LD23 April 20–23, 2012

If you’re feeling tired

If you’re tired, go out for a jog, if it isn’t pitch black in your area/you can’t go out jogging for other reasons. I promise you that you will regain a lot of your energy, even with only 5 minutes of jogging. I just followed my own advice and I’m getting incredible progress with my game already!

One Day After

I’ve been working for roughly 10 hours (including lunch break, so it’s like 9 hours), and this is all i got. There’s no audio, and the first level isn’t even finished.

This evening i will go out for dinner and couple beers, I will see tomorrow what can i achieve before time runs out.

Mini-Worlds and Monocles: Saturday afternoon progress report

Whew!

Alright, so here’s where I stand with what I’m now calling ‘Mini-Worlds and Monocles’:

  • Graphics – 20%
  • Gameplay mechanics – 99% (It’ll never be 100%… There’s probably always going to be bugs)
  • Sound – 0%
  • Game functions (level select, saving, crap like that) – 75%
  • Cutscenes – 0%

Here’s a screenshot:

It looks better in motion, I promise.

Right, back to work!

WIP Screenshot 2

Quick update got some things on the world and some basic behaviour happening, lots to add still and day 1 nearly over.

To push on or get a good sleep and get back to it tomorrow?

 

Not as good a shot as the last one but this is the night side, it has a day night cycle!

To jam or not to jam?

LD #23 JamI really wanted to enter the Jam with a friend but we both don’t have much time this weekend. To be true, I’m going to a Silverstein concert in 15 min and the picture at the left side shows the work of ~1 hour 30 minutes. I guess i’ll do something Sim City like though i want to do something different.

One thing I am pretty sure of is the title of the game. I’ll call it: Crickets

Edit: In case anyone is wondering about the “SockBrawl” comment. It’s another game idea using pretty much the same code.

Update: Here are new screens with some kind of gameplay and a semi working particle emitter.

Tags: crickets, ld23, tiny world

I surely am one indecisive person.

So I went back to GM and made some progress. Wee!

The basic idea is now, that there are 2 types of magic(?) fields. One shrinks the character and the other one makes him grow again. I want to create a very diverse game, where you have to use these fields as clever as possible, even though that means my graphics score will probably be somewhere around 2.3 ^^;

Screenshot!

Comments

Wizered67
21. Apr 2012 · 14:18 UTC
Interesting concept. I’m using Game Maker too. Good luck!

Our Karma Machine at Work!

Meet Chii! He has been performing a support role in the team since last Ludum Dare. Here you can see him PURRFECTING our art!

We are currently working on our idea, but we don’t feel like lifting the veil, yet.

Tune in for more updates in a while!

Tags: art, cat, LD #23

Need more pirulas

The whole value. This will have to run on the tablet!

 

update#2 tiny hungry planet

added enemies and glow to everything! yeah glow!

enemies decrease your planets size while good planets increase it. Gonna start adding in effects and levelling…

Asteroid Defense Game Mockup

My game is going to be one of those games where you defend your tiny world from attack.

You control a soldier, the only inhabitant of a small asteroid you are assigned to protect. This asteroid has a mining colony, two automatic defense turrets, and a life support infrastructure just for you. Your asteroid comes under attack from space pirates. You move around the asteroid, with it rotating beneath you, trying to keep the pirates from landing on the asteroid and pillaging your structures. When not shooting, you can take time to recover your health or repair your structures. The tricky part will be getting the entire game environment (or just the camera) to rotate in Game Maker 7.0 Pro. If I can get a simple tank on rails moving around the asteroid shooting things, I’ll work on the turrets and maybe some other types of buildings that have be protected and repaired.

I also did a quick 6 second loop of the type of Genesis/Megadrive-type music I want to do for this. You can hear it at http://hitstun.bakamostudios.com/ld23/ld23mockup.ogg

Little set back

I decided to make a small plaftorm game using snow globes

I have my platform engine running and created a small editor to make the levels. But it seems my system is flawed and I got some collision problem. I should have gone for a classic grid collisions instead.

demo is up here (contains collision bug right now :/) : http://ttermeer.com/ld23/

Well back to fixing my collision problem before making the next levels

 

Tags: haXe, nme

Comments

21. Apr 2012 · 15:23 UTC
eiffel tower ftw !

Finished!!!

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=6638

Looking Brighter

Seeing as I actually have a level loaded in my game, I thought it might be a nice to update the blog with a screenshot. Finished tiles in Pickle, created a quick test level using Tiled, and then spent several hours swearing at Visual Studio whilst integrating TiledLib. There was nothing wrong with the library, but I decided to rearrange all of my code to access parts of code from other places. I went from GameComponents to a traditional singleton pattern, and now a interface / services system. Got there in the end (hopefully), and after all that fuss, it only took 4 lines of code to import and render my test map <3

I guess I should get working on some gameplay now… there needs to be some kind of character in here. Unless you just want to stare at a crap background?

