Posts Tagged ‘preparation’
I’m out. I mean IN!
Thursday, April 28th, 2011 2:18 pmI have a good feeling about this LD. I missed the last one so I’m going to make up for it this time with extra awesomeness. It’s a 4-day weekend here in the UK, thanks to some guy getting married or something, so I’ll have extra time to get my environment, tools and libraries ready beforehand, maybe get some food in the fridge in preparation, etc. And on the Monday I’ll be able to do that jam thing that all the cool kids are doing these days. It’ll be fun to see how far the momentum takes me, post-deadline.
My toolset:
- nano – yeah I code in nano. Shut up.
- Myrmidon – a PyOpenGL-based 2D framework by Fiona
- pythonutils – a small collection of miscellaneous util functions I wrote
- py2exe – creates standalone Windows exe from a python program.
- Graphics Gale – still my favourite pixel editor for animation. Luckily it works reasonably in Wine
- The GIMP – open-source paint program
- Rosegarden – an open-source sequencer I’m still getting to grips with
- sfxr – MSPaint for sound
- Audacity – sound editor for cleaning up stuff
- PyCatcher – for making a timelapse. Fiona fixed it!
- Lots of paper – for brainstorming
And some rules I’m laying down for myself, to help avoid the mistakes of previous attempts at this:
- Prepare – I’m going to make sure I get enough sleep beforehand
- Keep it simple – I’m going to pick an idea that I believe I could make in half a day, and if I really have it done by then, I’ll give it some serious polish
- Don’t be clever – I’m not going to try too hard to be clever with the theme or to invent a whole new genre
- Suppress desire for clean code – I decided after the last competition that I would put less focus on code quality
- Make it fun – I’m going to put more focus on tweaking my gameplay until it plays well
- Make time for audio – I never get any sounds or music done. But this time will be different!
LD19 Prep
Wednesday, December 1st, 2010 2:41 pmAlright. LD19 will be my second Ludum Dare, and I’m going to be applying the lessons I learnt in LD18 to win this time. Or at least finish my game
.
I will be using a self written pre-existing code base so that I can spend some time actually making a game instead of spending most of the time making an engine. I’ve also preinstalled a collection of fine free FOSS audio editing and creation software, booked the time window (I’m in Australia and the hours are a little inconvenient, but WhatCanYouDo) and even made a half hearted attempt at trying to get some other potential candidates interested in entering LD19 themselves.
Now i just have to wait and hope that Double Zombie Rainbow is not the chosen theme
Warmup, a week+ in advance
Friday, April 16th, 2010 3:49 amI’ve been trying to familiarize myself with Flixel in preparation for the Big Compo next weekend. Really psyched about it!
I wanted to focus on atmosphere, and this included music. Hopefully, I won’t be scrambling to figure out how to do basic things this time around (as opposed to last time). The goal is to spend time on content, playability, and completion, instead of “getting a game working”.
Along with Flixel, I will probably be using my HSB color utility class (adapted from somewhere on the internet).
You can play my warm-up game-like thing, “Distant Chimneys”, on my blog:
Hi all, looking forward to my first ever attempt at Ludum Dare, should be a learning experience at the very least
In the interest of upfrontness, and because it seems to be the done thing, have a link to the *extremely* primative base that I plan to use mrpiglet_base.zip. It does very little, just provides a bit of a wrapper around some SDL + SDL_Mixer and OpenGL functionality. Can’t imagine it’ll be of any use to anyone, but use/abuse as you wish anyhow.
Now I think it’s time to try and sleep off the Friday beers, see you all tomorrow for the event itself. Cheers!
PSDImage class
I might want to use this for my entry, so I’m putting it up for free download to avoid cheating.
Just some loader code for PSD images, you can retrieve image data for each layer in the image through pointers to regular 32-bit ARGB pixel buffers (with individual bounding boxes and positions in the image). Haven’t tested it extensively, and it will probably crash for some images… but if it works for you then go ahead and use it. My idea is to do level layout and similar stuff in Photoshop to remove the need for a level editor. Being able to draw scenery (and collider geometry?) in multiple layers should be enough to make something interesting, and do it conveniently.
Get: psdimage.zip
LD4 preparation: Blobotron
For the LD4 in 2004, we did a series of preparation compos. They were much shorter as a real LD, and as theme had the remake of an agreed upon classic game. One of them was Robotron (the others were Sapce Invaders, Frogger and Spy Hunter). In the Robotron one you had 4.8 hours for the game. My entry turned out to be a much better game than the one I actually wrote with 10 times as much time for the real LD. Oh well.
The game is rather simple. One directional input (cursor keys) controls the movement of the pink blob, another one (ASDW) controls the gun. Just like in the original.
There’s 30 partially random levels, and quite a lot of different enemies with unique behaviors.
Some of them, like the crab and the spider, were added in a post-compo version. Those are really hard (but fun, this is one of the few of my games I play through occasionally), as is the final boss. The crabs circle you, and the spider tries to aim ahead when shooting – back then I was still good at calculus, apparently
The final boss doesn’t shoot you directly, but takes a lot of hits and spawns random enemies.
PuffBOMB
Ludum Dare #3 (2003), theme Preparation. My game, PuffBOMB. Propel a hamster character to an end zone using bombs. Incredible Machine with explosives, burning, and screaming.
. The original compo version, unfortunately, featured only 2 levels.
PuffBOMB scored a Silver for sound, and came in 5th place for fun.
Download: Original compo version
After the compo, I continued to work on the game over a couple weekends, adding 10 actual levels to the game. Also, adding custom level support, due to Stephen Stair offering to build a level editor. The game was later featured on several on several game magazine coverdisks.
Download: Post compo version (0.8)
Eventually, in 2005, I went ahead and fancied up the original game for submission to the IGF and Slamdance competitions. Changed the graphics dramatically, toyed with some graphical effects like a cartoony fire effect, white outlining effect, and so on. Added a proper menu, and ported the game to the Mac.
PuffBOMB was a finalist for the “Popcap Casual Game Award” at Slamdance 2006.
Today, development continues on the so called “super remake” of the game.
NPC Quest
LD48 #3 was themed “Preparation – Set it up and let it go”. For this I originally made a game where you were a leprechaun and needed to plant traps to kill people trying to come steal your lucky charms. For some reason, despite how fun that sounds, I couldn’t get anywhere on it and quit halfway through. Then I came back on the second day, reusing some of the code and graphics and created NPC Quest! It’s a game of buying gear for a fantasy hero, and then watching him fight battles without your help. It’s actually more strategic and fun than it sounds.

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