<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Ludum Dare &#187; Sparky</title>
	<atom:link href="http://www.ludumdare.com/compo/author/sparky/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.ludumdare.com/compo</link>
	<description>A tri-annual 48 hour solo game development competition.</description>
	<lastBuildDate>Wed, 08 Feb 2012 14:14:06 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
		<item>
		<title>Single Screen Deathmatch Game</title>
		<link>http://www.ludumdare.com/compo/2011/05/01/single-screen-deathmatch-game/</link>
		<comments>http://www.ludumdare.com/compo/2011/05/01/single-screen-deathmatch-game/#comments</comments>
		<pubDate>Sun, 01 May 2011 12:18:36 +0000</pubDate>
		<dc:creator>Sparky</dc:creator>
				<category><![CDATA[LD #20 - It's Dangerous to go Alone! Take This!]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=49000</guid>
		<description><![CDATA[This time around I&#8217;m doing something a bit different- I&#8217;m doing a collaborative project. We tossed around a few ideas, and decided to make a single screen multiplayer deathmatch game.  The game uses a side view and a fairly wide zoom, so it&#8217;s possible to fit a fairly large environment into a single screen. Each [...]]]></description>
			<content:encoded><![CDATA[<p>This time around I&#8217;m doing something a bit different- I&#8217;m doing a collaborative project. We tossed around a few ideas, and decided to make a single screen multiplayer deathmatch game.  The game uses a side view and a fairly wide zoom, so it&#8217;s possible to fit a fairly large environment into a single screen.</p>
<p>Each stage consists of a set of hand drawn twisty passages and rooms sprinkled with player and weapon spawn points. Lines of sight are fairly choppy. Pacing is fairly pensive, as opposed to fast paced and chaotic. There is no jumping; vertical travel is accomplished via a set of gravity lifts.</p>
<p><img class="alignnone" src="http://i55.tinypic.com/ji2y9x.png" alt="" width="512" height="384" /></p>
]]></content:encoded>
			<wfw:commentRss>http://www.ludumdare.com/compo/2011/05/01/single-screen-deathmatch-game/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Making&#8230; something</title>
		<link>http://www.ludumdare.com/compo/2011/04/28/making-something/</link>
		<comments>http://www.ludumdare.com/compo/2011/04/28/making-something/#comments</comments>
		<pubDate>Fri, 29 Apr 2011 06:24:55 +0000</pubDate>
		<dc:creator>Sparky</dc:creator>
				<category><![CDATA[LD #20 - It's Dangerous to go Alone! Take This!]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=43045</guid>
		<description><![CDATA[I&#8217;m going to be doing something a bit different this time around. I&#8217;m doing a collaborative game with a friend of mine. I&#8217;m not sure what tools we&#8217;ll be using. There&#8217;s a good possibility we&#8217;ll be making this with Flash, however.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m going to be doing something a bit different this time around. I&#8217;m doing a collaborative game with a friend of mine.</p>
<p>I&#8217;m not sure what tools we&#8217;ll be using. There&#8217;s a good possibility we&#8217;ll be making this with Flash, however.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.ludumdare.com/compo/2011/04/28/making-something/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Continuing Development of Autoflotilla</title>
		<link>http://www.ludumdare.com/compo/2010/12/21/continuing-development-of-autoflotilla/</link>
		<comments>http://www.ludumdare.com/compo/2010/12/21/continuing-development-of-autoflotilla/#comments</comments>
		<pubDate>Tue, 21 Dec 2010 11:29:08 +0000</pubDate>
		<dc:creator>Sparky</dc:creator>
				<category><![CDATA[LD #19 - Discovery - 2010]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=38054</guid>
		<description><![CDATA[I really enjoyed making Autoflotilla for Ludum Dare 19. It&#8217;s quite different from anything I&#8217;ve ever made before, but the project appeals to me very strongly. I&#8217;ve decided to release a post-competition version. What I would like to do is give it a bit more polish and develop the game&#8217;s atmosphere. I want to avoid [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone" src="http://i55.tinypic.com/28j8t5j.png" alt="" width="512" height="192" /></p>
<p>I really enjoyed making Autoflotilla for Ludum Dare 19. It&#8217;s quite different from anything I&#8217;ve ever made before, but the project appeals to me very strongly. I&#8217;ve decided to release a post-competition version. What I would like to do is give it a bit more polish and develop the game&#8217;s atmosphere. I want to avoid making it more complicated or making it feel cluttered, however, so I&#8217;ll try to use a light touch when making additions.</p>
