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Ludum Dare 31 — Coming December 5th-8th 2014! — Join the Mailing List!
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    About Sparky

    Entries

     
    Ludum Dare 19
     
    Ludum Dare 18
     
    Ludum Dare 17
     
    Ludum Dare 15
     

    Sparky's Trophies

    Hey Look, Cowboy Boots! Award
    Awarded by winferno
    on May 26, 2010
    The Trophy Is Not Cheese
    Awarded by HybridMind
    on September 2, 2009

    Sparky's Archive

    Here we go!

    Posted by
    Friday, August 20th, 2010 6:38 pm

    This time I have no other obligations, so I’ll have a chance to make a proper game. Hurrah! I’m looking forward to this.

    I’ll be hanging out in the IRC channel. It will be fun to see everyone’s entries progress over the course of the weekend, and I look forward to all the ensuing craziness.

    I’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’ll end up using sfxr and Audacity. I’m not using much in the way of pre-existing code, just a simple input class and some really basic UI managers:

    vacuumflowers.com/temp/LD18.zip

    Deep Under an Island

    Posted by
    Sunday, April 25th, 2010 6:40 pm

    Here is my completed entry for Ludum Dare 17. You can play on the web here:

    Deep Under an Island

    It’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’s games!

    Aaaaaah!

    Posted by
    Sunday, April 25th, 2010 5:34 pm

    Almost there. I’d better upload this thing… anyway here’s a final screenshot!

    Bedtime

    Posted by
    Sunday, April 25th, 2010 2:07 am

    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’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 :)

    The Early Bird

    Posted by
    Saturday, April 24th, 2010 4:06 pm

    Due to limited time this weekend, the basics of the game are working but I haven’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.

    The puzzle loader working for the first time

    Posted by
    Friday, April 23rd, 2010 5:20 pm

    I’m pretty busy this weekend, but I intend to participate. I’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’t have internet access for the first few hours of my effort. I’ll be working blind, and hopefully I’ll be able to apply whatever I come up with to the theme once I find out what that is :) .

    Collision Response

    Posted by
    Wednesday, February 24th, 2010 2:53 am

    It’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’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.

    Playable Test

    Posted by
    Monday, February 22nd, 2010 6:31 pm

    Well, I doubt I’ll have anything like a game done within the allotted 48 hours, but here’s a playable test:

    http://vacuumflowers.com/temp/miniLD16

    And here’s a screen shot:

    Count me in

    Posted by
    Saturday, February 20th, 2010 1:35 pm

    I don’t have a lot of time free this weekend, so I’m doing a split Saturday + Monday 48 hour block.

    I’m thinking of prototyping a game I’ve wanted to develop for a while. The basic idea is that there are a number of attractive / repulsive balls in an environment. Each surface in the environment, as well as each ball, has a polarity (somewhat like gravity, or electrostatic charge). Like states repell, opposite states attract. A ball’s polarity can be flipped by pressing a corresponding key. We can’t move the balls directly, but by altering their polarity we can push or pull them using nearby objects.

    Here’s my initial screen shot :)

    <3

    Posted by
    Saturday, December 12th, 2009 2:07 pm

    My internet connection was down, so I’m off to a late start. Thanks, everyone, for the encouragement- I’m going to make an entry after all.

    New Post-Competition Build

    Posted by
    Thursday, September 3rd, 2009 4:13 am

    06

    Play here

    I’ve tinkered around with my Ludum Dare entry a bit more, and am ready to make another release (there may be one or two more after this, but nothing major.) For a while now I’ve been wanting to play with these mechanics, and Ludum Dare was a great opportunity.

    New this version:

    • sound (or something vaguely resembling it)
    • vacuum affects enemy projectiles
    • vacuum can be used to destroy enemies with their own projectiles
    • 8 levels

    There are other things I’m interested in trying, but I will probably not experiment with them in this prototype. These include:

    • an alternate weapon mode that adds to walls instead of destroying them
    • incorporating indestructible surfaces
    • a charge shot with variable blast radius
    • ammunition containers that double as shootable explosives
    • better ways to handle lava
    • stones (Dig Dug!) which are embedded in walls and can be freed to crush enemies, saving ammunition
    • ways to limit recoil jumping, so it can be used to hover, but not reach unlimited heights

    “Not Terrible” Build

    Posted by
    Tuesday, September 1st, 2009 3:29 am

    So the competition is over, but I was interested in exploring my entry further. My hope is to turn it into something more enjoyable. Here’s a ‘day after’ version with a few less crippling bugs (don’t worry, it’s still possible to tunnel out of the world and fall forever).

    Features include:

    • 6 levels
    • tuning
    • more accurate particle effects
    • rewritten player movement
    • two creature types
    • limited ammunition
    • debris vacuum for refilling ammunition

    <w, a, s, d> or <arrows> to move

    <mouse> to aim and fire

    <space> to vacuum up debris and refill ammunition

    http://www.x2d.org/misc/misc3/wallsFixed.html

    Dinner and Bullets

    Posted by
    Saturday, August 29th, 2009 5:35 pm

    food_02

    03

    There’s a movable player character, level loading, and the rudiments of player projectiles. There’s no collision detection though, and the terrain isn’t modifiable yet. Things are progressing, but I don’t have much time to participate this time around. I think I’ll at least get something done by the deadline.

    A Mockup and Small Tasty Fruit

    Posted by
    Saturday, August 29th, 2009 2:50 pm
    food_01
    
    01

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