LD23 April 20–23, 2012

Submitted!!!

I’m pretty excited. With about an hour to spare, I submitted my entry for LD #23.

Just like everyone else, there’s a lot I would have liked to add to the game, but simply didn’t have time. Ultimately, I’m really pleased with how far I got in the time allotted. I think the biggest missing piece is the lack of sound, but I would honestly rather add optional stuff, like power-ups (like additional oxygen) or more hazards (like orbiting satellites). More levels would be cool, and a tutorial at the beginning would probably help. It would probably also be smart to detect that a player is drifting off into space and let them start over quickly, instead of waiting for their oxygen to run out.

But ultimately, I made a simple game that works and is fun. It’s also fresh and different, albeit a little discombobulating..

Play Pico Planets

Jam this time…

Since my game needs some sounds and some levels and still has a collision-bug I will enter Jam.

I hope to finish it tomorrow. Need some sleep right now :-)

 

Here is the latest screenie, eventually with graphics 😉

I can’t submit!

 

 

I Did It!

My first Ludum Dare is complete! :-)

Please feel free to take a look at my entry and rate it!

Overall, I think it turned out well. I didn’t know what to expect from this, and I definitely had some surprises, but it was a lot of fun to make something playable in such a short time.

tr-3012 submitted!

Fourth’s times the charm!

I dropped enough functionality & design to actually complete and submit an entry.

> tr-3012 entry

Ants!

All done…whew..got the music in just in time too.

Some gameplay footage

And rating page!

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=7131

My game – Free Donutia

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Done, at last! :) I had SO-MUCH-FUN guys. I wanted to say thanks to the amazingly helpful people on the IRC channel, they’ve helped me out a lot testing my game during the entire weekend. See you soon for some timelapse – gameplay vids!

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=10453

Compiled, Compiled, Compiled and Submited

Wow, NME works great 😀 thanks all people working on NME/haXe.

So I have submited my game and it is working on:

Not tested but compiled:

Not able to compile but probably working (Thanks Apple)

  • iOS
  • OSX

 

What went well:

haXe + NME, the cross platform compiler + its graphical friend. I never thought I would be able to deliver so much version of my game without having to change anything in the code (except for a -1 to 999999 for the HTML5 version). During this two days I was compiling to random targets and if something didn’t work on a version I didn’t have to check a very long script. And a few times it saved me from code that wasn’t correct. On some platforms it did work, but on one platform it got some problems so I knew something wasn’t right.

Inkscape, I didn’t know that I could draw planets so nice. I impressed myself this weekend 😀 (thanks LD).

 

What went wrong:

I think the game has still some memory leaks. But I’m not able to fix that in time, IF i’m even able to fix it. It is possible that it is a bug in NME. And second, my code is a mess. Long time no scripting didn’t make it better.

But I really like the product I have made this weekend.

OSX/iOS

If someone one a mac knows how to use haXe + NME. Could you please download the source (http://games.corne.info/LD/LD23/release/dist/astronautics-source.tar.gz) and compile it for iOS/OSX?

 

My entry: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=4506

 

Tags: android, GNU/Linux, haXe, inkscape, linux, nme, webos, Windows

In a bit of a Jam

still working on my game but I do not think I will make it in time for the comp, so I’ll have to submit it during the Jam.

Still no graphics or sound but the game logic is all there

Dave Caldwell has survived!

Phew! I’m done.

Well, sorta, anyway. I had no time whatsoever to do enemy AI. So I just skipped that. A pity, I guess.

But at least I got to name all 76 rooms! Which is just as awesome, if you’d ask me.

I also kept the random names, which I fully integrated into the game’s story.

All in all, I’m pretty pleased with it. You know, as far as my tired head can process the advanced calculations required to determine how pleased I am with it. God, even my hands are tired. “No more typing!“, they scream.

At any rate, I’m gonna enjoy a solid 4 hours of sleep before enduring 8 hours of college. Yay me!

Hooray! Done in the nick of time

I just submitted my entry, and I think my game came out pretty good. Gonna go take a much needed break for a bit, then check out some of the other entries.

