's Trophies
Posts Tagged ‘light’
Saturday, August 29th, 2009 10:40 am
so far very basic,. just a procedural-noise based cavern and a brute-force point light algo,. it runs fine here but it terribly unoptomized,. I may try to get some recursive shadowcasting going,. however for the sake of a timeline I should probly just move on to a bit of gameplay and see what develops.
I am working in the ZGameEditor,. so it’s opengl for the graphics, once I get the game working I will then consider the visuals..,

IDE shot,. .
Tags: cave, light, line of sight, ray, shadowcast
Posted in LD #15 - Caverns - 2009 | 1 Comment »
Saturday, August 29th, 2009 9:08 am
aha, the char is moving around with the light folowing =)

Tags: draft, gameplay, glaucon, LD #15 - Caverns - 2009, light, screen
Posted in LD #15 - Caverns - 2009 | No Comments »
Friday, August 28th, 2009 9:08 pm
aha ! now I can go to sleep… I have the ideia to dream on
Glaucon after a boring class from Plato fall in a cave and have to escape from it, but in order to escape will have to find the sequence that opens the door of the cave, the keys are around the cave, but you cant see all around because the light dont go too far … and watch out the monsters of the cave Glaucon !! throw fire on it !!
here are the drafts



Tags: cave, enlightment, fire, glaucon, idea, LD #15 - Caverns - 2009, light
Posted in LD #15 - Caverns - 2009 | No Comments »
Sunday, April 19th, 2009 4:33 am
I’ve added mini dark towers (is the prime thing used to spread darkness) and also finally decided on a dark vs. light (perhaps earlier mentioned as decay) thing.
Here’s a shot with lots of mini dark towers, so almost everything is dark, except where the butterflies fly. So in a normal game, you’d need to eliminate those.

Still need to add some sort of attacking unit to the light side, adding building interface, winning conditions, and a few levels. It might need a few others things too before it feels like an actualy game, but we’ll just have to wait and see. I probably won’t have time to make it a good game, honestly.
Tags: darkness, journal, light, mini, screenshot, tower
Posted in LD #14 - Advancing Wall of Doom - 2009 | No Comments »
Sunday, December 2nd, 2007 1:37 pm
This was my entry for the LD #6 contest, “Light and Darkness”. In this small platform game, your goal is to avoid the rain drops and light up all the candles in each level.
Unfortunately, I didn’t finish the game in time, so you can’t actually complete a level (I spent too much time drawing the graphics).

The game was programmed in Delphi (using the DelphiX library) and I used Tile Studio for the graphics. You can find more screen shots and download the game (and source code) here.
Tags: 2D, darkness, delphi, final, light, platform game, Windows
Posted in LD #06 - Light & Darkness - 2005 | No Comments »
Saturday, December 1st, 2007 5:51 am
Uplighter was my entry for the Light & Darkness theme. It was a puzzle game centered on lighting up levels to certain percent by, among other things, placing lights, breaking down walls, and removing light sinks.
It’s was my first entry to feature 3D, although all gameplay and lighting is really in 2D, and it was also my first entry to not use Allegro. Instead it used GLFW, which is more lightweight, and I really didn’t need all the extra stuff from Allegro.