Tags: pickle, screenshot, Tiled, tiledlib, xna

Slick2D Terminal Screen

In my LD23 compo entry, I used a piece of base code I wrote a long time ago and used for my previous MiniLD submissions

The code is to provide the user a nice terminal feeling

http://pastebin.com/8NUvdp6t

The actual screen code is in the paste and the required font image is below

http://i.imgur.com/EH3RZ.png

The code has font and box drawing functions and supports full ARGB color (with Slick2D)

To use the code, init function must be called before any rendering or update. Along with that render function must be called in the render loop.

To have custom screens, the developer should extend the class and override the place function to draw fonts and stuff in the good old terminal style

Hope you enjoy it!

Learning how to use Unity 3D

I’m still learning unity3d, so it takes too long to do the simplest things.

since I can’t make art, I have to make a game that doesn’t require too many assets. and there you have it, physics!

anyways, here it is (still a work in progress obviously):

http://bit.ly/TinyBasketWorld

early Screenshot

Tiny Basket World

Buttery World

Hi!

Just thought I would write a small post here. After sleeping with the theme in my head, I decided to make a game about a little butter! You have to control it and… well, fill as much of the bread as possible for maximum taste! I’m still thinking about the gameplay, maybe something of a runner + River Raid thing.

Now, to learning Flixel! I just hope it’s not too different than Flashpunk! 😀

LD 23 Update 1 – Characters, Turrets and Sprites, Oh my!

Friday evening went pretty well, considering. The gameplay will be a top-down tower defense style with a player character moving around, and enemies coming down from the top of the screen.

My mad developper art skills must’ve gained 15 levels last night while completing the sprites for my main character and the turrets. I’ll quickly make one or two generic enemies for now and use them as replacement, as I am quite eager to start coding! I’ll try to post screenshots in my next update.

 

Progress Update #2

AAAAAARRRRRGGGGHHHHH!!!! Yeah thats how my day has been going… its been nothing but one problem after another, didn’t have these problems with the warm-up game. Been at it since 8am (EST). And to top it all off… I’M OUT OF BACON!! How can I be expected to work under these conditions!! Still in the early stages of the game, though I do have my player moving on screen and a level is complete. So my time hasn’t been entirely fruitless… just rotten… (hehe)

See you next update…

-KunoNoOni

And then you WIN!

img
Download build 5

Added yellow pads. If you get all the pads, you win :) (theoretically – don’t try getting the last pad if you don’t want to exit your game through Task Manager)

If anyone finds any bugs, let me know :)

PS.: Having a little break right now, game making can really mess your mind up… 😀

Tiny Town vs The Volcano

So my previous game idea turned out to be a major dud. It was not fun at all and I didn’t see any way to change it. So I changed the concept:

This tiny town tries to harness the power of a volcano. It’s a dangerous balancing act of protecting the town and obtaining the energy.

Right now it’s pretty unbalanced (and stupid artwork), but it’s playable. With a little hand-holding, some finetuning and a major dose of graphics, I think I can make this into a fairly enjoyable game.

Game Premise!

OK, so I have been thinking, and I finally have come up with something I think I like! Well… oh, yeah, and in case you were all wondering, “I’m in.” First LD! Didn’t partcipate last time because of when it fell in relation to other things. But this time, I am hoping to get something done!

Anyway, here it goes:

A young twelve-year-old boy who is a master of micro technology for his age but really short gets fed up with being picked on for his size, so he goes home and invents an armlet that amplifies strength based on size. The idea is that the smaller you are, the less your strength is dispersed, and you can become stronger the smaller you are. But when he uses it, it ends up shrinking him to an even smaller size! Now he has to get to the main control in his lab to turn it off, but now his inventions are identifying him as a security threat and he must get past them to get back to normal. However, the armlet does work, and now that he is INCREDIBLY small, he is INCREDIBLY strong. Can he get back to normal?

Hopefully it will turn out. I have a basic idea of what I am doing, but I have to be choosy about what game mechanics I try to implement.

I’m fairly surprised by the amount of progress I made in what’s probably a total of four hours of work maximum. Mind you, it doesn’t mean the game is going to be GOOD. :-)

The gameplay might not be visually obvious yet, but the tiny world theme is!

Mickey

https://twitter.com/#!/14legs

Survival of the Funnest

I’m planning to give away three paracord survival bracelets in Ludum Dare colors to the creators of the games I think are the best. Since the winners of the competition will already be receiving a ton of attention, I’m ruling them out of this giveaway.