<p>A friend of mine will be contributing some ambient sound to the game.</p>
<p>Other additions will include:</p>
<ul>
<li>a curved, rather than flat seascape</li>
<li>some light regional variations- for instance islands in one area might be shaped differently</li>
<li>a few visual extras, such as flying creatures</li>
<li>a few unique landmarks</li>
<li>looping edges (Asteroids-style toroidal)</li>
</ul>
]]></content:encoded>
			<wfw:commentRss>http://www.ludumdare.com/compo/2010/12/21/continuing-development-of-autoflotilla/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>A Fleet of Boats</title>
		<link>http://www.ludumdare.com/compo/2010/12/18/a-fleet-of-boats/</link>
		<comments>http://www.ludumdare.com/compo/2010/12/18/a-fleet-of-boats/#comments</comments>
		<pubDate>Sun, 19 Dec 2010 01:21:21 +0000</pubDate>
		<dc:creator>Sparky</dc:creator>
				<category><![CDATA[LD #19 - Discovery - 2010]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=34723</guid>
		<description><![CDATA[I got the basics of ship behavior working. The friendly ships now travel along specified routes, and pick their destinations based on the availability of supplies. (Another new addition, the bar along the bottom of the screen, indicates the supplies remaining in the player ship.) All sailors navigating the ocean without a barrel full of [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone" src="http://i52.tinypic.com/wi1unc.png" alt="" width="512" height="512" /><br />
I got the basics of ship behavior working. The friendly ships now travel along specified routes, and pick their destinations based on the availability of supplies. (Another new addition, the bar along the bottom of the screen, indicates the supplies remaining in the player ship.)</p>
<p>All sailors navigating the ocean without a barrel full of apples are in grave danger of developing scurvy <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>As an aside, there are now visible blocks on ships which are carrying cargo.</p>
<p>The next thing to do is set up some UI for building and creating routes. I&#8217;m going to try setting up all the build commands without complicating the controls. I&#8217;m currently leaning toward doing it all using only picking up and placing items. For instance, a new route can be created by going to a hub island, picking up a flag, and dropping it off on the destination island.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.ludumdare.com/compo/2010/12/18/a-fleet-of-boats/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>&#8220;Boats&#8221;</title>
		<link>http://www.ludumdare.com/compo/2010/12/18/boats/</link>
		<comments>http://www.ludumdare.com/compo/2010/12/18/boats/#comments</comments>
		<pubDate>Sat, 18 Dec 2010 09:04:53 +0000</pubDate>
		<dc:creator>Sparky</dc:creator>
				<category><![CDATA[LD #19 - Discovery - 2010]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=32803</guid>
		<description><![CDATA[These might at first glance look suspiciously like blocks, but they are, I assure you, boats. The core of the game is courageously sailing our little blocky boat about the oceans, discovering new lands and setting up trade routes. As we explore, we set up fleet of automatically controlled cargo ships which sail between continents [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone" src="http://i55.tinypic.com/2cpsvwj.png" alt="" width="512" height="512" /></p>
<p>These might at first glance look suspiciously like blocks, but they are, I<em> </em>assure you, <em>boats</em>.</p>
<p>The core of the game is courageously sailing our little blocky boat about the oceans, discovering new lands and setting up trade routes. As we explore, we set up fleet of automatically controlled cargo ships which sail between continents and islands ferrying supplies and trade goods. Cargo vessels can only travel so far before  they need to restock, but only certain islands can resupply them. A large part of the game will be discovering new resupply points and using these to chain together islands into long trade routes.</p>
<p>At this point the game consists of a small archipelago and a few boats which wander aimlessly (and, with no respect for decency or proper collision detection, occasionally sail straight through solid rock).</p>
<p>I was originally going to use one terrain grid for the whole world, but I decided to have each island be a separate chunk of terrain. This gives me a bit more control over placement, and it speeds up rendering. I sank more time than I intended into terrain generation (and I imagine I&#8217;ll be sucked into that again before the game is done).</p>
