LD23 April 20–23, 2012

Progress Update #5 – The First 24 Hours

Oh wow! The first 24 hours have passed. As I look back on those 24 hours, I must say I have learned a lot. The game is coming along nicely, although it has been a bumpy ride and I have deviated from my original idea slightly. I’m in the home stretch towards “Clone Mode” and I have a very good feeling. So onwards I go! Into the Next 24 hours!

For those curious, bacon is a distant memory and a forgotten friend… it shall be missed…

-KunoNoOni

LudumDare 23 – Day One

Alright so I’m one day in. I’ve been spending most of my time trying to figure out Marte Engine and making sure I have something working. Now I have another day left. Time to make it a game :)

 

WtmW title screen

Here's the title screen for Welcome to my World. Needs polish.

 

Some simple stuff (image rendering, left/right movement and jumping movement collision)

WtmW gameplay

A humble room for my little robot Tim.

24 Hours In – Progress Report

So, we’re into the final 24 hours…

I have made a LOT of progress tonight. I think my total time developing my game so far is around 13 hours, and for that, I’ve done very well. Only a few major gameplay features to finish up tonight, and I have about 6 hours before sleep time again, so I can definitely finish up the gameplay tonight.

Tomorrow I polish it all up, add sounds (if at all possible) and submit! :)

Obligatory screenshot. 😉

 

Gotta get rid of that silly cyan cube, of course, but that is the placeholder for the main “character”, which I am still working on.

That level design is not final either, still tweaking it.

This game isn’t going to be very spectacular, but at least it’s another entry towards 1,000 and I am learning so much making this game. I’ll be insanely happy if I just get to finish it, regardless of the quality of the game. 😀

Good luck to everyone else out there, you probably need it. 😉

My first screenshot

After working on code for a platformer (still not working properly) I coded more of the game mechanics.

Still not everything done (I am 4 hours behind schedule right now), I will need to cut features…

 

But I want to show the first screenie:

 

 

I am sleeping right now….

update #4 tiny hungry planet

My last update for tonight, need to get some sleep before finishing this off tomorrow.

I’ve added in some more effects, levelling up and a time limit. But the time limit doesnt do anything at the moment, just counts down.

I’ve still got more effects to add in, finish off some graphics and add in the menu and game over screens as well as a highscore system and music.

The game feels pretty fun right now, but im sure it could be made more fun. I’m just not sure right now, I’m too tired to tell.

Here’s the newest build with some fancier graphics and a progressively harder gameplay.

Good Morning! 24 hours to go!

I tried to sleep for at least 6 hours, but didn’t manage at all. After tossing a bit at bed (maybe all the caffeine?) I decided to wake up early(er) and come back for the dare.

Yesterday was a bit disappointing. I got a bit done regarding mechanics, but I’m still waaaay waaay behind what I hoped to be at this point in time. Anyway, after breakfast I sat up and wrote down my tasklist for these 24 hours:

– Write Cat Pounce Behavior
– Smooth out Mob animation
– Prepare a simple sound engine, to avoid sound bombs
– Make the “foodsource” object generic, to prepare for multiple food sources
– write a message center for the game
– write the Human mob (variation of cat)
– Allow player to dig tunnels/make new stairs
– New Content (Map, new sprites, prettify)
– Extras (if there is time) – Children, Underground base building.

As I write this down, the only thing that dawned on my mind is – No way that I’m going to make all of this in 24 hours :-(

But let’s see how far I can go!

Good luck everyone.

Miniature Worlds – Slide Up Inventory

Aha, finally some progress with the user interaction… a slideable inventory panel.

Hopefully now I can start harvesting resources from my tiny worlds and make something cool…

Half way point and I’m pretty happy. Finally have a title too:

“Congratulations Doc, it’s a Shrink Ray!”

 

There’s a test build online at:

http://dl.dropbox.com/u/6663023/dex/LD23/cdiasr.html

The bit’s are there but I still need to weave it all into a story so it’s just a fun toy at the moment but let me know what you think.

 

Time to grab a few zzzz, then it’s back to work!

Dexter

Comments

aus_mike
21. Apr 2012 · 23:48 UTC
Cool.

Do you have several copys of the ninja in different size’s or does the size change when its hit?
De10ter
22. Apr 2012 · 05:14 UTC
The size it totally dynamic, no fixed copies here :)

Selective shrinking does sound fun. If I stick to just body and head it might just make it in time for the deadline.

Thanks!

Progress?

Have kind of a shitty platformer going, but haven’t made much progress.  I have some grandiose plans to make a combination of civilization, joust and twinkle star sprites where you are building cities, on different worlds\islands, collecting resources and researching new technology to level up your dude while fighting other civilizations.  I will probably not complete any of this :).

Another own-goal

I do this thing in my sequencer where I convert MIDI note events to frequencies. Only, I forgot about this, and I didn’t use good naming, so the sequencer was calling the frequencies “note” too.

Then I went to create a sequencer event using “note” and put in 63 (a middle pitch MIDI note) and wondered why nothing was playing. Answer: Those sampled patches did not want to play at 63hz. Duh…

24 Hour update

A little over 24 hours in so I figured I would post a screen.

 

My lack of art skills is on display here.  Forced myself to use tiny sprites so I would not spend too much time making them.  The game is a turn-based dungeon crawl with giants (not seen in screen) that see only a “tiny world”.  The core mechanics and game play are done, just need to finish the dungeons, add some more monsters/items, then polish.

just had a small thunder storm.

I thought I was out of the competition for a while. on a positive note I’ve been working all night and all day, and I’ll be up all night and all day tomorrow too, hopefully my idea’s aren’t too big for this tiny world!

animation will not be made

The 4 enemies are moving like they should along a curved line. (With a lot of simplification… sadly.) The selection of which enemy will be deployed is continuous and not random – i implemented the pseudo-random number generator though. (This will be the next task.)

4 Enemy moving

I need 2 hours of regeneration now. I started to do silly mistakes and these are just keeping me up… After I’ll continue with the implementation of the defender (player) because I don’t want to ru out of time with a pile of crap code that doesn’t do anything. Last I make the shooting and hit testing and that is really the bare bones of the action.

If this 2 thing is finished then I’ll start to add the droped out features one by one.

