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LD 11 :: Weekend of April 18-20 :: Theme :: Minimalist
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Get motivated to compete in the foodphoto compo or timelapse compo!

The Results Are IN!! Congratulations mrfun, mjau, hamumu, and everyone else who competed!!
Time to hand out some trophies!!


sol_hsa's Archive

The GridMaster Prize
Awarded by philhassey on January 9, 2008
Orbital Surprise Award
Awarded by jolle on December 20, 2007

Kick-start package, LD11 edition

Posted by sol_hsa
Monday, April 21st, 2008

Temporary download site:

http://users.evtek.fi/~jarikom/ld11_most_entries.zip

About 160 megs or so. Notes:

  • Only entries with trivial download links included (rapidshare and links to home pages not followed)
  • Doubtlessly missing some stuff
  • Did not uncompress stuff this time, so have fun figuring out how to decompress all the various formats =)

As always, this is just a kick-start package and you should read everyone’s blog for updates, missing files, as well as food photos and timelapses. Have fun, kids!

EDIT: Great minds think alike - mrfun was working on a kick-start package as well. Here’s his link:

http://www.codedojo.com/temp/LD11_for_windows.zip

Tailored for windows, entries unpacked in their own directories, etc.

EDIT2: Keeyai set up a torrent of mrfun’s package!

Block Picker 1.0 - final, timelapse

Posted by sol_hsa
Saturday, April 19th, 2008


Game in under 4 hours. Pretty minimal. Grab the final version here (includes sources). Needs SDL, SDL_mixer, SDL_image and GLee to compile.

Block Picker RC2

Posted by sol_hsa
Friday, April 18th, 2008

Audio added, release candidate 2 available.

Block Picker RC1

Posted by sol_hsa
Friday, April 18th, 2008

rc1..

I fear most of the screenshots will end up looking like this.

Anyway, feel free to grab the release candidate 1, about 2 hours after starting..

Good morning..

Posted by sol_hsa
Friday, April 18th, 2008

And the theme is minimalist, like everyone who reads this blog probably knows by now. Bleh. That has no edge to it. Do something that does a little. Some ideas sprung to my mind but nothing .. interesting. Oh well, I guess I’ll think of something eventually.

Euro-whining on compo timeline..

Posted by sol_hsa
Friday, April 18th, 2008

I’m a finn, so the compo starts on early morning hours (4am or 5am or something). I do not intend to wake up for it. I’ll wake up when I’ve slept enough.

The point is, this way I get whole two days of competition time. The competition ends 48 hours later - or 5am on monday! Which means that if I really need to, I can crunch until the night (not that I intend to, mind) - I don’t have a harsh deadline at, say, midnight.

Posted by sol_hsa
Thursday, April 17th, 2008

survival motivate

And of course I’m referring to http://iki.fi/sol/ldsurvival.html

Yeah, that time again..

Posted by sol_hsa
Tuesday, April 15th, 2008

So, just to be sure nobody missed it, I posted my basecode some time ago (based on my last LD entry, cleaned up and improved along with some other projects, like http://atanua.org) - http://iki.fi/sol/zip/sol2dglbasecode20.zip - OpenGL + SDL, pretty basic stuff, except maybe for some IMGUI widgets which come handy.

I’d also like to remind folks (esp new folks or others who haven’t been able to finish an entry in some older LD) of my Ludum Dare survival guide: http://iki.fi/sol/ldsurvival.html - be warned that it’s quite serious, unlike some other survival guides you may encounter =)

Steal This Game Design

Posted by sol_hsa
Sunday, April 6th, 2008
I've been thinking of this game design for a while, and I think its got lots of potential. It's also lots and lots of work, and will require lots of testing to see where the fun comes in, but.. it's cool: Groundhog day - the game. ...

Steal This Game Design

Posted by sol_hsa
Sunday, April 6th, 2008
I've been thinking of this game design for a while, and I think its got lots of potential. It's also lots and lots of work, and will require lots of testing to see where the fun comes in, but.. it's cool: Groundhog day - the game. ...

Steal This Game Design

Posted by sol_hsa
Sunday, April 6th, 2008
I've been thinking of this game design for a while, and I think its got lots of potential. It's also lots and lots of work, and will require lots of testing to see where the fun comes in, but.. it's cool: Groundhog day - the game. ...

Whaz Happenin’, End of March Edition

Posted by sol_hsa
Sunday, March 30th, 2008
Personal news, Atanua news, hobby news, the longest journey, and his dark materials.

Whaz Happenin’, End of March Edition

Posted by sol_hsa
Sunday, March 30th, 2008
Personal news, Atanua news, hobby news, the longest journey, and his dark materials.

Whaz Happenin’, End of March Edition

Posted by sol_hsa
Sunday, March 30th, 2008
Personal news, Atanua news, hobby news, the longest journey, and his dark materials.

2d gl basecode release 2

Posted by sol_hsa
Tuesday, February 19th, 2008
Released version 2.0 of my sdl/opengl 2d basecode, integrating improvements done during the Atanua project, including IMGUI widget fixes, simple collision checks, portability to OSX and Linux, etc.

Full week of Atanua releases

Posted by sol_hsa
Monday, January 28th, 2008
Since the last post, I've been making daily releases of . Since the first release, improvements include undo/redo, 7-seg displays, logic probe, 18 (eighteen) 74-series chips, flipflops, mux, dx, labels, window resize, and various bigger or smaller tunings. If you took a glance of atanua before, be sure to pop back again.

