LD23April 20–23, 2012

Last day progress

Guys I’ve done a lot yesterday. I have completed starting level with quest and 2 levels with enemies and traps. I like what I have at the moment. I need to create some more levels, boss fight. Also I will try to add sounds and create nice menu if I will have time.

Here’s kevel 1:

Here’s level 2:

Sunday is polish day

I actually managed to get most of the game pretty much finished yesterday, so I can spend all of today working on the audio and polishing it. Slightly disappointingly, I think the game might be too simple as it stands (it’s come out quite similar to those find-the-star flash games, which is unexpected), but it was always my plan to use the audio to give the whole thing context, so we’ll see how that works out.

Here’s a short, still fairly enigmatic video clip from the game as it stands:

Life Of A Man, day two

Our LD jam game has entered a second day and here’s a screenie of what we’ve got so far:

We have some infinitely scrolling landscape, a guy able to build and expand buildings, and a research&development tree.

TODO:

  • sound effects, music
  • implement effects of researched items
  • difficulty tuning
  • some backstory, how to play, title and end screens

Design and fantastic art by @PetrAugustin, haXe code by me (@jarnik).

It’s a first time for me teaming up with someone for  the LD and I must say, I’m overly satisfied – focusing just on code and mechanics lifts a great deal of pressure.

Onwards we go, good luck fellow LDers and jammers!

Tags: screenshot

Maru: Audio

Been working on the Audio for Maru.  Did some Foley work in my apartment and some field recordings out at the Marina Green in San Francisco to get the soundscape for the game.  All with my Zoom H2 Field Recorder.  When I learned how to do this sort of thing I had access to ProTools at school (just took the one audio class).  No such luck here so making due with Audacity.

Here’s an example:

Maru: Background Track (soundcloud)

End of first full day

I have a rudimentary game! I even have sound!

Though two depressing things happened today:

I learned my idea isn’t all that unique (duh), there are others working on this exact game! =(

I learned that my idea so unoriginal I used it in LD17! =(

 

Even the enemies look the same as the enemies in my ld17 submission! =p (I used the enemy sprite from LD17 as a placeholder since it’s late and I don’t feel like drawing anything right now)

For tomorrow I have to play with the mechanic a lot to try and make it more inverted Gyruss and less Evil Lair Command. I also have to get py2exe working again. I was going to post an alpha, but I couldn’t build an executable. I had it working before the compo on my test project. I’ll have to see what’s gone wrong.

Comments

johnfn
22. Apr 2012 · 06:09 UTC
py2exe is pretty tricky to set up. the way I got it working was to be sure that I had included all the assets. the one that really got me was the font – if you dont specify a default font pygame chooses a random one that py2exe doesnt include. be sure to specify a font!
22. Apr 2012 · 15:00 UTC
It was the font problem, thanks! =p I had ruled it out since I had it working before the compo on a test game with font rendering. The problem was I made some changes to my framework so it now selects a default font. Even though my game wasn’t using that font, the framework was still trying to load it, hence the big boom.

Taking a bath!

Zilla the Destroyer is taking a well earned bath after some lazy sunday city destroying.

Need to add some enemies now so there is something to avoid while burning the city to the ground. I’m thinking tanks and helicopters. The tanks will only have a small damage as it could be difficult to spot them among the buildings, but the helicopters will fire missiles that needs to be avoided or hit by a fireball.

Second Sleep Begins, Is Gameplay?

http://dl.dropbox.com/u/911517/LD48-23-3.exe

Alright, behind schedule once again! The gameplay isn’t all the way finished, so I’ll add that to my cornucopia of false promises (it’s a lovely table decoration especially during the holidays). Though I did spend this time building a tile system for easy placement, with a majority of the tiles completed (but without time to implement most of them). A few of them are placed already. The micro-scale collisions are eating up much of my time, especially the parts that can move.

Ah well! I think I can get this one done tomorrow, though it will be lacking in polish elements.

2AM Update

My game is almost fully functional! Once again, not really trying to impress with this game, but I was going for something I could actually finish, and finish it I will. 😀

I have learned so much already, and it’s only been 30 hours. :)

Gonna go sleep in a couple of hours. I’m still in my coding mode so I won’t stop now. Got a few things to finish up tonight then it’s off to sleep for about 8 hours, I hope I don’t oversleep.

Anyway, tomorrow I will add sounds hopefully, polish it up, work out the only like… 2 bugs the game has, and submit it!

Hope everyone else is doing well right now. Let’s see those 1,000 entries. 😉

Lunch Break (plus playable build)

Hey there!

I thought I’d figured something out for the graphical style, but it turned out to be stupid. So I’ve decided to stick with the style I previously had which is just black boxes (more colours coming soon :P ). Anyway, the game now has about 6 levels, go check it out:

<Soul Searchin 0.3>

Also, a brand new screenshot! Cause I know you lov em :3

It’s time for me to have a little lunch break!

Cheers,

Maxim

Today’s things to do

1. Bugfixing
2. Graphics
3. Menu/Titlescreen
4. Sound

Once that all works I may add some more features, dependent on the time left.

I can’t submit an entry!

Somethig’s wrong. After signing in and going to submittion page site says “You must sign in to submit an entry.”

I don’t know what to do(

Comments

Madball
22. Apr 2012 · 05:52 UTC
Refresh. Or wait. Or whatever. That happens (I think) because you signed in but submitting page didn’t recieve information that you had signed in. I hope you understood me.

Because minigames are awesome

Who wants minigames? I have some!

In this minigame you must delete adjacent gems to earn material! There also will be dungeon minigame, which is similar to minesweeper, but you only can move (and uncover tiles) 1 tile per turn, so you can’t jump over monsters (Which are going to be ROUSes). (Can anyone gimme a ROUS version without +?)

