so far i finished collisions, level loading, sound, etc now to design the full game and get it done 😀
LD23 April 20–23, 2012
Finished base code now for game stuff
First day progress.
Adding shadow was pain. But was crucial for visuals.
Stargazer – 4pm EST
Planets are falling from the air.
1st Day (Almost) Over
So I’m almost at the end of the first day, and I have a nonfunctional (I couldn’t be bothered to add controls yet) sprite on the screen. My question to all of you LDers is why is there a black border around my player sprite when it is set to transparent (ie. in Gimp)?
Comments



Supernova – Update 2!
It’s coming along nicely…kinda. Still need to add enemies, and all the necessary reactions to those enemies, but the general idea is coming together.
Buttons, how do they work?
The Earth like worlds are the food worlds. When they are placed, they will add to your resource total (not pictured…but will be on the right side). You purchase new worlds from these resources and place them on the orbits around the sun. Currently that part is where I am stuck, since it’s kinda difficult to decide which orbit the player actually wants.
Back to the coding…unless you want to look at game running…
Finish Game Idea & Mechanics
Day 1: Trudging Right Along
Day 1 Continued
#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 */
Nom.
What is the Outside World?
It seems we have a clearer vision of where the game is going. Jimun is working on core concepts, and doing quite a kick-ass job of it, not to mention handling sprite-work. I’m starting in on sprites myself, finishing off a small-ish first level.
Afternoon: Took a nap, and after waking up, we both took a walk and returned at the same time. (We live several timezones apart!)
Evening: Suppertime, working on pork-and-veggie stirfry for myself. Looking forward to chowing down, then packing in for the night with a good playlist and Photoshop.
Night 2 is soon upon us…
Last build for today…
I have the whole game done (just without sounds, menus and complete HUD), and I only spent one day on it. Just… wow. 😮
Anyway, gonna finish it tomorrow…
– Fixed at least 5 bugs, including the one with crash at the end
– Blue walls are now destroyable (they can take 15 hits, red ones can only take one)
And I still don’t have a name for my game. 😀
Chaoslab – Tiny Mushroom Planet Update #1

A quick update on the progress of Tiny Mushroom Planet.
Dhyana Beaumont is the Lead Artist and assisting with Game Design on the project.
Some Quick Images – Tiny Mushroom Planet – Imgur Gallery
Music – Tiny Mushroom Planet – Track #1
Been a long night and time for a break, lots of Music, Art, Design and Coding was done.
Earned some rest see you all in a few hours.

regards
Chaoslab
Unfortunate circumstances
After a while my cold got worse, and i broke out in chills.
Managed to make some sprites while wrapped up in bed.
Comments
However small your world might be…
Sunshine
Progress so far
My initial plan was to have my game running in a web browser, to make it easy for people to play and rate it. Problem is that I’m not too fond of Adobe/Flash (partially because they just canceled Linux support) or JavaScript. So I thought I’d try Haxe but it really lacked useful tutorials for JS/HTML5 and I didn’t feel like learning a new language by reading the API.
As of writing this blog post the pie chart is missing 1 hour for “Trying to get Gimp 2.7.x installed” because the stable version (2.6) in Ubuntu repository doesn’t have single window mode.
Anyhow, the language I settled for is Pike because it’s very high level, it’s compiled and it can do compile-time type checking. The downside is that it’s horribly under-documented. At work we say “the source is the documentation”, which unfortunately isn’t as much of a joke as you’d like it to be.
Right, back to coding stuff. I think I have 20 lines so far..
They warp at last
I, by asking many people across the internet have finally been told how to make those godamn warp walls work. Its brilliant- the ships race around and everything- now to add weapons.
Update #4: But is it fun?
OK guys and girls, it’s really starting to take shape now!
The main question I have at this point is: Is it fun? That’s where you can help! Have a play if you have a few moments, the 6 included levels take about 1 minute to complete in total (for me). Did it suck? Bring you enlightenment? Let me know! And thanks!
Details on how to play in my previous post
Comments
DEAR GOD
I am VERY Impressed with some of the games I saw on the public blog. It makes my game feel like a piece of crap. BUT I WILL STRIVE ON.