Here’s a video of a similar design of the bracelet.

To be considered, send a link to your game through that youtube channel. I’ll play all the games sent (vote on them for LD) and decide three winners.

I can’t ship outside of the USA, but if you have a friend willing to pass it along, that can be arranged.

What to do next…

started a few hours ago,making a sort of tamagochi god sim thing,done creature grabing and movement not sure what to do next.

Yay for physics!

I have a lovely solar system sand box, with real gravity, heating from other bodies and other nerdy things (including a double sun orbit).

Now to foster life!

Lots of enemies

Added switchable weapons floating around the player, it’s still not that pretty to look at though.
“Tiny World” got me thinking of giant bugs, and fish, so that’s what you’ll have to fight in this game. :)

Circuit World

So I decided to move onto the first of my tiny worlds, each one being a minigame. The first world is… circuit world!

Circuit World is a maze based on a PCB. The idea is that you have to move an electron from the battery to the desired component, which will appear on screen.

This is quite a small maze, but for now I’ll leave it like this and move to another world. Ideally I’d like to get as much of the game logic in place and add fancy graphics in afterwards. As I’m running on UK time I’m already fairly disadvantaged and so the focus is on the worlds!

A Tiny Bit Tired

Had a mechanical overhaul courtesy of Mike Prescott (also reminded me that we are hitting the Jam probably, with the Compo’s deadline – I want the pressure, but I can’t compose music and Mike is helping with a lot of the mechanical design). The game is now a lot uglier, and I’m beginning to hate it a bit, which might indicate it’s time for a break.

The combat is now dice-based, which allows us to work in party-based mechanics whereby the player can reroll, adjust or swap dice according to the abilities their party members give. To make this feel strategic rather than random, encounters are fixed on the world map and visible to the player throughout. Most encounters don’t offer much reward, and are roughly even-matched. However, story-based events and the black-tile dungeons offer bigger rewards, with harder encounters inside them.

It seems achievable, implementation-wise, but it looks like a dog’s breakfast right now. I’m hoping that if the mechanics are in place today, the polish can come tomorrow. In practice though, I think we all know how this is going to end!

Tags: tiny bit tired, tiny epic, tiny world

Planets

I now have four planets done! I’m not sure how many more I’ll do, but I’m thinking six or so.

Change of direction

So I threw out my first idea, couldnt figure a fun mechanic.

So now I am doing a  sort of “card game”. Only I am not sure if I will be able to make any cards that look good. So far I have been working on the underlying mechanic (and spending way too much time on using programming patterns above what is required).

So here are a screenshot of the current title and game screen.

#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 */ Tiny World game screen Tiny World title screen

Tiny update

Now this is gameplay :D

We got movement, some functionality such as grabbing objects for cover, and eating stuff to recover health.

Edit 1: And also some litte physics to float on water

5

This entry was posted on Saturday, April 21st, 2012 at 2:43 pm 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.

trees

I’m generating trees now.

No idea why though.

hmm 😉

 

btw. I’m streaming at http://www.twitch.tv/pragmascript

Comments

21. Apr 2012 · 15:01 UTC
Actually, I love this about Ludum Dare. No matter what comes out as a final product, it gets people doing cool things.

Progression

Well, I am nearly finished with the engine – but for now, I wanted to work with some graphics to see how terrible my graphics creation skills are. It didn’t turn out half bad…

hELLO

I’m going to participate in LUDUM DARE 23

good luck

 

Got some basic platforming going to a point where its playable, will be nicer with some shooting in it.

 

The Second Genesis…

So, Steve and I have the main game engine completed now (I’m pretty sure) and it looks beautiful. Nations spawn out of the nothing and begin to flourish or fail by random happenstance. The user can cause terrible events such as meteorites, tornadoes, Lightning Storms,  Earthquakes, The Plague and even the great Flood (of Noah’s Ark) to wipe away the sins of man and start anew. You are God, this is your Tiny World. Do with it what you like but keep in mind, you are not omnipotent and can only influence them indirectly.

For a plot-line, we decided to give you a 30min timer in which you must race to get off planet with as much population as possible. This forms the basics of the scoring system, where the escaping population detirmines your score, and therefore the outcome of your race’s existence in the Universe.

We had very few problems this time around, I have been extremely happy with the quality of work my partner is putting out and though we may have just slept for 3 hours and spent a total of 5 hours away from the keyboard, I believe we are far ahead of schedule both mechanically and developmentally.

