vidar

LD10

deskphoto – Vidar

wow, you guys are pedantic!
dsc_0015.JPG

Tags: deskphoto

Comments

negativegeforce
14. Dec 2007 · 22:16 UTC
what is that on the left, an amiga? Whats on the right?
Vidar
15. Dec 2007 · 05:50 UTC
To the right, under the joysticks, that’s an atari 520st. My amiga500 is not there (lack of space…).

To the left, that’s just two keyboards on top of each other (one with qwerty and one with dvorak).

Progress(?)

All right, here’s a screen from my game.
The concept is this, a level consists of several blocks, some “characters” and a lot of strings that connect them to each other. The strings are elastic and the player has got a scissor, and can therefore cut them, thus launchin the characters in sore direction (hopefully towards the goal).
I hav got a lot of work to do, the game is far from playable (maybe shouldn’t have picked an idea with that much physics in it…).
screenshot-16.png

LD22

I’m in

I’m in!

Planning on using c++ with SDL this time.

LD23

I’m in!

I’ll be coding assembly for the original Game Boy (DMG) this time. I’ll make sure that the rom at least runs on the emulators “gambatte” and “visual boy advance” (as well as on the real hardware of course)

I’ve participated twice before without finishing, so I guess my goal this time is to try and actually have something to release when the compo is over. 😛

I’ll be using some tools and helper functions I’ve written before for things like loading images and maps. You can find it on github here: https://github.com/vidarn/rgbasm-dmg

Oh, and to warm myself up I’ve written a little intro/scroller:

Animated version (a bit boring)

Comments

huhwhozat
16. Apr 2012 · 20:43 UTC
I applaud you for planning to work on the Gameboy! Assembly is seriously mind-bending at times. Good luck!

LD24

I’m in!

I’m in!

I’ll be using Löve, grafx2 and Tiled.

As usual my main goal is to actually get a playable game done this time… :/

Love is in the air

I’ve got the basic monster mating mechanism working now.

Time to get started on the actual gameplay perhaps…

Random monsters

I caught a nasty cold yesterday so coding is going a bit slow.

Anyway, I’m planning on making a monster breeding game and I’ve got the basic mechanism for generating random monsters down. Time to get them mating 😉

Getting there…

I’ve got the essential features done now, fighting and making love 😉

I’ve got some small things left to implement, but it feels like I’ll be able to finish them before the deadline. First time that happens 😀

Derpymon: Blue

It wasn’t intentional, but I started realizing all my randomly generated monsters looked pretty … stupid. However, I kind of like it, and because the time was running short I figured the best thing to do was to embrace the derpyness.

The game is “done” now and you can find it here.

LD25

I’m in!

I’m in!

I’ll be doing another attempt at targeting the original Game Boy (DMG).
I’ve coded for the Game Boy during LD before but this time I’ll be using C instead of ASM, which hopefully will mean a faster development pace.

I’m planning on using the following tools:
GBDK – Compiler
GrafX2 – Sprite editor
Tiled – Map editor

I’ve written some skeleton code and a few simple tools for converting images and maps to a Game Boy-compatible format. They’re hosted on github here:
https://github.com/vidarn/dmg-dev-tools

Comments

jeremydge
14. Dec 2012 · 17:01 UTC
did you stream?

gameboy_ninja

I decided to go with a stealth-type game.

There’s lot to do still, but I’ve got the level editor and main sneaking mechanics in place now.

LD26

I’m in!

Let’s do this!

I plan on writing c++ and use sfmlBox2D and probably Boost.

I’ll do the graphics in Grafx2 and in the end probably neglect audio entirely, like I always end up doing. 😛

Comments

gh33da
25. Apr 2013 · 10:09 UTC
I think I like your tools. :) Seriously, after looking at your choices I may pick something similar.

Progress!

screenshot

Yay, making progress!

I’m doing a pretty standard plattformer and I’ve got most of the game mechanics done now so I guess all that’s left to do is maknig the game fun to play ;).

Super Neo Tektropolis – Mini Post-Mortem

Click here to go to the game.

I didn’t get much sleep last night so here’s a rather incoherent mini post-mortem of my game Super Neo Tektropolis.

I knew beforehand that I wanted to do some kind of platform or action game mainly becouse I wanted to play with Box2D and I wanted something a bit more fast paced than my previous LD entries.

I had planned on using clanlib (the game is written in c++) but when doing some preliminary testing I could not get cross compiling for windows (with minGW) to work. Being able to cross compile is great so I looked around for another graphics library. I finally settled on SFML 2 and looking back it feels like a great choice.

In the end I have mixed feelings about the game. It feels like the it’s missing some sense of progression. I went for infinitely sized procedural  levels but they turned out quite boring and monotonous I’m afraid. However, the enemies and the controls feel pretty good and I’m overall happy with the graphics. There are some parts that I really like and there are some parts that look pretty bad, but you can’t be too picky with a 48 hour game I guess.

The theme was a surprise to me. I hadn’t really noticed it when voting and wasn’t prepared for it at all (but to be honest, when are you ever ready for the ludum dare themes?) so I went with the lame aproach of “I’ll make the graphics simplistic and consider that the minimalistic part of my game”. Coming up with an unique take of the theme can be challenging but I had a hard enough time finishing the game anyway so I didn’t even try.

All in all I had a great time. A friend of mine also participated in the compo (check out his game, Super Monster Attack) and I spent the weekend at their place. Having someone to talk to, even if they are too absorbed in their own game to really listen, is great and I don’t think making the game would have been nearly as fun if I had been alone at home.

Anyway, enough rambling. I’ve got some Ludum Dare games to play. :)

LD32

I’m in!

I’m in too :)

I’ll be using Love2D, together with some boilerplate code I’ve scavenged from old games of mine.
The code can be found here and contains the basics of a component-based entity system and some code for loading levels and handling keyboard/joystick input.
Regarding tools I’ll probably stick to my good old friends Tiled and Grafx2.

Good luck everybody!

LD34

I’m in!

I’m in!

This time I’ll be writing c using SDL and compile to the web using Emscripten. I’ll be using the base code in https://github.com/vidarn/sokoban as a starting point for the game.

I’ll be streaming at http://www.twitch.tv/vidarnel/ the whole weekend

Good luck everyone! :)

It’s a start!

2015-12-12-131456_3840x1200_scrot

Things are taking shape. I’ve got some assets done and the basic player movement works. Time for the fun stuff, like monsters and loot :)

Feel free to drop by my live stream at http://www.twitch.tv/vidarnel

2015-12-12-132106_3840x1200_scrot