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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)

sol_hsa's Archive

The You Deserve an Award Award
Awarded by GBGames on August 19, 2008
The GridMaster Prize
Awarded by philhassey on January 9, 2008
Orbital Surprise Award
Awarded by jolle on December 20, 2007

Kick-start package, LD11 edition

Posted by sol_hsa
Monday, April 21st, 2008

Temporary download site:

http://users.evtek.fi/~jarikom/ld11_most_entries.zip

About 160 megs or so. Notes:

  • Only entries with trivial download links included (rapidshare and links to home pages not followed)
  • Doubtlessly missing some stuff
  • Did not uncompress stuff this time, so have fun figuring out how to decompress all the various formats =)

As always, this is just a kick-start package and you should read everyone’s blog for updates, missing files, as well as food photos and timelapses. Have fun, kids!

EDIT: Great minds think alike - mrfun was working on a kick-start package as well. Here’s his link:

http://www.codedojo.com/temp/LD11_for_windows.zip

Tailored for windows, entries unpacked in their own directories, etc.

EDIT2: Keeyai set up a torrent of mrfun’s package!

Block Picker 1.0 - final, timelapse

Posted by sol_hsa
Saturday, April 19th, 2008


Game in under 4 hours. Pretty minimal. Grab the final version here (includes sources). Needs SDL, SDL_mixer, SDL_image and GLee to compile.

Block Picker RC2

Posted by sol_hsa
Friday, April 18th, 2008

Audio added, release candidate 2 available.

Block Picker RC1

Posted by sol_hsa
Friday, April 18th, 2008

rc1..

I fear most of the screenshots will end up looking like this.

Anyway, feel free to grab the release candidate 1, about 2 hours after starting..

Good morning..

Posted by sol_hsa
Friday, April 18th, 2008

And the theme is minimalist, like everyone who reads this blog probably knows by now. Bleh. That has no edge to it. Do something that does a little. Some ideas sprung to my mind but nothing .. interesting. Oh well, I guess I’ll think of something eventually.

Euro-whining on compo timeline..

Posted by sol_hsa
Friday, April 18th, 2008

I’m a finn, so the compo starts on early morning hours (4am or 5am or something). I do not intend to wake up for it. I’ll wake up when I’ve slept enough.

The point is, this way I get whole two days of competition time. The competition ends 48 hours later - or 5am on monday! Which means that if I really need to, I can crunch until the night (not that I intend to, mind) - I don’t have a harsh deadline at, say, midnight.

Posted by sol_hsa
Thursday, April 17th, 2008

survival motivate

And of course I’m referring to http://iki.fi/sol/ldsurvival.html

Yeah, that time again..

Posted by sol_hsa
Tuesday, April 15th, 2008

So, just to be sure nobody missed it, I posted my basecode some time ago (based on my last LD entry, cleaned up and improved along with some other projects, like http://atanua.org) - http://iki.fi/sol/zip/sol2dglbasecode20.zip - OpenGL + SDL, pretty basic stuff, except maybe for some IMGUI widgets which come handy.

I’d also like to remind folks (esp new folks or others who haven’t been able to finish an entry in some older LD) of my Ludum Dare survival guide: http://iki.fi/sol/ldsurvival.html - be warned that it’s quite serious, unlike some other survival guides you may encounter =)

Partycle Popper 1.5

Posted by sol_hsa
Tuesday, January 1st, 2008

Did not quite make it in 2007, but here’s Partycle Popper 1.5

- Pretty much recoded based on cleaned up basecode which was based on the contest version of the game
- The widescreen bug fixed

- Audio recoded using SDL audio instead of fmod to make porting slightly easier
- Custom mixer for sound fx and midi instruments
- MIDI player (only supports one instrument and note on, but hey, it works)

- Gameplay tuning;
- Player’s bullets and bad pop bullets are faster, normal pop bullets slow enough to dodge around now
- Scoring is slightly tuned
- On player death, the same level is restarted with the same score as when the level started
- Couple new hint lines, and couple informative printouts here and there

Partycle Popper 1.1 Post-Mortem

Posted by sol_hsa
Friday, December 21st, 2007

What Went Right

1. Not giving up
Above all else, the most important thing that went right was the fact that I didn’t give up. After reading the theme I thought about it for a few hours before starting to work, and figured it would end up being a puzzle game (not much unlike a bunch of entries ended up).

However, puzzle games require lots of well-designed levels to be fun, and I was pretty sure that I couldn’t manage that in the time frame. There were several moments during the contest where I was asking myself why am I doing this, this is not going to be fun, but pressed onwards anyway, and the end result (after changing from pure puzzle game to something between a puzzle and a shmup) is pretty neat.

This is also the first time I’ve felt like continuing development on an LD entry right after the contest =).

2. Pseudo-random level generation
At first I had totally random levels, but they were, quite frankly, boring. I ended up writing a bunch of different level-generation algorithms (looped square, circles, grid, spiral), which then were fed some pseudorandom values with increasing number of partycles as the levels progressed. I think the first 25 levels or so are surprisingly good with this design.. after that we’re well into the bullet hell territory, and levels were turning pretty similar.

One thing that happened almost by accident is the fact that different levels require different kinds of gameplay - some are “almost” pure puzzles, some are “almost” pure shootemups, and of course the frantic bullet hell levels later on.

3. Time management
I managed to go to dog school, take the dogs out six times, take a shower, do some christmas shopping, sleep well over 8 hours in the middle, watch a movie, etc. and still submitted the final entry 9 hours before the contest end time.

