's Trophies
Posts Tagged ‘tigs’
Saturday, December 12th, 2009 5:42 pm
Okay, I think I’ve come up with something interesting and simple enough, but I am not sure it fits the theme quite well.
Don’t want to spoil it now but I’ll write down some keywords.
RPG, screen-by-screen, neon, weird, phobic protagonist, clubbing, city
Now making screenies.
Tags: tigs
Posted in LD #16 - Exploration - 2009 | No Comments »
Sunday, August 30th, 2009 10:28 pm
Had I known that I was going to end up with such an uninteresting game, I wouldn’t have bothered, but since I already did, here’s the timelapse video. At least it’s a short one.
Tags: tigs, timelapse
Posted in LD #15 - Caverns - 2009 | 1 Comment »
Sunday, August 30th, 2009 7:21 pm
With only a day to make it, and given the fact that I’m no speed programmer, this is all I could manage. Play the thing over here (Flash). I’ll upload a timelapse in a while.

Tags: final, tigs
Posted in LD #15 - Caverns - 2009 | No Comments »
Sunday, August 30th, 2009 3:09 pm
Well, I started out really late. I was busy Friday night and all Saturday, so I only started last night. Progress has been slow, since I’m such a terrible programmer. No doubt I won’t finish this, but here’s a screenshot to prove that I am at least trying. Animated, it seems as if you were zooming through the colorful tunnel you see below. Making this for Flash using FlashDevelop and Flex SDK.

Tags: tigs
Posted in LD #15 - Caverns - 2009 | No Comments »
Saturday, August 29th, 2009 2:50 pm
Tags: compo, food, tigs
Posted in LD #15 - Caverns - 2009 | No Comments »
Wednesday, July 15th, 2009 1:27 am

I had a summer course and couldn’t enter at the time, and then I decided to fix every design flaw, but increpare said (and confirmed
) the deadline is not-too-strict so that’s okay.
I have no experience with domestic violence, so it’s more about that one time I was in a bad mood.
Play until the end!
Download (Windows)
Tags: final, tigs
Posted in MiniLD #10 | 4 Comments »
Tuesday, April 28th, 2009 3:45 pm
Sort of a postmortem for my game, Heart. I don’t know, I just wrote about the process and a few later thoughts. You can read it in my blog.
Also, the game is finally finished. Play the release version.
Tags: post-mortem, postmortem, tigs
Posted in LD #14 - Advancing Wall of Doom - 2009 | No Comments »
Sunday, April 26th, 2009 1:48 am
I came up with the idea of making a shooter based on drawing arrows after seeing a concept sketch for another arrow game by fellow LD participant Sparky. In the week before the contest, I entertained the idea and tried to think of ways to make it “themeable”. I came up with what I thought was a great idea for “Rain” – falling stars, that you would use as ammunition. When I saw the theme “Advancing Wall of Doom”, I decided to keep the mechanics from “Rain” and just work the actual theme into that. In retrospect, this might have been a mistake. Read why after the break.
(more…)
Tags: LD14 - Advancing Wall of Doom, PM, postmortem, Sky Upon Us, tigs, wall
Posted in LD #14 - Advancing Wall of Doom - 2009 | 1 Comment »
Sunday, April 19th, 2009 9:31 pm
Heart and Hope! timelapse video (1′06”)
Not very exciting, but I did make two games during that time, so there’s that.
edit: Forgot to mention that I used keeyai’s handy Chronolapse.
Tags: tigs, timelapse
Posted in LD #14 - Advancing Wall of Doom - 2009 | No Comments »
Sunday, April 19th, 2009 7:24 pm
[edit: This is not my entry into the competition! This was posted after the deadline. See Heart for my actual entry.]

I also made another game yesterday, in two hours, during the Klik of the Month. It’s called ‘Hope!’, and since I also followed the Ludum Dare theme with it, why not share it with you, guys.
Download Hope! (Windows)
Tags: KOTM, tigs
Posted in LD #14 - Advancing Wall of Doom - 2009 | No Comments »
Sunday, April 19th, 2009 7:16 pm
It’s completely horrible and it’s not actually possible to beat it, but at least I got something made! I finished it before the deadline, as the members of #ludumdare (or their chat logs) will attest. Left and right to move, up to swap left and right (I probably should have left that one out), down to go into reverse.
Download for Windows
Edit: It’s a lot easier if you use F5 to save and F6 to load! It’s possible to make it to the tip of the black/grey line, but not to get onto the second set of dots. But you can win if you press O!
Clarification edit: The dark grey lines are the floor and the light grey background is an infinite void hole. As long as some part of you is touching the dark grey, you won’t fall into the hole. Unfortunately, I made the level in the very last two minutes of the compo, so I didn’t have time to test it; the result is that the level is impossible, and most of it is extremely hard. If you want to find some enjoyment in the game, try getting onto the first dot; that’s actually a reasonable challenge. As it is, this game mostly functions as a demo of the controls.