<p>The most fun part so far was setting up the player&#8217;s boat and attaching a squishy chase camera to it. I&#8217;m trying for a sense of speed without making the distances between islands too small. Vrooom!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.ludumdare.com/compo/2010/12/18/boats/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Design Ideas + a First Screenshot</title>
		<link>http://www.ludumdare.com/compo/2010/12/17/design-ideas-an-first-screenshot/</link>
		<comments>http://www.ludumdare.com/compo/2010/12/17/design-ideas-an-first-screenshot/#comments</comments>
		<pubDate>Sat, 18 Dec 2010 02:38:15 +0000</pubDate>
		<dc:creator>Sparky</dc:creator>
				<category><![CDATA[LD #19 - Discovery - 2010]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=32082</guid>
		<description><![CDATA[Someone in the IRC channel thought of the idea of sailing around an archipelago and discovering new islands (thanks, Ashkin). The idea got me thinking about things like sailing, discovering new lands, colonization, setting up a trade empire, competing with other empires, and, inevitably, piracy. I I&#8217;ll make an abstract game about seafaring. Quite possibly [...]]]></description>
			<content:encoded><![CDATA[<p>Someone in the IRC channel thought of the idea of sailing around an archipelago and discovering new islands (thanks, Ashkin). The idea got me thinking about things like sailing, discovering new lands, colonization, setting up a trade empire, competing with other empires, and, inevitably, piracy. I I&#8217;ll make an abstract game about seafaring.</p>
<p>Quite possibly with sci-fi hovercrafts as well as boats.</p>
<p>Because of the nature of the game, I&#8217;ll be using Processing. Here&#8217;s my first screen shot:</p>
<p><img class="alignnone" src="http://i55.tinypic.com/10qa2p2.png" alt="" width="512" height="512" /></p>
]]></content:encoded>
			<wfw:commentRss>http://www.ludumdare.com/compo/2010/12/17/design-ideas-an-first-screenshot/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>AS3 Template</title>
		<link>http://www.ludumdare.com/compo/2010/12/17/as3-template/</link>
		<comments>http://www.ludumdare.com/compo/2010/12/17/as3-template/#comments</comments>
		<pubDate>Fri, 17 Dec 2010 23:45:10 +0000</pubDate>
		<dc:creator>Sparky</dc:creator>
				<category><![CDATA[LD #19 - Discovery - 2010]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=31704</guid>
		<description><![CDATA[Depending on what I decide to make, I use either Processing or AS3. Here&#8217;s a really simple AS3 template which I will use if I go the AS3 route: http://vacuumflowers.com/temp/Template.zip]]></description>
			<content:encoded><![CDATA[<p>Depending on what I decide to make, I use either Processing or AS3. Here&#8217;s a really simple AS3 template which I will use if I go the AS3 route:</p>
<p><a title=" 	// Embed Images 	[Embed(source=&quot;../test_sprite.png&quot;)] 	private static var test_sprite_class:Class; 	private static var test_sprite:BitmapData;" href="BitmapData;">http://vacuumflowers.com/temp/Template.zip</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.ludumdare.com/compo/2010/12/17/as3-template/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Intention to Enter</title>
		<link>http://www.ludumdare.com/compo/2010/12/09/intention-to-enter/</link>
		<comments>http://www.ludumdare.com/compo/2010/12/09/intention-to-enter/#comments</comments>
		<pubDate>Thu, 09 Dec 2010 07:24:50 +0000</pubDate>
		<dc:creator>Sparky</dc:creator>
				<category><![CDATA[LD #19 - Discovery - 2010]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=29149</guid>
		<description><![CDATA[I will be participating in Ludum Dare 19. I&#8217;ve been making electronic computer games for the last several events, and I think it&#8217;s high time for a switch to a new platform: the difference engine.]]></description>
			<content:encoded><![CDATA[<p>I will be participating in Ludum Dare 19.</p>
<p>I&#8217;ve been making electronic computer games for the last several events, and I think it&#8217;s high time for a switch to a new platform: the difference engine.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.ludumdare.com/compo/2010/12/09/intention-to-enter/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Walls!</title>
		<link>http://www.ludumdare.com/compo/2010/08/30/walls/</link>
		<comments>http://www.ludumdare.com/compo/2010/08/30/walls/#comments</comments>
		<pubDate>Mon, 30 Aug 2010 07:49:14 +0000</pubDate>
		<dc:creator>Sparky</dc:creator>
				<category><![CDATA[LD  #18 - Enemies as Weapons - 2010]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=27301</guid>
		<description><![CDATA[Hello folks. I&#8217;ve been tinkering with my entry for a while now, and I&#8217;m ready to release a second post-competition version. This is a much more substantial release than the previous, and contains a number of changes which greatly alter the way it plays. The flow between offense and defense still isn&#8217;t quite the way [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone" src="http://img841.imageshack.us/img841/282/ss20100830004713.png" alt="" width="528" height="318" /></p>
<p>Hello folks. I&#8217;ve been tinkering with my entry for a while now, and I&#8217;m ready to release a second post-competition version. This is a much more substantial release than the previous, and contains a number of changes which greatly alter the way it plays. The flow between offense and defense still isn&#8217;t quite the way I want it  to be, so I&#8217;ll continue development for at least a few more days. Feedback would be very much appreciated.</p>
<p>Current version: <a href="http://vacuumflowers.com/temp/bubble_tag_current">http://vacuumflowers.com/temp/bubble_tag_current</a></p>
<p>Changes include:</p>
<ul>
<li>Defensive walls</li>
<li>Boulders which supply resources (for repairing walls)</li>
<li>Bubbles now act as shields</li>
<li>Bubble size reflects current health- this acts as a HUD-less indicator of health. It also means that the more health we have, the easier we are to hit.</li>
<li>Part count is now capped- destroy the core of a larger enemy base to upgrade</li>
<li>Lots of tuning</li>
</ul>
<p>I would also like to thank HybridMind, who helped test and had some good suggestions.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.ludumdare.com/compo/2010/08/30/walls/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>First Post-competition Build</title>
		<link>http://www.ludumdare.com/compo/2010/08/25/first-post-competition-build/</link>
		<comments>http://www.ludumdare.com/compo/2010/08/25/first-post-competition-build/#comments</comments>
		<pubDate>Wed, 25 Aug 2010 11:20:23 +0000</pubDate>
		<dc:creator>Sparky</dc:creator>
				<category><![CDATA[LD  #18 - Enemies as Weapons - 2010]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=27056</guid>
		<description><![CDATA[Hi folks- I&#8217;ve been refining my Ludum Dare 18 game since the competition ended, and I&#8217;m ready to release another build. This is still an early version. The game will see some major changes before it&#8217;s done. Changes in this build include: lots of tuning wider field of view circular view indicators which display the [...]]]></description>
			<content:encoded><![CDATA[<p>Hi folks- I&#8217;ve been refining my Ludum Dare 18 game since the  competition ended, and I&#8217;m ready to release another build. This is still  an early version. The game will see some major changes before it&#8217;s  done. Changes in this build include:</p>
<ul>
<li>lots of tuning</li>
<li>wider field of view</li>
<li>circular view</li>
<li>indicators which display the direction to castles</li>
<li>improved notification when our castle is attacked</li>
<li>improved animation for the tiny creatures (the ones that come out of the creature pumps)</li>
<li>pulsating bubbles</li>
<li>green enemy bubbles</li>
<li>carried castle pieces now form a train behind our character</li>
<li>transition animations for castle building</li>
</ul>
<p><a href="http://vacuumflowers.com/temp/bubble_tag_current" target="_blank">http://vacuumflowers.com/temp/bubble_tag_current</a></p>
<p><img class="alignnone size-full wp-image-27058" src="http://www.ludumdare.com/compo/wp-content/uploads/2010/08/SS-2010-08-25_04.03.523.png" alt="SS-2010-08-25_04.03.52" width="600" height="600" /></p>
<p>The next step is a major one- I&#8217;m going to alter the flow of the game so castle upgrades are rarer and more significant, and also focus on making sure there&#8217;s more of a swing between offense and defense. To accomplish this, I&#8217;m currently thinking I&#8217;ll add destructible protective walls around castles. These walls would bear the brunt of most attacks, protecting vulnerable turrets and other components. Walls could be repaired by expending resources, which would be collected during exploration. More builds soon!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.ludumdare.com/compo/2010/08/25/first-post-competition-build/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Time to Make Sprites</title>
		<link>http://www.ludumdare.com/compo/2010/08/22/time-to-make-sprites/</link>
		<comments>http://www.ludumdare.com/compo/2010/08/22/time-to-make-sprites/#comments</comments>
		<pubDate>Sun, 22 Aug 2010 19:20:51 +0000</pubDate>
		<dc:creator>Sparky</dc:creator>
				<category><![CDATA[LD  #18 - Enemies as Weapons - 2010]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=25786</guid>
		<description><![CDATA[The final crunch is always so crazy . I&#8217;m finally making some sprites for my game. I&#8217;m making everything a bit soft and organic. I think I&#8217;ll use three frames for everything, and make creatures wobble a bit. Here&#8217;s a picture of me drawing the first few objects.. .]]></description>
			<content:encoded><![CDATA[<p>The final crunch is always so crazy <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> .</p>
<p>I&#8217;m finally making some sprites for my game. I&#8217;m making everything a bit soft and organic. I think I&#8217;ll use three frames for everything, and make creatures wobble a bit. Here&#8217;s a picture of me drawing the first few objects..</p>
<p>.<img class="alignnone" src="http://img832.imageshack.us/img832/2345/ss20100822121740.png" alt="" width="461" height="260" /></p>
]]></content:encoded>
			<wfw:commentRss>http://www.ludumdare.com/compo/2010/08/22/time-to-make-sprites/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Further Progress</title>
		<link>http://www.ludumdare.com/compo/2010/08/21/further-progress-2/</link>
		<comments>http://www.ludumdare.com/compo/2010/08/21/further-progress-2/#comments</comments>
		<pubDate>Sat, 21 Aug 2010 10:31:18 +0000</pubDate>
		<dc:creator>Sparky</dc:creator>
				<category><![CDATA[LD  #18 - Enemies as Weapons - 2010]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=23821</guid>
		<description><![CDATA[The design of the game is fairly defined at this point. The basic idea is that we control a character who has a fortress, and the fortress is surrounded by wilderness on all sides. We split our time between defense and exploration. The wilderness is occupied by various small enemies, as well as large enemies [...]]]></description>
			<content:encoded><![CDATA[<p>The design of the game is fairly defined at this point. The basic idea is that we control a character who has a fortress, and the fortress is surrounded by wilderness on all sides. We split our time between defense and exploration. The wilderness is occupied by various small enemies, as well as large enemies and enemy fortresses, both of which yield new components.</p>
<p>There are several levels of stationary turrets to discover. There are also replacement cores (which increase the fortress&#8217;s component cap), as well as stationary creature pumps which create little swarms of friendly critters. I&#8217;m also thinking about a few other ideas, such as minefields and fortifications of various sorts. Moats? Hmm&#8230;</p>
<p>Here&#8217;s where things stand right now. It doesn&#8217;t look like much yet!</p>
<p><img class="alignnone" src="http://img842.imageshack.us/img842/9273/ss20100821031519.png" alt="" width="528" height="570" /></p>
]]></content:encoded>
			<wfw:commentRss>http://www.ludumdare.com/compo/2010/08/21/further-progress-2/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Underway</title>
		<link>http://www.ludumdare.com/compo/2010/08/20/underway/</link>
		<comments>http://www.ludumdare.com/compo/2010/08/20/underway/#comments</comments>
		<pubDate>Sat, 21 Aug 2010 05:45:52 +0000</pubDate>
		<dc:creator>Sparky</dc:creator>
				<category><![CDATA[LD  #18 - Enemies as Weapons - 2010]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=23487</guid>
		<description><![CDATA[I spent a terrifyingly long time doing basic systems stuff, but finally I&#8217;m starting to make tangible progress. Currently there are a movable player and a camera which tracks said player. There are also a set of entities scattered around the landscape. These entities are patiently waiting until they gain the ability to meander about [...]]]></description>
			<content:encoded><![CDATA[<p>I spent a terrifyingly long time doing basic systems stuff, but finally I&#8217;m starting to make tangible progress. Currently there are a movable player and a camera which tracks said player. There are also a set of entities scattered around the landscape. These entities are patiently waiting until they gain the ability to meander about under their own steam.</p>
<p><img class="alignnone" src="http://img52.imageshack.us/img52/6420/ss20100820224528.png" alt="" width="528" height="570" /></p>
]]></content:encoded>
			<wfw:commentRss>http://www.ludumdare.com/compo/2010/08/20/underway/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Here we go!</title>
		<link>http://www.ludumdare.com/compo/2010/08/20/here-we-go-7/</link>
		<comments>http://www.ludumdare.com/compo/2010/08/20/here-we-go-7/#comments</comments>
		<pubDate>Sat, 21 Aug 2010 01:38:54 +0000</pubDate>
		<dc:creator>Sparky</dc:creator>
				<category><![CDATA[LD  #18 - Enemies as Weapons - 2010]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=23099</guid>
		<description><![CDATA[This time I have no other obligations, so I&#8217;ll have a chance to make a proper game. Hurrah! I&#8217;m looking forward to this. I&#8217;ll be hanging out in the IRC channel. It will be fun to see everyone&#8217;s entries progress over the course of the weekend, and I look forward to all the ensuing craziness. [...]]]></description>
			<content:encoded><![CDATA[<p>This time I have no other obligations, so I&#8217;ll have a chance to make a proper game. Hurrah! I&#8217;m looking forward to this.</p>
<p>I&#8217;ll be hanging out in the IRC channel. It will be fun to see everyone&#8217;s entries progress over the course of the weekend, and I look forward to all the ensuing craziness.</p>
<p>I&#8217;ll be using Flash, and coding in FlashDevelop, with GIMP for any sprites I end up needing. I may do synthesized sound, and if not then I&#8217;ll end up using sfxr and Audacity. I&#8217;m not using much in the way of pre-existing code, just a simple input class and some really basic UI managers:</p>
<p><a href="http://vacuumflowers.com/temp/LD18.zip">vacuumflowers.com/temp/LD18.zip</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.ludumdare.com/compo/2010/08/20/here-we-go-7/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Deep Under an Island</title>
		<link>http://www.ludumdare.com/compo/2010/04/25/deep-under-an-island/</link>
		<comments>http://www.ludumdare.com/compo/2010/04/25/deep-under-an-island/#comments</comments>
		<pubDate>Mon, 26 Apr 2010 01:40:28 +0000</pubDate>
		<dc:creator>Sparky</dc:creator>
				<category><![CDATA[LD #17 - Islands - 2010]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=19232</guid>
		<description><![CDATA[Here is my completed entry for Ludum Dare 17. You can play on the web here: Deep Under an Island It&#8217;s a simple puzzle game in which we navigate a growing worm through a set of narrow passages. The controls are explained in the game. Do let me know if you have any suggestions feedback, [...]]]></description>
			<content:encoded><![CDATA[<p>Here is my completed entry for Ludum Dare 17. You can play on the web here:</p>
<p><a href="http://vacuumflowers.com/ld17/ld17">Deep Under an Island</a></p>
<p>It&#8217;s a simple puzzle game in which we navigate a growing worm through a set of narrow passages. The controls are explained in the game. Do let me know if you have any suggestions feedback, or find any bugs. Now I can go play other people&#8217;s games!</p>
<p><img class="alignnone" src="http://i44.tinypic.com/6qwf8k.png" alt="" width="510" height="542" /></p>
]]></content:encoded>
			<wfw:commentRss>http://www.ludumdare.com/compo/2010/04/25/deep-under-an-island/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Aaaaaah!</title>
		<link>http://www.ludumdare.com/compo/2010/04/25/aaaaaah-2/</link>
		<comments>http://www.ludumdare.com/compo/2010/04/25/aaaaaah-2/#comments</comments>
		<pubDate>Mon, 26 Apr 2010 00:34:58 +0000</pubDate>
		<dc:creator>Sparky</dc:creator>
				<category><![CDATA[LD #17 - Islands - 2010]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=19230</guid>
		<description><![CDATA[Almost there. I&#8217;d better upload this thing&#8230; anyway here&#8217;s a final screenshot!]]></description>
			<content:encoded><![CDATA[<p>Almost there. I&#8217;d better upload this thing&#8230; anyway here&#8217;s a final screenshot!</p>
<p><img class="alignnone" src="http://i41.tinypic.com/j0y3xc.png" alt="" width="510" height="542" /></p>
]]></content:encoded>
			<wfw:commentRss>http://www.ludumdare.com/compo/2010/04/25/aaaaaah-2/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Bedtime</title>
		<link>http://www.ludumdare.com/compo/2010/04/25/bedtime-3/</link>
		<comments>http://www.ludumdare.com/compo/2010/04/25/bedtime-3/#comments</comments>
		<pubDate>Sun, 25 Apr 2010 09:07:11 +0000</pubDate>
		<dc:creator>Sparky</dc:creator>
				<category><![CDATA[LD #17 - Islands - 2010]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=18475</guid>
		<description><![CDATA[Pipe rendering is now in, though I realize it will be pretty crazy to animate this due to the number of different permutations (4x number of frames for straight sections isn&#8217;t bad, but add that to 8x number of frames for corners and it gets scary). Perhaps rendering the worm as a series of overlapping [...]]]></description>
			<content:encoded><![CDATA[<p>Pipe rendering is now in, though I realize it will be pretty crazy to animate this due to the number of different permutations (4x number of frames for straight sections isn&#8217;t bad, but add that to 8x number of frames for corners and it gets scary). Perhaps rendering the worm as a series of overlapping segments would have been a more reasonable way to go <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><img class="alignnone" src="http://i40.tinypic.com/1zh0jye.png" alt="" width="510" height="542" /></p>
]]></content:encoded>
			<wfw:commentRss>http://www.ludumdare.com/compo/2010/04/25/bedtime-3/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The Early Bird</title>
		<link>http://www.ludumdare.com/compo/2010/04/24/the-early-bird/</link>
		<comments>http://www.ludumdare.com/compo/2010/04/24/the-early-bird/#comments</comments>
		<pubDate>Sat, 24 Apr 2010 23:06:20 +0000</pubDate>
		<dc:creator>Sparky</dc:creator>
				<category><![CDATA[LD #17 - Islands - 2010]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=18068</guid>
		<description><![CDATA[Due to limited time this weekend, the basics of the game are working but I haven&#8217;t done any assets yet. I just got the puzzle loader working- the puzzles are loaded from .png files, with different colors becoming different tile types or entities.]]></description>
			<content:encoded><![CDATA[<p>Due to limited time this weekend, the basics of the game are working but I haven&#8217;t done any assets yet. I just got the puzzle loader working- the puzzles are loaded from .png files, with different colors becoming different tile types or entities.</p>
<p><img src="http://i44.tinypic.com/14jloc6.png" alt="The puzzle loader working for the first time" width="543" height="575" /></p>
]]></content:encoded>
			<wfw:commentRss>http://www.ludumdare.com/compo/2010/04/24/the-early-bird/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title></title>
		<link>http://www.ludumdare.com/compo/2010/04/23/16405/</link>
		<comments>http://www.ludumdare.com/compo/2010/04/23/16405/#comments</comments>
		<pubDate>Sat, 24 Apr 2010 00:20:30 +0000</pubDate>
		<dc:creator>Sparky</dc:creator>
				<category><![CDATA[LD #17 - Islands - 2010]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=16405</guid>
		<description><![CDATA[I&#8217;m pretty busy this weekend, but I intend to participate. I&#8217;ll be using Flash, and reusing the same basic template as I used last time (some basic scratch written UI and input stuff, simple blitting, and sound). As an interesting twist, this Ludum Dare I won&#8217;t have internet access for the first few hours of [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m pretty busy this weekend, but I intend to participate. I&#8217;ll be using Flash, and reusing the same basic template as I used last time (some basic scratch written UI and input stuff, simple blitting, and sound).</p>
<p>As an interesting twist, this Ludum Dare I won&#8217;t have internet access for the first few hours of my effort. I&#8217;ll be working blind, and hopefully I&#8217;ll be able to apply whatever I come up with to the theme once I find out what that is <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  .</p>
]]></content:encoded>
			<wfw:commentRss>http://www.ludumdare.com/compo/2010/04/23/16405/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Collision Response</title>
		<link>http://www.ludumdare.com/compo/2010/02/24/collision-response/</link>
		<comments>http://www.ludumdare.com/compo/2010/02/24/collision-response/#comments</comments>
		<pubDate>Wed, 24 Feb 2010 09:53:10 +0000</pubDate>
		<dc:creator>Sparky</dc:creator>
				<category><![CDATA[MiniLD #16]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=15204</guid>
		<description><![CDATA[It&#8217;s neither well coded nor robust, but circle versus circle and circle versus line collision response are now working well enough to continue prototyping. I&#8217;m going to put a bit more time into getting the physics working, then I should be ready to begin testing a few puzzle ideas.]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s neither well coded nor robust, but circle versus circle and circle versus line collision response are now working well enough to continue prototyping. I&#8217;m going to put a bit more time into getting the physics working, then I should be ready to begin testing a few puzzle ideas.</p>
<p><img class="alignnone" src="http://i49.tinypic.com/16iw9jt.png" alt="" width="700" height="431" /></p>
]]></content:encoded>
			<wfw:commentRss>http://www.ludumdare.com/compo/2010/02/24/collision-response/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

