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Ludum Dare 24 — Coming August 2012

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About SpaceManiac of Platymuus (twitter: @SpaceManiacX)

I do stuff.

SpaceManiac's Trophies

PANTS12 APPROVAL OF YOU HELPING ME ON IRC. ALSO IAM THE REAL PANTS12 AND THE OTHER GUY IS TRYING TO PRETEND TO BE ME!!!!!
Awarded by on March 5, 2011
The Pixelated Award of CANT SEE NOTHIN
Awarded by Redbone on April 26, 2010
The Oh God This Is So Bad But Why Am I Still Playing? Award of Mandatory Excellence
Awarded by KermAmrek on April 25, 2010
The Crazy Amazing Trophy of Having "heim" In the Name
Awarded by GanonsSpirit on December 14, 2009
The Boboil Referencer Trophy of Redundancy
Awarded by moltanem2000 on December 14, 2009
The "you stole my name" award of just jokingness
Awarded by moltanem2000 on December 13, 2009

SpaceManiac's Archive

AllegTcl “0.9″

Posted by of Platymuus (twitter: @SpaceManiacX)
Saturday, January 23rd, 2010 9:07 pm

With just enough Allegro bindings to allow for a simple point-and-click game, AllegTcl 0.9 is usable. Check out documentation.txt in the zip!

Clone?

Posted by of Platymuus (twitter: @SpaceManiacX)
Friday, January 22nd, 2010 7:19 pm

I have no clue what game I’ll be cloning. Maybe a game about cloning or some such silliness. But I am going to clone/port/provide bindings of Allegro for the Tcl scripting language. A little mini-project.

Asploreheim Postmortem & Response Combo

Posted by of Platymuus (twitter: @SpaceManiacX)
Saturday, January 9th, 2010 1:36 am

My entry Asploreheim has been retired – I deleted the database tables and set it to give an error message on login. I have, however, preserved the scores at the scores page.

Blackduck says …
Fun game, kind of laggy because of all the flags at the start. Gets quite repetitive eventually.

I’m glad you thought it was fun at first (and that I fixed the superlag bug). It does get repetitive, I admit, but you’ve gotta keep Exploring!

AtkinsSJ says …
It seems like a good start, but never really feels ‘gamey’, unless I’ve missed something. And yeah, the paths around the middle make it really laggy – perhaps it would work better if hills only drew paths to nearby hills.

Yeah, it’s more of a tech demo than a true game. And I fixed the bug, thankfully.

C418 says …
The game is now pretty much completely… uh… flagged up.
At first I thought the brown stuff was a weird kind of background, but after seeing this screenshots, I realized that it’s actually paths. As there are lot of flags now, I presume the game is a bit popular? :D

Heh… “completely” was a side effect of the terrible lag thing and the center bias. If you managed to move out, it was pure empty. The idea is you have to just keep going. And it was popular at first, hence the “oh crud I released my game an hour ago and it’s already asploded”

TenjouUtena says …
Every time someone needs to try a MMO, right? Obviously ambitious, but relatively unfinished. You need some sort of scrolling background to indicate that you should walk outside of the paths.

Ambitious and unfinished – that about sums it up. I’ll remember some better UI and polish if I ever revive Asploreheim.

philomory says …
This is such an awesome idea, I wished it had actually worked for me. :(

The registration and login went ok, and I loaded the game world and heard the music and could walk around, but as soon as I walked onto an unclaimed hill, asploreheim.exe spiked my CPU and never went down. I had to force quit. When I tried to log in again afterwards, the game immediately crashed on login. Alas.

After some testing, the infinite loop on hill get seemed to be a side effect of the client not being able to handle all the server’s data. Oh well :(

SonnyBone says …
This thing killed my internet connection, I think. I logged in and then 3 minutes later my router went down. lol

All joking aside… this is a neat idea, it just doesn’t work as well as you’d like.

Routers are silly that way :p
And that seems to be the overall consensus… cool but broken.

Covenant says …
It crashes everytime I move the cursor on top of the button to register and/or login… :(

Clicking if the “too much data” thing occurs, but just moving the cursor over it? I haven’t a clue why that happens.

NiallM says …
I found it very buggy. Most times it would crash as soon as I hit the login button. As others have said, it could use some kind of background to indicate that you’re moving, and it really needs some kind of goal beyond the basic ‘flag as many hills as you can’ goal. Maybe the ability to build your own castle once you’ve flagged enough hills?

Very buggy indeed. Castles are something to remember should I revive the project.

Wiering says …
If I try to register, it says Server not found.

That… is a problem? Did you register from in-game or out? I know I completely forgot to implement the in-game button.

pythong says …
nice idea with the multiplayer

Thanks.

