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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Theme Voting!)
  • Ludum Dare 29 Compo (48 Hour+Solo+Scratch+Src) Begins: in 16 hours, 44 minutes, 22 seconds
  • Ludum Dare 29 Jam (72 Hour+Teams OK+Relaxed) Begins: in 16 hours, 44 minutes, 23 seconds
  • [ MiniLD 50 | Warmup Weekend | Real World Gatherings | Ludum Deals | Wallpaper ]

    About TheGrieve (twitter: @thegrieve)


    MiniLD #34
    Ludum Dare 21
    Ludum Dare 19
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    Ludum Dare 17

    TheGrieve's Trophies

    The "No man is an island" meaning "Everyone should have at least one award" Award
    Awarded by Robert Swan
    on April 27, 2010

    TheGrieve's Archive

    Up and Atom

    Posted by (twitter: @thegrieve)
    Monday, December 13th, 2010 3:19 pm

    EDIT: See there’s a lot of new comers in the declarations of intent. Here’s hoping we have a record number of entries! G’luck and please, treat the Jam as a safety net, aim for the compo!

    This would be a clever pun if I was going to use Flixel, but I’m not.

    After much humming and ha ha ha’ing. I’ve ditched my traditional C++ route for this LD48 and I’m going with Flex and FlashPunk.

    Graphics will be IGNORED as far as I possibly can, because I always get caught up early drawing terrible sprites that I end up not using anyway. Once I have a functional fun game that is submittable… graphics will commence.

    So here’s the obligatory list….

    OS: Ubuntu 10.10
    IDE: VIM (Vi IMproved)
    Language: Actionscript 3.0
    Tools/Libraries: Adobe Flex OSS SDK 4.1 & FlashPunk
    Graphics Package : GIMP (& VIM for the extra masochism cherry)
    Sounds Effects: Dunno, maybe /dev/urandom and VIM for even more self-flagellation

    Coffee, Diet Coke, Pizza and other junk likely included.

    No doubt a healthy dose of Guinea Pig intervention will also be involved.

    Lets get it on.

    Audeat Autumnus: 21 Days

    Posted by (twitter: @thegrieve)
    Sunday, October 10th, 2010 4:25 am

    Today, after much faffing around I officially kick off my October Challenge game. After a long and heated debate between myself and an empty page in a notebook, I’ve decided to lower my sights considerably. I had intended to make a non-traditional tower defense game, I had two interesting aesthetics for this. One had the working title “In the Loop” and was centred around espionage networks intercepting information to stay relevant. The second was a hacker-orientated TD, where the towers are the various applications deployed in an effort to usurp control of the system.

    Upon thinking about it, I realised that even though I have one of these ideas quite well fleshed out in design, to make it fun and interesting will take a hell of a lot of playtesting and iteration. So for this month I’m going to stick to tried and tested mechanics and make a traditional TD. The working title for this is “21 Days” since that is exactly how long I have to finish it and set it free.

    My goals today are to get stand in creeps running around a tile-based map with quick and hacky A* directing them. Then get some grid-control and be able to plant towers (that do nothing yet). If I get this game polished up enough in the 21 days I might add a bit of meta-research, between levels you task scientists with researching technology dropped by creeps during the last mission, in order to develop more effective towers to help as the levels and creeps escalate. However, I’m going to focus on having a playable TD first.

    Feature creep begone.

    I’m developing in Flex/AS3 with Flashpunk. This is counter to my plans, as I had spent the better part of last week messing around in flixel. Flashpunk just seems that much more sensible, I can work far more quickly in it as I find its structure and usage much more intuitive, seems to me it was written more for programmers than flixel is.

    Now, if I can resist the urge to play more Civilization I might actually achieve today’s targets….

    From The Clutches Of Satan Himself

    Posted by (twitter: @thegrieve)
    Monday, August 23rd, 2010 4:53 pm

    So what happened was this….

    I tried to make and RTS right….Yeah. Anyways, due to alcohol, illness and guinea pig births. I was unable to finish in time for the compo, but i figured hey, I’ll get it in time for the Jam. Then I discovered my game sucked, the logic was borked and AI + Turning Circles  = HELL.

    So I started again… like 5 hours ago…. and here is the result. Credits to go mkevin747 for CC image of the Demon. Really made my day :D


    Title Screen

    Title Screen

    In Game

    In Game


    Posted by (twitter: @thegrieve)
    Saturday, August 21st, 2010 4:51 am

    In part thanks to Hamumu, who’s list helped me put a collection of mechanics into game form, I now have a decent idea I want to run with.  :) (not like last time where my idea changed like 12 times)

    Here’s some basic (and crappy) graphics I’ve made up for it.





