LD23 April 20–23, 2012

Not Bad for My First Day with a New Engine

 

 

My original plan was to use Java(LWJGL+Slick2D+MarteEngine) for the compo. I made it through all last week getting my environment all set up and getting ready to go. Less than 6 hours before the start of Ludum Dare 23 I decided to update Eclipse and move to Java 1.7. In the process I completely botched my environment and could not get it put back together again in time to be dependable (and who wants to spend the entirety of a compo troubleshooting non-game issues?).

So about 2 hours before the start of LD#23, I decided to go see what other things were in my toolbox that I could pick up quickly. I first went to my various Torque engine licenses. I’m quite comortable in the Torque engines, but one problem; no real web deployment options. And since my Java environment wasnt’ stable enough for me to depend on Webstart, I decided to keep looking. I had once tried a demo of GameMaker 5+ years ago and decided to go see how far along it has come. And wouldnt’ you know it, they have an HTML5 friendly version now. So I whipped out the credit card and decided to give it a shot.

I spent a good chunk of last night and this morning just getting used to the product. By mid-day today I felt comfortable enough to start giving my game a solid go.

For now I have a controllable character; some basic physics; and my artwork started. I’ll keep banging away today until I finish the character logic and get started on the baddies. That should leave tomorrow for sound and polish (and time permitting: music).

 

–homepage–
 

Comments

JackKnife
21. Apr 2012 · 19:49 UTC
Yeah…updating your environment during a project is a lesson I learned the hard way in school. I upgraded my Ubuntu box to the latest version and suddenly none of my stuff compiled. I was never able to get it all running again. Luckily the professor never expected us to finish; he wanted us to see all the things that can go horribly wrong during a project. I told him what happened and he just laughed and said, “Well, you’ll never do that again will you?”

Math is hard.

TIL that exponential scrolling is really, really confusing. And simpler than you’d think. That actually took 4 hours to figure out. I wasted so much time. Shoot. Only a couple more things to implement, though, so I should be a-ok!

That's, like, 4 pages

Difficult math.

There’s not much to it, yet, but zooming is fun!

Legit screenshot:

(click for larger)

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

Stream the development of In a Lonely Sea of Stars

New build: now with more volcano


Try it out.
Move with arrow keys, jump with Z, grab/place/slam blocks with X. Slamming doesn’t do anything besides make a noise yet.

Progress (no art yet)

Working on a bacteria-defense game. Its coming along just fine, but I don’t have anything pretty to show yet! 😛

Got some levels… and a major bug.

I managed to build some nice levels.

The problem is that there are 2 block types that get affected by buttons.

Only one of them actually gets affected.

It’s strange because I used the exact same code for both.

I also got a story!

Best of luck to everyone!

Comments

JackKnife
21. Apr 2012 · 19:54 UTC
Concerning your bug…did you just copy and paste the code for the two buttons and then change the code in one and not the other? Or are they both using the same method so they are using exactly the same code? Have you tried using some logging statements for the buttons to make sure that the game knows that the buttons are being pressed?

Day 1 ends – Update #3

That’s it for me on the first day of the competition. It’s been very interesting. Nah, it’s been a BLAST ^^!

Here’s my progress:

– House for the islanders: check

– Self-sustaining behavior without player intervention: check

– Overhead display: check

What’s missing: unfortunately the whole player interaction. Without the player’s intervention the islanders  stroll around , grab food from the house when necessary and sleep when they are sleepy and breed 8).
But they won’t gather food and won’t build new houses. That’s where the player comes in. Well, at least that’s the plan. Don’t ask me about the goal of the game, yet. Tomorrow will be a busy day. I’m looking forward to it.

It’s time to sleep…

We are all very tired… But our artist left us with complet art for our first “room”

 

 

Tommorow we will show you more!

Day 1 done!

It’s midnight and time to turn in. Here’s my progress:

I got what I thought was a pretty solid idea early on, and the implementation has been cool thus far. I’ve managed to get most of the gameplay in today, so I’m in a really good position to tweak the gameplay, and add plenty of pretty things.

The basic idea is to control your planet and guide it through an astral field, avoiding black holes, and causing natural disasters like volcanoes to propel the planet. It’s pretty morbid, especially now that the screams are in!

First update

This is my first LD and it’s going extremely well so far. I decided to use Flashpunk instead of my own framework, and it was definitely the right decision.

I’m making an adventure game called “Humphrey’s Tiny Adventure”. It’s about a boy who has to find his penguin after he runs away from home because he feels neglected.

World screenshot (too wide to embed)

One of the levels (also too wide).

And here are the characters:

 

Two levels down and three to go. Most of the art is already done as well.

Tags: flashpunk

Civilized Pixel – Second Dev Log

Development for CP is coming along excellent! I have a screenshot (it is a bit outdated by an hour or two, but who cares). In this game, your civilizations literally become art: http://www.flickr.com/photos/63602090@N03/6954033214/

Here is the dev log for Saturday Morning:

 

Saturday Morning:

 

10:13 – Spent all morning either drinking Red Bull or designing CP   

 

10:35 – Took a short break, now returning back to creating the stats of the buildings

 

11:03 – Working on the stats. Going to make a float-up text engine (if I can…).

 

11:54 – Finished getting dressed, eating, etc. Now back to programming. Argh, can’t seem to figure out how to show when the money increases or decreases through little text bubble type things.