Screen Shot:

Getting shit done, son... Still need some work on physics defying low pressure systems. That get off planet faster than contemporary rockets. >__>

Programming – Http://www.twitch.tv/Steveubach
Twitter              – TheYayahkeekoot

– TeamEpsilon

This is what happens when the artist cancels

So far this is pretty much what is up.

Looks pretty hopeless, but I am actually fairly confident of what I’m doing and that it is going to progress quite nicely over the next night.

Sleep Time

So I’ve been sitting here for 16 hours trying to work though this game. Admittedly I haven’t accomplished much in the last 4 hours as my brain turned to mush, so I am going to go get a few hours sleep.

I do have a recent build up for play-testing though, only Quick Play is currently working:

http://buddat.net/ld23/

Tags: progress

First screenshot of my game

The game is based on the Little Prince’s idea of a planet that is so small that only one person lives in it. In this game the player needs to take care of his planet by watering the roses (red dots) and prunning the trees (green dots) so that the planet stays healthy.

They come from the dark side

Meet the first enemy, his codename is Zombus!

Almost 12 hours in, progress is very slow… As in all previous LD’s. Y me no learn?

Morgawr – Point’n’click – Update #3

Previous entry: http://www.ludumdare.com/compo/2012/04/21/morgawr-point-n-click-update-2/

And here I am… I was able to implement all the features I needed in my engine, I’m quite happy about it. Obviously the code is a mess and it’s a huge clusterfuck, however it works and I can’t really nitpick about code design and practices. It will have to do.

I spent the last hour fixing minor bugs and glitches (I know I should be working on CONTENT instead of polishing the code, but I’m a programmer at heart, it just bothers me that my code doesn’t run like I want it to). So far I ironed out all the bugs except one, a very annoying bug that prevents the inventory/dialogue windows to popup for whatever arcane and mystical reason. It happens at the beginning of the game, sometimes… I will have to fix it before release, but so far it can stay.

I successfully implemented the item combination and chaining of events using Lua structures, it’s really amazing. I hadn’t even finished half of the engine code and yet the Lua engine behind it was able to move me forward one room (which promptly crashed cause the room didn’t exist yet). This is exactly what I wanted to achieve, so far I shouldn’t be worry about the code itself any longer (except for polishing and bugs) and I can focus on content creation.

I was also able to record two songs in the soundtrack.. the intro song and the ambient song (during the game). They aren’t amazing because this old ass computer (from 2003) has a very bad integrated audio card and 2GB of RAM doesn’t cut it anymore. However they are something. You can be the judge!

Intro song: http://dl.dropbox.com/u/24348553/LD/Intro.mp3

Ambient song: http://dl.dropbox.com/u/24348553/LD/Inside.mp3

Screenshot: http://i.imgur.com/qZVah.png (not much has changed, there are just two keys, which you combine to open the door, and there’s an introductory dialog message)

Cheers!

Was busy making our TDS Stealth/Puzzle/Edu Game ;)

Well I started programming since 8am, and I’ve been recording the screenshot for timelapse video for quite a long time 😉 I stucked for a long time in programming AI coz i suck :( But oh well, everything’s fine… The AI can now traverse from different kind of map and they have the intelligent of getting to your position when spotted XD So, here’s the screenshot of the current version…

Oh yeah, the game is called “Talons of Fire”, story will not be revealed by now… me and my friends/crews has been working hard on this one for a long time since 8am 😀

progress report

I can have up to 4 enemies now. Now on to positioning and moving…

No need to post a screenshot now because it’s not very impressive, but after the moveing is done I’ll show you some animation with all 4 of them in play!

Tags: 2600, atari, enemy, progress, stella, vcs

Siesta Dare – 1pm EST

Sleeping? no time for that, I’m gibbing pygmies!

Make some gravy out of these.

Next up is the actual spear throwing or slingshot action, I haven’t decided yet.

A wild Puzzle Mode appears!

> SOLVE
   ITEM
   RUN


In Puzzle Mode, the player has a limited amount of atoms to clear up the already existing ones on the grid. You win by clearing all of the atoms in both the queue and the grid.
It will also record local time records. The Endless Mode will have Online Highscores!

Now Listening To: Lineart – wowaka [Unhappy Refrain]

Progress

Some progress ^^

We had an idea pretty fast, and started with the concept of characters. I begun coding everything. What you see here is the 3 controllable characters, and one of them can carry boxes around, and stack them.

The other guys are making the art and the music, and it’s all looking pretty good

Tags: 7Soul, deadpixel

Coffee Jet Pilot #2

I’m starting to get an idea of what I gonna do.