– lifes

– score

– mothership

– bombs from mothership

– title screen

– sfx

– better gfx

 

Anyway CamStudio keeps crashing so I’ll not make any animation. Maybe if someone make a detailed tutorial on how to do this properly.

Tags: 2600, atari, enemy, progress, screenshot, stella, vcs

OMG! One day left!

Yes, I deserved that dessert. It was delicious.

I’m very tired right now, but at least I finished the main mechanic for my game. Player will build chemical components using a set of elements. I spend ridiculous amount of time just working on physics of the system (still not satisfied), so it doesn’t look that good (yeah, I should have prepared a little better – mainly in terms of AS3 language), but it’s mostly working.

The game will be unintentionally educational, as you can see.

I’m going to bed now – after some sleep, I’m going to work on graphics and levels / score system.

Just like I promised, you can play the current version of the code (although there’s not much gameplay yet). A good start would be to try getting two hydrogen atoms into this grey circle around your ship (two hydrogens and nothing else) and pressing ‘C’.

Tags: foodphoto, playable

Comments

22. Apr 2012 · 07:32 UTC
Thanks for the feedback! The reason you couldn’t create H2O2 is that I didn’t add it to the list of possible compounds, which is still in the works. Thanks for trying my game! 😀

Gravity Sucks

Yes, gravity sucks… At the moment it’s tucking so damn heavily at my eyelids that I am going to have to sleep for a few hours. I really don’t want to, but everything is fading into and out of focus and every second letter I type on the keyboard is wrong! So, time for bed!

However, Gravity Sucks is ALSO the name of my game for this tenth anniversary Ludum Dare… I now have the concept fully fleshed out and the engine polished and working smoothly. I have added the beginnings of a HUD and some enemies, and have been tweaking the procedural generation this last few hours too. Here’s how it currently looks :

It may look a little bland, but it’s really nice in motion and the 360º gravity is really fun as I have added screen wrapping to the left and right edges, which means that you can do a leap off the screen and then spin back in on the other side and that way reach an otherwise unaccessible tiny world. Oh, and the enemy alien is really cute when moving!

Now I’m off to bed to get some sleep (4 hours, no more!) and then when I get up I’ll start work on the front end menus, then pickups and more obstacles/enemies and finally difficulty grades. Phew! Hope I can get it all done  by the deadline!

Musical interlude

I’ve been jamming at the rather crowded melbourne jamsite most of the time, but more recently I came home to sleep and record some music so here’s a picture of a piano and a ironing board:

I’m working on a 3d “god game” where you have a planet in your hand and poke it to do stuff – I think the music will fit well unless I turn it into a mad scientist doom game in which case it will really, really not.

Anyway, since that was edited at home I should probably have a picture of this desk, as well as the jamsite “desk” (half a 1m by 1m table).

 

Tags: compo, desk, music

So yesterday sucked

OK, here was my day in a nutshell:

  • Added some layers and tweens to a AS3 mobile App, when I tried to resize them to the stage size, they disappeared.
  • Changed to a Flex app because relative resizing not working
  • Got Flare3D and their 3DS Max Plugin
  • Got 3DS Max 2013 but plugin doesn’t work
  • Got 3DS Max 2010, the plugin works but the color settings kill the models so I cant’s see them
  • Started using Collada with Blender
  • Embedded Flare3D in the app
  • A conflict between the Mobile App and Flare3D, camera movement now doesn’t work
  • Bubbling events to the stage or stage references doesn’t work
  • I’ll use the accelerometer anyway so not a big problem
  • Import my Blender model to Flare3D
  • Textures and materials not showing

That was my day yesterday! Anyway… I was going to upload a video from my phone, but guess what. It doesn’t work, it’s stopped at 26% and keeps waiting to retry!

[EDIT]
I’m actually going to declare myself out and take my lovely girlfriend to lunch! This experience has confirmed the need for a decent 3D engine in flash and has furthered my motivation for Zest3D.

 

Below is the great game idea that my girlfriend came up with and anyone might use for inspiration:

A small universe of tiny worlds, each world has resources, but the small world size means that resource distribution is bad to say the least. There’s a mini world which is mostly water, one with all the soil, another has all the annual plats etc etc. It’s your job to travel in your space rocket and gather resources from each of these world and deliver them to the residents that are needy of particular resources. For your efforts the residents replay you in love points and help you to build new parts for your space rocket meaning that you can travel further, find new resources and become the explorer you always wanted to be!

Enjoy the competition guys I can’t wait to play all of your great games 😀

Progress report #2 – Time to sleep!

I made a better giant and animated it, I also added an enemy. I’m having second thoughts about my game idea which is not good, I doubt ill have time to start again so ill have to think about what I’m going to do…

NIGHT 2 : Huzzah.

Night 2!

#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 */ That Vacuum Sucks That Vacuum Sucks My New Desk My New Desk

Go! Team Jimun and Chip!

The party is still going strong, despite some maladies with regards to hot temperatures, earlier. We’re working on character forms, sprite animation, items/pickups, and we have the map to Level One made, including a LOT of tiles that will be reused in the future. As far as production goes, we’re both on schedule. Things are looking great so far, though soon I’ll need to head to bed. Tried to take a nap mid-day today, but it wasn’t all too successful.

Here’s a list of useful things in my new workspace (moved from Living Room since the sun was way too hot)…

Guitar: Comes in handy if you’ve a clue in music making. Gets your ideas out faster, and you can record it.
Towel: Showers! Hygiene is very important, and getting away from the computer is a good way to stoke ideas
USB Hub (mouse): I have a mouse, skype headphones, camera port and space if I need, say, my tablet, or controller.
Ice Cream: After a grossly fulling meal, what’s better than chocolate ice-cream?

Not Pictured, but present…

NES: Come on. Mario 1 + Duck Hunt!
TV: Because static is more interesting than staring at Photoshop for long spells

 

NRGSoft LD23 Update #2

So, after I wrote the last post, I started finishing up sound.

It’s pretty quiet here at NRGSoft HQ.  We don’t have our scapegoat to pick on; it’s just not the same this year.  Without our food being eaten, how will we ever complete the game without his help? I don’t know. Stay tuned.

The 50% mark

Well, we’re halfway through.  Am I in good shape?  Really hard to tell, actually.

