So Ludum Dare 33 went better than I could have hoped. We made an awesome game and I’m really rather proud of it. It’s an interactive fiction point and click murder mystery, with clowns and dogs and butlers and surgeons and bodies. Play it now!
I wrote a in-depth postmorterm about the game we made a week and a half ago.
It’s a game all about trading and pirates and drop shadows. Play it: http://natpat.net/games/ludumdare/LD30
I was bored coming up to this Ludum Dare, so I made a tool to help with animation – and as per the LD rules, I’m making it and the source available to download.
You can export stuff to the format needed to add animations to my spritesheet implementation, but apart from that you can preview animations which is pretty cool.
I’ve been working on my own AS3 engine for quite a while now. It’s pretty barebones, but it has some pretty nifty functions and classes that will hopefully save my lots of time this upcoming Ludum Dare. It’s got particles, input handling, spritesheet handling, tweens and eases, some basic GUI stuff, sound effects, and a few other helpful bits and pieces.
Hopefully the work I put into it will pay off this weekend!
It’s avaliable at https://github.com/gnatpat/natpats-basic-as3-engine.
So I’m taking part in LD30 with a team, like with LD27. We had lots of fun streaming last time, so this time we’re making streaming our second priority! (After making the game of course.)
We’ve almost got a stream schedule ready with cool stuff like a giveaway, live chats, live cooking, live reactions to Doctor Who, a special guest, playthroughs of our games and others, plus some funky camerawork to capture the whole weekend! From Friday at about 4pm (GMT), you can watch the whole thing here: http://twitch.tv/LiteralGames
If you can, pop along some time over the weekend and we’ll try to entertain you! I’ll be posting the schedule when we’ve finished it and made it look pretty, but for now you can follow us on various sites:
LD profile: http://www.ludumdare.com/compo/author/literal_games/
I’ve been doing some work on DIG, and decided to add some debugging functionality.
That’s when I realised that… well…
My pathfinding was taking almost half a second. That was not ideal. At all. I had no idea why, but I looked thorugh my pathfinding code, cleaned it up, and rewrote most of it, and lo and behold:
I used to suck at this programming stuff…
I finished Uni on the weekend Ludum Dare was happening. I was gutted, as there was a gathering at my university of people doing Ludum Dare, and I think being surrounded by people making games whilst you’re making a game would be an amazing experience.
On Sunday night, I was chatting to a friend on skype and jokingly suggested, that with about 7 hours left, I should make something for Ludum Dare.
…and then I decided it shouldn’t be a joke.
I ended up coding deep into the night, and making something I’m actually quite proud of. I’m calling it Unicode, because I couldn’t think of a better name at 5am and needed to submit it before I went crazy.
I might do a post about the random generation, because for 6 hours I’m really proud of it.
Also, yes! I’m not dead! I’m hopefully going to do some more blog posts soon, because I really want to get back into game dev. DIG isn’t dead!
So I’m entering the Ludum Dare with a group of friends, and since I’m using my engine, I need to upload my engine (which Alex has called “8th Plague” (my girlfriend made us watch The Prince Of Egypt just now)).
So here it is:
Also I’m really looking forward to entering the Jam with a team this time, and actually entering Ludum Dare! I haven’t done it for ages.
We’re livestreaming a webcam of our progress, which you can find here: http://twitch.tv/LiteralGames
Good luck to everyone entering Ludum Dare!
I think I’ve fixed most of it though.
To whoever did it, please don’t do it again. It caused me quite a bit of hassle.