IT LOOKS SO MUCH BETTER.
Comments
Pre Sleep Post
Splines!
Day 1 is coming to its conclusion, and i am finally starting level design!
… so i thought i would post a screenshot on the progress i made since last update.
Screenshot:
As you can see the game will contain a floating island (maybe more). The screenshot is zoomed all the way out so the final game is not going to look this bad. Also the level is WIP so it will look different.
Finally, I have background tiles and animation now (you cant see the animation on the screenshot, as it is an image).
Goodnight everyone!
Meet Steephan, The Antagonist.
Tiny Progress
Here is a screenshot from my current game build. Basic concept is you are a loose electron lost in various circuit board levels trying not to touch anything that will short you to ground. This screenshot represents a current proof of concept. You can’t touch those solder points or wires and you can use the ramp to reach that safety zone.
I’m just focusing on having fun this compo and learning Unity by using a simple and small enough game idea that I might be able to pull something off.
Tags: circuit, screenshot, unity, unity3d
Alien Activity Detected
04 am on first day, we got player control, some enemies, generated world, and working physics.
Still missing bullets, destroyable world surface, ammo / health mechanics, coordinated enemy waves, and level progression.
Overall, looking good, although tuning may take some time. Now some sleep though.
4This entry was posted on Saturday, April 21st, 2012 at 6:09 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.
Screenshot 5 and REAL end of the day
Booting up….
Ok, after doing some messing around time to get to work! I got a pizza, monster, and chips… All my brain needs….’
Twitter: @NateAGeek
Stream: www.twitch.tv/nateageek
We have a name for our game :3
Progress!
Well, some progress is being made at least…

Day 1 – A Theft of Mass
End of First Day – 48 Hours Remain
So our entry for Ludum Dare #23 Game Jam is coming along nicely. We’re making a 2D Puzzle/Platformer with a twist- or more literally, a rotation. The engine is essentially finished- now it just comes down to extra things (keys and doors, switches, spikes) and level design.
I’ve been working on the code and my friend ScorpionR95’s been doing the art and design. Being the first serious project for either of us, we’re happy with our progress. While the game could surely use some polish and bug testing, what else was to be expected? It’s not like we know what were doing.
Good luck everyone!
Progress
The first day is coming to an end and what have I done? Well, pretty much everything but levels. Music, gfx, engine, everything is done and works great. Sunday is reserved for level desing.
The game is a Sokoban-like game called “Itty Bitty Sokoban Thingy” (at least at this point). It introduces some new features to original gameplay, like diamonds, evil robots, doors, magic potions etc etc. The game itself is very tiny, but so are the graphics. Tilesize is 10*10 pixels so if you really want to see something, you’ve got to stretch it (don’t worry, the game does it).
Overall, it has been a great day.
Screenshot: http://img707.imageshack.us/img707/672/ld23shot.png
The Iteming

Looks like our little disembodied friend’s got some items!
Not much going on, but hey, I can start on the gameplay now.
Tags: day2, screenshot, update
Last Update for Today
As always you can find some more information on my blog.
Headaches
I’m bad at math. Last night, trying to roll my own collision system that handled deflection off the inside of a curved surface did not go well.
Then today it took a few more hours to get the hang of LOVE2D’s built-in physics system, but I have succeeded! Can’t show in a screenshot that my spaceship now bounces properly off the boundaries of the world, unfortunately.
Next step is to make my game actually a game by adding enemies, ways to blow them up, and ways to die. After that I can pay some heed to aesthetics.
Tags: journal
Longer than expected
Damn family chores, I should give everyone a heads up that the Ludum Dare is coming before dedicating to this, I should make it though as I have the rest of the evening off. Its also my first time attempting any form of projectiles so the bullets through me off a bit. They are nearly finished. I’ve also just implemented a form of orbit, so that planets can move around the sun. It adds a nice feel to the game and makes it seem more interactive. I’ve also just scrapped the tile map system at this point because it just doesn’t work for a game like this. I need to fix up the bullets a bit and then I can create an enemy class and try to add multiple enemies.
Below is a screenshot which is poorly edited to attempt to show the orbit. xD

