make games. That's about it.
Go play my games!
Ludum Dare 30
Ludum Dare 28
Ludum Dare 27
Ludum Dare 26
Ludum Dare 25
The 'You-Epically-Fucked-Up-The-Layout' Award
Awarded by Folis
on July 13, 2012
The EPICLY AWESOME self-awarded award with to long a name and shirt guy dom style art and to amny ands and to many exclamation points of 1337N355!
Awarded by Nsmurf
on July 12, 2012
I worked for 42 hours on my LD30 entry “SolarSim“, before I submitted it, in the crappy stage it’s in. I probably could use the 6 hours to make it better, but I’m not going to. Here’s why.
Ludum Dare is about making games. The 48 hour time limit has always helped me before, but this time it didn’t work. I wasn’t really committed to making a specific game, and even when I was programming, I didn’t have a clear idea of what I wanted. I changed ideas 4 hours in, 6 hours in, and 24 hours in… And finally submitted my original idea. I was also trying to make a game with no practice in a short timeframe, using a very DIY framework. The last time I made a game was LD28, and I wasn’t prepared.
As I said, Ludum Dare is about making a game, so that’s what I’m going to. This Ludum Dare has reminded me how much fun gamedev is, so I’m going to make a game! No time limit, I’m going to have a clear idea of exactly what I want, and then I’m going to sit down and make it.
It’s time to get back up, learn from my mistakes, and make a game! See you at the next LD!
Here’s a list of all the mistakes I made so I won’t forget them:
- Not having a good idea of the game I was making.
- Making a genre of game I’d never done before in 48 hours.
- Not planning out rules/instructions for my game ahead of time.
- Not having a clear goal of the game (No win/lose conditions).
- Not playing similar games to the one I was designing beforehand (learning form mistakes/successes of others).
- Many, many more that I’m not thinking of right now.
HERE WE GO!
I’m in for LD30, and super excited!
- Lurker (Holy shit this is so awesome)
- Vim (Also awesome, but in a much more confusing way)
- The GIMP
- SFXR (or maybe BFXR)
I think that live reloading will make a *huge* difference in how I make my game. It’s something I’ve always wanted in LÖVE, and now I have it! I’m probably going to do a timelapse, but I’ll need to find a program to make a timelapse on linux. Last time I had issues with splicing the frames together, despite capturing them fine. This looks promising.
Gameplay wise, I’m going to focus on making a simple idea, so as to make it take minimal programming effort.
One Item is a game of choosing the right tool for the job. For each level, choose what item to bring with you. Jetpack? Bow? Handheld Teleporter?
Choose your item here!
I just had a stressful couple of minutes. The power just went out, and I don’t have a laptop.
It’s all ok now though, because the power’s back on, and I’m back ludum daring.
My game is coming along nicely, I’ve added Companion Cubes, a Bow, a Jetpack, and a Sword.
Apparently I need to release all of my libraries beforehand, so I present to you, WorldPhysics!
See the post explaining it here!
Alright, I’m in. Here are my tools:
The GIMP for graphics probably, although I might make some real art and scan it.
Good luck everyone!
Wooooooo, Ludum Dare!
I’m in with my usual team, and maybe 2 other people.
Code: LWJGL or LÖVE, not sure yet. Possibly Scratch or Stencyl, if I can get them to run without lagging.
See you on the other side!
Well, 2 LD’s ago (You are the villain) I decided to make a RTS. I was going “FML” within hours of starting, but some nice people on irc convinced me to stay in the LD (Thanks guys!). I ended up creating a piece of crap and swearing that I wouldn’t make a new type of game (FPS, RTS, etc.) in a LD again. But I’m just about ready to break that again. Here’s the idea:
A platformer RTS.
It would have block-by-block movement, and each unit would have a cooldown time before you could move it again. I think that so long as the battlefield is small, micromanaging your units could actually be fun.
Or is that just a stupid idea?
That’s right, Pixle ninja is ready.
You are a ninja (Made of pixels).
That minimal enough for you?
Ok, here’s what I’ve done so far:
- Open flashdevelop
- Open default project
- Compile and run
- Build Failed
- Fuck, this’ll mean a fresh install of flashdevelop
- Waste 2 hours installing flashdevelop
I’ll be using FlashPunk + BFXR + Paint.NET. My game will contain potatoz.
Deep Water Games, you are going down
Not much progress, but that’s OK.
You now are on an island, and your r0b0tz get destroyed if they go into the water. Blood splatters semi-randomly now, creating a nice splatter effect I think I’ll work on trees or the title screen now. Oh, also, random noise works well for grass! Good luck!