Miasmir

LD21

I can’t take it anymore; I’m in

LD is officially too cool to not do.  This is my first time officially; I’ve considered it in the past but the last few were awkwardly timed with respect to my personal schedule.  This time there is no excuse.

I’ll be writing my game entirely in Blitz Basic because I made a dumb promise to some friends of mine.  At least it’s not BF, or SNES assembly.

I don’t think I’ll be able to keep updating rigorously throughout the LD because there will be time for only one activity.

GLHF to all participants!  Let’s all make amazing games!~

-Miasmir

Comments

epaik
19. Aug 2011 · 23:23 UTC
Good luck!

LD22

And so the adventure begins

Looks like I can’t stay away once more.

This time I’ll be coding my entry in C++ using SFML to handle graphics and sound.  Last time I did my entry in Blitz Basic and that was fun but not particularly educational; I’m hoping by using a language I’m somewhat less conversant in I will get more from the experience.

I have a really basic game template set up, with a main loop and a window.  I’ve tested the game input and it seems pretty robust.  Looking forward to a theme like “alone” or “time travel” and hopefully not one like “kittens.”

LD23

it’s onnnnnnn… kinda?

I will be participating in this LD despite the fact that I am traveling this weekend and therefore have a much stricter time limit than most of my fellow competitors.

For this reason I’ll be writing my game in Blitz Basic again; it is an objectively poor language for just about every purpose except rapidly prototyping a computer game, so there we go.  I’ll use some combination of bfxr and sfxr for sound, ms paint for graphics, and maybe if I’m completely out of my mind I’ll try to make some music in LMMS.

But since we’re looking at around 10 hours total of dev time, if that, I might just have to make another art game.

time constraints are awesome

it’s looking strikingly likely that I won’t be able to finish this on time for the regular competition.  We’ll see if it even gets done for the jam.

OH WELL.

LD28

let’s do this crazy thang

I will be reprising my role as yet another guy who barely finishes due to random nonsense from real life interfering with a schedule

I’m probably using SFML in C++ and making it up as I go along (if I’m not using a previous LD as a starting point especially since they’re all so bloody incomplete)

That’s all, folks

Total time breakdown:

  • 16 hours sleep;
  • 10 hours schedule conflicts;
  • 10 hours trying to make continuous collision detection work;
  • 4 hours making SFML even link;
  • 8 hours making a game

The collision detection is OK.  It doesn’t let you inside the solid things.  What actually happens when you collide with something is so irritatingly non-deterministic that I added extra randomness as a perverse joke.

I should have made a level editor.  If you look inside the level.lvl file (it’s plaintext) you might be surprised to learn that I wrote that by hand.  Or perhaps you’ve come to expect such obstinate foolishness from me.  Pretty sure I could have made a better level and a level editor in less total time than it took to do that.

I am very glad that I did this.  I needed it.

 

LD32

Let’s do this crazy thing

It’s been a while since I’ve done a Ludum Dare; seems like it’s time.

I’ll be working in C++ with SFML.  sfxr and audacity have me handled on sound, and graphics are very likely to be MS Paint or bust.

Looking forward to making something cool!

Ludum Dare 37

Alright, let’s do this crazy thing

Woo! Yeah!

I’ll be working in C++11 with SFML in CodeBlocks.

I’ll probably use sfxr and famitracker for sound stuff, and mspaint or maybe gimp for graphics.

GLHF all!