LD23April 20–23, 2012

Tiny mockup

A little mockup of the game now being developed :D

I’m awake! I’m awake! – 9am EST

Slept a little longer than I had planned, but this is ok.

Next in line on things to do is to get objects to fall from the sky, and to give you warning as to where they are falling from.  So I’ll need a sprite for them, and a sprite for the indicator, then the code!

I’ll also be looking into layered music, as the gameplay should be pretty simple.  The idea is that the basic music track will be almost ambient, and mostly percussion, but as more and more objects fall from the sky, a main track will slowly fade in, making the scene more intense.

I know I can code it, but I wonder if I can compose it 😮

16h update

Right now we have all our assets pretty much all over the place but we have a …”””playable””” demo of some of it.

http://dl.dropbox.com/u/21398299/LD23ve2.swf

You can press the arrow keys to control the feet and space to stomp the ground early.

Quinas Studio@Lisbon

And there we are.

 

PS. Anyone else having problems doing their gravatar?

—

Egas Pinto Basto

Quinas Studio

So far so good…

Right now, I’m working on getting the player to walk around the planet. Which is easier said then done…

Comments

21. Apr 2012 · 11:07 UTC
It’s a bit ironic that I got the player to walk around the planet just a few minutes after I posted this…

Little World Gone Wrong – Update 1

Here was my first post this morning, explaining what I was aiming for.

Right now, I’ve done very little but I remain optimistic. Movement is done, field of vision is done and shrinking is partially done, although it lacks random elements to make it more fun. I’ve not yet created a maze level but working on it right now. Next up are tools the player can use, more levels and the other stuff.

You can see the game for yourself here. All the graphics are placeholder art, ofc. But I don’t expect a lot from my graphics skills :)

Just starting

Not sure if participating on the anniversary is a good idea. Lets try to make something anyway.

First progress report

With about 3 hours of work my game is shaping up quite well. The game logic is working and now I have to improve the gui feedback for the player and the graphics obviously.

The basic idea is that your spaceship of tiny people have found some colonizable bottle worlds and need to construct buildings and recreation areas. Unfortunately there are four factions aboard the colony ship which don’t like each other that much. So you have to keep them seperated as possible.

Tags: pygame, python

Comments

Denifia
21. Apr 2012 · 11:16 UTC
This sounds like an interesting idea. If it starts getting too big to deliver in the time frame, maybe cut out the faction business and make it just about setting up the buildings and rec areas etc – like a mini city sim 😀

Here we are

“Once upon a time, in a small aquarium kingdom bowl, the prince of the goldfish who used to live peacefully found himself in trouble when it’s owner noticed it was a big big jerk.. The fight between the two worlds started, the human technology and knowledge against the survival instinct of the wild. Escape will be its master word, freedom will be its goal, ’til it will find the mighty sword of the doomy doomness, taking its revenge, and then rule the world ”

This could be an introduction to our project ! Well in fact, it might be only related to a goldfish..

After being joined slightly before the contest begins by Dr.Seal, another crazy ice floe guy, for music recordings and game conception, we started according to our idea to work on some incredible sprites. Joining you a concept art for our beloved aquatic hero.

 

Some epic soundtrack has been composed too, and looking foward developing and kick ass sound effects !

 

 

Tags: first-timer, flashpunk

(Really) Playable Build!

Let’s do some science!

Now you can lose. This is endless mode, so you can play until both your queues are full – then the game fades to a game over screen where you can retry! Also, automatic atom dropping (it also becomes faster and faster)!

Play it: http://www.greencouchgames.net/games/ludum/023_tiny/21-04-12_14-55.swf
Pick up and drop atoms with mouseclicks. Do create multi bindings, click one of the atoms again.
Create molecules where no atom has any electrons left to make it disappear and score.
Protip: Don’t press Space. It’s a debug function I left in. ._.

Now I will be taking a break, then I’ll go get some graphics done.

Now Listening To: Rolling Girl – NicoNico Chorus

Comments

Mjiig
21. Apr 2012 · 11:21 UTC
That’s a very neat idea. The main problem with it at the moment is that I found I could just design 4 molecules that each predominantly used 1,2,3,4 electron atoms respectively, and build those over and over again. The molecules I used were (where x is empty space):
digital_sorceress
21. Apr 2012 · 11:30 UTC
Reminds me of Atomino on the Amiga

Progress!

Progress has been made!  I didn’t make enemies yet, but I’m progressing towards that – instead I coded stars which you can collect and laid out the hubworld where you will select your next level from – the hubworld consists of a mini-earth, a moon (which orbits the earth!!) and a mysterious dark purple planet from which you will launch yourself to other levels.  There’s also a sun which you can kill yourself by jumping into. YAAAaaaAAAAy!

And as shown, I have little moon bunny friends that you can talk to and will tell you how to play the game and stuff!  Now I must make something to eat before I code the next level or enemies or whatever 😀

 

Comments

21. Apr 2012 · 11:09 UTC
*you’re close enough
21. Apr 2012 · 11:41 UTC
Quite cool! Reminds me of Ed Mcmillen’s Aether :)

I started an hour ago

Hello!

