LD23 April 20–23, 2012

As Complete As It’s Gonna Get

 

I’m pretty much done. There’s some audio, win/lose conditions, and most of the bugs are ironed out.

The basic idea is that you’re trying to conquer a small floating island filled with monsters. You conquer this island with your own monsters, by dropping your monsters onto the island.

I had really wanted to add some more tactical options like special abilities for the monsters and more involved control, but in this case it’s fun enough just to see the little guys wander around and fight each other.

 

Whew! with an hour to spare, “Atomswarm – Tiny Cycles” is born!

Sleep now, talk later…

go play this – http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=5199

If you’re a dev, I love you, if you’re a dev planning on downvoting me, my game link can be found in the post above mine…

Phobius!

We want to show your new tiny friend Phobius!

He hates little spaces, he has some strange claustrophobic panic attacks!

Here is a little demo…

Web

(doesn’t have preload yet, wait a few seconds to load)

enjoy!

Tags: as3, demo, flash, flashpunk, ld23, progress

Comments

22. Apr 2012 · 21:05 UTC
Really digging the melting animation. 😀

The End of the World

Writing this on my phone because my Internet went out 2 hours before end of compo :)

Fortunately my game is a mobile game and I have a screenshot right on my device!

The source code is at http://github.com/bcjordan/eotwgame

 

Tags: compo, final, screenshot, submission

finally finished :)

i never thought i would make and would like alot more time to do it as i spent FAR too much

time on the music/gfx this time ;p  sorry in advance for the gameplay haha :)

i AM happy with the music and the graphics tho and its the taking part and community that counts :)

you can try it out here :

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=8824

cheers

howieV (binary_girl)

c!ph3r – Screenshot 2

The game is starting to shape up overall, but now it’s time to dig down and work on level design.

24h progress report

I started about 24h late into the jam, so this is my ~24h-progress-report.

  • The capsule (which hopefully will be replaced with a player model later) can walk- and jump around the tiny world. Fixing the camera and orienting the capsule towards the gravity took more hours than expected…
  • Physics support for climbing on the house (and other arbitrary geometry) as well as pushing boxes around.
  • Basic shading, as it can be seen in the screenshot. Figured out far too late that my actual lighting-code was actually correct but I had generated inverted surface normals (and a far too low specular exponent to conceal the fact).
I am pretty happy with the result. Hey, I can walk around on a planet!

Next up:

  • Colors? No motivation to fix the importer, but random colors don’t seem to fit…
  • It still needs some kind of gameplay. I’m in the “I have some vague ideas”-stage 😀
  • Shadow mapping would be awesome! (I don’t need gameplay if my graphics are good, right? :-p)

Almost complete level

2+ hours until the deadline and I finally got a level that isn’t super easy to “complete”. Left to do is to add some form of level completion thing so that the level actually can be completed. I’ve run into performance issues, and I’m guess it’s some part me not setting certain objects as passive and not having a good cell size and part running a interpreted language as a base for collision. The safe place algorithm that I wrote earlier was insufficient and stupid so I replaced it with respawn stars that you highlight.

The level!

I would have uploaded sketches, of the features that won’t make the cut, but I guess the load on the server is too much at the moment.

Doneburger!

Well the die is cast! I’ve submitted my first ever LD entry! It was a whole lot of fun to make and the feeling of accomplishment I have now is super high. It’s so cool to have a finished game in your pocket, no matter how stupid it is. 😛

If you wanna try my entry go here: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=6762

 

 

Hour 46: Lookin’ Good

 

Now we have a title screen! With cheesy scrolling text!

And in game:

Comments

Marneus68
22. Apr 2012 · 21:18 UTC
I love the interface ! Looks a lot like DF :)

Is that ncurses ?

Doooone!

So Jetpack Pixel is submitted :)

Quite happy with the result as I managed to do almost everything I planned. Here is my TODO list as a proof:

checklist

Next thing on the list: Beer, sleep and work (in ~7 hours).

It was so much fun participating on my first game jam! I’m looking forward to play all your games!!

Good night from Switzerland…

It is done !

Finished the bug hunting plus minor tweaking ( like volume control)

You can check my game in the list :

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=11540

There is a secret level to be found ! Don’t hesitate to comment if you find it but don’t say how you get there so everyone can search for themselves.

The quality of the background vary from levels. I admit I am really not good at graphics :)

Tags: globe, haXe, nme, snow

Comments

zitheker
23. Apr 2012 · 06:09 UTC
Je vais mettre ce com en francais sinon ca sera desastreux. :). J’ai beaucoup aimé l’idée de ce petit jeu. l’idée du niveau bonus est excellente car elle donne un petit plus qui fait que quand on el trouve, on est tout content. (du moins pour ma part ^^) d’ailleurs ce qu’il y a dans ce bonus m’a fait enormement sourire :D. j’espere que tu continueras à faire des jeux comme cela.

Tiny Whirled Piece – pretty much done

Going to see if I can get some sound in there in the last couple hours.  If not, I’ll go with what I have.

Mr.No’s Laboroty – A game for Ludum Dare 23
Bilder oder Fotos hochladen

Get it here

[Description]
You are a ‘volunteer’ in a laboroty.
You want to get out?
Hack yourself your way through consoles and doors to the freedom!

[Keys]
<ARROW KEYS> – move
<SPACE> – activate
<ESCAPE> – escape (from the game)

That’s it !

For my second try to participate to a Ludum Dare, I’ve finally succeed to submit something and I’m actually happy with the final result !

