LD23 April 20–23, 2012

HUD progress

How long is left…

Post-Dare

And so ends my first Dare. I had a great time, never imagined it would be so exciting or stressful.If you’d like to go play my game you can get it in all different flavours on my site : www.benswinden.com/beyond. It’s got two resolutions for the web version, as well Windows and Mac versions for download. I’d love to hear what you think, please leave a comment here, or email me at [email protected] /* */ or twitter at me on twitter @benswinden.

Beyond is a first-person exploration game. I tried to create a interesting sensory experience with a few challenges, though i had very little time for testing so i can’t say whether it’s easy or hard. There are golden orbs strewn around the level for you to collect. By stepping into one of the blue tubes you create a waypoint for yourself and will respawn there in the event you fall into the endless void.

 

LD#23- Homestretch!

Well, I’m on towards the home stretch (I hope)!

I have one more piece of “AI” to implement, and that’s the controller for enemies and it’s going to be a very stupid one given the rules of the game, however they’re really just there to mess with the player, heh, so they don’t have to be very smart, just have to be bastads.

While doing that, I get to implement something that’ll ‘destroy’ tiles, changes tiles, and attempts to convert neutral units to your side. Then I can test the game. Still haven’t decided when/how collisions are going to occur, but that’ll happen shortly.

I’ve gotten buttons in there, but I still need to actually write some other stuff for them to really work, other than the turn button that is. Hah.

Anyway, this is a screen that shows my initial implementation, with two units on the screen, the blue’s yours and the yellow/orange is neutral.

 

Currently, the indication of your territory is based on the tile type that’s painted. I’m thinking of keeping everything the same, except maybe making the tiles more.. tile-like when it comes to differentiating edges. These are the sprites I’m using, and yes I did kind of cheap out on the Souls because I was having trouble making a flat colour version of them that looks right to me.

#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 */ souls structures terrain
thirdScreen

Slime Buster Micro – up and running

So here’s my second attempt at Ludum Dare.  There weren’t enough energy drinks to keep me going as long as I needed to to get this the way I wanted it, so we’ll just have to settle for how it is now lol.  My apologize for any dropping framerates our there, my next goal is to learn more about configuring games for framerate issues.

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=6312

Here’s my entry for anyone who’d like to play/rate it.  Any feedback is completely welcome. :)

Mo’ Features Mo’ Problems

Day 2, and things are pretty playable. Able to ‘paint’ roads (at a dollar apiece). How odd I chose dollars, being in UK… Sim City nostalgia perhaps.

I’m done! (+ Pre-Post Mortem)

tl;wr: Entry; play it here

Atom Grid is my first try at a puzzle game, and hot damn it turned out pretty awesome. I managed to squeeze two different modes, 30 levels, online and local highscores into the time limit.

Screenie!Screenie!

Quick pre-postmortem:
I usually don’t like Puzzles, but I really like how this one turned out.
I wish I could have made the “How To” a bit simpler.
Ogmo helped a TON with making levels. Without it I wouldn’t have this many. It was also surprisingly easy to implement, even though I had know knowledge of XML in AS3 before.
Drink less. I had to run to the toilet every half hour. While we’re on that topic… brb.

Screenie!Screenie!

Anyways, how about you give it a quick try? Here’s the Entry Page!

Also, find the kitten and get imaginarycookies.

Now Listening To: Toosenbo (Won’t Let Go) – wowaka

Tags: done, kitten-challenge, pre-postmortem

Here it is !

Done !

Here is my game page.

I’m a little bit proud of it. Because it’s my first Ludum Dare, but also my first release “game”. Of course it’s short, and not really a “game” but I’m really proud of some of the work I made to get this.

Thanks everyone, Ludum Dare team, the ones who support me these past 48h or so.

Thanks again !

Tags: adventure, cubertoy, dusty, finished, game, released

Too tired; gonna Jam.

I underestimated how tired I was from working at the youth camp.  I feel like I could pull my game together in the remaining four hours if I was operating at peak condition.  I am however, struggling to stay awake and tiredness has already cost me quite a bit of productivity.  So it’s the Jam for me.  I’d like to do my concept some justice.  I am happy with what I’ve done so far under the conditions.

All the best to all the other participants!

To sleep!

Link to game not showing up

So I submitted my Entry, Giant Apple Pie! 😀

But for some reason, the link to the game (www.marcelomarcati.com) isn’t showing up, all big and blue like the Source link shows up.

I put the link on the Notes section, but it’s not the same :(

Anyone knows a reason why the link to the actual game isn’t showing up? is it supposed not to show up?

Comments

22. Apr 2012 · 19:23 UTC
Never mind, solved!

Finally Done !

Yeah, My game is finally done and posted on the website.

 

I decided to call it Fire Around as it is a shmup in which you turn around a planet.

