LD23 April 20–23, 2012

Keeping this updated

This.. did not went for a good start. It has already been almost 12 hours, and all I came up with was some basic graphics, almost no game play ideas at all. This game might be a tad harder than expected to create.

 

Update 1:

12 hours will pass in just a matter of minutes, and I realize I have to start over… whatever I was working with began to lean more and more to an open world environment. Which is the COMPLETE OPPOSITE of Tiny World. GAH! I’ve never felt this pressure before!

 

Update 2:

The game is going forward. Finally some flow in the work. I have a basic game going, a character to walk with, nailed the graphics and all. Feels effin good I must say.

 

Update 3:

Yes yes yes! The first level is finally done! I feel that everything is going the right way and hopefully I’ll be able to finish the game in time ^^”

1:30 in

Ha! For like 5 LD’s I told myself over and over: dude, it would be nice to see yourself coding/drawing (again)! Make a friggin’ screencast! And DAMN this time I did

Post after 1:30 of effective work

 

 

 

 

 

 

 

 

 

 

also, here’s the idea sheet

“Hello tiny world” says tiny robot after 30 minutes

Hope I’m doing this right… >_<

So, I got up this morning and following McFunkypants advice, I looked up the theme (Evolution loses the battle again) and had a shower. Then I spent some time thinking about it in bed. Then I had breakfast (food = fuel). I’ve settled on this idea: you are a lonely robot whose mission is to turn his tiny world green.

Started at 10 o’clock (UK time), so I’m half an hour in. Here’s my screenshot. ^_^ Not much to see yet!

The first screenshot taken for Steamgirl's Tiny World

-Steamgirl

Streaming and stuff!

If you read my last post, you’ll realise why I need to give this link to my SFML framework, which I had no time to actually make standalone yesterday.

So the theme is “tiny world”. That’s one of the ones I voted for, it sounds like people could make really clever games with that. I don’t have an idea yet, but I’m thinking of something to do with building and expanding a world. Unlike last time, where I made my first game, I will be streaming, and also I will use a proper timelapse program  for my timelapse, rather than a video sped up x1000 or something ridiculous.

Stream: justin.tv/pighead10

 

Slowly making progress

This morning I started working on a tile based setup. So far I got a easy adjustable map plus some camera movement. Hopefully adding characters will go a bit smoother.

 

 

The source and a playable demo can be found here:

http://rvmook.com/ludum_dare/

If you want to see how I made it , you can check out the stream:

http://www.twitch.tv/rvmook

 

Do you like space travels ?

Let’s discover my first playable demo.

Hum… really ? I must handle the player’s moves ?

Don’t worry, I’ll do it. And I’ll also draw a real character 😀 (not a pixel porridge !)

Just enjoy flying in space with a nice/pixelised/horrible/tiny/lime [choose the appropriate answer] character 😉

Here is the second build.

Can you tell what it is yet?

Ok so this is version one, as terrible as it looks it has the two mechanics of a timer (blue bar) and a bug counter (green bar) the idea being you need to create enough bugs to break the game before the time runs out and the programmer fixes the bugs.  I’ve got the level progression and models set up now.  The idea is to launch little minigames from the components (White box)  which will let you generate bugs in different variables, equations and functions.  Taking a break from the coding side for now to design the graphics and the bug inducing minigames :).

So… awake again!

I’ve waited for the theme, brainstormed a little and then went to sleep (LD started at 3 am of my local time) with hope that my crazy mind will show me inspiration in my dreams. My mind decided to stay in gutter and I dreamed about two-headed readhead which isn’t exactly fitting to the theme… unless she was really tiny and you could carry her in your pocket….

Anyway, going to fill myself with coffee, put together some ideas and then start putting it to something playable (sadly most of the good ideas I have I probably won’t be able to do in time, sigh…)

Comments

Shigor
21. Apr 2012 · 07:46 UTC
I’m even thinking about using my first idea, sperm racing game (whoever gets to the egg first, wins!). So I’m probably getting desperate.

Another Update

Another art update from Cake here.

I don’t really feel like I got much done. Maybe I did? I don’t know, but I had wanted to get most elements of the world completed by tonight and it’s currently 2:30am. :( I either don’t sleep or I go to bed defeated. From 11pm to 2:30am I basically got a death-gap designed, some rocks, platforms, a real floor, and some action sprites for the attacking motion.

Ludum Jamming to : MGMT – Kids (At the request of Zeik. I’m pretty much going to change this in favor of something that hasn’t been played to death.)

Tags: LD #23, progress, screenshot

My first ever update post.

After a couple of hours, I have an idea, and a screenshot. My tiny world:

I’m planning a tower defence game, but I only have 8-12 hours this weekend.

Cat wants food!

Good morning!

I’ll have almost no time this weekend, having a exam on monday, so I’ll be cheap and make a game about cats so nobody notices how bad it is.

Good luck everyone!

Progress

Around 6 hours in…Now i have some simple character, he can walk on planet with procedural leg animation and shoot bullets which fly, fall and explode.

Also have day and night side of planet, transiting smoothly.

Too slow of course, as always.  And i am kinda stuck – cant make simple trees looking good. Probably need some modelling here…

Dunno if i can accomplish something at all. No enemies yet, no anything…

 

yay my internet is back

I was cut off for an hour, and rather than mess with code on my laptop, I drew this room. I’m not really a great artist. For me, this is pretty good.

Tiny progress for tiny worlds!