 

ZUNZANDA – Destructible Terrain Test

Here’s a comparison shot of an example of the terrain before and after destruction in ZUNZANDA.


LOTS OF WORK TO DO TODAY! Slept for waaaay too long and now I’m gonna be in a rush to finish this… although I’m still sorta torn on a few things. Not sure where to take it because I have 2 great ideas, but they both contain serious challenges. LUDUM DARE!!!

Tags: destructible terrain, engine test, phantom green, progress update, screenshot, zunzanda

Comments

21. Apr 2012 · 23:29 UTC
Nice textures! Good luck in the last 24 hours, man!
AlwaysGeeky
21. Apr 2012 · 23:52 UTC
Interesting character…. is he some sort of octopus? tentacles? :)

…and now we start over!

So, I wasn’t really feeling the last idea I had.  So, I did what any respectable designer should do: scrapped it altogether.  So, now what?  Well, we begin again…

Once upon a time, there was a little blue cube…  He was rather insignificant in many ways, but to others he was more than this.  He was a hero…

 

 

So what can we learn from this screenshot? Well, the main protagonist is wearing blue.  It is also dark.  Very dark.  And there are red eyes watching his every move… Yet, he has within him a light, and others are drawn to the light… So perhaps it isn’t quite as hopeless of a tale after all..

Tags: ld23, R3ason, tiny world

Characters now moving…

Even though they are not yet smart, at least they are moving :)

~3 hours to go…

Something’s Missing…

Well, I got a working prototype and, as is usually the case, I’ve found that it’s not really what I want. The game depends on being exciting – there must be constant action. It needs to constantly put you in peril, and you need to constantly be able to escape. Unfortunately, I haven’t captured that. It just feels very easy at this point, even when I set every parameter to as high as they’ll reasonably go. Doing the math, it seems that around 60%, if not more, of the incoming asteroids are not a threat at all (and, in fact, serve to block more asteroids), which is a problem. I’m thinking that the randomness of it might not be working, or maybe it’s the uniformity of everything being an asteroid.

Possible solutions:

  • Incentivize staying on the home planet somehow (and make it possible to do so). Or, have some other thing that, rather than saying, “DON’T be under the asteroid when it hits”, have something that forces or encourages the player to be somewhere specific. You could gain a bonus from mining an asteroid.
  • Do exactly the opposite – destroy asteroids after the player steps on them
  • Make the player control two characters simultaneously.
  • Strategically send asteroids to be extra-problematic for the player.
  • Add more obstacles. I mean, it is space, so adding lasers shouldn’t be a problem. Then you’d have to use asteroids for cover (and then the game could send all the asteroids from the useless direction) or something.

In any case, I suppose I’ll do a bit of graphics at this point as a bit of a break. Maybe the secret ingredient might be an absurd amount of particle effects and shaking the screen.

Desire – Spriting away

Switched from a hex grid to a square grid because six relations would be overwhelming for the player to keep track of. I’m using the RagePixel plugin to create all the art inside Unity. So far I haven’t corrupted my tileset but I’m using git to regularly backup my work just in case. Next I’m going to get drag and dropping citizens working. I’m still working out how relationships to other tiles will actually work mechanically.

Tags: unity

Graah, physics!

So for the past 6 hours I’ve been working on physics. My own implementation failed hard, so I searched and found jiglibx. And while it does sort of work, it’s horrible. My implementation is horrible, that is. I’m sure with proper usage, jiglibx is a nice physics engine. But this is ludum dare, and my code is dirty, I have no time to learn, and hacking it in like this surely isn’t the way it was meant to be used. So I’ve tried (and failed) to make the player move normally. Right now I have the following:

  • Humans that always slide someplace, and that can’t stand still
  • Collision with blocks, but with enough force you can get stuck or even through
  • Jumping mechanic that’s very, very picky and prone to getting stuck and/or blasting you off into space

Hooray! I guess…

I managed to climb a tree, though, so that’s sort of nice

So now I’m just tempted to scrap physics altogether, disable jumping, and just check if there are blocks in the direction of the player when he walks. It should be simple, but it means no jumping and climbing etc.

Oh, and I also have to figure out what sort of game I want to create. I’ll try and wrap up the physics stuff for now, and then it’s time for bed. Tomorrow I’m going to start on a game. If I don’t come up with a nice concept, I’ll just make an FPS. And if I do come up with a nice concept, I’ll create that instead. I should have about 10 hours for that, and then 6 hours of graphics/music/sound generation, 1 hour of polish, and then it’s already over. Time flies when you’re frustrated at physics! 😀 Next time I’ll just get an engine ready from the start.

Comments

JackKnife
21. Apr 2012 · 20:09 UTC
Hmmm…jumping and blasting off into space? That’s not a bug…IT’S A FEATURE!!! 😉

Progress!

I have made a second level in Aegaeon! Here’s a screenshot:

Finally, some progress!

I spent quite much the entirety of yesterday procrastinating and trying to settle on a good concept. However, I had way too many ideas and pondering stuff really went nowhere. Fortunately, while idlely messing around, I managed to solve a problem I had been trying to work on for quite some time, so in the end I decided to do something based on this engine.

first picture:

Gameplay test

Messi today had a bad day, but that doesn’t mean he isn’t the best football (soccer) player in the world.