Oh well, I’m sure you get the picture.
Back to coding!
2 new worlds! and better speech bubbles!
Smallish update, fixed some bugs, set amount of fuel needed to win to 100 and I added 2 new planets to the omega solar system.
Tiny Worlds
Okay, there is good parallax effect. Gameplay is battle between three world – Earth, Heaven, Hell.
http://dl.dropbox.com/u/51967509/NewProject.swf – check up demo
WASD – Camera controls.
I hope I have time.
Good luck!
A Swiftly Shaking Planet
I just made the planet you control shake as you charge it with the thruster. This way, the player won’t be incredibly confused and frustrated if the planet explodes. This feature also provides feedback about how far the planet will move during a thrust. The animation seems to be a bit large. What do you think? Should I keep the animation tighter to the center of the planet’s movement? (Try it here: jceipek.github.com/LudumDare23)
The screencast appears to be working now thanks to Colin (go to http://students.olin.edu/2012/czwiebel/webcam/), so you can watch me work in close to realtime (update cycle is once a second) at an incredible resolution (my actual screen size). Unfortunately, the screencapture command in Mac OS X Lion seems to only capture the main monitor, so I’ll try to keep the interesting stuff on that one and look at documentation on my other monitor.

Screencast!
Try out the latest build: jceipek.github.com/LudumDare23
Watch the screencast: http://students.olin.edu/2012/czwiebel/webcam/
Watch the livestream: www.twitch.tv/jceipek
Weakness
I took an hours sleep after going for 16 hours straight. I dreamed in AS3. Now I’m back – what was I doing again?
Working on the narrative structure
Stumbling toward a design
My first hunch with this game after the visual design and goal was to make a mouselook top down shooter with world building elements (i.e.: get powerups from terraforming your world). Sounds like it could be fun. I don’t really have time for a second hunch!
I’ve got running, jumping, and mouselook working. I probably won’t have any need for jumping; I’ll use it for something cool looking to do during a special attack. I think it’s time for a second lap on art assets and then I’ll have to buckle down.
Keep on burning, everyone!
Morgawr – Point’n’click – Update #4
Previous post: http://www.ludumdare.com/compo/2012/04/21/morgawr-pointnclick-update-3/
After a full day of development, I think it’s time to go to sleep! It’s been a long day, fun and interesting. I met my good share of problems and eventually solved them all. I was able to iron out all the bugs in my code and now I’m just writing Lua scripts and drawing images for the game. I don’t even have to recompile anymore.
I’ll be brief, as I’m really sleepy, however I will drop a couple more screenshots:
Good night Ludum Dare! See you tomorrow morning!
Derpatoms
Graphics !!!!!
Wait…What’s the strange monster thing full of teeth in the middle of the tiny atomic world ? I heard it was your friend ? Your master hm ? You want to feed him with electrons ? By packet of ten maybe ?
http://www.livestream.com/lionshouse
A little tiny tired indeed…
Update
12 Hours:

Congratulations Doc, it’s a shrink ray!! 😀
Pretty pleased with how things are progressing. That’s ‘the hook’ pretty much done.
Need to add enemy AI, level design and appropriately spiffy sfx, necessary screens and then I can spend some time really polishing!
Dexter
First Ludum Dare Entry