Okay, so I’m running a bit late. Didn’t expect tiny world to be the theme (was really hoping for build it then use it) but I can see some great games coming out of it. Not started development yet but working up two ideas currently.
In one you play as an amoeba who fights crime in a sort of scrolling beat em up style. Amoeba don’t need much animation so that’s pretty awesome. It just headbutts everybody.
In the other it’s kind of a 2d shadow of the colossus effort, where you scale gigantic beings in order to take them down. Well probably just one of them to be sensible, but you see what I mean. Perhaps the huge being could have it’s own ecosystem as it’s so huge?

LD23 progress

Finally awake.

About one hour and forty five minutes later than I would have liked, but, hey, what can you do? Figured getting some good sleep was better than rushing up and being bleary and empty-headed for nearly two hours anyway. So as an update, have my command and control centre. I need to go eat and think of some ideas, fast.

two monitors, a keyboard, a mouse, a fan and a desk calendar on one desk

It took longer than I will consciously remember to get these things set up properly.

Best of luck to you all, and I’m going to go attend to my food-related needs now!

Tags: flash, Flixel, ld23

Basic stuff done

So here it is, I’ve started working on my project.
It’s gonna be a kind of adventure game, with very basic gameplay. I’ll try to have something decent for the story. Simple, but coherent.

Here is the first terrible screenshot (hey, we all have to start somewhere) :

Yeah, I know, the aliasing is terrible, but art is temporary. I wanted to see how it looks like with big trees.
The distance is the remaining distance to the target (the green thingy) and the blueish stuff in the upper right corner is a compass leading to the target. I’ll put some images for the distance instead of a figure later.

Today I’ll focus on gameplay, and tomorrow I’ll add art and story. Have fun guys !

Tags: first update

Progress so far!

It’s been an interesting Ludum Dare so far. I’ve scrapped one game, after realizing it has bad scope and it wouldn’t be fun, and I have a new one going. It’s a top down adventurey shooty minigamey game, made entirely out of pixels. I’m scarily on the right track for this Ludum Dare, but I don’t want to jinx it.

Some early thoughts

The starting time of LD is kinda hard to me, because I live in GMT+2 so it begins at 4.00 am on Saturday morning.

I decided to wake up at 6.00, and I did. I read the theme w/ my iPod and fell asleep again and woke at 10. Now, what I have done is some temporary gfx, and >200 lines o’ code, including a ready map system and some kind of a level select. Now, I have to make a early game engine.

The game is a Sokoban-clone, a tiny one. “Tiny World”, though being a very nice theme, was a very hard topic to come up with anything simple (at least to me). So I compensated with making a very tiny game, the tiles are only 10*10. The game will be very simple and fast, but at least I hope I’m finishing it.

And: Good luck to everyone taking part in LD#23!

Brainstorming

Started making a game where the px’s of images where the game tiles; but I think I am going to go with another idea.

Currently there is a game in my head called “Mecha Bug”
And a game called “4 Bit Lightning”

I will make a final decision over breakfast, as otherwise I’ll just keep restarting.

Project “4 Bit Lightning” may be leaving the brainstorming phase soon.

Hugs and kisses,

Drew.

 

The sound of progress.

So as I just woke up, it seems like a good time to post a screenshot of how it’s going so far.

Right now you can move your planet around this grid, but later there will be other smaller planets you crash into to assert your dominance.

I thought I’d keep it small and relativity simple, given my programming experience is lacking and I actually want to finish this game.

Tinius Worldifica

I’m starting to actually build my game now after a tiny sleep, I’m not going to say much about it as it will most likely change soon, but its set to be a mini adventure.
here’s a screen shot of me testing the tiles (it’s not meant to look good yet)

Procrastupdate

That’s uh… procrastination + update…

Good progress has been made. I’ve got my character to a playable state, just missing the bits and bops. An enemy is almost done, and his devilish little friends are being… devilish.

I feel almost bad for going with cel-shading, it seems rather a cheapout, but it looks splendid and I can mass produce textures in no time at all.

All-in-all a productive start with a bright future ahead.

For whatever reason, this entire post is being read in the sound of Tom Baker’s voice in my head… not a clue why… maybe I’m just tired.

Deskshot!

I heard you people like food... this Razz Pom Sorbet is delicious.

Team Friendly Cat

A bit of planning:

Ok, a lot of planning:

Some sustenance:

A little bit of work:

Some procrastination:

Ideas…

Coming up with a few ideas, trying to figure out the best one of the lot currently.

Although it’s slightly annoying that I’ve got Diablo III in the back of my mind as my partner is currently playing it due to the open beta weekend, and I don’t have the time to play it because of LD23 :(

However my weekend is more eventful if I make a game over sitting at my PC all day, oh wait :)

I have just cleaned up my desk a bit too so I can see it and start working :)

Livestream

I’m now broadcasting! Link Here: Clickie!

Update #03 Immune

Here’s an update, creating “cell structures” is now possible, the first enemy prefab is set up, mulling about how to code it. The gameplay mechanics are still completely open ended in an attempt to motivate myself and not get stuck in long winded plans. I also did some “graphics”, basically three images and a couple of models, and a stress test, having around 1000 instanced objects on screen which led me to believe I will need to do some optimizing later on, probably by batch rendering geometry that’s not in use (as it’s the drawcalls dragging it down). This is even more fun than i’d hoped :)

immune creation working

No progress, just breakfast.