I couldn’t really think of a name so “Tiny World – God Mode Edition” will have to suffice. I’m pretty sure I finished all of my goals, but I’m sure that with more time my gameplay could be tweaked quite a bit.

Solar Sailor Submitted

Ready for your playing pleasure, at long last, my first official completed Ludum Dare entry: Solar Sailor.

You can jump straight in and play it.

There were a bunch of extra things I would have done if I had time: better AI, more playtesting, better artwork for the planets (any artwork, actually), etc…  But I guess that’s true for all of us. Looking forward to getting comments, criticism, sleep and – most of all – a chance to play all the other amazing looking games everyone’s been posting!

Nanotanks is alive!

Just in time, I managed to iron out the last few big bugs in my submission, NanoTanks.

NanoTanks is a programming game, which pits your wits as a programmer against the wiles of the computer. You write an AI for a tank in a tiny language (inspired by Scheme), and watch as it takes control of your tiny tank and battles it out with another inside the tiniest of worlds – a computer’s CPU. Programming games are, to me, the ultimate sandbox. A programming language grants more flexibility and freedom than any other form of game controls, but also add complexity. I hope I’ve managed to find the right balance between fun and flexibility.

I used Java for this one, with JOGL for OpenGL bindings. I also used JUnit and FindBugs during development, and wrote all the code in Eclipse. The interpreter was entirely built from scratch, with a little inspiration from the dragon book and SICP. I spent so much time on the language implementation (a tiny Scheme-inspired language), that I really had to rush to create a game around it. I completely ran out of time before implementing real graphics, or any sound or music, or even a slick UI. It’s much less than I wanted it to be. Still, I’m very happy with the results of my first LD48, and am proud of what I managed to put together.

I hope it finds some love, but even if it doesn’t, I still had a lot of fun. Doesn’t matter. Wrote code.

Three Trials. First one is finished!

Ok. I have not managed to finish the game completely but I’ve got something playable which is much better than my previous attempt!

Lessons learned:

  • learn your tools before compo
  • cut features unrelated to core game concept
  • plan for the worst case scenario

Anyway it was fun!

Play Three Trials Online     Download Sources

Timelapse video

Here’s the time lapse video for my entry:

You can play the last version here:

http://dl.dropbox.com/u/2220477/TinyWorld.html

Finished! In the last minute!

My first and definitely not last Ludum Dare.

Here it is: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=7459

Use the arrow keys to move your sights and C to fire!

 

BTW, is it only me or is the Ludum Dare website lagging as SHIT?

Nevermind the nevermind

You know how I am; I can’t just doze off with unfinished business lying around. The best I could do was to upload the source.

Downsize

The Tiny Glitch – IT’S DONE!

Yep, that’s the name of my entry. It’s a 3D puzzle game where you impersonate a Debug agent and you must rebuild the glitched megabyte to allow it into the Internet. I almost lost the time for sending it, and probably you’re not allowed to download it for ~30 mins, I’m still uploading it. A web version will be out as soon as I get the stable version of Unity. Let’s get to the screenies!

PLAY IT HERE

A special gift

Hello there, I’m proud to announce that I made it ! If you read my previous post, you know that I wasn’t home, and was there only for the last 6 hours, but it’s a special 10th year anniversary, you got to do something, right ?! Not the whole thing I had in mind but something is there, and.. well, I’ll see in the morning if I were not too tired to try this, but I made it in approximately 6 hours, submitted it 16 minutes before the end, and there’s even a title screen and an end ! Here’s the screenshot of the beginning, and the link to my entry. I hope you will enjoy the few moments you’re in it, I now I enjoyed to send the message that’s in it.

Tags: final, game, ld23, screenshot, unity, unity3d

final submission

http://dl.dropbox.com/u/74952227/tinyspacefoos.zip

source: http://code.google.com/p/tinyspacefoos/

I add a procedural “stuff” generator to the planets at the last min. It uses deluany triangulation to generate a basic mesh. I then subdivide this basic mesh into a more detailed mesh.

Also added a loading screen to let people know what the controls are and status of procedural loading.

I’m FINISHED!

 

 

 

Compo done!!

After a difficult start (18:00 pm yesterday France time zone), I managed to release the game I want 😀

I’m really happy to have done this Ludum Dare and I think I’ve learned a lot!