I have a bunch of stuff done, but I also have a bunch of stuff that’s not done.

http://stanford.edu/~ddrkirby/arst.html

I’m beginning to think I should have tackled something simpler and easier.  But oh well.  Best hope now is to make sure I don’t screw anything up…already the un”mini”izing is kind of weird and buggy due to collision detection being wonky, but I think that’s a battle I’m not really quite willing to fight, at least not right now.

I also need to sit down and just design the entire level structure at some point.  ahhhhhhhhhhh >_<

I should also mention that I haven’t started on music yet, but well, being me, I can probably whip that up in like 2 hours or so and still have it sound awesome, if this past week’s One Hour Compo is any indication.  Assuming I don’t run into some weird case of writer’s block, anyways *knocks on wood*…

Tiny Update

So my concept is heavily inspired by the board game Small World (as recently played on the first episode of TableTop), but with a farkle like gambling element and otherwise more simplified rules. I also have some cool ideas for the art style, if I get time to implement them. I’m feeling very far behind, as I’m learning javascript, jquery, and svgweb while developing, and spending far too much time tweaking layout and dice graphics in inkscape. Here’s a screenshot of what I have working far:

Day 1, End of the Day

 

Well, last picture before I dive into bed to get some well deserved rest. Tomorrow another day to work

ROACHES! – 10pm EST

I found a massive bug.

Crap.

I can’t even recreate it or locate it reliably.

Uh oh.

Making Progress

In my I’m in post, I said I would be using C++/SDL for the game, it failed to work and I gave up on using that tool and started using Plan B: GameMaker 8.1 Lite. So far I have made major progress in my game about surviving on a tiny planet and rebuilding your spaceship. I have finished most of the rooms in the game, and I am almost done creating moving entities. Otherwise I finished the inventory system and I am almost done with the days system. Also I plan on adding things such as monsters to drain your health, and crafting tools and materials for your ship. Here are some shots of the game so far. Also, the brown blocks will not be visible in the actual game when it is released as they are to block the player from walls, leaving the screen, etc.

#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 */ Screen Shot 2012-04-21 at 9.51.12 PM Screen Shot 2012-04-21 at 9.50.31 PM Screen Shot 2012-04-21 at 9.50.45 PM
Screen Shot 2012-04-21 at 9.50.19 PM

Also check out my livestream at http://www.livestream.com/ld23andrew845

23 hours left!

My game is mostly done. Because the last update didn’t have any, here’s a screenshot!I thought of a name too! “Tiny Adventures in Space”. I’m mostly done with this, then will come lots of polish.

An Idea

I think I’ve got an idea for creating competition and such.
Basically, when you want to do a race, you type in a seed. Then, this seed generates a racetrack- if the seed is the same, the track is the same. Then the game will download a highscores table for that seed, and you’ll be able to race against a ghost of the racer who got the best time on that specific track. There’ll be a feed on the title screen displaying new records and newly discovered tracks.
… Now I just need to figure out how I’ll pull this off.

Dinner 2

Diner #2 – Cauliflower with Garlic and Butter, with a Butterfly cut pork chop topped in a cream horseradish sauce.

Tags: foodphoto

The half way mark

I’m halfway through, and here’s what I’ve got so far:

progress

Tiny, isn’t it? Don’t worry, you’ll be able to upsize it.

This time I decided to go with a Java Applet, rather than asking users to download a jar. I’ve got to have it tested on other computers this time, as my last entry had a few deployment problems.

I’ve got myengine running nicely, and the actual level mapped out on paper (it looks like there will be 9 tiny worlds). I think I’m up to where i want to be with this one, including the 12 hours i’ll miss while sleeping Sunday night/ working Monday morning (Australia time)

There’s a snapshot up here

Link

Hello,

After a looooong day of work, my game is almost done.

Everything seems to work, now I have to write the story and all the level design, a lor of fun incoming.

Here are the first screen of the game:

Block placement is in

My team hasn’t been posting much, we had a bit of an issue figuring out what to code with so the whole team could actually run the game (Mike is difficult and likes to use linux…). We settled on using XNA regardless, and we’ll port it after the compo to something more portable.

Anyway, i’m two hours into coding i’ve got block placement and rendering in. Now i’ve got to get block mutations working. This shouldn’t be too difficult, just got to write up a 3D CA algorithm. Once that’s in, we just have some UI stuff, content creation, and CA mutation rules to add to the game. Oh, and polish/optimization of the rendering.

 

Comments

default
22. Apr 2012 · 00:35 UTC
Haha, i just realized i have 16FPS! Optimization is really important now.

Almost there

I finally managed to design my 2 last levels. Now moving to draw their backgrounds.

I am also thinking about adding a secret level (will see how tired I will be, haven’t slept for 21h)

With a late start, we finally start the Jam

Ignatus Zuk – www.IggyZuk.com – .Myself, Matt – Too Lazy for a website, and whoever else we can recruit have endeavored to enter the Ludum Dare Jam. We got a bit of a late start, since after hearing the theme, we promptly went to sleep. Woke up this morning, spent a few hours discussing the theme, and ideas that didn’t really go anywhere, but we’ve finally started working.

 

I’ve decided to write our first blog post, since Iggy is a bit busy doing the actual hard work.

A few screenshots are below cataloging our progress in the contest, most of them just have to do with the mechanics

 

Ignatus Zuk Ludum Dare

 

 

I’m not sure the screenshots speak for themselves, but we’re dealing with some pretty fun mechanics, we aren’t trying to go too ambitious, so we’re taking the theme literally, with a tiny world.

As far as gameplay, we’re looking at some puzzle elements, but we’re toying with all sorts of mechanics, in an effort to find something that creates a pleasurable experience.

 

Please post comments, we would love to read them, and answer any questions!

 

Tags: Iggy Zuk, Ignatus Zuk

Graphics & animations

In the best case the game will have three really complex animations. But I didn’t create them yet. Anyway here a sprite:

By the way, I’m in !

Hello everyone,

1 day is behind and i make my first post for this Ludum dare, 2nd of my life. I totally forgot the date and so had to make some change in my planning this week end, that mean little time today and little time tomorrow to work on my game, Yay!

My game will be some kind of buggy weird fast-paced lifesim.