For those of you who love seeing what other people eat…

Other than that, I just woke up and I’m thinking what to do with the theme. Leaning towards some general idea, but no code or assets yet.

I discovered a horrible thing this morning in the kitchen: NO COFFEE! Aaa!

 

Progress!

The black circles are the range of the planets’ gravity. They’re random size. The white ball in the lower left is the sun. All planets orbit around it!

So, this is what we got so far:

You’re a little creature flying around in space landing on planets, and then jumping of them again. All of the planets orbit around the sun in the middle where there will eventually be a final boss.

It will be rougelike-ish in that you will have to restart if you die.

So many atoms…

You’ll not be alone in this tiny world. There are lot of other atoms, oh yeah…You’ll fight for electrons !

Oh, and come watch me in live ! (I just start the album Who’s Next, from The Who)…http://www.livestream.com/lionshouse

first night

Done for the night, I think. Right now I have a title screen, a player with movement and shooting. I spent a lot of time getting friction/drag to work correctly and also wondering why moving in one direction was slowing me down in others. Another thing that preparing would have fixed. Lessons learned :)

As it stands now I feel very behind, but I’m excited to keep going.


Shooting, double jumping, enemies.

Implemented double jumping, shooting, water, and room transitions. The story progresses along a little more and one enemy has been added so far.
I think I’ve done enough for the forest sector anyway, time to work on the desert and more variety 😛

The story currently plays out as: You crash land on this small planet, you then need to search for some water and food. Your search leads you astray and during your hunt for food you can no longer head back to your ship.
The objective is then to run around the planet, back to your ship. Well… that’s a minor objective anyway. As you really can’t leave the planet as your ship is broke.

This guy is here to stay anyway, he just needs to make it more homely :)

Comments

SonnyBone
21. Apr 2012 · 08:06 UTC
This looks SO rad

Tiny Wor[l]ds

Progress! The main menu and connectivity is done. Now for the randomly generated stuff and game itself.

In case you wonder, this started from the idea of books being tiny worlds. Then somehow went into Twitter, with writing smaller than any other.

Menu

 

Tags: flash, Flixel, ld23, twitter

Almost some gameplay now

Added weapon system and enemies, making lots of components for reuse.
Almost playable now! 😀

I finally got up after mere 7 hours of sleep, and started working on my game.

This morning, the idea for my game came to me. It will involve a tiny planet having to avoid huge planets/black holes/suns/objects in space, to either achieve a certain destination, or just to stay alive as long as possible. Each planet will attract the player of course.

I’m a bit worries about pygame, as I am still pretty unfamiliar with it, but my first steps are looking good. Right now I am writing the whole framework for the game.

Music

I am sure many of you are currently listening to fabulous music.

But if you feel inclined to try something (perhaps) new, you can try this : http://floex.cz/en/discography.html.

It’s the complete discography of the composer of Machinarium soundtrack.

It’s quite relax and won’t interrupt your thoughts while you’re coding :)

Comments

21. Apr 2012 · 08:37 UTC
just listening into it. quiet nice!
whitetigle
21. Apr 2012 · 09:00 UTC
:)

I have a concept :)

Here is something I have come up with till now…A concept :)

 

I think I’ll be using Flash platform for this one. So my toolchain wud be:

  • FlashDevelop for coding
  • Flash Pro for graphics
  • as3sfxr for sounds

Lets get cracking :)

Another Progress Report!

Well I am still here, and I have released some builds already and have said I released a newer version on twitter @PhasedTG

Well I remember reading a post by someone saying about how a lot of programmers are bad at art when they create games by them self, and yeah I am one of them! well this time I made my title screen, and I believe it looks awesome for a profressional terrible artist =)

I have a simple story line backing the game, but I wont release that till the final build =)

If you want to try it out, here it is CLICK HERE it is a web applet, so no need to download!

And after a few hours trying to figure out how to create good island generation, I failed, later or tomorrow ill give another go, if not, it will probly be either loaded, or a random square world, maybe the choice of generated, or a map? =D

Title Screen

Still unnamed, but more to do

So I’ve been working on the game now, a few bugs but hopefully I’ll be able to smash the serious ones.

The Tiny World theme has now been incorporated, and I’m really liking how it’s coming together. I’ll probably only have one more shrink as the levels grow larger and more tedious with every shrink.

I’ll work on the graphics and sounds tomorrow, but for now, here’s what it’s looking like:

http://html5haven.com/tinyworld

If you played a previous version, you may need to flush your cache. It’s very obvious if you need to, so if it looks fine then you don’t need to :)

Progress Update

Going far slower than I had hoped for, haven’t really even tackled graphics yet, hmmm.

So how about a battle station shot + a cute kitten “helping” me work

I’m in (a bit late)

Hi,

I’m in again. This time I’m going at it alone, but I will still participate in the jam as I do not have all weekend reserved for ludum dare.

Tools:

  • Language: Python
  • Libraries: Pygame
  • Ide: Pycharm

 

Shrinking universe

So, my idea is that you are on a shrinking world in a shrinking universe, and some guy gives you anti-shrinking stuff and tells you to go find the source of the shrinking, you go and find it. (that’s  all I’m letting you know >:3)

A world was born

I’ve thought of my concept, and some of the mechanics.