Galactic Taxi

Obviously, some features are missing, for example I was hoping to add extra-points for quick-delivery but right now, I think I can’t see any C++ line for at least 12hours.
A video of the gameplay could be watched here : http://remeh.fr/files/galactictaxi.ogv

The build is only for 64bits Linux-distributions which have Allegro 5 in their repository : it means not a lot. I should do something about that on the next days, and I’ll try to do a Windows build for Tuesday 24.

Now, I can’t wait to test other games!

Bleck.

Bleck… 2 hours left and not doing as well as I’d like. :(

 

Cool Game by Alex. http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=10489

Gods Inc. Finished !

Voilaaaa, game’s done !

PLAY IT !

God Inc. is not quite the idea I had in mind, it’s not “really” difficult (no real challenge) etc, but it’s a finished product anyway, and that feels good.

I’ll make a big post mortem tomorrow, because I think it will be really positive to make it with some rest time in between, and I’ll share it here.

Can’t wait to play a loooot of games in the next days, good luck to everyone still coding !

 

So this is why 48 hours is so hard

I have to admit, having only 48 hours really makes it clear to me just how hard it is to make a good game. I am still making the basic engine work, and I only have two hours to make the game the way that I want it to be. However, I now have moving enemies, an inventory, and a theme song, which I have no idea of how to make it play in game. I do feel like I am going to continue to work on this game even after the competition.The brown tile is a door, the P's are enemies. Y is You

Theme: http://soundcloud.com/ramzuiv/this-is-you-dungeon-theme

Done at last!

Alright, my first ever Ludum Dare is over and done. Feels good, and the game turned out ok.  A weekend well-spent:)

The Spaceman Finished

Alright, finally done:  http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=12895

I’m pretty proud of what I managed to pull together for this, especially considering I wasn’t able to work on this for the first day of the compo.

I decided to experiment with a progression system where you lose power over time rather than gain it.  You start the game with two shields, one for each color of enemy projectile.  You have to give up these shields in order to progress in the game.

Anyway, I had a great time making this, and I’ll probably expand on it post-compo.

Comments

Farfin
22. Apr 2012 · 21:41 UTC
If this plays a sick as it looks I can’t wait.

Game characters

 

Here is the main actors of our tale. They react to the player choice´s, creating a very different experience with each play (unless you make exact the same decisions).

More about the gameplay soon. And i even put some objects to give a better view of our art.

See ya

Comments

sffabio
22. Apr 2012 · 22:10 UTC
Awesome!!!

Slow and Steady….

We continue to make progress on our game, which is shaping up to be of the missile defense type.

Here’s another bit of concept art:

The (somewhat psychedelic) idea here is that you’re so small, someone’s trying to wipe you out with medicine…

Here’s some more progress on the actual game. Click to see it. It still isn’t interactive on the level of a game yet [glad we’re in the jam!] but you can tell it’s coming along…

Final update

I finished! Well, not quite. Of course I’d like to spend another week completing this game. But all in all iit was a very enlightening experience. I’ll be sure to come back for more. Thanks everyone! I’m looking forward to playing all the games and even slightly more I’m looking forward to my bed 😀

Good night folks!

Oh and a final screenshot:

So far…

http://dl.dropbox.com/u/8640139/releases/seedstar.html

controls are as follows:

up deploys a shield that cannot be removed until it blocks a meteor

down plants a crop, and harvests crops when it is ready to be harvested

shields will slow down the growth of the crop it’s protecting

Finished

http://www.ludamix.com/games/audioland/

It went relatively smoothly. I made a timelapse, which I’ll hopefully post a little later. I have some thoughts for a post-compo version which would add more stuff, particularly saving and loading.

The only major sources of lost time were problems within my own framework(bugs, misfeatures, etc.) and the sampleset I used(they each had weird patch settings which I fixed by hand) – but it was overall a relaxed feeling, especially after the second day was over. Very different from my experience in LD22, where I was coming down to the wire to build tons of content in a short period.

As a bit of reflection: The influences on this game are many and varied. A good portion of it stems from the feedback of my previous work(in which I’ve played with celluar automata systems, synthesis and procedural content). The ASCII emulation was made previously for a compo of the Moosader community, and I made a very deliberate choice to go for ZZT-like styling. And I had just come off of getting the sampler/sequencer working for MIDI demos, so I was prepared to reuse it for another project and round off some edges in the process. Last but not least, I had a lot of inspiration from all the games of this style(Falling Sand or otherwise) but got lucky in quickly finding a productive set of “playing pieces” to work with.

Comments

Hydlide
22. Apr 2012 · 21:34 UTC
Looks awesome, I’ll check it out soon!

World Gone Wrong – Finished

Here is my entry. This was my first ever game jam and it’s been a great experience. :) I’m really looking forward to play other participants’ games and also looking to get constructive comments about my game aswell.

It’s a maze game where the puzzles shrink from inside to the outside. A few things I’m not pleased about the game is the lack of music and the lack of any indication of tiles that are about to fall down soon. I’ll try to work on these issues next, but if I can’t progress further I’ll just call it a day.

Post Mordem LD23

Castways.

Things I wanted to put into my game:

The ability to purchase new turret types in between levels to either upgrade or replace ones that were destroyed.
More variety in asteroid sized and looks.
A final boss of some type, possibly an alien space craft which can only be damaged by a special turret type.
Proper music.
Better graphics.

I spent nearly half of LD just trying to figure out how to turn this theme into a working game.  It was not easy.

Hopefully next time the Theme is one I can just dive right into.  All in all it was fun.

Till next time!

“Evolve” is finished!

