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Ludum Dare 22 :: December 16th-19th, 2011 :: Theme: Alone

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Pass…

Posted by
Monday, December 19th, 2011 5:03 am

Yea, I give in.

I’ve attempted a few different ideas, but all I can get is a tenuous link with the theme at best. It just hasn’t gripped me as well as previous ones have.
Additionally, I have been running about a bit doing other things, so my head just hasn’t quite been in it.

That said, I did come up with a few more interesting designs to have a look at later on, and I’ve added some more code to my base framework so it’s definitely not been a waste! Just I don’t have anything near playable to actually submit, and don’t feel strongly enough with the theme, or with anything I have, to grind the rest of the day to get something done.

There’s always next time for Kittens or Evolution to finally win ;)

Slightly Puggled

Posted by
Sunday, December 18th, 2011 1:07 am

The theme hasn’t been kind to me, this time.
I’ve had a lot of blank ideas and dead ends, and while I did finally settle on one.. it didn’t quite go to plan, so I’m in a bit of a puggled state just now.

While a chunk of yesterday was taken up with sleep and shopping, I did try quickly putting together a game.
It was going to be called Infiltrate, and be a bird’s eye view styled thing, where you run around a complex, taking enemies out, and blowing stuff up. Sortof like Commandos, except you’re all alone and have no backup, or much tools apart from what you find.
However, after committing the cardinal sin of “NOT SETTING UP TOOLS BEFORE THE COMPETITION” the majority of the day was wasted getting them ready… and seeing as I’d need a reasonable amount of art and scripted logic to get that going, it’s been shelved for the moment. I’m not exactly speedy with any kind of art, and I’m not fully competent in the land of JavaScript and HTML5 as yet to attempt something as crazy big without the full amount of time available.
The design is done however, so I may adapt it later for something else.

So, with it now being into the second day and nothing to my name, what am I going to do now?
I’m going to have a cup of tea to help wake up a bit more, sketch out some ideas over the next hour, then get a-cracking!

Here we go again!

Posted by
Tuesday, December 13th, 2011 1:56 pm

This could be interesting…

Shunning away my usual environments of C++, I’ll be using HTML5 / JS this time round with the ImpactJS Engine ( so jamming it! )
The rest of the week will entail me cramming everything I can about how it all works to ensure I don’t bomb too much ;)

Should things go well, I shall be using GIMP for graphics as per usual,  LMMS for music and SFXR for sound effects, or maybe even warbling into a microphone.

Think it’ll be fun to push myself and learn something completely new ( and will be amusing if I manage something better than what I usually do! )

Return of the Quirks

Posted by
Saturday, October 1st, 2011 1:22 am

Long long ago ( in a galaxy far far away? ) I started a game for Mini LD 11, called Little Quirks.

Sadly, I didn’t get it finished and it highlighted all manner of issues with my engine at the time, and made me realise it was on it’s way out ( though considering this was 2009 it took me another year or so to actually act on it! )
It also crucially gave me the kicking I needed to start using source control for Ludum Dare projects, as a lot of Little Quirks’ code has been lost to the God of Hard Drive Crashing.

I always meant to go back to it, as it was a nice simple game and was fun enough even just to watch the little guys clamber over things. Granted it perhaps borrowed rather heavily from Lemmings, but my original design did differ in that you could never directly manipulate the Quirks – you could only manipulate their surroundings. This meant modifying the insides of the cavern itself, creating helper objects like springboards, and traps to deal with the nasties lurking about that’d do harm to your Little Quirks. It also opened up a few other interesting ideas that I’d have loved to pursue within the same context.

Well, now I have no excuse! :D
My October Challenge will be to resurrect the Quirks, and get it in a sell-able state, and explore these other ideas that I had!

Now to figure out a platform…

Thieving Fingers – Post Mortem

Posted by
Tuesday, August 23rd, 2011 1:45 pm

“Hold on a minute… ” I hear you cry, “that game wasn’t submitted!”
Indeed it wasn’t… for if I had not been chasing imaginary rendering bugs two hours before the Jam deadline, it would have been.
There’s logic in restarting your machine now and then…

Anyway, the curious can still play it, as links and stuff will be provided at the end.
For now, sit back and listen, for I have quite a tale to tell….

(more…)

I’m in too

Posted by
Wednesday, August 17th, 2011 3:46 pm

Well, we’ll see.. I haven’t had a great track record the past few LDs so let’s see if I can get out of my slump and get something done!