If I get enough feedback I think I will try to enhance the game after the Ludum Dare. For now, I’m a bit sleepy so I will go get some sleep.

 

BTW, here is the link to my entry : here

And also a screenshot :

72 hour bliss

 

At this point I am very thankful for the 72hour time limit of the Jam edition of LD.

I could make this game very awesome if I had the next 24 hours in my disposal, but unfortunately work calls in 8hours (including presumably sleeping before it).

I think I will still finnish with something relatively coherent, but sound effects I probably have to forego this time.

I’m out!

I think it’s fair to say I’m not completing anything this time around. But hay, I learned a lot and had quite a bit of fun so it all works out. :)

Good luck everyone!

HELP WANTED!

 

I’ve got problem with uploading my html5 game made with construct. I can’t upload it as internet page, because i don’t have own webhosting. Also i can’t upload game to the contructArcede/Kongregate sites, because it require moderation which needs time.

I found tutorial, how to upload game with dropbox (http://www.scirra.com/tutorials/42/upload-your-game-to-dropbox), but this method don’t work in Russia. I tried to use dropbox, but .html are banned to share for Russians..

Can someone help me and upload my game on his hosting/dropbox? Game source

 

UPDATE: first version was buggy compressed, please upload this:

http://dl.dropbox.com/u/23903018/hikkiville1.zip

it works 100%

Comments

Anded
22. Apr 2012 · 19:34 UTC
Sorry, i try to fix it. It seems to be construct bug :(

Update #3 – Are I gonna make it?

I’m finally making visible headway, but of course, there are only four hours left.

Not sure if I’m going to get my basic entry into the compo or not. So far I’ve only been able to work about 17 hours for the whole thing, which is not enough!

Anyway, here is a new screen, in game finally, as I build my only level that will *hopefully* make it into the compo!

Cheers!

~Mitch

Tags: compo, Temporal Hysteria, update

Closing Thoughts

I had a good time, but I’ve also learned a valuable lesson about DHTML puzzle games.  Might as well just use flash at that point.

It was a fun idea, but I didn’t implement that much of it.

Finished (But not very well)

Well, I’ve finished as I need to get some sleep now for tomorrow, and so I have kept the status quo by uploading my incomplete game. It’s not very good, and lacks a story/spawning world, but it’s my first game in years and has given me a new-found love for game development. The .jar and source are here:

Best of luck to everyone else! I’ll be happy if I come in the top half (unlikely) but even then I’m happy with anything but last place :)

 

Polar

More visual enhancements

This morning I’ve mainly been tweaking some visual things. I’ve added backgrounds to the title and score screens, and also added “shadows” to the text on those screens. I also added a very slight vignette to the game. Here’s a couple screenshots:

The game with a slight vignette.

The score screen with a background and shadows on the text.

As always, the test build is here: http://nova-fusion.com/games/rock-n-slash/game.swf

Comments

Raspberry
22. Apr 2012 · 20:55 UTC
Really nice entry.
23. Apr 2012 · 07:59 UTC
Damn, you’re right. Thanks for that!

And 48 hours later…

I can’t believe I pulled it off. A lot of placeholder art got a permanent home, and I had to nix the entire story, there were some features I got rid of, and some features could definitely be polished – but all in all, I’m super happy I did it. Please check it out – here’s the Entry. It says “Windows” but the game is Flash – I’m still in a daze from the past 48 hours so I totally missed it :)

NRGSoft LD 23 Update #4

I'm so sleepy.

No in-game picture. Sorry folks. Work-in-progress and I don’t have access to a screenshot.

Anyhow, I’m finishing the ending picture, and more work is ahead. At least sound and music isn’t a last minute thing like last year, it greatly eases the stress level.

Saving The HomeWorld

Shooting and destruction of ships now work, although it took too much time to implement, had to refactor my basecode a bit.  But I eventually got it to work nicely (sprite groups are an useful abstraction).

Still on the need to have list are enemy waves, level cleared & game over screens, healthbars, and sound effects.  Challening, but maybe doable, as we are participating in the Jam.

 

Gameplay Complete

One more post here before I submit. I thought I’d have serious trouble getting a halfway playable game done in 48 hours, but I kept it simple and I like how it turned out. I decided against health bars for the structures since it’s more challenging if they get disabled in one hit. I finally had to add some real GML code for the draw functions for the radar. It’s tricky because Game Maker’s built-in GUI functionality falls apart if the camera rotates. I had to write code to move and rotate the radar and everything on it around the level to keep up with where the camera is currently pointing.

The game is basically complete and submittable now. In the next few hours, I plan to write a little bit of music for this, and maybe add some more variety after that if there’s time left.