Evolve can be downloaded here :  http://www.box.com/s/83fd53b632319d2496f7

#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 */ screens-finaux-3 screens-finaux-1 screens-finaux-2

” Click on the items to level up the asteroids.”  It’s not hard to “beat” at all:  it’s a very simple game with few interaction (12 endings).

Graphics made with Photoshop CS4 / Music was generated by (c) http://tones.wolfram.com/ / SFX with http://www.bfxr.net/

How to play:

  • Click to play.
  • F4 = fullscreen/windowscreen
  • Echap = quit

The interesting point is the 20 different illustrations 😉 And there is  a special illustration with the 100% evolution. Let’s be honest:  it lacks 20 other endings, but well I had only 48h damn it! I will probably re-upload a second version with all the missing stuff.

 

And now? 1h26 A.M. so it’s time to sleep!

Not successful!

Unfortunately, I am not going to be able to complete this Jam – I spent most of yesterday setting up FlashDevelop, as it appears that I do indeed need to get away from the Flash CS3 environment.

 

As a result, I knew I wasn’t going to be able to make enough headway for myself to be satisfied, so I’m spending this weekend just learning the quirks that change (For example – it looks like I can’t use MovieClips to control animation.).

 

Good luck to everyone else!

missed compo

The compo will be over in 1.5 hours. I’ve only spent about 2 hours working on my entry since Friday night. Nonetheless, I’m going to continue working on it. If I get something fun by the jam’s deadline, I’ll submit it there. Otherwise I will continue to update and release it when it’s done.

Since the last update I added a camera and I modified player projectiles to have some of the player’s velocity added to them. Next up is adding walls and enemies.

Update

I woke up like 2 hours ago and I’ve managed to do a little extra onto my game. The games not meant to be difficult and it has more of a casual exploration theme than action. Anyway I’ve added a few more hazards so you have a few more things to look out for, plus now I have more than one enemy. 😛

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

Our Jam is Still Going

Good luck to everyone submitting their stuff and getting it up on time! We’re still working like mad, this time with designing the level and making it into a more full-length mini-game of sorts. We’re aiming to get 2 levels done by tonight, with the possibility of going further to other levels.

Here’s a sneak peek at our first level, mock-up’d by Cake.

Ludum Jamming to: The Shins – A Simple Song

Tags: LD #23

Toilet #FAIL !

Whoops – Never really got out of the blocks ! My Dad turned up saturday (and he’s more a sailor than a white-hot pixel artist) , then Sunday I took the kids to a weird superhero museum thing. After all that I felt like one of those bony fellows from Lifeforce !

The game was going to be pretty simple too – you have an set of flea circus props , and by setting them off as the right time you’d be earning applause for “daring flea acts” – e.g. set the fuse going then click a target to go boing seconds after it fired off / dragging a burning unicycle across the wire.

Next time I’m locking myself in the toilet with a laptop !

Congrats other Ludummers ! some of these entries are R.A.D. !

Nematode finnished. Time for some sleep.

Well it’s finished in the sense that I’m stopping working on it.  It’s a bit fiddly to play but I am quite happy how it’s turned out. I’ve just submited it here and I also did a quick blog post here.  Hope you like it and good luck finishing your games if you haven’t finished them already.

Tags: finished, ld23, nematode

For future reference

So I’ve finished a neat little game. But of course it can’t end there: I’m having problems packaging it, and even after I get that fixed, I won’t be able to upload anything with my emergency mobile connection.

Facing the reality of the situation, for now I’ll just raise my hands up, then put them back down so I could get some sleep. Tomorrow we’ll play a game called “test the judges’ tolerance for retrospective compo submissions”.

Maru Submitted!

Huzzah, my first Ludum Dare competition entry complete!  I’ve got a lot of post LD48 ideas for this game.  Threw them in the backlog as P4s but I’m gonna call dev complete on Maru 1.0.  Grab a friend, give it a play, and let me know what you think.  Comments, critique, and bug reports are all greatly appreciated!

Submission:

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=11581

Play:

http://maru.randomoutputdesigns.com/

Source:

https://github.com/RandomOutput/DplemmonsLD48

Tasklog: 

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

Game On

Start Screen

 

 

 

Comments

Cake&amp;Code
22. Apr 2012 · 21:49 UTC
Just played through it (sadly, by myself) but it was really fun. The addition of the wind affecting your speed is a nice bonus.

Wompotron 9000, Harbinger of Doom

The Bladed Cyber Technologies team here is making good progress on this challenge. So far, we have most of the art done, and are trucking away at the programming (again, there are 6 of us working on the project).

You may not be wondering what the game is about, but I will tell you anyway. It is more than just a llama punching robot, crappy dubstep, and pixel art. It is about love, as nothing can replace the love of an army of kittens!! But, Hades has taken all the wee kittens and that simply doesn’t sit well with our misunderstood colossus.

Wompy here will descend into the pits of hell to get them kittehs. And since we are still working on game mechanics and such, here are a couple of screens for you viewing insanity:

And now that our collective delirium has subsided slightly, we made something that may or may not represent what a part of the game may or may not look or not look like:

So, myself, I have been fueled by wheels of cheese and coffee, while the rest of the team has been ingesting beer, pills, foods made by loving womenz, and gummi bears that talk entirely too much.

I hope we meet the deadline, I have high hopes as does the rest of the team! If not, we will still finish the game and post it on our website. Good luck to the rest of you!

To the Jammobile!