Tools of the trade this time shall be my new and untested engine framework wotsit – GLESGAE ( I’m in the process of sorting a svn out for the LD version just now, main version is here for your viewing pleasure: http://xp-dev.com/svn/glesgae  ) using OpenGL/GLES depending on which platform it’s running on and C++

For Graphics, the usual GIMP

For Audio, likely the wonderful sfxr and perhaps Milkytracker or LMMS … if I *cough* ever get that far… hah

One slight hiccup is I haven’t put any Windows support into the engine yet.. I probably should do that in the next few days and do general tidy up and commits of what I’ve got lying about.

Looking forward to it though :) Be a nice break from work!

More Madness!

Posted by
Wednesday, April 13th, 2011 1:51 am

Paying no attention to the fact that I’m likely to be exhausted by the time LD20 rolls round, I’m going to have a go anyway!

If LD19 was anything to go by, I can certainly pull something out rather quickly when my back’s against the wall.

So, I have just over two weeks to get some engine framework code sorted, or attempt to do what I was upto in LD19 again. Seeing how chaotic that turned out, I should probably just concentrate on my own code!

I may build upon my current framework thing here: http://svn3.xp-dev.com/svn/glesgae which I probably should add Win32 support to at some point; so I shall declare that now even though there’s really nothing at all in it yet.. otherwise, I’ll either be hacking as I go or jamming with the other engine.
I also intend to use GIMP for scribbling as per usual, probably sfxr for some sound effects, and it’ll be a toss up between MilkyTracker or LMMS for music.. if I ever get that far – which is not bleedin’ likely!

Looking forward to the usual weekend outburst of creative madness :)

Germies Postmortem ( and 32bit bug fix )

Posted by
Wednesday, December 22nd, 2010 8:22 am

I’ve just fixed a rather peculiar bug that I didn’t catch as my main dev machine is 64bit Linux, and my Windows build laptop was running 64bit Windows too… seems that my timers are a bit iffy as under both 32bit Linux and Windows, the game runs at double the speed! Well, technically, it’s the 64bit versions which are running at half speed, but as I wasn’t aware, I tuned the game for this speed.

Seems that being lazy and depending on SDL_gfx’s FPSManager wasn’t wise.. I’m assuming it relies on the size of an int since SDL_Timers are unsigned ints – which is obviously different across 64bit and 32bit architectures. Though it’s my own fault for not testing in the first place!
Granted, it was done in seven hours, and I guess these can be considered “ports” to 32bit platforms as the only change was a modifier to the infection countdown to double it’s response time.

The original one has now been marked for 64bit platforms, and a 32bit version uploaded on the Germies entry page, here.

Speaking of those seven hours, here’s the postmortem after the jump.
(more…)

Germies!

Posted by
Monday, December 20th, 2010 7:15 pm

How I managed it, I have no idea.. but in the past ten hours or so, I managed to build a game from scratch, with just SDL, a C compiler and my trusty GIMP by my side… that’s the art package of course :P

I also literally hammered some buttons of SFXR in the dying hour and got some rather disturbing sounds from it, so they went in as well.

Germies InGame

WARNING! You're about to fail!

Doesn’t look particularly spectacular, but there is a game in there somewhere!

The theme link is so tangible it’s unreal though.. as most of the scoring is a bit hidden for you to discover.. I was going to have the infections just appear and have them the “discoveries” but that made it much more stupidly difficult than it is!

So go cultivate some germs, and earn massive points ;)
Link to Germies comments and download page

Source is included.. it’s a one file jobby of close to 900 lines of “C” .. it’s nasty.. enjoy!

Congrats to all the participants, Compo and Jam alike :)
Here’s to the next one! where I might be better prepared ( hah! )

Oh look, a game almost!

Posted by
Monday, December 20th, 2010 12:19 pm

Only really been at this since about 4:30pm GMT ( it’s just past 7:10pm GMT now ) but I’m making some quite good head way already!

It’s a simple game now.. coloured “germs” get pushed onto a dish. You need to group them together to clear them, before they start to rot. You then need to manage those buggers to stop them infecting the rest of them!
Some germs are better than others, of course! ( and worth more points to clear! )

Ironically, it’s been a game idea I’ve had for a while, just never got round to doing.. though the link to the theme is a bit iffy ( discovering which germs are better to keep on the dish longer than others.. *cough* ) but it’s better than sobbing in the corner.. again..

And yes, they look like Splodge with no .. err.. feet, I suppose.. bit pressed for time art wise now ;)

Obligatory screenshot:

Germies!

Lots of little Germies!

Might actually get a game submitted after all!

Time for Plan B

Posted by
Monday, December 20th, 2010 6:54 am

So, this looks like the second Ludum Dare where I might not finish anything for.
Certainly not for want of trying this time though; however I never really made it off the starting line!