Created 3D model

After a full night’s sleep, I’m getting back to work. News for yesterday is that I created a 3D model for my ships!

But I haven’t decided yet whether to use ships or zeppelins.

My idea is that if I go with ships, I’ll create a strategy/action game where you control a fleet of ships. Control is indirect. You set a speed and bearing with your mouse and then click another ship to adjust its course, and so on. With more money made, you can buy new ships. With zeppelins, I’m thinking of more like a pure action game, where you fly around the world, picking up and dropping off cargo while avoiding hitting the AI zeppelins.

There are some pros and cons to both.

Ships:

  • May be difficult to control. Easy to run aground. But maybe that’s a good challenge.
  • Avoids the problem with latitude wrapping at the poles, as you can’t reach them by water.

Zeppelins:

  • Don’t need collision detection with the ground texture.
  • Will need AI zeppelins to collide with so it won’t get too easy.
  • Looks cool.
  • Hard (for someone like me) to model.

 

Tags: 3D, LD #23

I made an art

😀

 

And as I submitted the screenshot, I realised:

Why is that tree as small as a thumb?

Great art, Eek, great art.

Comments

22. Apr 2012 · 06:03 UTC
The tree is as small as the thumb because TINY WORLD!

All devved out, night 2

You aren't fooling anyone, they can smell your turnips.

 

Finally got some sort of adversary in here now other than time rotting your vegetables. This will be my 2nd Ludum Dare where pigs are some sort of an enemy…. and I like pigs. Hmm.

Plans for day 2

Ok, so it’s already getting pretty late, and I’m only starting again now. I’ve given some tought to what I should do first,  and I will start by some pixel art, then I will produce some more assets and design the levels. I already managed to put in what will constitute the core gameplay, I only need to put in a way to die, then a way to win.

I still think I can make it, but I will need to be really focused, and I’m afraid the graphics won’t be up to par with what I had in mind. Anyway, here’s a quick screen :)

Experiences ;)

---- START
1 attributes (level 0):
- body (0) @ (x=0, y=0)
---- END
Exposition of BODY to PLUTONIUM provoked 0 reaction(s)
-> Global exposition to PLUTONIUM provoked 1 total reaction(s)
---- START
2 attributes (level 1):
- body (0) @ (x=0, y=0)
- appendage (1) @ (x=0, y=1)
---- END
Exposition of BODY to SMPE_PUMP provoked 0 reaction(s)
Exposition of APPENDAGE to SMPE_PUMP provoked 2 reaction(s)
-> Global exposition to SMPE_PUMP provoked 2 total reaction(s)
---- START
1 attributes (level 1):
- body (0) @ (x=0, y=0)
---- END
---- START
2 attributes (level 2):
- body (0) @ (x=0, y=0)
- tail (2) @ (x=0, y=1)
---- END

Day 2 Plans

After yesterday’s slow start and change of plans, I now have the gameplay to where it’s enjoyable. It’s not perfect, but it is a good foundation.

Today, I have about 7 hours to spent, I’m planning the following:

  • 1 hour: improving the current interface (health + resource display currently is far too small)
  • 1 hour: adding a few introductory levels to explain the gameplay
  • 2.5 hours: improving sprites (I won’t be able to add any kind of animation, sadly)
  • 2.5 hours: adding sound and maybe music (unlikely)

So lets get started …

Day 2: Polish and stuff

This is the day for adding sound, music, a proper level to the game and polish the shit out of it using up whatever time I have left. Adding more tiles, fleshing out the already existing ones, that kind of stuff :)

Besides from a few sticky keys that I have to hit hard my keyboard seems to be working. Yay! I guess that is what you get for spilling drinks in it.I’ll probably try to clean it tomorrow or buy a new one.

Breakfast: Porridge with apple sauce and milk

More stuff to do

Tags: day 2, foodphoto, not polished yet, yes this is dog

Unity3d was fun

It was fun learning about unity3d, I will probably get an artist to help me polish the graphics, and make it into a full time-wasting game.

TinyBasketWorld

TinyBasketWorld

You can play it here (bit.ly/TinyBasketWorld – requires unity web player)

and post comments here

Holy crap!

Basically programmed the entire game today. Yep… All *important* features are implemented. Dying, Winning EVERYTHING but the game isn’t done yet. I still have to make pretty assets (still programmer art), add sound/music and if I have enough time, I’ll add particle effects 😛

Membranes and Pilii – Oh My!

I had a couple of hours earlier today where I got pretty much nothing done. It was at this time where I was mainly working on pseudo-GUI stuff, which is extremely boring.

I managed to push through it and get it done however, as it was critical to the main ‘gimmick’ of my game. That gimmick being the ability to create your own bacteria out of various parts to use in battle.

It’s starting to come along nicely if I do say so myself, although I will have to do something about the graphics.

As per my last post, the latest(ish) version can be played here: http://buddat.net/ld23

Tags: progress

Isn’t it tiny ?

I have had a good night, slept for 8 hours, let’s code.

What have I done ?

→ All generated planets now have a particular gravity system : you won’t jump as high on big planets as on smaller ones.

→ Different objects now have differents grounds : for example, on the green planet, the sheep is in the background, whereas the tree is on the foreground.

→ I try a very very small planet for fun 😀

Here is the build.

Good luck for the last day :)

Reminder : you can switch between planets with the top-left button.

I’m in!

I know i am a bit late ( only 16 hours left ) but i’m in!

This is my first time i join Ludum Darebut i like it!

My game will be developed in game maker but don’t expect to much from it.