Once again I didn’t finish my game in time for the compo so I’ll be entering the Jam insteat. I’ve been working hard almost the whole time, but I made some mistakes like focussing on the details before all the general stuff works and trying to staying up all night, which only made me groggy for the whole day today!

Here’s a screenshot of the game. I hope to iron out all the issues, add some final details, and even get multiple levels set up tomorrow.

Me Done, You Play. It fun.

Click meeeee!

Yep, I actually finished early. That’s nice, since I have other stuff that needs doing today. I’ll write a postmortem later, although I can say right now that this Ludum Dare was, in many ways, the best I’ve yet had.

Maybe next time

I’m not so good at actually coming up with any good gameplay or design ideas, and ended up spending most of my time messing around and trying to think of what to do next.  Nothing really came up that seemed inventive, interesting, or original, so I gave up.  What I managed to make wasn’t really a game but more of a barely interactive world.  A disc-like world could be flipped over and reveal that there were actually more than two sides (the side facing away as you flipped it would change).

Comments

SonnyBone
22. Apr 2012 · 21:54 UTC
You need to release that prototype. That sounds amazing.
MaskedPixel
23. Apr 2012 · 01:20 UTC
I’m with Sonny. I want to see it! The screenshot is soooo tempting.

Upload

Just a quick question, where is a quick place/way i can upload my compo version to? thanks in advance, odrega.

“Synthesis” Finished! And sooo tired!

O.M.G.

I finished. I’m pretty sure death will come to me a few years earlier, but goddammit, I’ve done it. “Synthesis” is ready.

I learnt A LOT, and I hope the game will work well on every machine because I didn’t have time to test it, but even if not, it’s beyond me to fix anything now. I am horribly tired, but also very satisfied.

Needless to say, the timelapse and a post-mortem will have to wait at least until tomorrow, but for now you can check out my game:

Link: http://www.kongregate.com/games/marudziik/synthesis

Entry page: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=5431

Putting the game on Kongregate was done in just last minutes. I know that for some of people here this is very simple, but I’m actually satisfied with my effort here (I registered on Kong just today).

Enough. Too. Tired.

Tags: finished

Bacterial World – Postmortem

My first #LD48 is over and I submitted my game (give it a shot here). It was quite the ride but I am happy that I participated.

What went right:

Submitted a complete game: The game is more or less feature complete. There is music, animations, sound effects, explanation, etc. All the bits and pieces are in place. Finishing a complete game was one of my top priorities for my first LD and I am glad I made that happen.

Learned to use a lot of new tools: This was the first time I really did an entire game myself. Usually I resort to the likes of opengameart.org, soundbible.com, jamendo.com etc. to supply graphics/sound/music for a game. LD forced me out of my comfort zone and I had to learn how to create some of those myself. I discovered some awesome tools for sound creation like sfxr, cgmusic or otomata I will definitely use again.

Learned some new coding techniques/tricks: I usually do very different development work than game programming in my job (working on low-level stuff in a UNIX daemon right now). For some aspects of the game (pixel perfect collision, etc.) I had to venture into things I’ve never done before and picked up some useful new tricks for future projects (or at least learned how not to do it :D)

What went wrong/not so good:

Not prepared enough for graphics/sound/music: As I mentioned above I do programming for a living but I have little to no drawing/graphics/music skills. I didn’t really have the time to prepare for this LD at all. So next time around I am going to try to at least search for some useful tools or read some tutorials on those topics. Ideally I am gonna even participate in the warm-up weekend.

Couldn’t come up with an idea I liked: I ended up developing this simple sidescroller/endless runner game because I couldn’t really come up with another doable idea. I am not really sure how to improve this until the next competition either. Just hoping that inspiration strikes me at the next LD.

Not detailed enough plan at start of development: I am definitely not the guy who wants to work off a 100 page design document but I will try to have a better idea of how the final game should look like before starting to code next time. My “design document” was the inkscape drawing I posted Friday evening.

Not enough time: My #LD48 was more like a #LD24. I had a lot of other stuff going on this weekend so I couldn’t focus as much on the game as I wanted too. I am going to try to really get the whole weekend for the next LD so I can tackle a more ambitious idea.

All in all I am very happy that I finished. There were quite some obstacles to overcome but I fought through them and created a complete game. It isn’t a masterpiece but I got it done. I’ll be in for the next LD for sure and go for a more complex game next time.

Tags: postmortem

Intro screen

I added a fun little animated intro screen. It was rendered without the black background so animated stars could be rendered behind it at runtime.

To see it animate, go to picoplanets.com

Time is close… and I’m still not done yet :/

I’ve removed two scenes from the game, but it seems I won’t be able to finish as much as I hoped… (again).

So probably no sounds and animations, server saving statistics wasn’t even a hope…

Still pretty good, but could have been better :/

All done

My entry, Space Imperator is complete and uploaded. I was really hoping to get the HTML5 version fully working, but in the end it just had too many weird incompatibilities. Still, the Java version works great.

See it here.

Chaoslab concedes – Good luck to all entrants!

Having to concede this time around.

Progress has been slow and now its time to

Really happy with the Music and Art that came out of the project and that will continue and be used in a new Future Project than can grow at more time

Having a severe bout of food poisoning the day prior made it more than difficult to be able to focus with clarity.

Good luck to all and hope you have enjoyed yourself!

Chaoslab

Done!

Well, in the end I wasn’t able to come up with good menu music or get that particle system to display, so I suppose my game is finished. There’s an hour and a bit left still, but I doubt I could do much more within that time to improve it – I’m not expecting too many people to play it anyway over all the sexy stuff I’m seeing on the front page.

