Hi, I'm Stoney, I'm a twenty-something full-time indie developer from Germany. (Probably most generic bio info ever, but I'm not sure what else to write. :D )
About Stoney (twitter: @Stoney_FD)
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A Practical Survival Guide for Robots – Finished.
Sorry, I didn’t report any progress on day two. But I’m gonna write a post-mortem and upload my timelapse as soon as possible to make it up to you guys. I was nearly giving up until about 6 hours earlier, but my motivation returned after I finally got my robot guy to animate. So here is my entry:
It’s Windows-only at the moment (source included in the ZIP file), I’ll try to make ports for Linux and Mac OS X (Intel only) available in the next 12 – 24 hours, but I need some sleep first.
I didn’t have much time to playtest, so balancing might be a bit off and if there are any bugs let me know.
Title screen done
Here is what I ate for dinner:

I also had a salad, I forgot to take a picture of it. I’m just taking pictures of unhealthy food.
As for the game, there is not much code there, but (nearly) all the graphics are done including some animations. Take a look at that wonderful title screen:

(It’s actually pre-rendered and the pixelated texture look is intentional, I didn’t want to invest any more time on the title screen as I’m behind schedule.)
First screenshot
Basically the idea of my game is that you control a robot who has crashlanded on some planet with a lot of islands in the sky. To survive you must find a steady supply of electricity, build shelter to be safe from Mother Nature and find stuff to repair your shuttle.
Well, here is the first screenshot:

And here is a sketch I made a couple of hours ago which summarizes the gameplay (although I changed human survivor to robot):

My basecode for LD #17
So, here is my basecode: Click (about 4 MB, including DLLs for Win32)
My plan is to implement the game mechanics with the Thorium scripting language and then build the rest of game around that core in FreePascal. So much for the plan, let’s see how it will go. Only about 20 minutes until the theme is going to be announced.
Cleared the week-end…
…for my forth LD (excluding Mini-LDs). I don’t know why but I’m as excited as I was for my first ludum dare. I guess I’m always excited when it’s a ludum dare week-end and can’t wait for the theme to be announced.
What I’m using:
Language/IDE
The platforms I’m going to develop for are Windows, Linux and Mac OS X and if I have too much time on my hands (which I very much doubt) also GP2X.
Libraries
My own framework I’ve used the last couple of times based on SDL, OpenGL, SDL_ttf, SDL_mixer and Vampyre Imaging Library. I will post the basecode probably a few minutes before the compo starts, there are still some bugs I want to fix.
Tools
Food & Drink
TowerManager
So, I’ve been building a nice clone to a game probably only a few of you know. I’ll give you a hint: Maxis published this game in 1994. And for those of you who played the original probably already knew which game I’m cloning when you read the title.
And here is a screenshot of how I far I’m along:

Yeah, that’s not very far. Damn you, exams and stuff. ![]()
I’m planning on finishing my game by the end of the week.
Colonial Age: Fixed version
There was a pretty severe memory leak in my game which either caused the game to slow down to an unplayable state or crashed entirely. This issue has been fixed.
Furthermore, a readme has been included which specifies the goal much clearer (well, at least I hope so). Also there was a problem with shooting cannon balls which prevented the player from winning if used uncorrectly, so shooting has now been removed completely. It didn’t really work anyway.
And I found out that you need the Visual 2005 C++ Redist package to start the game, so the required DLLs to launch the game have been included as well. The Mac OS X version also works on Mac OS 10.5 now.
The links have already been updated. If you had any problems earlier, I strongly suggest to try this version. For those of who already downloaded my game, you can download a patch here (90 kB). (Just replace the exe.)
Thanks to everyone who played and rated my game and especially to those who gave their feedback. Much appreciated.
Colonial Age: Post mortem
The Good
- This is the first time I’ve been using OpenGL and SDL for something that is more than just a techdemo and I have to say the transition from plain SDL to SDL + OpenGL went quite smoothly
- The core gameplay elements made it into the game
- This is the first time I’ve been using Lua for scripting in a game. I wanted to use Lua more extensively, but it’s just a small part now, still I’m quite pleased with that element and how that went without any problems along the way
- Graphics and music are mostly how I imagined it, I also made some sounds with SFXR, but those didn’t make in the final game
- Basic AI: That’s really awesome, it was implemented like 30 minutes before deadline and it’s great that it works
The Bad
- I almost slept 24 hours of the time (my alarm was not working) and was too tired from staying up so late to get up early
- There was generelly a lack of time, for example, there were some things to be done for college and I discovered Mass Effect, which was a really bad idea to double-click the Mass Effect icon, it was time-consuming and took a lot of will power to exit the game and get back to coding
- I almost went with Unity instead of my own framework and the decision took a few hours
- There were some issues with my camera, that’s why there aren’t any deskphotos or foodphotos from me
- Since I’ve been using SDL + OpenGL for the first time for a real game that has actually been finished, some parts of my framework are still in its infancy (espacially the texture loader routines), that’s why there are some problems with washed-out textures and memory leaks
I’ve uploaded the linux port and there’s now a gameplay video on youtube. The timelapse video is coming, don’t worry.
Now I’m looking forward to try everyone’s entries.
Finally done…
So, I finished my game. It is playable, but not exactly what I had in mind and there are definitely better games out there.
There are a few features that didn’t make it into the game:
- Powerups
- Sea fights
Download it here
It’s 3:10 AM and I’m getting tired. Linux executable as well as gameplay and timelapse video will be uploaded tommorrow.
Progress: First screenshot
Still not much progress, but here is a screenshot:

The “fog of war” (light) is working quite nicely and I changed the gameplay a little: The player doesn’t need to colonize the islands, he just needs to find them.
About photos: Well, I made few photos (deskphoto, foodphoto, …) but for some reason when I plug my camera to my computer the camera shows the low battery sign and turns off automatically, but taking pictures works. Either there is something wrong with my camera or I need to charge all my batteries (and I’ve already tried four sets of batteries).
My concept
I’m a bit behind my schedule, this post is gonna be short, so that I can get back to coding.
A few things about the game I’m trying to make:
Name: Colonial Age (working title)
Short description: As you may probably guessed from the title the game is set during the colonial age. The player controls a ship and needs explore the whole map and colonize as many islands as possible.
Gameplay elements:
- Position of islands will be random
- Powerups (like superspeed, etc.)
- Rudimentary AI (there will be an enemy)
- Simple sea fights
Getting ready…
This is gonna be my third LD. I’m pretty excited and I hope the theme is not gonna be Twilight Fandom.
Here are the tools that I’m going to use:
Compiler: FreePascal 2.4.0rc
Target platforms: Windows, Linux, Mac OS X (and maybe GP2X if I have too much time)
Editor: Komodo Edit
Graphics: Cinema 4D, Gimp
Music: GarageBand
Sound: cfxr (Mac port of sfxr), maybe Audacity
You can download my basecode here: LD16_Basecode (It uses SDL + OpenGL for graphics, SDL_mixer for audio and has support for Lua scripts)
I also wrote a little command-line tool to help creating timelapses on Mac OS X, download it here (32 bit executable for Snow Leopard and source are included). It basically just uses the “screencapture” utility to create a number of images (quite similar to the AppleScript that has been posted here) which then just need to be converted into a video (using iMovie, Window Movie Maker or similar). It should also work on Linux (if scrot is installed), but I haven’t had time to test it.
Cavern Defense updated version
Finally, here is an updated version of Cavern Defense.
This is mainly a bugfix release and all critical bugs have been fixed, so it is quite playable now and there is now sound under Mac OS X.
I’ve update the menu, the intro and the instruction screen and it should be more clearer how to play the game.
For more information on what has changed take a look at the changelog.txt
Here are the downlod links:
Windows (6,2 MB)
Linux (4,8 MB)
Mac OS X (12 MB; Universal Binary)
Source (132 kB)
If you want to compile the source, you also have to download one the binary releases and combine those two because the resources folder is not included in the source zip file.
Cavern Defense Timelapse & Mac OS and Linux ports
As promised here are the linux and mac os ports:
Mac OS X (11,2 MB)
Linux (4 MB)
And here is the windows port (again, for the purpose to have all files in one post):
Windows (5,4 MB)
Linux notes:
- You need libSDL, libSDL_image, libSDL_mixer, libSDL_ttf and libSDL_gfx installed on your system to run the game.
Mac OS X notes:
- For some strange reason (specific FreePascal/SDL_mixer/Mac OS X – bug) there is no sound on Mac OS X.
- Be sure to copy the application from the image file to a directory with write permissions because the game creates a log file.
And if you don’t want to read my journal online, I put together a PDF and added a short post mortem:
Click here (3 MB)
Click here to see Cavern Defense Timelapse
(I realized I hadn’t chronolapse running all time during the LD, so my timelapse is rather short.)
Cavern Defense finished
I’m not entirely happy with the result since there are still a lot of bugs and it’s not that much fun to play as I hoped.
If you just tuned in, Cavern Defense is a turn-based strategy game for two players.
Download it here (Win32 binary and source)
I’ll be adding a linux and Mac OS X binary in a few hours. It’s 5:00 AM right now and I desperetaly need sleep.
Cavern Defense Update
I totally overslept today. Nearly all gameplay features are implemented, but the game is still not fully finished and I still have some severe bugs to fix.
So, here is the latest screenshot:

Click on more to see what I had for lunch/dinner.
(more…)
Not much to see…
About 10 hours have passed since I officially started coding. Well the screenshot isn’t that impressive and I still have to cut some features and hope I’ll finish in time.
Today I concentrated on gameplay features. You can move your circle around and attack the enemy (that other circle). All I need to do is to add more circles and the game is finished ![]()
Well, there is a lot more to do and the circles are going to replaced with real graphics, still working on those. It’s gonna be a busy day tommorrow.
Breakfast done, let the coding begin…
Yeah, Caverns!
I guess I voted for this theme. I just picked a catchly title for this post, but still have no clue what I will do. Maybe it’ll be a platformer game with some “Dungeon Keeper”-elements or something else entirely.
Anyway, I made a photo of my workspace. Here it is:

Chaotic as usual
Btw: It’s about 06:30 AM here (Saturday), I just woke up and I’m still a little sleepy, so it might take a while until a brilliant idea comes to my mind.