Tools :

Unity

3ds max

Photoshop

I’ll probably not have time to post much during the making i’ll try to do my best.

Bonus : the desk i’m working on this week end, and for some reason i try to make my textures by hand, not sure yet if it was a good idea.

Well here i am so far…

Im kinda new at this ludum dare thing, so i used yesterday to learn to use something instead of doing it BEFORE the compo.

So yeah… this is awkward…

Anyways, i’m liking it so far, it’s done on Unity3D Free, with RagePixel (which i had to modify)…

I’ll be updating it real-time, and by real-time i mean whenever I remember to press “Build”.

Link: http://dl.dropbox.com/u/18417484/LudumDare/WebPlayer/WebPlayer.html

Comments

dr_soda
22. Apr 2012 · 00:15 UTC
Nice work getting up and running with your 2D toolset!

Little Mischief Makers

I’m coming to the end of today’s coding spree and I’m quite pleased with the results so far! You can play it here: http://50ply.com/ld23/

 

You’re the reason that one sock is always missing and no one can ever find the keys. Pick up tools, steal keys, mess stuff up!

 

Art, animations, grass, and more cool stuff!

I’ve been working on art most of today. I’ve done the sprites for the player and enemies, and have also started work on some tiles; the grass is better than I expected! The final thing I did was start work on a spawning system, though it will need some tweaking to make the game a bit more challenging.

Anyway, here’s a screenshot:

Grass, dirt, and sprites.

Status Report

22 hours left on the clock, I’m about to go sleep, and the game is not close to playable because of some hidden bug.

First thing tomorrow is to throw away my QuadTree and use a grid instead, hoping that will help.

My game is ready! Except for the actual gameplay :|

Hey!

I’m gonna take a nap now but I thought that I’d post a screen shot of my progress here before I go to sleep. Anyways, here it is:

 

 

I don’t have basically any gameplay yet ( aargh! ) so I have lots of things to do tomorrow. Anyways, goodnight ( oops, it’s already 5 AM :) ) !

“Game can’t even handle me right now”

I feel like I’m walking into fight cause I have no idea what I’m doing or what I’m up against. My game just keeps throwing me more and more things that need to be done. Probably shouldn’t have spent so much time on unnecessary things….

For some reason now I have: 17 races, 45 weapon types, and 40+ armor types. And MOST of them were NOT part of my design >.>

Buildings, classes and abilities still left!  x.x

…Also core gameplay elements. Everything else is pretty top notch, except magic damage calculations. Will fix this though, when abilities are made.

graphics are meh but this is the best they’ll get…

Currently dual-wielding a cross-bow and blade. Both attack independently at their own ranges & speeds. Did 25 damage to enemy! Yay!

Rogue weapons (dagger, claws, katar) are imba currently. Probably won’t change them, so that’s a “secret” for you readers who want an advantage over everyone else!

Dinner Time Check-in

Things are going well.  First pass of all the art is in except for start and end screens.  Core gameplay is functional but needs tuning (when does it not :) ).  I need to get sound in as well.  Gonna go down to the marina tonight and record an ambient track.  BFXR will probably be my goto for game sounds, though I might try and folly the sound of the sail opening (we’ll see, its been a while and I don’t have access to protools so I’m iffy on that).  I think the rock at the center of the ocean needs work, but I’m not sure where I want to go with it.  Doesn’t fit the overall style.

Need to find some playtesters tonight or early tomorrow.  Hard to tune a 2 player competitive game when your the only one around.

 

Googledocs Tasklog:

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

Progress Report!

OK! Map transitions and persistence now works, as does NPCs, I’ve also implemented the dialog engine and started working on the quest. I do not believe I will be able to achieve my initial idea within the time limit, so I’ve had to modify my plans :S Still I hope to have something at least partially playable by the deadline. Below is a screenshot of my progress :)

Comments

Rectifier
22. Apr 2012 · 00:37 UTC
Text console brethren unite!

tip for people using processing.js

If you’re using ArrayList, don’t give it an initial value. Anotherwords don’t do this:

ArrayList enemies;
enemies = new ArrayList(20);

I wasted too much time trying to figure that out. It was working fine in processing, but in the webbrowser it wasn’t working. Just leave it blank:

ArrayList enemies;
enemies = new ArrayList();

 

Slowly but smoothly

Procrastination got a little hold of me. But things have come along quite smoothly.

I am now at the fun point of having a working engine I can now tweak.

Next up: implementing the central piece of this game.

My 24 hour progress video

Here it is:

Now I am going to start implementing some of the gameplay features I have in mind and try to wrap this up into an actual game. (Proper controls, game interface, menus, HUD, scoring, etc..)

I feel sorry to say it, but I think audio might be getting the cut, I haven’t even begun to code anything for audio yet and unless I get all the other stuff that I have floating around my mind in super quick, I might have to give audio a miss this time. :(

Comments

22. Apr 2012 · 00:31 UTC
Looks neat though clueless about the gameplay.
bms
22. Apr 2012 · 01:05 UTC
Looks quite cool looking forward to playing it

1 day in . . .

so after 24 for hours i came up with an idea based on alien abduction added space like physics and drew a lot of images

im happy so far with what i have it still needs a bit of work and some ai

Positive finish to the day

After a quite discouraging afternoon and early evening, the late evening and early morning (It’s 3:20am here) went a lot better.  It’s actually starting to look a bit like the game I was envisioning!  I’ll be crashing out in a minute and catching a short-ish sleep before back into it.

It’s spaceship shootyness for me – flying around asteroids and things.  I have a ship flying around and shooting stuff at stationary turrets on an asteroid now, and maybe will post some screen shots in the morning if I get keen.

The main thing is that it’s impressive to see so many different types of games on here!  Nice work everyone, and keep it up.

Comments

AlwaysGeeky
22. Apr 2012 · 00:25 UTC
Stay positive 😀

WE DEEM THIS GAME’S TITLE: “BOXED IN”

We here at Pixel^3 have come up with a name for our game. it shall be called: “Boxed in.” The player controls a person holding a large box in which smaller people are inside this box. The goal of the game is to get the ALL the people to the hole in to box so they can escape. It’s a puzzle platformer involving use of WASD and arrow keys. Classy music made by MKSTAR26 was finally implemented. Ace has also updated the graphics for them, so it looks nicer(imo the hands are a bit off :3 )

Whats new:

-better graphics

-music

-person holding box

-slightly better physics

-pushable boxes

-4 levels

Click here to play!

screenshots:

Some person holding the box

Here is some person holding the box. don’t ask who.This shows the player pushing a box.