This is my first LD. Only an hour ago I started working on the game. Did the main character and a bit of animation.

And of course my food.

 

Thanks!

Comments

pythong
21. Apr 2012 · 12:34 UTC
cup ramen!
timelessbeing
26. Apr 2012 · 01:10 UTC
The graphics and sound are rad! This is one of my top games.

Progress

progress…not much in the graphics department, but the functionality is slowly starting to work.. i leave the second day for graphic stuff and music

 

new Screenshot

and at least a mockup of my level select screen

First results after some hours of work…

So, after quite some hours here are my first screenshots:

Since this is my very first game, I aimed low and hope to just create a really simple game. Theme: You are a giant rat from space, stranded on some tiny planet. Since you’r a giant rat, you need something to eat. So eat everything you find. As you eat, you will increase in size and you can only eat foes of you size. There will be kittens, soldiers and tanks. Does this sound stupid?

Sound: 5% (only placeholders)
Graphics: 40% (no animations, but most tiles)
Game: 30% (collision detection is working, planet rendering is finished)

Tags: progress

A Tiny Idea

The focus for Tiny Epic was always going to be ‘compact RPG’, but how compact can we get? I’ve been listening to Kevin Macleod’s superb music over at Incompetech, and I’m wondering if we could design Tiny Epic such that it plays out in the time it takes to listen to one of Kevin’s songs. Five Armies is two minutes and thirty-three seconds long, which is surely too short for a meaningful game to be played out! But I wonder how close I can get to it?

This code didn't actually compile due to a missed typo!

Adding in objectives now. A Tiny Epic is a series of objectives sequenced together. In the full game, the idea would be to bolt on some procedural generation to this. I’m not sure how possible that will be, but first let’s get a static one down. I’m in a Final Fantasy IX mood thanks to some excellent SomethingAwful Let’s Play threads, so our first objective will be to find a ship!

I’ve contacted the incisive Mike Prescott for input on the combat system (which sucks hard right now) and I’m doing back-of-a-daydream calculations for how much of this stuff I can procedurally generate. My day job involves writing content generation systems (more here) but they’re not general enough to hook right in! I’ll have to do my best tomorrow, assuming we can get a core done today.

Tags: tiny epic, tiny world

Another progress update!

For the last few hours I’ve mainly been concerned with writing more code, so I don’t have much to show you all right now :)

 

I made a program that imports JSON map files generated by Qt Tiled into my game! This project is generating quite a bit of code I can use in future games. 😀 😀

Pack Yeah!

Yeah! I have to “work”” on saturday. I even haven’t created project on my IDE. Only almost half of time left to me. I have to work hard.  I want to success 1K mission. And I’ll start it now!

More tiles, animations and level-editing…

I decided to remake the collision-map to a level-map so that all level info is read from a single image now. Animations are looking smooth too (though you can’t see it in the screenshots ;). And it’s starting to feel like a game. My biggest problem is that it still feels a bit too far from the theme… I really need to fix that :P

Test Subject #001

Using my break to get some of my testing slaves to do their job.

Now Listening To: Puzzle – kuwagataP

Progress is slow.

Man it is going to take a while!  Currently you can fly and jump everywhere, and you glitch through tiles.

NUCLEUS…I like this word

Yep ! Now if the nucleus of an ennemy atom touch your nucleus, he steal you an electron, so be carefull !

I’ll add a countdown after, and work on the behaviour of the enemies.

Now I’m listening The Doors !

 

 

And because I love you people, here is a first proto…

http://www.mediafire.com/?zxt8q6525t8utpw

First background

My game is about a “Spacial Golf” in tiny worlds/planets XD

 

Aaaand, this the first BG:

Agorobophobia art asset update #2

Update! Got some rough animation done today as well as half of the rough idle turnaround. would be able to get more done but I have to go out for a birthday meal :(

If you want to know more about our game I talked about the story in the previous post here: http://www.ludumdare.com/compo/2012/04/21/agorobophobia/

[EDIT] click to see unsquished image obviously :P

This is what he’ll look like coloured (he’ll look better than this actually)

Loving the variation from you guys so far!

First Screenshot

- screenshot
The Player isn’t final^^

First screenshot

Well things are going so-so. Finally added some graphics, but I have a long way to go

The concept is that you, working as a kitchen hand in a science lab have been shrunken down when playing with equipment you shouldn’t have been. The cleaners have come along and thrown you in the rubbish (not seeing you!). No you have to escape this tiny world and restore your self to your original height.

Comments

slakinov
21. Apr 2012 · 12:44 UTC
This looks great! reminds me of Elixir for the BBC micro

End of day 1

I think it’s about time I got some sleep; I’ve having slight hallucinations, like everything on the screen moving around, little flashes, etc. Anyway, since the last update I’ve added a scoring system of sorts (this will be an arcade game), and have tweaked a few other things.