 

-stijnlovedwdd

Comments

Devon
22. Apr 2012 · 06:16 UTC
I want to join late with game maker but i’m practicing my programming. I’m making a platform game engine now for the next LD and other games. And you’re more than a bit late.

Day 2: Better than expected

I started my first Ludum Dare without any expectations, I just wanted to try it and see what I can accomplish in this short period of time. But what should I say, it is nearly impossible to stop in between the contest because its so exciting. And it is really hard to not get distracted when following twitter!

My game turned into a kind of trading card game. The player has to walk from city to city, from battle to battle on a huge map, until he won every battle on the world.

Battle Screen

The battle screen

The game’s about done…

Well, it’s getting into the wee-est of the wee hours of the morning, but I basically have Glue Galaxy Rescue finished. I have a goodly amount of homework to get done, so I won’t be finding much time tomorrow to work on it. Fortunately, I just need to add the title screen and some menus at this point, but I’d like to add a mini-map and clean up some bugs…

Not too bad for ~20 hours, though. It’s certainly better than my last LD, although I did have some other library code that helped out early on. I noticed that I didn’t do so much of the blogging this time (considering that I did nothing from last night until now), but I have been doing a timelapse and would like to get that up when I’m done.

I’m also pretty excited about the space-y song I wrote in GarageBand. Hopefully, everyone will like it!

Glue Galaxy Rescue!

End States!

Isn’t it great when you can actually win or lose? I think so at least, especially because I didn’t have the chance to add that functionality into any of my previous Game Jam games.

Follow the corner indicators to the goal!

You can actually lose? Incredible!

 

I feel really exhausted after all of the stuff I did today, and I need to get some sleep.

 

Stuff to do for tomorrow:

– Make the volcano indicate your fuel level

– Make the transitions work properly between levels

– Art

– Story

– More (real) levels (the current one is just a stand-in to see if stuff works)

 

If you happen to be up while I’m in bed, you can always try out the latest build:

http://jceipek.github.com/LudumDare23/

Morgawr – Point ‘n’ Click – Update #5

Previous post: http://www.ludumdare.com/compo/2012/04/21/morgawr-pointnclick-update-4/

Huya! A new day, a new morning and.. new content for my game.

I woke up early this morning (4am) and started working on adding content and puzzles to my game. With the engine finished and everything, I’m really surprise at how fast I can develop new content and rooms. Currently I have planned 22 rooms + final scene, so far I’m at 7 room finished already. The rest shouldn’t be too hard either, then I can dedicate my time into a (maybe) better soundtrack and polishing the details.

I have a very good screenshot of the final scene but I don’t really want to spoil anyone (because I think the surprise effect is really worth it), however you can have this in-game screenshot of room4 (The cave):

This is really creepy, I HOPE this thing doesn't try to eat me... *wink wink*

Tiny Shards – is this a good name?

All right, about 8 hours away from having it finished (hopefully!) Sleeping is something to postpone, it seems!

This is some rough art, before bloom and pixel enhancing, and completed in about one hour. Funny thing about Ludum Dare is that there is no time for things such as temporary art! If this is how a level ended up looking after you moved on to something else, odds are that this is how it will look like in the final version. Gotta have faith! :D

Good jamming, everyone! Look forward to see what you guys are up to!

Gabriel

12 hours left playable version

Only 12 hours left, and a lot of work to do… Here is the last playable version: http://logiconline.nl/projects/ld23/

 

 

First time Dare-ing, first post

Hello everyone, I’m really excited to enter into the compo this time around, as I missed the last two and didn’t know about LD before that. I’m Patrik, usually going by Exorph on the internet. I’ve been making games for about three years now, and this will be my third jam/compo game.

The game is a miniature God Sim. I’m mainly designing it more like a toy than a game at the moment, but I’m hoping to bring more gameplay to it when I have something that’s fun to just play around with. So far I have grass growing and spreading on soil created by the player, and plants growing on grass and spreading by pollination .

The next step is adding animals. I’m either thinking herbivores eating the plants, then carnivores eating the herbivores, or just herbivores that don’t actually destroy the plants but need to be around them and then having humans that destroy both plants and animals. The first option sounds a lot simpler, but I’m also very interested in having the player balance the human civilizations with the plant life.

Anyway, good luck to everyone, I hope to play and rate a lot of cool games when the compo is over!

A Theft of Mass – 3am Status

I’ve had a lot of real life things going on this weekend, but I’ve made up for lost time by working into the early morning.

The result is something semi-playable, but there is still much to be done.  I need to add resources, fuel, ship hit points, some additional interface, and win conditions.  If there’s time after all that, I’ll get some sound in there.

Demo! — Arrow keys, WASD, number pad, all work interchangeably.  Use the mouse to fire your laser.

Almost but not quite entirely unlike a game

Halfway through an all-nighter, looking good tbh: so far the god does nothing but look at your cursor, however, the rest of the mechanics are in place, and there’s some room for some rts fun right now so here’s a build (this is XNA you’ll need the .net framework 4 and XNA client version 4.0 as well):

The build

and for visual support:

Comments

pistillphil
22. Apr 2012 · 06:42 UTC
looking good + I really enjoy your ideas

Prettier Roads

WHY DID I SPEND SO LONG DOING THIS
Yep. Roads are now prettier. I’m still working on generating a road from a seed- no way I’m going to finish in time. Maybe I’ll take a break and add mines.

Tiny Worlds by Lidfrid

Hi Everybody!

I’m here to presente my game: Tiny Worlds (the title is very original, isn’t it? :) )

You can play it here:

  Tiny Worlds

And these are some images from the game.

#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 */

Hope you enjoy this!!

Feel free to comment and critique, thanks :)

 

Edit: Add the Arrow movement ;)

Edit: Description Updated!