Hempuli says …
Interesting, though shortlived.

True, true indeed.

ippa says …
I want to play without registering, create a test / test account! ;) Or make use of facebook connect ..ppl hate another reg :)

I don’t have Facebook myself, but a test account would have been a good idea…

hazman says …
Awesome idea.

Really buggy.

That’s it, essentially – clever but nowhere near complete.

sirGustav says …
unable to register and cursor blinked too fast

Unable to register in-game I bet… button did nothing. Cursor blinking fast? I don’t know of “too fast” but I didn’t framerate-inhibit on the main screen.

In conclusion, Asploreheim was a great idea, but I did a horrible job at it. I forgot to implement in-game register, allowed the data to grow to unhandleable sizes, and generally it was hard to play. Mega-congrats to Moltanem however who got 81 hills! :D

Asploreheim Reset

Posted by of Platymuus (twitter: @SpaceManiacX)
Monday, December 14th, 2009 7:57 pm

I reset Asploreheim’s universe and made changes to the hill allocation setup… it *ought* to work now. I’m pretty sure I’m operating within the rules as they state that I can fix bugs if they’re game-breaking (which this is)

Apparently the login crash and hill-claim freeze happen when the game can’t handle all the data the server is sending back… happens scarily quickly. I’m not going to mess with the game any more. So there, if it breaks, I’m sorry :/

In retrospect, an MMO was a bad idea…

Asploreheim Bugfix

Posted by of Platymuus (twitter: @SpaceManiacX)
Monday, December 14th, 2009 6:33 pm

http://www.platymuus.com/goods/junk/asploreheim_bugfix.zip

Contains a new Asploreheim.exe. Replace and enjoy the lack of fancy, laggy road rendering. I also tweaked the hill placement slightly so it ought not to be so center-biased.

Asploreheim [Final]

Posted by of Platymuus (twitter: @SpaceManiacX)
Sunday, December 13th, 2009 7:59 pm

The submission page is at http://www.ludumdare.com/compo/ludum-dare-16/?action=preview&uid=412.

Windows & Source | Registration | High Scores

It’s some sort of MMO thingy. Arrow keys to move, space to minimap, esc to quit, mouse for other stuff
Because of the disjoint nature of the game, someone else might have claimed a hill before you get there. You’ll know this has happened because when you get there, you won’t hear the trumpety noise.

= Tools =
Language: C++
Libraries: Allegro, Libcurl, and my Allegro classes (included)
IDE: Code::Blocks
Sound: Sfx
Music: Stockboy to compose and Audacity to record
Graphics: The GIMP, Paint
Datafile: Allegro Grabber utility

Contact me in IRC if you can do an OS/X or Linux port for me.

End of Day 2

Posted by of Platymuus (twitter: @SpaceManiacX)
Sunday, December 13th, 2009 1:07 am

I got lots done today – if you walk to an unclaimed hill, you can now claim it! :D

The new title screen, with login text

The new title screen, with login text

The minimap! Unfinished

The minimap! Unfinished

Roads, and Boboil

Roads, and Boboil

Plan for Day 3:

  • Add ability to change your personal flag color
  • Add ownership tooltips to the minimap
  • Polish up the player sprite (he has a slightly off-pink pixel on his head there, and he’s kind of ugly in general…)
  • Clean up the minimap and login screens, with clickable buttons

In the mean time, since it’s an MMO of sorts, register for it at http://www.platymuus.com/bin/ld16.php.

Happy coding!
- SpaceManiac

Fail

Posted by of Platymuus (twitter: @SpaceManiacX)
Saturday, December 12th, 2009 11:36 pm

istringstream in(data);
int me = 0;
while(true) {
char ch = ' ';
in >> ch;
if(ch == 'p') {
cin >> me;
} else if(ch == 'h') {

Day 1 End

Posted by of Platymuus (twitter: @SpaceManiacX)
Saturday, December 12th, 2009 12:18 am

Title screen

Title screen


Walking around the town of Asploreheim

Walking around the town of Asplorheim


Following the road to the claimed hill

Following the road to the claimed hill.

In

Posted by of Platymuus (twitter: @SpaceManiacX)
Friday, December 11th, 2009 8:15 pm

Something MMOish in the lamest sense possible.

I’ll be using C++ and Allegro along with a couple of custom classes I’ll be posting shortly.

Blind Date Micro-LD

Posted by of Platymuus (twitter: @SpaceManiacX)
Sunday, September 6th, 2009 8:27 pm

A few of us in IRC did a Micro-LD to test out the blind date concept – each participant makes a set of graphics, and then gets assigned someone else’s set to use to make a game.

Myself, Edwardoka, fydo, Almost, and MrDude did graphics. Fydo didn’t start on a game, and Edwardoka and I gave up – that leaves two (very good) entries:
FLUTTER by Almost (MrDude’s graphics): http://filesmelt.com/downloader/FLUTTER.zip
Space Dodger by MrDude (fydo’s graphics): http://pycron-ld48.googlecode.com/files/Space-Dodger.zip

Just thought I’d give a shout-out :)

Cave Jimmy phailure

Posted by of Platymuus (twitter: @SpaceManiacX)
Sunday, August 30th, 2009 7:54 pm

Cave Jimmy

Absolutely no fun to play at all. Ah well.

Lunch Day 1

Posted by of Platymuus (twitter: @SpaceManiacX)
Saturday, August 29th, 2009 12:40 pm

Mmm, leftovers

First day food

First day food

LudumDareBot returns

Posted by of Platymuus (twitter: @SpaceManiacX)
Friday, August 28th, 2009 10:56 pm

Indeed it does, for the compo’s duration anyways. This is a post mainly to test its blog post notifications.

Cave Jimmy Approaches

Posted by of Platymuus (twitter: @SpaceManiacX)
Friday, August 28th, 2009 9:29 pm

Trying Allegro for once! Thanks madgarden for the name and the intro.

Scrambling

Posted by of Platymuus (twitter: @SpaceManiacX)
Friday, August 28th, 2009 8:01 pm

I’m scrambling to post my frakeworkers in time.

First of all, jovoc’s tweakval which is http://code.google.com/p/ld48jovoc/source/browse/util/tweakval/tweakval.h and nearby.

Second, PlatyGame which is http://apps.platymuus.com/programming/platygame/PlatyGame.zip

Third, the following main.cpp assuming it’s C++. Something else if it’s Flash which I will code from scratch. Excuse the sloppiness.

(more…)

Trying LD15

Posted by of Platymuus (twitter: @SpaceManiacX)
Saturday, August 22nd, 2009 6:51 pm

School unfortunately is starting the week before LD15 weekend… I just hope I don’t instantly get homework rushed. Depending on what kind of game I’m going to try to make, I’ll use one of two setups for my game:

Physics game or similar
ActionScript 3 in the Flash 3 IDE, using Box2DAS3. I’ve been meaning to try this out but haven’t got around to it.

Other
C++ in Code::Blocks, using a conglomeration of SDL, SDL_mixer, SDL_ttf, and my own code, PlatyGame. I’ve finally seen the miracle of version control, so I might put it on Google Code, but for now fetch it at http://apps.platymuus.com/programming/platygame/PlatyGame.zip. That’s not strictly the version I have right now but it will be within the next 24 hours or so when I get around to uploading it.

And I sure hope I have some clue as to what to do with the theme.

EDIT: Okay, finally uploaded current PlatyGame… if it explodes though, not my fault (also meaning I might change it in the middle of the compo)

towlrdf(screen);

Posted by of Platymuus (twitter: @SpaceManiacX)
Friday, April 17th, 2009 5:26 pm

towlrdf(screen);

Now includes source.

LD14 Basecode

Posted by of Platymuus (twitter: @SpaceManiacX)
Friday, April 17th, 2009 2:11 pm

With PlatyGame in hand, I’ve got some simplified basecode ready.

#include <PlatyGame.h>
using namespace PlatyGame;

int main (int argc, char* argv[]) {
if (!initialize())
return 1;
atexit(shutdown);
if (!initText())
return 2;
atexit(shutdownText);
if (!initSound())
return 3;
atexit(shutdownSound);

bool fullscreen = false;
if(argc > 1) {
if(strcmp(argv[1], “fullscreen”) == 0) {
fullscreen = true;
}
}

Screen screen(800, 600, “Game”, fullscreen);
if (!screen.good())
return 4;

Sound snd(“snd/platymuus.wav”);
BitmapSprite splash(“gfx/platymuus.png”);
splash_run(screen, splash, snd, 4);

return 0;
}

LD14 – My tools

Posted by of Platymuus (twitter: @SpaceManiacX)
Thursday, April 16th, 2009 2:35 pm

Well, I’m ready and roaring for a great LD14 weekend. I’m going to break my programming-vacation for 48 hours and have myself at some code.

I’ll be using:

IDE: Code::Blocks
Language: C++
Libraries: SDL, SDL_image, SDL_ttf, and SDL_mixer, all rolled into one big PlatyGame (which I wrote myself), and possibly libcurl if internet is needed.
Art: GIMP and a little Paint.
Audio (if I do any): Musagi, SFXR, and Sound Recorder.

PlatyGame source and object files can be downloaded here:
http://www.platymuus.com/goods/PlatyGame.zip

Also, does anyone have any idea how to cut down on the number of DLLs I need to include with my application?


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