Anyway, tomorrow is the big day, I hope it goes well!

Comments

21. Apr 2012 · 11:28 UTC
I hope you found some inspiration for visuals/gameplay in your hallucinations :)
22. Apr 2012 · 00:09 UTC
Ha ha! They weren’t that bad, mainly just visual distortions.

ProgressISH

Must admit, I had trouble finding an idea that could fit in the theme.

Spent 6 or more hours sleeping already, but now i’m going with a “literal” interpretation of tiny world.

After a few hours of coding, and slacking, i got a “solar system importer”. I’m planning on having real massive amounts of these in the game to make you feel tiny as much as possible.

Haven’t decide the artistic side or the entire goal of the game yet. But still i got this (unrealistic)solarSystemScreenShot for you guys.

Keep going! :)

that real tiny dot in the middle will be our tiny Earth, hopefully. :)

Slow start

Spent a lot of time planning last night, got up, did some more planning.  I think I’m about ready to start making something.

Here are my mechanics in a nutshell:

Stopping people from doing bad things to you is not always accomplished by the most direct method.

Making vulnerabilities inaccessible is the best shield.

Your enemies do not necessarily know they are your enemies.

“Tiny World” does play a small, but significant part… it will be more like a shrinking world.

With lead shoes

Now there is some gravity on my tiny planet.

Still some bugs to fix, must code obstacles and jumps, and I’ll attack the scenario :)

4th build

 

Traditional British Lunch

Healthiness not included…

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */

Brainstorming done!

I have just finished brainstorming and I have a concept.

It is the year 2347, Earth is running out of power, fast. You have been sent into space by the government to look for alternative fuel sources from other planets or moons. You land on Aegaeon, Saturn’s smallest moon (diamater of 500m), which has been emiting high levels of Zevatron Radiation. Zevatrons are a new power source that has recently been discovered on Earth. (One ounce of Zevatron liquid can power a city the size of New York for a whole year.) You land on Aegaeon and start farming the Zevatrons. Whilst you are farming the Zevatrons you are attacked by some inhabitants of Aegaeon, you have to fend them off whilst you are farming.

Screenshots coming soon.

Time running out!!

Almost one day passed and I’m still didn’t finish my tile map editor, hope to make some progress till evening.. but now it’s FOOD TIME!!

OM NOM NOM!!

I wish I wouldn’t suck at graphics

I guess if you don’t like this, you will have to play with your eyes shut.

Comments

21. Apr 2012 · 11:29 UTC
Actually those look kind of awesome, at least laid out the way they are.
Foxtacy
21. Apr 2012 · 11:38 UTC
Your graphics suck? please take a look at mine, you will feel a lot better =D
pythong
21. Apr 2012 · 12:33 UTC
gotta say too, those acrtually look quite nice
21. Apr 2012 · 22:35 UTC
Haha, thanks :) Actually I’m quite proud about the latest graphics of mine :)

Day 1 down!

Add some solar abstract stuff. I would say 85% of the coding is done just need to populate the world and add a scoring system.

http://i.imgur.com/GISWW.png

^ thats my only screen shot so far…time for a nap.

Comments

poe
21. Apr 2012 · 12:16 UTC
85% done? Great! Only 95% to go!

Fly Away!

My first idea isn’t good. I make this:

But now i have another idea! Its’like conversely LunarLander!

And this is what i have now:

It’s Been A Hard Day’s Night

Day one is now done for our two person tokyo team. We worked and live streamed for around 11 hours and here’s an image to show that we mean business:

It’s not been easy. Running the live stream and developing at the same time on my laptop has taxed the CPU to the point where I’ve been muddling through unresponsiveness all day. My collaborator Melissa decided instead of eating she’d survive on Coffee, Red Bull and Cigarettes and spent most of her day agonising over the walk cycle.

We’re gonna chill now for the rest of the evening. We finally had some proper food and are now gonna watch some TV and play some games and hopefully get a good night’s sleep before we do it all again tomorrow.

Busy morning so far!

Well, I’ve been hard at it now for over six hours straight and I’m quite pleased with the way things are going. I have designed a sweet little character sprite (no name yet!) :

and the main game engine ios about finished. I now have to decide whether to go for a random level generator or whether to plump for designed levels. Each has it´s own merits, as with a procedural approach I have to worry less about content and design, but it will require more programming, and with a straight levls approach it will need kless programming but much more design!!

Decisions, decisions! Actually, I may go for a mix of the two and try and have designed levels with random elements… Anyway, here’s a screen shot of my progress so far too :

First screen shot of the game

Artistic Talent

The amount of artistic talent on this site is amazing, I get so jelous seeing how everyone can draw fantastic images using mostly pixel art(A skill I could only wish I had)..

 

I’ve got a idea and am halfway throught building my game. After 3 different games attempts I have finally settled on this one, I have a Timelapse aswell from the very start of the 48 hours, it contains all my stuff ups.. It will be interesting to watch how I progressed..

