Today’s timelapse
Before I go to bed,here is my timelapse : LD#23 whitetigle timelapse
Before I go to bed,here is my timelapse : LD#23 whitetigle timelapse
I’m just about done with the game engine and content. You can bite, eat, poison, intoxicate, spike, and shoot other bacteria; you can get armor and a flagellum to go faster; you can eat people for “genes” (not implemented quite yet), health, and size. In the below image, you can see some bacteria chilling around, having some upgrades, and ruthlessly killing each other. Survival of the fittest, baby!
Next up on my list is to make the title screen, the title screen go to the game, and the upgrade/pause menu for in-game. I really don’t like making menus, but I’m feeling optimistic. Also on the list: add music, add sounds, add wandering bacteriophages, add particles, make the sounds before I can add them, bugfix, playtest, and release.
Greetings,
I figured I’d check in again and post the finished mock ups of the title screen and game play. The game play screen uses some place holder graphics I whipped up. I should have time to go in and replace these with the other assets I’ve been working on, but I just needed some simple little sprites to start coding and getting things moving on the game play side of things. Progress is a little slower than I’d like, but again this will be a simple game so I’m not too worried about it. I’ll try and get a video or some in-game screen caps up in the next couple of hours depending on how long it takes me to get things really rolling.
And now for your viewing pleasure
some mock ups:

The glorious TITLE SCREEN! :)

Protect your tiny world from asteroids & UFOs; red bar = health, blue bar = power
Well, time to get back to work!
Cheers!
So my caveman evolution/alien combat(hopefully) game is going a bit slow on programming side. But the art-asset side is going ok.. I also decided to call the game Encounter at Down(from Arthur C. Clarke). The game is basically going to be about a caveman coming across a monolith, which enables(teaches) him to use weapons(like bazooka’s :D), during which the caveman is under attack from extraterrestrial monsters. Well yeah, I know :D..
Currently it looks like this; The caveman is trying to make sense of the pistol he’s holding:D
you can also have a look at the code/assets/swf here..
Cheers!
Checklist:
– Design multiples zones.
– Generate multiples zones.
– Generate a world using and connecting the zones.
– Create a player.
– Move the player on the start zone.
TODO:
– Design more other zones.
– Design the player.
– Move the player around the world.
– Add hunting creatures and items.
– Give life to player and creatures.
– Make start and goal of the game.
5/11 Done in approximately 8 hours of works, I think it’s still possible to finish the LD tomorrow if I don’t wake up to late !
so, good night and good luck everyone ! Tomorrow will come the first demo of the game !
I had to make some compromises on how to draw stars. I needed a way to have the background rotate with the rest of the scene, but that creates some issues when thinking about how to scroll and Javascript performance. Ultimately, I decided scrolling wouldn’t be required, so the background is rendered once and then rotated.
Fortunately, jumping around on planets wouldn’t really change your perspective of the stars, so leaving them static kind of works. It would’ve been great to have the stars scroll, as it would make movement more evident and add more depth to the scene. It would also make it feel like you’re watching from a distance, as the stars wouldn’t be moving, only your viewport.
Here, our brave hero is lost in space after jumping just a little too high:
It’s playable! Kinda.

You can drop bombs onto the planet, which then destroy the terrain according to the game rules. The objective is to destroy (read: mine) all of the precious ore in the ground. There will eventually be three options (bomb, horizontal drill, shaped charge) that effect the terrain differently, along with things that cannot be destroyed (cities).
Just finished the base level code and the character code. All art (except enemies) is just about done. Now I need to worry about finishing all the other levels.
This is my first time doing LD – I’m really hoping I can make it!
Tags: cute, flash, Flixel, screenshot
Things have been going a lot more smoothly after the initial problems so I’m glad I stuck with it.
You can now jump in and our of your Ship and fly it around (only quick controls for now, I hope to expand upon it tomorrow).
I plan to change a lot of it but I’d like to hear what you guys think so far.
Anyway, that’s enough for one night. Good night and good luck!
We finally got a name for our game! (The beta name was Tiny Takeover, but we decided to move on from that.) It’s officially titled Pow! Pow! Pow! aka; The Game About a 16mm Hero Who Fights Off Invading Aliens From Supersizing His Home Planet.
Cake got some music edited and ready for implementation thanks to Otomata, and she’s going to eventually figure out sound effects later. She also got a Pause menu and a Main Menu designed, and Zeik has most of the game logic programmed. Our next major step is to 1.) Get Dinner, 2.) Get some music and sound effects figured out, and 3.) Build out some level designs.
Cake’s screenshot of the main menu….