Todo: Game title, title screen, music, player health bar, bomb explosion sprite, more structures to defend, more enemy types

Tiny Droplet is finished

My first LD game :) I had to leave a bunch of stuff out.. But I’m still pretty happy with the result :)

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=10446

 

 

Good luck finishing!

To all the folks in the Compo: Good luck finishing and getting your entries in!

Love, Cake & Code

Yes. yes im done

After a good weekend of coding im done with my first Ludum dare (Yay!!!)  I have lost of fun, learned new things, also failed at some things, wich i next time will know beter, made some stupid mistakes, wich are the result of not alot of time and stupidy. but after all it was fun, and im happy i am finally done!

 

Might aswel put a link to my Entry

i had a great team but now i would like some rest.

And I’m back. And I’m finished

WOAH WOW. WHERE WERE YOU ALL WEEKEND. I was not making video games. Except for today, today I was not not making video games, and in the little time I had I slapped this togheter. SO YEAH here’s Circuit, where really the only tiny thing about it is the resolution! wooh!

mandatoryscreenshotforyounowhave. also a map you can cheat with. you cheater.

So yeah you can go check out “Circuit” right now over at this here fine link I’ve so graciously provided for your clicking pleasure.

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=1548

 

I might polish it up a bit more for the jam tomorrow but that depends of things like school

Cutting it a bit fine, but should be done by the end…

Yup, I am certainly cutting it a bit fine; still got tonnes of mapping and the enemies to do :/ Plus my internet seems to be a little dodgey at the moment, but oh well; here’s the latest screen-shot:

 

and no, he’s not naked. He just has a light-coloured top on.

A little update on Motherboard City

I’ve finished the main parts of lvl 1,2, and 4. I still need to draw a few things for lvl 3. Then I need to move on to backgrounds and audio and then do an ending animation.

 

#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 */ WM 2012-04-22 at 22.05.44 WM 2012-04-22 at 22.08.22 WM 2012-04-22 at 22.18.09

Tags: city, Motherboard, westm

Levels and Maps

Now our intrepid hero can see the path laid out before him thanks to these handy new preview maps!

Also, I just copied the game over to its own domain: picoplanets.com

And suddenly… I was finished

I submitted. And I’m exhausted. And yet I’m ready for more! 😀

Check my game out here: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=5267

It has sound effects but no music, no effects, and programmer art. But I’m happy with it, so that’s all that matters. :)

I plan to continue work on it, and release a post-compo version (or three).

Good luck to everyone. It was a great Ludum Dare!

And now, I’m done this time. ^w^

I did it. For the first time I finished a coding project! 😀 My first full games with an engine, graphics, sounds, dialogues, story, EVERYTHING! And I finished it!
Here is my submission. Applet, Jar and source are all in the “Web” link.

Now I am going to have a good night sleep thank you very much.

Finished

My Planet Sim is finished – mostly because I have lost the willpower to add any more polish. I hope you all enjoy it.

Progress

Game world is done. I think I’m going to have to rework the gameplay though. It was originally going to be a resource-collecting, world-building game with some yet to be decided goal. But I don’t have time for that now. Any ideas?

LD23 | Fuseglow, Chapter 1: Tiny World

Whew! What a relief to finally be able to breathe again. This past 48 hours went by in a whirlwind. Despite sleeping in much later than I should have both days, I was able to complete something I am happy about. And I had a lot of fun doing it!

Anyway, be sure to check out Fuseglow, a choose your own adventure game with animated gifs online. I don’t profess to have any coding or music skills so I focused on making art and telling a story.

 


Click to play the game.

 


Click to watch the timelapse.

 

Hit me up:@spacerumpus or check out my tumblr.

Thanks ludum dare and cheers to all. Time to relax and enjoy some games. Any thoughts or comments are heartily encouraged.

Tags: CYOA, ld23, timelapse

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This entry was posted on Sunday, April 22nd, 2012 at 7:44 pm and is filed under LD #23. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

No Time. No Game.

I did not get as much done, and in turn, this is all I have so far.
http://bitroid.com/ld23/

Still hoping I might be able to get more done in the last 3 hours.

First LD48, What a fun & terrifying experience!

Wow, holy crap. That beat the hell out of me. First Ludum Dare done. It’s super short, but it’s a complete game I suppose. Unity3D and 3D modeling ended up eating far too much time. Rigging and Animating a character… yuck. Big plans, tiny return. But it was fun! Check out mah game and let me know what you think! Maybe i’ll be able to flesh this out into a full out game at some point!

I have the day off tomorrow so I plan on doing a full Post Mortem along with posting the compiled timelapse of my work. Thanks!

I’m finished!

Here’s the game: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=2407. It’s one of those planet defending games.

I’m pretty pleased with what I got done and I actually didn’t spend that much time on the game (as you can see from this timelapse). I usually tend to have too many elements to implement and no time to hone them. This time I managed to keep it simple (stupid) and could also work on adding some neat little touches here and there.