Below is a screen shot, no giving away anything tho as my game’s whole premise and goal is for discovery in a Tiny World.

Progress

Design is coming along well! Quark’s early designs are shaping up:
Quark Design

Comments

Denifia
21. Apr 2012 · 11:38 UTC
Thats looking really nice. Reminds me of a Windbad from Bastion 😀

Running out of initial time

Got *something* up and running

I can’t think of an idea at the moment, but I’m pretty set on a 2D platformer or something of the sort

I’ve got a placeholder character moving left and right and added a cool (in my opinion) bit where the background moves if you hit a dead zone on the side of the screen (so you don’t go offscreen) similar to that of the 80s arcades.

Hopefully will manage a framework that I can make my game from within the next hour and a half as I need to get ready for work soon…

No small feat for me, seeing as I’m terribly susceptible to annoyingly futile errors that take me an age to figure out, and I’ve already hit a load of them!

Making some slow progress

Player movement is done, and HUD is almost done.. Still lots of work todo :) Link: http://logiconline.nl/projects/ld23/

Comments

berkano
21. Apr 2012 · 11:49 UTC
cute! got to the top!

Foodphoto from the unknown!

Here’s my breakfast xD Bacon cheeseburgers, banana chips, and lots of water xD

foodOh and don’t mind the dog! XD Rocky just wanted my food 😛

And then you lose.

img
Download build 4

– Added enemy AI (which sucks 😉
– Added enemies to map generator
– Changed enemy sprites
– Changed bullet sprites
– Added HUD
– Enemies hurt you
– Temporary invulnerability when hurt/at start

Comments

Denifia
21. Apr 2012 · 11:45 UTC
Just played this for a bit. Here are my observation;

– It plays quite well.

– Movement is easy and speed is good.

– Level is a good size.

– There seems to be a good number of enemies.

– I like the “ghosting” of the player when you get hurt.

– I search all corners of the map… I assume there is no goal right now 😀

freddies build 002

multi coloured freddies! bouncy physics action! no other features! build002

 

Ant Attack

The ant’s tiny world is under attack by rock and stone throwing fiends.Protect the ant queen by blocking of the attackers. You can build mud and sand walls, but watch out, those won’t last forever.

Well, that’s the concept. I had 100s of other ideas, but this is the only thing that was remotely original and that feels like I can finish it in time.

I have used my warmup code for my technical feasibility study. Technically speaking, I’ve got most of what I want in there (drawing walls, damage, bouncing attackers :) ). Visually it reuses some of old sprites I had lying around. Those will be replaced later on.

Next step is to make an actual game out of this. Adding some kind of enemy (I’m not sure about that yet), the ant queen and scoring / level progress.

If I manage to get an interesting game running today, tomorrow is going to be dedicated to level creation, images and sound. I got about 3 hours left, so it will be a close call.

Post-Lunchtime Update

Lunchtime (nom!) is over, time for a brief update.

Well, my idea is starting to take shape now, and although I don’t have anything visual to show, I have quite a lot of the groundwork prepared. My focus has been on creating a way to encapsulate each of these tiny worlds. The game engine will load a set of these when the game is started, and sequentially let the player play through each world. The “meta” world oversees the flow of the game, and will look like a scientist’s laboratory.

As the player completes the worlds, a SCIENCE! meter will fill up. Once it reaches the top, you win!

I have devised a system whereas each world is represented by a class. This class is responsible for loading all of the content, handling game logic and rendering that particular world. Therefore, each class is itself a self-contained game, with the meta world feeding in the appropriate objects from the game engine.

Let’s take a look at the Kanban board:

Next up: rendering the meta world. To PAINT.NET!!!

 

Idea is set! Will I make it?

Morning update here.

After last night’s panic, I think I got the idea set, and the basic mechanics as well.

It rains like hell over here, and the internet is unstable, but I guess I’ll be able to push forward today and have the whole system set by night. Work on art and music comes tomorrow 😛

Puuuurdy

Posted another update on my blog. got some crazy stuff going on up in there.

LINK

hey here’s something

I don’t know what I’m doing, but it’s starting to look like a game.

Slept in far too long, but I thought I’d post this, my labors from last night.

Nothing much to speak of yet, you can walk around the surface, and the other ‘planet’ orbits the larger one.

Today I’m hoping to add enemies and npcs, hurah!

Almost ready for polishing

Screenshot from the running code, in Chrome. Still some stuff to add to the gameplay, and then more polishing with sounds, effects, etc.

Too late to start

Its too late to start, but i had things to do first. I finally started, though i’m slow i will try to finish it in time. Here, a screenshot:

 I’ll be streaming here soon: http://www.twitch.tv/cerdus

Okay, time to get started with implementation

Game mockup:
battle scene

Stuff I need:

Collision space class :
Detecting collisions(pixel perfect)

World class :
Health bar
sprite
sprite + collision space mutates

Giant space paddle :
Movement
sprite

Meteors class:
Movement
Gravity
Sprite

Ships:
Movement
Attack
self sprites
attack sprites

Fleet: class
Manage ships

Game data editor
When do enemies come?
Where do they come from?

