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Ludum Dare 26 — April 26th-29th Weekend — Theme: Minimalism

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    About Sos (twitter: @Sosowski)

    Hi! I'm Sos!
    I'm an average programmer guy and I suffer from untreatable compo addiction. That's how I got here :P
    Also, I have a website: http://www.sos.gd/

    Entries

     
    Ludum Dare 26
     
    Ludum Dare 25
     
    Ludum Dare 24
     
    Ludum Dare 23
     
    SOPAJam
     
    MiniLD 32
     
    Ludum Dare 22
     
    MiniLD #30
     
    Ludum Dare 21
     
    MiniLD #28
     
    Ludum Dare 20
     
    MiniLD 25
     
    Ludum Dare 19
     
    Ludum Dare 18
     
    MiniLD #16
     
    Ludum Dare 16

    Sos's Trophies

    The BleuLlama Trophy
    Awarded by BleuLlama on May 1, 2013
    Anti-Hipster Award
    Awarded by SteelRaven7 on August 27, 2012
    Coolest use of Afro Award
    Awarded by NeiloGD on January 8, 2012
    Contributions to the community
    Awarded by sorceress on December 14, 2011
    You are forgiven award
    Awarded by wademcgillis on August 19, 2011
    The Award of Suzumiya Haruhi
    Awarded by asiekierka on August 13, 2011

    Sos's Archive

    LD26 Rating Rescue Rangers!

    Posted by (twitter: @Sosowski)
    Sunday, May 12th, 2013 6:45 am

    PONK 512

    Posted by (twitter: @Sosowski)
    Friday, May 3rd, 2013 6:07 am

    Today I managed to crunch PONK into 512 bytes! If you have a slow internet connection, you won’t have any problems now!



    PLAY PONK

    PONK released by TRIAD

    Posted by (twitter: @Sosowski)
    Thursday, May 2nd, 2013 8:57 am

    triad[CSDb] Ponk by Triad (2013)

    Click here if you don’t know TRIAD.

    Also, I updated PONK website!

    PONKMORTEM

    Posted by (twitter: @Sosowski)
    Monday, April 29th, 2013 4:44 pm

    Sooo… I decided to make a game on a C64… And how did it go? Pretty awesome!

    shot4

    Making a game for a C64 and on PC is super simple and tons of fun! But Making a game on a real C64 is something else! One false move and BAH! your game is gone! There are no drives inside C64, everything that you are working on will die once you flip the power button. Moreover, there is no memory protection, so you can accidentally wipe out your code while it’s executing~!

    (more…)

    It’s kinda alive!

    Posted by (twitter: @Sosowski)
    Saturday, April 27th, 2013 7:44 pm

    I have no idea what it is going to be yet, but here’s how it looks like:

    No way to play since I still need to solder a cable to be able to transfer it to PC! Everything is written in assembly on a real C64.

    Watch stream.

    Starting up!

    Posted by (twitter: @Sosowski)
    Saturday, April 27th, 2013 2:21 pm

    I decided to make my LD game on a C64. I hope I remember how to do that!




    Watch the livestream!

    Screenshot:

    I’m sooo late!

    Posted by (twitter: @Sosowski)
    Saturday, April 27th, 2013 10:41 am

    But I’m in on and about!
    Here’s my mess.

    I’m not going to clean that up!

    Ludum Dare 25 Rating Rescue Rangers!

    Posted by (twitter: @Sosowski)
    Friday, January 4th, 2013 2:26 pm


    Join Rating Rescue Rangers!

    Spy Trouble postmortem

    Posted by (twitter: @Sosowski)
    Wednesday, December 19th, 2012 7:41 am

    As many other people, I had some hard time thinking up my game idea this LD. In the end I decided to make a metroidvania platformer. I wanted it to get players to learn and master the controls and be able to do parkouresque awesome moves in the end. Here is how it went, and how I feel about this.

    What was the plan?
    To create a metroidvania style platformer taking place inside an evil scientists hi-tech lab that allows users to learn and master the controls and be able to execute cool moves inside.

