LD23 April 20–23, 2012

After one night of development

We’re doing the game jam because I’m not an artist and my friend isn’t a programmer.

The story: Your creator (you’re a robot), a mad partying scientist, got a sugar crash on 4/20 day. Every year, as a result of his sugary crash, something goes wrong. Last year, he shrunk the sun and had to build a giant grow ray to reverse the effects. The experienced elders of the town became wise of this and attached rocket thrusters to every day objects such as refrigerators and dumpsters to escape whatever the scientist would screw up. Unfortunately, they didn’t escape and shrunk along with their rocket propelled life rafts. Your mission is to get to the moon (by growing and jumping on the shrunken rocket propelled life rafts) and activate the giant grow ray there to destroy the expanding shrink force to save the universe.

Core gameplay is done: you can move and jump around and grow things.

A few screenshots of our game so far:

Before grow ray:

After grow ray:

DUST

kato9 // blackdust

Hoo boy.

So far I have basic movement working (jetpack anyone?) and collision detection with the walls/floor. I also have music! And graphics! But I don’t really have a game!

But I’m done for the night – tomorrow will be all about adding content. Oh and maybe making a sprite for the player character.

One Room War

First time playing in Ludum Dare!

Here is a basic thing about the game:

“Ever since the end of the universe, the only remaining space of valid matter is a small, gray box. You and another entity are sharing the space, and have been for over 2,539,254,128 years. But now tension is rising, and finally you both fight over the whole space. You win this battle, but the divine entity that ended the universe is not pleased, and resurrects him. Now it’s you against an infinity spawning number of enemies. Will you survive?”

…Or something like that. There is no real story, but if I had to make one, like, if I had a gun to my head, this is what I would come up with.

I wish I could of came up with something better, but I was running out of time and I needed to start working. It will be fun, hopefully, but not very creative…

Randomly Generated Aliens

Randomly generated aliens. What the HELL was I thinking?! Well I got it working eventually, anyway. It picks random bits of image to stich together along with randomly coloured middle segments to help give more unique designs and aid memorability.

Just got the game to do, now!

Tags: aliens, randomly generated, screenshot

And then I was all alone…

I got the camera to follow the player. It was much simpler than I thought – in the game I’m developing outside of Ludum Dare, I used Unity’s example camera follow script, and it has a lot of superfluous features.

 

Anyway, here are some new screenshots, and as always, you can try out the newest build at http://jceipek.github.com/LudumDare23

I’m floating away!

Now I’m all alone…

 

The screencast will be back up soon, and you can still see the livestream at http://www.twitch.tv/jceipek

Work in progress!

Well, the title is reallygood for this game!

Adding lots of signs with different gameplay!

Soon a bit more of atmosphere, the world of the signs is not in open space after all. :)

8 hours report

Ok after 8 hours of almost straight work I’m still alive, guess this is good news :) Progress went fast at the beginning but now of course it starts to slow down. However I feel if I keep this pace I might actually finish this game.

screenshot after 8h

Title [check]
Main character [check]
Engine running [check]
Gameplay tested [check]
Beer [do not even think about it]
Coffee [better idea]

There will be bug

Hmm both sides have same chances/randomness but the grey/nazis are loosing…

 

 

 

 

 

 

Off for today. Time for some birthday party… bummers!

First screenshot of Aegaeon

I have just started making the first level (I know it sounds stupid but I have spent most of the first day brainstorming and making a main menu). You are in a space ship travelling to Aegaeon and whilst avoiding asteroids.

update #3 tiny hungry planet

Heres a playable version!

I’ve added some little effects and a scoring system. Levelling (i know i’ve said that every post but it needs to be done!) and more effects up next. Music at some point too…

 

 

 

Comments

Datw
21. Apr 2012 · 16:36 UTC
pretty cool

What I’ve done so far

Here is a screenshot of my progress so far. It’s a micro world.

(Untitled)

Slowly advancing…
standing in a city

Heres a build:
BUILD DOWNLOAD!
Arrow keys move, C picks up things and throws em, V attacks with the object or eats it if its comestible. Sometimes you will spawn inside of a building, just move around until it collapses. Im setting up a proper city generation now, then ill get into creating real content for it all. it doesnt look much, but I think the results’ gonna be pretty cool!

BREFIS

Had some yummy breakfast courtesy of my awesome wife. I forgot to photo it before, but here it is afterwards. It was 2 eggs over easy with peppercorn and sea salt, sliced avocado, and poppyseed bread toast.