Scoring system:
Think about how to score the player

The sky is falling! – 10am EST

Alright, it took longer than I thought it would to get meteors falling from the sky and colliding with the tileset.  Basically at this point what happens is they randomly spawn en-masse, and just fall.  If they hit a collidable tile, they delete themselves.  There will be a gibs effect for this in the final version, probably with some physics.

Chicken little was right!

Next up, the OH SNAP! indicator.

Slow… but First!

Woo! First Ludum Dare comp for me.

I decided to use Stencyl for rapid development, but since I only started experimenting with Stencyl on Thursday the learning curve on the tool has been the primary problem. I’ve accomplished some things that would have taken me much longer in, say, SDL and C but other things are frustratingly circuitous for someone who is used to an all-code approach.

Goal at 8:58 PM on Friday: best game ever.  Goal at 9:55 AM on Saturday: operational game.

First Glimpse of ZUNZANDA

So… I fell asleep and woke up 2 hours after the theme was revealed. Whoops. Didn’t plan that.
I’ve been working on the game ever since, and now it’s 10 AM. Didn’t plan that, either.

So here’s what I have so far…

I spent most of my time developing the world tiles and the … un … way that the tiles ‘work’.
The environment is destructible, and the world will reform itself after tiles are destroyed.
The core gameplay will be focused around the destruction and regeneration of these tiles.
Basic character movement is working, and the main character has a walking animation for all 4 directions.

My next move is to create the special abilities of the main character, then I’ll work on the enemies and the overall structure and flow of the game that will lead to some sort of endgame.

Then… SFX and MUSIC.

HOPEFULLY.

See ya’ll suckaz when I wake up… ugh.

Tags: first screenshot, ld23, progress update, screenshot, zunzanda

Half A Day Gone

13 hours in, and my brain is going into meltdown, so i’ve switched over to poking at graphics.

I’m truly horrified to find out the amount of people that actually have artistic talent on this site, my art extends to bad finger paintings.

Nonetheless, I push on.

Here’s a new pic:

Tags: progress

Anyone up for some hammering?

I’m progressing, I’m progressing! I gotta hurry, cuz I am going for compo! Yay!

So I made interaction and stuff.

I made a fog of peace, moving and… building! You can build a house, or a shaft, or pillage a dungeon (not really, you can only press “pillage” button)

Almost done(Not with the whole thing)

It’s a small world

Release 1 / Serial number 120421 / Inform 7 build 6G60 (I6/v6.32 lib 6/12N) SD

 

Overlook

You see glass walls surrounding you. The floor is also glass. You see what looks like Earth. There is a ladder going down. You can’t see where it leads to.

 

>down

 

Lab

You see potions brewing all around you. Some of them have skulls on them. You shiver. It is getting colder. Suddenly everything freezes and starts seperating into countless little pieces. You remember learning a little about these things. They are called atoms. You see the Subatomic plane below you.

 

>down

 

Subatomic

You see atoms floating about. You think maybe you can control them. Sure enough, when you say create down quark, a quark forms in front of you.

 

>up

You can’t go that way.

Now I just need to finish up the quark design.

 

First Prototype!

13 hours into the dare, it took me WAY too long to post the first prototype :-(

What happened is: I wanted to improve on my LD22 game, so I started to think too much about how to implement a non-tiled top down navigation engine. Result: I panicked a little and lost a lot of time. After a while, I realized that the extra features that I want to add in this game are already a ton of extra work, and trying new data structures now would be waaay more than I could bite. KISS.

Anyway, here is the first prototype! You can move around, you can do a few things, and, most importantly, you can DIE.

First snapshot of my LD23 game. Don't let the queen starve!

You can control your ant-like-winged-faerie with the arrow keys, and press “space” to interact with the environment. Right now you can only interact with the ladder, the anthill, the fruity bush and the queen. You can also pause pressing ESC.

Here is a fat jar for you.

Now for dinner, and then to add a moving enemy!

Tags: java, prototype, slick2d

My first ludum dare, and I’m REALLY late.

I totally forgot about LD23! I blame Diablo 3 open beta for that ^^. This is my first attempt to compete in the dare, not a good start, huh? Luckly I have a barebones SFML framework to work with, and I’ll be using VS11 beta as my IDE. It will also be my first project that I will bring to a playable-by-others state. It will be a lot of work, but I am pumped to have at least a working game!

Good luck and happy game making to everyone!

Comments

chipcaramel
21. Apr 2012 · 12:11 UTC
Regardless of timing, welcome to Ludum Dare, and good luck! =D

A New Day!

A new day has risen and I guess it’s time for me to post something i guess. This has been such a fun competition to be apart of as it is my first year and with my limited knowledge i think i have something decent created.