With about twelve hours left of the Jam, I have two choices:
1) Drop what I’m working on and start afresh – and ignore what I’ve spent all weekend banging my head on the table with.
2) Hope that I can fix it/work around it quickly to carry on with my original plan.

Somehow don’t see (2) working out that well, so giving myself a final five minutes to have one last root through this issue, and going for option (1) .. which means a MUCH simpler game.

Oh and failure is of course, not an option!
I’ll go down kicking and screaming with keyboard in hand, if I have to ;)

Splodging Along

Posted by
Saturday, December 18th, 2010 6:12 pm

Haven’t quite got anything on screen yet… scary thing is, I have been coding all day and have quite a fair bit of code to show for it too!

Turns out taking the engine and stuffing a prototyping layer on top of it ended up being a bit more work than I expected… so while my initial idea was to abstract pretty much everything, the past few hours have had me refocus specifically on what I’ll need to get a game done over the next couple of days. And a few words of wisdom… Lua and heavily templated and inherited code can cause some major headaches! Be careful where you abstract from, or you’ll be going in circles and creating some rather spectacular dependency diamonds ;)

So, with one day down.. I have to re-plan a few things. Originally it was: Day One – core code, Day Two – gameplay code, Day Three – asset fix up and tidying loose ends/porting fun. So it looks like I’ll be cutting into the asset time to get something done.. but once I have the core code done though, it should be fairly plain sailing so I’m still quite confident at this point.

No doubt that’ll change around lunch time tomorrow, should I still not have anything on screen!
But for now, some sleep is in order…

Splodge!

Posted by
Friday, December 17th, 2010 10:23 pm

Discovery, eh?
I probably fell into the same trap as others when I originally saw it, and thought of it in the literal terms of discovering things – which sounds much like Exploration, really.
Then I started to see outside the box a bit, and how open the theme actually is!

So, after a few hours of brainstorming a few ideas out on my graphics tablet, I’ve come up with Splodge!
Splodge!
You control an alien whose ship has malfunctioned over some random planet, and fallen to bits and crashed. You’ve to find all the bits of your ship, avoid the local nasties, and get back home.
Unfortunately, your bits of ship have managed to scatter pretty far and have landed in some rather difficult to reach places. Luckily for Splodge, he can absorb things to mimic their properties and get about the hostile environment a bit better.

Also, bit late with this, but here’s the obligatory desk pic – each machine has a dedicated purpose; graphics, audio, code, source control/IRC! Seems to be working well so far :)
LD19 - Ready for Anything!
Now for some sleep, and see if my idea still makes sense in the morning….

LD19, here I come.. hopefully!

Posted by
Sunday, December 5th, 2010 6:41 am

After abysmally failing LD18 – by falling asleep and not waking up for quite a while – I’m going to make a bit more of an effort to do LD19!

I didn’t get much done at all for LD18.. a very simple little Entity/Component System which worked pretty nice, and some chain physics to link object together. Then I fell asleep. That’s what I get for jumping into LD to do something from scratch, not long after a milestone, and without much time to catch up on sleep. Let’s not do that again.

This time, I’ll be taking part in the Jam, as I’m not using my own engine, and they’re not particularly wanting the source given out. Fair enough, if I can produce a crap game in 48hrs like the previous LDs I’ve taken part in, surely a not-quite-so-crap game can be produced in 72hrs with an engine that’s not utterly mental! I do have to do some work on it though as it’s geared up for 3D games rather than 2D games; so I need to add support in for that. I also want to wire up bullet instead of the propriety physics engine that’s there. So, it’s not like I’m coming in with a fully complete engine for LDing, there’s still some work to do – just I can’t give out the source, and I get an extra day due to Jammin’ it ( where most of the engine fixing will be done in the extra day, anyway ) .. other than that, I’ll be following standard LD competition rules; so game logic code written in the time frame, all assets from scratch, and working solo.

Should be fun!
Course if things go south, my back up plan is to “from scratch it” again.. but we’ll see.

And so it begins…

Posted by
Saturday, August 21st, 2010 12:58 am

So, just woke up about six hours in and saw the theme – Enemies as Weapons.
Very nice :)

I’ve had the idea of doing a top down scrolling shooter for a stupidly long time, but never really sat down to get it done. This shall be the weekend it gets a prototype at least!

Think of Uridium as an 8-way scroller, where you additionally have a grappling hook to swing yourself around the super structure if you wish, or to smash enemies into one another, or collect pickups, or any number of useful maneuvers a grappling hook affords. That’s pretty much what I have in my head.