Tags: final, tigs
Posted in LD #14 - Advancing Wall of Doom - 2009 | No Comments »
Sunday, April 19th, 2009 6:52 pm

It’s actually not done, but it’s as done as it’ll get within these 48 hours. It’s mostly done, though! Enjoy.
Play (Flash)
Tags: final, tigs
Posted in LD #14 - Advancing Wall of Doom - 2009 | 9 Comments »
Sunday, April 19th, 2009 6:49 pm
Hurrah, at last I am done!
Directions
- We control the purple creature. Use the arrow keys to move.
- The large yellowish green creatures are your allies.
- Collect followers (other purple creatures) for more firepower.
- Collect blue eggs. Plant an egg with space to create a new ally!
- Take over the board to win.
Play the game


Tags: final, tigs
Posted in LD #14 - Advancing Wall of Doom - 2009 | 3 Comments »
Sunday, April 19th, 2009 4:26 pm
Is there anything worse than giving up just after building momentum because of being so much tired?
My motivation is at its peak, I even enjoy playing what I made so far, but I am so tired I want to sleep so badly.
Which means – deja vu – I failed to meet the deadline. However, I hope to finish the game and post it some other day here. Pity I wasn’t able to make it within set time-frame.
Cheers everyone
Tags: deadline, tigs
Posted in LD #14 - Advancing Wall of Doom - 2009 | 1 Comment »
Sunday, April 19th, 2009 3:44 pm

Click to enlarge.
The wall’s coming, honestly..
Tags: as3, dialogue, flashdevelop, flex, thread, tigs
Posted in LD #14 - Advancing Wall of Doom - 2009 | 1 Comment »
Sunday, April 19th, 2009 3:32 pm
Yes. That is the title of my game. I got really lazy with the game at some point and decided to just finish it up quick so I’d submit at least something. It sucks, I know. Instrcutions are in the game, read them, and prepare to suck at the game. ‘Twas fun making, hope you enjoy it.
http://up.servut.us/14746.2jlwrw

Tags: final, tigs
Posted in LD #14 - Advancing Wall of Doom - 2009 | 2 Comments »
Sunday, April 19th, 2009 2:29 pm

I’m just coming back from doctor and guys I have very important news to tell you – she’s pregnant.
I am very happy, but kinda surprised. I am already thinking about name. I hope it will be beautiful, but I think I can live even if it’s the ugliest baby in the world. We don’t know when she’s going to come to our world, but we are routing for very soon.
I’ll let you know if anything new happens.
Cheers
Tags: happy, pregnancy, tigs
Posted in LD #14 - Advancing Wall of Doom - 2009 | 11 Comments »
Sunday, April 19th, 2009 1:59 pm

Download (1.4 mb, source MFA included)
Mirror 1
Use the arrow keys to move and jump, and the space bar to kick the ball. Try to keep the ball in the air as the walls close in. Consecutive hits earn points.
Made in Multimedia Fusion 2.
Sound Effects by SFXR.
Music from the public domain MusOpen project: Sergei Rachmaninoff’s “Oh, My Corn Field” performed by Free Tim
Tags: final, MMF2, tigs
Posted in LD #14 - Advancing Wall of Doom - 2009 | No Comments »
Sunday, April 19th, 2009 1:49 pm

I am tired, asleep, not that motivated, scared and to top it off I think I am falling in love with my idea. The fact that I am so careful with my idea proves this.
Having made similar mistake in the past I am confident that I can avoid falling into the trap once again. I will repeat the mantra to scale down my idea and be satisfied with it. It’s going to be a little bit hard, but hopefully it will work.
Wish me good luck.
And now onto some simulation stuff. I have to get rid of some interesting but not prioritized details. Less disorders. Less woman types. Less job types.
Tags: falling in love, tigs
Posted in LD #14 - Advancing Wall of Doom - 2009 | 1 Comment »
Sunday, April 19th, 2009 12:43 pm
NOTE: This is the competition version of the game. If you just stumbled upon this, you’ll most probably want to be playing the greatly expanded post-competition version.
I’m done. And tired. (The game’s title is quite ironic when applied to the compo, huh…)

Please read the readme if you have troubles, I don’t know how obvious the gameplay is. Also, fullscreen can be disabled in the config.ini file. So far, I only have a Windows build.
Quick instructions for the impatient:
- left mouse button places pylons,
- right mouse button scrolls,
- mouse wheel zooms.
Windows binary (2.28 MB)
Source
Mirror
Very tired, but also quite proud right now. I actually made a game in less then 48 hours!
UPDATE: I wrote a post containing a brief strategy guide for those struggling with the game!
Tags: final, tigs
Posted in LD #14 - Advancing Wall of Doom - 2009 | 1 Comment »
Sunday, April 19th, 2009 12:04 pm
Construct doesn’t come with proper fade transition, so I thought about writing my own. Construct uses HLSL for effects, so I thought it’s a good chance to learn a bit about shader programming.
It was a failure (given the deadline pressure). I just gave up and decided not to use any transitions.
If by any chance anyone here is familiar with HLSL and knows or has an HLSL snippet which performs fade-away fade-in transition that would be great.
Tags: Failure, HLSL, shaders, tigs
Posted in LD #14 - Advancing Wall of Doom - 2009 | 2 Comments »
Sunday, April 19th, 2009 11:40 am
I’m at the stage now where I’m just mapping out the gameworld and populating it with words and people. It’s looking like I’ll finish in time, which I’m pleased about

Click to enlarge.
Tags: as3, dude, flashdevelop, flex, graphics, thread, tigs
Posted in LD #14 - Advancing Wall of Doom - 2009 | 1 Comment »