Software Development Engineer by day, Indie Game Developer by night. You can find my blog at http://iarke.us - I post regarding my projects... And stuff.
About arkeus (twitter: @arkeus)
Ludum Dare 26
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Archive for the ‘LD #23’ Category
I uploaded my timelapse earlier this week, but forgot to make a post about it! In it you can see from start to finish how Faelanx was made. If you haven’t played already, you can check it out using the link above. If you’d like to check out the timelapse:
I currently plan on finishing up all the things I couldn’t get in time and releasing a post-compo version, possibly with upgraded graphics. So if you’re interested, be on the look out for that!
Screenshots of the game:
I’ve submitted Faelanx. I have a feeling I’ve forgotten some obvious things, but overall I am satisfied with how it turned out. Enjoy!
It’s the end of day two, and I think I’ve got all the basics in. There are three major things I really want to get in that I haven’t started yet though (achievements, inventory/stats, and tooltips). Hopefully I can wake up after a short nap and have the energy to power through the rest of it before the end.
Wasting far too much time on a title screen when there’s much much more work to do!
So we’re slowly closing on the halfway point, and I feel far behind. But I’m making some progress. Got some enemies in, and most the spells work. Going to need to add lots of particle effects to make them great though. I really want to have randomized item and inventory, though I’m not sure if time will permit. I guess we’ll see how today goes!
Based on an article on BSP dungeon generation, I was able to get some simple random dungeon generation working:
Making really good progress so far. Next up… We need a player! Dreading having to do art for player and monsters.
No fancy post this time, but I’m in. Same tools as previously, but twice the caffeine! I might be livestreaming it over here. Will be posting updates to twitter, so follow me if you’d like. Previous entries include Diamond Hollow, Glissaria, and Arzea. Hoping to create something that I can quickly turn around with a graphical/sound upgraded post-competition version. Will likely end up porting it to my new hardware accelerated flash library and open sourcing it afterwards.
Programming: AS3 (Flash) via FlashBuilder (Eclipse)
Library: Modified Flixel (extra plugins such as a flixel bitmap font library, etc)
Music: FruityLoops or that music making thing written in Unity
Sounds: As3sfxr + Audacity
Axel is an open source library that makes flash game development as easy as possible. Axel takes advantage of Flash Player 11′s Stage3D in order to offload all the rendering to the GPU in order to gain huge performance boosts over the typical flash display list. As of Adobe Air 3.2, Stage3D is also supported when building your games for mobile devices. This means exporting your flash games to iOS and Android has never been easier!
Axel was created to be great for making games quickly, with all the basic game logic solved for you already. Sprites, physics, collision, tilemaps, and particles are just some of the things provided for you. Axel was heavily inspired by Flixel, so if you’re familiar with Flixel, you’ll be able to jump right in. Axel is well documented, with comprehensive tutorials and open source example games for you to learn from.
So if you’re looking for a framework for the next Ludum Dare, check out Axel at http://axgl.org! It’s complete open source and released under the MIT license, so feel free to browse the source on Github! Axel development is extremely new and still in the testing phases, so you’ll be one of the first to test and help shape a brand new library!