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Still jamming
While the rest of you are wiping the sweat off your brows and enjoying the afterglow, the countdown for the Jam is silently ticking away.
So, want a progress update? `Course you do.

So what do we have here? Well, long story short it’s a fully functional level. At this point the game is more or less feature complete. There are a few minor cosmetic bugs to work out (Lasers, please stop hating me), and a few mapping wishlist features I’m looking toward doing (Splitting outputs, counters, toggles, XORs, etc). At this point the last day can be spent mostly on level design and tweaks.
Menus are still missing in action, but we don’t need anything too complex so it’s more of a 5 minute code job than anything.
What has science done?!
Day one progress report time! (Yeah, it’s a bit late)
First off, I should mention this is a Jam entry. While I love doing LD48, I felt like branching out a bit and getting some proper graphics and music for once, as well as just having a bit more freedom to experiment and tinker.
And so I present: Team… Uhh… Yeah we didn’t pick a name or anything. Or UYWDPANOA for sh- Aw screw it.
Anyway, it’s FireSlash on code, YM as the pixel slinger, and Jakesnke17 rocking the phat beetz.
With that all out of the way, here’s what we’ve got so far

As you can see, we have the beginnings of a puzzle platformer. Looks pretty innocent, right? Other than the weird ceiling trees.
Wait. Wall trees?

WHAT HAS SCIENCE DONE?!
Streak broken, confidence not
I missed LD22 due to being out of state for an interview for an awesome job
Well, I got the awesome job and I’m happily situated now. Just got my rig rebuilt a couple of days ago so nothing but freshly installed software and shiny new hardware.
Same song and dance mostly:
- Language: C# (XNA + .NET 4)
- Engine: FlatRedBall
- “Graphics”: GIMP, GraphicsGale
- Music: Burnstudio Audio Tool (Probably)
- SFX: BFXR
I’ve got to sit down over the next few days and spend some quality time relearning FRB since a ton of awesome features and tools have been added.