My first Ludum Dare entry! I’m using LWJGL with the Slick-Util library. While I had to get some
of the image drawing methods directly from the documentation, everything else is going smoothly.
So far it’s a turn based game where making units requires you to destroy your own terrain, making the map smaller.
Can’t draw to save my life, but everything’s obvious to look at, at least!
Comments
EAt eat eat!
Stand back! I have rockets!
Lunch Time Update
For the record, I’m not liking the them. =p I spent hours yesterday trying to come up with a unique idea based on the theme, had a couple of ideas I didn’t think I could pull off in time, then settled on a reverse Gyruss / Round Space Invaders type game where you defend a tiny planet from something. Yeah, kinda a stretch. Been listening to chiptunes on Youtube to get the proper mind frame.
Here is the title screen for Tiny-Planet Orbital Defender (T-Pod).
PROGRESS
Unexpected awesomeness!
My game got so abstract it can be transformed into a tool for other Uniteers!
The game starts on a small platform and you must solve the simple puzzles to expand your tiny world!
Progress:
- Portals! (not with guns, no)
- Buttons, step pads
- Moving platforms and spawning stuff
- Total flexibility to add more behaviors.
- Second “floor” (kind of level)
To do:
- Polish portals (polishment, not Poland!)
- More floors!
- Visual representation of connections in editor
But now I have to put this on hold… See you later today! (or tomorrow for some timezones)
LD#23: ACK! I lost twelve hours!
I just don’t know where the time went!
However, I think I’m not ready to once more attempt to wrastle with the code that I have and the idea. Hopefully, I can get the basic “AI” and stuff for the unit control ready without a problem. I’m thinking that most of the control for the game will be handled by a semi-stupid AI, mostly ‘If no task, wander aimlessly’ and ‘If at war, attack units attack, defense units move towards closest invader’ sort. After all, the AI is just supposed to be simple souls protecting their Idea, not super intelligent stuff!
Also trying to decide if I still want to implement the whole ‘world splitting’ thing, but I guess that can come up when I have the AI done.
Progress…
So, i’m trying to make a simple (another) platformer that takes place in an unknown world where everything is just blocks. And to fit with the theme, the world is tiny (you can walk around in a short time).
The hero was going to Earth to participate to this LD, and during the travel, he falls in a black hole and finds himself on a strange planet. The goal is to find all the pieces from your ship in order to rebuild it. And of course join the Ludum Dare before it ends.
For the moment, i have : the intro, levels import, movements, instructions to guide the player.
What i have to do before tomorrow night : monsters, items, keys/doors (to make the game a little bit more fun), weapons, (more ?), a lot of level design, and if i have the time, i will try to make sounds too.
And a link to try the wip : http://dl.dropbox.com/u/27752758/LD23.swf.
Nematode – end of day 1
I’m nowhere near where I was hoping to be at the end of the first day but at least it’s starting to take some kind of shape. I have gone down the inner space kind of tiny worlds route. Specifically the tiny microscopic world of microbes and nematode worms. The worms are in and wriggling and at the moment it is like an interactive toy. Tomorrow I will hopefully make it into a game but now it’s time for some much needed sleep. Mañana is going to be a busy day. Goodnight all.
Overestimations
I’ve written around 2000 lines of code and made a single sprite (3×3 pixels) so far.
I’ve finally made the producer-consumer network functional to some degree (“all it needs is content!”), but I’ve noticed that the people spend a hell of a lot of time around a single location to sate a need. I think I’ll make all resource consumptions one-shot fillers (so instead of getting a meagre +3 energy from eating, you get a full boost to 100%) to increase the speed of gameplay instead. However, I’m trying to think through how this affects penalties (badly treated crops will fully restore energy). Maybe simply tweaking the values to be a bit larger (they’re working on a 100-scale right now, perhaps a 10-scale would fit better) may help. Regardless, I need the AI to work on its own before I can introduce the actual gameplay.
We’re closing in on the 24-hour halftime line. Gotta get some interaction!
End of day one
So my first ludum dare day is over.. and I'm tired :P Got a lot done today :)
http://logiconline.nl/projects/ld23/
DONE: - 3 Levels - Level selecting - Player movement - Basic map renderer - Finish level - Pickups (coins) - Score
I felt like making art – 5pm EST
Day one – Done!
I actually managed to do something!
I’m very short of time and I don’t really know if I’ll be able to finish the whole game, but atleast the core game works 
First Prototype Video
A first, very rough demo video of a couple of key aspects of the game play – phase shifting and replay. You can see the first character, controlled by me, come in and interact with the levels in different ways. The second time I’m controlling the character which comes in later from the right. The character which comes in from the left is replaying the controller inputs from the previous play through. It duplicates the movements (except the phase shifting) so can replay exactly or be forced into different places by the current player controlled phase shifting.
http://www.youtube.com/watch?v=gLUr_c0Eloc&list=HL1335042096
This video was taken by balancing my phone on my laptop while I tried to play the game, hence the quality (and the playing) being awful.
Molecules – First alpha
This is the first alpha of my project:
It has 0% of design (I’m using Unity’s basic controls), but IMHO it’s playable. Check it out here.
BTW, this is a caffeine molecule. In 3D… 
A Fresh Start
Last night I attempted to start the jam with some friends. Unfortunately it didn’t live up to my expectations I guess, and I ended up feeling quite discouraged because we didn’t get much done. I slept in, and when I finally got online, I broke the news to them that I wanted to go it alone. Fortunately we’re still on good terms I think, and I’ve now refocused, restarted with a new idea (that seems very realistic given the remaining time), and made progress.
So now I’m joining the actual competition. I’m sticking with the framework I wrote this past week – using canvas and JavaScript. I have my simple idea: a missile defense game similar to the one in the awesome keynote. I have some scribbles as to how it’s going to end up being somewhat fun/challenging. And I now have a working prototype of adding turrets to the tiny world (so that you can defend it, of course!).
Try out the prototype here. It is updated each time I push to Github, so you might see something different from the screenshot below. Works on all browsers that support canvas, and possibly IE as well (haven’t tested it yet, but I added Chrome Frame to it, in theory).