😀

Little World Gone Wrong – Update 2

Here is my previous progress. A little more is added up such as a full level, a menu (sort of) and some pop-ups. There are four exits in this level, each of them on the corners of the screen. Next up is utilities for the player, after that it’s graphics, sound and I’m finalizing with more levels, game balance and bug fixes.

Right now I’ve had some dinner and I’m going to take a walk outside to get some fresh air.

Another screenshot

I do not know what I’m doing.

And thus they draw you in…

I just implemented black holes in the game by generalizing the BigPlanetController code I wrote to work for all objects with gravity wells that affect the player (in fact, I’m pretty sure that I could make repulsor objects using the same script… food for thought). This is the first time that I actually managed to get 360 degree rotation to look smooth – in Blender, it is apparently possible to change the extrapolation mode for IPO curves.

 

 

The player now also has a limiting maximum charge rate – eventually, I want to make the player explode if the volcano is charged too much, but I’ll leave that for later.

 

As always, you can try out the latest build here: http://jceipek.github.com/LudumDare23/

 

Next step:

Get the camera to track the player.

 

Screencast is still not back up; sorry everyone. However, you can still watch my Livestream here: http://www.twitch.tv/jceipek

After 8 hours of development

I have a solid base for my game. Now it’s on to graphics and gameplay… which I still have no idea about. I’m thinking an RPG. Possibly. Don’t really know.

This is what I have right now. :)

Any advice on collisions in AS3?

Hi,

I am not sure how I am going to go about collisions and physics this time around?

Right now, there are a few art assets I created and I would like to detect collisions by the pixel. (not by a rectangle)
Is there any quick to use API or library that does that for you?

Also, there are going to be physical collisions, ie meteor with meteor and meteor with paddle..
Any advice on a simple to use physics engine that could handle these?

So any help with detecting collisions and or implementing physics, would be brilliant!

Thanks in advance.
I am gonna catch some Z’s

I always get nervous in these competitions :) But I actually want to finish a complete game this time.

Comments

elbowroom
21. Apr 2012 · 15:31 UTC
ok duh, think I’m gonna use box2d flash, and to think I used to right physics code. 😮
elbowroom
22. Apr 2012 · 08:04 UTC
Thanks for the advice :) I am using b2d and it is amazing.

Update coming soon.

Game Concept: Beautini

I want to make a (massively?) multiplayer farming sim. Certain tiles will grow certain types of plants. The color of these plants, when viewed from a distance, will form an image. The players will have a set number of turns to collaboratively grow their plants until spring arrives and all the plants bloom/mature. When spring arrives the game ends and the result is captured and saved as an image attached to their profile. All players can then vote on the most beautiful results.

Let’s see how much of this I can get done! :-)

need food again…also, update

Time for dinner. Whew, time flies fast

up to now, graphics look good, and I got a dummy sprite jumping

mmmmmmhhhhh, Nürnberger Rostbratwürstchen (mini bratwurst)

 

 

 

The simplest thing that could possible work

Is exactly what I’m aiming for with Bottle.

I’ll be writing everything in JavaScript, using DOM rendering and CSS for styling, rather than canvas — this should reduce a little of complexity and stuff, since I don’t have to handle almost nothing myself in the drawing pipeline. Of course, I’ll be using Emacs with js3-mode for writing everything. I’ll also record a timelapse so you can see how much I procrastinate while coding stuff :3

Anyways, Bottle’s design is pretty simple. You have several artefacts which represent worlds. These artefacts can be placed upon a top-down tiled map to materialise, and later on, and after that, they can be used to create attack units — each world grants the ability to create and handle a single unit. The placement of artefacts upon the map affect the properties of the world, and therefore the powers a unit may carry. Units are them used to colonise other worlds for your control. Colonised worlds are made into new artefacts that you can use to improve your powers. Colonise every-little-thing to win.

Oh, yeah, this will be a Turn Based Strategy game :3

The overall design of Bottle.

End Day 1

Hey,

so day one pretty much was a disaster. I went through three or four different concepts.
In my final concept which I’ll try to realize, I want to show different tiny worlds that revolve around different characters. The thought process / research end point for me was that the ‘world’ is perceived through it’s boundaries. Toying with this idea, I’ m now trying to show the boundaries and thus the characterization of each tiny world.
(or something like that)

It’s been a long day, here’s what I got so far. It’s running but there’s still win/lose logic as well as timers/health missing.

TEENIE TRADER … zzzzz … #fail

Man, I managed to bore myself to death with this game.

Soooo .. I’m going to scrap that game and do something simple and silly instead :)

-Phil

Some progress and first scene finished…

Once again I’ve found out how much I suck when I try to draw something on the tablet, so I’ll stick with the “art” I’m using always (should have stayed at sketching with pencil and scanning it in computer… it’s faster and looks much better).

