AstralCalculus

LD16

Can’t Hardly Wait!

Hi everyone! I’m 10Print, and this is my intro post. LD16 is going to be my first.

I’ve been coding ever since I signed out a BASIC book from the library at the age of 7. I mainly work in Python/Pygame, though I’m attempting to learn Lua and am strongly considering doing this competition in LÖVE.

I think the most challenging part for me is going to be having to create all the media myself. I have always relied on other members of a team (or online resources) for this. Perhaps I’ll take the easy route and make a roguelike (something I’ve always wanted to do), but for the sake of challenging myself I’m going to at least attempt making graphics and audio. Apologies in advance.

I’m going to be doing a timelapse video, as well as a ustream of the insanity that will be this weekend.

Tags: intro

Comments

Tenoch
08. Dec 2009 · 06:08 UTC
Yay, one more löver! We shall prevail. Perhaps.

Twilight

Oh, NiallM, you have no idea how right you were.

Tags: motivation

Comments

Cosine
11. Dec 2009 · 00:31 UTC
11. Dec 2009 · 07:15 UTC
Yay! I inspired a motivational poster!

Progress!

Got a little dude who can walk around on the screen. Considering I’ve never used Lua/Love2D before, I consider this great success. Now to give him something to explore!

Oh Dear!

Spend the better part of 6 hours trying to find a bug in my mapping procedure… only to discover that there wasn’t one! I had set the bounds too high, and it would have worked, had I given it enough time on any of my many tests. Oh dear!

Made up for the frustration by having an awesome breakfast courtesy of my roomie, Sarah. :)

Tags: food, foodphoto, journal

Map’d

Starting to see a little progress!

Tags: screenshot

Too Much Sun!

My lovely workplace!

Tags: desk, deskphoto

Comments

Akunate
13. Dec 2009 · 14:04 UTC
I spy a twilight poster! Poor 10Print was all ready to do a twilight fandom.

12 Hours to Go

12 hours to go, and things are coming together way better than expected. But will I have a game by the end of the day? Who knows!

Missing – Post-mortem / Timelapse

View my Timelapse.

What went well:

  • Finished a game!
  • Learned Lua and LÖVE inside and out.
  • Made some decent (by my standards) looking pixel graphics.

What could have gone better:

  • Had to scrap most of my planned stuff in order to finish on time. Originally Missing was going to be a survival game with a lot of roguelike elements.
  • Spent way too much time making a procedural maze generator, which didn’t end up being important to the final product.
  • Didn’t have enough time to add gameplay, ended up adapting the planned food/water element of exploration into a collection game.

Tags: post-mortem, timelapse

LD23

LD23 – I’m In!

Wow! 10 years old already?

My first Ludum Dare was #16 (Exploration). I’ve participated in a few LDs and MiniLDs since then, but my first attempt was the only one that I finished. I’ll be using Trello to try and keep things organized this time around. I haven’t decided yet if I’ll livestream, but if I do it will be on Twitch.TV. My basecode will will be posted on Dropbox before the competition starts.

Tools:

  • Language: Lua
  • Framework: LÖVE
  • Graphics: Allegro Sprite Editor, ArtRage, Paint.NET, Pixen
  • Audio: FruityLoops, GarageBand, SFXR
  • Text Editor: PSPad, TextMate
  • Map Editor: Tiled
  • Timelapse: Chronolapse

LD24

I’m in!

My basecode is on DropBox, and my fridge is filled with goodies. Bring on the theme!

Tools:

Language: Lua
Framework: LÖVE
Graphics: Allegro Sprite Editor, ArtRage, Paint.NET, Pixen
Audio: FruityLoops, GarageBand, SFXR
Text Editor: PSPad, TextMate
Map Editor: Tiled
Timelapse: Chronolapse

The Last Slime – Gameplay Vid & Postmortem

What went right

Coding – In past entries I spent far too much time and energy trying to maintain good coding practices. That was completely thrown out the window this time around, and, though we had to deal with a lot more bugs during development, I actually finished a game.

Basecode – I owe a lot of that success to having a solid basecode this Jam as well. In previous attempts, I had a basic idea what I wanted to make and prepared base code for that. More often than not, the theme would completely shatter those ideas leaving me with very little useful code. In this jam, I included a wide variety of libraries, and was able to choose ones useful to my project.

Map Editor – In particular, having the ability to import .TMX files right from the start was a godsend. The ‘export to lua’ feature of Tiled is great, but not perfect.

Teamwork – Despite being in separate locations, it was a very different experience having someone else to bounce ideas off of, complain to, and test gameplay. It’s much harder to justify slacking off to someone else than it is when you are competing alone.

Graphics – This was my first time entering with a partner, and having someone else looking after graphics removed one of the most stressful parts of a compo for me. It also changed my design pattern. Normally I use placeholder graphics, and then create final sprites/textures once the code is solid. This time, Alex had a lot of the graphics done before I even had the code to support them. This eliminated a common trend of my past entries where I would write a feature which later had to be cut due to lack of graphics.

What went wrong

Timelapse – I messed up my Chronolapse / VNC configuration, making my timelapse screenshots completely unusable.

Music – We had planned on being a three person team, with someone else looking after the music. It didn’t end up being finished in time, so we had to use placeholder music I created earlier in the compo. (I used GreaseMonkey’s Autotracker, OpenMPT, and FL Studio 10.)

FPS – I didn’t have much, if any, time to optimize the raycasting engine. While the walls are pretty fast (using quads to draw them in stripes) the floor and ceiling are drawn pixel by pixel, which is painfully slow at anything but microscopic resolutions. Fortunately our graphics were already intentionally low-res, but even so, the game simply doesn’t look as nice scaled as it does full res, and I know a lot of people are not going to be able to play it with those settings.

Theme – We had to completely scrap our original idea due to the theme. I’m still happy with how the game turned out, but it definitely took a very different direction than we had intended.

Tags: ld24, post-mortem, postmortem, video

Comments

ghoulsblade
11. Sep 2012 · 04:40 UTC
yeah, themes can be a limiting, for the jam you it’s not 100% mandatory to fit the theme.

i really like the tech, doing a pixel 3d thingy in a 2d engine, that should be put into a lib =)