Basically, you start out in a world that is 1 pixel big. You can build new pixels by using the arrow keys, and pixels of your world will be unlocked using some kind of resource system. Your character – you have a character – starts as being 1 pixel big, and so do the enemies. Notice you “build” not “unlock” new pixels – when you build a pixel the world is generated with something in it – the something being one pixel big. Enemies can spawn with varying difficulty depending on the area that is free around them – for example, if there is a world that is 1×10, then chance of spawning an enemy which is more than 1 pixel tall is impossible. The larger the enemy, the more powerful it is.

There will be obstacles and such, and using incredibly inefficient algorithms the pseudo-random world will create these to force you to do certain things – for example, there will be a bigger chance of spawning an impassable pixel next to another impassable block, which will force you to unlock a bigger area so increasing the chance of big enemies. Then, to defeat the bigger enemies, you will need to upgrade to a bigger character, and to do that you need a bigger space around you all the time, and you won’t be able to fit into small gaps so have to generate even more world and spawn more enemies and use more money and find more resources to build more pixels which allow you to find more enemies which means you need to upgrade your character more and spend more resources and build more pixels… The objective I’m not sure about yet, but there is going to be an objective.

Hopefully this will be feasible will my amateur programming skills. I am streaming and timelapse-ing as mentioned in my previous post.

Goodbye!

Lunch time!

It’s lunch time in France, that’s why I’m going to leave the gathering to find the warmth of a meal cookedby my GF!

Anyway, here is a link to test the current version of my game. There are a lot of things to polish (displayed information, quality of the texts, the IA, …) but at least it seems working. I might sleep a little after that and come back on my project in few hours.

Bon appétit!

First steps

After 2 hours of works, I only have a “zone” generation of my world, but it’s not to bad, I think…

 

 

 


the Bitbucket project repository

Idea :-)

So, finally I have my idea written down and designed a proof of concept level (see photo). This level inherits all game mechanics of the game and will be coded in the first 11 hours of my time. The rest of my available time (14 hours) will be polishing graphics, soundeffects, music and level design. Minimum will be 4 levels, I hope I can come up with at least 8 levels to play. There will be a highscore-list (worldwide, via web) 😉

 

 

Next steps:

  • Divide and Conquer (Break the Coding into chunks, write them on card, guess the time needed)
  • Coding frenzy 😉
  • Lunch! (“That’s ma lunch!”  ^^ )

Comments

pythong
21. Apr 2012 · 08:24 UTC
Ach Spunkmeyer, biste auch dabei :D! Viel Erfolg!
21. Apr 2012 · 08:31 UTC
Jawoll, dir auch! Bist in Hannover?
tcstyle
21. Apr 2012 · 08:52 UTC
This looks interesting. Would be nice to have game graphics like this sketch ;).
pythong
21. Apr 2012 · 12:31 UTC
leider nicht, bin in Braunschweig :D. hab mich hier in meiner firma einquartiert und zieh’s wohl auch bis zum ende hier durch 😉 . gogogo!

Progress & Builds

Hey guys, here’s some stuff i’ve made so far for my game Beyond Balnibarbi. The screenshot is some place holder terrain i modeled to test the controls. The game will have some simple 3-d platforming and exploration.

You can play it in it’s current state here : www.benswinden.com

 

Tiny Problems

The original idea involved a lot of procedural generation (in fact, it was the staple of the game’s design) but I don’t have time to implement these systems so I’ll be slashing and burning a lot as I go. The idea is to produce a static game as fast as possible, and then spend any extra minutes left grafting in generative methods for bits of the game that would benefit most from it.

The idea is to be able to play out an entire RPG narrative in a few minutes, with a sweeping plot, lots of numbers going up, betrayal, death and love. We have the latest in cutting-edge graphics:

And maybe six hours of coding time left. It has a game over state, technically, but no gameplay. So time to push onwards. Doing my best not to waste time, but the Valve Handbook release distracted me for a good half an hour…

Tags: tiny epic, tiny problems, tiny world

Made some progress! sort of… (still doing much better than last time)

Progress so far

Got the engine up and running.

Now its time for some gameplay/story…

Right, first 2 hours are done:

Got my idea, got my first characters and just working to get them into a world.

I wasn’t keen on the theme (again) this year but I’m pretty happy/excited about this idea, don’t want to give away the hook yet though 😉

 

Dexter

A Start

Ok, so after my family and car commitments this morning I’m now able to start work properly on my game :)

I’m thinking a mario galaxy sorta platform game. It’ll be built using box2d, haxe and my game tools (which I posted previously). It’s for flash a target, since I find it quicker for debugging etc.

See:

First steps…

Hi all !

So, here I am, having set up Panda3D, put up a billboarding system, and finally got collision detection to work.

At this point I have a basic idea in mind, which will have you play a platformer on the outside of a tower. I can’t say much more, else I would be spoiling it. Here’s a screenshot of the placeholder art though :

Next, I will be implementing some proper platforming, before looking into animating my billboard to create a real sprite. My current goal is to get everything working today, and leave tomorrow for making the final graphics, the music, the sound effects, and most of the level design. Seems like a pretty ambitious plan, but I’m confident I can make it.

Best of luck to everyone !

 

Bindings!

The atoms now have visible bindings! Place them next to each other, watch them combine at create wierd molecules – for science!
Screenshot!

Want to give it a try? http://www.greencouchgames.net/games/ludum/023_tiny/21-04-12_12-24.swf
Space: Add Atoms into Queue
Mouse: Pick up atoms; Drop atoms; Bind atoms

Atoms will only bind once when you drop them, if you want multiple bidings click one of the atoms. You can do up to three bindings beetween the same atoms.