Anyway, first scene is finished, now seven more and code it all together….
(And hope I won’t get kicked up for “adult” take on both LD and the theme…

Comments

AlwaysGeeky
21. Apr 2012 · 15:28 UTC
This screenshot(picture) makes me lol! Great stuff, haha
Elusive
21. Apr 2012 · 15:36 UTC
The first thing that came to my mind was Leasure Suit Larry 7 😀
Shigor
21. Apr 2012 · 15:47 UTC
Ellusive: correct :)

Beautini: Tech Stuff

Probably going to do this in node using share. Might be like a larger version of the game demo on their site: Hex. I think this means it’s a browser based game. lollerskates.

Not sure if their should be an avatar (like in harvest moon) or not.

Tiny World progress

#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 */ concept001 proto tinyguy

 

Some progress…I just did a little concept yesterday, but seeing so many game with Planets, I decided to go for something else…

I kinda like my tiny guy design ^^

When planets and worlds collide

Need to come up with some cool ideas for planets, worlds and asteroids colliding… shouldn’t be too hard, since that is already AWESOME… 😛

 

 

 

 

 

 

 

 

 

 

 

My game is about a lemming that has to run somewhere very fast in order to save the lemming princess before something bad happens to her or something. Seen the movie apocalypto? Lots of running right?

It’s a beat the clock game basically. There’ll also be lots of enemy lemmings that will try to slow your progress.

That’s pretty much all I have for a plot. My theme tie-in is that lemmings are tiny and I have made a tiny world for them to run through. I’ve obviously taken inspiration from the old-school lemmings game for my tiny characters.

Now I just have to tidy it up and make it into a game. Stupidly, I am learning a new framework (Angel 2D) on the fly as I create this. Luckily it’s well documented, but there are a few features that I really wish it had and the abstraction makes it hard to get at some of the stuff I need.

There’s still a few game play features I’m not sure how to handle in this framework, I may run out of time figuring them out, but I’ll just be happy to submit something.

Completion Status

Gameplay: 50%

Artwork: 65%

Audio: 5%

Fun: 25%

 

More progress

You can watch my stream here or here

Also: Holy mother, I have another screenshot for you!

OMG! Screenshot-ness!

Progress Thus Far

A quick screenshot of what we’ve done so far. Still working on player sprites…

Work in progress

Here we go, after some hours, I passed my first milestone : building an house by building some walls.
Building construction

Now I must implement the guy that will live in this house. I hope that it will not be too hard to do.

Day one done (10 hours)

Playable at www.superfluidgames.com — all comments warmly received!

So much to do, so little time, still I’m pretty pleased for 10 hours work….

Just head north and dive to avoid those bullets!

Out for dinner so evening of real life awaits. Can’t wait to play others games when I get in tonight, some of the screens people are posting look superb!

Progress on Simini

Simini is coming along really, really well! I’ve been working on it for another 2.5 hours, and in that amount of time I have managed to make the following changes:

  1. The game is now completely mouse based. Use left click to select a resource, or a structure from the UI. When you select a structure, the hand cursor changes to that structure so you can place it neatly. Right click is used for scrolling around the world. It’s still a little sensitive due to the very small size of the screen, but I managed to make it not-too-bad by adjusting how it scrolls and turning down the framerate.
  2. Tweaked the numbers in the UI to be much more readable.
  3. Resources have been limited to 50 apiece. This was due to a bug that would cause structures to be unbuildable once your resources surpassed 60. To make it fair, though, any gatherers you have on resources will continue to hang out on that resource until you have less than 50 of it, at which point they’ll continue gathering until the resource has been expended.
  4. Fullscreen is now allowed for a less frustrating experience. Currently Alt-Enter but I’ll put in a Maximize button after lunch.

Other changes coming up will be limiting the resources you can gather to the number of Houses you have, and only to within a certain range of houses. However, roads will extend this range, so it’ll be interesting to see what kind of dynamic gets created from that.

Comments

tunnel
21. Apr 2012 · 15:38 UTC
this looks similar to my game idea. but oh well 😀

Level Editors

I personally believe that a game with sparse content can be utterly redeemed with a quality level editor. What does everyone else think?

On another note don’t you hate it when the glitch bugging you is in something that if you don’t fix it first you can’t continue? I know I do. :(

Back up, things are starting to shape up. :D

Got up about an hour ago, dunno why I slept so long but whatever. I’ve got 23½ hours left if I sleep 8 more hours before 8PM Sunday.

Bring it on. 😉

Anyway, I’ve already made a bit of progress. I’m motivated!

