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Ludum Dare 26 — April 26-29th, 2013
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About shrt (twitter: @shrrt)

I work as a software developer at a small Danish company called novasa. It's good fun.

I tweet occasionally. I'm on Google+, and I also had a site running at http://shrt.info once.

My first experience with ludumdare was the 8th competition, where I managed to complete "something". But alas, as time has passed, so has all evidence of its existence.

By participating in the ludumdare, I realized that it was totally awesome to create fun things, and it was definitely a big motivator for me when deciding on pursuing a professional career in software/game-development.

My Notable Entries
LD17 - Tango!
LD14 - Determined Wall
LD12 - Pfff
LD11 - Shaky
LD10 - Dick Chainey

Entries

 
Ludum Dare 17
 
 
 
 
 

shrt's Trophies

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

shrt's Archive

Progress

Posted by (twitter: @shrrt)
Sunday, April 25th, 2010 3:03 am

Here’s a screenshot of my game so far:

ld17-shrt-progress_1

My initial idea was to take the tower defense concept and flip it on its head, so that instead of annihilating a swarm of enemies, the player IS the enemy. The player would be a sort-of cruiser ship moving on rails (i.e. a pre-defined movement path), and would be able to send out smaller fighter ships, pop a shield and boost movement etc.. Basically trying to annihilate everything on the islands, while also staying alive.

However, I derailed quite a bit yesterday and I’m pretty sure that there’s no way I can make all the gameplay that I had imagined in the current time frame. I’ll definitely have something playable by the end of today though :)

This is my desk. There are many like it, but this one is mine.

Posted by (twitter: @shrrt)
Friday, April 23rd, 2010 12:09 pm

Just about ready to hit the sack so I can get up early and go all-out rambo with the, hopefully suitable, theme.

My preferred content-creation tools seems to be working, and so does visual studio coupled with my platform of choice; XNA. We’ll see if I can remember how this stuff works.

Earlier today I snapped a couple of shots of my workspace. Not much has changed here since the last ludumdare I participated in, except for a switch in monitors and a lovely new keyboard (it glows in the dark!):

workspace1-april-2010 workspace2-april-2010

Good luck everybody!

PS: -1 PAG!

Beaten by the caverns

Posted by (twitter: @shrrt)
Sunday, August 30th, 2009 10:26 am

So, yeah, I haven’t done anything at all today. Mainly because I completely lost motivation on day-one where I just didn’t get any bursts of inspiration.

It was my plan to use Unity3D and create awesomely sweet looking 3d graphics with lots of cool gameplay, but lacking that one *good* idea, it just never happened. Also, I really suck at modelling AND drawing graphics/textures!

Late day-one, however, I did decide to just whip up a heli-flyer game using the iso tech I had sort-of implemented earlier that day, but after fiddling around for a while creating some temporary art I decided it wasn’t worth the trouble. So here’s a shot of the few (crappy) things I made:

shrt-ld15

Isometric graphics textures projected onto 3D cubes

Should you not have realized it yet, this is an “I give up”-post :)

Workspace level up

Posted by (twitter: @shrrt)
Friday, August 28th, 2009 1:56 pm

This is how the office looks in my new apartment, and this will serve as my workspace this weekend. Look, there’s even a plant! (although, I gotta admit, it’s plastic)

Intent to play!

Posted by (twitter: @shrrt)
Sunday, August 23rd, 2009 5:42 am

I would just like to pronounce my intent to participate in the upcoming ludumdare. Provided that this week does not turn into chaos, of course.

Having recently installed a trial version of Unity3D, i’ll be attempting to use it for the competition. Luckily the trial period lasts well beyond the weekend, so I should be covered there. Using this middleware will help me tremendously in both getting to create the gameplay faster, and (more) importantly actually making other people able to play with it. Both of these points have been very limiting factors for me in previous lds, so I hope that using Unity3D will make it much smoother :)

I’ve got it setup so that I can use Visual Studio for all code writing (seriously, auto-complete/intellisense is necessary to be efficient), and i’ll be using Photoshop/Blender for other asset creation.

Bring on the theme-voting!

Throwing in the towel :)

Posted by (twitter: @shrrt)
Sunday, July 26th, 2009 4:59 am

As the title suggest, i’m gonna give up this battle. I was not really prepared for a real ludumdare-weekend, so getting started took longer than it should have and I didn’t manage to maintain a steady progress.

