bndwagn_junglst

LD23

Late to the party…

Starting on the day something is due is decidedly ill-advised, but, as I understand it, the submission date for this mini is flexible, so there’s that.

the princess has to rescue the 'noble' knight...?

No idea what’s happening here, yet, but there seems to be a bit of a hostage situation with the knight…if only some brave adventurer would come rescue him…

Of note: I’ll be starting with a little bit of skeleton startup code rather than going from scratch.  I’ll post this when the entry is done.

 

Warmup weekend

I decided to finally finish start the doodle/mini-LD project from a few weeks ago as sort of a warmup round, and, unlike every other jam/speed-coding/short-dev-cycle attempt I’ve ever made, I actually feel like I’m not a miserable failure this time! Go me!

I’m eighteen hours in, and I’ve managed to go from some really crappy initialization code and an empty directory to a really crappy level editor and previewer, and even a crappily-animated heroine to go with. (I’m slacking off at the moment because I’m waiting for Imagemagick to finish downsampling the contents of my timelapse directory, and I really don’t feel like looking at the project at the moment, so I’m avoiding burnout.)

Things I’ve learned from this little exercise:

  1. starting out with a lightweight vegan meal: definitely a huge win (I love cheeseburgers, but let’s face it, they cause torpor like nobody’s business).
  2. using workrave to remind me to split my work up into 45-minute chunks so I don’t get burned out or demoralised too quickly: definitely a huge win.
  3. while making tools and ‘middleware’ in situ is kind of fun, it is definitely a timewaster.
  4. I need to be better at (temporarily) turning a blind eye to things that are inelegant or unpolished during ‘crunch time’.
  5. Boning a catgirl: not as much fun as it sounds (see below). That took waaaay too long to make, and it still has a crappy silhouette and z-fights all over the place. A shame…

I'm embarassed to admit to how long this took...

 

I think I’m probably going to goof off for the evening at this point, then pick up bright and early tomorrow; 12 hours would be just enough to actually make it into a real game…

Welp, I might be in trouble…

12 hours in, and this is as far as I’ve gotten:

Comments

bndwagn_junglst
21. Apr 2012 · 09:11 UTC
Why on earth does wordpress insist on helpfully changing the aspect ratio for me?
Mjiig
21. Apr 2012 · 09:30 UTC
You appear to have 3D graphics. That’s more than I’ve ever achieved in the full 48 hours, and you’ve done it in a quarter of that time. That looks like it has serious potential.

LD24

Late to the party, but…

Traditionally, I’ve done quite horribly at these; invariably, I either give up due to a perceived lack of talent on my part, the utter frustration of not having my skill set and/or the allotted match my ambitions, or real life getting in the way.  The last six attempts have produced only one publicly-released binary (along with a lot of early exits and vapourware announcements) – and even this was devoid of enemies or an objective; this is quite a sad, embarrassing little ratio.

Each time, I tell myself I expected better, I should stop overdesigning everything, I should stay focused, I should do this, that and the other, and each subsequent time, I go out and make the same mistakes.  Although there are probably a variety of things I’ve gotten wrong (one does not, after all, bash out a perfect FFXI clone in a Saturday from scratch, no matter how much talent one has, and certainly not if they spend half of it shopping and surfing B3ta), I think my major failing is this: someone much wiser than me once said that people frequently end up hating (and, in my case, feeling enraged and powerless about, and ctrl+a->shift-deleting…!) their own work because they’re comparing their own ‘behind-the-scenes’ with everyone else’s finished product.

I’ve decided to try to take this advice to heart this time.

LD26

I finished* a project!

There’s something slightly sad about the fact that that’s a rare enough occurrence with me that it merits its own post here (especially in the midst of about a billion successful LD entries by others), but the truth is, without Ludum Dare, I probably never would have had the idea for this in the first place, much less actually attempted to act on it, so a big thank you goes to the community at large.

As for the project itself, it’s this thing:

EDIT: The game itself can be downloaded from here (Win32-only, but is known to play nice with WINE).

*(To be fair, it does need a second round of polishing.)

LD27

Declaration of “In deep, in dense”

…or “A Fail In The Desert”.

Yep, I’ll have time after all, and the weather here* isn’t any good, so I’m in, and maybe this time I’ll actually complete an entry**.

Toolset:

I’m looking forward to it!