Now Listening To: Grey Zone Ni Te – wowaka [Unhappy Refrain]

Got my idea, time to get a prototype done

I spent last night coming up with a few ideas (3) for games that I think fit the theme of Tiny World.  After doodling out my ideas, I have picked one that I think should be a fun game.  If I get the chance, I might try to do more than one game (but that might be pushing it).

Here in a few minutes I will be live streaming my work on the prototype of my game idea.  The art will be rough, the sounds will be non-existent and the coding will be at level 9000!  If you get a chance stop in and chat with me – Twitch.Tv

Keep up with me on twitter to know when I start the stream.  Once I’m done with the prototype, I will be soliciting others to play-test and give me feedback.

Thanks

– Wiggle

My Little Dungeon

Status update:

We’re working on a mini RPG called “My Little Dungeon”. Instead of directly controlling the hero you get to build a dungeon for him to work his way through until he’s strong enough to defeat the ultimate enemy.

So far you can build a basic dungeon.

Gavin has already cooked up some awesome tunes to go along. Well – we’ll update later on with some more stuff.. Once there is more stuff :D

Some progress on the world smallest roguelike.

The dungeon generation is still kinda messed up, but the whole thing is taking shape. I can move the character. Once I get these corridors fixed I’ll go on and add some monsters, the exit, and I’ll be done with it.
C++ wasn’t totally a bad choice, but SFML isn’t really suited for the job here. SDL would have done much better.

Morgawr – Point ‘n’ Click – Update #2

Previous entry: http://www.ludumdare.com/compo/2012/04/20/morgawr-point-n-click-update-1/

New update for the point’n’click game.

I have the whole story in my head but I don’t want to disclose anything yet, just in case I change my mind, or even for a simple surprise factor. I’ve finished setting up the base engine, working inventory, picking up items and all that stuff. Entities in the game communicate by throwing messages to each other using Lua (and Angel-Engine), so after I complete the base engine and all the content (images) it should be really easy to rig together based on a simple cause->consequence reaction.

What I’m missing so far:

  •  Combining different objects together
  • Using objects on other objects
  • polish, lot of polish!
  • game art
  • puzzles
  • music

After all of this is done, I would call the game complete. So far I’m mostly worried about point 1 and 2, but again, it shouldn’t be too hard to set up. I’m using recursive structures for data definition in Lua. Pretty neat stuff.

 

Here’s a screenshot of the “first” room in the game, a simple “unlock the door with the key” challenge. Art is temporary, depending on the time left after I finish the game I may come back and polish it a lot more (I hope so).

Screenshot

Tags: adventure-game, Point 'n' click, room

Build 2

Another build coming!

img
Download build 2

– Level Generator!
– Upon pressing Q your level shrinks a bit (may be glitchy yet)
– Added breakable walls
– Example enemy now takes 3 hits to kill

SHIFT to shoot, arrow keys to move.

Getting some graphics on the screen

I had a slow start, but I’ve settled on an idea and I’m getting some graphics on the screen.

The thing is online too! Please let me know in a comment if it doesn’t work for you! You’ll need a browser with WebGL support.

Comments

aus_mike
21. Apr 2012 · 08:47 UTC
Yeah it works in fire fox.

If your are meant to be moving the earth around in this game all the time, could you you make it so that when you spin it and let go, that it keeps more momentum. That would feel more intuitive.

Good start!

Scenario

Okay here is my scenario… Well the full interactive script.

Ludum  Dare 23
Stuck in the DOM World
This game  do not store anything on any server.  Every things append localy.
The game will start in several seconds, or minutes, depending on your connection
I think you will enjoy It
By the way i’m a young developper. And I’m realy happy to do this LD.
So credits: Pierre Bousquié
Use JQuery and other Javascript library.
Please do not use refresh button. I can’t save the state of the game.
No pixels were harmed during the development
Used 750words.com to make the whole storie Yep 750 Words
Graphics made on gimps.
Animation using  paper.js.
CSS
Using gedit and emacs.
On a linux.
Coded for and debugged  in firefox.
Not tested on IE, sorry.
Hey wait a minute.
Something strange append here.
Why is this not loading?
What’s happening?
There’s some lights over there. Can’t see anything!!!!!
Yaaaaaaaaaahhhhhhhhh
AAAAAAAAAAAAAAAH
AH
ah
a