Declaration of Failure :(

Unfortunately, I am going to have to declare my attempt a failure. As I said in my previous post, I needed to be laser-focused on my game, and it seems I was far too tired for that. I still learned quite a bit though, so I’ll make a postmortem of that, and maybe do a timelapse video of what I have accomplished so far.

Anyway, I wish all of you the best of luck if you are still working on your game! For me, it will have to wait until next time :)

LD23 – Tiny World

#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 2012-04-22 at 4.45.33 PM Screen Shot 2012-04-22 at 4.45.23 PM

Still just messing around. I like where (I think) it’s heading but it’s definitely not going to be done in time.

BTTP

BTTP  is a retro platformer game created for Ludum Dare 23. I created this game in 24 hours since I was totally outdated on Ludum Dare. I didn’t got to finish some levels but at least I got most of them. Just Ignore the bugs. You can visit my website at samusetroid.net. :) .

Download the game here

Screenshots:

#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 screenshot105 screenshot106 screenshot102

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This entry was posted on Sunday, April 22nd, 2012 at 7:48 pm and is filed under LD #23. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Running

I ditched the entire “bayessian network in 48 hours” idea, scrapped all assets and started over.

I’m still in with the same notion as before, but I created a far simpler model for the game and I’m actually at the “content and tweaking point” after only 14 hours of work. It feels like such a blessing when you finally put the pieces together after several hours and the gameplay just pops out as you had hoped.

I’ve got three hours running for music, a few sounds (I’ll skip the Raymond Chandler monologues this time, scout’s honour), tonnes of sprites and images, and value tweaking as well as a final win condition.

I won’t reach the ultimate goal of multiple phases of civilization, but given the time frame, I’m pretty impressed with myself.

Beta screenshot at the drop ————–> DROP!

God wonders if he should punish the orney animals.

 

 

Bag it… Tag it

Sell it to the butcher in the store…

Mage Duel is donefied.  It’s just like any other artillery game, except with mages, and in real time, and you play against your previous play throughs.

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=7470

Finished MiniCity!

It’s done! To be truthful, I think it turned out a whole lot better than I had hoped it would be. Sadly though, I had to cut out a lot of fun stuff because of time constraints and unoptimization. The whole thing’s codebase is a pile of crap. Don’t kill me because I misspelled ‘Globe’ as ‘Glove’ in the code and just ran with it.. 😀

 

#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 */ scr2 scr3 scr4
scr5 scr6 scr1

 

GET GAME

Finally Finished

Hurrah, Creature Collect is submitted!

I’ve had to cut it down from what I originally intended but on reflection the original plan would have made it even more difficult. The people I’ve shown it to have had fun so I’m happy. \o/

The main disappointment is the lack of sound and troubles people have had with the tutorial, which seems to be easy to miss.

Linky

Near the close

3 hours left, I’m ill, slept badly last night and have to implement a relatively smart AI (because that’s the fun part of the game) == Fun

*sigh*

My connexion was dead during a long time.
Freebox, my nerves thanks you…


Done… just as planned

So, after first uploading a Version with killing-cheat still remaining, this should now be fixed.

Thus I am done with my first ludum dare, just in the time I planned. You can find the project here.

I guess I will now take a rest.

Bleh…

So, yeah, i give up, i’m lacking of time, motivation and energy to finish it.
I did some mistakes, first i didn’t prepared anything, then i tried too many things before starting to create what i wanted to. Also i didn’t listened to my body, when he said “I can’t handle it anymore, i need to sleep.”, i said “No, not now.”, needless to say after ~20-25 hours of non-stop coding/testing i was not working at my full potential anymore, that eroded my motivation and leaded me to choose or to continue and try my best for the next few hours, or just give up and rest, then continue peacefully the prototype outside of the ludum dare. I think giving up is the best choice and i will take note of this experience for the next ludum dare so i won’t do the same errors again.

Comments

zitheker
23. Apr 2012 · 06:26 UTC
Dont’ worry. I’m sure that you will make a very great game at the next LD. Good rest 😉
nSun
23. Apr 2012 · 15:15 UTC
I hope you’ll find motivation to pourue behind LD.

48h is a short time. For mine I prepare a lot of things :

– Sleeping is need-full

– Juice and soft drinking

– Do other things that doesn’t matter with computer

Day 2 – Speeding Up

Day 2 is coming to an end…

#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 */ night3_a

Not much to say, just pictures to show. 😉

I’ll do my dishes later. :3

I didn’t make it

This is my 4th Ludum Dare and my first one where I won’t finish the game.

The reasons may sound tiny at first but the project was too ambitious to actually turn out good if it was made in 48 hours by a single guy.