 

LD 23, Day 1

My first day on the Ludum Dare trail was bittersweet. I was quite happy with my progress at first, and then I had to spend several hours wrestling an errant graphics library. Stupid thing was working last week! *grumble*

Here’s what I have to show for my day’s toil.

I’ve still got time to make something of it. Hmm…

 

Starting late

I wasted a whole day thinking about what to write. Finally decided it’s going to be a side scrolling shooter based on a misheard theme: “tin world”. I know it’s a stretch, but the original theme was too awesome for me to take it.

Finished my game!

First time I’ve finished a game for Ludum Dare, given this is my first time entering lol.
I feel like I’m done, sure I can add more things but I need sleep. If I have time after waking up for extras then I’ll add a few if possible.

One thing the game lacks is music, I’ve never composed anything in my life. Saving up for an electronic keyboard so hopefully next time I’ll be able to compose something 😛

Game is available here: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=4626

Time to sleep!

Where the entire multiverse is one tiny room

I had to scrap my original idea, so I’m not as done as I’d like, I still need to finih the ‘scripting engine’ and to add levels, but I do have a screenshot of the character pushing a bed:

 

 

More soon…

Halfway there!

Well it’s the morning of the second day now and I finally fixed my ‘World Eater’ bug – this was where my player entity randomly erased the background… permanently.

I finally have something playable – in the sense that you can lose (and not win :P) – if you want to have a look, it’s here:

Instructions – Not much so far, press n, c, h, e and b to load the different worlds, arrow keys to move, and you can collect stone (press space) and die in lava :)

 

Polar

 

NB: Yes, I know its partially inspired by Minicraft… but it was all that came to my mind :(

LD23 – Day 2

I just woke up, 8 hours of sleep which were really needed, which left me with around 16 hours to finish…

About the theme: the galaxy is composed of many many tiny worlds, each world are populated by humans. But their problem : with the expansion of the galactic internet, they meet friends and family from other Tiny Worlds and so the need for transport between these worlds increased. This is why you’ve created a brand-new service : the galactic taxis. You are one of these galactic taxi-driver and you must transport people from world to world in a certain amount of time while avoiding meteorits and other fragments. Also, be sure to not kill them while they try to enter in your taxis or while landing on their world…

That’s it for my idea. I wasn’t able to work full time the first day and so today I only have : the taxis and its controls, the space generation (stars background, worlds with building on top of them), the customers. I hopefully may have the whole second day to work on it.

What is missing : the gameplay (customer waiting for the player, time, arrow indicating the direction), fragments to avoid and other obstacles, a menu,  sounds, more graphics.

A little screenshot :

Galactic Taxi

Good luck to everyone, don’t forget to have fun! Cheers!

Yet another Update

So I took a small (6) hour break or so and came back with a lot of ideas. I have an idea where I want to take it after LD, which is nice. I also figured out what I needed to finish the project for LD., which was Title screen, win and lose screens, some sound effects, and to clean up the way a few of the entities behave.

So I spent some time creating some simple menu screens, heres the title screen:

If I have time once I wake up, I will get the sounds recorded and inserted. If I have time I will get the second level working. If not, that will have to be a post LD project.

Just a quick edit before I go to bed.

I’ve got my ai working for my player npcs, as well as my enemy npcs, also in game hints that help you play:

 

Did I mention my game has zombies?

Getting there…

I’ve got about seven things left on the to-do list to finish this. Anyway, here’s a screenshot of our wannabe Space Imperator getting a warm welcome from a large planet.

Walking….

Like a BigFoot walk cycle… AAAHHHH YEAHHHHH! \O/

Twitter: @NateAGeek

Stream: www.twitch.tv/nateageek

Good Morning!

Lots of work to do today, so I best get started immediately! Next up is the checkpoint system, and then I can implement death. Once I have a new tileset, level design can begin for the indoor segments too! I certainly hope I can meet the deadline… 😛

Screenshot Time (+ I”m in!)

I forgot to do an “I’m in” post. But I am – time for a screenshot or two.

 

My game is a tiny ant colony sim. Red vs Blue :) Most of the basics are there (music, some textures). Working on the ant AI at the moment to try and make gameplay a bit more interesting. Going to have stats like Nethack (HP, stamina, levels) if I get around to it. I’m recording the whole thing to, so a youtube video will be up later.

Comments / Suggestions welcome!

Happy Coding.

 

The hypothetical wall

I’m starting to hit it.

Tis always a challenge to get over it, but once you do, you can blitz ahead with almost anything.

suppose that works as a perk for managing to hold it together.

Still, amongst the madness, I’ve managed to get my two bacterium into the game, now to add a timer for some gameplay aspects

Timelapse Day 1

After two hours I could upload a fully funcational timelapse video of day1:

Tags: timelapse

Comments

dom96
22. Apr 2012 · 07:49 UTC
How do you record the timelapse on linux?

Movement mechanics complete, onto the art!

Some more progress after getting slightly distracted by Skyward Sword.

The gravity and the mass of the butterfly has been upped, resulting in a faster flapping frenzy! Flapping uses up energy which can be replenished by drinking the nectar from the flowers (spheres).

https://sites.google.com/site/originalbiggames/work/tiny-world-build-0-2

Also, starting the artwork on the butterfly sprites:

wip of a butterfly

Almost Done!

Check list:

Menu: Check

Levels: Check

Graphics: might not be pro, but check!

animation: check

story line to back it: check

sound: need like 1 more sound effect so :(

All that’s left to do is add more stuff that I can before I feel like submitting it =D running out of ideas to put in the game too, always a bad thing when that happens. be sure too look at my twitter to see the game in progress!