Hello?
Hello????
Hey!?!
I’m here, right here
Got to…..
Ha. Hi Mr?Ms?
HELLLLPPP MEEEEEEEE!!!!
I’m stuck in the DOM, i’m the developper of this game.
Tiny world they said. I’m stuck in a TEXT world.
Look I need your help.
I can see the graphical things around me. But I can notice TEXT, and hidden text.
The DOM is what is hunder the hood of  your browser. Know HTML? Well i’m in.
Don’t know how it append…
But know i’m ALONE :'(
Alone in this tiny world
So, can you help me ESCAPE this?
Thank you.
I notice their is a hidden search field here.
I guess you can control me using arrows our maybe the mouse
Ha cool thing.
I think it’s Dangerous to go alone.
I see a sword in the hidden field around me, north position
Got it!. Waaaa , Feel like a hero in D&D
It’s time to Discover what’s inside the search box
Oh no!!!! Infinite random number attack
Wait a minute.
I can pick up those 1 an 0 . Help me get some.
I think it will be usefull. You are never out of 1 an 0
Ennemies as weapons. Nice.
Kick, Type phantomjs in the search box.  I remember  using it to develope the game
Okay we’re in. There must be some clues somewhere….
Whait!!!!
Ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh!!!!!!!!!!!!!!!!!!!!
Ouch!.
Hey! It’s look like my original Island I designed for Ludum dare  17!
I never made a game… nor did I published this one…
There’s a door in this map. But i can’t see It. I’m only seeing <div> elements
Time to do some exploration
Great! You are awesome!
What? A Cavern?
Looks darker here. Text is full black. Let me add some light.
Phewwww.
Hey what that sound?
Ho nonononononononono !!!!!!!!
The Advancing Wall of Dooooooooooooooooooooooooooooooom
HELLLLPPP!!!!!!
Hey there’s a pixelated road over there.
A car!
Come on, start!!!
Yeaaahaaaahh
Well, I still don’t know where to go… Hey there’s a tower over there
Pr. Pixel?!
You! You are the men who have done that to me!!!
That’s true!
Whahahahahah
And you will never ESCAPE ALIVE!!!!
Mouhahahahahahahahahaha.
Noooooooo
Where am I?
Pixelated? …
I HATE MINIMALIST GAME… look back on atari!!!
Weird doc.
Hey…. there’s a potion over there.
Good chain reaction. I’m on full  power now
Let’s build this map.
I create some divs
Can drag ‘n’drop them  in the proper place?
I hate TEXT
Huho. I think we  have annoyed the swarm!!!!
Thank you, you saved my life again!
By looking at the text code , i have found a search box field in the lower left corner
type field
Okay we are in. I think I need to feed the plant with water. Can’t see it.
Nice
We’re doing well!
Good we are in
Ouhh Light
And  darkness
Must not fall…
Hey they are random those little bastard!!!
Waaahhh
Feel like I’ve been infected!
Help me prepare… Before turning into zombie
Ahhh sheep
Whant eeeaaattt theeemmmm
Great I feel better now
What the ***** !!!
A giant Guardian?
Pr Pixel!
I shall defeat you!!!
Hey. That’s a potion. Look
Key to liberty.
GREAT!!!!
Thank you so so much!
Gotta go back to work!!! Create other games!!!
Thank you for playing this game by indirect interacting with me in the zombie  mode.
Hey Did you noticed it? You played  all the ludum dare theme in only one game :)
…
THE END
Made by Pierre Bousquie for LD23
By the way. I’m looking to  work for a gaming companie in bordeaux. So that’s my first serious portefolio game :)
You can contact me on Twitter/Gplus or via email: pierre.bousquie at gmail.com

Thank you for playing.

Good Morning

Hey there,

Allright, so here’s what I did up until now. The problem is that I live in the Netherlands, so for me LD started at 3 o’clock in the morning on Saturday. I decided to stay up Friday night until the theme was announced but I had nothing to do until then, so I asked a friend over and we smoked some weed :3. When it was 3 o’clock we heard about the theme and came up with the weirdest game idea ever: You are a man who’s doing some soul searching. So you go into your own brain. Inside there it’s like a sidescrolling platformer. But the twist is that inside every level there is the next level at 1 10th the size and you’ve got the power to shrink yourself to 1 10th the size to enter the next level. The idea is that you keep digging deeper and deeper in your brain to find your deepest desire. And while you do that you walk around in constantly smaller and smaller worlds.

After coming up with that I went to bed. Today I woke up at noon, so I guess I missed quite some time (10 hours :O). But I’ll be fine :3

For now I’ll be lunching and setting up a twitch tv live stream and after that it’s time for some heavy coding ^^

 

Cheers,

Maxim

 

Comments

21. Apr 2012 · 08:39 UTC
I’m intrigued. Sounds like an interesting idea!
21. Apr 2012 · 08:43 UTC
Why thank you ^^

The tiny world of a firefly

Hey guys!

Woke up just 4.5 hours ago (8 am in Germany). I had been eagerly anticipating the final theme and I really didn’t expect “Tiny World” to win. After having breakfast, I started brainstorming ideas and think I’ve finally come up with something.

No prototype yet, but here’s the idea: You control a firefly and have to guide it through the big world without touching anything. Your goal is to reach the light at the far end of the level as fast as possible. You know… the firefly’s world is really tiny compared to the human world.
Minimalistic art style, because I am not an artist and never will be. 😉

Nothing original, nothing ambitious, but I really hope to finish it on time. It would be my first “published” game, after all. :)

Cheers, Marcus

First screenshot

I struggled a bit to find an idea for this theme so most of my time so far has been spent brainstorming. But I’ve got an idea now & I’m forging ahead. Here’s where I’ve got to:

 

 

Pretty basic, but at least it’s a start. If you want to read more about my progress, I’m blogging about it here: http://codervil.blogspot.co.uk/

Update 1 – Pathfinding

Just got pathfinding working, it’s written by simply guessing how popular algorithms work so it’s no doubt less efficient.

However the world is only 40×30 tiles so it most likely won’t be that bad, if it becomes worse later in development I’ll move it to another thread, however I’m avoiding multithreading to keep stuff simple and therefore problem free to keep the time span.

Here’s a screenshot showcasing the pathfinding:

Oh, as you can see I also got a tile system in with the ability to make tiles occupied / solid and so on.

There’s also a stationary unit under the red line.

Enemy navigation

NavMesh & Agents was a breeze to add. See this link for a quick tutorial. Also that blue looks cool, I might add something in that style.

