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Ludum Dare 31

Started by Scipi, December 05, 2014, 11:56:03 pm

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unknownloner

Yup, main competition is 48 hours, and the jam (less strict) part of the competition is 72 hours

  
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DJ Omnimaga

One day we should try to do such small competition for the z80 calcs.

Streetwalrus

Hmmm yeah, having short contests like that for calcs sounds fun. They're easy to program for so 48h is plenty to make small scale games.

unknownloner

I'd like to have contests with size restrictions similar to the Java4k compo, or the 4k/64k demoscene compos.
Something like "You are allowed to use these libraries (like DoorsCS), and the program must be X bytes or less in the 2nd->memory window"
I always find those much more interesting to participate in, especially if you have a good chunk of time to make your program in. Really makes you think about the value of every byte you put in your program. Especially in assembly, it helps you start to see that there's no real difference between data and code, and your code can be used for other data too if you need it to be.

  
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DJ Omnimaga

Although on the other hand, if the subject is way too restrictive, such as only allowing an RPG about Neon cars, then people tend to feel too limited and inspiration is much harder to come by under such conditions.

Duke "Tape" Eiyeron

Most of the times only two words are enough to make a subject and is usually enough flexible to do a lot of different thigns.

Streetwalrus

Quote from: unknownloner on December 09, 2014, 01:23:13 am
I'd like to have contests with size restrictions similar to the Java4k compo, or the 4k/64k demoscene compos.
Something like "You are allowed to use these libraries (like DoorsCS), and the program must be X bytes or less in the 2nd->memory window"
I always find those much more interesting to participate in, especially if you have a good chunk of time to make your program in. Really makes you think about the value of every byte you put in your program. Especially in assembly, it helps you start to see that there's no real difference between data and code, and your code can be used for other data too if you need it to be.
Hmmm I definitely like this idea. I never really dived seriously into assembly, even though I'd love to. I have an opportunity to do it with Illusiat but aeTIos is against it so I'll stick with Axe for a while longer I guess.

DJ Omnimaga

You could always use some inline assembly in the game :P

Streetwalrus

Yeah I do plan to make Axioms anyway because I already know a case where asm is needed (for map scrolling).

DJ Omnimaga

Isn't scrolling already supported in Axe though? O.O Or are you just making an Axiom to get rid of the issues where if the map is aligned with the LCD it scrolls twice faster vertically?

Streetwalrus

Yeah exactly this. I made an 8*8 smooth scrolling tilemapper in 4 level gray scale a while ago and it was crazy fast.

岩倉 澪


岩倉 澪

Quote from: Streetwalrus on December 07, 2014, 05:04:44 pm
Hmmm... Vimperator hates js stuff. :P


press the insert key on your keyboard and it passes everything through like a normal browser. insert again to go back into normal mode

DJ Omnimaga

Hm I should check this out when I have some time. It seems kinda interesting. Is it fighting as in Street Fightet? I notice that the controls are just WASD and arrows.

岩倉 澪

January 28, 2015, 09:55:59 pm #44 Last Edit: January 28, 2015, 10:01:25 pm by 岩倉 澪
just a simple 2 player fighter inspired by SSB. The idea was damage is based on friction and taking a hit decreases your friction, rather than it increasing how far you get knocked back like in Smash. This game mechanic didn't work out in practice and players end up just feeling like velocity is random, but it was worth a try. I'm pretty happy with my entry because I managed to implement all the major features I was hoping to. The controls are simple as possible because I was worried about keyboards that don't let you press many buttons at once. There are multiple moves you can do and if you discover them it really speeds up the game (although there are still way too many lives and health), I purposely didn't document the different moves so players would have to discover them (if you want to see what they are though, you can read the comments people left on the page).

Here is a timelapse of the development:

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