Sleeping Kitten!

With just 16 more hours to go, the game is finally progressing at a nice rate. If I was this productive in the beginning of the dare, I would have a very very cool game by now.

Anyway, I worked on object factories, which will allow me to place many objects with small variations anywhere I like, which will allow me to make my level. No level editor, but I will probably only add one level anyway. I have worked on 5 total food sources, their sprites and behaviors. I added 4 of then in this snapshot, the last is a secret for the final version of the game :-). I also added a nice sleeping animation for the cat.

Don't wake up the kitten! (you can hover near him when he sleeps)

BTW, sometimes the cat does not enter/stays in the fighting animation when he gets the ant/faerie. I have no idea why this happens, but I won’t spend much time debugging it just yet.

Here is the fat jar, for the brave!

Tags: java, slick2d, snapshot

I Heard You Like Android… and pickups! and bug fixes!

If you tried to play the game before and noticed that pressing the home key didn’t shut off the music, that bug should be fixed in the latest build.

My first pickup item for the game is a stopwatch that halts the burnination of the platform for about 10 seconds.

Preview build of “Burning Platform” *title subject to change, apk and app launcher still called “HeardYouLikeAndroid”

This of course leads into the potential of having a “pickup” item that is an escape hatch that takes a friend out of play and rewards you many points for the effort as well. Will I have the time and energy to do it? I’m fading fast… it might have to be tomorrow’s task.

Night LD!

Enjoy listening!

The game has been released!

Official soundrack is now on Soundcloud!)

Gradually coming together

I’m still a little worried my quantum entanglement mechanics aren’t sufficiently interesting, but it seems to be getting better and better the more I “explore” my world. I’d like to spend the remaining hours tomorrow on polish, but I feel I still have some discovery to do about what interesting puzzles can arise in this world where orientation and position are linked…

Good morning!

Just woke up after a well needed 7 1/2 hours sleep; today I’ll get the levels in and the start menus and finally I’ll add some music, I hope I have enough time XD

Starting Day 2

Coming up on the ten-hour mark. I’ve got the mechanic done and sounds in, looking good. :) You can fiddle with it here, today is going to be spent working on puzzles. Left player uses WASD and right player uses arrows (it’s all just as do-able by one person, though).

Weird effect

Here's a weird 'visual reverb' thing that's going on as a consequence of the core mechanic.

There are lots of ‘immediate and unforeseen failure’ situations that I’m going to have to avoid, and lots of really easy layouts that I’ll have to use carefully. But also lots of really interesting spacial puzzles, I hope!

Good times!

Tags: 2D, as3, compo, Flixel, game, screenshot

Throwing the towel…

I’m ashamed to say that for the second time in a row, I’m giving up…

There’s 15 hours to go, and all I have is a voxel engine and no idea on what to do with it… And because I have that voxel engine, I’m having even more difficulty having ideas that fit the theme…

I’m more of a “huge thinker”, not a “tiny thinker”… And just making a normal game but set it on a tiny world doesn’t appeal to me, since my idea is that a game with the theme “Tiny World” couldn’t be done in a big world (the “Tiny World” has to be part of the gameplay, not just a setting).

Why couldn’t “procedural generated” have won?! Smile

building_stuff

Anyway, good luck everyone!

Game Submitted, report :)

I’ve run out of time, so I’ve gone ahead and submitted my effort.

One one hand, I’m glad I finished it within my personal time constraints, allowing me to contribute to the 1000 game goal as well as my own personal goal, and I’m glad it came out as playable from start to finish!
On the other hand, there is a huge list of things I wanted to do that had to be left out, so content is a little sparse, there may be bugs, and I had to cut a lot of the procedural content generation that I had begun work on because I felt it would have taken to long to complete.

That being said,  I feel like I’ve learned a number of lessons that will help my future efforts, and really I think that’s the a definite win!

This has been a lot of fun, and I look forward to submitting a better entry in the next LD48!

The code actually like…runs? If only it did something.

JADE: Alriight!

 

More than halfway through the gamejam and i’m almost ready to for real start.  My personal goals going into LD23 were: make a network multiplayer 3d game.

So, naturally, i’ve wasted like a day and a half dicking about with turning my dedicated client/dedicated server code in my game engine into a single client/serverable application.  Implementing a lobby.  There is chat.  It’s exciting, for real.

Also I was distracted by the office party friday night – so theres that too.

 

Anyway: obligatory pictures of nothing, GO:

The Mona Lisa

game - main menu

Inspiring main menu!  It looks like pretty much any other main menu of my game engine’s wildfire module…but this one has the magic Add Server button! [Note to everyone who hasn’t seen my other wildfire games, i.e. EVERYONE: usually you have to add servers by hacking the INI].  This took way longer than it should have.  There was a puppy around.

 

The Mona Lisa

game - lobby state

And my first ever network game lobby!  I am sure kinoko will adore my awesome, awesome UI/UX design here. [Note to everyone: she won’t.]

And so far the game itself is just a starfield – with chat support!

The Mona Lisa

game - active state

In case you were wondering if I’ve just done nothing, i do actually have the basic game model skeletoned out in a mess of C++ structs&classes.  Course, its not rendering yet.  At least now you can join/quit/chat/etc, which is really probably more actual work than the game itself.

 

And now i’ve just wasted like 2-4 minutes of your time.  It is now time to crank the k-pop in my headphones and attempt to put a-cute-little-fox-in-a-go-kart kinoko made me…IIIIIINNNN SPPPPPAAAAAAACCCCEEEEE

 

peace

the pioneer – progress update

Some more graphic work to show off!