I’ve always wanted to do circular jump’n’run game and this Ludum Dare edition theme is the best excuse to try it. The idea of the game is to collect the coins in the planet with the aid of a ball while you avoid some enemies. There is still a lot to do but there are some physics and items already present and it is nice to play for a while. The next steps is to add stage completion rules and some kind of time pressure.

First contact version is available to play. Controls are cursor keys and space to kick the ball.

Play Demo

 

 

 

 

Little World Gone Wrong – Update 3

Here is my previous post. Continuing from there…

This was a disappointing evening coding session. Nothing went well. I managed to do so little, which are in-game powerups. Simple powerups such as teleporting, running faster and shooting blocks out of your way. They’re unlimited for now, making the first level too easy, but I’ll get back to that topic later when I’m finished with graphics and sound.

Yes, next up is graphics and sound. I’m too inexperienced on these topics but we’ll see what I can come up with.

GAME LINK

RTS Progress

Progress on my RTS game 😀 Its 00:00 here…  1 Day and 3 hours left :/

Let it snow, Let it snow …

Taking a break from level design and added some snow for my snow globe :) (I really need to update the rest of the graphics, they look so horrible)

Demo : http://ttermeer.com/ld23

End of Day 1: Puzzle Mode!

It’s exactly midnight over here, and I just finished all the gameplay! Just like in my favorite LD, #21… is that a good sign?

NEW IN THIS VERSION:
– Puzzle Mode!
– 10 levels included!
– Fancy Title and Help Screens!
– Drag and Drop instead of two clicks!
TO COME TOMORROW:
– Better graphics!
– Sound and Music!
– More levels!
– Local and Online Highscores!
– …maybe a level editor, if time allows? I don’t think so, but it’s a possibility.

Play it right here!
If you find any bugs, tell me. I tried all the levels and was able to beat them.

Now Watching: Video Games Awesome: Phoenix Wright Live!

Death by giant thumbtacks

Ok, I’ve been up for almost 16 hours now, and been developing roughly 13-14 hours active (excluding food pauses). I have found (and reported) a bug in the hardon collision library that I use, and added a spike/thumbtack thing that kills you when you collide with it, and a instant respawn. I would like to add some enemy that you can jump on, mario style, but I don’t know if I’ll have the time considering I need to polish the game. On the other hand, jumping on crazy lab rats sounds fun :)

Player and deadly thumbtack

More rose hip soup

Candles with a scent hides the cigarette smoke from my neighbors below, unfortunately I ran out and have to survive with normal candles :(

Maryland chocolate cookies and festis still soft drink with a taste of strawberry and yumberry

 

Tags: foodphoto, progress, screenshot

Tiny Whirled Piece – progress

Have the nested hierarchies of pieces, with targeting lock site thingy, and removing other sibling pieces when you successfully lock on (because it only needs to zoom in on that piece after that).

I’m out…

Well, sadly, i must withdraw from the dare.  I ‘m afraid real life had thwarted me again, and I can’t come up with anything for the theme.

 

Best of luck to everyone else!

Weird worm of death

My game is very very strange.

Basically, I made a long tunnel like dungeon and you have to flee from a huge earthworm. Sadly, it still feels very boring because it is very linear. I need to think up a few more challenges for the dungeon.

4

This entry was posted on Saturday, April 21st, 2012 at 8:13 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.

Liking it so far!

Hi LudumDarers!

Even though I’ve been busy all day long, I’ve managed to get some free time before going to sleep (while having dinner+rest).

http://megaswf.com/file/2400378

It’s the first time I have ever used blitting (I’m not even sure if what I’m doing is considered blitting), but I’m pretty satisfied with the result, and I can’t wait to finish the game tomorrow!

The game is about a battle for the control over ‘that’ world, which appears to be a small floating island. Or maybe I change that later.

William is in trouble!

William is in a lot of trouble now, and he needs your help!

William has weapons, and it’s going to get nasty!

Day Two Progress, Mechanics!

Well, I’m halfway through my second day and I only just now achieved what I thought I’d have done within a few hours of waking up! I should have guessed that changing and moving what can and cannot collide was going to be a big headache.

But! Since that’s my only mechanic, I can finally move on to designing the game challenges now that it’s done. I know it’s still uglier than a warty toad’s awkward cousin, but I learned last Ludum Dare time that beauty can wait. I want this thing bug-free and fun! With any luck, I can have a still-hideous-but-gameplay-goody before I sleep tonight. I’ll let tomorrow me worry about sprites and sounds!

 

Still hard to convey in pictures while it’s all colored blocks, but you can see that bits both large and small are shifted around the map. Can you spot the player in all this?

If you feel like trying out what I’ve got so far, follow the link!

http://dl.dropbox.com/u/911517/LD48-23-2.exe

Finally moving

It hasn’t been exactly my best first day on a project.  Although I came up with an idea I like, I spent several hours messing around with sprite flickering problems – nothing like a bit of jerkiness to ruin the experience.  As always with the tricky ones there were lots of permutations – vsync, double buffering, graphics drivers, Linux vs Windows, two graphics cards in my machine, float to int rounding in my code, float to int rounding in library code, subpixel rendering, etc.  I even rewrote almost the whole thing in pyglet at one stage, after originally starting with pygame, but it didn’t seem to make that much difference, though for a while it looked like it would.

Anyway, I finally feel like the rendering is reasonably smooth for the movement now, so I can finally get on to getting some content and gameplay in there.  There’s a very long way to go yet, but fingers crossed I’ll get something interesting done (:

Coming Along Nicely!