Yum!

update on my progress

I’ve made some decent head way on my game. I’m about to finish the cut scene that tells the story and how I connected my game to the theme. Then I just need to add in asteroids and suns and maybe other gpm’s to fight. The I’m pretty close to being done. Just spiffying things up and making awesome sound effects and music. Here is my wanna be billboard screen shot

 

by the way the poster says “who you calling tiny?”, “geo praderia maximus”

I’ll release a codex for this font soon.. not that it will help much 😛

MyLittleWorld

Something is shaping!

I’m making a rotative platform in Silverlight 5 with 3D acceleration.

My little Rodent Of Unusual Size is hunting for kittens in a very tiny world

Rodent Of Unusual Size

And follow the ROUS saga 

 

Tags: ROUS

Release is coming!

Everything works perfectly, without bugs… yet. Simple level design and soundtrack will be made tomorrow. Already have a great experience after first day of competition)

I welcome death

So after I finally have eaten and looked through the flow of awesome screenshots here, I started working on spikes/thumtracks…

The white behind the player is the collisionbox, the "player" with the smaller collisionbox is really a spike with temporary graphics

Quick 3 minute microwave noodles (wasn't tasty at all, do not recommend!)

Spring rolls

Tags: foodphoto, progress, screenshot

Dont Push The Button

Hey,

Working on a game using FlashPunk called Dont Push the Button :) its all about zooming 😉 finished the zoom mechanics by now :)

here is first screenshot of the game :)

The first test build!

Ok, I’ll admit I wasn’t a great fan of the theme but with a little garden inspiration, I’m off!

Not much to see really, but I have a cube flapping and gliding around.

The plan being that you control a butterfly being filmed by a troubled wildlife photographer. The interaction between the butterfly, the world and the photographer should make for an interesting experience!

https://sites.google.com/site/originalbiggames/work/tiny-world-build-0-1

(It’s really NOT worth a screenshot) Values need a shedload of tweaking to make it feel more like a butterfly!

Progress?

Your health is represented by how much green you have. I died less then a second after capturing this pic.

Game is going well

Lots of progress in the past 2 hours!

 

screenshot

Because Circle-Circle Collisions Are Easy

Well, I’ve made a bit of progress on my engine. Supposedly, it should be able to handle as many planets in a cluster as I need (or a lot more than I need – I only intend to have around 10 before they all explode), and you can move around, and the camera follows you smoothly. I’ve disobeyed all of Newton’s laws already, but that’s okay because it’s easier, and the 3rd law would really screw up gameplay.

I’m actually really close to a working prototype, since the game logic is really simple if I’m willing to assume that everything’s basically a circle (See? I learned from last year! No more complex physics crap bogging me down!). Admittedly, in terms of screenshots, there’s not a lot to show. It just looks like 3 white circles…

This Ludum Dare is going so weirdly for me – I actually feel like I’m doing things right this time around. The game will be publishable to the web, I don’t need to create any levels or write any code to generate them, and the game will be nice and fast paced. The one thing that’s a little bothersome is that people have done basically my concept before (except not in space… I guess the change in gravity is original) and it’s questionably related to the theme.

My progress so far

So I started my first Ludum Dare with a clear type of game I wanted to make… only to find the chosen theme does not fit well with it!

I spent aprox. 2 hours trying to come up with an idea, had a drive out to think, and came up with nothing. In the end I decided to code *something*  and hopefully build it into an idea.
So my first initial creation was … well… a Tiny World!

Currently in 9 1/2 hours into the competition and this is the state of it

 

This is my timelapse so far!

Youtube  timelapse

 

3/4 of day one done

Lets see how much work in two people we got done.

Pyglet + Rabbyt game:

Gtk editor (rendering only):

All sprites/tiles are, of course, only temporary.

A Tenthling Adventurer

An early version of our Tenthling Adventurer.

Comments

21. Apr 2012 · 16:45 UTC
Why is the poor guy so blury ?

IT’S ALIVE! IIIT’S ALIIIIIIVE!

So I’m almost through my first day, and in that time I’ve managed to port an existing code sample into my program and change the names a bit. TRULY I AM A REVOLUTIONARY PROGRAMMER.

In all seriousness, the code I imported was a screen/menu system which greatly simplifies my work from here on out – now I just need to focus on handling gameplay code instead of fussing over the skeleton of my program. Also, my game now has a name!

