I’m ready for LD #28!!

Hey there, fellow LDers!

I am going to take part of this next compo! I’ll probably use the same tools from last time, though I’ve made a (somewhat working) framework in C++ (with SDL and OpenGL) and the new 2D stuff in Unity 4.3 seems really nice… I still like Flixel better.

And here are some updates for the past entries. I finally finished the post compo version of my LD #27 game, Space Rift, and made a port of my first LD game, Loneliness (for LD #22), for desktop (so far, Windows only). Also, I changed all the thumbnails for my entries; it looks much better now!

Space RiftThe post compo version of Space Rift can be played here. The game is pretty much the same, but I removed some features (special, shooting overheat), fixed a few bugs, redid the graphics (trying to stick to a palette… no more dull looking “colored multiply layer over bw shades layer”), remade the menus, added a song and rewrote a great part of the code (it doesn’t lag on my computer anymore!).

 

 

The port of Loneliness can be downloaded here. It doesn’t requires installation and has all the needed libraries… probably. It does require OpenGL 3.1 or over and GLSL 3.3 or over, but I don’t think this is a problem (c’mon, it runs on my computer). I tested it on a single core CPU and it uses few resources… though it uses a lot more memory than if it was well done (nothing to worry about). The game is pretty much the post compo version, only with shooting and the fastening game pace removed.

That should be it for now. See you all on LD #28!