I’ve gotten a lot of things done in the last few hours. here’s a look 😉

This is written entirely in java. No libraries. No pre-built codes or engines.

1st day done.

So , I overslept 8 hours first.. Then I wasted some time doing other things like watched some tv-series. I’m not yet even entirely sure what I’m going to do, but it’s a platformer, i’ve set up the basic stuff for it.Still long way to go, but at least there’s over 24hours time. I Think that I’m going to sleep now and try to wake up early but not tired. I still have to think what features there are, other than jumping and moving.. Havn’t done any levels or graphics or sounds either. :/ But now some rest.

 

Day 1 Progress

Here’s my progress on my game after the first night.
You must protect your planet by shooting enemies.

In the finished game, defeating aliens will drop radioactive minerals, which you can use to clone more people or create buildings that power you up. If the building get’s destroyed you lose that power. The goal is get the highest population on your planet as you can.

Play it here.

The First Day of My First Ludum Dare

The little pebble things are the comets you collect.

Every time Ludum Dare comes along I always said I’d do it. But I never could get myself to sit down and do it. This time round is different.

I’m not doing the Dare, but I am doing the Jam. Mainly because I felt better coding a game with a friend; Dan Bell. For the 72 hours, I’m staying at Dan’s place, as it seemed easier to work in the same room than over Skype.

So far we’ve made pretty good progress. Dan came up with what to do very quickly. Basically it begins like an Osmos style game, you collect comets to gain mass, and once you have enough mass you can move onto the next stage.

In the second stage you need to build up an atmosphere, making sure you don’t get too close to stars and boil away all the precious water you may have gathered (Will need to look into the science a little more).

The third stage is similar to the second, you need to avoid getting too hot or too cold, so that the life that has grown on your surface can flourish and not freeze to death. Again, we’ll probably look into this more on the third day.

Today we started at 7am and have managed to get most of the first stage of the game done. Neither Dan or I are artists or composers so we’ll probably be skimping on this things until the last minute.

We’re using Playn for all the game mechanics and JBox2D for all the physics. Both of these have been working fairly well, but are poorly documented at times.

Graphics: Inkscape/Photoshop/aseprite; We’re not really decided on an art direction yet, but will use one of those, tools.

Sound: sfxr and Creative Commons License Music (Most likely) I can’t remember where Dan found a good intro song, will ask him tomorrow.

I’m shattered, so night!

Tags: eclipse, java, jbox2d, playn

Gotta Go Fast!

Skid marks!
Demo!
I added skid marks for when you quickly change direction (slight loss of traction) and also boosting! Hold space down to go superfast. Press ENTER to generate a new track.
Next up: Making things pretty!

Progress report

The day is coming to an end (here in Italy) so it’s time for a small report on today’s progress.

I started kind of late and I struggled a bit finding an idea that matched the theme completely but still I’m moving forward. I decided to go with a platform game (first platform ever for me) with a gnome, and I’m trying to twist it a bit with some cool mechanic.

So far I have 2 and a half working levels with placeholder graphics (not that my “real” graphics would be THAT better); I hope to finish the third working level and to write down something for the fourth before going to sleep :)

Aaaand here’s a screenshot:

Quickly Inspired

I heard about Ludum Dare 23 about 4 hours after the theme was chosen. Loved the idea but was doubtful I would participate. I saw a bunch of people still at the drawing board and brainstorming ideas hours after learning of the theme, struggling with the theme of Tiny Worlds. For me, though, inspiration came pretty quickly.

Taking a fairly literal interpretation of the theme, I thought about a game where planets were tiny and you had to jump from one to another. Now, that doesn’t sound too terribly unique and exciting, but the way I envisioned the 2D platformer being rendered could make it fun and interesting.

Which way is down? If you were hopping from planet to planet, each time you would land on a planet, your definition of “down” would change. Essentially, “down” is relative to the character’s orientation, which is relative to the nearest planet.

What if you miss? Imagine if you were actually jumping off a planet—how would you adjust your trajectory in-fight? Unless you had thrusters, you wouldn’t be able to. So, there becomes this inherent risk when jumping from one planet to another. If you miss, you may drift off into space!

While hanging out in IRC, I saw people starting different areas. They were either working on ideas, or sketching things out, or designing actual assets, or working on a soundtrack, or working on code. I jumped straight into code.

Using CoffeeScript and Processing.js, I started putting together a <canvas>-based motion/physics sample. Using circles for planets and a rectangle for the character, I was able to put together a proof of concept. Screenshot:

 

One of my inspirations for this was actually from Dragon Ball Z Kai, where the main character Goku trains on a tiny planet (similar proportion to above) with massive gravity. To leave the planet, you’d walk to the part of the planet you wanted to jump from and then you would jump straight “up” (away from the center of the planet in the current direction).

Progress in the Art!

Game concept is still not there… However, the art I’m making should get me

enough of coding for today

i had enough of coding for today…so i did my first animation for the game

 

it turned out ok….considering that  i am not an artist

 

so…. moving on

A little update

So I never posted my dinner, mainly because I forgot to take a picture but it was naughty chinese takeaway so I shouldn’t of really had it. However after that I scooped out some of the rice pudding I made earlier in the day and popped it in the oven, it’s come out very nice for my first attempt at rice pudding :)

Also my game is coming along ok, I need to make sure to get all the mechanics/code related things nailed down so I’ve got tomorrow to spend on the art & sounds, as currently everything is placeholder and I haven’t touched anything arty yet.