        

The main character sprite was redesigned to better match the style of its rendering on the album cover. (If the album intrigues you I posted the whole thing in an embed in this update.) I won’t clog the tubes with every single enemy animation and stuff, I’m just posting these to show what the enemies will kinda be like.

I made a little, basic pixel font for the game! The first time you start, you input your name and select what kind of gender pronouns you would prefer. I’m digging into the engine work for normal gameplay now. I’m starting to wonder if I’ll be able to pull an all-nighter and finish this by the deadline or if I’ll have to let it overextend and become a jam entry. I’d feel a little disappointed if I had to make it a jam entry since this is my first participation and all, but eh.

Off to bed! 15 and a half hours remain…

Alrighty, let’s hope I don’t sleep any more than 7 hours. 😮

Things have REALLY worked out well today. I came so close to giving up on multiple occasions but I just kept on going. Everyone else considering quitting should do the same. You can get through the bugs/problems or the complete lack of ideas, you really can. Just work at it.

Nearly got this thing finished. I’d like to post a WIP of it since it can easily be played in the Unity Web Player, but I’ve really got to go, and it’d be really confusing to people just taking a look anyway.

Tomorrow comes the polish, finalizing of the menu, polishing the design for the one endless level  in this game, hopefully some very simple sounds just to let you understand what you’re doing, and then I submit it! 😀

I am so happy I’ve gotten this far. Last time on Sunday morning I threw in the towel, but that is NOT going to happen this morning. No, sir. I have learned so much already. LD23 has really helped me get better with Unity, and I was already pretty good.

Good luck to all you people out there still working hard at the moment, and good luck on finishing whatever it is you’re making!

I cannot wait to finish my game so I can actually try out other people’s games. Some of these WIPs I see (and even some finished games already submitted) look really fun and creative! Can’t wait to try them out.

See you in a few hours! 😉

End of day 1

So it’s coming up to the end of day 1 of our Jam entry, and so far we’re doing ok. We’ve got a title screen and basic gameplay elements set up, and we’ll be building on top of that tomorrow hopefully to make us a damn good game. Our game is called Let’s Go Moon, where you play the moon! Who is sick of being stuck on Earth and decides to head off to be its own planet.

To do –

– More objects in space, asteroids, comets, meteor belts, space debris, satelittes, things which make it feel a bit more alive.
– Music.
– Sound effects
– Make it so objects are generated in the direction you are going (right now they are just placed everywhere)
– Add in “Ocupied” planets, which will fight back at you if you try and bump into them.
– Add a hud? Maybe, something minimal.
– Make the controls a bit smoother, and the camera.

What we’ve done?

www.supersaurus.net/Other/TinyWorld.swf (It doesn’t look like much!)

First release! Almost done…

This is Interstellar Planet-Ship Adventures: The Search For…Holy $@#% Aliens!!!!!! …or IPSA for short.

After cutting back and cutting back from the original design document, I’m almost done with it. Just a few things left to do. One being squash any and all bugs that may still exist. Another being balance. The last being sound.

If anyone’s interested, I need two things specifically: Bug reports, and any comments on the difficulty level.

Here’s the download.

It starts in full-screen automatically, and may act weird on certain setups. I don’t know really. It works fine on my computer.

If Google Chrome claims it’s malicious, it’s lying. 😛

Oh, and I don’t have the How To done just yet, so here’s the rundown:

Overview:

IPSA is sort of halfway between a strategy/god-game and an arcade game. It’s also probably really difficult, if not impossible. The difficulty hasn’t been fully tested.

The goal of the game is to get to the required distance from where you start. That’s it. There’ll be obstacles along the way, though.

Controls:

Left-click: Select/deselect a unit. You can only have one unit selected at a time. If you have one selected, left-click anywhere on the planet to move him.
Right-click: If you have a youth selected, and the youth is standing at a station/building, then right click on him to begin him training. Save for the brothel, he’ll become the related unit.
1-7: Create the building listed at the bottom of the screen at the mouse’s position if you have the required amount of gold.

Units:

Each unit has 5-15 HP, depending. After a certain period of time (I think 50 seconds), the unit has to return to a house to sleep. Once they’re done sleeping, you have to manually send them back to their stations.

Units are a little glitchy, so try to keep the path between their station and the nearest house clear.

There can only be 3 units per house that is active at any one time.

To use a station, unless the unit is a youth, they just have to come in contact with the station.

Citizen: Can use the brothel to create youth.

Youth: Can become any of the other units.

Captain: Can only be one. Required for the planet-ship to move.

Militia: The only units that fight back when the aliens attack.

Doctor: Heals other units. Can only heal one at a time.

Scientist: Cleans up the plague caused by asteroids.

Farmer: Gathers food. YOU ABSOLUTELY NEED FOOD. Each unit consumes food. If food goes below a certain point, game over.

Buildings:

1: House

2: Hospital

3: Brothel

4: Barracks

5: Research Lab

6: Farm

7: Captain’s Wheel

Obstacles:

Each obstacle drops gold after being dealt with.

Asteroid: Falls on your planet and destroys anything it hits instantly.

Plague: Causes a damage-over-time effect for all units but scientists.

Alien: Attacks the nearest unit.

And I hope that’s enough to get you started. Good luck, have fun, and I would really appreciate it if you report back with any problems you have. :)

-Matt

Here I Go Again On My Own

I guess it was inevitable that I’d get a song like that stuck in my head when restarting today. Heh (:

Anyway, back into it again, after about 6 1/2 hours of sleeping, showering, and such.  Here’s an image to give you an idea of what I’m up to:

So nothing revolutionary, and that asteroid doesn’t look very asteroidy yet – but who knows what I’ll be able to coax out of Gimp if I get the time… (:

Can’t remember if I specified it all earlier, but as you can see from the above, I’m on Kubuntu (11.10), and spending most of my time running Kate, Gimp, and terminals, and relying on Pygame to do a lot of the work for me.