Lessons I’ve learned:

  • Don’t be afraid to spend a while coming up with a better idea – 48 hours is longer than it seems.
  • LOVE2D is neat and fairly easy, but knowing your tools beforehand would save trouble.
  • Unless the next LD48 theme gives you a great idea that can be done with abstract graphics, plan on entering the jam instead of the compo next time, so you can use art that other people have released for free.
  • Do more game jams!
  • Belatedly, I guess lesson #5 is to test your game more carefully before you submit it. Even if you didn’t expect that last minute tweak to break anything, it just might have.

I’m happy I participated, modest as my creation is, and if anyone manages to have fun with my game for a few minutes that would be cool. See you at PyWeek!

Tags: final, postmortem

Winzig Is Done!

My faux 8-bit RPG “Winzig” is ready! Kinda. I had lots more I wanted to do but I made a good effort with graphics, sound and music so I’m happy for that.

Check it out here: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=12673

I would like to add more to it, but that depends on if people play the game and enjoy it.

In the mean time, play it and enjoy the faux chiptune soundtrack and 8-bit graphics!

Preparing my release package

Finished with over a whole hour to spare!! 😀

Just preparing my release package now and zipping up all the source and what not…
Hopefully wont have any last minute problems.

Second day finished

Tomorrow is the last day, but we have almost done:

Good job @_Dreisa_, @ultrayoshi and thanks @hmudarra_ for helping us in the Design phase.

Tiny Huge Planet

I’m done!

Let me present to you, Tiny Huge Planet! The board game about extracting minerals from planets and building gigantic space armies in space!

 

Click here to play!

 

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I quite underestimated how much time it would take to create a polished board game. You have to refine all of the rules to make them as simple as possible, but not too simple to make it a trivial game. You also have to write down these rules clearly and concisely, explaining how they work.

This dare was quite a good experience. Even if I did spend a lot more time than I thought I would in front of the computer. (The whole point of making a board game was to get away from the computer.)

Next up is the time lapse and postmortem! And of course playing all of these awesome games!

 

Genesis: Post Mortem

It appears I’ve made a grass growing simulator disguised as a game.

I’m okay with that.

Day 0:

This LD was announced at 6PM my time, which gave me just enough time to stew about how I wanted things to look and feel in game.  I’ve spent a lot of time working on tiny planetoid games.  I didn’t really want to do that again.

I had some friends over for DnD.  I didn’t have enough of an idea of what I wanted to do to go at it full time and was bushed from work anyhow; I doubt it hurt my schedule much.  I did my first art test with player animations and got some basic movement code working this night and that was all.  My concept work looked very game-like, but I hoped a more solid game idea would come to me after sleeping on it.

Day 1:

I spent a ton of time working on details this time around, which is a pretty weird thing to do in a 48 hour competition.  My first day of work was mostly art.

I animated flying cars zooming around skyscrapers and ant people handling deliveries in my cities.  Cities ended up doing little more than being bullet sponges in game.  Everything wobbles and rattles and it looks a bit silly.  I’m very happy with that part of things.

  

I gluttoned out on some deliciously catered barbecue at a picnic my wife organized for her math department colleagues.  I got food from an ice cream truck for the first time in years.  Bubblegum eyes are still troubling.

By the end of this day I only had my plants coded, but I’d arrived at a design I liked a lot: farm/protect plants, using the energy to heal and upgrade your cities, which in turn gave you classic shooter-style powerups.

Day 2:

I modeled and coded my enemies this morning and it quickly became obvious that I’d need to cut a lot.  I spent what time I could polishing the basics (movement, flying, respawning with a god ray that annihilates your enemies) since I figured that was about all I’d have by the end of the compo.  With three hours left I gave up on doing anything fancy with cities and turned things into a shooter where you got bombs by farming plants.  The bombs kind of suck and the plants end up giving you a ton of them.  In this case two wrongs kinda make a right.

I wish I had more time to tune things, but without the more complicated powerups I’d planned on from the outset I’d have a hard time balancing this in any meaningful fashion.

 

Thanks for the inspiration, everyone!  LD was a blast, as usual.  Happy 10th birthday, Ludum Dare :) .

You can check out Genesis’s Ludum Dare contest page here.

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This entry was posted on Sunday, April 22nd, 2012 at 9:50 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.

Third Beta

Labyrinth

Windows 32bits || Debian 32bits || Source || Repository || Timeline || Distribution files directory

It’s the last beta before end of LD23, working as release-candidate.

It’s a labyrinth : you start in one place, have to explore it and find the end.
Be aware ! There are traps (teleports, gameover) in some places.

TODO:

  • damage events
  • monsters
  • more levels
  • story
  • [DEV] level&event format change ?

Pixel World is finished!

I’ve submitted my game Pixel World (here is the entry).

It’s my first game for the Ludum Dare Compo. And I’m pretty happy with what I’ve done (and that I’ve finished it 😉 ).

Just try to pick up all the pieces from your spaceship in this world. Be careful, pixels are not as kind as we thought…

So I think I can go to bed now! It’s was a great week end with all of you !!

Finished !

That’s done.

I’ve managed and I am in time !

Here is the entry page.

If you find any bugs, it doesn’t matter.

I’m really happy of what I have done, and I think I’ve excelled myself.