The game I made is similar to a regular RTS but instead of defeating an enemy you defend yourself against waves of hostiles by building new units and buildings.

I ran into a couple of problems that I haven’t been able to solve yet, for example where to spawn enemies and how to guarantee the randomized map is “open” enough, sure this could quite easily be done through a couple of formulas.

Another problem is also what to do if a player builds himself into a circle of buildings and therefore can survive all the enemies, if an enemy can’t reach a player it’s supposed to go for the closest building (Which most likely is not a part of the circle the player built himself into, which means the player will have to wait for the zombie to destroy building after building until it gets to one that makes him unable to reach one of your units)

And even if I did fix these two problems I’d still have such an extreme lack of content that the game would simply become boring after just a few minutes.

I’ll upload an exe as well as linking it in this post in case someone wants to do something with it, it’s free for any kind of use, you can even sell it and claim you’re the creator. (The game and it’s source code, that’s not the case with the libraries I used ;))

Exe

Source (Visual Studio C++ Express 2010)

The game currently got:

  • Pathfinding
  • Units
  • Buildings
  • Constructing Buildings
  • Gathering Resources (Not the way I wanted to make it though, they don’t actually collect them and bring them to the main building, didn’t have time for that)
  • Basic Interface (Although highly inpractical in some cases)
  • Extremely messy coding with barely any comments
  • Kittens?*

Thanks for this time LD, it’s been awesome!

*Kittens may not actually be included in your download of the game

Probably not gonna make it

Although part of the features are implemented (sadly not all I wanted) I’m mostly not gonna make it due to not getting an executable jar (or jnlp) from my scala game.

I have tried 3 methods already and each one has had different problems. This is gonna drive me to get it to run after the contest and probably after the jam.

Progress Update #9

Less than 2 hours left and all I have to do is get some rockin’ beats and this game will be finished!

Woot! Man will I be happy when this is over! My stress level is like Maximum Bacon!!

Well back to the beats…

-KunoNoOni

And I made it!

I’m pleased with the small game I made. It’s small, it’s trivial, but I made it in 48 hours! I didn’t sleep for 30 hours and that was pretty sick. I shouldn’t have done that, now I feel kind of sick. But other than that, everything has been really fun. It’s just really satisfying to successfully do something as hardcore as this.

I used AS3, Flashpunk, Ogmo editor, Sfxr, scanner, pens, nokia N8 (to record audio) , paint, gimp, paint.net

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=8260

 

Here’s the swf:

dl.dropbox.com/u/44117107/ld23/LD23_mipi/bin/LD23mipi.swf

exe:

dl.dropbox.com/u/44117107/ld23/tinycavern.exe

Here we are :)

That’s it, I’m done !

Avoid

Avoid

 

I used :

– flash CS5, AS3 (very first use).
– Paint.
– LMMS, Audacity, as3sfxr.

Thank you for playing ! =D

Failed to Finish in Time

Well I tried but I’m really not going to have anything playable by the deadline, let along compo-worthy. The game would have been called “Democracosm”, a game where you must bring democracy to the tiny people of a tiny moon. The idea is an RTS but instead of killing people you must get them to vote for you. The people here are abstract little monster/alien guys, which you can see below.

The code so far is AS3 using Flashpunk, with graphics done in Inkscape, with my usual cutesy style! I raced to add last minute features which unfortunately introduced as many bugs which I wont be able to fix in time. If you are interested, the code is on GitHub. The guys wander around and talk to each other. If you can influence one of them they’ll wander around canvassing for you, to convert the rest. When the timer runs out they all go the polls and vote.

I should have heeded McFunkyPants’ warnings about common mistakes, but I’m afraid I bit off more than I could chew! The idea came to me fairly early in, but I spent too much time on silly small features and on the graphics, and hardly implemented any game-play at all. A shame really.

I still had fun though, and I’ll probably finish the game off at some point. :)

Done!

Ok, I’m finally done and I wouldn’t know what more to add.

VIEW MY ENTRY

Kao

Kao is stranded in a snowy world with monsters and little resources.

Arrow keys to move, X to select action, Z to use action.

 

I’m glad it’s over, but it was fun!

I’ll definetly join next time!

Wander Complete

Finished my game. Unfortunately I was somewhat uninspired by the theme so I don’t have much passion for it. Looking forward to playing everyone else’s game.

Not Quite Made it This Year

So, even though there’s still a little more than two hours remaining, I’m giving up at this point. I’m too tired, and the game as it is at the moment is absolutely no fun to play. That’s something that could be fixed in two hours, however there’s also no sounds, incomplete graphics, and pretty much no environments to actually play in.