It’s impressive to  see all the games released and the level of quality.

I hope you will have fun with my game Tiny Galaxy and congrats to all participants!!

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=11818

Phew!

I got it done.  Of course, there’s nowhere near as much in there as I would’ve liked to put in, but everything always takes longer than expected – that’s the nature of software development, right? (:

The game doesn’t actually look much different to about this time last night, but it actually plays properly now.  Also it helps, when calling a game “Space Rescue!”, to actually have something to rescue (:  I snuck them in at about 10pm, so two hours before my own cut-off, leaving myself two hours for tidying.

It feels like a major achievement (:  Shooting at turrets, dodging bullets, and rescuing spacemen actually turned out to be pretty fun.  Hope some of you get a chance to have a look and enjoy it.

Nice work to all who submitted!  Now it’s time for sleep (;

Done! …or well, sort of

After many hours of head scratching and a small bit of hair pulling I’ve managed to get a working version of my game done.

The last few hours were a real nightmare, a small bug popped up that caused the game to drop below single digit FPS when spawning enemies. Something that’s quite vital for hack and slashes.

One bug remains that sometimes, without any specific reason whatsoever, kills the game when you die.

I can live with that, seeing as the (are there even any?) circumstances are quite rare.
Screenshot
The submission page

I’m done! When is the next ld?

I must admit I was a bit nervous on my first LD. Now I’m eager to enter in the next one, I had a really good time! Sometime in the next week I’ll write a post-mortem, but for now I’m going to rest a bit :)

 

Also, I’m happy that a contributed for this LD, and I’m hoping for the 1k!

Good Luck for those who want it.

And here we are (Post-Mortem)

LD23 is over.

My game worked out even better than I thought. I like it, it’s reasonably balanced, has a touch of innovation, and seems stable (well…aside from some users crashing on load. rrgh.)

I’d hoped to add sound and music to it, but after a small jaunt that was clearly not going to end well, so I scrapped it. Probably a good decision.

My https://github.com/jtruscott/pytality library worked very well. Only a few issues, among them the load-crash, that i’ll have to fix for next time.

 

“Done”!!!

Well, not really something to be proud of but I have learned a lot this weekend.

This was my first as3 game ever, which was a really stupid thing to do for LD :)
I tried to use the engine “Away 3D”, which I thought would solve my problems with the graphics, but it was not very smart since I couldn’t/didn’t have time to figure out how to solve the obvious z-fightning problems.
Also, I decided to do a lot of things procedurally: The ground mesh mess and placement of objects finally worked but it really needed a lot of debugging time. Everything pops up now but is kind of cool anyway :)

I should have stayed with my familiar JS framework and Netbeans.

Play the game here!

The end.

Ahh the end! Was so rushed towards the end but i guess this was my first time and i was away for half the weekend as well so i know what to do /not to do next time.  Overall i’m really happy with it I had lots of ideas i didn’t get to implement such as multiple levels and parralax and i really wanted to add more giant computer graphics to bring the world to life but i was really pleased with the animations and sound effects!  Looking forward to trying everyone elses games, but that will be after a very long sleep 😀

Published!

Just published (right in time too, like 5 minutes prior to the deadline) my game, you’ll find it here:

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=11227

so, it turned out pretty well, shame there’s no music, but oh well!

So you are a small people, on a tiny island, and you like your god a lot (like, you really do) and thus you wish to make your god as happy as possible as fast as possible!

Your god’s preferences are utterly random and you’ll have to watch its reactions to understand how to please it, which may or may not prove quite hard (or, you can have fun annoying it until utterly destroys you)…

 

First ludum dare entry accomplished 😀

Maybe Next Time

So, I was way over-ambitious with my Ludum Dare entry and, even after a few revisions, decided there was no way I’d have a game that would fit the competition’s theme by tonight’s deadline. I had loads of fun this weekend getting to the point that I did, and learned a ton in the process. Anyway, rather than let what I did accomplish this weekend go to waste, I figured I’d throw it up on my website so that you fine folks can give it a go. I’m very much looking forward to trying again in four months!

