just a geek trying to change the world.
About ananasblau (twitter: @ananasblau)
Ludum Dare 26
Ludum Dare 25
Ludum Dare 20
The We're All In The Same Boat Award
Awarded by johanp on May 2, 2011
All Green Unit Test Award
Awarded by coreyt on May 2, 2011
Just two levels and I couldn’t be bothered to upload windows and mac binaries. So if you happen to have love2d installed, this is for you.
With my good foundation of previous games in love2d (all of them on github for you night-time reading) I managed to get a great start. Some brain went into abstractions so that the level files. Now they are filled with anonymous classes and methods and do everything from generating a random background to entities to the moving character called Pixel. I’ll have a Doctor Who break now before writing the code for end-of-level and some other game elements like a timer and a score counter. Tomorrow will be all about new levels and putting living things into them.
I had this idea of Where is Pixel? a few week ago and it fits the minimals them perfectly. It’s a search game and you have to find Pixel who a 3×1 figure on a terribly big screen.
I’ve done a 10 minutes draft of four levels but that’s not all as the levels will get some animation like nebulousflynn has done with a map.
I did the same for onegameamonth in January, it is a bit dead by now. ld48 is a lot more focused and this time I’ll simply go around and fork any repo that’s marked with ld26 into this ludum dare github organisation. Yay, we gonna create the most massive collection of game source code
Bitbucket users will sure find something similar, or push to both services because that would make your code even more safe!
What a weekend. This is surely the best jam game I ever created. Srsly.
It’s a simple rogue-like, you must stop the adventurer from collecting all the treasures and exploring your lair.
Downloads for Mac, Windows and löve2d.
Progress is great, missing parts are: some pathfinding for the invading Hero, some stats on him, a win/loose condition, sounds and if I got time for it: A proper intro scene.
Here’s the annotated screenshot and I got a first build for ya to download: https://www.dropbox.com/sh/jnmvjpqtu6m01eu/SasCaG41gA?m (windows, mac, and löve2d)
you are Kollum, anancient Villain living in a dormant underground city. You destroyed it back in the olden days by removing a pressure valve (ur precious), killing everyone. But since you lost it and some dwarfish explorer has found it you are in a panic to get your pressure valve back.
A rogue-like where you lure in dark corners, ready to attack that blobbin’ adventurer.
Actually not just me but a couple more fellas meeting at a small place in Linz, Austria. Chances are small anyone will, but visit us We’ll start early on Friday with our own little theme voting and pre-compo-gamedev/party because that’s the proper thing to do.
My toolkit contains LÖVE2d, lots of exp, and my new 16:9 monitor that I’ll rotate to make a 9:16 game, and it sure won’t be Tetris. I don’t know yet, but might re-use code from my last LÖVE2d project: http://github.com/tomk32/servantsofblood
We had our own little game jam planned for weeks and what a nice coincidence that the warmup weekend happend. About 15 people turned up at metalab our hackerspace in Vienna and we created 8 games, most solo but also teams of three. We chose our common theme on Friday evening, occupy was the lucky winner and the contestants got busy right away. The outcome couldn’t be more colourful in gameplay, controls and programming languages used. As we keep the presentation local we barely upload games to the webs but even better, we upload the source so check that out too. https://metalab.at/wiki/Super_Gamedev_Weekend
Awesome afternoon, awesome progress. I’m just starting to write the game loop but the game is online at Trollbridge-Armours.ananasblau.com and you can take a snoop around the shop. My test suite sums up to 68 specs by now. Not that anyone cares…
Sure, the screenshot doesn’t look sexy but the workbench can combine things and I can now add new areas like heros. The whole canvas thing was interesting to try out but in the end it did cost me two hours at the least. RaphaelJS which I’m now using also had its tricky parts costing me another hour.
Even though you people love the shot of my specs all in green, here’s the first real one of the start screen. No game UI yet but that’s coming next. Whatcha say about the tagline The Hero’s First Choice?
Bet I’m the only one here who writes his test first. But it really pays off. As the game features an inventory and recipes like in minecraft you need to make sure everything runs orderly. On the other hand, after four hours of development I don’t have any screenshot but the results of my spec suite (jasmine if you care). But an hour or two and I’ll have a nice UI on top of the game.
Brilliant topic and I hope to give it a good twist. The player will run a weapon workshop to equip all those heroes that are alone out there in this dangerous world. It’s written in JS and html and progress is good so far, just have a look at the source code, though there are no screenshots yet. What I can show you are the places I will work from, first from my most-chaotic desk at home (every good hacker needs a sewing machine on his desk) and secondly at the metalab hackerspace in Vienna where we will have a party tonite. Smells like hung over…