Join #ludumdare on irc.afternet.org
Mini LD #3 :: September 5th-7th Weekend :: Theme :: Tool

Sign In | Write your Journal
Home | Planet Ludum | Rules Wiki | Mailing List

Ludum Dare 12 Final Results NOW AVAILABLE

Click HERE for the Ludum Dare 12 entries image grid
(to be included in the image grid, you must upload an image to the blog)

shrt's Archive

Ludum Dare Donor Award
Awarded by PoV on May 23, 2008

Pfff - fin.

Posted by shrt
Sunday, August 10th, 2008

Oh boy, this one was rough.. THE TOWER?! I think I started out with that in mind, but I guess I kinda lost touch with the theme somewhere a long the way. Although I do keep the sense of heights (with the skyscrapers/roof and such).

Anyway, after a couple of huge coding sessions, here’s what I finally have to show for it:

YouTube

Vimeo (<3)

MUY IMPORTANTE:

You need all kinds of sweet stuff to run this bad boy:

  • updated directx
  • .net 3
  • shadermodel 1.1 (and hw support for scaled pointsprites, i think)

So, yeah.. I hope there’s at least one windows dude out there :)

DOWNLOAD

EDIT:
It would appear that it might crash if you don’t have any XNA redist installed. The problem lies with the non-opensource physics library that I chose to use; it tries to find the required xna dll’s through whatever-its-called-place where redist dll’s are placed, instead of using the dll’s i shipped locally with the exe. So, only solution is to install one of the XNA redists. What a mess.

Pfffffffff

Posted by shrt
Sunday, August 10th, 2008

More visuals:

Arrr!

Posted by shrt
Saturday, August 9th, 2008

More progress shots! Wee!

Video’d

Posted by shrt
Saturday, August 9th, 2008

mid-day1

First signs of progress

Posted by shrt
Saturday, August 9th, 2008

Here’s what I have to show so far. It’s supposed to take place on a rooftop where you direct the wind in ways that will make it blow crates over the edge.. and quite possibly end up killing people and the occasional owl at the bottom of the tower.

Rooftop and stuff

The white gazelle laughs maniacally

Posted by shrt
Sunday, April 20th, 2008

Finally done, here it is!

Do not be afraid to shake it up, shake it up, sha..

ld11_shrt_11.png ld11_shrt_10.png

The entry can be downloaded from here:

Download

Watch capture (stream)
Watch capture (xvid)

Requirements:

.NET 3/3.5
XNA 2.0

up2date DirectX dll’s

Posted by shrt
Sunday, April 20th, 2008

Here’s some of the latest models:
ld11_shrt_8.png ld11_shrt_9.png
In other news, I suck at composing music so I have made sure that people can turn it off in my game.

I hate writing UI’s

Posted by shrt
Sunday, April 20th, 2008

But here’s my main-menu:

ld11_shrt_5.png

The colored text at the top is bouncing up and down, and the model below is rotating to give a preview of the level.

Yay it works

Posted by shrt
Sunday, April 20th, 2008

<3

ld11_shrt_4.png

Early morning progress

Posted by shrt
Sunday, April 20th, 2008

ArcBall rotation still isn’t working, and i’ve basically given up on trying to fix it. Below you can see what i’ve spent my morning doing.

ld11_shrt_3.png

  • Gradient background
  • Fonts
  • Better shading for the main model
  • Better shading for dirt
  • Improved model for dirt specks

More progress

Posted by shrt
Saturday, April 19th, 2008

Had some troubles with math earlier, but that should be fixed now. Here’s a shot of a more complex model in action, where some blobs have been shaken off to the left.

ld11_shrt_2.png

There’s still one major issue with the ArcBall implementation (to rotate the model intuitively) which really needs to work before it’s playable.

Progress

Posted by shrt
Saturday, April 19th, 2008

Not much to show, but I guess that fits the theme perfectly. The reason is that I have spent all my time on coming up with an idea that
I didn’t hate.

ld11_shrt_1.png

What you’re seeing here is a 3d model infested with nasty stuff. It’s your job to shake these things off.

Rules schmules

Posted by shrt
Friday, April 18th, 2008

To abide by the rules I hereby deliver a link to my work-in-progress library; all it really does is provide a way of binding game behaviors to “entities”, and getting a hold of them again. Oh, and it’s written for .NET3.

