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    Posts Tagged ‘vector’

    Mustache Armies – Artworks.

    Posted by (twitter: @sephyka)
    Wednesday, May 1st, 2013 7:01 am

    Hi, my nickname is Sephy.
    I’m a French 2D designer – you can see my work on my website.

    I joined the TurboDindon team for the 26th Ludum Dare. It was a very great experience, I love my teammates.

    We finished our game ‘MUSTACHE ARMIES‘.

    Feel free to play, share and rate for us!
    http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=5611

    (My personal record is finish the map using 10 unities)

    You can discover below a few graphic researches, artworks and assets I’ve designed. My mate Raz did other graphics as main unities, backgrounds and logo. Graphics have been inspired by minimalist paintings and shapes. Not everything has been implemented.

    Mustache Armies - Artwork
    Mustache Armies - Artwork

    I hope you’ll like it.

    Sorry for my bad English.

    Revenge of the Orange

    Posted by
    Sunday, November 9th, 2008 2:14 pm

    This is a cover of BenW’s Chain reaction:

    http://www.ludumdare.com/compo/2007/12/16/finally-finished/

    Since I met Ludum Dare only at the last compo, I don’t really have a “favorite entry” yet, so I picked one that seemed nice, and changed the gameplay, added personal things, etc.

    Revenge

    Here is the thing: revenge.zip

    EDIT: see here about a Windows version

    The goal is to blow the tiles marked by the pulsating squares. If there is only one, fine, but later there will be more, and the tiles marked have to be blown at the same time! To do this you take advantage of the chain reactions provoqued by the terrible Invisible Walker!

    It just runs around the world, on the outside tiles, clockwise, and starts explosions as it goes.

    To bring these explosions to the marked tiles, you can first move yourself, with arrow keys. You can also move some tiles: with X and V you rotate the 8 tiles around you. And with arrow keys while pressing C, you shift whole rows or columns. Beware: rows, columns and “ring around you” have to be full before they can be moved! No holes!

    About holes…  Just don’t walk in them, or your life counter (right side of the screen) will decrease.

    The similar counter on the left is the level counter. Of course, difficulty increases with levels…

    Technical sadness:

    The game is written in Lua and uses a personal lib that itself uses SDL and co. I included a compiled version of the library, made on Ubuntu. I have no idea if it’s going to work on another Linux machine, or even another Ubuntu, so be sure to read the README if you need to compile it yourself.

    I unfortunately have no Windows machine available, nor Mac OS X, so no binaries for those. However, it is supposed to be portable, so if anyone manages to make it work, don’t hesitate to send me your binaries, so I can share them.

    More details about the compo later.

    i has failed

    Posted by
    Monday, July 7th, 2008 4:22 am

    Didn’t spend much time, and also had no idea.. thought I still put up what I got: here

    It needs python, pygame and pyopengl to run (..hm, for the real LD, I have to find someone who can make me a py2exe and py2app version of my entry). You can run until you touch the turnip if you want, but nothing will happen even then. Except for the unicorn, it also totally fails the theme and at no point I was even close to an idea :P

    The good things about this mini LD for me though were, I think I know now how I could easily do one of those motocross games.. just need to use 2 or 3 collision circles instead of a single point as I did here, and some spring forces between. Also, I was surprised how easy it was to read SVG files – took me a total of 5 minutes to develop loader code for it (first few lines of line.py).


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