However, this is far from saying that it’s all been a waste of time. I’ve got a lot done, up until about lunchtime today, where it all ground to a crushing halt on a mess of inconsistent bugs and Blender screwing me over. What have I managed to acheive though? Well quite a few things that will hopefully be useful in the future:

There’s the over world map, showing the “tiny world” of a table inhabited my minature people, everyday objects (like the Thimble here, or the table knife that I was working on elsewhere) and a few everyday creatures like ants, that seem terrifying when you are half their size.
Overworld map

There’s the actual gameplay levels which (would) load when you reach the appropriate places on the overworld. These feature a variety of levers, pressure pads and so on that interact with locked and unlocked doors, moving walls and floors and drawbridges to create a dynamic environment suitable for puzzling in, or maybe even springing traps. (The player character is the one with the silly wide hat)
Gameplay

There’s a physics based combat system, where you and enemies fight it out with spears, bows etc.
Painfully bad combat

There’s a fully featured tile-based level editor, where you can drop in and remove tiles easily, and set up the links between the levers and the moving walls. As well as dropping in NPCs and so on.
Tile based level editor

 

So if there’s all that, then what isn’t there? Well:

  • Any actual levels. I just started on one before I gave up
  • Any gameplay that was actually worth experiencing. Combat was awful and largely untested, while puzzle design with just levers and pressure pads is likely to just be a trek
  • ANy objective – there was the rudiments of a “collect ALL the gold” system in, but that was about it.
  • Any sounds, or indeed any graphics that weren’t gawdawful.
  • Any links between the levels. Putting in the kind of persistence that having two different game levels (overworld and action world) worthwhile was a good step off, although the rudiments of the system were there.
  • The time and will left to actually churn out 3 or 4 levels and test them – I’d spent an hour of the four left, getting about 30% of the “Knife Edge” level done and tested, and testing was showing some real issues with player and NPC movement.
  • Anything to stop you breaking the game. Was quite possible to step off the edge into the void, or lure enemies into doing the same. Also, nothing would have prevented you form increasing score by just going into the same level, grabbing the nearest silver and leaving over and over again.
  • Any real idea as to what was going on. The most idea I’d had was to rip off Pratchett’s The Carpet People with The Table People. What the actual game was I didn’t know (I’d had a few ideas to do with nanobots building things as well, that I couldn’t figure out an actual game from.

What have I learned:

  • When you think your project is getting too big after a couple of hours. listen to yourself and scale it back, even swapping to another idea at this point is viable
  • If you’re going to use a tool like Blender, know more about it than just how to make very crude shapes, unless that is all you plan to do
  • Make sure your damn objects are always instanced before being referenced!
  • Blender will let you down and awful times.
  • If you didn’t really want a combat game, then don’t end up making one anyway – it will just be bad combat.

I’m getting too old for this

I’m out of the competition. 8.5 hours ago it was clear I was just spinning my wheels due to fatigue. Even under the best conditions, a short nap probably wouldn’t have left me enough time to finish by the competition deadline. So I decided to get some real sleep and try to come back fully refreshed for the final leg of the jam. I’m trying to stay positive, but there is so much work still to do.

Tags: antigen-redux

less than 3 hours left…. adding graphix!!
NEW BUILD

grapphixx

(Untitled)

Well, this has been a learning experience a fun one!

Success- As I said in my actual submission, the success of this was partial. It’s sort of a game, but not really a good game. It’s more of a proof of concept than anything else. I am planning on going back and polishing it up, actually making it playable as well as adding in extras in like actual animation.

It did prove something to me, something that I thought was true but wasn’t sure about, and that’s that I tend to focus on the most difficult part of a program to the exclusion of all else (Seen in me taking about sixteen hours of the 48 working on something that I’m probably not even going to use when I’m done with the game). I just need to better manage my time, and I should do much better.

Priority for next time

  • Come up with premise
  • Decide on mechanics and implement basics
  • Basic graphics
  • Implement ‘fancier’ parts of the mechanics, that make the game better.
  • Work on more graphics
  • Work on sound
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This entry was posted on Sunday, April 22nd, 2012 at 8:19 pm and is filed under LD #23. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

I’ve made it !

I’m very happy I’ve finished my game Tinysasters on time ! (Tinysasters > Tiny disasters)

You can find the game here : Tinysasters

This was the first time I participated in the Ludum Dare and I’m very glad I did it :)

The post-mortem will probably be for tomorrow, as I’m very very very tired right now. It’s 5 AM and I worked until the last minute.

Here’s a screen of the finished game :

See you soon !

Technology is Being Mean to Me

Processing is refusing to export applets properly (although it does seem to export applications well), even when I sign them. I can’t figure out what I did the last time I used processing to make it so that I got only 1 jar as output (using the same libraries), but oh well. I’ve wasted enough time trying to get an applet to export – maybe someone else will feel kind when I publish it and give me a bit of help.