Day 1 Complete!

Tomorrow I will implement collision detection and polish the SHIT out of it!

First Beta

My first beta version is released (as win32 binaries and sources).
Links are in https://code.google.com/p/sebbu-ld23/ and http://www.sebbu.fr/ld23/.

Current screenshot :

There is a start & finish cell, several teleport and some gameover cells.
Some text is written in the stdout (and stderr if any errors occurs).

Future evolutions will be :

  • limited visibility
  • monsters ?
  • damage event (from cell), either one-time or each second ?
  • more (tiny) worlds
  • level format & event format change (developer part)
  • background story/context (explaining)

Open to any ideas / comments / thoughts.

Progress Update #4

I have given up ever getting bacon again… in other news!

I have Enemies! I can even kill them :) Not happy with there dead sequence, or lack there of one… Just a few more items to flesh out and then we go into Clone Mode! Once in “Clone Mode” I will be on my way to completing this fantastic and fun-filled action game!

Stay tuned loyal LDers!!

-KunoNoOni

Day One

So, we take about 3 hours in the brainstorm.. lot of ideas for LD games and future games, we code and draw all night, take a 4 hours brake( that became a 6 hours break), now Since we have something functioning we will put online.. here some imagens xD

 (Click to see the real size)

So, tiny world was really trick, there is a lot o things you can do.. and you need to represent a tiny world.. a bunch of little planets? a micro world? a tiny room??… we chosse to use the pixel world xD

 

Linkz, Pedro, Luigi

Mid-Competition Reflection

Once again however I realize how poorly prepared I am; starting the competition without declaring an engine base was my biggest mistake.. rewriting the basic classes and state encapsulation has slowed me right down.

Games which have caught my eye:

 

Use Jing for easy screenshot posting

I’ve been using Jing for taking screenshots and posting them, and I have to say, I like it.  Much quicker than Alt-PrtScrn, pasting into Photoshop, saving as a file, and uploading.  With Jing, you just press your hotkey, and it takes a screenshot and uploads it to your Jing account (the account and app are free).  Then you can just grab the URL of that image to put in your post.

v2 of Wondrous

v2 of Wondrous is uploaded. http://playwondrous.com/  26 hours left – I have a lot done – more than can be seen in the build, but still a lot more to do. I’m pushing to a functional game as quickly as I can, and then will do final art and polish once it’s fully playable.

Steady Progress! (Update no. 2)

After around 8 hours work, we’ve got moving characters and a tile-based level designer!

Go, ant, go!

 Now onto collision detection and enemies.

 

 

First day report

After a full day at work, I can finally show something about my entry :)

I decided to go with a RPG, the game is about the living conditions of your screen pixels. you play the role of a pixel who decide to stop obeying to the orders sent to him. you will have to fight your way across armies of dead pixels, to finally reach the lair of the villainous graphic card and get back your freedom as a citizen of the pixel world !

here some pics :

interior
battle

left to do :

  • advanced battle system : spells, magic
  • AI
  • maps and events
  • sound
  • working inventory, leveling
  • the story obviously :)

last build

Giant Aliens vs Tiny Humans and their Tiny World!

What happens when giant aliens come and invade the tiny in comparison planet earth?  An equally non-tiny hero must come to their rescue!

Howdy all, I’m David Colgan.  I’ve seen these LD contests many times but always seem to find out about them 12 hours into the competition.  This time though, I’ve made substantial progress and am hoping to finish my game!

The idea is you are a space giant of some kind, protecting the tiny worlds of earth and the other planets from giant aliens by flying around the solar system and punching ships into each other and into the planets.  This game has involved a lot more math than I had anticipated, and I’ve had to dust off my high school math skills multiple times so far.

My obligatory battlestation shot showcases the many things that make coding more exciting for me: espresso-laced cereal in a cup, plenty of apples, my programming duck, an Irish tin whistle, trusty Microsoft ergonomic keyboard and optical mouse, SAD lamp for illumination, planning paper, and my development environment of Arch Linux running Gnome terminal, Vim, and Chrome.

My game is written in Javascript using HTML5 canvas.  I’m pushing changes live anytime I have a working state to lifelessboring.com/ludumdare28.

And yes, I just realized this is LD 23, not 28.  But, the link is already been published elsewhere.  Close enough!

 

CAPSULE: Progress @ 26h

My game, CAPSULE, is progressing well…though I’m not sure if it’s really a game, it’s just some interactive environments that give me an excuse to add weird scenarios and dialogue. I don’t know how it will rank overall, but I’m having fun making it so far.

 

New tiny things in our atomfield

New news now ! Funny animations ! And a goal, finally ! When you have more than 10 electrons with you, you can click on the white nucleus monster in the middle of the universe to give him 10 electrons to…eat or something. It gives you 10 points ! It was hard to do but I succed and it seems to work !

And I received a message telling me that I was going to have a new tiny cousin !!!

 

Hm don't worry about the "24-guy", it was a cheat to test something...

And because I’m tired but I love all you great people, here is a link to the current proto : http://www.mediafire.com/?d0w6y4n4cu2q8x8

 

The shrinker!

Yes I have begun work on the machine in the ship that looks like a stargate! It is to be in fact a shrinker that can shrink planets and yourself. However it needs fixing! Go find its parts, scattered throughout the universe!