Comments

vilya
22. Apr 2012 · 07:44 UTC
Looking good Chris! Can’t wait to play the end result!

Not for Kids

Okay, so there’s some swears in the game. I’m a fan of grown-up humour, so sue me.

And if you think swearing doesn’t count as grown-up humour, you suck balls.

CA stuff done, moving onto content creation

I’ve got my cellular automata algorithm working pretty well. There’s still some coding left, as the individual rules for the cell mutations can get pretty complex. But I’d say the bulk is done. And given the late start, we’re doing good on time.

Now the rest of the work is in creating those cell/block types, their rules, and the visuals. This is the fun part where we get to beautify and make the game feel complete. Wish us luck!

 

 

First Playable Executable…

Well, here we are. Beta time. The game so far is a Sims style “watch it grow” themed game where the focus is on a small (one might even say “tiny”) world whose inhabitants know of your existence as a deity. You have the ability to call upon Nature herself (even flooding the world if you want) to help bring your will upon Man. So far this is the feature list:

– Randomly generated villages with three (actually four) possible biomes, each with seperate spriting.
– Each ^ has its own individual dynamic population that affects its surroundings in some way (not fully implemented)
– Population growth rate depends on many variables and can become negative in certain circumstances
– In-game player interactive questions that provide pros or cons depending on your answer, which affect the world long term.
– A timer (located at the top right hand corner) displaying minutes and seconds left at the end of which causes the sun to supernovae, effectively ending the game
– A Global population counter in the top left hand corner of the screen, displaying all the individual dynamic populations in one number.
– If a village/dock or pyramid becomes large enough, the sprite changes and the growth rate is heightened ever so slightly.
– Tornadoes that spawn randomly throughout the world when activated by the player, adding “unholy taint” to your soul
– Meteorites spawned on player’s command that destroys a certain amount of population from each indiviual town, adding taint to your soul
– The great Flood, which wipes the earth and yourself clean of everything (Taint included) <- Only usable twice in a single game.
Three buttons that do absolutely nothing, labeled by a fissure, a skull and some lightning.
– “Holy Aura” and “Unholy Taint” expressed by numbers above your disaster abilities which influence certain aspects of the game.

 

There is obviously also more to it than just these functions mentioned above, so the dl link is here
(ignore the “city” sprites, they went all derp on me)

Programming Livestream -> Chris YayahkeekootGot any cool ideas for us? Please comment below and we’ll review them all (promise)

– Team Epsilon

Annoying mah god

Implementing god likes and dislikes right now.

Annoying my god is oddly satisfying. Espicially when said god does not like attention and praying to it makes it angry.

mmmh, tasty, tasty mechanics are starting to be tastier

Comments

pistillphil
22. Apr 2012 · 08:47 UTC
I’m really looking forward to playing this game. Looking great!

And we have FX, Tiny Town vs The Volcano

Things are going according to the plan. I’ve revamped the interface a little so the HUD is easier to read. I’ve also started adding introductory levels (just one for now). The sprites and images now also have been replaced by something home-built. They are ugly as sin, but at least I now have something I can submit without breaking any rules.

Oh and I’ve added blur effects! :)

Check it out (only the first level will work properly right now)

Next up: putting in a few more levels.

Gradual progression

It’s going to be a simple game.. very simple. But I’m very happy if I can finish a very simple game, it’s my goal. Here’s a screenshot from the current version. Got some graphics done.

I’m Done

Aftermath Report

This Ludum dare was a difficult one for me, I found that I was having issues with motivation mainly due to not having a quiet place to work and the fact that my work space is extremely cramped (Thankfully myself and my Fiancee and looking for a house).

The first game Idea was a space RTS in which you had to dominate the galaxy, to do this you would take over a planet which would in turn generate you a new ship, Think starcraft on a very basic scale.

I ended up giving up on this idea as I couldn’t not find the drive to complete it. As I still wanted to participate I made the game which is featured here. The idea being that you are in a snow globe and as you move around and eventually zoom out its meant to signify the tiny world from within a snow globe setting.

Perhaps I could have put some better game play elements into it. I really do wish I could draw, with the amount of great Ideas that I’ve tried doing in the past and eventually realizing that its just not possible without being able to create something in Photoshop, by hand etc. Either way.

I look forward to playing everyone’s games.

See you all in 3 months for LD24.

Vote and play my entry here: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=5689

Almost finished!

Only sound effects remain.

Collision detection Y U NO WORK!?

Well… the point of my game is to find a key on one of the random islands, and then unlock an exit that spawns. There’s also water around the island that is meant to kill you, BUUUUTTT the collision detection does NOT want to work well. So I may have to come up with another mechanic :S

1st demo

It’s work ! My player can move around a fully generated world of 4 differents zones !
Now I need to add a little interface, and maybe design the player sprite…

demo here for windows and linux: Bitbucket

numpad 1 to 9 to move.

God Inc. “tiny beta” #1

A new day, new challenges and a first beta !

GOD INC BETA #1

This comes with a name, God Inc. (scenario elements to be here later), and a first easy tutorial level. If you have a minute to give it a try and maybe give some feedback I would be REALLY happy.

Good day to everyone of you, stay tuned !

Copulous v0.7

People were asking to get to kill the bunnies so I added a RAMPAGE-mode. You can activate it by picking up the red coin. Added some soundFX too.

Try it at: http://juhakiili.com/copulous/v7/

 

 

Isaac Gates and Tiny/Microsoft

After a round of playing Half-Life, my protagonist looked different than I wanted him to look like, but this design is much better than the older one.