and Zeik’s screenshot of his work with the game and the additional texture overlay we have going on.

Ludum Jamming to: Mazzy Star – Flowers in December
Tags: as3, flashpunk, screenshot
As promised, here is a triplet of screenshots from Planet Life!
Work:

From supermarket:

Private photo:

Hey all,
Here’s a new video with where I was at a few hours ago. I’ll keep posting about it throughout the night but it’s starting to actually feel fun!
(The bar at the bottom of the screen isn’t supposed to flash, fyi).
The goal is to destroy the weak-points of the planet within the time limit. If an enemy damages you, you’ll enter a stunned state that prevents movement and retracts the drill. Any and all feedback is welcome!
Do I dare say this could actually end up being a fun game?
Since my last update I have completed quite a bit.
Done:
Up Next:
Good luck and have fun everyone!
Irish beer stew tastes good. Who knew? :p
Anyway, I finally thought of a use for the “interest” mechanic: ship speed.
I also add the sixth (and last) planet. Now I think I might take a quick nap before more work.
The hacked-together, comment-less source code for my CoffeeScript+Processing.js 2D rotating platformer is available on GitHub here.
Any version I show others (on my site) will be pulled from the latest version on GitHub.

Wow, a day in and I have actually accomplished something, even though I was gone for half the day..
.
is the name of the game. Enlarging kind of ruined the pic, but it’s the best I care to do at this time…
To do list: Make enemies do something & design the wave defense part & implement currency and a shop and maybe a highscore page & animations and music if I get to it
Screenshots:
Had a bit of a late start, but Ive got a simple app so far, built on top of openframeworks in c++, so far all it does is load a level from a bitmap, and create it with some simple tile textures, the next step is making a dynamic lighting engine, ambitious but i think its possible
screenshot of progress so far
I added a “jump meter” that powers up as you hold SPACE. The more you power up, the higher you’ll jump!
Take the game for a spin here: brianshaler.com/planets/ (it can be kind of dizzying, but it’s fun to try to get caught in orbit)
I took like a 3 hour break to go see my wife perform in a flute recital, it was great. Now that I am back… no shirt.

What have I been doing since my last update? I’ve been learning a lot about screen and menu systems, because surprisingly I’ve never done them before. But now I know how it all works, and I can use it on a future project! So now we have a working menu and event system (no input, but should be easy), Tiled integration for easy level design, and almost everything I need graphics-wise. Time for sleep, and I’ll have about 5 hours of spare time before my long work shift tomorrow. As I’m doing the 72-hour jam, I’m feeling pretty confident about finishing this to some level of polish.
FOR THE LOVE OF GOD, CODE YOUR ENGINE BEFORE STARTING THE COMPETITION!

So, day 1 is over. And I’ve actually managed to make some progress!
Things I’ve done today:
Which leaves me with quite some thing to do tomorrow:

My game, Five Kosmonauts, is about five kosmonauts in a spaceship. The ship is under attack by aliens (obviously). It’s a turnbased game involving running out of oxygen and getting eaten. If you’d like, give it a try and let me know what you think.
(Click here to take a closer look at screenshot 1 and screenshot 2.)
Sleep tight, ludum darers, and good luck tomorrow!
The game is pretty much all there. Just lots of tweaking and adding stuff?
This LD thing is AWESOME.
Mickey