Also, my screen capture program broke. :(

Jam text adventure after 2 days

When we last did a mini Ludum Dare we tried to show that platform games don’t have to be made out of square tiles; we used meshed.  Naturally, we struggled to finish in time!

We wanted to go break convention in a different way this time: resurrect the classic text adventure!

That was the type of game we wanted to build when we were small.

We did do a slideware scrolling illustrated text adventure in Turbo Pascal 6 and VGA mode 13h IIRC; so now, 20+ years later, we’re re-entering the fray…

Here’s a video of our illustrated text adventure:

By using a map top-down we get spatial reasoning for the going north/east/south/west etc

51 locations, 27 objects, 7 npcs, and a classic mode (code mode to come) it’s going to be awesome

LD #23 Jam: “The Small World of Professor Strange”

https://github.com/williame/ludum_dare_23_tiny_world

After 2 of 3 days (but who can do a full day tomorrow on a work day?)

(sorry no audio)

More Time, Dammit

Just give me about another week and I’ll have nailed it.

Not a whole lot has changed, visually, but a few key gameplay elements have been added:

You can now scan the alien ships to find out whether they’re hostile. This in turn allows you to decide whether they should get a face full of missile or if they’re just popping by to drop off a basket of fruit.

I’m going to power through a couple more features then throw in some sound effects and get the thing submitted.

Tags: fruit basket, missiles, progress, screenshot

Lost Finished

Woo-hoo! I just finished my hyperpixelated game, and you can check it out HERE. I apologize for the large file size, the music that I made last-minute is solely responsible for it.

The Imahara is taking shape.

The HMS ImaharaWith 3 hours left, the game is working out pretty nicely.

I’ve expanded the size of the HMS Imahara, the space ship where the game takes place, by a threefold. Also, the game now features a title card, some settings, semi-adjustable controls, intro “cinematic” and victory-conditions. And a conscient computer called Simon.

There are two things I need to add before calling it quits.

As mentioned before, the alien AI does nothing more than wander around. Which is ok, as it turns out – I caught it lurking for food from inside the escape pods -, but it’s not in line with the “we’re being hunted”-feel I’m trying to create.

 

And I also want to give each little room in the game a different name (e.g. “forward engine room”, “D. Linn’s cabin”, etc). This serves no real purpose, but I believe it would look awesome and therefore it needs to be implemented

.

It’s over

I’ve just submitted my entry. I am really tired but happy nonetheless !

The game itself is not so good but building it was quite fun.

The game uses flash, feel free to give it a try. (I ended up ditching the pan flute for the xylophone, hope you’ll enjoy it ^^ )

Game is up!

That’s right, I’m finally done. It’s been a productive weekend, and despite being a sucky game, it was definitely worth it. Now go play and flame the game! May the best LD23 participant win!

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=11565

The wold tiniest roguelike : now with enemies.

The equation is simple, Tiny Worl = Tiny Enemies.
“See that red pixel over there ? That’s a bad guy, go and bash him with your sword. You’re the blue dot over here by the way.”

I think I’ll be short on time to correct all the bugs my horrible game contains… but I love my game and I’ll work on it after the Ludum Dare, that’s for sure.
The corridor’s generation is still messy, the fighting and leveling system works thought.

Custom typefaces are a PITA

Using Processing.js, <canvas>, and a custom typeface was a recipe for frustration. I ended up not using any of the built-in Processing.js font functionality, instead referencing the <canvas> element itself and using @font-face

Sword of Arcana is not ready

I’ve simplified the game concept, but I still haven’t gotten very far in the graphics department. I was able to make a sprite and display the hero on a background. It looks like a good start! I can say that I’ve learned a lot this weekend. Here’s my final screenshot before the competition ends. Maybe next time, I’ll be better prepared.

The ants are marching on in Ant Onslaught

We’ve been hard at work up in Duluth!  The end is in sight for completing Ant Onslaught.  You can select, move, attack, and harvest with ants.  Food allows you to create more ants, so you can face tougher enemies and collect food faster.  Ebuch has created an all too catchy piece of music based on “The ants go marching one by one.”  We have to play other music just to get it out of our heads!  Here  is a screen shot showing what the current game looks like:

The Tiny World War is on!

Despite all evidence to the opposite, I managed to finish my contest entry, Tiny World War.

Tiny World War is a real-time strategy game with gameplay based on orbital mechanics. It’s a multi-player game, so get a friend, otherwise it won’t be a lot of fun.

I hope you guys have fun playing it. Feel free to drop by at my blog, I plan to publish a post-mortem there within the next few days. Also check out the source code on GitHub.

Little Knight’s Tiny World POST :Post Mortem

Since i have things to do in real life my goal whas to finish ld23 in 24 hours so i posted my entry yesterday.