That means the main proponent of the game will be this sodding grappling hook, so I best get that done as soon as possible, especially as I suffer from “math fail.”

As LD18 has now started, and I have zero framework/engine available to work with, it’s going to be a “from scratch” entry with my trusty GCC, and SDL providing the brunt of the back bone.. and I may have a look in seeing how quick I can get some Lua scripted action going.

Now, for breakfast and work!
Good Luck, Everyone :)

Declaring… something…

Posted by
Monday, August 16th, 2010 12:50 am

I’d been hoping to start LD18 with a brand spanky new engine to mess with.
That’s not quite been the case, however, due to work commitments and stuff.

This leaves me with three options, really:
1) Resurrect my old engine from it’s grave, for one more beating.
2) Be a lunatic, and write everything in the 48 hours ( no doubt spilling over to the Jam as well… )
3) Use this week to try expand my current engine beyond five source files, containing probably about a couple hundred lines in total.

As option one will lead to defeat ( the engine’s really knackered, there isn’t really any frame-rate independence in there at all, and the timers are all wobbly – the time mangling effects in Yargh! is proof enough of that! ) that leaves me with the other two.

So, I think I shall get the bare minimum of an engine ( load images, sounds, etc.. and display/play as appropriate! ) done this week, so I’ve some foundation to start with.. else, I’ll be wasting time building up framework code ( or hacking around existing broken code, ) and I’m not particularly good at time keeping, as the previous failed attempts will show ;)

Engine code bared to all will be available here: http://svn2.xp-dev.com/svn/stuckie-SGEngine/trunk/
Looking forward to this one… think it’ll be very interesting :)

Yargh! vs the Virus Scanner

Posted by
Wednesday, April 28th, 2010 12:22 pm

There’s a couple comments now about virus scanners tripping up on Yargh! for some reason.
I’ve tested it myself on a number of virus scanners without any issue, so I can only suggest to update your definition files and so on, since as far as I’m aware, it’s a false positive.

That said, the only thing I can allude it being to is that I compressed the main exe with UPX.
I’ve used UPX before for entries without an issue, so it could be the latest version I grabbed does something that makes some virus scanners thing it’s a bit iffy. As such, I’ve just uploaded an uncompressed version of the game. And seeing as I know some virus scanners would block access to the whole zip, never mind just the exe, I’ve re-uploaded the entire data set with it.

The new version is available here: http://www.stuckiegamez.co.uk/gamez/ludumdare/ld17/yargh-uncompressed.zip

It’s the same data, and it’s effectively the same compiled exe ( I did just recompile, just in case ) but if you’re wanting to be super extra safe, the engine sources are in my entry for you to grab and compile yourself.

If there are any more problems with this, please let me know!

YARGH! Post-Mortem

Posted by
Tuesday, April 27th, 2010 2:07 pm

YARGH! Post Mortem

I enjoyed that, that was a fun weekend :)
Course not everything went to plan, but a number of things did, and after having had a few nights sleep, I can reflect over things with a clearer mind.
So click the link below for more details!

(more…)

Yarr, yer a poor excuse of a pirate!

Posted by
Sunday, April 25th, 2010 7:03 pm

Yes, yes I am…

I didn’t make it in time again, unfortunately.. but I did get a hellova lot more done than LD16′s derelict! So I’m releasing anyway.

I really enjoyed working on this, and though I say this all the time, I’m hoping I do get a chance to finish it off :)
Download link is here: Win32 and AMD64 Linux Binary + Data

Here’s a screenshot which sums up this weekend:
Sheer Bedlam!

I’ll put a post mortem up later.. once I’ve had some sleep.. course I have work in the morning ( silly me forgot to book time off! clever, eh? ) so it may be a bit before I get back to it.

Well done to everyone else that took part and finished something, looking forward to seeing and playing some of them :)

Last Few Hours…

Posted by
Sunday, April 25th, 2010 2:42 pm

Well, with just over four hours left, I’m still tying loose bits of code together… as per usual.

As such, I highly doubt there’ll be much polish at all.. no music, and a very poor chance of a bleepy sound effect in sight!
BUT! I’ve already surpassed the functionality from derelict, as you can actually figure out what’s going on, and get some feedback ;)
It’s still got some niggles to work out… but I’ve got my Win32 engine build done ( took about an hour, holy hell… shouldn’t have bothered, really ) and the Hud interfaces are up and working as well!

Another screenshot:
Picture of the HUD in operation, giving some unit feedback!

Here’s hoping I’m posting in a few hours with a completed build!
Really enjoyed working on this :)


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