Biome Testing. The left is volcanic, the right is an island.
A couple hours later, and some palette testing, and I have created my 8 biomes. For debugging purposes, they are selectable using the arrow keys (I test everything constantly when developing!)
Here’s a link to the current build, because I am hungry for feedback: http://feyleaf.com/downloads/ld23-test3.zip
Tags: biomes, demo, island, roguelike, screenshot, test, volcano
I’m really excited about my progress today; I’ve nearly finished!
Here’s some images:
That’s all I want to show for now. Again, I’m really happy, and I can’t wait to finish it either.
All I need now is sound, death animations, quick story, and a win screen.
Anyway, sleep now.
I have now created enemies! Dark shadow rabbits, their behaviour is pretty simple, and you just jump on their heads and they die. Hopefully make some variety there tomorrow. The end-of-level star gate thing now appears when you collect seven stars, though that will not be the objective in every level. Also coded switches which you can jump at to activate things, and coded some new planet behaviours.
I’m hoping for five levels at least (not including the hub world) – I have two and a half finished so far (plus the hubworld). I think this is feasible, if I have excess time after sound and music I’ll probably add more levels. Sleep for now though!

For the last 90 minutes or so, I’ve been getting nothing done because I can’t think of what to do, and everything seems either out of the scope of 48 hours, or not effective at correcting my problem. However, I thought of a nice, small change that will make my game better. Rather than trying to not get crushed, which is fairly easy, the player must stay within a circle in space. This is made challenging by the fact that nothing will stay stationary, and planets will keep getting destroyed by other planets hitting them. Sure, I may have made a slight departure from the theme, but oh well.
I still don’t have any good screenshots to show, though…
My brother might stream later, but I don’t know. If he does stream, just don’t mention anything about cameras NRGSoft.
Once I get out of Ludum Dare, I will start streaming again MadMichaelofMetal.
The progress started out spending a few hours discussing and eating. After a clear agreement, and more importantly organized approach, the game making began. Honestly, I found the concept of “tiny world” to be…perspective. I didn’t really care for it. I wish evolution won, would have made a Pokemon like RPG.
This mess of incomprehensibility is all I’ve got so far. There’s still a crazy about of work to do be done to actually call it a game, and the more I think about the basic concept, the less I like it.
So, I’m calling it quits on this one. I’m feeling like my programming skills aren’t currently at the point where I should have undertaken a 48 hour competition like this. I’m still gonna try next time, though!

In the spirit of recursion…
So, what is it acually like to code and create content on an ASUS Transformer tablet?
And now before I grab dinner, here’s some screenshots.
Nice screenshots, have fun in the next 24 hours!So I have a simple first level working, and it’s pretty fun! Go here to try it out.
Next up: level progression, then art.
Hey, so, Ben, who works with us, convinced me (didn’t take too much) to allow him to take over code (fix my mess) and let me focus on the art and everything else (what I’m good at). So, consider me officially disqualifying myself out of the comp. We will finish the game together. If the judges would allow it I’d like to transition to the jam with Ben. If not, that’s fine – this game will still be finished!
Latest build is here: http://playwondrous.com/html5/