Chugging along

I decided on a (sort of cheesy) name, and I’ve got up a title screen, and a fancy new background.  I hope I can get somewhere near a finished status before the dare ends.

The Children of DiscoDroid

My contribution is called “The Children of DiscoDroid” and takes place on a dance robot drifting through space. A miracle has happened and life has been created on the robot’s body (yes, it is inspired by a Futurama episode).

Every creature is sensitive to music and can be controlled that way.

You can actually test the current version (and all future current versions) here:
My LD48 Entry on Wonderfl (where I compile all code so it might not work if you try it later)

At the time of writing, you can just walk around but that will change soon. You will later be equipped with a stereo that you can play music with that. When you do that, it makes the bad guys dance and follow your moves. In that way you can defeat other bad guys or lure them into holes or other nasty places.

“Playable” build

I’m using playable in the loosest possible sense, as there’s currently almost nothing to do… but what the hell.

I’m still working out what the actual gameplay is going to be, but I’m thinking maybe a kind of cross between Grow and an old edutainment game, the name of which escapes me right now (Battle for the planet or something like that??)

http://bit.ly/I0quvK

Be sure to turn on the factory! Feedback appreciated!!

Ludum Dare Jam (Tiny Castles)

Status update.

It’s 01:42 in Sweden and we are tired (drunk?).

Some links to our feeds and some screenies. below.
We are trying to complete the game tomorrow despite the 72 hour limit, due to logistics and random reasons.

http://www.twitch.tv/BITSLAP

http://www.twitch.tv/THOMASSENNSJO

#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 */ SCREEN0 SCREEN1 titlescreen

Cheers

Changing directions

Having no internet access for 3 hours prior to the jam beginning sabotaged my Unity tutorial cramming efforts. Doing a flixel game now, which I should have just done to begin with.

Doing something microscopic/subcellular, the actual theme is still a bit hazy.  Right now its an arena shooter with boxes.

Will post screenshots in a bit.

Making progress…

I’ve been making quite a bit of progress since waking up an hour ago. The more I work on it, the more this game feels way too ambitious for the scope of Ludum Dare, but I’m not entirely sure how to simplify it any more than I already have, short of taking out entire segments of gameplay, removing any of which defeat the originality that was there to begin with, however large or small an amount of  originality that may be.

Not the best looking game, but hopefully the gameplay can make up for it. I don’t have time to make the graphics any better.

Unfortunately, you can’t see a whole lot of the progress, due to it mostly being behind the scenes. Even so, I can’t help but feel it’s still way out of reach for LD.

Here’s hoping I can finish this monster. :)

Tiny world…

I’m not super happy with the theme.. Took me hours to come up with anything.. Well anyway, I’ve got a pretty good start by now.

The turtle is pulling a tiny city behind him and it is the player’s job to protected the city from whatever might be coming after it.

The player can switch between the hot air balloon and the tower at the back of the wagon. Hopefully I can get some different weapons included.

My progress so far

My progress so far

Introducing my self and my progress so far

Basic game play is done,

I still not sure if I’ll submit to the Compo or Jam

 

Have you ever wonder that internet made the world so small

Continue Sharpening…? 3pm EST

A little less productive than my 2pm update, as I had to work out kinks with the spear system.  I’ve normalized their speed, fixed up their rotation a bit, and added a custom cursor that shows you the angle at which your spear will go when thrown!

It is your hand of vengeance.

Next up, title and game over screens, and then I’ll start working on the win/loss logic, and scoring.

Comments

21. Apr 2012 · 17:01 UTC
Looks fun!

Oh shit! 30 hours remain!!!

Slept in a bit. Just waking up and initializing my brain now.

Time for a long design session so I can hammer out the gameplay to implement.

Tags: foodphoto

Comments

MrBarnslig
21. Apr 2012 · 16:52 UTC
Having a great time!
MrBarnslig
21. Apr 2012 · 16:53 UTC
*more than 48 hours*
MrBarnslig
21. Apr 2012 · 17:00 UTC
Ack, computer clock problems. 😛

Coming along nicely, I think…

Here’s an initial shot:

I have most of the ideas I need (story-wise), and I haven’t hit any major ruts yet, so hopefully I can get this done today. I aimed pretty low, because I didn’t want to fail on my first Ludum Dare. Here‘s the Github if anyone wants to check out the code.

I might bump it up to 640×480 instead of 320×240 (pretty simple using ImageMagick), haven’t decided yet.