But realy now that my real life stuff have been done i have polished some graphical aspect of the game according the picture below.

you can : PLAY

Or view entry page 

Work In Progress

Atfer aobut 24 huors sicne we finlaly cmae up wtih our ieda, hree’s a snasphot of our curernt WIP bulid of our gmae:

CILCK HREE TO PALY

Use the keybaord to tpye the incomimng wrods!

Final stretch

Tweaking levels and underlying formulas; audio is a toss up at this point…

Ok… tiered tiered tiered – but SO WORTH IT!

 

Alright – close to the upload.

 

The game is called: SYF(ojd) – Save your folks! – or just don´t.

Its a physics fun tower destroy part time zombie slasher but mainly folks saving… ahm ok i have lost the point. You´ll be able to play it in 30 minutes or so…it´s late :)

Export: Exe Windows and Flash

good luck eveyone!

 

Jot

Comments

dr_soda
22. Apr 2012 · 20:51 UTC
The title alone is just plain fun.
22. Apr 2012 · 21:02 UTC
Thynk you!! Hehe i´m having a strange kind of fun at the moment… i guess we all have… 40 hours can be a looooon time! Loved it!!! I´m so curious about all the games!!! Good luck in the last hours!

Jot

Moaaar progress!

It’s not even playable but we are on fire!

Our designer @_Dreisa_ is doing a very good job and both programmers are proud of her 😀

 

3D Jam Art

Kinoko here! We’re hitting the home stretch of the Jam! While Jade plugs away at code, I’ve been shaping up my character/vehicle models. I failed at adding images to my last post, so I’m going to play a bit of catch up with you guys…

Late Friday night, I had a grayboxed vehicle with a UV texture map. On Saturday morning, I made a base texture:

And dropped that onto the vehicle. To get the ball rolling, I used this fox character that I made circa 2009…

We won’t support full 3D animation in this game, but I posed the rigged character on the car so that we can export him in this state later.
After getting a feel for what I’d be working with using Fox, I began creating a Player 2 model from scratch:

 

Saturday ended with the second character’s UV maps mostly finished. When I picked it up again this morning, I was able to start on the texture work.

The second character became an ermine, because I freaking love ermines.

Rigging the ermine. I used Fox’s skeleton to start, and edited the joints as needed. Since we won’t have full animation in the final game, his weights only need to be painted precisely enough to pose in the vehicle. Not a lot of touch-ups were needed, and I was able to finish rigging him in less than two hours!

Ermine more or less finished, and sitting his cart. To create his vehicle, I took the spoiler off of Fox’s car, scaled the wheels up, and edited the exhausts so they are larger and curve backward.

Now that the characters are ready-ish, I need to get to work on the level graphics. I have no idea whether or not we’ll finish on time, but I’m having a lot of fun regardless!

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This entry was posted on Sunday, April 22nd, 2012 at 8:45 pm and is filed under LD #23. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Freddies – It’s a wrap!

It’s been great fun and I learned tons. Wish I had more time to polish it. Final game has 3 levels. You’ll see instructions when you start the game!

Play now! (web applet)

Download Standalone (Platform independent: Windows+Mac+Linux). Please see README.txt if not using Windows!

Download Source << Just for interest / to fulfil the competition rules.  Didn’t get a chance to check if this is buildable!

And now to wait.

It certainly was an interesting two days.  I got done more than I expected, but less that I would like.

I can’t wait to start playing the other awesome entries I’ve been seeing posts about!

My entry is here: http://www.ludumdare.com/compo/ludum-dare-23/?uid=10937

Or you can download it directly from here: http://www.mediafire.com/?aarlgfsudviottl

( It’s not compiled, just open the .love with WinZip or equivalent for the source. )

Girl

I’ve made a template to make some flat-mans, for saving time.
I have to draw a girl, not a flat-boy…

Hello beauty, goobye timer…

Updates

Added a simple research system and a second player.  Game isn’t done yet and I’m just not feeling it.  I’ll probably clean it up a little bit and enter it in the jam, but it’s a little too shitty and barebones for me to kill myself trying to get it in for the compo.

I did it!

My very first Ludum Dare comes to an end, and I actually did it: Tiny the Adventurer is done and can be found at http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=12918 .

The game is missing loads of things and I’m afraid it’s actuallt quite crap, but I’m glad I finished it (in one day and a half) nonetheless. Next time I’ll probably do better. =)

My game is ready and uploaded!

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=2976

Here’s my game! 😀

This makes my 4th competition entry! 😀

That’s a timelapse up there! 😀

Problems with submitting entry

I am having problems submitting my entry for LD #23, I click on tiny world on the main page, then submit entry, and it won’t let me submit my game. I am even signed in when I do this, does anybody know how to solve this? Please help, there are only 2 hours left in the LD compo.