Tags: unity

Well hey there.

Werewolf with no face yet

 

Right now, it has no face. This is the werewolf for my entry, in which I interpret the theme as a small game world. Players are some sort of vampire and it’s basically based on some dream I had a few years ago about being a lesbian vampire.

 

Currently, I have some combat stuff (I’ve decided to write the animations for combat as code) and a bit of art. Most of the starting area is done, but needs some polish, such as better textures.

The theme is what?!!!

Damn, woke about one hour ago and saw the theme… “Tiny World”…

Been thinking about an idea for one hour now, and I still have nothing concrete…

Until now, only two things come to mind:

  1. Generate a procedural world for a side-scroller kind of game, with a very small character… This is what I feel like programming, but I have no game for this… Just a guy moving about in a procedurally generated world, in a Metroidvania style… Doesn’t have anything to do with the theme and it might push my resources a bit too far…
  2. A tower defense kind of game: generate a procedural small planet and the player can build stuff on top of it (mines, cannons, power-plants, farms, cities, etc). He has to sustain and evolve the planet, defending it from stuff that comes from space (aliens, meteors, etc).
    The ideia is to do this in 3d, but that has the big problem of spatial perception: the player would be hard pressed to prepare against incoming threats, since they could come from everywhere.
    Going 2d on this idea might be more feasible from a gameplay perspective. Still, I think on this idea and there’s not actually much the player can achieve: he places some stuff around and then waits for an outcome, which sounds pretty boring.

 

Was hoping that writing this blog post would help come up with something else, but no success there…

Hum… Now for some web-searches on “Tiny World”…

Bah, no help there too…

Ok, let me try a different approach… just throwing some random ideas and see if any of them can be combined into something cool:

  1. The world is tiny
  2. The character is tiny (breaks the theme, I think)
  3. We build the world, having to manage its growth so that it becomes viable for something…
  4. We defend a tiny world
  5. We fight to conquer a tiny world
  6. The world grows/transforms from your actions
  7. Our tiny world is dying, need to find a new one (breaks the theme, I think)
  8. Our tiny world is dying, need to fix it (breaks the theme, I think)

 

Not many ideas… Most of my ideas are usually of bigger scope, so tending to “huge world”, more than “tiny”.

Can’t shake the feeling that there’s some grid-based small idea of a game that could be built, using the fact that the playing field is small and lending itself to fast playing sessions, but for the life of me, I can’t come up with anything…

……

Been brainstorming with my wife for a bit, and an idea came up… It’s not a “game idea”, but it gives me a starting point, and maybe a game will evolve from there…

I’m going to do a “voxel”-based construction kit, in which the player can put different color blocks in the world and then there will be some creatures that react in some way to the blocks…

But just making the construction kit will take some time, so I’ll start by that…

First progress

Yeah, now i can properly walk on planet! Lost many time trying to achieve this, been in quaternion hell, ended using rigidbody instead of character controller.

 BTW, wondering how many of guys doing “walk on small planet” type of game )

4 Hours In

Well, I’m four hours into the compo (of work, that is) and I’ve yet to get anything playable. I’ve spent the last hour trying to fix an error with buffer sizes and .wav files in Java, so if anyone knows how to fix that, please comment.

I’m going for lunch now, and after food I aim to have a playable game (not very playable, but still playable) within 2 hours more work…

Good luck to everyone else – it all looks amazing :)

 

Polar

Hmm, so how large is tiny?

Might be a little too large to keep with the spirit of things …

Also, hoping to save time by writing a Tiled-JSON-importer.

Hi

Hi everybody,

so I think I’m going to participate too.

I’ll be using/discovering FlashPunk on FlashDevelop for the game. Not sure if I’ll have time to actually finish something but I’ll try.

Anyway, good luck to everyone, have fun !

My progress in one hour

Hey,

this is my first time ever joining in on the Ludum Dare. I’ve decided to use Gamemaker instead of c# cause i don’t have too much time this weekend.
Already have regrets about it being confronted with so many options being Pro Version only.

Anyway my idea is about a little fellow locked up in a room puzzling his way out, the walls will have different colors and each color will have a different behavior with it.
I’ve added a screenshot of the progress after one hour.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Good luck and Much Fun to everyone!

First post

This is what I’ve got up to this morning. I’m making my game with LOVE2D, it’s a platformer, yeah .. I think it’s something I can finish in two days.

It’s been pretty forgiving so far, physics are using the built in LOVE2D physics, Advanced-Tiled-Loader to load and render the tiles, and Tiled Map Editor to draw the tiles with.

I’m rendering it to a Canvas to get doubleres, it should also mean I can add some fancy effects at the end using PixelEffect if I have time.

The tiny world theme should come out in the story, basically you’re on a tiny world next to a big one.

 

 

Tilesets and Red

Still working on this bastard child of JavaScript and C++. I now have artwork loading. Next up is to get the tile map rendering.

You should go over here and check out the mockup. It’s sweet!

http://www.ludumdare.com/compo/2012/04/21/can-you-guess-what-the-hook-is/

That’s some pretty artwork ‘eh?

5

This entry was posted on Saturday, April 21st, 2012 at 8:51 am and is filed under LD #23. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

200 minutes

3 hours 20 in, we have various battlefield obstacles, explosions, craters, and some basic collisions – time to take a short break? Nah….