AHAHAHAHAHAH! EAT IT, LOGIC!

So, Logic; you think you’re all big and clever with “resistance” and “Air Friction”? Do ya’, huh? DO YA?! Well… I tell you I HAVE A DIVISION SYMBOL AND AN AS3 REFERENCE BOOK, HA-HAAAAA!

 

so… anyway, my last physics engine fell flat on it’s face; this is the first time I’ve made a full physics engine before and it suddenly uncovered small errors in my Vector handling methods, so I had to re-build from scratch. But now….. NOTHING CAN STOP ME!!! MUHAHAHAHAHAHA!

Screencast back up!

If you read my post from earlier today, you know that Dropbox blocked me from sharing files publicly via web links because I was getting too much traffic. Colin just helped me set up a new shell script to broadcast my screencast. You can now see it again at http://students.olin.edu/2012/czwiebel/webcam/ (It’s slightly broken right now while images are loading, but it should be fixed soon. If it asks you for a password, just click cancel).

 

Screencast!

Spoils of the Supermarket

Hey,

So, I just had a trip to the supermarket on my longboard. Sadly enough I hadn’t realized the world outside my house was dark, rainy, wet and disgusting (typically Dutch -_-). Result: my longboard is now dirty :(

Luckily some happy things occurred too. I am now in the possession of more food ^^. Here’s a picture of what I bought:

A loaf of bread, 2 bags of Casave Crisps, a Pizza and a little bucket of Fillet American ^^

Time to eat that pizza and then back to work!

Cheers,

Maxim

Maybe…

I’m already thinking about dropping out. I’m not really getting anywhere or having fun. I need to expand my coding ability’s before I try this again.

Comments

21. Apr 2012 · 17:09 UTC
You might consider entering the jam instead. More relaxed rules, more time, more fun perhaps?

just to say hi !

 hey everyone, its about already 18h we are coding here at ISART DIGITAL ( paris, france ) & this is my little game (WIP obviously) have fun :) :

The game !


 

At A Crossroads

Right now, I have two different ideas, and two different games that I have in my files. (One of them is a backup copy of the engine before I thought of my second idea.) They both involve a small screen, but one has a scrolling world and the other a static one. I can’t decide which I like better. I know that I’ll end up submitting something, though, because both concepts are very basic. I just have to pick one.

Hi! I’m having a good time here… The core game code and 3d models are almost done. Now I’m doing the 2D graphics… 2h late in my schedule…

Egad!

I had a swim meet this morning, and suddenly im down 18 hours!  gotta hurry!  Luckily I had a lot of time to think of a concept!

 

Livestream here: http://www.ustream.tv/channel/binarycoded

Moving forward

Propolis Start Screen

So,

We’re doing the jam – as a family, which is really interesting.

We spent a couple of hours going through different ideas for the theme of ‘Tiny Worlds’ – and the one that we thought would have the greatest latitude for us would be to be playing as a bee.

So, here’s what we have so far.

The title is Propolis.  Which I think is really cool.  Propolis is made out of the resin that the bees use to line the hive.

The kids worked on the images – and they came out really cool.

My wife is building the story and working on the levels.

I’ve finished writing the main code base (with lots and lots of help from the forums for Slick2d).

We stayed up pretty late last night (like 3 am) – woke up late today – got some nice pastries – and are ready to start fresh!

Scrolling Maps and Standing Around

Just got back from my brother’s place. Map scrolling now works (paralleling and clamping), so it’s time to get the character Derek made in in.

Looking good.

Admittedly, I cheated to make this shot. I only have the art loaded, and displaying the one frame. Still not animating yet. That’s next.

6

This entry was posted on Saturday, April 21st, 2012 at 4:59 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.

Making some progress

While the afternoon was mostly spent procrastinating, I managed to finish (large portions of) my circuit simulator and editor, as seen on the screenshot to the right.

In the beginning I had some problems with the simulation algorithm and loops in the circuit. This was mostly attributed to the desire to do it right. You know what I mean. What I’ve come up now is quite cool though; you can even build little state machines. :)

Up next: Go outside to fetch dinner and some snacks. Maybe grab a beer.

After that I will focus on the nanobot movement. If everything goes smoothly I will have something playable tonight and can use tomorrow for level design, graphics, sound and music.

Update – Hilarious Bugs

Sometimes I think the best part about programming, games especially, is the bugs.

While trying to get my tiny people to hunt for their food, a bug cropped up where they killed the beast but didnt realise it was dead. So they continued to beat the corpse repeatedly till they starved to death.

It’s the things like that you can’t ever really plan, but just make your day.

You can see in the trace log what is happening, but its the dead beast in the middle right with the person behind it.

 

First Ludum Dare – First Post.

Current Progress

Current Progress

Hey Guys,

Just thought I would go ahead and post my update. Art wise I’m terrible, but I think I have a strong concept if I manage to implement it well enough.

The premise is that you’re an Ant living in our tiny ant world, and you have a premonition in the night that something will come and destroy your village. Your task is to convince as many other colony members to leave the colony to save themselves as possible.

Bacterial World – First pre-alpha prototype

After doing some preliminary artwork yesterday it’s time to start coding today. I revised the game idea a little bit and am going to switch from “classic platformer” more towards “endless runner”.

Implemented the main character and its moves (jump, slide). Here is a preliminary demo. Press space to start w/up arrow to jump and s/down arrow to slide.

Off to run some errands now. Enemy/hurdle spawning and collision detection coming up next.

LD 23 progress (tiny world war)

So, I guess my game is going to be “tiny world war”.  I have movement, collisions, projectiles, and hitpoints working.  The plan is to make it multiplayer (local for now) and have some AI going on.  Here’s my simple screenshot:

Lunch #1 and Serious Bug

Lunch 1
It’s almost 3 pm here in Arlington, VA and I’m having my first lunch for LD23. Kind of late but I wait until I’m hungry.

Chicken and Vegetable stir-fry.
Lunch 1

Progress
Screenshot 3
It’s coming a long, but I’m feeling the pressure. My task list seems too long. Worst part is I’ve hit a bug! Maybe you can help? My FlashPunk Entity is not calling the Update method! I’ve triple checked and the World Update is being called and calling the supper.Update()!

package SeedsOfDestruction
{
import com.greensock.easing.Cubic;
import com.greensock.easing.Quad;
import com.greensock.TweenMax;
import flash.display.BitmapData;
import net.flashpunk.Entity;
import net.flashpunk.FP;
import net.flashpunk.graphics.Image;

public class SeedBullet extends Entity
{
[Embed(source = “/assets/Seed Bullet.png”)] public static const SEED_BULLET:Class;

public static const SPEED:Number = 200;

public var image:Image;

public function SeedBullet(player:Player)
{
// Make the Pink transparent
var bitmapData:BitmapData = Global.MakeTransparent(SEED_BULLET);
image = new Image(bitmapData);

super(x, y, image);

FP.angleXY(this, player.stem.angle, 40, player.x, player.y);
image.angle = player.stem.angle;
image.centerOrigin();
image.smooth = true;
active = false;
layer = 2;

setHitbox(40, 40);
type = “seedbullet”;

trace(“created”);
}

override public function update():void
{
trace(“update”);
super.update();

trace(“update2”);
if (collide(“BadPlant”, x, y))
{
explode();
}
}

override public function added():void
{
super.added();

var time:Number = FP.distance(x, y, world.mouseX, world.mouseY) / SPEED;
TweenMax.to(this, time, { x:world.mouseX, y:world.mouseY, ease:Quad.easeOut, onComplete:explode } );
}

public function explode():void
{
world.add(new Explode(this));
world.remove(this);
}
}
}

Tags: bug, code, flashpunk, foodphoto, screenshot, sourcecode

Comments

21. Apr 2012 · 17:59 UTC
I FOUND it!!!

Progressing ever onward

Resplendent in its glorious place-holder art the game logic and interaction is now complete. Time now  for art, sound and all the lovely trimming that a full day of polish can bring.

progress 3

progress 3

 

 

Progress is slow

The only real screenshot I can provide is this. There should be real graphics at some point! Hopefully!

We’ve Got Baddies!

Cake’s update! I’ve got a screenshot of what I have as of right now. I just woke up about an hour and a half ago, and started working an hour ago so I think I’ve made good progress on enemy design.

Here’s a shot straight from my Illustrator workspace. I decided to zoom in a little and give you guys a clearer shot on the details. (It’s at 150% right now.) I still have lots to do, but I’m pretty pleased with the enemy design as of right now.

Ludum Jamming to: Hot Chip – Made in the Dark (album)

Tags: LD #23, screenshot

Some advances

the whole world

I’m still not quite happy with the game design in general, but at least I’m doing some good mapping.

Report

I got this done in about 3 hours of work. Not much.

Generic platformer

I forgot to say I’m in!

Eighteen hours in. I have a plan. It’s going well.

 

I’m making a tower defense game, in ASCII (as i’ve been doing a lot of lately).

You’ll be defending the north and south poles (P in the image). Enemies will spawn and head over there.
Currently I have pathfinding highlights on, hence all the magenta.

Tiny square planet, 6.5 hours in

So I’m 6.5 hours into development. Decided to ditch the round planet in favour of a square one. It was honestly taking too long for me to figure out how to walk on a circular path… something with tan and sin and cos and all that. But who said a planet couldn’t be diamond shaped? Anything’s possible – especially if it’s easier!

I’m nearly finished with my basic mechanics, planting seeds and watering the plants. Just the weather tower left… Still I feel like I need to add a little little something to make it that little bit more fun. :)

I can’t wait to get going with real artwork… will be so much fun!

Lots of paper

Game design done all in paper, guess were old style. Really hard to understand if you didnt see the process.

And here the first draws of the game elements and characters.

THE TINY PIRATE KNOWS MAGIC

Guess what magic power he has ?

Time to go to bed left to do for tomorow= storywriting / fighting system / incorporating audio

Day 1 Coming to a Close: Up Next: Efficiency!

Anthill, Work in progress for Ludum Dare 23
 

Got the game working, but it’s about as efficient as Sisyphus with rickets :S Need to find a way to scan large arrays faster with less resources.

Steady Progress

I’ve been having a lot of fun with the “Tiny World” theme.  Formulated last night, my idea was to create a bunch of tiny worlds with separate challenges that must be completed to bring them together.  Here’s a screenshot of the first world – it tests your reflexes by making you avoid asteroids as it flies through space.  (Note: the graphics are definitely a WIP – I just needed something quick and dirty to work with)

You can’t see it, but there is also music playing in the background 😀

-Mighty

Progress #2

I have completely finished my first starting level and quest. Added transition between levels. Removed attack ability on first levels, you will get weapon only for boss battle. Level 1 is not ready yet, but I have ideas on how it should look like + some ideas for level 2. Also I’ve decided how menu should look like, but I’ll do it only if I will have time tomorrow. Everything is going ok, but I am a little bit tired.

Here’s level 1 WIP:

Update

I have for now decided to keep it on one scale rather than multiple… Although I may change back depending on how easy it is to interface with the world at this scale.

Anyways, here’s a picture.

They’re like ants!

Working on my people for my game, so far they’re oddly interesting to watch, very similar to ants actually, except they’ll be YOUR ants 😀

Progress Update #3

Some progress has been made. I have a level, a movable player, background floaty stuff and my player can also shoot. I have all the makings of a video game save one thing… ENEMIES! Well fear not LDers I am in the process of creating said enemies!! HA!

See you at the next update.

-KunoNoOni

PS. I still have no bacon :(

Lunch #1 Checkin

Current Build Screencap:

 

Task Log: 

https://docs.google.com/spreadsheet/ccc?key=0AkFxtj8lHyKLdEFKck1hNVZlaEg4N09zNGQ3SFVXdWc&pli=1#gid=0

design HUD art P1 In Progress
Tune ship movement design P1 Not Begun
implement ammo tech P1 Not Begun
implement ammo hud tech P1 Not Begun
implement health hud tech P1 Not Begun
implement health tech P1 Not Begun
ship should switch directions tech P1 Not Begun
Cloud art art P2 Not Begun
World art art P2 Not Begun
Ship art art P2 Not Begun
cannonball art art P2 Not Begun
Ship Raise Sail Anim art P2 Not Begun
Ship Lower Sail Anim art P2 Not Begun
open sail sound sound P2 Not Begun
shoot sound sound P2 Not Begun
Get the actual cannon shooting point working properly. tech P2 Not Begun
Wind buoy art art P3 Not Begun
ambient world track sound P3 Not Begun
Wind buoys tech P3 Not Begun
change direction sound sound P4 Not Begun
player has control over cannonball power tech P4 Not Begun
Ships move around world tech P1 complete
clouds produce wind tech P1 Complete
ships shoot tech P1 complete
cannonballs react to world gravity tech P1 complete
cannonballs collide with ships tech P1 complete
Create world tech P1 complete
Create ships tech P1 complete
Create clouds tech P1 complete
Clouds move around world tech P1 complete
Ships movement influenced by clouds – (open sail, close sail) tech P1 complete

Power of a Walk

Again I realized how good it can be to just let LD be LD and go outside for a walk.