 

Boxes

an image showing boxes inside boxes,                 box-ception.

Planned features:

-Pausing

-enemies

-moar levels!

Tags: progress, screenshot, update

End of Day 1 – ZUNZANDA Progress Report

Well, I spent a lot of time working on the core mechanic, and now I have to find a way to make it FUN. Right now, it just feels like a tech demo.

I added two enemy types… they will hunt down the player and occasionally pause to destruct the terrain.

They basically work the same, but one is faster than the other. I will add another of the same type that is even faster AND has a larger destruction radius.

So this is what I spent most of my time on… THE TERRAIN GRID SYSTEM of ZUNZANDA:

The white blocks represent negative space. If you step into these areas, you will fall into the unknown. The other tiles change dynamically based on the neighboring tiles. If a section of ground is destroyed, then the tiles surrounding the new negative space will change form.

The white areas will obviously be invisible in the final game, as seen in the first screen that I posted.

Now I just have to figure out how to handle game progression and make it fun… then add SFX and music. I think I’m gonna have to cut a lot of features out, as usual. I had so many rad ideas and the terrain system just took too long.

AH WELL.

I ain’t goin to sleep, yet. I’ll be up for the next 10 hours or so… then I’ll get about 4 hours of sleep and finish it all up tomorrow afternoon/evening.

Tags: destructible terrain, dynamic tiles, progress update, screenshot, terrain, zunzanda

Five levels!

I have five levels now! Go die in them! (Pictured: “Tunneling”)

There’s a level editor, too, though your changes won’t be saved if you reload. Press ‘P’ to toggle the editor. When in edit mode, press Space to choose the tile you want to place (click on empty space to choose eraser). Press ‘R’ to reset the player to the beginning. ‘B’ and ‘N’ will take you backwards/forwards between levels.

If you make a neat level, take a screenshot and send it to me 😀

Comments

22. Apr 2012 · 00:41 UTC
Just tried it, it was really fun! I don’t dig the ‘a’ and ‘s’ controls (something like spacebar and something else maybe could’ve been better) but it’s really nice. Keep up the good work! :)
nornagon
22. Apr 2012 · 00:52 UTC
Morgawr: yeah i’m not sure what to do there. Perhaps A/L? The problem with spacebar is that there’s no other key with the same weight as it…
22. Apr 2012 · 01:09 UTC
Love the game :) Lots of fun. Then I saw I could make a level then I got really excited xD Here’ss the level I’ve made. It’s a tricky one, but not impossible.

This is the Progress Report

Hello!

So, after starting out with the idea of a puzzle game, then switching to horror, I have now settled on a space game 😀

Today was mainly for integrating all the physics of the game and making it ready for content addition.

Apperantly, I have coded too much today because i tried to finish that last sentence with a semicolon;

 

Anyhow, tomorrow the artsy fartsy stuff including new sprites, music (hopefully) and some bloody content.

 

You can play what’s here so far: http://dl.dropbox.com/u/56659069/TinyWorld/TinyWorld.html

INCLUDES REAL GRAVITATION AND ELASTIC COLLISIONS ‘N STUFF D:

Creativity flows…

We rewarded ourselves with some tasty sushi. I thought to take this picture just in time, while we could still spell “LD” 😉

Tags: foodphoto

End Of Day 1

Okay, I am waaaaay behind schedule, but I don’t really care. I’ll finish it tomorrow for sure, I just may have to cut some things.

Aside from today’s forum post dilemma which I’ve been trying to make up for, today also made me realize doing a timelapse was not in my interest, because A: it makes me kind of nervous and B: I don’t feel like it. Also, three hours today ended up being scrapped when I changed my mind on whether or not to use a scrolling tiled map. Ah, well, the damage is done.

I’m not very good at this thing, am I? To bask in my failure (needs love.exe to run):

http://dl.dropbox.com/u/74538317/empty.love

Comments

Puzzlem00n
22. Apr 2012 · 11:18 UTC
I know, I just didn’t feel like it. I will for the final version.

Winzig – Making monsters

I’m making monsters. Why, look at this handsome fellow!

#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 */ DemoV0.01 DemoV0.02 DemoV0.02-1

I have tested collision and it works, so does game state, the game is far from my original sketch but it is no sweat ;).

I hope I still have enough time to polish this game!!

Creepy…

I’ve officially decided that my game is creepy…

Our first ludum dare, Day1

So, finally got around to posting here. So here is a late: “We’re in, yay!” :-)

That’s two German programmers, for the first time taking part in Ludum Dare. We go for a jam entry because we wanted to work together; even though this means taking monday off from university.

Language/Libraries: C++/OpenGL/SDL/Irrklang
Engine: Some basic code from previous projects, else custom built 3D
Sound: sfxr, and some music generator
Art/Models: C++ :-)
Timelapse: chronolapse, this will be fun
I wanted to compile for Google Native Client, but we wanted to use a few libraries which are not available there, so no web version for our game :-(.

First Day experience:

After theme announcement at 3 am we had a comfortable amount of 7h of sleep, got breakfast and started brainstorming. We decided for a concept quite quickly. It will be a game about a genie trying to escape his world in a bottle. (Is ‘Genie found in a bottle’ a good name…? Probably a bit stretched…)
So on with the coding. I’m quite rusty in C++, but getting better again. So I didn’t got too much done today. I implemented a sphere tessellation algorithm, starting with an icosahedron. Took a long time debugging some heap corruption (oh how I missed C++…) and other stupid bugs. But at least this works quite nicely now.
Maik implemented a Menu and  the event handling system, we have gamepad support(!).

A few screenshots:

I’m really excited how this will turn out. There is quite a bit of way to go. I think we can probably finish coding, the interesting things will be graphic and sound.

Now sleep.

Pro Stew Chugger .. Day 1

http://stoutb.hawkworld.net/

 

Basic pieces working.  I’m finishing off collision detection tonight and hopefully HUD rendering too.  Tomorrow it’s all about building sprites, music, and some static flavor graphics.