Photobucket

Photobucket

 

I have also added Credits and a death notification.

http://www.mediafire.com/?219cdssxom2du73

Progress

I’m working on first person mini-metroidvania. The place is a box.

I’ve made 6 power up items – jump, double jump, fireball spell, jetpack, magic goggles to see what is hidden, detector that beeps and help find secrets. Got some placeholder sounds working, some temporary textures, neat particles for fireballs. Next – level design. Then visuals and polish.

Woops

Making progress towards a music toy…I just spent a half-hour “debugging” a feature of my emulated-ASCII library: char 0, bg 0, fg 0 is used as transparent and thus showed the purple backdrop(255,0,255). Oops…

I’m Done Little Knight’s Tiny World post Mortem

Since i need to spend time with my wife and baby tomorrow i decided to participate but only in 24 hours, mission failed i neeed 27 hours.

I’m pretty happy of the result, need some polishing and more interactivities .

Will probably make an second episod with more stuff.

This game whas created with :
FlashDevelopp
Flare3D
QuickB2D
Need flash Player 11 and a non black listed GPU Card.

 

You can test it here : PLAY
And maybe (please oh please) : Rate IT 

Physics, Planet Migration and a moon!

Today has been quite productive (maybe I’m panicking?) and I’ve added a number of useful and essential features. Probably the most important of them is planet collision! Getting the planets to feel heavy really added a lot of fun to the game. You can also migrate planets and watch the bacteria fly through space to their next port of call.

Here’s a couple of screenshots:

I’d have to say that particles are the most satisfying feature to add to any game.

Cellular Automata Tiny World

Idea with a cellular automata-based tiny world.

Graphics currently generated (thank goodness for AS3’s perlinNoise() function).

Comments

pirate-rob
21. Apr 2012 · 20:49 UTC
This looks good!

Game mech is ready!

Hey LDers!

Have got the basic game mechanics implemented. The player can move on a planet, jump and transition to another planets. I have used the Flashpunk engine for this one. Its really hard to see so many entries building something on the same lines 😛

You can try the early build HERE.

CONTROLS: Move with arrows,  jump – Z, switch transition – X

Now to implement some gameplay.

Meanwhile, heres a SS:

 

Tags: flashpunk, game

Better late than never!

Just finished what I had to do for university, so I am joining my first LD :)

The frameworks of my choice:

  • C# / .Net 4.0
  • SharpDX to access DirectX 11 (probably DX10-level hardware support)
  • BepuPhysics – Awesome .Net physics library
  • Some DX initialization- and buffer management code I can fork from another project

My tools:

  • Visual Studio
  • Sublime Text 2 (for HLSL shader code)
  • 3ds-Max

First up: Create a tiny planet (a sphere), get the character controller to work with the planetary gravity and – maybe I should begin here – write a shader so I can see the planet.

Day one results

First day is over and the only think I’he managed to make is the map editor so I guess I’ll probably join the jam. Since this is my first OpenGL game I had LOTS AND TONS of problems and bugs, and still couple left. Here is how my editor looks like:
#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 */ Ludum Dare 23_00 Ludum Dare 23_01

Hours after Hours!

I’ve got almost everything together, now i just need some more levels and an ending! Super Excited because i believe i can actually finish early if i work at it.

The gameplay is a simple platform puzzler. Nothing special really. A person trying to find his lost twin.

Heres a webplayer

It’ll do the talking.

End of Day 1

End of day 1 of Ludum dare 23.
13 hours coding and 2 hours ‘ideas’ been a great day.
See my timelapse so far at

I’m in!

It’s very late, but I felt it was wrong to say “I’m in” before I was certain that I was actually going to enter the competition.

So the theme is “Tiny World” and I was thinking about making some kind of arcade game. You start on a very small island and there will be stone,sandstone and various other blocks falling from the air. You have to push them out in the water before you get stuck and die by getting a block ontop of you. The game is going to be in 3/4 perspective.

I’m using C++ with SDL for graphics and Code::Blocks as IDE and I’ll mostly be using Paint.net for making the graphics. I’m not very far in the process yet. I’ve currently just made the rendering part of the game base, so I’ll probably have to pull an all-nighter to get this finished in time. I’ll post some more updates on my project later when I have something interesting to show.

thingie

After wasting a whole 24 hours doing nothing, I’ve started work on my project! I’ve just done some graphics so far.

  

It’s going to be a retro graphics platformer, the absolute most boring kind of indie game to see! I’m using a lot of randomization elements in it, and each level will be a ‘tiny world’. I know it clearly appears I am going the easy, safe route with the graphics, because I… uh, am. But that will let me focus on the neat stuff!

The central idea is the levels and enemies within them are highly randomized, and are generated via a seed the player supplies. I think it will be fun for people to try different seeds, then have their friends play through the same ones.

Every level, enemies will get a little harder, and every 10 levels there will be a boss fight. The player will be able to choose how many levels long they want it to be (or endless) at the seed entry prompt. A per-seed high score list would be really cool but would probably take too long to stuff into the first release (assuming I can even get this to a presentable state in less than 24 hours!)

Ludum Dinner – 7pm EST

Nothing new graphically to show off, I’m just refining gameplay at this point.  The drops will spawn on either side of the house, and rarely there will be full island waves.  I’m going to work up a graphical indicator telling you which side you should be on after I get some food.