This entry was posted on Saturday, April 21st, 2012 at 10:07 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.
Oh sheesh, this is starting to resemble a game!
I’ve got 85% of the tricky technical stuff down. Left on the to do list: implement pulling of items (right now you can only push them, which can lead to “deadlock”) and a more dynamic scoring system (right now everything’s worth 50 points, but there’s some more subtlety than that I want to include).
And then, it’s just a matter of cranking out items. Right now there’s 29 different ones, I’d like to see if I can come up with at least 50 (to encourage exploration & discovery of new parts of the map).
Okay, here is a download for what I have finished today. malicoxon.co.uk/LD23/LD23.jar
(WordPress won’t let me put a link, so just copy paste)
Slowly throughout the day, I lost motivation for the project. I guess I re-found it when I made the planets orbit but by then I was just exhausted and didn’t want to finish the bullets. So the bullets are not finished in this download but you can play with them, if you are moving and you push space it will fire the laser/bullet/projectile thing. It won’t fire if you are not moving.
Anyway enjoy and I will see you all tomorrow to finish bullets and add some enemies!
I decided to make a kind of defense type shooter game for LD23!
Terrible terrible alien invaders from planet-Z2 are preparing to invade your chunk of earth! It’s up to you to save your little world with your last defense turret!
The aliens will get to the invading part eventually, but now there’s time to test out your weaponry and make final configurations! So here’s a bunch of placeholder art and some editable stats:
http://dl.dropbox.com/u/53592845/TinyWorldDefense.zip
(Mouse to aim, left click to shoot, right click to reset your stats).
The focus will be on customization of your turret and (hopefully) your floating islands defenses. Some stat configurations might work better than others against certain enemy types.
Or I’ll just make everything an asteroid if I run out of time. We shall see!
There’s still a bunch to add and change. My coding style got progressively more awful the sleepier I got so that’s gonna be fun to deal with tomorrow. But I’m pretty sure I can finish this!
A little help, please?
I would really appreciate if you could download my work in progress, and just check if it crashes on your computer.
Please leave a comment and tell me if it worked, if you have a moment.
The build: https://www.box.com/s/148dc2ba476dd1e418d2
The source code: https://bitbucket.org/vigrid/ld48
William can’t wait to get into action!

Hello fellow ludum dare-ers 😀
Here is where I’m at:

The red cube is a stand in for the player character.

I'm not sure what I want the player to look like yet.
I already posted some similar shots on twitter, but I’ve added some things to the forest since then. I’ve also started on two other scenes, but I don’t want to give too much away or anything 😀
This is technically day two for me, when the theme was announced I got my ideas together and spent a few hours on some movement code before sleep… and then when I woke up I promptly scrapped all my movement code and re-did it in about a 3rd of the time. Goes to show that you shouldn’t be coding while tired.
I managed to make lots of progress today though 😀 my original idea was more of a puzzley game but when I started adding the visuals in I changed direction a bit into more of an adventure style game; I didn’t have to change any code to do that. Since then I’ve added some NPCs in that you can interact with, and the base for an inventory.
Anyway, I’m getting pretty tired now so I think that’s it for today. I’m not sure if this will be a jam game or not. I came into this fully prepared for a three day jam so we’ll see tomorrow I guess.
In the three hours I have been home, I have gotten a good amount of my tasks finished. Here is the list from last time
Remaining:
Name It
Main Menu
Online scoreboard (Just need to make it look nicer)
Sound
Music
AND
See about the difficulty

Main Menu
I posted on twitter about half an hour ago about eating asteroids. Much like Mario eats mushrooms to grow bigger, you can eat asteroids and double your size three times. This also addresses the difficulty when you are huge you cover a lot more ground that makes the hard levels easier. Still with random level generation there can be impossible levels. O the Asteroids also destroy the platform if you don’t eat them first.
I hope to get sound and music finished tonight, as well as making the online scoreboard page look nicer. That way tomorrow I can spend the time polishing the game, and playtesting.
After a good nights rest, the idea came all of a sudden.
Tiny Tale, the RPG that takes your character through a small world, getting wiser every step of the way.
After deciding on the style, the first small problem encountered: CreateJS doesn’t have a good manual that explains how to make things move without having to write a whole set of extra libraries 
So, after looking at what we did last year … I am eager to make sure that this time there’s something to show that’s better.
Another 3 hours work later, the first pieces have come together as you can see in the picture
Decided that I would add rats instead of going to sleep. Spilled my drink in my keyboard and so far the keyboard hasn’t given up. If it does it’s no big loss. I’ll have to resort to type on the laptop or buy a new one(it was the cheapest usb keyboard that I could find so it shouldn’t be so hard to find a new one).
Anyway… I added a rat enemy and decided that I wanted to add mario like jump-on-enemy-to-kill-them behavior, but before I added the code to remove them I tried out the change in velocity feedback and realized the rats was more fun as a superpowered jump pad instead of a enemy, so that is what they are right now. Changing the rat to be a enemy would mean that I have to rewrite my respawn system and I don’t have time for that at all 