    As for no-game related things, I had small snack in the form of Red Leicester sandwiches and a can or Red Bull.


    My Mascot!

    Posted by (twitter: @thegrieve)
    Friday, August 20th, 2010 12:30 pm

    Say hello to Marvel!

    Him and brothers (Battenberg, Sneaker, Solis and Buffer) will be my company for most of the competiton!

    He's not much use for coding, but he's a talented musician

    He's not much use for coding, but he's a talented musician

    Anyone else got any mascots?

    Action Stations

    Posted by (twitter: @thegrieve)
    Friday, August 20th, 2010 12:10 pm

    Enough of the pseudo-motivational pics, heres my workstation. The odd orange light on the far right monitor is because its actually my server. Its a micro-ATX board mounted inside a defunct 19″ monitor. Works like a dream and is even controlled by the panel on the front! It hosts my irssi, my svn and email.

    Protip: Diet Coke has significantly more caffeine than regular!

    Protip: Diet Coke has significantly more caffeine than regular!

    Even if this is your first LD….

    Posted by (twitter: @thegrieve)
    Friday, August 20th, 2010 12:04 pm


    Grand Inspiration

    Posted by (twitter: @thegrieve)
    Friday, August 20th, 2010 10:27 am
    .... because he would do it for you!

    o/ One more for the slaughter, boss

    Posted by (twitter: @thegrieve)
    Thursday, August 19th, 2010 5:40 am

    I’m in.

    Going to be using some of the basic end of my code from before/during/after the last LD <here>. I hack on this daily so I’ll get some public access repo up for it asap.

    Everything will be in C++ with SDL/OpenGL on Windows. I’m currently putting Netbeans 6.9.1 through its paces as my prefered IDE. I generally code on Windows with the goal of it being compilable on Linux, so I intend to have builds for both available.

    I’m setting myself two extra optional goals for this LD as well….

    1) to comply with Experimental Gameplays August theme

    2) to be portable and playable on WebOS during development

    … if either of these get in the way (likely the ‘during development’ part of #2) then they will be turfed for the far more important goal of having something at +48h.

    Best of luck all.



    Posted by (twitter: @thegrieve)
    Saturday, July 17th, 2010 2:31 am

    I’m in. Not sure what to do with the theme/rule/alt-theme.

    But We’ll See.(TM)



    I’m in once I get an operating system installed :D

    Re: Planetfall….Again!

    Posted by (twitter: @thegrieve)
    Monday, April 26th, 2010 3:41 pm

    Hey all, the windows binaries seem to be…fixed. DLL’s being a nightmare, but running now…. I hope. I’ve also uploaded the Linux port – it assumes libglut will be on your system, if its not please ‘sudo apt-get install libglut3′ or whatever your prefered method of packet management is.

    All files are available in the “Windows” zip on the page. Just run *.exe for win and *.sh for linux :)


    Oh and the story scrolls SUPER fast on linux machines, sorry about that. Not a “show-stopper” by any means so I guess I’m not allowed to fix it.


    Re: Planetfall

    Posted by (twitter: @thegrieve)
    Monday, April 26th, 2010 4:39 am

    It seems some people are having bother running this on XP – I built it on Windows 7 and it seems the error comes from a handler that is in msvcrt.dll on vista/7 but not on XP.

    I will try to get an XP build done as soon as I get home from work today. Anyone who is rating my game and can’t get it to run, I beg you to bare with me today and I’ll sort it out.



    My first Ludum Dare is finally over….

    Posted by (twitter: @thegrieve)
    Sunday, April 25th, 2010 6:51 pm

    Can’t believe I submitted something that might be mistaken by a few for “fun”!


    This has been a great weekend, my first ever ludum dare and I learned a hell of a lot of things *not* to do :)

    The game is COMPLETELY different from what I had envisioned at the start. Guess I’ll save that idea for another time. I think I’ll put some more effort into this one later. Maybe make it into a flash port as some have suggested. Anyways, time to sleep. I have work in 6 hours….


    (P.S. For the record – this is not only my first Ludum Dare but my first ever (reasonably) complete attempt at game design. (not counting a few Flash 4 “goToAndStop” efforts) – Hope you enjoy it!)

    No Game Is An Island

    Posted by (twitter: @thegrieve)
    Saturday, April 24th, 2010 7:33 am

    So far its a bit of a poor physic simulator with a few gameplay mechanics strewn about, so far the only interaction is being able to control your ship/ufo/character/home-island and move other islands. This results in a elastic-y madness until you let them go.  I’d like to say it looks much better live but …. yeah.

    The actual premise I set for myself is far from achieved, but I’ll start putting that in soon.



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