2012-04-21 4.58.49 PM EST
I better go make some art now
After fiddling with a few prototypes I finally converged on a basic variation of the Small World boardgame. Basically, miniature floating islands are populated with some monsters and you have to conquer the island with your own monsters. The catch? Your monsters are randomly generated by combining various attacks and abilities, so you have to decide when and where to deploy your monsters. Monsters are “deployed” by dropping them onto the island.
Most of the work so far is internal plumbing that doesn’t produce anything cool looking. So all I have is a screenshot of capsules “hitting” each other and making spark particle effects to indicate damage. So obviously my next task is to make some art to replace the dull gray shapes.
First demo!
Here. (Look under “Game (WIP)”)
There is my first demo.
You can control via the arrow keys, and the rest is up to you.
Shrinking, growing, fucking around with the arrow traps and dieing while doing so. I don’t care ^^
WARNING: This build IS buggy and I am aware of this.
Now with 100% more player feedback
A Tiny Moment Of Realisation
Learning lots of lessons. Stuff that is obvious when you’re spectating – as it was to me last time I watching an LD happen – but once you get in there temptation overrides logic and you start doing stupid stuff. I just spent an hour trying to get Slick2D’s AbstractComponent stuff working. I told myself this would speed up the UI stuff, but in reality all it was doing was gobbling up precious minutes. So I ditched it in favour of keyboard input, which worked first time.
It’s so stupidly obvious to the observer – you don’t have time to learn anything right now. But when you’re say there coding, you think “I really want this to go fast, so let’s use this nice, neat method…”
Onwards and upwards. We won’t finish the mechanics today but we’re not far off for tomorrow. Party members now have abilities that can be applied to dice rolls. These affect the outcome of combat. Losing combat causes you to lose a die, which makes future combats harder.
Tags: tiny epic, tiny world
I Heard You Like Android … And working from a cafe!
It’s too pretty outside to stay in the house all day… or so my little friend told me.