I think  I will name him “Isaac Gates”, because he reminds me of William Gates. He is working on some mega-scientefic shrinking experiment to create micro-soft(ware).

That should fit into the theme…

Comments

Felix
22. Apr 2012 · 08:03 UTC
Great interpretation of the theme, and I find the micro-soft(ware) Pun hilarious. 😛

Time for breakfast

The horrible attack of the huge labrats!

Work in progress on the rat graphic, also trying out the game with 64×64 tiles for the player and rat. Not sure if I’m going 64×64 or 32×32. The game is sortof balanced against 32×32 but there is much more detail in the 64×64.

Rat concept

Screen cap from cs6 of older rat with darker eyes

Screenshot bit bigger tiles and rat enemy

The bisca biscuits may not be good for you, but they sure are tasty

 

 

Tags: concept art, conceptart, foodphoto, screenshot, work-in-progress

Work in progress – World of bacteria

Don’t have as much time as the last ludum dare, but I’m making progress. The goal of the game is to make sure your colony of bacteria survives by giving them genetic mutations.

The battlefield

15 Hours to go!

#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 */

 

After day 1 I managed to get the main character drawn and animated, I’ve got a very early version of the game where the character can move around.

I’ve only gout around 12 hours left to make a game, so I’m going to have to make some tough decisions about what I’m going to put in or leave out.

I wanted to have randomly generated map and narrative/story, but I may have to keep most of that for a post Ludum Dare version.

I wish everyone luck on finishing their game!

Done! Finished!

I’ve decided to call it a day. The game is fully playable and has (kind of) an ending to it.
This afternoon I’ve been adding more and more polish, because adding to the story would have a major impact.

Here is my (for now) ‘final’ entry, time to catch some sleep:
http://www.ludumdare.com/compo/ludum-dare-23/?uid=12129

This is what it looks like right now, be sure to play it!

Here’s where we are as-of 11am on Day 2

Here’s a quick video of the game so far.

The premise is to navigate round the little galaxy as a dangerous nuke, destroying the planet you’re on in order to reach a neighbouring globe.

Clumsy AI: check !

Clumsy, but it kinda works !

If you don’t count the bugs.

Whatever.

Overcrowding in Tiny World

I find myself routinely “playing” with my game when I’m working on other problems. I decided to see how many AI I can drop on my world and maintain 30FPS. It seems that magic number is ~2500. I suspect that number may go down one my AI learns perform actions other than wondering the globe.

sound and music

DEMO

The very first screen of the game is done, and a title screen. I added sound and music; sounds were recorded with a Nintendo DS.

I would like to have at least four more screens and then the “boss”, but we will see how many get done. Mostly just enemy behaviors and spriting.

Pretty happy with how it’s coming out. Also, two color portrait of Terry: BEHOLD:

Sounds and Scores!


The Puzzle Mode times are now being saved locally. Also, ear rape music and sounds!

Play it? http://www.greencouchgames.net/games/ludum/023_tiny/22-04-12_12-00.swf
M is the Music Mute button. You are going to need it.

Now Listening To: CONTROL – Gaijin Games [BIT.TRIP CORE OST]

Comments

22. Apr 2012 · 08:17 UTC
The music is not too bad actually. However, you should extend the tune a bit, so it doesn’t get dull so fast.

Sunday Morning Progress Report – LD 23

It’s a good thing I’m working with a partner because the I don’t think I’d make the time limit for the regular competition, having until later on Monday might just save this project. I wasn’t able to devote a ton of time to my game so far but here’s what we have…

We were trying to think of a good setting for a “Tiny World” and thought maybe something like a little Sea Monkey society might fit good. We were thinking of just caring for it sort of like a Tamagotchi for the gameplay but now I think we’re hoping for something a bit more fun than that. Right now though we’ve just got a fish tank with some little critters in it that swim around randomly and if you click a spot inside their tank they’ll swim to it… We’ve got a couple ideas as to how we can make it more of a game but nothing implemented yet, though we still have until Monday evening for the jam so we’ll see…

My artist (@KikiSnell) uploaded a timelapse of what she’s done so far too: http://youtu.be/CFZv6sP62oM

Tags: 2D, ld23, progress, screenshot, timelapse, unity3d

End of evening 2: At least it moves

The prototype I’ve got as of the end of day 2. You can move an avatar around, and there are two screens, which you can move between.

Mac version
Windows version

In a sense, the game here or at least the code is “done”, at this point it’s just making more screens. However I’m very worried about time. I’d wanted to be further along by now than I actually am.

I just spent the last two hours on an incredibly disheartening, basically failed attempt to add music, most of it spent digging through boxes desperately trying to find a 1/4-inch audio cable. (I eventually managed to jury rig a cable by plugging a bunch of adapters together; I then discovered one of the cables was broken.) By the end of all this I was very loopy but I had an ogg file, which then wouldn’t play; after half an hour, and crazy lengths like rolling back vcs, trying to figure out why I couldn’t get any ogg files to play, I realized I had typed a line like “bgmusic = new Sound()”. Problems here: (1) that is a line of C++; (2) the program is written in Lua. At this point I realized I was badly messing myself up by trying to do this without sleep. So: Sleep now 😛

Lines


Yeah, I’m playing with Mikados…

Finally got the destruction of cells working

And while it’s not as glorious as I originally planned, it will have to do for now.

destruction!

yesterday and today I made two pieces of music, one turned out crap,
but running it through some filters and slowing it down made it kind of work.
So the music is done. Also did a fast intro screen. I’m moving on to implementing the resource system as well as win / loss conditions. Once that’s done i’ll start implementing the different block types.
Lots to do, and I’m starting to panic.