Full week of Atanua releases

Posted by sol_hsa
Monday, January 28th, 2008
Since the last post, I've been making daily releases of . Since the first release, improvements include undo/redo, 7-seg displays, logic probe, 18 (eighteen) 74-series chips, flipflops, mux, dx, labels, window resize, and various bigger or smaller tunings. If you took a glance of atanua before, be sure to pop back again.

Atanua revealed, v0.5 released

Posted by sol_hsa
Monday, January 21st, 2008
Released version 0.5 of Atanua, the logic simulator, which is my final project at school. Please take it for a spin and toss me mail about your experiences!

2d gl basecode release

Posted by sol_hsa
Sunday, January 13th, 2008
Released version 1.0 of by sdl/opengl 2d basecode, including angelcode bitmap font renderer

2d gl basecode release

Posted by sol_hsa
Sunday, January 13th, 2008
Released version 1.0 of by sdl/opengl 2d basecode, including angelcode bitmap font renderer

TMDC is over, and a couple personal things

Posted by sol_hsa
Saturday, January 12th, 2008
We decided to stop organizing . Check the site out for retrospective and 'The Complete TMDC' ISO image.

Partycle Popper 1.5

Posted by sol_hsa
Tuesday, January 1st, 2008

Did not quite make it in 2007, but here’s Partycle Popper 1.5

- Pretty much recoded based on cleaned up basecode which was based on the contest version of the game
- The widescreen bug fixed

- Audio recoded using SDL audio instead of fmod to make porting slightly easier
- Custom mixer for sound fx and midi instruments
- MIDI player (only supports one instrument and note on, but hey, it works)

- Gameplay tuning;
- Player’s bullets and bad pop bullets are faster, normal pop bullets slow enough to dodge around now
- Scoring is slightly tuned
- On player death, the same level is restarted with the same score as when the level started
- Couple new hint lines, and couple informative printouts here and there

Ludum dare #10 - Partycle Popper

Posted by sol_hsa
Tuesday, January 1st, 2008
I took part in the 10th ludum dare with 'Partycle Popper'. I've since written a post-contest fixed version of the game.

Partycle Popper 1.1 Post-Mortem

Posted by sol_hsa
Friday, December 21st, 2007

What Went Right

1. Not giving up
Above all else, the most important thing that went right was the fact that I didn’t give up. After reading the theme I thought about it for a few hours before starting to work, and figured it would end up being a puzzle game (not much unlike a bunch of entries ended up).

However, puzzle games require lots of well-designed levels to be fun, and I was pretty sure that I couldn’t manage that in the time frame. There were several moments during the contest where I was asking myself why am I doing this, this is not going to be fun, but pressed onwards anyway, and the end result (after changing from pure puzzle game to something between a puzzle and a shmup) is pretty neat.

This is also the first time I’ve felt like continuing development on an LD entry right after the contest =).

2. Pseudo-random level generation
At first I had totally random levels, but they were, quite frankly, boring. I ended up writing a bunch of different level-generation algorithms (looped square, circles, grid, spiral), which then were fed some pseudorandom values with increasing number of partycles as the levels progressed. I think the first 25 levels or so are surprisingly good with this design.. after that we’re well into the bullet hell territory, and levels were turning pretty similar.

One thing that happened almost by accident is the fact that different levels require different kinds of gameplay - some are “almost” pure puzzles, some are “almost” pure shootemups, and of course the frantic bullet hell levels later on.

3. Time management
I managed to go to dog school, take the dogs out six times, take a shower, do some christmas shopping, sleep well over 8 hours in the middle, watch a movie, etc. and still submitted the final entry 9 hours before the contest end time.

4. Sfx(r)
One thing I’ve really improved upon in LD entries is the sound effects. Sure, I used the (amazing!) sfxr tool as basis this time, but also recorded (with a crappy webcam mic) and mixed some sounds. I used fractal music generator for the music again, which, while not good, is better than nothing.

5. Graphics
I think the graphics turned out pretty good this time, the little there is.

What Went Wrong

1. Bugs
A few bugs which I could have found (and possibly fixed) during the last 9 hours of the compo were left in. Widescreen monitor support, which I actually spent some time on, is broken. Midi music volume works differently than I expected, ending up changing the system midi volume(!), and third, some PCs, more-or-less-happily including my wife’s, are slow. As in 2fps slow.

I’ve solved the first and have been trying to figure the last for the past week or so. It appears that the rendering drops into software on my wife’s PC for some reason that I haven’t been able to figure out yet.

2. Tons of other stuff to do
Having this kind of contest in the middle of the holiday panic isn’t the best possible time =)

3. Tuning
Another thing where I could have used more time on; more level generation algorithms and/or hand-designed levels, slowing down the “normal” bullets from partycles, different kind of partycles that would lead to different kinds of puzzles.. etc. We’ll see if the game is popular, I might spend some time developing it further.

4. Code re-use, or lack thereof
I realized, while doing this contest entry, that I’ve probably written a bazillion font printers. Thus, I started working on a basecode set which includes most of the stuff I’m doing over and over and over again to be ready for the next LD.

5. Post-LD Exhaustion Syndrome
Returning to work and working on the multi-million line projects which move forward at glacial speeds after making a whole game in a weekend.. well, you probably know how that feels =)


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