Day 1 progress

I switched language to javascript, since I have wanted to learn that for a long time. This is as good a time as any to try it!

After spending a few hours fiddling with drawing something to the screen and controlling it, the idea of a game about rockets came to mind. A little more programming and this was born.

A rocket spaceship.

Unfortunately my mind has drifted a bit the times I couldn’t come up with a new feature to implement, so I’ve wasted my time by not programming as much as I could have. Some hours also went into composing music, an endeavor I had to give up on. 😛

I have a few ideas for goals and gameplay, but now it is time for sleep.

/Z

Tags: javascript

In Which I Link To A Prototype

Yay! This whole sentence is a link to another page, listing Windows, Linux, and OS X versions of the software. There’s also an applet uploaded (and signed), but it doesn’t seem to work and it won’t give me error messages so… don’t use the applet, I guess. If anyone knows why this might be happening, I’d be glad to hear it. The game is pretty intuitive (I think), but if you want instructions:

Use the right and left arrows keys (or A and D) to move your character around. You can jump by pressing the up arrow, W, or space bar. If during your jump, you hit another planet, you will stay there. Planets are constantly being spawned and will collide with each other. Red warnings will appear on the edge of your screen when planets approach. The planets will become damaged and ultimately explode (except without the explosion because I’ve not added it). There is a white peg in the middle of a circle. The closer you are to it, the more points you earn. If you travel 3000 units away from it (as indicated by the yellow bar in the top right), you lose.

This is probably the last *really* productive thing I’ll get done tonight, at least on the game. What I have left for tomorrow is (this is the optimistic list. It is pretty much in order of priority, so we’ll see how far I get):

  • Code to detect when your character is pinched between two planets and to terminate  you accordingly.
  • Add stars to the background. This is actually a gameplay element, since otherwise you have no idea how quickly your moving.
  • A title screen.
  • More images for planets.
  • An astronaut graphic and animations.
  • Sound effects! The gentle thud of planets as they hit each other, the sound of a spaceman jumping, etc.. Yes, I am aware that sounds don’t travel in a vacuum. No, I don’t care.
  • Music.
  • Explosions for when things explode. Maybe some other particles
  • Maybe multiple difficulties.
  • Achievements.
  • More types of obstacles in the arena.
  • Witty instructions.
  • A good explanation of how this exactly relates to the theme.
  • Create an a priori physics engine instead of the a posteriori one I have now.
  • Do schoolwork.

Nearly.

Looks like I’ve got 22 hours left and I’m almost finished surprisingly. The game has taken shape exactly how I wanted it to.

Although their is not much too it in terms of gameplay I feel that it fits the theme well.

I think I might attempt to make some music for it.

Going to Sleep

Hi all!

Made some progress with my caveman game ‘Encounter at Down’;

Yup we now have aliens that flow from a space ship to the caveman’s cave. It looks like this;

I’m really tired so I’m taking a nap. See you in the morning!

Comments

22. Apr 2012 · 01:03 UTC
I’m really intrigued about that monster. Looks like it’s having a daymare! [url]http://www.youtube.com/watch?v=HnnjyCOswe0[/url]

Intravenous-Interventor – first day progress

I’ll probably not get much more done today before going to sleep. Hopefully I’ll be able to continue tomorrow. If not, well, it was fun so far :)

My game is called “intravenous interventor”, it’s about a tiny ship that moves inside the veins and is tasked to destroy all viral cells and fatty lipids before they accumulate. The controls are first-person mouselook approximately descent-style.

I’m writting it in C and C++, with OpenGL, and GLSL shaders.

Haxe Planets (WIP)

Hi all,

I started today… In this opportunity I’m using Haxe (http://www.haxe.org) and NME (http://www.haxenme.org).

The game is about an astronaut who has to save the Haxe Planets (small planets that have Haxe: the fuel of intergalactic ships).

Today I ported a platform library and improved it to Haxe/NME (I added camera support, improved jumping, etc.), I made a small tool that turns Tiled maps into Haxe classes, created some graphics, and a first level to try the engine.

I pretend to use the engine in touch devices like smartphones and tables, that’s why I chose HAXE NME, so the game is a ONE BUTTON PLATFORM... with a couple of twists I haven’t seen implemented in any one button game game I know.

All the “art” is work in progress (as usual in my games all graphics are in gray scale)

Home screenshot

Gameplay screenshot:

TRY THE CURRENT FLASH VERSION HERE

Good luck to all!!!

Tags: flash, haXe, LD23 Tiny World, screenshot, try

Time is short…

And I’m still making graphics, … vegetation this time.

Survivor

Switching my game to a Jam entry. I’m still new to GML and got super stuck, so going to start using tutorials for source and use the extra time to add the features I really want. Anyhoo, here’s a screenshot of the loading and title screen! #gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 100%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ screenshot101
screenshot102

Loving the stuff I’m seeing so far in the front page and in the chat room. Keep kicking butt everyone!

How things are goin on

Well, this is my first ludum dare.

Project: Defender

It´s a simple game where you are a starship and need to protect your planet from aliens.

Platform: Mumtimedia Fusion 2 Developer

Things i’ve made so long:

-Random star generator

-Most of the sprites (only need to make the effects)

-Basic Movimentation

Things i’ll make:

-Enemies

-Powerups

– … ?

Late Start

I didn’t really get start till this morning. I’m finally starting to get the hang of Stencyl. I haven’t finished detailing the main player, but here it is. I’m going to start working on the enemies next.

Unnamed Player Character

I can hear it! – 11pm EST

I’ve added sound effects, no real visual update…unless you can see sounds, in which case I’ll see what I can do.

Next up is the game over condition management and such, then I’ll figure out how I want to handle story mode, and the instructions screen.

I should be finishing on time!

In light of this, I give you a limerick.

I’d have to say that this is tough / making games in two days is quite rough / but if you stick to it / I’m sure you can do it / so don’t settle for just enough!

“Down” is on the way!

This night I polished the game. The difficulty is now less randomless, with a progression curve. Also, all the graphics have been remade. I’m still working on new options and things I would like to imlement in the game, like new items, secrets, and a system to buy items during the game. More news soon!