Download

Day 1

Posted by shrt
Saturday, February 23rd, 2008

This theme was horrible to think up ideas for, I mean, games usually rely on the player expecting what happens. However, I did write a small platformer with just one level which tries to incorporate this idea of having something unexpected happen, so that the player then has to think up a way around.

I’m not sure i’ll continue working on it, as i’m not terribly excited about the game idea. Meh.

ld105_shrt.png


It requires .NET2.0, XNA 2.0, shader 1.1 and updated DirectX dll’s ( :( )

Try it here

Final entry

Posted by shrt
Sunday, December 16th, 2007

The outcome of these 48 hours is a reasonably decent game, that just barely stays within the theme. Taking that aside, I do think it’s good fun to play and that’s all that matters.

Hopefully at least a few people will be able to try it out, but since there is no single-player component it gets a little bit dull playing by yourself :)

ld10_final.png

The entry can downloaded from here:

Download Final! (src included)

Watch capture (stream)
Watch capture (xvid)

Log entry: squeeze the lemon and stuff comes out

Posted by shrt
Sunday, December 16th, 2007

Added support for various control schemes, and prettied up the display:

A couple sounds are in also! Thanks DrPetter! (sfxr)

ld10_0_days_7_hours_21_minutes_left.png

Log entry: last stretch

Posted by shrt
Sunday, December 16th, 2007

A few things have been implemented since last entry; most notably the springy goals. Well, only the back of the goals actually. They add nothing gameplay-wise, but they’re kinda fun to watch when a ball is hammered into them. Barrier advertisement textures have also been made, i’m not crazy about them but they’ll do for now.

What I really need to get started on are the controls. The gamepad controls are perfect, but the majority of people here does not have such a peripheral so keyboard/mouse support is essential. Keyboard is currently supported, but man, it feels quite crappy. I think pure mouse control would be better.

ld10_0_days_9_hours_10_minutes_left.png

Log entry: beautification

Posted by shrt
Sunday, December 16th, 2007

Since I woke up i’ve mostly been making graphical improvements, e.g. colored players, textured field barriers.. But I also implemented a better camera, so every moving thing should now be visible at all (most) times.

Later I will try to model a better looking goal, and possibly add a menu.

ld10_0_days_16_hours_0_minutes_left.png

Log entry: getting closer

Posted by shrt
Saturday, December 15th, 2007

A bit progress here; it’s now possible to actually score! I took a really lousy approach to getting score displayed on the ground.. It’s a quad with texture coordinates, and then I have a texture for each number (i.e. 1, 2 and 3). Not very awesome performance wise, but meh.

ld10_1_days_3_hours_59_minutes_left.png

Log entry: dinner approaching

Posted by shrt
Saturday, December 15th, 2007

So I kinda went back and forth between some ideas I had sketched out. They all involved the same mechanic though, so I was basically just figuring out which was more fun.

I came to realize that there’s simply too many possibilities with this setup. There could be major amounts of violence, I mean, just look at the spikes on those tails! But, I think i’ll simply make it into some kind of sports game, i.e. get the ball into your opponents goal, at least just for the compo entry. I will, however, be keeping the spiky tails.

ld10_1_days_9_hours_45_minutes_left.png

Dinner will be had in approximately 30 seconds.

Log entry: springs are pretty annoying

Posted by shrt
Saturday, December 15th, 2007

I woke up this morning discovering the horrific theme of Chain Reaction, I was pretty bummed that something like Evolution didn’t win and to be honest, I was doubting if I could come up with anything that wasn’t just another Boomshine clone. Well, I sketched around a bit and came up with some ideas that involved chains reacting to input ;)

Originally I was gonna do some kind of “throw your rope and catch something” kind of game, but by tweaking spring properties I stumbled upon something that feels much better to play. You’ll play as some snake-like creature, and have to either kill enemies, or collect stuff by bashing your tail into them/it.

So this is a debug view of the current condition of the game. I prefer writing the gameplay mechanics before delving into doing the artsy fartsy stuff.

ld10_1-days_15_hours_36_minutes_left.png


All posts, images, and comments are owned by their creators.