It’s the not the prettiest [ I’m no artist :( ]

 

Ta-da! 😛

Tags: Heugamer

Progress

OK, basic Engine is running, I implemented a simple key/door System. Nevertheless, there are still no real graphics, so you can’t recognize keys. Next are some enemies, then some graphics, then some sounds, and somewhere in between some levels.

I will probably upload a demo as soon as keys and doors have graphics, which will be in in 3-4 hours.

keys and doors

keys and doors

Snowglobe shooter progress report #2

The visual experience is already much better and there’s loads of functionality in: player can shoot buildings and the glass sphere. If the sphere breaks, it stops the player from moving over the gaps so once I get the enemies to shoot back (pictured here in yellow-green), it’ll be almost like a game already!

Sorry

I just can’t.

It’s been a long week, and I am so tired I just can’t work on this I need to rest.

 

Good luck to everyone!!!!!!

Some insects… Will start working only now.

Came with an idea while on the bed yesterday, then sprited some insects with Sprite Somethings on the iPad. But it’s already 11 in the morning and I haven’t made any progress. Will now finish the sprites in Photoshop and start working on the gameplay. Also the sided flying insects will be changed to top down. The only side view insect will be the ant.

 

 

 

Tags: insects

In a Lonely Sea of Stars

In a Lonely Sea of Stars (title card)

Status

In a Lonely Sea of Stars is coming along well! I finally decided on the entire point: you’re still a space contractor building transport lines to harvest energy from stars, but the ultimate point is to find one other planet with intelligent life and establish a trade route. That’s going to be really hard. It’s going to be very far away and things like asteroids and space pirates (the evicted USSR living in space) will impede the expansion of your company.

A transport heads to a big yellow sun

The little light in between the star and earth is a mining ship.

Play it

The game is (and has been) available on github. It’s not really “playable” but it does work a little without user input.

Play the version of In a Lonely Sea of Stars
 Or you can watch me make it:

Stream the development of In a Lonely Sea of Stars

Comments

Denifia
21. Apr 2012 · 12:23 UTC
Just loaded it up and its looking really good. Love the tiny spinning world.
21. Apr 2012 · 12:37 UTC
I agree, it is looking really good!

The First Twelve Hours

(tl;dr – screenshot at end, code at github.com/citizenparker/the-two-of-us, repost from my tumblr.)

More like my first four hours, as I really enjoy sleep. =)

As you may know, I’ve been participating in this weekend’s Ludum Dare competition. I say competition, but I should really say “quote” “competition” (quote quote quote) as I am really only competing against my inability to make games and personal inertia. It’s largely inspire by the “Punk’s Not Dead” entries at Rock Paper Shotgun.

In other words, this:

sparker I don’t anticipate getting anywhere or building anything great. At most I plan on being able to look back on my work, sigh, and say “Well, that happened.”

smassa Lofty goal

smassa You can also treat it more as a kickstart to your game

sparker Bah

sparker I can 100% guarantee completely abandoning whatever I build

sparker Almost on principle

sparker Also, I pledge to provide no more than 60-90 seconds of content that a jury of peers would consider “fun”

So, a recap on the first twelve hours then, yeah?

This year’s theme is “Tiny World.” I struggled a bit coming up with an idea I liked. For creativity, I always follow the rule “Write down 5 things immediately and then throw them away.” This turned out to be a struggle and I lost the first 90 minutes to this. However, I’ve landed on something I like, a silly platformer where you set out to destroy the world with increasingly destructive weapons because “this world is too small for the two of us. Sorry, everyone else, but you have to go.”

I’m violating the first rule of Game Jams by learning my tools on the fly, but so far it’s going well-ish. Gosu has been refreshingly easy to pick up and run with. I have some viewport and scaling issues I need to resolve today, but I have bullish confidence.Chipmunk has been a bit more challenging only because documentation on the Ruby bindings is largely lacking, incomplete, or out-of-date. Brian Marick’s quote “An example would be handy right about now” keeps running through my head.

I think my goal post-LD is to write up a tutorial on building a platformer in Ruby with Chipmunk. I’ll have to land on a coding style and structure for this that I’m pleased with. Currently that’s not the case.

Anyway, that’s it for now. Goals for the next four hours are as follows:

  • Movement
  • Shooting a basic gun
  • Killing and being killed

Code at github.com/citizenparker/the-two-of-us, and screenshot below!

Comments

21. Apr 2012 · 12:40 UTC
I personally prefer to use the word “challenge” instead of “competition”, for the reasoning you put above :-)

Good Morning!

After a small amount of work getting player movement, side scrolling camera and all that fun jazz set up I hit the sack.

I’m feeling particularly uninspired by this jam’s theme. My big idea was to copy the basic gameplay from another game and add in my own twist, as it worked well on a basic level with my previous Ludum Dare entries. Unfortunately, I seem to be having problems coming up with a significant twist for this one.