For the moment, I can invite you to try the game at this adress:

http://thomasderego.alwaysdata.net/Jeux/LudumDare/Jeu%20Ludum%20Dare.html

Have fun!

Morning from Andalucia

Morning all.   I treated myself to some bacon from back home and freshly squeezed orange juice for a delicious Anglo-Andaluz breakfast.  I’m now ready for another day at the code face.  I hope you’re all suitably recharged and raring to go. Lets make some games.

 

Tags: breakfast

Orange Thing

 

Hello. This place is just amazing and i don’t know why i’m so late.
The orange thing is made with unity3d, Rage Pixel and PlayMaker. Unfortenately i’m not a videogame coder but in the past years i’ve learned some bits of MEL (Maya) and just started to understand how much power one can have learning c# inside unity. I’m a huge fan of PlayMaker (FSM) and i’ve done already some educational stuff with it.
At first look this orange thing looks unfinished but i love the mood at this stage, and i’ve learned so much in this single day that i want to start right now to work on some ideas that i have since i was a kid. So here is it on its tiny glory.

Professor McSteen (and his shrinking machine)

So I’ve finally chosen a name, the game is mostly complete now. It will just need some minor adjustments, but I don’t expect many changes.

The game takes place almost entirely in one level, which you must traverse across to find each shrinking machine, which will shrink you down, making it harder to get back across the level.

Controls are A & D or Left and Right arrow keys to move, Up or W to jump, and clicking on blocks you are next to will pick them up, then click a free space next to you to place them. R to restart, which you will most likely need at some point.

I’m very interested if you manage make it to the shrinking machine, and even more interested if you make it to the next one. Please let me know in the comments how far you managed to get :)

You can play the game here:

http://www.html5haven.com/professormcsteen/ 

The Storyteller Soundtrack

Work in progress…

Comments

22. Apr 2012 · 02:11 UTC
Marty ? did you get into the future to bring back those photos ?

It exactly looks like what I am going to do this ableton afternoon ! Damn !

Start of day 2

I’m making a platformer (as usual) with AS3 (as usual) and finally putting my engine Pixelizer to the test! Working relly well so far.

Woke up early today and decided to redraw yesterday’s graphical efforts. The result is a much more cheerful version of something I am sure you recognize. :) I’m quite happy with yesterday’s progress. The game is basically done (save a few enemies) so I can spend the entire day on making levels and polishing.

Biggest problem yesterday was eating too late too fast. Oh well.

Tags: as3, pixelizer, screenshot

Moar!

Shattered Universe is coming along very nicely.  I have two of the three challenge worlds done, and about all that remains is the third world and creating some good graphics.  Here are some screens of the game right now:

#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 */ Desert Main Asteroid

NO DISASSEMBLE! Our first screenshot,

Just a quick screenshot of our Arena work-in-progress, we call ourselves Team NO DISASSEMBLE.

A population of victims to follow.

First Time Participant Half-wayThrough

I’ve competed in plenty of algorithmic coding challenges (ACM ICPC, Google CodeJam, Stripe’s CTF, Google AI Challenge, etc). But this is the first time I’ve competed in Ludum Dare. I first heard about it during LD21 when Notch streamed making prelude to the chamber. I was completely psyched and stoked to learn that such a competition existed at the scope that it exists. It’s crazy.

When LD22 came up I payed a little more attention and got into the nitty gritty details of some of the entries, but I just wasn’t ready to give it a shot.

I knew since January that I was going to try to jump into LD23 arms flailing if nothing else. Without further ado, here are my ideas and progress thus far:

 

Name: Nibble

Genre: Top-Down, Dungeon Crawler

The main character, Nibble, starts with 4 bits of memory. His memory can hold/store programs of varying length. As you kill monsters you gain experience and when you level up you gain additional bits of memory. Every monster is made just like the main character, made up of bits that represent their programs. Some programs provide sight, strength, speed, defense, size, shape, color, ranged attacks, elemental attacks, and splash attacks (the list is subject to change as new ideas develop and more time is lost). So, naturally, the higher the level the enemy the better programs he will have and the harder it will be for you to destroy him. Occasionally monster deaths will drop programs that you can use to mix and match with your memory. The kinds of trade offs, less sight for more strength, less health in favor of speed, etc. It’s up to you to decide how you want to configure your character as long as you can find the programs. There will, hopefully, be some pretty awesome special programs, like ones that can sense your enemies sight or attack ranges.

If I get enough time there should be locked doors which require you to be a specific color, a specific shape, have a special elemental attack, or kill all enemies in the local dungeon room. There are some fun neat ideas that I really hope work out. Fog of war… possibly the ability to place breadcrumbs of some sort so you can remember how to get back to a specific door or something of interest.

 

Ok, so what do I have so far?

Below is a screenshot showing off automatic dungeon generation of floors and walls (so far no chests, doors, enemies, etc). I have the initial version of Nibble who can explore the dungeon. He properly handles collisions against the environment. It probably doesn’t seem like much, but it’s taken forever to get where I am. I’m writing all of my code in Scala. Using Gimp to create my art resources (no I’m not an artist at all). And I’ve made a few fun sound loops in fruityloops.

Feel like looking at the current demo? Check out http://nbauernfeind.github.com/

Tags: demo, ld23, scala, screenshot, update

And now the long straight

Back from work.
Tired but I’ve got to push on and try to do what I want in almost half the time.
21 hours 45mins and counting…
I’m glad I’ve got some kind of framework and concept out the way so I can crack on with the implementation and gameplay.

 

I Heard You Like Android… AND PREVIEW BUILDS (for real this time)

Repost because I totally screwed up the link the first time.

Now that I’ve fixed the bug in my line intersection code, and added some nicer bling and a more dramatic game over screen, it’s time to put this up for preview:

Preview build of “I Heard You Like Android” *title subject to change

 

EDIT: Solved the filesize problem. Now down to a much slimmer 3.7MB size with a .ogg file for the theme song.

Comments

22. Apr 2012 · 02:15 UTC
It works! The music is quite catch, and the effects are cute.
dr_soda
22. Apr 2012 · 06:01 UTC
I just posted a build that should tell the music to shut up when you press the home key. :)

Boundaries

It’s much better when it’s moving, of course.  Play it here.