Drawing a fat astronaut

I needed a main character for my 2D rotating platformer. A red rectangle just won’t do.

Here are the main positions I sketched up for now: Standing, Flying, Squatting (to jump), and Walking

Last World concept screen

After a day of work, things are moving forward. Here’s a concept game screen, representing what the game should look like:

Bacterium World

My second mini game is now complete! This is the bacteria world, in which you play the awesome White Blood Cell (note the sunglasses!), trying to hunt down the viruses in typical search and destroy fashion. The Red Blood Cells act as static obstacles. The viruses (is that the correct plural) exhibit semi-random movement, and move slightly quicker than the player.

My laptop is starting to periodically crash and as it’s almost midnight in UK land, I’ll resume the game tomorrow :)

Civilized Pixel – Development Coming Along Smoothly! Third dev log!

Hey everyone! As I mentioned in previous articles, Civilized Pixel and a civilization-building game set in the tiny world of pixels. It is very fun, even though the graphics are terrible and literally just oversized pixels. Anyways, here is the third development log of the day:

From Saturday Morning:

11:54 – Finished getting dressed, eating, etc. Now back to programming. Argh, can’t seem to figure out how to show when the money increases or decreases through little text bubble type things.

Saturday Afternoon:

12:03 – This is impossible… I’ll come back to this later.

12:34 – The main gameplay stats are coming along nicely. So far, I have configured stats for money, resources, and population for some buildings.

12:46 – Putting on some music to ease the boringness!

12:55 – The process is 75% less boring now! How nerdy is it that I am listening to the Halo soundtrack?

1:13 – I hate when you need to put something really important into your code, but then you forget what you need to put in…

1:38 – Just signed up for a Ludum Dare account!

1:56 – Took a little break, now back to developing. Going to add some new buildings such as schools, hospitals, etc.

2:08 – Wow, I just got lost playing it. I actually believe that this game is very fun, even though the graphics are oversized pixels!

2:24 – Edited some stuff, posted Friday night on the Ludum Dare website, now time for more programming. Oh man, I forgot to add the schools… Better do that now…

2:34 – Added the school!

2:47 – I keep taking small breaks, and really need to add in more buildings. Hospitals, police stations

3:00 – My friend is distracting me on the phone, resulting in me taking nearly 15 minutes to add the hospital.

3:29 – Added some basic rules (e.x. to pass 40 population, you need police station) and added 2 extra buildings!

3:45 – Development is going along really well! I am adding more gameplay rules and smoothening out bugs.

Ludum Dare 23 Game Jam entry update

After nearly 1 day into the competition, we have graphics, a gameplay and a name… Well, we’re pretty sure we do…

Food helps us get through the hard debugging sessions, and more than anything else, the trigonometric hell we’re building up slowly. Complex numbers to the rescue !

We’re recording a time lapse of the event, that will be available online afterwards ! Follow the rest of our updates live on our twitter.

Updates!

All right, so, my game is now called “Empty.” It’s about you, just a single physical being, who has just been conceived, along with your static 125×125 universe. You long for a purpose in the empty place, when you discover the puzzles…

Title Screen

Here's my fancy little title screen.

Progress! So much progress!

Okay, so I’ve decoded what my game is about now. It’s about a dinosaur who tries to integrate into a human society by offering transportation services. However, walking around in the citywithout breaking anything is very difficult when you’re a huge dinosaur. So!

Here’s a screenshot of what I have right now. There’s no dinosaur model yet but other than that I think it looks pretty good.

and here’s some ugly art I did to illustrate the concept:

;

..and here’s a webplayer of what I have right now!
http://dl.dropbox.com/u/679615/ld23/WebPlayer2/WebPlayer.html

Slow progress and food time

It’s being a hard day. It’s already 8 PM and I could say I worked on the game for just 2 hours; I spent the rest of the time procrastinating about the game. Due to the small progress I don’t know if I’ll manage to finish it for the Compo. Anyway, what do I have:

  • Idea.
  • Gameplay Idea.
  • Characters animations (yes, more than one) and main tiles.
  • 2D framework in Unity.
  • Unpolished background.

Tags: foodphoto, igdacwb, unity3d

24h update

Well I was not really inspired by the theme and it took a long time to get started. Also, I opted for something more classical: an arcade shooter with… insects. In this game untitled FlyGHT, you’ll control a little funny fly in need of power. Conquer the world !!

Again, written “from scratch” in JS/HTML5, I hope you’ll enjoy it! (Planned to be release tomorrow)

yosh~

Pastor Mundi – Props and Progress

(When in doubt translate the idea to latin)

Click for full size (800×600)

Guess where most of the time has gone, haha. WIP naturally, and not all of them shown (including the shepherd herself, as she's not rigged yet) but needed to get lunch and figured a progress update was in order.

The game is going to be about caring for and defending the sheep of the world. I’ve mocked up the world space (its like 200mx100m with some curvy bits cutting into that) and thought quite a lot about how I want it to play. Lets see how the execution goes, haha.

Agrobophobia – Programming Update #2

Back from dinner, and voila!  Here is the end result of a day’s programming and rediscovering DarkBASIC.  We now have an infinitely scrolling world, ready to populate with robots and other such things.  Time for a well-earned sleep, and we up early in the morning, and hopefully we’ll have more than just a tile asset in-game, and other things as well!

506 lines of code so far…

Can you guess what it is yet?

Challenge time!