However, I won’t let that deter me. At the bare minimum, I want to be able to submit something that I’m proud of (on some level).

I’m including an obligatory screenshot of my progress, which really doesn’t look like much at this point.

First red brick screenshot

It ain't pretty, but it's a start

Blood or Management

I have two ideas. The first idea is something to do with being inside the bloodstream and defending it from viruses, and the second is more of a management game that would make NimbleBit proud.

The second idea is the more interesting of the two, but I think the first idea is more achievable in the timeframe.

The next hour is critical. If I can get the core mechanic of the management game working on paper or in Excel then I’ll do it. If not, then I fall back to the bloodstream game.

Your Tiny World?

A concept, that is progressing well, about the tiny world around us…

Here is a first rough of NPC:

Got started with my adventure!

Here is my entry as it is now. I composed my own music for it!

This little robot is here to save the planet Pending by activating the crystals on the tiny floating islands!

sketch break.

hehe it’s hard to work while browsing the LD site, looking forward to play the entries :)

Currently integrating the graphics in Unity, despite some odd Zindex behaviors. Made a little sketch for the “other side”.

Comments

Denifia
21. Apr 2012 · 12:20 UTC
That looks really good. How will the game play out?
21. Apr 2012 · 12:38 UTC
Thanks !

It will be a side scrolling action game.

The terraforming of a dark planet enforced by color saturated people.
Denifia
21. Apr 2012 · 12:44 UTC
Sounds like you have it all worked out. Is the side scrolling basics done yet?
21. Apr 2012 · 13:34 UTC
Well not so much, it’s my first try at finishing a Unity project, only did tutorials and tests for now.

Regarding 2D there’s useful packages available.

Catch or be caught

You grow when you catch an electron. You shrink when you lose one é_è

Feedback when you’re hurt (and you become immune for a while).

I forgot to precise that for the movement of electrons/nucleus I was inspired by a paragraph that I rewrote from one of my other games.

And now a screenshot !

 

 

 

Comments

21. Apr 2012 · 12:28 UTC
Physics for the win 😀

Ludum Dare Meme

I came up with this about 12 hours into ludum dare #gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */

 

Day 1 – Summary

There’s only a couple of more hours left until midnight. So here’s a summary of what I’ve been doing today:

Started the day by getting the theme wrong on twitter, doing dishes, preparing dinner for later (see below) and going to the gym. After all of this was done I was ready to tackle the theme!

Space-themed board game of deliciousness

I knew I wanted to make something with war, space and mining resources on planets. My first thought was something like Monopoly but later steered more towards Settlers and then Risk. I started prototyping it with my 8×8 Reversi board, dice to represent planets and Reversi pieces to represent the players’ units.

Basically, you control units that you can use to attack other players or defend your planets. Claiming two planets or more with your units meant that you could produce more units each round. When a player loose all of their units they’re out of the game.

Image of first prototype

First prototype

This game was a bit too simplistic and didn’t really convey any theme so I decided to add cards to the mix. I used ordinary playing cards to prototype, writing down what each of them represented. (I plan on creating cards with graphics later.)

The production of new units by capturing planets turned into a Production card which added an additional unit to play. Then I added the rule that said that after each round you get to pick up one card for each planet you occupy. This meant that you would still produce new units after each round and gave incentive for players to occupy planets. This also meant that I could add a lot of new fun cards.

Picture of prototype with cards

Now with cards!

With the new cards I managed to sneak in another reference to the theme: the Tiny world card that actually destroys the outer most edges of the board which means that the grid that the game is played on gets smaller.

Notes from brainstorming

Notes from brainstorming

Now I just have to write down all the rules. :D Also the attacking isn’t really sorted out yet. But that’s next!

If you find the game interesting it’d be great if you could leave comments on the official rules document where anything is unclear or if something could be improved, or to just spam.

* Goes back to writing rules *

 

Tags: board game, space mining and stuff, tabletop

Some kind of platforming going on…

So here is where I am : The character can sort of jump onto the platforms, but there are still some issues with the collision detection… Still, I am now going to move on to animating the sprite, before finally delving deeper into the gameplay features. Stay tuned !

Almost a functional game…

I’ve been programming for a few hours, and I’ve very nearly programmed the basic concept and mechanics. What should happen is that you, in your 1 pixel large world, can create a new pixel next to you by pressing the arrow keys. What actually happens is that your cute little pixel stands in the middle of a black background, and pressing the arrow keys causes

I was fully expecting to have to debug my program for hours, but I couldn’t be bothered to change what had been a fun few hours into a frustrating and dull session from debugging. So I turned the stream off for a bit, and played a game of League of Legends. I still can’t fully concentrate on programming at the moment, so I’m going to take a quick break outside and hopefully everything will become clear afterwards. Still, things are looking bright for the future as I have not encountered any parts of the program that I haven’t been able to manage – at least, unless these errors turn out to be complex, which they shouldn’t be.

Goodbye!

 

Tutorial speech bubbles!