I planned the next steps and what I want to achieve for today.  What I got so far:

  • blender setup for moddeling my world with texture-nodes for texture-splatting
  • basic-script for linking process and defining different processes. Like do animation 1, then wait, then animation 2, and begin again…
  • basic house (which will for sure stay like this)
  • ground mesh for an character with rigging

You can see my basic-character sitting lazy on the mushroom-house while I’m trying to work….nenene

What I want to achieve till the end of this day:

  • basic-animations: idle, walk, run
  • basic-game-control: click to a point, walk there, click to an object, fire event or such…
  • when I’m getting tired (actually I am already): create the characters: a guy, a girl and a bad guy
  • start with doing some music-stuff with lmms

As I already said, I’m not sure if I can finish for the compo, but really want to finish at least for the jam….

Comments

pistillphil
21. Apr 2012 · 17:41 UTC
Nice, I really like the idea of a point & click adventure

Trees. So many trees.

I didn’t really like this theme, but then somehow got an idea 😀 The player transported to the dimension of the cats which is a TINY WORLD. Literally, 20×30 unit. This world attacked by demons and You have to find the 5 sacred cat-relic and defeat the demon hordes.

Here comes the latest screenshot, well its just for testing:

Progress

So a lot of time is passed since I started to work on theme, and I got some good progress going.

  • Dynamic titlescreen (Still needs some improvements)
  • Random level gen (50% finished)
  • Player moving and shooting (finished)

There is a lot of work still to do. Here are few screens.

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 50%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ sc1 sc2

Late starter

Office party yesterday so i spent half the day with hangover, cleaning up there and then going to a annual meeting for a nonprofit. Planning on learning Flash during this compo so let’s see where we end up. ASEprite seems to be updated again and i’m gonna try using it for my graphics. Going to try to make some kind of isometric pixel city style, let’s see where we are by the end of the compo!

Progress

Day 2 begins, here’s what I have so far

http://www.newgrounds.com/dump/item/fc11ae407a4f7b8080e831c23a72fb72

 

Just rolled with the first idea I had. Gotta de-bug the collision and add some collectables/enemies/npc’s or whatever and it should be good. I like how its turning out so far.

 

Comments

pistillphil
21. Apr 2012 · 17:38 UTC
This looks and plays pritty promising, I like it

A Tiny World Hero Progress

So, finally, the game will be a Tower Defense with big enemies.

Today, I don’t worked the hard I expected, but the price of that is don’t sleep this night.

Today, I have prepared the map, added some sprites, and maked a combat system (not finished yet) but I think I will upload the game with full of details (if I can!)

Thanks for all the viewers on my stream (www.twitch.tv/devmidgard), this night I will be streaming all night.

And, a bonus screenshot.

 

CHICKEN INVASION!
Chicken Invasion

 

I CAN HAS GAMEMAEKER

So… Yeah, here we go for a Game Maker project. I might have been able to use something a bit more powerful, but I was afraid that, for my first LD entry, I’d have to cope both with the obvious time/motivation/inspiration issues and some extra technical limitations.

 

 

I’m very impressed by the beautiful and well-thought games that people come up with, and I hope my contribution will at least be able to pump up the participation numbers. In short, this game isn’t going to be GREAT, I just really hope it’s going to be FINISHED :-)

You have to help an atom to grow bigger ang bigger before it overcharges and exploses. For that, you have to grab some particles and bring them back to your core, but you can’t break too much the balance : if you already have 2 more electrons than protons, you’ll have to grab protons.

In short, a simple arcade game with increasing difficulty (WIP, as the actual CLEAR counters, not just somme random numbers), nothing metaphysical or really innovative unfortunately. Hopefully I’ll put the remaining 29h to good use to rest and decently finish this.

 

http://dl.dropbox.com/u/15899781/Atominus0_1.exe (and some GROSS, LOUD, KICKASS MUSIC BEAT – http://dl.dropbox.com/u/15899781/MusiqueJeu.wav)

What happened ?

That’s a good question.. Time flows as the creativity grows..

But anyways! Sprites are now almost finished, and our beloved hero has now a new face:

The charisma of Tony Montana, the anger of Rocky Balboa.