 

* Abu Dhabi, in case you care.  As I write this, it’s 107F outside and climbing, with more humidity and airborne dust than the laws of physics should allow.
** I seem to be dogged by whatever mental malaise causes one to look at multi-million-budget console titles, look at what I’ve done, shake my head in frustration and anguish, shift-delete the project directory and drown my sorrows in a tallboy of chocolate milk.

Comments

GreaseMonkey
23. Aug 2013 · 05:56 UTC
Allegro 4. I APPROVE.

Kind of late to be posting a first screenshot, yes?

Still gonna finish on time, there was just a lot of not-glamorous ancillary work that had to be done first.

2013-08-25-131259_1366x768_scrot

Comments

bndwagn_junglst
25. Aug 2013 · 07:21 UTC
The distortion in the shot is intentional – my startup code checks the aspect ratio of the desktop before setting a graphics mode and manipulates the projection matrix to match it.

Late to the party

I sorta kinda had something running by the deadline, but the truth of the matter is that I absolutely hated – and still hate – the way it looks and plays. I ran out of time, cut features willy-nilly, didn’t even manage to get screen transitions or good-looking particles in, made my own artwork (go play it, you’ll see why this wasn’t a good idea), and ran through about seven different ideas before I finally settled on something I liked – but by then, there wouldn’t have been enough time to finish it, thus the lame rubbish below. I had originally planned to simply highlight the directory, press Shift+Delete, and never look back, but my girlfriend, wonderfully kind and supportive as she is, convinced me that it was worth rescuing and posting, so here you guys go.

Test Subject #17 for Windows
Test Subject #17 C source (requires Allegro 4.2.x or 4.4.x, AllegroGL and DUMB)

The obligatory screenshots:

2013-08-28-025533_1366x768_scrot

2013-08-28-025614_1366x768_scrot

Right, postmortem.

The good:

  • Started out motivated, actually was fairly productive for the first twelve hours.

The doubleplus ungood:

  • Too many design changes.
  • Too much procrastination.
  • Should not have gone from scratch (personally, I prefer this, as I feel it’s more in the spirit of how a 48h competition should be done, but let’s face it, Unity wins competitions, speed-coding doesn’t).
  • Fell out of love with the game when it was 80% ‘complete’

And there you have it.

LD29

Declaring base code

I commented this on my previous post, but in case anyone missed it and cares to know, I’ll be starting from this previous entry, minus all the assets*: http://illegal-instruction.org/games/test_subject_17_src.tar.gz

*for the mods: is reusing a font texture cheating? It’s not a particularly attractive font, I just want to make sure I can actually display text at all…

Comments

yetatore
23. Apr 2014 · 23:13 UTC
Im not a mod, so… Have fun :)
FalconGames109
23. Apr 2014 · 23:42 UTC
I doubt it. A ton of libraries give access to font systems, so what is the difference if it’s a custom made font?
24. Apr 2014 · 03:57 UTC
From the rules “Fonts, drum loops, drum samples, and sampled instruments are allowed IF you have the legal right to use them.” A “font texture” is just a bitmap font, so should be perfectly fine.

I’m out.

Too many false starts, too many social obligations, some things I’d rather not remember right now and incompetence all conspired to make this one not happen. Kind of a shame, I actually had a story and some art, and I may revisit the theme in the future.

Good luck to everyone still in it, and good on everyone that finishes!

LD32

Mini-LD #60: starting early (because I am a horrible human being like that).

A.I. is hard…who knew?

Trying to explain to a computer how ice hockey is properly played...

Trying to explain to a computer how ice hockey is properly played…

Comments

bndwagn_junglst
26. Jun 2015 · 20:07 UTC
Still haven’t caught every case yet, and that’s BEFORE we think about checking, rebounds, etc. Oh dear…
ajayajayaj
27. Jun 2015 · 01:28 UTC
Complicated!

I’m Out, We’re In

My original idea was a demake of the NHL series, but it turned out that getting AI players to correctly play hockey in a weekend almost certainly would have been beyond my admittedly limited skills.

So that’s canceled.

All’s not lost, though – I have a friend helping me with art and voice acting, and we’ve switched to an alternate set of themes: MSPaint As Level Editor and Monochrome. No screenshots yet, but soon!

Tags: #MiniLD60, MiniLD, monochrome

Comments

28. Jun 2015 · 16:44 UTC
You can do it! If you want to take a few extra days on account of dropping your first idea, go for it. The submission form will stay open a little while.