About sev_inf (twitter: @SevInf)
Entries
Ludum Dare 25 | Ludum Dare 24 | MiniLD #35 |
sev_inf's Trophies
sev_inf's Archive
Captain Torrent is Here
Monday, December 17th, 2012 5:12 pmGood time of day, landlubbers!
Captain Ulfgar Torrent had arrived to Ludum Dare Bay.
Take as much illegal content as your ship is able to carry! Send this media corporations to the bottom of the ocean! Show him who is the real owner of the digital sea!
Captain Torrent First Victories
Sunday, December 16th, 2012 2:09 pmToday Captain torrent had first successful battle!
Then he had a second battle! And a third! And a fourth! And so on…
Every game needs a good looking UI, nice sounds and balanced gameplay, even game for such bastard as our captain. So, all his loyal crew will spend whole last day of the jam on this task.
Horrendous ship of captain U.Torrent launched
Saturday, December 15th, 2012 1:01 pmCaptain Torrent Leaves The Harbor
Saturday, December 15th, 2012 5:28 amHello, fellow ludumdarers!
Its our third participation in LD Jams, previous was Mazes In The Sky and Super Darwin.
Today we brought to the event a special guest: captain Ulfgar Torrent.
Mister U.Torrent is not a welcome guest by the way – he is one of the greatest pirates of the media age, scoundrel and notorious villain. If your ship’s holds filled up to the top by music, films or video games – be sure, Torrent will be nearby and you should fight very hard to protect your valuable cargo.
Captain Torrent’s ship is powered by cocos2d engine, assembled in CocosBuilder shipyard by me, sev_inf. The official stylist of the captain is KillToLive and the costume is sewed in GIMP. The favorite music of our villain is written by s.botichelli.
Super Darwin Post Mortem
Saturday, September 8th, 2012 8:29 amHi everyone! sev_inf (programmer, that did almost everything wrong) and KillToLive (artist, that did almost everything right) here and its time for our Super Darwin post-mortem.
First of all we would like to thank to everyone who played and rated game, your feedback was really great!
So, what went right:
- graphics – a lot of people liked game art and the design of the game page;
- having a base code – allowed us to start creating the game as soon as we chosen the idea;
- idea – we pretty quickly decided what we’ll be building and a lot of people loved our version Charles Darwin story;
- features cutoff – initially we planed to do a lot more stuff, but when we realized that we can’t get everything in time we dropped few of our ideas and spent the last day trying to make game to feel complete, and we think we did it right.
- game is beatable, despite its difficulty.
Things that went neither right, nor wrong:
- game engine – I’ve chosen cocos2d-html5 because I had previous experience with cocos2d-html5. In many ways this was right solution, but html5 version was in alpha stage during LD, so I spent few hours fighting wis game engine bugs;
And now, things that went wrong:
- don’t having a collisions code in my base code repository – I spend almost all first day implementing the collisions;
- jump physics – a lot of people complaint about it and we don’t like it either;
- combat – it is difficult to figure out cane attack range, in few places Darwin lacks ability to duck;
- enemy placement – lot of enemies are difficult or impossible to avoid;
- difficulty – previous two items combined + lack of the continues or checkpoints.
We’ll definitely participate in future LD. Here are few tips for the next time:
- make a much easier game;
- probably, try different game engine;
- try to implement all game features during the first day and spend the rest of the time on level design and polishing;
- and don’t forget about AZERTY and QWERTZ keyboards.
Super Darwin is ready for the battle!
Monday, August 27th, 2012 5:30 pmSuper Darwin – More screenshots
Monday, August 27th, 2012 5:46 amDay 2 of Super Darwin journey
Sunday, August 26th, 2012 9:59 amSuper Darwin – day 1 results
Saturday, August 25th, 2012 12:11 pmDay one is over for us. What have been done:
- animated sprite of Charles Darwin;
- tiles of jungle and cave;
- collision detection.
The hardest part was surprisingly collisions – I’ve spent almost all day debugging it. Also, for now game crashes in FF for some reason, and have no idea how to fix it. Now I’m going to sleep – hope tomorrow I’ll be able to complete the game to some playable state.
Super Darwin
Saturday, August 25th, 2012 9:11 am[Imagine generic "We are in" post title here]
Tuesday, August 21st, 2012 5:57 amHi!
We are in for Jam. This will be our second game jam, but first big LD48 (previos was MiniLD35 where we built Mazes in the Sky game).
We will be building browser HTML5 game again. Set of the tools we will be using are pretty much the same as for previous game:
Editor/IDE:
Libraries:
I’ve put some basic code for integrating this two libraries on my github, you may use it if you want to go with the same libraries as I.
Graphics:
- MS Paint;
- GIMP;
Sound:
- bfxr;
Level Editor:
- Tiled (if needed);
Btw, can anybody suggest some good timelapse recording app for Mac? Thanks in advance.
Mazes in the Sky – Done!
Monday, June 18th, 2012 9:50 amWe’ve finally finished our game. Link to the entry.
Changes from previous version:
- added sounds and awesome guitar music by my firend;
- fixed few graphics bug;
- game now works in Opera and Firefox;
- hints now more readable.
The game was tested in Chrome 19, Firefox 13, Opera 12 and Safari 5.1. It should also work on IE9-10, but I’ve not tested it.
Thanks Ludum Dare for finally pushing us to make a game.
Hope you like it!
Mazes in the sky: almost complete.
Sunday, June 17th, 2012 2:36 pmOur maze/sliding blocks puzzle is almost done. We’ve decided not to include monsters in final release, but the rest of the planned features are done. We have 10 levels implemented. Levels are partly random (blocks are static, but their order is random), so the game should be interesting to play more then once. There is no sound yet and there few non-critical bugs, but it is playable.
Please, check it out. We will be glad to hear your comments.
Controls:
- arrows – move character;
- click on a block – move a block to a free space (only if a block is near it).
ToDo for tomorrow:
- sound;
- bugfixes.
MiniLD#35. First day progress
Sunday, June 17th, 2012 12:40 amHi all!
We are building a hybride of a generic maze game with a sliding blocks puzzle. Basically, its a labyrinth where some parts of it are moveable. Here is a screenshot of what we have after first day:
Unfortunately, there is no much of a planned features done on a coding side: we have animated character, collisions, sliding blocks, hardcoded level stub and thats all. Art has a much better progress, we have graphics for much more objects that is not coded yet: special types of blocks, enemies, etc.
The plan for today: for the first half of a day try to implement as much features as we can. After 15:00 we will stop working on a new features, no matter of how many of them left, and start designing levels.
Thanks for you attention!
We are in for MiniLD #35
Friday, June 15th, 2012 10:42 pmI’m a programmer. I actually work as software engineer and have a few games published in an Apple’s Appstore. My friend is the graphical artist, she is a student now. This will be our first LD. Tools and technologies we will be using are:
Good luck to all participants!



