So we went out to the cafe where we could have a nice window seat and enjoy some relaxed ambiance while we sorted out our SFX issues, and making our art a little prettier.
Once that was settled, I decided to try fleshing out the mechanics. There are two things you can do currently:
1. Tilt your device to try to influence the wanderers to “fall” to whatever direction is the floor for you.
2. Draw lines on the screen to try to make walls that bounce the wanderers in the opposite direction they were moving when they touched the lines.
I still need to work on the line intersection, which seems to be acting weird. It is possibly due to coordinate translation between the touchscreen and the pixel buffer. After that, what more is there to add? Perhaps some lures that keep the little people from wandering willy-nilly over the edge? Perhaps some terrain modifiers? Perhaps some enemies? Maybe a “wind” mechanic that works to try to blow all the little wanderers in a given direction over time?
Comments
New graphics and stuff for MiniCity
It’s getting slowly better! The grass looks somewhat nice now, but the game is still pretty crappy.
But we have roads. Beat that. Ah well, now it’s time to add civilians and other economy stuff. I’ll probably run out of time 
Ugh
Getting platformer collision detection down is a pain in butt.
So much to do still!
So I didn’t start LD 23 last night. Instead, I went to an awesome Colorado Mammoth game (Lacrosse). It was a blast. Then I went out with the wife. I thought about what to do last night when we went out, and I’ve been working on it for the majority of today (~6-7 hours, so far). I still have so much to do.
So far, I’ve learned a lot though. I decided to use Three.js, which I’ve never used before. It’s turning out to be pretty fun.
Here’s a couple of screenshots thus far:
#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 */
On and on we go!
1st day progress
It was nice knowing you…
Goodbye…
As I hinted in my last post, the planet now has the ability to die a painful death if it builds up too much pressure while getting ready for a powerful thrust. Nothing happens yet, after the planet is gone; the game just keeps on playing, waiting for you to refresh it. I’ll probably tackle that issue soon.
Before that, though, it is time for me to take a break to get something to eat and replenish my stash of bananas.
In the meantime, you can try out the latest build here: http://jceipek.github.com/LudumDare23/
My screencast and livestream probably won’t be very exciting in the meantime, but maybe you’ll see something interesting happen in my absence. Who knows?
Livestream: www.twitch.tv/jceipek
Screencast: http://students.olin.edu/2012/czwiebel/webcam/
Day 1 review
I updated my LD23 blog with a short review of the day so far.
It’s alive!
Cytokine!
[EDIT] Sorry! I’m unable to embed a video here. Watch the video on Youtubes!
Tags: akihabara, cytokine, html5, javascript, tower defense
Run from the evil plane D:
Snack 2
Celery and Peanut Butter
Bugs have slowed my progress, but I feel good about the direction I’m headed. I can already see some post-compo potential. I’m thinking the title will be Seeds of Destruction.
Comments
A Vehicle of Sorts
Almost a day in, and I’ve only just finished texture mapping the main 3D asset. >_<;
Hoping to really ramp up the pace later tonight. I’m glad that the Jam is longer than the compo, or we’d be in trouble right about now.
Jade is hammering away at the code and making good progress! I’ll post again once this thing is full textured and in-game. 
Drawception on Ludum Dare
Last night before I went to bed, I fed Drawception the prompt “Ludum Dare”.
(Drawception is a web version of Eat Poop You Cat, it’s a telephone game where random players alternate trying to describe a picture with a phrase and draw a picture from a phrase without being able to see any of the words or images that lead up to it.)
Time flies!
Almost a day has passed, and I’ve been working 12 hours non-stop on my game. Thanks to that most work is already done, you can place structures (and eventually humans), unlock new structures, and humans will die if you’re not building enough. That all completely with collision, boundary wrapping and counters. No kittens yet though.

This is *not* enough to save the human! Keep building!
The most important things (beside kittens) to do now are the weather, title/game over screens, ****ing graphics and sound/music. Hopefully I have enough time tonight to create the weather, so I can spend most of the day on the graphics tomorrow.
That’s no moon
Second screenshot !
First day : game logic done
Hey !
Some updates on what I did today. My progress so far is available here.
I mysteriously managed to get the game logic done. It’s not crazy, but it’s playable : you have to find everybody from your crew (the white squares) using your compass, then get back to your spacecraft. If you touch enemies you die, and you have to start again.
You can “play” the game here.
Tomorrow I’ll do better images, add the story, polish the game logic and improve the details. It’s 11:20pm here in france, I’ve spent about 16 hours today working on it, I need to sleep.
I “made” the main game music today with Circuli (and exported it with Audacity). I’m very glad of the result, but I’m still looking for a good way to play music in javascript (firefox does not support MP3, i’d like something with a flash fallback for firefox for instance, or anything take can make it play music on different browser.)
I’m still amazed by how incredible everybody’s work is, keep doing a good job !