The game is fully formed and playable, but I might use the remaining time to figure out how to add sound.

Comments

22. Apr 2012 · 01:44 UTC
Plays great! Good work!

Congratulations, everyone! So many talented people here! :)

PANIC. That’s all I can say about this event!

Always end up with separate tests and assets in twenty different windows. Now I finally got something that shows things coming together (hopefully)! And here, a screenshot of the full work environment – MMF2 for the win! 😀

Roughly Half Time

So the competition is about halfway over (technically we’re in the jam, but we have to fight grizzly bears at school on Monday). The core gameplay is coming out nicely, you can grow the shrunken objects temporary to make your way across the level. Also a little bloom 😀

Mechanics and Levels

21 hours to go. Doesn’t sound like enough.

I’m making a driving game where your tiny world is exploding and you must race to the next one before it’s too late.

Driving mechanics are working and my random level generator seems to be doing its job.

I still have no menus or sound.  Think I can get chrome web api sound working but for the other browsers it’s gonna be a race against time.

Driving Game

My Progress So Far

This is my first ludum dare and I’m having a blast!

I’m making a tiny world machine. You place the elements and watch life spring to -erm, life!

Instructions (might need to click in frame before anything works):

  • Hit ‘w’ and click or drag to create water
  • Hit ‘m’ and click or drag to create mountains
  • Hit ‘g’ and click or drag to create grass.
  • Use ‘r’ to toggle run-mode on or off.

While the game is running, fish will appear in large areas of water and plants will grow in grass. Create enough resources and you’ll generate bears who will go through eating all of the fish and plants.

Play the tiny world builder

It’s not a game -yet- but it will be once I start tweaking the mechanics. The idea is that it’s possible to have too many resources since it will spawn more and more bears. The bears then eat all of the resources too quickly and die out . The idea is you need to balance the position of the resources. This isn’t possible yet because bears don’t die yet, but they will. Oh they will.

 

Gettin’ There!

Lost all my code to an old project, and now is an excellent chance to re-do it and for the 10th anniversary of Ludum Dare!

Currently just compiling the Swf version for now, which you can test out here: http://dl.dropbox.com/u/120376/tinyCONQUEST.swf

It’s a fun simple game I’m hoping to bring to mobile devices after the game jam, you have 4 waypoints you can send newly built ships to defend around your tiny tiny homeworld, see how long you can hold out before the enemy force overtakes you! Controls are mouse and clicking or arrow keys + 1-4 number keys.

If you don’t have flash to play the game, here are some screen shots!

http://dl.dropbox.com/u/120376/tc_screen0.png

http://dl.dropbox.com/u/120376/tc_screen1.png

Little Sky…

Hi! Everything is fine so far! Drawings for the ending scene are done. Few things left for tomorrow: music, sfx and polish some graphics. #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 */ sshot img01 mainmenu

LD#23- Ugh! Am I using scaling without knowing it!?

Ugh! So, I’m using libGDX as the primary Framework for doing all of my drawing, and while it seems to work fairly great for the most part, I’m running into some weird/awkward things with it.

As you can see, on the two different tiles (The one with the table and the cross) it looks like the image is being scaled to be one pixel thinner. It’s happening on the 3rd and 6th sprite on my sheet (Each image is 40×34). I’m probably just going to use a single image for each tile if I can’t figure out why it’s doing that!

 

Anyway, I’ve got some minor ‘building’ based activities down.

Tags: error, libgdx, scaling

Civilized Pixel – Fourth Dev Log

Hey everyone! Civilized Pixel is a civilization-building game where everything is made of oversized pixels. I have the fourth dev log ready, here it is:

Saturday Afternoon Part Two:

4:22 – I going to run through a QA test of the game… Will be back soon.

4:35 – Running another test… Timing this one.

4:41 – Took these 6 minutes before I ran out of money… You really need to pay attention to how much you are spending… I am going to add in some more buildings such as the park and amusement park. These two buildings (a park isn’t really a building, but who cares) will raise up the happiness, but require some resources to use.

4:44 – Nevermind, I am going to now take a break and do my homework so I have the rest of the weekend free.

5:48 – O.K. I am completely done with my homework, I have eaten dinner, etc. Now is time for some solid programming!

5:50 – Making the sprites is like making a puzzle; I have to copy and paste little 16×16 squares and fit them into the picture correctly.

5:56 – Finished the park. Now working on amusement park.

6:06 – Finished amusement park and smoothened out a glitch combining the street block and the city hall.

6:13 – Everything is working out smoothly! No obvious glitches or bugs! J

6:51 – Wow, wasted an hour doing other things… Now time to really do programming!!! Next, I will add farming spaces (resources) and large shops (money).

7:30 – More time wasted, but I finally got the farm spaces and large shops in the game.

7:33 – I am done with all the main towers, might add a few more later. Before I do anything else, I will test the game out.

7:45 – Nearly 15 minutes of gameplay in before I got bored. Needs to be more challenging. After a few minutes, my money shot up like a rocket. Going to add in more gameplay rules.

What’s in a name?

I got tired of coding non-stop and decided to work on the main menu and graphics. I’m pretty pleased with how things look at the moment – I’m trying to go for a storybook style. Oh – and I’ve decided on a name for my game:

dot

dot

I really need to start working on gameplay again – I’m afraid that if I continue on art, I’ll have a really pretty, non-functioning game. However, I’m starting to get rather tired again, so I don’t know how that will turn out.

One thing is pretty much set, though – I’m going to get much further than I did on a team for LD 22.

Try out the latest build: http://jceipek.github.com/LudumDare23/

Livestream: www.twitch.tv/jceipek

Screencast: http://students.olin.edu/2012/czwiebel/webcam/

End of Day 1.

It’s about midnight where I live, so here are two screenshots before I go to sleep.

My game is basically a puzzle platformer that uses only 3 elements:

Platforms, Buttons, and Traps

It has a nice “stop the apocalypse” story, too.

Good luck and good night!

PS. You may notice it’s made with Gamemaker.

That’s just because I haven’t learned anything else well enough to use it.

PPS. The title as of now is The Lost Isles.

PPPS. I also composed a short piece of music specifically for this game. I’ll post it later.

Screenshot

Just a WIP screenshot for Tniy Wrold: