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sgstair's Archive

Timelapse video

Posted by sgstair
Monday, April 21st, 2008

I’m alive! I expected otherwise! And, as I begin the early stages of my undoubtedly slow recovery, I will first post the timelapse video I recorded:

And, in case that doesn’t work or you want a higher resolution: The original, 720×480 Xvid w/ mp3 audio, 76.21MB

“Desktop Rox” final

Posted by sgstair
Sunday, April 20th, 2008

Ah, I’m done. I wish my entry were more polished, but I’m pretty happy with what I’ve managed to accomplish.

sgstair - ld11 - final “Desktop Rox”

Desktop Rox is an asteroids-like game, which was based closely off an idea I wanted to play with, specificly rendering the game on top of the desktop, rather than in a window of it’s own. In hindsight, it took a lot of time to get  all of the lower level rendering functionality I needed, so I wasn’t able to complete it to the level I wanted to. And, while I still have time, I’m really in no shape to be doing anything else with it at the moment :P

Next time I will assemble/write some sort of library to reduce the workload, but for now I’m very glad I finished a game, and that it’s actually pretty entertaining to play - and it’s nice that the core design isn’t that bad, I’ll probably refactor it and stash it somewhere for future use. It was very rushed however, many things I wanted got left out completely or half supported and not really doing anything (sound, antialiasing, multiple rendering modes) and the UI is a very very hacky job (hope you can read the font)

Download the game (and the source) here: http://akkit.org/ld48/desktop_rox_final.zip
Also, if that one runs too slow or doesn’t work, I have a test mode build that you may be able to use in this archive: http://akkit.org/ld48/desktop_rox_final_alternate.zip

Now getting somewhere!

Posted by sgstair
Sunday, April 20th, 2008

I’ve been pretty secretive, not wanting to show off my tech, but it’s occurred to me that it doesn’t really matter that much; So, here’s the current status of my game:

sgstair - ld11 - WIP 5

I’m very happy with the tech, it’s performing admirably with even dozens of  sprites on my system - I’m basicly making an asteroids game, but  I think this counts as minimal (it’s so minimal it doesn’t even have a background, ha!) - Just finished the majority of the asteroid code (creation / movement / collision), and I’m now going on to make a ship and a way to shoot. Which I expect won’t take too long. I’m expecting to complete sound effects but I don’t think I’ll get to music.

Elementary Chemistry

Posted by sgstair
Saturday, April 19th, 2008

So, I got some sleep, but forgot to take the sun into account; and since it got a little warm outside, it got pretty annoyingly hot in my nice insulated room full of computers. So I’ve been not getting much done. I did however take the opportunity to examine the following chemical reaction in detail; Here are the reactantssgstair - food - chili (before):

And with the judicious application of heat, and careful attention, you can expect to see results such as the following:

sgstair - food - chili (after)

I must say that this specific reaction does take a lot of time and effort to ensure success; But the results are delicious, and certainly worth the effort.

Now,  my game’s tech is still done, it’s severely lacking in gameplay though. So that’s what I’m doing next :)  Then I’ll even post a screenshot!

WIP (2)

Posted by sgstair
Saturday, April 19th, 2008

So, I’ve worked a bit more and implemented some more backend stuff and some hacky quad rendering. If I have time, I’ll replace it with an antialiased version later. Why software rendered? Well, mostly because I’m a bit crazy, but there is another reason that will become more clear later ;)

sgstair - ld11 - wip2

I think I might try to get some sleep pretty soon- Remember; sleep is for the weak!… and we’re all just weak. …weak… puny… humans… won’t deserve to live when the robot uprising comes :P

First visible progress

Posted by sgstair
Saturday, April 19th, 2008

Alright, so after much working on backend stuff and much slacking off I have enough of my system in place to render stuff! Behold my lines of doom, and tremble! Well, not really. More to come soon though

sgstair - ld11 - wip1

As it turns out I hadn’t eaten in a while and that was making it hard to focus and continue; but pasta to the rescue!

sgstair - food! - spaghetti

Mm, breakfast [while everyone else is] in bed. I’ve got most of the core graphics engine design issues resolved for now; proceeding blindly ahead to get the rendering code I want now, and then I’ll be building gameplay.

Ah Minimalist

Posted by sgstair
Friday, April 18th, 2008

So, I had a premonition that this theme might win, and have been thinking of games that would work well in it. Not going to reveal much yet but I have a very clear direction and I’m looking forward to being able to put this game together!

So for now I’m going to write up all the things I think the game should do, and come up with some scheme to ensure they all get done. Onward!

Desk and food, 6.5 hours to go

Posted by sgstair
Friday, April 18th, 2008

So here’s what my very messy workspace looks like, I took a photo last night to document it.

sgstair’s desk for ld11

And a gratuitous food shot (ham and cheese is popular)

sgstair’s pre-compo foodstuffs.

I’m getting very excited about this :) I’ve got some interesting ideas and am eagerly awaiting the compo start!

Motivation!

Posted by sgstair
Friday, April 18th, 2008

skillz are lacking

my lazy attempt at motivation :)

Likely Entering

Posted by sgstair
Wednesday, April 16th, 2008

Hi all,

I’m not exactly new to LD, but it’s been quite a while. I’m planning to enter LD11, and I have some interesting ideas up my sleeve :) I’ll be writing all my code completely from scratch, using Win32 -I have a lot of experience doing this though, so I don’t think it’ll be a handicap.

I’ll also be recording a time lapse video of my progress, which might be amusing to watch afterwards - Good luck everyone (you’re going to need it :P)


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