There are now speech bubbles telling you how to play the game!

Photobucket

Progress

wow

So I slept in this morning… so I’m a lot behind schedule. For whatever reason I’ve been doing the Music & Graphics first, so hopefully I have enough time to complete the gameplay. :>

Here’s the music that I’ve got so far, it’ll probably get longer later though: http://dl.dropbox.com/u/12239448/ludumdare.wav

The game itself is a game where you destroy stuff with your artillery boat on multiple small worlds. Also stuff tries to destroy you. I don’t know if there’s going to be any reason for the destruction, it’s just happens! Jeez!

Level loading: done!

Great! Our game can now load its levels from a file!
Here’s a screenshot for you: 😀

Level loaded, yay!

Love to be further along…

I’d love to be further along, but at least what I have is starting to capture my imagination.

A Tiny Bit Of Growth

The static world and story are in place, enough for the game length to be tweaked, and for the procedural generation system to show its necessity. Of course, we don’t have one yet, which is a great opportunity to demonstrate why we need one:

Normally, the player starts the game without a boat or airship, so they can’t travel over mountains (brown) or sea (blue). The first objective in our static game is for the player to gain access to a boat, but the algorithm that finds suitable objective locations is blind to the current map design. It’s chosen the location of the boat objective to be over the sea – not great!

There are plenty of ways around this, but what I’m hoping to end up with is a system that generates maps and objective sequences in tandem, so that it can react to a map design that doesn’t have any towns in by scheduling objectives that don’t require them. I’ll post more about this tomorrow if I’m still on good terms with my codebase!

Update

Well, A little over half a day in and a little more than 6 hours work from me and viola:

Can you guess what it is yet?

Pretty happy with movement, jumping and aiming, still have to do the levels and shooting and then hopefully have time to dump a few tons of polish for a change :)

 

Dexter

I created people – Update #2

Now I have populated my island. The guys and girls run around quite randomly right now, but the guys do hunt for girls occasionally 😀

I thought I’d also mention that the island is created randomly every time.

Fly, housefly

OK, I got an idea a couple of hours ago. I’m making really cheap graphics at the moment (maybe tomorrow is QA day..)

Class Structure

Here’s the class structure of my project so far…

And here’s another shot of the biomes in action:

CHECK-IN 2: THE DEMO

I’ve created the basic functions of the game! Each “Germ” that spawns follows the instruction set at the bottom endlessly until it dies. There’s some really glitchy collision and the germs are dumb as a rock, but it works! The timer at the top-right represents the time left in the “phase”. After the phase ends the germs move on to the next instruction.

 

Click to try it!

My Tiny World

Ok, after knowing the theme I was a bit confused about what to do with it. Then after some brainstorming decided upon two possible ideas. Went to sleep and after breakfast today I started to make the game.

At the moment this is all I have:

 
My Tiny World

 

It’s not a lot but is a beginning.

Update #3: Field testing

Hello once again!

I’ve been working towards having something actually playable by this afternoon, and I’ve hit my target! That means you can go play it right now!

You control the moving charged particle. Your charge is determined by the y position of your mouse on the screen – there’s a handy bar on the left to show you what you’re doing. Red is positive, blue is negative. The same goes for the static particles, and just like in real life, like charges repel and differing charges attract.

The red-blue shimmer in the bottom left is an example of an electric field, it’ll accelerate you based on your current charge. The green ripples are a magnetic field passing through the screen. It’ll accelerate you based on your velocity and charge.

The yellow area is a temporary goal I set up. The game doesn’t stop when you hit it yet though, but it shows you that you’ve reached it! The gameplay is going to be a maze/obstacle course sort of thing. I’ve got a couple more subatomic tricks up my sleve too…

Click the image below to go to the game’s temporary site!

Let’s try again

My name is Bruno, this is my second LD48.

I’m a little late, but there’s still time to start! Let’s make a little game, I have only about 10 free hours to jam…

Tools:
– Paint
– Processing / Processing.js
– Chronolapse

Good luck to everybody!

MorleyDev: …..totally overslept and

Yeah. Overslept. Lost lot of development time. Live in UK. Forgot to post “code at start of dare” which is in zip file: download

I’m using C++11 and, at the moment, Allegro5. Trust me when I say it’s not that impressive and my bandwidth is limited so…go easy on the clicking please :)

I’m going to go for a more “Arcade” style of game (may or may not be due to how I may or may not have had a dream about Space Invaders last night). Graphically it’ll be…look, I’m a code monkey. My art skills are rated slightly below “blind mentally challenged pigeon” so….yeah. Also sound is close to the bottom of the “to do” list. If I somehow have time I’ll add it, otherwise…well, play some music in the background or something.

Also my main laptop is broken bust and in repairs, so I’m using a netbook. So no streaming and compiling times are silly long :( Next Ludum Dare I’ll have better gear and be able to stream and timelapse and all the magical things you people love.

But my hands are in.

– MorleyDev (http://morleydev.co.uk/)