And now in action in its small fish bowl, training its escapeness in case some maybe upcoming dark events happen:

 

“We never saw something going that fast since the acting talent running away from Paris Hilton”  Times Magazine.

 

And now as an appetizer, music sample:

http://db.tt/akqxiy3U

Looking foward for main course gameplay experience soon!

 

 

Tags: first-timer, flashpunk

A Progress Update

Since my art is terrible, I thought it would be best to slap on some shaders.

Got some of the behaviours in

Ok, about to go and play some battlefield 3 :) but quick update before that happens. Some of the AI is in place. It’s basically a lemmings like game, only in 3D. The “lemmings” have to build towers of a certain height to leave the level. But there may be enemies (if I get round to it) that will try and steal the blocks from the tower!

Well, thats the theory anyway. As usual I’m wrestling with Unity to bend it to my will. There’s some clunky editing crap that makes Unity less than a brilliant experience for a programmer, but other than that things are coming along nicely (if a bit slow).

A builder class entity picks up a block

Tiny World – Tiny Progress

Getting forward. Your task is to beat the boss and free your tiny world. Random enemies spawn and try to stop you. You need to run around and level up to be strong enough.

You can be killed and restart the game. There is fun lurking underneath the programmer art, a few more ingredients and it should be more apparent 😉
I’m not yet convinced but using the different colored slime pools might be an addition to the current gameplay.

Faelanx Progress Check

So we’re slowly closing on the halfway point, and I feel far behind. But I’m making some progress. Got some enemies in, and most the spells work. Going to need to add lots of particle effects to make them great though. I really want to have randomized item and inventory, though I’m not sure if time will permit. I guess we’ll see how today goes!

Comments

pistillphil
21. Apr 2012 · 17:44 UTC
You feel far behind? Looks pretty advanced to me… Tasty!

Progress

Here is a picture showing my current progress on Tiny World Corporation

Tiny World Corporation

Click on the image and you can see it actual size.

I have made less progress than I was hoping so far as I have been learning lua and love2d for this project and therefore ran into a few problems early on that I would have been able to fix sooner if I had more knowledge of the tools. Now I have got use d to love2d I think it is pretty awesome.

Some objects

Well.

You can now interact with objects in worlds.

There are actually 3 tiny debug planets, use the top-left button to switch.

TextFields are not really well-designed (:D), but I’ll fix that tomorrow. Let’s sleep (UTC + 1) !

Build 7

Another snapshot! Now with extra kittens.

In the past hours I solved a bug with a super sensitive input, and worked on adding NPCs that can potentially try to follow you. The result is a cat (or is it a gecco? my drawing sucks), that will move between some points in his schedule, stop and rest from time to time. Don’t get too close to the kitten 😉 And if you value your ears, don’t EVER let the kitten catch you! (I will fix that tomorrow).

Run for your life!

Although outwardly it may look like little has changed, the kitten has been programmed in such a way that adding new NPCs now is relatively simple. While these are not ALL the features that I wanted in my game, there is enough backdrop to allow me to actually start adding some content. After 18 hours, I’m much behind from last LD, but at least I’m doing some progress.

Time to catch a few ZZZzzs, and see you tomorrow!

(Prototype here, same place as before, actually)

Tags: prototype

first semi-decent working version

So far in my game, you are a mighty moving square, and you try to capture circles by placing gray walls around them. Very creative isn’t it?

Anyway, you move with arrow keys. Hold shift to go fast. Press z to place a wall. Also you can’t place more than 15 walls at a time. The old ones disappear one by one as you place more walls.

You can try it out here http://dl.dropbox.com/u/69417482/capture2.zip .

It’s a zip file instead of a webpage because well I don’t have a webserver and dropbox is not meant for webserving. Just open tinyworld.html after you decompress it to play.

You’ll need a browser capable of html5. I’m using firefox11. If you have that it should definitely work fine. I don’t guarantee the link will stay alive after compo ends.

Progress Update

It’s officially a game. You get a score and damage and everything. I’m still looking for that original twist, something to make it my own. But, there is still plenty of time.

Sound, graphics, more enemies, and more areas still left to do.

Progress report 2 – Electric boogaloo

Ending up spending the first 4 hours trying to fix a very strange but huge bug and as a result, I’m very far behind. Got some very buggy AI in and planetary physics. Time for a break then back to work or I have no chance of finishing.

FlyAway – Day1 ends

I’m so tired. It’s don’t work and i don’t know where is problem. But game looks nice:)