Editor V.2


After the damage of one of my blue friends, the leveleditor is finally restored 😀

Now it’s time to work on the game mechanics…

Lunchtime Update

Collision bug wasted a good 1 hour of my time this morning… but did get collision finally working, and added a few basic particle effects.  All the basics are there now.  Just gots to start working on variety.. and the “twist” : )

Lilac.27 Update #2

Lilac.27 is born.

It has been given a name and a style path.

It has a character with 8-directional movement.

She shoots arrows that follow trajectories around the little planets.

She can hop from planet to planet.

This universe has a starry depth to it and features some nice simple effects like moving pixel water.

End of the first 16 hours.

Arrow 

Trajectories

 

Day 1 Morning Progress

My progress so far on Day 1. I changed out the graphics, got rid of the strange lama Elvis creature. and added backgrounds. You can also complete the level by collecting all of the pickups, or by falling off the screen.

Remaining:

Name It

Main Menu

Online scoreboard

Sound

Music

AND

See about the difficulty

 

I’m leaving soon for lunch, and won’t be back for about three hours. Tonight I should be able to get the bulk of the remaining tasks finished. Music will probably get push into tomorrow.

Tiny Island in a Tiny World

This is my first Ludum Dare, and I’m really happy with my progress considering I’m still a beginner :) Sprite loading and movement all works fine. Ill probably do some more basic stuff today so I can focus on level design tomorrow.

Tiny World, magic world.

It’s me and Mattia 14h of work later. We have to do a lot of work but I hope we can finish before the end of the 72h. I think the idea of the game is cool, I hope to finish the code in time!

 

A little preview of the main character:

Comments

steamgirl
21. Apr 2012 · 16:02 UTC
Wow, very nice! What tools are you using to put her together?

Game playable!

So, It was a bit long. But I took the time to polish it a bit, and I’m pretty proud of the result. Of course it’s not finish, there’s still much work, and I have many ideas for the game (named “Down”, by the way). But this prototype is cool, pretty fun, and I hop you will enjoy playing it as much as I enjoyed making it!

Down

The last version of my game is now playable on my website!

 

Follow the link, and have fun:

http://thomasderego.alwaysdata.net/Jeux/LudumDare/Jeu%20Ludum%20Dare.html

 

Miniature Worlds – Crafting Assets

Back to the drawing board… this time to create some materials and craftable items for the game. Hope this works out, since my little biome simulator isn’t terribly “fun” at the moment, tho I think is very pretty to watch.

Comments

steamgirl
21. Apr 2012 · 16:01 UTC
Oooh! Looks quite funky!

Remember

I added the KEY action in my game: remember. It is used to gather clues about past informations and to… well, I can’t talk about this special thing yet cause it would spoil the game!

16

This entry was posted on Saturday, April 21st, 2012 at 3:49 pm 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.

“The Tourist” (Working Title) Morning 1

The progress of my game up to this point:

Essentially, I’ve ended up with a super-boring top-down 2-D Minecraft clone.

The good news is that this “user-controlled map creation” (i.e. the player gets to define the boundaries of the game world) was what I anticipated being the hardest technical challenge. So nothing but smooth sailing from here on out, right? :)

I found a Gimmick! “Le Petit”

I worked for a few more hours when I woke up.  I got a lot done, way more then I expected, like ways to die, more art, and  even a cool gimmick.  This screenshot shows part of the level, with spikes and a metallic background.

To do:

  • add sounds
  • add music
  • sleep

 

End of day one.

A small peek at our progress so far. The tiny people can run but not hide! Although we are competing in the Jam we hope to wrap up the game tomorrow.

Yeeeaaah! Gameplay made!!!

I’m very happy because I made game gameplay! It isn’t everything I planned, but you can:

  1. Move
  2. Collect resources
  3. Build and destroy
  4. Mine
  5. Craft tools
  6. Eat
  7. Sleep
  8. drumroll… Level up, gain skill points and spend them!

And I made up a name! It’s “Shipwrecked”! You even have a ship in “Medium” difficulty (Yes, I made difficulties, too)

I still have a lot of thing left to do!

Actually I’m surprised by how fast I’m going.

Vermon – starting now

Hi!

Vermon here, from AdugeStudio – Curitiba Brazil.

Yesterday I was only crafting some ideas so I started about 1 hour ago.

Unfortunately I won’t have much time to work in this project this weekend (I thinking about top 15 hours). So maybe I won’t even finish the game =(

But I’ll be participating here!