My Progress:
Today I mainly focused on graphics. I’ve done 2 levels and most of my graphics. Main things I have to do are music and finish the levels.
Here’s a screenshot from my title page: http://i.imgur.com/TNVNk.png
Here’s the build of my game so far:
http://dl.dropbox.com/u/24987036/Lumdum%20Dare%20Alpha.swf
I made the gameplay in Stencyl and the graphics in Gimp 
Coffee Jet Pilot #3
Progress report: shouldn’t have played minecraft.
My idea for the theme so far:
You are a glowworm, trapped in the bottom of an ant hill and have to escape.
That’s about it…
So here’s what I have so far:
- Player movement
- enemy movement (more or less)
- enemies can detect the player and kinda try to get to him by moving in his direction
- enemies can hurt the player
- level resets on player death
- 2 different enemy types (patrolling and guard)
And this is what it looks like right now:
That’s the player (left) and a guard ant sending raycasts to detect the player.
I spent about 2 hours dicking around trying to get that single sprite rendered where it belongs.
It’s still kinda off, but close enough.
Lessons learned so far:
- prepare rendering code before the competition starts. (wasted 2 hours)
- don’t play minecraft to relax. (another 3 hours lost)
Tomorrow I’ll be adding some more gameplay mechanics, the actual sprites and animations and then level design.
Then if I have time left, sounds and maybe music.
And then polish, eventually, maybe.
I’m pretty confident that I can get something at least playable done, let’s see how everything works out.
Screenshot 1
It’s been sort of a rough start, but it’s gradually starting to come together. The game is a race against time inside of a computer.
Also, both wormburn and I are streaming live, if you care to join us:
Wormburn’s Channel
Frosty’s Channel

Nearing the end of day one… Heres a video
Well, Day one was a little painfull, had some teathing trouble getting box2d and my cameras to behave. Still, it is what it is. Here’s a video of progress so far…
I’ve got an idea!
Coming up with an decent implementable idea, which would not revolve around small island or planet was quite difficult. 24H left and I’ve spent my time so far by sleeping, eating, moving furniture and having family time while trying to think about the theme. Maybe I should’ve told to my family, that I’m participating LD#48, but that’s one sure way to me to not get anything done at all. Maybe next time, when I’ve made decision to participate a bit earlier than two days beforehand. Sofar I’ve got this:

Design for the game
Should be simple enough to be implemented in time. From a single particle’s view the world is infinite but from our perspective it’s miniscule. I got the idea from this cartoon. ( Sorry, couldn’t find the original author/source even with the signature on the top right corner. )

Inspiration
If I”d more artsy type I could use some twist like this “The Large Ego Collider”:
http://alexdriver.blogspot.com/2011/07/large-ego-collider.html
Anyways, your task is to survive and not cause another Big Bang!
Yay! More programming done!
I’ve got the camera scrolling working OK and cutesy retro graphics.
Since I’m almost halfway through the compo, it’s time to make some targets!
Things I am yet to do (in no particular order):
- Add sound effects
- Add some kind of objective (kill enemies? collect thingies?)
- Add collision detection
- Some basic UI – pop up dialogs/tooltips?
Things I might do:
- Make theme music/ambient sounds
Now for some screen-shots! The title screen was actually the first one I made.
#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
Day 1 is finished already :O
I got a lot of work done today. I have a (kinda) working platformer game right now. Collision detection took a lot of time to do, and its still very buggy..
Coming up with something for the theme was a bit tricky, but i think that my idea could turn into a cool little game if i get enough done tomorrow.
I’m off to bed for a few hours, see ya!
Screenshot because my game is christmas themed (still some placeholder art):
Tags: 2D, progress, screenshot
What i got until now
… progress so far
well, crafty.js is easy to use, but is giving me some issues for the explosion effect, nothing that worries me but i’m still figuring out what i’m doing wrong. The map, the movement and the bombs placement are ready, when I finish the explosions I will continue with the bomb kill actions. Once the bomb kill is finished, I will continue with the server development with node.js … 
Some progress…
Hey guys,
I have been celebrating my birthday with the family, so I haven’t been able to achieve much. At least I now have working mouse controls for the little firefly. No graphics apart from two circles representing that flying bug, so no screenshots, yet. But with controls out of the way, I can now concentrate on more visual matters. 😉
By the way, I heartily recommend using Google Docs drawings to organize your projects. I’m using it for the first time to draw a mind map of my game, with notes, To-Do list etc. Really helpful, if quick ‘n dirty. 
Cheers, Marcus
First Screenshot

