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![]() 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
o/ One more for the slaughter, boss
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.
Grieve
Tag.
I’m in. Not sure what to do with the theme/rule/alt-theme.
But We’ll See.(TM)
Grieve
Correction:
I’m in once I get an operating system installed
Re: Planetfall….Again!
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
Enjoy!
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.
Grieve
Re: Planetfall
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.
Thanks,
Grieve
My first Ludum Dare is finally over….
Can’t believe I submitted something that might be mistaken by a few for “fun”!
http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=1947
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….
Grieve
(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
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.
GREEN FUZZY CIRCLES!
There is a distinct possibility….
…..that I will take part. My tools and weapons of choice will be decided by dice roll 53 seconds before the theme is announced.
Grieve