Uplighter is probably my best and most innovative LD entry so far—it placed first in ‘innovation’, second in ‘fun’, and also won the ‘Best In Show’ award.
You can get the compo version of Uplighter. It’s for Windows, but there’s a shell script (kindly provided by alar_k after the compo) that will fix stuff so it will compile for linux. You’ll need GLFW, GLFT, FMod and FreeType2.
Small notice: After the compo, it was reported to run very slowly on 3.0+ GHz machines. I’m still not sure what that was all about, but it has been reported that this can be fixed by compiling it in VS. If this is still much of a problem, I might get around to fix it myself.
Tags: 3D, Best In Show, C++, darkness, explosions, final, GLFW, innovative, light, linux, opengl, puzzle, shadows, tiles, Trendy Cellars, Windows, winner
Posted in LD #06 - Light & Darkness - 2005 | No Comments »
Friday, November 30th, 2007 8:57 am
Photon was my entry to LD6. The theme was “Light and darkness”. I still remember all the time I fiddled with shadow calculations. In my game, each light source does exact shadow calculations with all the level geometry – and in order to still have it all run with < 1% CPU, this was quite some work. Now, there’s nothing special about this except, I wanted to do things in the most simple way possible, this being an LD. And I had to admit utter defeat when I later saw bluescrn’s entry. Instead of spending half of the 48 hours on it like me, he went for a dead simple approach – with the only difference that his was not 100% accurate. Which would have made no visual difference in my game whatsoever. In fact his shadow method would have worked a lot better in my game in just about every respect
I still managed to do quite well. Here’s some screenshots from back then:

The title screen.

The goal of the game is to send all the photons coming from the lamp to the prism, but the problem is, you only can see the areas of the map which are lit up by the moving photons.

To control the photons, you can place mirrors – to light up more areas of a level, and once you have found the prism, send them all to it.
Seems the original submission is still up: original zip at original site
Tags: allegro, darkness, final, LD6 - Light & Darkness, light, linux, mirror, opengl, photons, prism, puzzle, shadow, sparkle
Posted in LD #06 - Light & Darkness - 2005 | 1 Comment »
Tuesday, November 27th, 2007 11:21 am
This was my first attempt at a Ludum Dare, and in some ways my best entry. I still think I aimed too low for the game, I think this may be why I havn’t done so well in others, I’ve aimed too high overcompensating for this one.
The competition version of the game required two players on the one keyboard to play, limiting the number of people who could use it. It turned out that, after the compo, it only took an hour or two to make a workable AI player. I should have pushed for it in the 48 hours. Instead I had a go at network play, I did get a sort of game running networked but it ran like crap. I played a game against a friend in australia during the compo 48 hours but I was still on dial-up so it was never going to be a good look. I ended up stripping it all out again.

The game itself was quite simple. There is a dark player in a light universe and a light player in a dark universe. You can shoot at the walls of your univers to make it larger (while reducing the enemy universe). The object of the game is to get your ‘gribblies’ home. The gribblies have an incredibly basic movement behaviour that everone complimented as being far more clever than they actually were. You help the gribblies home by cutting paths for them to travel.
A post compo version of the game with AI and a few more features is available here
All up this game was qute fun to play, I still play it from time to time. My daughter, fiance, and nephew all like it so I’m happy.
Tags: dark, final, Gribblies, light
Posted in LD #06 - Light & Darkness - 2005 | No Comments »
Monday, November 26th, 2007 10:12 am
LD48 #6 theme was “Light and Darkness”. Another theme that came close to winning was Remote Control, which I also included in my entry. So I made Habitat For Horror. This game is quite flawed – it’s a somewhat interesting and worthwhile puzzle/arcade game where you have a limited supply of fuses with which to keep rooms lit in an apartment building. Evil CHUDs crawl up from the sewers, but can only travel in the dark, so you must keep your tenants safe from them. The flaw is that in order to have remote control, I have you working only on a fusebox rather than clicking directly on the rooms you want to lighten or darken. It’s just kinda weird. Would be much more playable if played directly.

Tags: apartment, CHUD, darkness, final, fuses, light, PTK, remote control
Posted in LD #06 - Light & Darkness - 2005 | No Comments »
Monday, November 26th, 2007 9:08 am
Escape from Anathema Mines was my second LD entry. I was pretty pleased with how it came out – pretty challenging and fun visually. I stretched the limits of pygame quite a bit in this entry, doing things which look impossible


Tags: caving, darkness, final, flashlights, light, mines, pits, pygame, soldiers
Posted in LD #06 - Light & Darkness - 2005 | No Comments »