GML as a language

Posted by ludamad on Aug. 12, 2012, 2:44 p.m.

Been into language design recently, and I was recently reflecting on how glad I am that I have gone on to use languages other than GML. It has really broadened my horizons as a programmer.

From the point of view of language design, I hope to give an objective summary …

lanarts multiplayer RPG still kicking

Posted by ludamad on July 30, 2012, 9:55 a.m.

Still working on this damned game for whoever cares.

Dev blog post:

http://adam-dev-blog.blogspot.com/2012/07/lanarts-update-july-28th-2012.html

Recent Screenshots:

Source is located at http://github.com/ludamad/lanarts

Anyone welcome to contribute to development!

Recent Download (as of 2 days ago):

https://github.com/downloads/ludamad/lanarts/lanarts_v0r3.zip

Recent changes:

Fighter with berserk spell

Hardcore mode = no respawn

Class select screen

Controls are …

Taming Program Complexity

Posted by ludamad on June 30, 2012, 3:19 p.m.

So I wrote a blog about the issue of program complexity.

Its aimed at novice to intermediate programmers, and I hope it stirs some thought about how you can better write code without getting drowned in details. Nothing too new, so excuse if some of it is a 'duh' to …

lanarts RPG video

Posted by ludamad on June 30, 2012, 1:33 a.m.

So I finally got around to making a video for all yall lazy bums

(Embedded Video)

The video demonstrates one spell pretty much. There is another spell that bounces off multiple enemies.

Note that the game balance is subject to change, it starts a tad hard right now.

If you're …

lanarts RPG status

Posted by ludamad on June 23, 2012, 10:11 a.m.

A screenshot featuring recently added animals & tileset.

Added sprites are from Dungeon Crawl.

Daily development on lanarts continues.

Windows binary snapshot: http://code.google.com/p/lanarts/downloads/detail?name=lanarts_23_06_2012.zip

Recent changes:

- Playing with getting the balance back in order. The recent stat overhaul has mixed things up a bit considerably. Before enemies use to scale …

Ludamad Does Game Dev

Posted by ludamad on May 23, 2012, 9:57 p.m.

Hello again. Progress hasn't been that amazing while busy with job and all, but I do get to hack on every now and then on work, and I try to get a good hour or two in of development every day. Most of the recent work has been towards getting …

LudaRPG update

Posted by ludamad on May 6, 2012, 10:44 p.m.

So I'm totally not being trendy. Seriously. I've been picking away at this RPG since last summer (although production only really picked up recently) and I'm not entering the RPG competition thusly (not eligible).

The game aims to capture the spirit of the rogue-like genre, in a fast-paced real-time online …

LudamadRPG

Posted by ludamad on April 30, 2012, 3:58 p.m.

So way before this contest started, I started the journey towards making a lan-able, real-time rogue-like-like. In its current state it encompasses lua scripting (currently for item effects, in the file package res/lua/effects.lua), yaml markup (for all monster stats/level generation stats, in the .yaml files inside the 'res' folder), and …

im new here

Posted by ludamad on March 31, 2012, 3:52 p.m.

hi guys im new here whatup

So I decided to blog about my game on 64Digits.

Its written in C++ and currently hosted at http://code.google.com/p/lanarts

You can clone the git and should be able to compile using cmake on linux, windows, mac (mac not tested). I have a windows binary …

[luda] Tower Defence

Posted by ludamad on Feb. 25, 2011, 12:03 p.m.

Recently I started messing around with another flash tower defence game.

The graphics are butt ugly, so excuse them.

The towers are single shot, slow shot, explosive shot, and power up tower.

Hit shift to go 5x speed (makes testing less tedious)

http://64digits.com/users/ludamad/Tower3.swf

Comments and such are welcome but I …