About X-0ut
X-0ut's Trophies
![]() Gyroids - Smudg3's 'thumbs up' Award. Awarded by Smudge on December 22, 2010 | ![]() The 'Even bluescrn wouldn't attempt that!' award for pushing the limits of 48hr game tech! Awarded by bluescrn on April 19, 2009 | ![]() The "Unexpectedly Deadly Bats" Award Awarded by Morre on August 23, 2008 |
![]() Best Use of 2 Bit Color Award Awarded by dstrysnd on August 13, 2008 | ![]() The Happy Retro Mirror Award of Deflection Awarded by mjau on December 31, 2007 |
X-0ut's Archive
Tick tock…

Clock is ticking.. starting to cutback features. Hopefully I’ll have a game by the end.
2nd game, 2nd fail.
Things where going great on my second game. This was started after lunchtime in the final day and I made some pretty good technical progress.
Some real life issue’s stopped me in my tracks though. Guess ludumdare just wasnt meant to happen for me this weekend. For those of you still working away, goodluck.
See you all next time.
Dropping out

Dropping out. Not particularly happy with the direction my game took. Technically I guess its kind of impressive for the amount of time spent on it. A full fledged first person platformer. But the sad truth is that its simply not fun to play.
Goodluck to everyone!
First screen

Lost a lot of time, but no excuses. Will probably have to cut back on what I intended to make, but I’ll be damned if I dont have something playable by the deadline.
Final

Screeny
Barely excusable as a game, its not fun but I thought I’d rather submit something than nothing.
Didnt really get into the theme, started a day late blah blah.
Zip: XOUTLD15
Post version update.
I made some small post version fixes, namely correct viewing angles when entering/exiting portals.
And now portals no longer have a push effect, so velocity out is the same as transfered in.
Being post fixes this version cant be judged on, due to the fixes effecting gameplay slightly.
You can grab it here:
Small fixes for people that could not play.

Made a small fix for some people that couldnt run the game due to shader requirements.
I lifted said requirement, but its untested. Please let me know how it works out.
Also added a fullscreen version.
Same url here:
Finished.

All done. I didnt get as many maps as I had hoped. Not quite as much polish either.
But I think in the end I got something thats fun for a few minutes, then downright frustrating ™.
Hope you enjoy the game, and goodluck everyone – still a few hours left.
Get it here: Final.zip (2mb)
Clock is ticking..

So far I have a handful of levels. Needs way more. Still a little coding to do also. No sounds, no models.
The pressure is on!
Riding on a wall of doom…

Walls of doom are now in..
Should finish in time. Probably wont have any player/weapon models or sound/music, but I will have a game done this time.. yay!
Still going strong.

Had some set backs… One of the kids stuck something in her ear, myself and wife spent hours trying to get the damn thing out.
Still not advancing walls, but I’m hoping they will be there tommorow sometime.
XPAK
My tool is a little pack utility. Similar to the Q3 pak file.
No need for instructions or anything, simply right click insert/remove/extract tiles etc.
Src code provided.
Dark Tower Post LD fixes…
Had some great feedback on IRC so I decided to try and fix up lot of the faults people found with the game.
Now with lives, score and a difficulty curve.
Dark Tower.
All done. I still havent managed to complete my game, but I suspect nobody else will
Didnt bother with sound in the end.
Hope its fun.













