omaha

LD22

while(doodle) – 00

Starting work March 17th, 630pm EST

 

while doodle

I know, pretty amazing right?

Comments

billknye
18. Mar 2012 · 12:13 UTC
Looks like the 3d’ish levels of Contra!

LD23

while(doodle) progress update

Quick video of the latest progress on my entry:

Next update will be gameplay focused, I’m spending too much time on framework/tools.

A full dev log with many more videos is available at http://whilesoftware.com.

while(software) – mini ld #33 complete

beat the wall - mini ld #33

Break The Wall

This is my entry for the Mini Ludum Dare #33.

It is written in java using libgdx. I used bfxr to create the sound clips and gimp to create a few textures. The rest of the game is composed entirely of runtime-generated box geometries, allowing me to focus on the code and not worry too much about the art side of things.

To play: download and run this jar file: btw.jar

source: btw-minild33.tgz

Windows:   double click the file
Linux/Mac:   java -jar btw.jar

How To Play:
use either WASD or u/d/l/r to control the position of the character
press spacebar to jump
press enter to fire

Enjoy :)

Comments

PVince81
25. Mar 2012 · 12:56 UTC
Cool idea. Poor boxes 😉
Revilo
25. Mar 2012 · 13:20 UTC
Nice game :) I would be very interested to know how you managed to package it all into one executable jar? I have been having troubles integrating other jars inside of it…. tried webstart as an alternative but its just too complex for me atm…. got any tutorials on making an executable jar? Again, I liked the game :) keep up the good work!
25. Mar 2012 · 14:22 UTC
Thanks!
26. Mar 2012 · 02:21 UTC
In the interest of full disclosure: I just updated the .jar file linked in this post. I enabled vsync (to reduce unnecessary cpu usage) and fixed a bug that caused the bullets to behave strangely in the later levels.

while(ld23)

I’m in.

Toolchain

  • libgdx
  • gimp
  • sfxr
  • sketchbook pro
  • while(software) base code

The base code includes a few java classes that provide basic interpolation support, procedural geometric mesh generation (cubes/boxes/spheres), cameras, collision, and a state machine.  These classes can be found in the source to my recent MiniLD entry at http://whilesoftware.com/games/btw

 

LD24

Round 2. I’m in.

LD #23 was the greatest.  Can’t wait for #24.  I’ll be driving down to Richmond, VA to join the guys at http://rvagamejams.com/

I’m working with a similar stack this time around, namely:

  • libgdx
  • garageband
  • blender
  • gimp

I’ll be using some base code to provide:

  • tween support
  • state machine
  • openGL shaders
  • camera control
  • splash screen

source is available here: http://whilesoftware.com/software/game_template

 

LD26

In

I’m heading down to Richmond, VA to join the nice people at http://rvagamejams.com/

This time around, I’m going to build something in Unity.  My hypothesis:  I was spending 60-70% of my time in previous jams building basic engine components, rather than gameplay.  I should be at least twice as productive having switched away from libgdx.

stack: Unity3d, Gimp, Blender, GarageBand

LD27

Absolutely Yes

Unity, Ableton Live, Gimp, Blender

Dedicating this one to my new wife.

22 hours to go

I had a very hard time getting started on this project.  For hours on end I tortured myself trying to think of a clever use of the theme, but nothing would come.  Ultimately, I decided I had to do something and got to work on a racing game inspired by SkiFree.

I’ve spent entirely too much time trying to unravel strange physics bugs.  It’s time to wrap up the gameplay and start working on polish.

Screen Shot 2013-08-24 at 10.50.21 PM (2)

Many thanks to the authors of these two articles.  Without this guidance I probably wouldn’t have anything to show:

  • http://carpe.com.au/slawia/2009/08/unity-wheel-collider-introduction/
  • http://forum.unity3d.com/threads/50643-How-to-make-a-physically-real-stable-car-with-WheelColliders

 

LD28

Most definitely in

Unity, logic, gimp, blender.

LD29

I’m in

penguin-fire

The April Ludum Dare events hold a special place in my heart. I’ve got the post-GDC enthusiasm coursing through my veins. All I can think is VIDEO GAMES.

Engine – Unity
Graphics – Photoshop
Music – Logic
Sound Effects – Logic
Modeling – Blender
Project Management – Trello

I want to stress the last item on this list. In the past I’ve always stuck to pen-and-paper todo lists. These work well, but I found myself spending far too much time staring at my list and pondering which item I would try to tackle next.

I find Trello’s scrum-like interface to be infinitely approachable, the perfect tool to keep track of all my ideas/tasks/progress. Most importantly, the act of dragging an item from “to do” into “in progress” has a magical effect. I’ve made the decision, time to execute.

LD30

getting ready for LD30

I’m in, working with the usual toolset:

  • Unity
  • Photoshop
  • Logic Pro X
  • Blender

My boilerplate code consists of:

  • state manager
  • midi event broadcaster
  • particle system
  • generic object factory (preallocation and object re-use)
  • generic quadtree implementation
  • camera lerp helpers
  • camera layering helpers

These are always a work in progress. Recent versions can be found in my previous LD entries. Feel free to reach out if you’re interested in the latest copy of any of the above systems.

LD31

yep yep

I’m in, working with Unity3d, Photoshop, MonoDevelop, Logic Pro X, and Blender. Additionally, I’m using trello and git to manage tasks and take snapshots of my progress for later analysis.

+1 Snowman

LD32

Let’s play – I’m in

I’m planning to work in Unity, but I’ve been spending a lot of time working with HaxeFlixel recently and I may have to go that route instead…

My goal this jam is to stop trying so damned hard

In recent years I’ve found myself spending entirely too much time concerning myself with “what if” situations rather than working. When I actually get to work I’m very productive, but I spend the majority of my time thinking about alternative solutions. I have to try break that cycle.

Let’s improvise

I participated in a graphics design workshop last month. We were taught the basics of shaders, and then given an hour to play around on http://shadertoy.com and encouraged to improvise. Instead of visualizing a desired outcome and trying to reverse-engineer the appropriate code, we used random inputs and scaled parameters until they produced something interesting. Only after finding that interesting thing were we encouraged to fine-tune our work.

The results were fantastic. I stopped second-guessing myself. I stopped trying to predict the outcome before committing to it. I embraced the unknown. Nothing felt risky because no outcome, good or bad, was going to be taken personally. I was free to play.

LD33

I’m in

My goal this time is to be a good host and get locals interested in game jams. I’m hosting my first event in Bozeman, MT. You can find us in the list of real-world gatherings or on facebook.

With whatever time I have left, I’m going to fly solo and take a break from Unity.

  • Haxe flixel
  • Photoshop
  • vim
  • Logic Pro X

Good luck everyone!

monster goes home

mockup-1.x4

mockup #1

LD34

LD35

Great Themes! I’m in.

I have never been excited about so many themes before. This is going to be great.

I’m working with haxe flixel, photoshop, sublime text, and Logic.

Good luck everyone!