 

So far I’m using  Unity3D, to prototype some of the ideas for the game…Some kind of arena battle (the arena is a tiny world ^^)

But… I still have no idea how the game will end up…

http://dl.dropbox.com/u/6692449/LUDUMDARE/Pablo/WebPlayer/WebPlayer.html

I’ll still have to figure out how to make it multiplayer =S

And there’s other ideas I wish to test before, There’s still a chance I go back to Construc2 for a 2D platformer or something.  But I’m still figuring it out.

 

LD23 – Check-In #2

Greetings,

Well, I overslept this morning. I was up a bit late working on drawing some assets. I’m planning to finish those up and then get them into the game and moving around and then I’ll start working on the interaction with the player. Since my idea is pretty simple I shouldn’t be too hard pressed to finish. The basic gameplay is pretty simple and I’m not anticipating too many problems to implement it, but if my past experience has anything to say it says, “Always expect the worst to happen.” So I’m going to be working diligently so if I run into any issues I’ll have plenty of time to sort them out.

Like I said, I’m still finishing up the assets, but I’ll at least show you the title screen. No buttons on it though…just the title and background. Goes to show LD is no walk in the park. I’m glad I kept my idea small and simple. Hopefully I’ll have time to add plenty of polish at the end.

I love what I’m seeing come from everyone else! Keep up the good work everyone! Those games aren’t going to write themselves! Oh by the way, does anyone know how many entries we have this year? Are we on our way to hitting that 1000 game mark? I hope so!

 

Cheers,

 

Jack

 

the awesome title screen :)

Tiles!

(click for not ugly again)

 

I’ve gotten entities mostly working, so it’s time to take a break and work on something also important — the tiles. This is one of the first times I’m happy with a tileset I made, and I’m getting advice in #ludumdare to make it even better now.

I have dirt paths, stone paths, grass, trees, tall grass, and water. More is coming, so I can construct caves, buildings, and maybe even cliffs.

Comments

Datw
21. Apr 2012 · 15:57 UTC
wow that looks really cool :).

Day one over

That’s it for today.  I have other commitments until tomorrow morning.  Things are going pretty well, if a little slowly.  You can see from the screenshots the idea is to build a “Tiny world” by collecting space rocks and throwing them together (you have to start with the red one in the middle).  I’m not sure if I’ll get everything done that I want to tomorrow so I may have to scale back my ambitions a bit.

 

Source: https://github.com/tom-martin/LudumDare23

Demo: http://heychinaski.com/ld23/game.html

Dropping out…

Was fun and the theme is actually quiet inspiring but I have to drop out. After 10 hours of coding I did not make the progress I anticipated. And as I only wanted to spend one day, I already now know that I cannot pull this off until the day is over. Have to get back to my MITx course.

For whoever reads it: I wish you a successful second day of the LD and may the reward be a great game!

Comments

JackKnife
21. Apr 2012 · 16:02 UTC
Sorry to hear that you have to drop out! Thanks for participating though! There’s always LD 24 😉

Sharpen your Spears! – 2pm EST

I’ve gotten spear throwing into the game in its most basic form.  You can click to throw spears and they hit meteors out of the sky, saving your pygmy brethren.

Dem speahs, mon!

spears also have gibs, how stylish.

Some more progress

Here’s a planet that looks familiar. It’s just that it’s tiny. The gray blocks are supposed to be ships. And no, they are not supposed to drive on dry land.

Try it out yourself!

Tags: screenshot

Progress #2 (with flash link :3)

Hello,

Things have been going pretty smooth ^^. I think my main mechanism of shrinking into smaller worlds works now. If you’re interested try it out:

Here!

Arrow keys to move. ‘A’ to shrink/unshrink.

(You can shrink down one level per room)

Everything works pretty fine until you reach about the 20th level. My guess is that you run out of float or double or long spaces (whatever as3 uses as ‘Number’ <- blegh!) causing stuff to go wrong. But I’ll figure out a way to solve that ^^.

Now it’s time to get myself some din dins :3

Cheers,

Maxim

What can i do will a tiny planet and somes rules ?

Hi there! There is  a litte view of my little project ( no named yet)  :

The Concept is simple :

You rotate the planet, you use Keys to create Building or Tree or another things ( if I’ve got time). When you have “completed” your planet, you will click on a button and see how your tiny world will evolve! Depending on that, you will gain more points or less.

There are still a lot of works to do on it ( on the scoring rules for example)  but I pretty confident that I will achieve my aim : Have a playable prototype !

See you and Good Luck!

Comments

21. Apr 2012 · 16:12 UTC
Glad to see you are doing this, I was going to make this exactly but i’m glad i didn’t. you pulled it off better (or it appears that way). good luck!
21. Apr 2012 · 18:54 UTC
Thank for the comment. I will try to realize your impression and make this project a cool one. It’s everyone wish! ^^

Good luck !