Next up: BULLETZ 😀

Hours later

A lot of progress made the last few hours, running into a slight gameplay obstacle (not knowing where to go from here) but all the stuff in the below screenshot is live and playable/interactive .. just need to get the final gameplay idea done.  Writing it in HTML5 cause it’s very easy for prototyping and quick coding.

Progress Check 2

First build (requires Unity webplayer): http://dl.dropbox.com/u/7631292/webplayer/WebPlayer.html

Arrows to move. Click to shot.

haha I’m way behind schedule. Spent too much time in the art work and basic engine.

I’m going to take a rest now.

Comments

elbowroom
21. Apr 2012 · 09:00 UTC
I would make him rotate his head 25% when he aims the gun up/down

Looks nice
21. Apr 2012 · 09:10 UTC
Looks really nice, you should (as elbowroom said) make the body move a little bit more when he aims. You should maybe consider making him turn if the mouse is behind him, instead of just aiming straight up (like in Raze). If the game is going to be in 2d, orthographic camera might work better if the screen starts warping around the edges.

Damn, that theme is hard

Not an adjective, not a verb. It is very difficult not to make a clone of either Mario Galaxy or Minish Cap (seems like nintendo got the exclusivity on the theme).

I’m stuck! :(

Wow, so many hours into Ludum Dare and now my program starts to develop a bug where enemy won’t move but previously it did >.< Ahh, I shall spend my time checking the codes again and again until its midnight >.<

Lunch break.

Champagne and lasange. Game is shaping nice.

Preview.

First playable thingy

Hey ! I’m here again.
I have some very basic stuff now.
You can “play” it here : http://ld23.keiruaprod.fr/v1/

The goal is to get to the green square, using the “compass”. Later, the square will become people from your crew, lost on a planet, and you’ll have to rescue them.

Art will of course evolve, and the HUD won’t stay like this, it is not understandable in this state. Right now you can run for 2 seconds, then you have to wait for another 2 seconds before being able to run again. This will make more sense once there will be some ennemies.

Keep having fun guys ! You all are doing an amazing  job !

Design Document completed! Now to begin the making!

In Your Shadow Design Doc
Well that’s my one page design document sorted. Now I just have to finish cleaning my house and I can finally start development.
I’ve decided to do a shadow of the colossus style game where you scale a giant monster with a town built into it’s body, then kill it. I hope I haven’t challenged myself to make too many art assets.

First hours

I’m able to get the movement and collisions done.
tomorrow I will work on AI and more images.

second attempt

so this year is my second time at attempting the jam (last time work got in the way). so this time ill be useing

-Flash CS5.5

-PhotoShop CS5.1

and thats it for now. ill be heading code and samanth h. will be heading graphics.

 

the idea is a character named Oomple scans several tiny planets for clues to his past.

 

 

wish me luck and good luck to everyone else

Good Night LD <3

I’m heading to bed. I’ve been working on getting little track/skid effects going. Tomorrow I’ll finish that up, and then get some boosting in. Then pretties, then, who knows?

Brainstorming & desk photo

I have to say I really like this theme. So many game ideas, so much room for interpretation. :)

So the idea I came up with is a sandbox strategy simulation where you are the god of a tiny world. (See how elegantly I put the theme into this sentence.) You can’t influence the world directly, you have to give the villagers resources and control the weather for the world to grow and flourish. (So my game will be very similar to Grow.)

 

And here is the obligatory desk photo:

Getting ready to start programming

Desk is pretty clean and tidy:
programming desk
Check
Dogs are ready to playtest a masterpiece:
Dogs waiting anxiously to play Ludum Dare game
Check
Mockups and instructions ready:
Allow meteors to hit tiny world(bad)
Allow ships to fire proton beams at tiny world(bad)
Deflect metoer at ship(Great!)

Wow, I haven’t started programming today and half a day is already behind me.
Going to keep the graphics simple this time to concentrate most of my effort on completing a playable fun game that runs nice and smooth.
Good luck to everybody!

Comments

aus_mike
21. Apr 2012 · 09:25 UTC
What sort of a chain is that on the black dog?

Is it ok to join now? (i just found out about ludum dare)

Hi

I´m working on a game since a couple of hours nw and just to be sure: is it ok to join now or have there been someting like a sigin in time limit a couple of days ago? I hope not!! I´d love to work on a game for ludum dare!

 

My game is currently called: save your folks (working title)

its all about NOT smashing the tiny people on the floor.

Here´s a screenshot:

ps: i´m working with the dev tool multimedia fusion 2 dev.

 

best

 

Jot from ILIKESCIFI Games

Comments

elbowroom
21. Apr 2012 · 09:10 UTC
Yeah, I think you are fine.

The only rules I know is that if you post your game for compo than ALL graphics and ALL sounds have to be made by you as well as ALL the code that is not part of some library withing the 48 hour time frame.

I think these rules don’t apply to the Jam but *** if I know.

Started!

 

Okay, i have started. Really have not any idea.

You can watch my livestream – http://ru.twitch.tv/loshok123

Good luck to all!

Comments

ilikescifi
21. Apr 2012 · 09:11 UTC
Yea! Cool!!!!

Work in Progress

Work progress at 13:00

 

tries++;

Tiny world.. I have some ideas floating around but need something concrete.

Ah, my tools are different this time around:

  • AS3 + FlashPunk & FlashDevelop
  • Ogmo Editor or Tiled
  • Pickle / PyxelEdit / Spriter / Paint.net (not quite sure yet)
  • Bfxr
First things first: breakfast!