Home | Rules and Guide | Sign In/Create Account | Write a Post | Donate | #ludumdare on irc.afternet.org (Info)

Ludum Dare 23 — April 20th-23rd, 2012 — 10 Year Anniversary!

Ludum Dare 22 :: December 16th-19th, 2011 :: Theme: Alone

[ Results: Top 50 Compo, Jam | Top 25 Categories | View My Entry ]

[ View All (Compo, Jam) | Warmup ]


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

shrt's Trophies

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

shrt's Archive

I hate writing UI’s

Posted by (twitter: @shrrt)
Sunday, April 20th, 2008 8:42 am

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 (twitter: @shrrt)
Sunday, April 20th, 2008 1:17 am

<3

ld11_shrt_4.png

Early morning progress

Posted by (twitter: @shrrt)
Sunday, April 20th, 2008 12:18 am

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 (twitter: @shrrt)
Saturday, April 19th, 2008 1:18 pm

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 (twitter: @shrrt)
Saturday, April 19th, 2008 10:45 am

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 (twitter: @shrrt)
Friday, April 18th, 2008 10:33 am

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 (twitter: @shrrt)
Saturday, February 23rd, 2008 1:26 pm

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 (twitter: @shrrt)
Sunday, December 16th, 2007 5:14 pm

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 (twitter: @shrrt)
Sunday, December 16th, 2007 11:43 am

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 (twitter: @shrrt)
Sunday, December 16th, 2007 9:57 am

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 (twitter: @shrrt)
Sunday, December 16th, 2007 3:02 am

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 (twitter: @shrrt)
Saturday, December 15th, 2007 3:11 pm

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 (twitter: @shrrt)
Saturday, December 15th, 2007 9:29 am

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 (twitter: @shrrt)
Saturday, December 15th, 2007 3:34 am

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.

[fcache: storing page]