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Ludum Dare 26 — April 26-29th, 2013
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About leafo (twitter: @moonscript)

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Archive for the ‘LD #23’ Category

Wulcan

Posted by (twitter: @moonscript)
Monday, April 23rd, 2012 7:49 pm

Although I finished this yesterday at the deadline, I’m posting it now because the site isn’t (as) super laggy.

Proudly presenting Wulcan:

Play and rate here!

About

Wulcan my second game made for Ludum Dare! You pilot a space ship through an ever narrowing chasm in space. As the walls slowly close in on you, enemies will also barrage you from above. You ship comes equipped with the Alpha and the Beta guns. The Alpha gun shoots a blue bolt that will destroy enemies. The Beta gun shoots a pink bolt that will cause the walls to push back when it hits an enemy. It’s your job to get as far as possible!

Please read the readme on the download page because there aren’t directions in the game.

Wulcan runs in LÖVE and is written in my own programming language, MoonScript. More about the development process in a later post!

Thanks and enjoy!

Source

Source is hosted on github: https://github.com/leafo/ludum-dare-23

Wulcan Title Screen

Posted by (twitter: @moonscript)
Sunday, April 22nd, 2012 2:11 am

it’s late and I just drew this:

 

Going to bed now!

Unnamed game slowly coming along

Posted by (twitter: @moonscript)
Saturday, April 21st, 2012 12:35 pm

I’m in with MoonScript (again)

Posted by (twitter: @moonscript)
Friday, April 20th, 2012 10:37 am

Hello everyone!

I’m back for my second Ludum Dare and I couldn’t be more excited. I learned a lot last time, finishing my first game called Volcanox. It was a great experiment for me because I wrote the game in my own programming language, MoonScript.

It was also very difficult because I was essentially started with nothing more than love2d. I spent a lot of time writing all  of the game foundations from scratch. This time around I’m coming prepared. I extracted all the generic things I wrote for Volcanox (like collision detection, and rendering tiles) into a little library  called LoveKit.

I’ve also got a few more tricks up my sleeve with LoveKit. I’ve written a nifty piece of code to hot-load game code and images as I edit them. This means that as soon as I save some file the changes are instantly reflected in the game without having to restart anything. I haven’t use this to make a game yet, but I think it will speed thing up considerably, I’ll post an update about how well it’s working once the comp has started.

Follow me on twitter as I post updates!

The Tools

Language: MoonScript (compiles to Lua)
Editor: gvim
Framework: LÖVE
Library: LoveKit
Graphics: GIMP
Music: JV-1010 and Loop Station RC-3
Sounds: as3sfxr and Audacity


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