    What went right?
    I have managed to tailor the game as intended and I was able to master it nearly perfectly.

    What went wrong?
    It appears that the players find the game really hard. It seems havign mastered the game, I had to require some external testing, that I had simply no time for during the LD. However, I keep telling myself they’re just lazy :P

    What was left out?
    I had to cut down on few features. One of these is movable enemy robots, that I didn’t even start to work on. The other would be final boss. The environment of the game is pretty tight, so I am eventually glad that I did not stuff it with more obstacles. I also had grenade launchers ready and working, that I left out. I just thought it unnecessarily make the game harder. Also, enemies have HP and cool this hit-effect all ready, but I wanted the game to be as speedrunnable as possible so they are all one-hit-kills.

    So, can you speedrun?
    Sure! I decided to record a video of me speedrunning it to perhaps help players who might have trouble on the way! Here it is:

    Play & rate & play again!

    Forcefields, laser, grenade launchers! All wall mounted too!

    Posted by (twitter: @Sosowski)
    Sunday, December 16th, 2012 7:49 am

    Play now!

    I have fixed clunky wall jumping, added wall mounter lazers, force fields and grenade launchers and overall made some progress. You cannot interact with stuff and it can’t hurt you yet, so feel free to explore!

    Hey, I slept well too :)

    I will proceed to feast now.

    Catching up!

    Posted by (twitter: @Sosowski)
    Saturday, December 15th, 2012 3:30 pm


    I have had troubles thinking something up, but here I go! And I’m pretty much catching up already!

    You are a spy designated to infiltrate a villains lab and plant a bomb inside. For now, you can only walk around!

    I am really proud of the mechanics, so please let me know what do you think of these! You can slide walls, do wall jumps, grab and climb ledges.

    The spy run animation is probably the smoothest run animation i have ever managed to draw. I always take too much time to do such stuff. I hope it looks good at least!


    Play here!

    Ready to roll!

    Posted by (twitter: @Sosowski)
    Monday, December 10th, 2012 3:37 pm

    I’m super excited as usual! And as usual I have no idea what I will use, but I shall enumerate some of the stuff I comonly use:

    IDE

    • FlashDevelop
    • Code::Blocks + MinGW 3.2.3
    • Visual Studio 2012

    Middleware / Libraries

    • FlashPunk
    • Stage3D
    • Allegro 4.2.3
    • Allegro 5.0.6

    Graphics

    • GraphicsGale
    • IrfanView
    • XnView

    Sounds / Music

    • Adobe Audition
    • FL Studio 10 Fruity Edition
    • sfxr

    Coffee

    • Lavazza
    • Davidoff
    • Daylmar
    • Movenpick

    Other tools

    • FRAPS – videos and screenshots
    • C64 (dunno for what, but it might come in handy!)
    • XSplit – streaming
    • Chronolapse – timelapse
    • Notepad++ – PHP and HTML and JS stuff
    • Xchat – IRC
    • XVI Hex Editor – desperate measures
    • foobar2000 – musics

    Ludum Dare 25 Theme Slaughter

    Posted by (twitter: @Sosowski)
    Sunday, December 2nd, 2012 1:05 pm


    (more…)

    October Challenge Hard Mode

    Posted by (twitter: @Sosowski)
    Friday, September 28th, 2012 2:53 pm

    Hey, remember when I said that McPixel is coming to Commodore 64? Well, it is!

    And I’m going to use this month to make this happen! I am going to misinterpret the simple 3 points to my disadvantage! Here’s the plan!

    1. Make a C64 game!

    2. Take it to a flea market!

    3. Monetize!

    Wish me luck! It’s been some time since I made something for C64!

    Rating Rescue Rangers

    Posted by (twitter: @Sosowski)
    Friday, September 14th, 2012 1:21 pm

    PS: If there are any troubles with the list, or you have feature request or opinions, let me know in the comments. I really want to make this an easy way to rate low-rating games.

    McPixel on Steam Greenlight!

    Posted by (twitter: @Sosowski)
    Thursday, August 30th, 2012 11:23 am

    McPixel is on Steam Greenlight! Help McPixel get to Steam, he needs your thumbs!



