Almost there!
I used a new algorithm and the coding became much faster! I made everything but menus and music piece (I don’t know if I’ll make it).
Here is a design demonstrating all the pieces: a combination lock!
Go play it! (Controls included)
I used a new algorithm and the coding became much faster! I made everything but menus and music piece (I don’t know if I’ll make it).
Here is a design demonstrating all the pieces: a combination lock!
Go play it! (Controls included)
The game for mini ld 35, which I am calling the uncreative name of turret defense hell, is now complete :). The game looks basically the same since the end of day one, but has stats (on kongregate), sounds, gameover, mute button.
Link: http://www.ludumdare.com/compo/minild-35/?action=preview&uid=6703
Tags: minild 35
Our maze/sliding blocks puzzle is almost done. We’ve decided not to include monsters in final release, but the rest of the planned features are done. We have 10 levels implemented. Levels are partly random (blocks are static, but their order is random), so the game should be interesting to play more then once. There is no sound yet and there few non-critical bugs, but it is playable.
Please, check it out. We will be glad to hear your comments.
Controls:
ToDo for tomorrow:
I’ve got a really awesome idea! And some great music to go along with it.
Tags: I'm joining, ld, MiniLD35, started
We’ve completed the game, finally.
To play, download the rar : https://dl.dropbox.com/u/41565231/octopus_miniLD35.rar
The game is main.exe
For those who want to see the source, http://www.assembla.com/code/flaming-octopus-ninja-the-game/subversion/nodes (Be warned, it’s a battlefield in there)
We’ve implemented nowhere near as much as we thought we would, but we’ve managed to get a fairly polished first act out. The game is a story-based rpg. We decided to be unique by making the game playable using only one button. We made everything from scratch for the fun of it, which led to next level programmer art throughout the game. The longest part of the development was spent on the “flow-engine”, the engine that deals with config files to generate levels, config and manage the button interrupts as well as store any decisions you make as the character.
Here’s a screenshot :
We had lots of fun and will definitely do this again, without the many distractions hopefully.
-ThatCodingGuy
Here’s my minild entry, creatively named pong-out.
Flashpunk is really awesome for LD’s i must say. Lots of fun, easy and fast.
You can read more info about the game on it’s http://www.ludumdare.com/compo/minild-35/?action=preview&uid=5751 entry page.
or play it directly:
http://dl.dropbox.com/u/12237727/Breakout/Breakout.swf

It’s like pong… with a bit of break out, and maybe some r-type.
There’s probably going to be a post-compo version with lots and lots and lots and lots of improvement and new features and eye candy and shizzle and dizzle. Oh, i will also fix whats broken eventually. :p
Had some friends over for dinner tonight, so not much time to work on this but I have added the powerup system and tweaked a couple of things.
You can now pick up powerups. They replace your current powerup.

Some powerups I have planned. Only Machinegun and Double pistols implemented at this point.
Might get some music from another talented indie tomorrow, fingers crossed!
Prolly gonna use bfxr for sounds.
Now sleeeeep!
/Hannes
Haven’t had the chance to start on Staturday, started today, at 10am, so planning to finish this some time tomorrow.
The game is an experiment to bring a three-act story where you can decide what to do each day and get an ending associated to your actions.
Let’s see what we can do.
I’m using this as an excuse to try MOAI. It’s been great so far.
I already have a resource cache, a scene manager and one scene with background, character and objects. Oh, and the character moves arround the screen.
A screenshot of the progress so far:

Game is taking shape pretty quickly ^^ Sadly I’ll have to give up on the roguelike-ish part I was planning on doing because of the time
Got some music from http://ozzed.net/ you should check it out
Tags: 7Soul, MiniLD #35
4This entry was posted on Sunday, June 17th, 2012 at 11:12 pm and is filed under MiniLD #35. 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.
I am doing very well on the way of making a new project of mine, Mars Moose. I just couldn’t get in the time this weekend to finish him though…He’s pretty cool so I will complete him and upload the link eventually…The theme was a great starting point, but I want to make this a great game with some more polish!
I think this might be the first one I backed out of, but anyways, I’ve given up on this MiniLD. This weekend got really busy and I my game idea was just really stupid. Here’s a screenshot, I have some game play and if for some reason you think I should post it, leave a comment.


It’s our first Ludum Dare, and our first complete game. Check it out and let me know what you think.
It’s been a fun weekend, hopefully I can partake in another again sometime.
Well, I tried my hardest, and I wasn’t able to complete my entry in time. Too many glitches, too much trouble, not enough time. Total, I probably only had 6 hours of actual coding time available, but I’ve almost completed my game. I may submit it in 10 hours or so. Until then, I’m going to sleep. -.- EDIT: You know what? I give up this time. My game has far too many glitches, throws way too many exceptions, and to top that off, was poorly planned and structured. Well, I’ll take these mistakes into consideration for my next ludum dare entry.
Here’s the entry:
http://www.ludumdare.com/compo/minild-35/?action=preview&uid=2490
It was the silliest game I’ve ever done, but it was a lot of fun. I think this reminded me why I enjoy making games, and I can thank miniLD for that. 
Toxifulable is in here:D!!!

Well we spent about 10 hours in total on this mini-ld. The idea we had didn’t turn out as we’d hoped. So in a sense it was a failure. However, on the other hand we’re pumped with the amount of work we got done in under 10 hours.
We set out to create a fantasy Rock-Paper-Scissors. Well, and it that sense we succeeded. It’s just not as much fun as we’d envisioned 😀
But why not check it our for yourself, I’m sure you’ll get a little bit of a kick out of it: Siegfried vs. Skeletons
Either way we had a blast creating this. Until next time!
Stefan & Simon
The Grey Studios
Yesterday I finished my game for the MiniLD #35 (my first Ludum Dare!). It’s called Human Apocalypse.
It was my first “violent” game, unfortunately. (More specifically, run ‘n’ gun arcade game). You’re a zombie in a human apocalypse and you have to try and flee from the humans and avoid getting caught!
It’s an infinite terrain with the following features:
– There’s bricks that you can break by shooting at them. The humans can break through blocks also!
– There’s TNT which you can blow up (But be careful if you’re too close!).
– There’s water which slows you down.
– There’s health power-ups that restore 1/10 of your health.
– There’s a secret block that I added last minute. It’s Notch’s Minecraft head! (It has a .0075% chance to spawn. I found one once!)
Here’s a screenshot:
It’s made in Flash (My first finished game using bitmapData!!). I also added a shadow to bricks and TNT to make it have depth which is nice.
Now that I’ve actually had a good chance to play it, I’ve found that having a strategy is the best way to survive. My strategy is to go back and forth in an area right from the start, breaking all of the blocks and shooting anything that’s in my way. Once the humans come and start breaking the blocks, I’ll have more room to move around! Using your enemies to work for you! How cool? Also, using that method, it’s easier to find hearts.
All in all, I’m very proud of it and I think it’s a pretty fun game to play.
But that’s not for me to decide! It’s for YOU to decide! Play it here and have fun, please:
That is my first successfull experience of fast development. About 35 hours of work to get complete game.
Now, looking back I understand that I spent too much time on small details instead of working out basic gameplay. If I’ve payed less attention to interface features, the game could become more fun and consistent.
Anyway, meet Oceanoid! (“Aquanoid” turned out to be busy :<) It ended up as arkanoid variation with experimental run-as-far-as-you-can gameplay (your score depends on the distance as well as on the number of destroyed blocks) Have fun!

Oceanoid
I just finished my electric sandbox Blueprint!
Here is a quick demonstration of the last version with menus and zooming:
Hope you’ll enjoy it!