Have a good night :)

Comments

zitheker
23. Apr 2012 · 11:14 UTC
C’était un merveilleu jeu. Il fallait avoir l’idée de reprendre le petit prince et en plus ne pas faire simplement une copie de l’histoire , maisen faire une nouvelle. Cela a été fait avec brio. le seul petit point qui vient gacher un peu, c’est que quand on perd. il fuat refermer la fenetre et la rouvrir pour relancer le jeu. un petit bouton pour relancer directement le jeu aurait été le bienvenue. Mais en 48h, c’est déja un trés beau travail. Merci pour ce petit moment de reverie.
LEMERL
25. Apr 2012 · 19:29 UTC
zitheker a tout dit donc vais faire plus court ;-P

superbe jeu 😉

[je pourrais bien râler parce que le jeu est en anglais et pas en français … mais vais me taire en restant dans un état contemplatif devant cette merveille de poésie :-D]
26. Apr 2012 · 14:44 UTC
o/ encore des compliments :’) merci.

Je confirme que c’est ma première. En décembre, j’avais rapidement abandonné faute de temps.

J’espère que c’est la première d’une longue série :)

i give up

I’m giving up this time because i have one major error where when i try to draw the tilegrid to the screen it comes out just black instead of displaying the map. However i will use the time until the next one to learn more and try and work out what happened so i’m better prepared

“Ant Command” progress

Our progress so far on our Jam entry, “Ant Command”

Environment lighting needs some work – iteration with Unity Basic’s lighting is pretty slow isn’t it?
Having a blast!


Aaron & Forest San Filippo
(www.flippfly.com)

Crossing the finish

It certainly feels good to have submitted my game and I’m really proud of it. Working on this and being a part of the competition was really enjoyable and I would definitely do it again.

Giving up… The tiniest roguelike ever won’t be submitted for the Ludume Dare.

Well, I think the title says it all. The 48 hours are almost finished and I’m still far from what I wanted. I didn’t reach the level of sofistication I wanted. I faced strange bugs while compiling the last batch of changes, looked at everything, tried everything and now i’m too tired to fire up my debugger… Many things didn’t go according to the plan, but I’m the only person to blame here. That failure is due to bad decisions before and during the event.

Just for the record, here is a list of the things that made me fail :
> Leaving the LD IRL event at l’Isart (France) : leaving the place I kinda lost focus for my project, but I had things to do, but I had to… see next point.
> Bad time management. It’s true that I had things to do (I had to vote and visit my familly and other stuff that I couldn’t avoid) but I could have managed my time better.
> Using SFML. I really wanted to use that library but I didn’t choose it acording to my needs. SDL was a much better choice to do pixel by pixel interaction. That’s a really stupid error and I lost a huge quantity of time searching for the documentation of the SFML lib for ways to do thing that would have been natural with the SDL. Many of the bugs I encountered were due the the workarounds I put in place to work on a pixel by pixel basis with a lib made for image manipulation and multimedia creation.

Hopefully, I’ll learn from my mistakes. I’ll be able to avoid most of the problems next time. Joining the Ludum Dare competition was a decision I made quickly, without checking my schedule and I ended up with obligation for that week-end.
Some said that C++ was a bad choice for a language to work with but I don’t think so, even now. The lib I chose, on the other hand… that’s was the real the problem.
On the bright side, I won’t give up on my project. I really like the idea I got with this subject of “Tiny World” and I really want to finish that game, because I want to play it !

The idea was to make a tiny roguelike-ish exploration game in really tiny dungeons (40×30 pixels). All the environment and GUI being actually pixels. Here is the concept art I published earlier : http://www.ludumdare.com/compo/2012/04/20/r-the-roguelike-set-in-a-tiny-tiny-world-and-window/

I’ll leave with a last screenshot of what I managed to do. Enemies won’t budge, but you can hit them, gain experience from their death, move around, find the exit (if the generator made a corridor to the room containing the exit), gain experience from finding the exit, level up if you got enough experience and thus increasing your strength.
The “limitations” of the actual products are that levels will contain only one enemy, the corridor’s generation sometimes omit to link every room… sometimes forgetting the exit and the entrance, the zoomed mode induce a strange offset on the map (this is in my opinion the wost “bug” since I have no idea how to fix it). I could fix everything, but not with 1 hours, and not with that lack of sleep…

See you all next year !

‘Zephyr’ is done!

Done. So tired…

Once again I’m surprised and pleased that I was able to make a pretty decent game in under 48 hours. And once again I am exhausted. I will hopefully post more here later.

For now:

PLAY ZEPHYR

 

Failure :(

Today i spent most of the time in bed, and the rest not having the energy or motivation to continue work, even though i know what i wanted to do.

Progress hasn’t been too bad. The beginnings of the game has a combat system, but not yet the challenge to make it useful for anything.

Anyway, i still want to finish the game. I hope i’ll find the motivation and time to do it.

Crysthurl done; first finished LD game

I haven’t posted before, this weekend, but that’s normally because I end up failing.

I’ve finished this time, with an average platformer which doesn’t have many levels.

That's right, silhouette graphics.

Ludum Dare page

Much love to FlashPunk, as always.

Done and 1 hour to go

1 hour left . What can i add? Lets play with a better map generation, or more map objects :).

Done?

Haxe Planets submitted

Hi all,

I submitted my entry: Haxe Planets.

It’s a one button platformer made in Haxe + NME.

Obligatory screenshot of final release:

You can play it here
You can rate it here

Things that I couldn’t finish: better graphics, better music, more enemies, O2 tanks, time restriction… a second mission :( Having no time to improve the music is the worst part :(

I chose Haxe+NME to release the game in diffent platforms. I tested the game in Flash, HTML5, Android and Windows native and it works very well, except for the music, that only works as expected in Flash. I will try to correct this issue and let you know.

Best luck to all!!!!