One of our programmers is going to implement a side-scrolling shooter in under 30min!

The clock is ticking…

 

Ant Onslaught Continues

Work has continued on Ant Onslaught. Last night while Ebuch made the sprites for the animations, some pieces of food and a few enemies, everyone else got a pipeline working for taking the xml files produced by Tiled, changing them to a csv file with python, and then it being imported by XNA with it finally being displayed on the screen.  With a map system we called it a night.  We’re starting off today working on our own and will meet up later.  I’ve worked on a few tiles and made a basic map on Tiled.  Pirate Cove has gotten A* working for pathfinding (which he mostly got working last night.)  Evad has animations and a working menu.  Lastly Ebuch is working on music.    Here is a screen shot showing a few ants on the map:

 

Day of the Dragon

One day almost behind and I’m glad to say I have a functioning game, and I can spend the next day polishing, creating artwork and making the game enjoyable. The game is called Dragons of Pluto. The player controls a dragon who’s trying to usurp an older dragon from the throne of Charon, one of Pluto’s moons. Nothing too fancy, the player flies around the planet, eating Plutonian dragon-cattle while avoiding the other dragon’s demon-minions, until the player’s strong enough to be considered a threat and the other dragon steps forth from its lair to confront him.

#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 */ Dragon chase Dragons Chasing One Another Unity screenshot Charon in the editor

The game still has no UI, most of the textures are placeholders, there are no sounds and there are quite a few smaller features I really want to implement, but I’m rather optimistic about this. There hasn’t been any glitches or the sort in some time now, which is nice.

I’m really curious to see how many others have done a game with a small planet that you can go around, in 2d or 3d, and what kind of gameplay they have managed to get out of the concept.

Introducing… the King !

(no, no, no, not the King)

This kind of jokes helps me remember that I need some sleep, because 1 hour and a half since Thursday Morning seems a little bit low…

So, here is the very first photo of his royal highness, the King Green ! Hail to the king baby ( I definitely need some sleep. )

See you  in a little while guys !

A lot to do.

Not much gameplay in it yet, but it’s cute toy so far. I haven’t even thought about audio yet.

First Screenshot

The Tiny World… It um, shoots trees at you… O.o (Not yet, we’re getting there)Screenshot

 

PS: How do I change my avatar?

This is You Update One

So far, I have really only gotten cosmetic things in, and I don’t have my basic game engine, or much of the theme in yet. The theme is incorporated due to the stars, which give a cosmic feel to it, and remind the player that they are small, but I still have to incorporate actually showing how small they are. Also, objects are all going to be ASCII.

Rush hour in an immensely overpopulated futuristic city.

After about 10 hours of work, I’m ready to share what I’ve been up to.

The gameplay is pretty simple. You play as that little man, and you have to try and navigate him through very busy sky traffic. As you fly, you collect stars which let you upgrade your ship so that you can fly higher.

I spent most of the day making crashes look cool:

Tomorrow I’ll get the physics working exactly how I want them to, get the fuel working, change all the graphics, add some music and then make sure all the bugs are gone in time for the deadline.

You can play the game here.

http://dl.dropbox.com/u/43722832/LD23.zip

Thanks.

My game is beginning to be playable

Almost 24hours in and my game has some basic mechanics and graphics done.

The final gameplay is not decided yet but it will be shoothemup where you’re going around a small planet.

I have enemies and bullets working with collisions. I will now try to work on polishing graphics and add some interesting gameplay mechanics inside.

For now, here is a screenshot of the game :

Dat map

Now collisions(not perfect but better than nothing), map and spawning(not totally but lets pretend) works, it’s time to make entities able to interact autonomously and move across the map using A* with defined destination instead of a random (in/de)crementation of their current location.

When the entities will be fully functional it won’t be too hard to adapt everything to the players.

Managed to get 7 hours done today.

My game works, but it’s not quite ready. I think i’ll get only get about 1/2 of what i wanted done this weekend.

The cubes are alien invaders – once there’s enoughof them, they’ll swarm the planet.

Update

Juste a quick update:

24h passed.. 95% of  the graphics are done , but 10% of the code/programming only TT__TT But I’ think It’ll be OK! Not sure about the SFX/music :(

(( A screenshot ))

 “god-hand”… refused graphic

Comments

21. Apr 2012 · 21:38 UTC
Love the style and how crazy the scale is.

F***ing Finally!

Oh man, after mucho problemos with Apple iOS provisioning certificates, forgetting to copy my “library” to my new computer, the distractions from the mucho awesome people at last night’s LD meet here in SF, I had pretty much *nothing* done until about 5 minutes ago. I’m very pleased.

Here’s my first screenshot! The game does nothing at all at the moment, but I’m trying. I got my view to finally display without any build errors, so this is my version 0.0.1! Woohoo!

First Screenshot

Ludum Dare Documentary

Contribute to the documentary: http://isplay.co.uk/ludum-dare-documentary/

Levels, levels, levels ^^

Hell yes! I’m makin’ them levels y’all!

Here’s a link to the latest build if you’re interested:

<Link!>

Or just look at this screenshot if you don’t have that much time 😛 (I know I don’t!)

Cheers,

Maxim

Day one!

So you have to collect a key and find the exit, it’s got a some weird island generator thing…

Progress

…

Got my base mecanics…But I don’t really know how to dress it :(

LD23 – Tiny Worlds

I have no idea what this is going to become. So far it’s just fun.