The player jumping on a rat, the temporary art for the rat cam be seen at the bottom

Stuff to do for day 2
That’s the end of day 1. Time for a sleeping and tomorrow is polishing time.
Tags: end of day 1, screenshot, tired

Argh!
I didn’t do as much work as I hoped I would do. I struggled with Unity’s annoying physics for a few hours, then a few hours more.
I also didn’t know how to do things in Blender (the way I usually do them in 3DSMax), but I was not tempted to go to the dark side (they have cookies, you know). So I guess that’s a good thing.
On the bright side, modifying a shader wasn’t as hard as I expected, even though I have never really done that before.
Then I did some more struggling with Unity’s physics.
But that’s probably the price for making a 2D game in a 3D engine, without any real support for upside down physics.
Oh, wait, somewhere in between I watched the news, apparently our government officially failed today, well who didn’t see that coming, from the start. Bad thing is, it will (continue to) cost the Dutch society a few million euro per day. But this is not the place to discuss political matters, is it? My apologies.
Tomorrow I will have to do all the art: graphics, music and sound effects. Design some additional levels, including some storytelling and finish the game. I should also add a nice license, probably a GPL for the code an some Creative Commons lisence for the art.
If there is some time left I will also do a post about the design choices I made.
Sorry, no teasing screenshot for you. There is not really anything to see yet.
Well, I’ll go to bed now, probably for 6 hours, and then do the more relaxed part of making a game tomorrow.
Good Luck in finishing your entries, dear opponents!
I finish my first day of work with some new paint colours and the first enemies.
Tomorrow, tiny world capturing mechanics.
Art’s not my strong point so gotta go simpleAs it is my first LD ever, i decided to go with something small that i’m sure i can finish. It is almost finished, only need a bit of gameplay, and some polishin (and maybe, just maybe, sprites).
So, without furder delay, i present you the actual state:
And me, having some fun:
PS: The actual state is a bit different from the screenshot because of some quantum effects of the game. When you play it, you will understand 
Wasting hours trying to get html5 audio to loop properly. I have no idea what I’m doing, but I suppose I did find a big potential problem. Apparently there is a thing called same-origin policy – you can look it up. Anyway I fixed it, and now it works in chrome and opera also. Firefox was working all along that’s why I didn’t notice until now. http://dl.dropbox.com/u/69417482/capture3.zip
There is music now. This is previous post with screenshot and instructions http://www.ludumdare.com/compo/?p=125759
Sigh I feel less like I’m making a game than solving technical problems.
So my interpretation of “tiny world” has led me to a loose re-imagining of the subset of folk tales involving a chap named Jack and various giants. Jack and his entire tiny world are under threat from The Big Ones and their odorous stomping feet. The doom of his kingdom seems inevitable…!
…But first I have a lot of work to do on Day 2, of course. It just wouldn’t be Ludum Dare if I was having it easy.

Here’s a screen of UK jam progress day 1. This part is meant to be a sim where you place houses and roads, and their position is important. After that is a surprise!
Using melonjs (canvas) with Tiled map editor and targeting desktop and iPad browsers. For the first time.
Now off to have goodnight beer and go to bed.
Didn’t really get done what I planned but I’m still fairly confident I can make it wrap things up tomorrow.
Hopefully I can also find the time to add some sound and cooler graphics.
The latest version can be played here:
Okay, so I am one day in, and what have I accomplished? No actual gameplay, not even a real design. I also was bitten by a pygame bug, but that cost me only 2 hours. The other 14 were my own fault.
I need to sleep, and then I will decide whether to call it off entirely, or to completely dump my original idea and try something I can accomplish in ~12 hours, or even just see if I can get SOMETHING working with my current progress. I will admit it is tempting to just slack off tomorrow, see some friends, and leave nothing but this subpixel sprite editor to be my weekend’s contribution to the ‘corpus Ludum’.