Tags: flash, haXe, nme

Big experience for a tiny guy ! Done !

That’s it for my very first Ludum Dare ! Electron Cloud !

Maybe need a bit more adjustments and other balances, but it is really playable (but maybe hardcore), and there are ways to have fun ! I’m tired, but happy !

It was a great experience, and I think I’ll participate in future sessions !

Good luck to all you awesome people, and take care of yourself !

Done!

It’s didn’t quite turn out how I was hoping, and it only kidna-sorta fits the theme, but it’s finally done! This was one hell of a weekend, but I had a lot of fun doing it, and I learned a few things in the process, too.

Finally Done!

I’m finally done with my compo entry. I went for a last minute name change.. I think you’ll like it 😀

Here’s a screen shot of the protagonist caveman casting spells at the aliens xD

you can view my entry here.

Anyway, I had a lot of fun and this time and I can’t wait to play you guys’ games!

Cheers

Wormamia!!! Complete team, a wild last member has appeared.

First thanks for the suggestions for the name of the game ! Wormamia, nice name ahn!? ahauha
Now we got a new member in our team, he’s making the background and is getting awesome!!!! We have so much work to do, but in a few hours we’ll post the game demo. 😀

Tiny Territories

Tiny Territories has been uploaded. It’s nowhere near done, but you can probably see where I’m going with it.

Now off to the tiny world of bed to get some much-needed, well-earned sleep.

Finished!

Completed!

Managed to finish the game, did cut a couple of things – no intro showing the rice cakes being stolen by the shadow bunnies, and no level five.  Also only one type of enemy was finished :( I could have added a fifth level, but I wouldn’t have had time to put anything unique into it, so it wouldn’t have been worth the sacrifice to other things.

The basic gameplay idea (planets are platforms, walk round them etc)  I didn’t even know for sure I could do when I started, so I’m pretty happy at having accomplished that.  Also my first attempt at making music was… well, I don’t think it’s terrible, but I included a mute button in case you disagree 😀

 

 

Surrendering, Before Time’s Up

My game’s in early, didn’t want to wait until the last minute and be unable to reach the site when everyone scrambled to submit all at once.

So here it is!

play Intersection

Controls: WASD, arrows, R to restart

Goal: Get the two players together.

Final Screenshot

This is end-game stuff, the objective is to 'get together'.

 What is this thing?

Intersection is a spacial puzzle game with a mechanic based around the intersection of environments. It’s for two-players one-keyboard, but can be completed by one person without any trouble.

Theme?

My idea for the theme ‘tiny world’ was the way two people see the world when they’re really into each other. For them, the world can become the intersection of their two perspectives – that is, a tiny, unique little world.

Whether or not that translated into the game is up to you to decide, but it also works on a maths level: the puzzle can be thought of as a 3D maze being projected into 2D from two different perspectives, with the player(s) exploring the ‘tiny world’ formed by the intersection of these perspectives.

Failure?

I had about an entire day set aside for building puzzles for this mechanic, which I didn’t do. Instead, I spent that time thinking about the game and how difficult it would be to write legit puzzles for it. For example:

  • If the two players combined have sides touching walls in all directions, neither can move. This is a huge source of frustration, and can easily creep up without warning.
  • If, on the other hand, one player is not touching walls on at least two sides, the other player can walk straight through the rest of the puzzle with little effort.
  • This means that the puzzles need to be straight paths — so much as a branching hallway allow the puzzle to be ‘broken’. Interestingly, though, each path can be linear without making the play-space linear: the two (linear) spatial dimensions are combined with a third dimension of movement constraints, which changes as the other player progresses.

tl;dr: Puzzles would be really hard to make, but are possible (and interesting).

Anywho, enjoy, and thanks for playing! 😀

Here’s my LD entry page.

Tags: 2D, as3, compo, final, flash, Flixel, postmortem, screenshot

One hour to go? Uh-oh.

image

My game’s a local multiplayer HTML5/JS one-button racer. You’re rushing your unicycle around a planet at breakneck speed. Or you would be, if I was finished. With an hour left, it’s not looking great.

But the pizza will be here soon, so that will spur me on. And hey, there’s the Jam as a fallback, right?

Tags: html5 deadline finalhour eek

Beginnings of a track

I have a basic track layout working now.  The characters will race on the rings around the tinyworld.

I wanted to grow the track with a genetic algorithm originally, but i doubt i’ll have time to actually balance that since we’re already pretty much at the last day and i’m way way behind.  So it’ll just be randomized.

The Mona Lisa

Initial Control points

Here is a basic ring of stuff around the planet.  Pretty blah.

The Mona Lisa

Filling in the spline to create a basic track

I would ideally like to replace these little elongated sphere primitives with a real track mesh.  I don’t think it will be hard to do, but its not my next task.  I need cars next.  Need gameplay to be thinged.

 

The Mona Lisa

And now with a little deformation...

The control points are the dark spots now.  This is of course a non-geneticed track, and wont actually be in any way balanced to be either hard / easy / fun / etc.

The Mona Lisa

On the track

And this may be a bit closer to the sort of camera angle a car will be seeing the track from.

 

😐 24 hours left!  Right now we must away for food.

Shrunkit is complete!

Whew. I was freaking out thinking the deadline was 5 PM, turns out it was 6. Hah. Hah hah.

Anyways, my game Shrunkit is finished! It’s a game about shrinking and growing things and I love it, even though it ran me into the ground. You can pick it up here:

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=3595

 

I hope you enjoy it! I had a ton of fun working on this :)

 

Robots Are Red, Violets Are Blue

My first ever Ludum Dare entry has been submitted. You control a giant robot (by moving it’s legs) as it stomps around town delivering flowers.