4. Sfx(r)
One thing I’ve really improved upon in LD entries is the sound effects. Sure, I used the (amazing!) sfxr tool as basis this time, but also recorded (with a crappy webcam mic) and mixed some sounds. I used fractal music generator for the music again, which, while not good, is better than nothing.

5. Graphics
I think the graphics turned out pretty good this time, the little there is.

What Went Wrong

1. Bugs
A few bugs which I could have found (and possibly fixed) during the last 9 hours of the compo were left in. Widescreen monitor support, which I actually spent some time on, is broken. Midi music volume works differently than I expected, ending up changing the system midi volume(!), and third, some PCs, more-or-less-happily including my wife’s, are slow. As in 2fps slow.

I’ve solved the first and have been trying to figure the last for the past week or so. It appears that the rendering drops into software on my wife’s PC for some reason that I haven’t been able to figure out yet.

2. Tons of other stuff to do
Having this kind of contest in the middle of the holiday panic isn’t the best possible time =)

3. Tuning
Another thing where I could have used more time on; more level generation algorithms and/or hand-designed levels, slowing down the “normal” bullets from partycles, different kind of partycles that would lead to different kinds of puzzles.. etc. We’ll see if the game is popular, I might spend some time developing it further.

4. Code re-use, or lack thereof
I realized, while doing this contest entry, that I’ve probably written a bazillion font printers. Thus, I started working on a basecode set which includes most of the stuff I’m doing over and over and over again to be ready for the next LD.

5. Post-LD Exhaustion Syndrome
Returning to work and working on the multi-million line projects which move forward at glacial speeds after making a whole game in a weekend.. well, you probably know how that feels =)

Kick-start package

Posted by sol_hsa
Monday, December 17th, 2007

http://users.evtek.fi/~jarikom/ld10_mostentries.zip

EDIT: mirror: http://www.kekbur.se/ld10_mostentries.zip

EDIT: better package (more games): http://www.kekbur.se/ld10_most_games.zip

About 100 megs. Includes all the entries I could download easily, and does NOT include entries that have extra requirements (such as XNA, pygame, etc).

Consider this a kick-start package! It includes directories for all the entries, so make sure you go through all of the entries, not only the ones already included here.

P.s. the package won’t stay there forever.
EDIT: P.p.s: doesn’t include separate source packages either.

Bugs..

Posted by sol_hsa
Sunday, December 16th, 2007

So, bugs found in my game so far:

- Something strange happening on some machines - game running slow as heck. Did try running in 800×600 windowed mode, turning blending off and background texture off, still slow. No idea why, as the game doesn’t really do anything special. I can debug this on my wife’s machine if I find the time / inspiration.. Could be related to AMD CPUs, ATI vid cards, or karma. Probably karma.
- EDIT: midi volume is way low on some systems, which is good or bad, and fmod seems to change system midi volume directly. Oops.
- Widescreen (as well as tallscreen) code, which I spent some time with, apparently not working correctly. Should leave black borders, but doesn’t. Duh. Run in windowed mode instead.

To run my game windowed, give it some parameter. Any parameter. -w for example.

For those possibly wanting to compile my game on different platforms, the following external libs are needed:

- GLee (for example from http://www.opengl.org/sdk/)
- SDL
- SDL_image
- FMOD (optional - game can be compiled without audio)

Partycle Popper 1.1 - final

Posted by sol_hsa
Sunday, December 16th, 2007

Okay, I’ll call this version final.

 

Yep, added music - generated fractal midis. Plus option to turn them off when they drive you mad. If they do. Anyway, grab the final version of the game here - includes sources. Have fun!

Partycle Popper 1.0

Posted by sol_hsa
Sunday, December 16th, 2007

Phew, levels are (more) sane now. I still may update the entry, but this is pretty much feature complete now. Maybe if I can play around with some fractal music generators and make a soundtrack, or something. Who knows. Grab 1.0 from here

1612_534pm_more_sane_levels.jpg

I think I’ll go fry me an egg or something.

Partycle Popper RC1

Posted by sol_hsa
Sunday, December 16th, 2007

Still far from done, now with sound effects and tons and tons of tweaks. Levels are still crap.

1612_146pm_bad_pops_kill_ya.jpg

Someone complained that the game is too easy, and well, it sort of is, because the levels are crap. I made the change that if you don’t pop the partycles fast enough, they will burst in a deadly manner as demonstrated in this screenshot. RC1 available here

GOOOD MORNING LUDUMDARE!

Posted by sol_hsa
Saturday, December 15th, 2007

Yawn, darn I’m tired although I slept, in theory, at least 8 hours. Oh well. Still lots to do today. I hope to be able to continue in a couple of hours after taking the dogs out etc..

I’ve given up on the ‘food’ category, btw. Simply haven’t had the inspiration to photograph everything I’ve eaten, which so far has consisted of mass amount of different sandwiches and some oddball soup.

first playable - menu added

Posted by sol_hsa
Saturday, December 15th, 2007

http://iki.fi/sol/ld10/partycle_rc0.zip (~756k win32 binary)

1512_1008pm_title_menu.jpg

Phew.

First playable done. The game is pretty much “complete”, in a way that there’s multiple different stages, the player’s ship has been tuned a bit, etc. Audio is missing, and the game, quite frankly, isn’t fun. But it’s a game!

Partycle Popper

Posted by sol_hsa
Saturday, December 15th, 2007

Frist post on ld blog.

Whoo boy. I still have ways to go, but I think this is turning out to be a game. Time log and bunch of screenshots are available at http://iki.fi/sol/ld10/ - here’s a recent one:

1512_649pm_little_things.jpg

it’s shrunk, so right-click and view image to see the full thing. I think.


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