I decide to use the theme as a branding concept, I mean, the reason why the world is in trouble is because we are the “tiniest world” in the universe with living creatures. And that is why those weird creatures are attacking us.
But something happens, of course.
It’s time for sleep. Good night! ^^
So, first day of my first Ludum Dare, and it’s on a day I work pretty much all day.
I did get quite a bit done in the time I wasn’t at work (about 6 hours), and managed to get a ‘looping’ world working, along with swimming.
Try it out HERE
OK, I’m pretty tired out now. Let’s see if I can somehow turn this into a playable game by tomorrow, or for the jam.
I did it again. Instead of coding I tried to get debugger working. I managed to do it after I recompiled Löve sources by hand. I almost threw my hands in air and was going to install Sublime Text for Linux, because without debugging Eclipse/Koneki ain’t so sexy. I’m glad I did got (remote) debugging working, although I certainly may not need it during the next 24 hours but I may need it in future. In past I’ve been in situations, where I’d have needed Lua debugging ( other than print to console )
So, I’m using Koneki plugin for Eclipse in Linux. There may be better text editors for Lua/Löve but for Linux not so many.
http://www.eclipse.org/koneki/ldt/
Other possible editors ( Google if you wish to know more ):
Decoda( Commercial, has debugger )
Sublime Text 2 ( Commercial, great reviews )
Notepad++ ( with modified lua.xml can autocomplete löve -code )
LuaEdit ( Updated recently )
Argh… Why am I even blogging about text editors? I’ll get coffee and then back to code.
Enjoy and laugh: https://www.youtube.com/watch?v=DrqFEWB2YJ8
I’ve been sitting on the fence about whether to join in since I have a semi-busy weekend already, it’s a bit late but I’m definitely in.
Progress so far:
Work for tomorrow:
I’ve setup a script to push my latest commit to a webserver at any given point, so current playable version of the game can be found here: http://moop.org/~moop/tinyworld/bin/
Controls are W to thrust, A and D to rotate.

Tools:
… now the problem is getting enough sleep for day 2 😉
Day two was full of silly bugs, programming AI, monster animations, and map generation. Here’s a screen shot demoing the fruits of our labor:
Hopefully we’ll have all this world stuff wrapped up tomorrow so that we can get some of the fun stuff in like shooting and downloading data!
p.s. there will be stargates
Tags: nanonauts, planets, randomly generated, space, stargate
I’ve fleshed out the survival mode gameplay more, it now gets harder as you continue to survive waves. Hopefully it gets hard enough for some of you sadists out there.
The waves of falling debris alternate left and right, and sometimes both sides. You get a nice warning letting you know which side to worry about as well.
Story mode will feature much the same gameplay, though each ‘level’ will be a preset number of waves, and I’m planning short slides of story in between the five levels. It should be easier than survival mode, and add some character to this Tiny world.
It’s halftime, and my asteroid defense game is coming along well. It’s been a long time since I’ve been this excited about making a game. Somehow I’ve gotten this far using only Game Maker 7 Pro pseudocode and no real GML code segments at all. Is that bad?
In: rotating world viewpoint, controls, movement, shooting, scoring, basic enemies
Todo: structures to defend and repair, player/structure health bars, turrets, basic AI, difficulty curve, all audio, better graphics, better name, etc.
This is my game pitch: “A game where you control insects that have to collaborate to gather resources that power a Shmup mothership boss – the insects morph into the mothership”.
You basically control the NPC side of the Shmup, in a two stage game: gather resources and then Shmup action! Also the resources gathered are used by the boss (you) in battle. So if you gather just a few of them, you may end up dyeing to to the enemy.
You can play a very rough build here (nothing yet aside to allow moving with WASD + Jump with space): http://dl.dropbox.com/u/11453596/LD/23/sb/sb.html
LD-23_Tiny_world.v1.0.0.2 : Download (Windows) – 714Ko
Extract RAR file, open EXE file. (Dont need to setup)
Press “Quit” button to exit.
LINUX : it working with WINE emulator

Well, I don’t seem to have been good about blogging as usual this LD. I have been getting stuck into my game though; just about to start my second day, yesterday went great!