There are a lot of things I’d like to add to it/change, but I just ran out of time. All in all though, I’m pretty happy with how it turned out.

 

Play web version: http://daviddurhamgames.com/games/robotsarered/

Entry Page: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=11520

Phew!

Perhaps not the world’s greatest or most original game, but I finished so I’m super happy. :)

Looking forwards to playing all your games!

Mine’s up now here:
Game


Comments

Devon
22. Apr 2012 · 22:35 UTC
Great game. Original. Great art and music but, collision detection needs to be updated. You should update the game after LD.

Conceding Defeat

The title says it all really. I was way too optimistic with the early attempts at the artwork and I seriously underestimated how long it would take to get the level design right. I’m really pleased with what I’ve achieved though. I have a mostly stable prototype which has the two main game play features in place and working.

Squib versus the shadow monster.

Squib on Mars. You can still see the shadow monster and the platforms of the main world faded out. The little grey dude is a copy of the player which repeats the actions the player previously took.

It’s been a lot of intense fun and I’m going to try and complete the game soon, while I still have the impetus behind me. Might take a bit of a rest first, though 😉

tiny perspecive

tiny perspective more info soon

Less than an hour left!

Sorry for not posting any new builds. I added some simple music (I am not a good composer), some nice voiceover, and made 3 levels. I don’t know whether I’ll get a chance to add more or fully integrate my storyline. In any case, here’s a screenshot – there is now an arrow pointing in the direction you need to move.

 

 

Good luck, everyone!

Final screencast: http://students.olin.edu/2012/czwiebel/webcam/

Play “Immunity”!

And that’s it. It’s been my first Ludum Dare, and I managed to finish my game. It’s been a lot of fun, I’m very tired and happy. You can check out my final submission here:

final screenshot

Play “Immunity”

I can’t help but think about all the things I would have liked to do with this, which means I may revisit the concept and try to do things like ramp up the difficulty level instead of having this learning curve that feels a little too steep right now. This is based on the couple of people I’ve sent it to, who skipped through the instructions and went straight to the game. This caused me to start my description with “Please read the instructions carefully! So please do :)

Update #5: Submitted for your approval

It’s up! It’s in! It’s done!

At least two of those statements are true. I just submitted the game, now officially called ‘Subatomica’. You can play it here!

The submission page is here, if you’d like to vote/leave feedback

Progress Update #10

ALRIGHT!! My game is complete!

I give you….

Tiny Defenders Title Screen

You can play it here

I can’t wait to start playing some of the awesome games which have been created in the past 48 hours, also looking forward to the JAM games too.

Alright, time for some real food (mmmm Bacon) and human interaction. Peace!

-KunoNoOni

Flea Circus is Done! + Thanks to the Community!

Submission link

Direct SWF link

 

Whew! Glad that’s done! This won’t be a post mordem, just a post announcing that I’ve finished.

So, the game’s called Flea Circus and it’s much better than what I was expecting out of my first Ludum Dare! In general terms, it’s an action game. A better description is a frenetic, simplified extreme sports game. If you test it out, I recommend trying the tutorial first, there’s good stuff in there.

What I would like to use this time for though is just a quick comment about how great the community is! The book, the keynote, the chat room, the reddit – all of it is fantastic! Game design is my creative outlet and it is such a joyous feeling knowing that there are so many others as passionate about it as I am.

Thanks to all of you guys in the chatroom for the company and the laughs and the bug testing! I’ll definitely be doing this again :)

Tags: finished, flea circus, thanks, tiny world

Tiny game finished

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The game is ready!

 

Having some trouble to submit…

Finished!!

This is the first blog I’ve written this weekend, for two reasons: 1, I’ve been far too busy making my game to be able to spare the time and 2, I wasn’t at all sure that I would be able to finish my game off in 48 hours.

But… I did it!

I’ve only ever finished one other game and that took 9 months! In many ways my LD48 game, DISASTRONAUT, is a more complicated and ambitious game than my first one as well, so I’m really pleased with how it’s turned out.

If I’d been successful in the London Marathon ballot I would have been running that today, but I think Ludum Dare is just as much of an endurance test!

Check out the fruits of my labours here.

Right, it’s gone 1am here in the UK and I have work in the morning, so I’m off to bed.  Good luck to anyone still working on their entries, I’m looking forward to playing as many as possible!

 

Submitted Sirus the Virus! Whew

Well I just submitted my game for Ludum Dare 23. It is called “Sirus the Virus”, and is a platformer in which you control a germ, trying to make your way to the human’s brain. It is rather short, due to time, and I didn’t get to add any music :/ Regardless, it’s entry page is http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=5565

I’ll write up a postmortem some time this week, either Monday, or Tuesday, while playing a few entries a night. In closing, here is a random screen shot

Meet the characters of Pow! Pow! Pow!

Hey all, while we’re trying to get our second build out Cake thought it’d be a good idea to design something for you all to get more acquainted and (maybe?!) more excited for the final version of Pow! Pow! Pow!


* not picture is the evil final boss. he decided not to participate in foolish activities.

You can test out our first and (very) early build of the game. There’s no goal yet, other than to shoot down killer-T.

PLAY HERE

Z to punch
X to shoot
Arrow keys to move

Hint: Trees are your first target.

Ludum Jamming to: Moulin Rouge soundtrack (sorry Zeik!)

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This entry was posted on Sunday, April 22nd, 2012 at 10:26 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.