Anyways, here’s a short video of what I produced. It’s not much, and certainly isnt a game, but it did make me realize that I need to prepare more for the next big one. And I learned how to make lasers, and sounds to match! (yay sfxr)

http://www.youtube.com/watch?v=UjoG7ja74N0

Space mining

Posted by (twitter: @shrrt)
Saturday, July 25th, 2009 1:59 pm

Here’s a progress shot of what I have so far. I’m not totally into the game idea, but i’ll see if I can continue until it reaches at least a playable state.

It’s supposed to be a game about mining asteroids/stuff using your spaceships’ super-heated laserbeam.

I’m not entirely happy with the looks of the spaceship, but since it takes me forever to make anything (except asteroids) in blender I’ll probably skip that to gain more time for game mechanics.

Peace.

Video for the crashing people

Posted by (twitter: @shrrt)
Monday, April 20th, 2009 11:58 am

Here’s a little bit of video from the final build, since so many seem to not be able to run it. I tried running this on the various machines I have at my disposal, and they all ran it fine. So i’ll chalk the crashes up to people missing .NET/XNA binaries. Nothing new there :)

Video, lookie!

Finalized the wall

Posted by (twitter: @shrrt)
Sunday, April 19th, 2009 3:57 pm

Got around to adding some gameplay in there, so I think it’s alright to call it a game now :)

POST-FINAL EDIT:

I understand some are having difficulties understanding how to play it, so here’s a few key tips:

  • You have 3 unique battle pieces at your disposal; namely Melee (sword), Ranged (arrow) and Defend (shield)
  • In certain levels you have a barracks at your disposal. It can produce a piece with X units every turn.
  • You need to wipe out every enemy piece before it kills yours off, or reaches the opposite end.
  • The wall (red pieces) only has one action (move forward), and cant defend itself.
  • The damage a piece does is represented by the number seen below its icon in the turn-queue. (except the wall, which shows the total units the wall has split over its pieces)
  • Some pieces does extra damage in certain situations (e.g. when a defender retaliates)

Video!

Download

Posted by (twitter: @shrrt)
Sunday, April 19th, 2009 4:04 am

This morning I realized that I had not really thought the gameplay through before jumping into the tech implementations, and as a result of that the game is now in a state where im not sure that I can save it. I’ll keep going today though, and hopefully i’ll get struck by some ideas that’ll help the game turning out as an actual game!

Anyways, here’s another progress shot:

Some additions since last night:

  • Queue displaying whos turn it is
  • Simple text fade-animation whenever a piece loses or gains units
  • New icons for some of the pieces

End of day one

Posted by (twitter: @shrrt)
Saturday, April 18th, 2009 3:02 pm

So, as i’ll be wrapping up for the day I thought i’d share a progress screenshot, enjoy:

Still not sure whether or not this will be any good. My goal is that it becomes a turn-based strategy-ish thing where you need to kill off the enemies (the wall of red pieces) before they wipe you out. The AI is pretty much just a Column++ each time it’s the enemys turn, so that’s one thing fully implemented at least! :)

Into the dark, physics tweaking, abyss

Posted by (twitter: @shrrt)
Sunday, February 8th, 2009 2:51 am

So, like always, I think up a way too ambitious game mechanic and fail to realize it before its too late :(

Anyways, the above shot shows my progress so far. Every graphic is placeholder, and basically all there is to the game at the moment is controlling the arms of an undersea-monster. I spent pretty much the entire first day just tweaking the physics parameters, and im still not satisfied :|

Calling it quits

Posted by (twitter: @shrrt)
Sunday, December 7th, 2008 8:00 am

Aw man, i’ve just been lacking inspiration this entire weekend, and it does not seem to get any better. So i’m going to cut my losses and call it quits now. I really hate doing that, but I just can’t see it happen this time.

I did make a little thing, though. It has zero gameplay, but it does have a bunch of pretty snowflakes trickling down the screen. Hopefully i’ll be more into it for the next mini!

Download

Requires the usual bad guys:

XNA FX3 and

.NET 3.5

Pfff – fin.

Posted by (twitter: @shrrt)
Sunday, August 10th, 2008 5:01 pm

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 (twitter: @shrrt)
Sunday, August 10th, 2008 4:59 am

More visuals:

Arrr!

Posted by (twitter: @shrrt)
Saturday, August 9th, 2008 1:52 pm

More progress shots! Wee!

Video’d

Posted by (twitter: @shrrt)
Saturday, August 9th, 2008 10:07 am

mid-day1

First signs of progress

Posted by (twitter: @shrrt)
Saturday, August 9th, 2008 8:53 am

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 (twitter: @shrrt)
Sunday, April 20th, 2008 2:43 pm

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 (twitter: @shrrt)
Sunday, April 20th, 2008 1:40 pm

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.


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