    Vote McPixel for President!

    Badass postmortem thingie

    Posted by (twitter: @Sosowski)
    Tuesday, August 28th, 2012 9:55 pm

    This will not be your usual post-mortem. I will not be saying what went good and what went bad. I will just focus on what I didn’t give a damn about.

    What I didn’t give a damn about:

    GRAPHICS
    Definitely, I got a bit over ambitious with the amount of stuff I wanted to have in the game, and there are many things I just didn’t care about.



    These are acutally not noticable when playing the game, because it’s fast paced. But this is what you should keep in mind.

    This is Ludum Dare, and you only have 48h, you need to get over your OCD and don’t care about anything.

    You might want to say that “My game is not fast paced, so I couldn’t have gotten away with that!”. Here’s a slow-motion version of Badass to prove you wrong.

    CODE
    Use whatever you can! It might be forbidden to use existing artwork, but coding is a copypasta fest! I used FlashPunk, and it has a build in collision detection, but that does not apply to layered beat’em’up style. So I just used it implicitly misplacing the graphics. It took me exactly 2 lines of code.


    Code for Badass is super simple and I think I spent around 8 hours writing all of it.

    SOUNDS
    It takes less time to record and playback an audio file, than to write text and text display. Also, it’s 100% more badass!

    This is my recording device:

    Amd here is a drill I use to create badass voice:
    - Record with mic
    - Stretch wave to 111% length
    - Apply subtle dynamic processing
    - Add slight reverb
    - Normalize
    - Convert to 22kHz 8bit Mono
    - Save as 32kbps mp3 (32kbps@22khz/mono == 128kbps@44khz/stereo)
    Takes few clicks in your favourite audio editor!

    MUSIC
    Instead of working on one track to make it nmore awesome, I actually made 3 tracks and ditched 2 of them. If you know how to use a tool to make music, it shouldn’t take you much time to create some!

    Ditched track #1
    Ditched track #2

    When I finally got something I was satisfied with, I spent few more minutes on it and used it!

    DURATION AND DIFFICULTY
    The game jam is 48 hours, and you’re always going to be making last-minute fixes soon before the deadline. Then you want to test out your game, and you remember it takes 1 hour to beat!

    Also, You spent a lot of time adding content, but the game is really hard and parts of it, noone will see.

    That’s why Badass is

    1. Short
    2. Easy

    Badass takes about 3 minutes to beat completely. When you game over, you start where you left off, and apart from all that, the game’s terribly easy.

    Why?

    Because

    1. There are 1405 games to play, if you played all 3 weeks straight, you only have under 5 minutes to play any of them
    2. I wanted people to see all that I made, and not get bored in the process
    3. I made this cool ending :)

    So, keep that in mind, and make short and fun games! I always aim at making an LD game that has a proper beginning and a proper end and is short. It doesnlt always work out properly, but I knwo that this is the way to go :)

    THIS IS IT!
    You, it is! Always remember, leave your OCD somewhere else, and just have fun making awful things for this amazing event, just as I do!

    And naturally, here’s a Badass link!

    McPixel Mobile

    Posted by (twitter: @Sosowski)
    Monday, August 27th, 2012 2:15 pm

    Sorry for something not related to the recent LD, but McPixel just went live on AppStore and Google Play!


    Also, Badass approves of McPixel!

    Play and rate Badass vs Hipsters!

    Badass Dare!

    Posted by (twitter: @Sosowski)
    Sunday, August 26th, 2012 8:31 pm

    Ot is done! I managed to complete most of my poor schedule!

    There are 8 levels and the game is perfectly beatable within 3 minutes. Play it and move on! There are tons of awesome games out there!

    Play and rate!

    Panic report

    Posted by (twitter: @Sosowski)
    Sunday, August 26th, 2012 12:23 pm

    Writing code like there’s no tommorow! You should do the same! Why are you still reading! I’ll just leave this here!

    Ps. Yes, that’s Badass riding an AT-AT in outer space!


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