There's a pink thing chasing my blue thing!
So, I woke up about 10 hours ago, and have gotten to work most of the day on the random map generator in my game.
Boy was that a struggle! It’s something I have never coded before, but have wanted to try out. Honestly, the Ludum Dare is good for taking those kinds of leaps, but it’s unforgiving if I spend too much time learning something new and testing, testing, testing.
Anyway, I don’t think I have lost too much by doing random maps. It will add the depth I want to this tiny world concept.
Just added a simple monster chase AI, of course he’ll be running into walls a lot in the game, but that’s okay.
Current task list before the night is over:
- Map themes, there will be 8 “biomes” on this little planet.
- Textual help and fanfare. As it stands, there are no words in the game yet.
- Main Menu and game states.
If anyone would like to leave comments about the current testing demo, you can download it here: http://feyleaf.com/downloads/ld23-test2.zip.
Tags: blue thing, demo, map, pink thing, roguelike, screenshot
Seems like I am doing it even more wrong than last time.
I have used up the better part of the day reading about Javascript and frantically jumping around between one JS game engine after the other.
I am starting to feel like private Hudson in Aliens – hysterical – I am glad though that after many hours have been wasted I have finally settled with doing a bare bone and crude JS version (as I had originally planned…).
On the positive side – I managed to record some lo-fi music.
I am dead tired, still lots and lots to do, see you tomorrow.
Demo
so hey, It took me a while to use the graphics on the circular environment, terrain-tiles will be pain in the ass…
But however, here is a Demo (warning, no learning curve, this level will probably be the last in the end.
(Tested with IE, Chrome and FF, best with Chrome, FF and IE tend to lag and tunnel you into walls)

Demo above
Comments
Tiny Neutrino
Here is a screen and a link to what I am building. Still a long way to go. You control an atom with your arrow keys. Crash into other particles to break down to a tiny neutrino.

Here is a link to test what I have so far.
http://www.allusiondesign.com/games/tinyworld/
– Scott (Allusion)
Tiny Domination Progress 2
There are still a lot of hours before I go to bed for the day, but I thought I’d put up another progress shot of my game Tiny Domination. Here I’ve added the basis for a money system. When you select a planet you have control over, it brings up the build menu. This “hospital” as I nicknamed it costs $150 and heals the planet for an additional 1 health point per 2 seconds.
Around the planets I added a glow so you can see what you own, what’s an enemy, and what’s neutral, but only player-controlled planets are shown here. I also added the ability to have units travel between planets. If a unit arrives on a neutral or enemy planet, it will attack it. Once the HP bar (as shown in the middle of the planet when hovered over or selected) reaches 0, you gain control of it.
Also, clouds and trees for kicks. I think I might only make one unit type, maybe two at the most… time’s running out fast. Oh, and I drew my own font. Not sure that was a wise use of my time, but RAWR.
Alive and still (Just barely) kicking!
BLUE’S WORLD
The interactive documentation of a blue square’s journey when a mysterious vortex opens in his blue world.
So, what do I have?
- Level loading
- Vortexes to take you to brand new worlds
- A camera with more features than I need
- 3 worlds ready!
What do I need?
- A few more worlds
- Gimmicks like keys and doors
- An idea to really make this game MEAN something
- Time. Lots of time.
Time to sprite !
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I will use these sprite to inspire my sprites in my game.
Because my game has now more rules. I have to plan to work on my graphics.
This is the new version of the game:































