I’m making a game where the entire world is just 9×9 tiles, but it everything shifts underneath you. It makes more sense when you see it happening (early build). It’s perhaps a little zelda like, with monsters, puzzles, and even bosses.

Looking forward to jumping back in. Have a good day y’all!
24 hours down, 24 more to go! I’m feeling pretty optimistic about finishing this on time.
Here’s a playable build of my game, Humphrey’s Tiny Adventure (just open it in your browser). Source code and such is all available too. Beware of ye bugs and such, obviously.
Tags: flashpunk
The 24-hour point seems like a good time to sit back and take stock (and, if the number of typos I’m making writing this are any indication, a good time for a break).
I designed quite a bit differently this time, starting by not doing ANY programming yesterday. I wrote up my design, two pages including a small layout sketch, and did some character sketches, which convinced me that I can’t do 3/4 view.
Today, I knocked out a quick gameplay demo just to make sure even though the basic elements are well-proven in other games. In a great departure from LD 22, I then dropped it all and created a mockup now that I had a feel for the basic mechanic. It was a bit scary to spend so much time creating art and so little on coding, but it’s more fun to code to a design, since it’s easier and you get some real visual feedback on improvement.

Gameplay demo
And, an hour or so later, I now have most of the basics done! I hope to get the rest (of the basics) done tonight. Still to do: enemy attacking, a win condition, and a lose condition. The latter two will require some extra art, but nothing too big.

Full game mockup
Hopefully, that means I can spend tomorrow expanding with more enemies, equipment, and the story, such as it is. Equipment is more important to keep gameplay interesting, but more enemies are necessary to get the theme across. I’ll probably add the minimum number of enemies (3) and then get to work on equipment.
Sound would also be nice. I don’t have the skills to do audio myself, but this game could work with sfxr. Or maybe I’ll extend it to a jam and get my coworker to help me on Monday…
So I am finally announcing that I am in to my first Ludum Dare. 
First the tool-set i use.
Programming:
Graphics:
Sound (if going to add sound):
So now to the interesting part, my game. 
I am doing a little adventure game. Focus is on the player deciding the flow and outcome of the game, so i wont say much about the gameplay yet.
Today i managed to implement a basic tile system, a player character with tracking progress and some stats, Basic dialog boxes, collectible items, and interactive characters.
Still missing are character collisions and interactive level elements. If this is done i will start laying out the “story” and fill the content.
And finaly a little view on my humble artwork.

