LD46: Particles!

I’ve got particles working!

It’s probably not nearly as efficient as it’s going to have to be, but it’s a start?

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LD46: Squishy squishy

It’s so squish!

That is not at all what I intended, but I kind of love it, so for the moment, it stays in.

To get this far, I had a heck of a time trying to figure out Godot’s physics engine, but I’m learning quickly!

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LD46: Tetris is working! (sort of)

Update!

I have basic blocks that fall by themselves and that I can move around with left/right on the keyboard. They will collide with each other and the walls/floor, and once they stick, a new block will spawn.

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Ludum Dare 46: Tetris Sand

It’s been a while since I’ve last done a Ludum Dare. I felt the itch though, so let’s do it again.

Ludum Dare is an online event where games are made from scratch in a weekend. Check us out every April and October!

The theme this time: Keep it alive

I don’t know if I’ll make it all the way through or actually finish a game. But I’m going to give it a try!

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Fractal Invaders

Today’s post is a follow up to Sunday’s post Procedural Invaders. This time around, we’re going to work through two different space filling algorithms in order to eventually generate something like this:

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Procedural Invaders

Today’s post comes from a long line of ‘inspired by posts’ all pretty much leading back (so far as I can tell) to this post by j.tarbell: invader.procedural from 2003.

The basic idea is that we want to generate ‘invaders’ in the style of space invaders. Except we don’t want 10 or 20, we want tens of thousands. So how do we do it? Well, take a look at this:

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Ludum Dare 30: Demo mode

Quick update this morning: I managed to get a ‘demo mode’ working. Now when you first start the game, the boxes will be whizzing around in the background giving you an idea of what you’re about to get yourself into!

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Ludum Dare 30: Programmer art and simple AI

A few hours later and we’ve already finished (or at least made good progress on) two of the goals that I was hoping for:

  • AI players; at the very least one that moves randomly, but optimally several different kinds
  • Pending the previous, a selector on the options screen that can turn each player either off, on, or to any of the current AIs
  • Stylings around the page; probably some sort of thick border that bleeds a little in and out, looking different per player

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