Humble Artwork
I have a few more items on my task list and then the game is “Play Complete.” That gives me all of tomorrow to polish, which was my goal! I’ve never been so far at this point. I think two critical factors have made this possible:
How it looks at this point:
Tags: flashpunk, half way, progress, screenshot
It still isn’t much to look at, but I have a rudimentary game now. Both the player and enemies will die if they collide with the sun, and if the player collides with an enemy, the enemy will explode. Kills and player lives are tracked, although losing all your lives doesn’t end the game at the moment.
The next step is to add difficulty by having the enemies shoot bullets occasionally (though it’s already pretty difficult to actually collide with them.) After that I’ll probably call the gameplay itself finished, and work on a title screen, music, and improving the aesthetics.
Tags: journal
1 Day down, 1 to go. Just about an hour ago I had an epiphany for how to up the cute factor of this. Now instead of carrying your produce in the typical magic invisible “inventory”, you’ve got everything all stacked up, with the currently selected item at the bottom, just waiting to be used ;). This should make the next game mechanic I have planned make a little more sense visually. Just got items showing up in the shop, can’t actually buy them yet, but you now automatically sell all the produce you bring in. Made some cheesy little night and day sort of system by moving a gradient up and down. Looks pretty sweet though. Anyways, got errands to run. Seeing a lot of stuff a lot more awesome than mine on here, great job everyone!
Well, I got distracted trying to implement pathfinding and lost a few hours before deciding that I’d be making better use of my time just getting the tiny travelers moving. So they’re kind of dumb, and only really know how to walk in a straight line right now.
I think that was the right decision to make this time, though. I’ll learn how to implement A* some other time. This time, I just need to try to make it playable.
Hello everyone !
So I’ve finished working on my project for today (it’s 3 A.M. here).
This is my first Ludum Dare. I’m using Flash. I’ve never programmed a game in such a short time so this is a great experience !
The game is looking good so far, I hope I’ll be able to finish it before the end of the 48 hours.
It’s a game where you have to develop despite natural disasters which happen every now and then. The world is procedurally generated and the disasters are random.
You can manipulate the terrain and build things, but the disasters can also change the terrain, and they can destroy your buildings.
I have a lot of screens of the game at various stages of development, so I’ll probably write a more detailled article in the next days. But right now I’m a little tired 
Here’s a screen of the game :
Each color of tile corresponds to a type of terrain (brown = woods, green = grassland, blue = lakes, grey = mountains and yellow = deserts). I’ll try to make the tiles look better tomorrow if I have time.
Added animations for the cat! Also, cleaned up some physics bugs. I didn’t have much time the second half of the day to do other things, but tomorrow will be more productive! You can find the source here!
Current state of the game: http://dl.dropbox.com/u/11809018/LD23_DAY1_END.swf
I almost have all mechanics done (there’s only the score and some other details) I feel that I’ll have almost all the next 24 hours only to level design, graphics and polishing. Which is great =D
I’m really hoping for the best with this game and I’m expecting at least some good reviews (wink, wink :P)
Good luck everyone for the final 24 hours!
So, after messing around with things for several hours, and discovering that I was mostly making a few (Silly) mistakes, like not updating a unit’s internal position information after moving it on the map’s datastructure, I’ve got a Soul roaming around aimlessly on my map. Also had to set up the drawing of the map (Which is currently crude) and the like. Note the “cool” graphics.
Next stop is checking whether it’ll go to a ‘goal’ correctly.
It dosen’t look that good but i still need to put the art my friend is doing.
for now the creature wanders arround randomly until its hungry then it goes look for food,thats what those tree thingys are for,they will also give wood.
it will sometimes go mine the rock until it breaks to gather the rocks for material to build a house later(house bulding not done).
you can also grab the creature and drop it in space.
well thats all i have done for today hope to get more done tomorow.
Aaaand that’s the halfway point. 24 hours left. [insert Majora’s Mask reference here]
…Oh, hang on. I really CAN insert a Majora’s Mask reference here! I love blogs!
There. Ha!
Right, with that out of the way, here’s how things stand for ‘Mini-Worlds and Monocles’, with 24 hours to go:
Tonight’s goal, before I head off for some sleep, is to get ALL of the artwork finished. All of it. At the time of writing, I’ve got one level background, and four levels’ worth of platform tiles, plus stuff for the title screen, level select, etc. I’ll probably be rolling into bed around 5AM again… Ah well.
Here’s a screenshot, to tide you over:
Oh! And if you don’t already, follow me on Twitter. @dedhedzed. I ramble a LOT during Ludum Dare, so it’ll give you something to laugh at. And if you’re a game designer/developer, I always follow back, in case you’re the kind of person who cares about that sort of thing.
Hopefully. A recap of what I have done so far:

On the screenshot you see a circuit to make the bot run in circles. Can you figure out what’s happening without explanation?
What needs to be done?
But now it’s time to get some sleep. Tomorrow will be time enough.
…It just took me an hour to fix one bug…
I guess those people who say things about what’s bad programming practice are actually right…
Weird….
ONE DAY LEFT! Half Way Done!