http://nick.scheurich.me/turbo-dungeon-warrior/

Tiny World Domination – It’s Finished

Well, I guess it is technically finished atleast… I have a whole list of bugs, although I have already fixed the game breaking ones. What you see now is a perky and slightly fun turn based game I made in 48 hours. Hopefully, in a few more weeks/months, I will be able to have better visuals as well as fix all the bugs, and implement new and fun modes. I had fun doing this and definitely thought it was a great experience 😀

Nanonaut – Update #3

We’re entering in the 72 jam, so we still have about another day left. =D However, we’ve just about got everything wrapped up although a few features were cut do to the time constraints such as persistent worlds. Yet, all of us are quite pleased with what we hav eso far and hopefully everyone who plays tomorrow will be too. Here are some screen shots from today:

Tags: flashpunk, nanonaut, pixel art, randomly generated, stargate

tinyConquest has been submitted!

My VERY first Ludum Dare Compo game! 😀 I honestly didn’t think it would be ready in time for the Compo and resigned myself to the Jam, but the more I slammed the more it looked like I’ll be able to slide in at the last hour!

null

Click here for the entry’s page!

Thanks for everyone on the IRC, Pkeod, Dorth and other who gave great suggestions! 😀

Comments

22. Apr 2012 · 23:26 UTC
Congratulations! 😀

The Bunny Simulator is complete!

I started this project totally blind.  I didn’t even know about the contest until one of my friends mentioned it to me!  So I just started playing around and came up with this.  I had to learn the libraries as I went.  Most of my time was probably spent drawing frames for the bunny.

  • Written in C++.
  • Randomly chosen tiles.
  • SFML for graphics and input
  • GMTL for its vector class and functions.
  • Graphics drawn in Gimp with a tablet.
  • Extensive slow motion research done on youtube (http://www.youtube.com/watch?v=NGcPxCC0UF4)
  • Entry http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=12976

Yes! I completed my first Ludum Dare!

I didn’t get nearly as much in the game as I wanted, but considering that for half the time I didn’t think I was going to finish at all, I’m quite pleased!

Check it out: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=10944

I look forward to any and all feedback!

Finally Done

Finished my first LD. What a great ride.

Congrats to all who finished.

Now time for some sleep.

You can play my game in your browser (Sound only works in Chrome).

Play     The Last Ride Home

Earf Defender!

So glad I actually finished!

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=11192

I had a pretty good time, but I wished part way through I had gone with a different idea. It was somewhat refreshing trying to do everything with a polar coordinate system instead of Cartesian, though.

And now I have an even better library of Love2D code! Hopefully next time I won’t have to spend as much time on the engine, and more time on gameplay code. I had an engine setup before hand in my library, but since I went with polar coordinates, I had to scrap most of it.

Good luck to everyone!

10min before the end, i manage to end my game. The game is very buggy and i think not very accessible. I didn’t talk about it before because i had very little time to work on it this weekend. here is my entry link : http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=5284

Time-Lapse Too!

Turns out, I should set gLapse to take screenshots at higher resolution. Either way, I did make a time-lapse of my work because I understand people find them interesting.

And really, it helps me too because I can see where I wasted time (like #ludumdare). 😉

EDIT: Apparently when I centered the link to the video that made it not embed. So, yeah.

Submitted! Expand Explore Expatiate

Go to the submission page and play the game!

Wahoo, Ludum Dare is done! Happy 10th anniversary, Ludum Dare!

I feel better about this year (and somehow still have a little energy left for the day). Well, my game didn’t get beautiful at any point, and it was definitely out of scope, but it works and I think it at least has some interesting bits. But hey, I’m a horrible judge, please play it and tell me what you think!

Now I’ve just got to resist the urge to dive into the pile of this year’s entries and play until I collapse…

Done, I guess

I sort of finished something! Now I can relax.

I didn’t have time for much polish; no sounds or gameplay tweaks, so it’s pretty rough, but it closely approximates the initial idea I had, at least.

I also didn’t have time to build a windows executable but I’ll get on that very soon.

Tags: done, final, screenshot, uploaded

Shorted Out – Final

Here is the compo version of Shorted Out, my first game ever in Unity. I didn’t end up having time to add sound effects or music, but I’m happy with the progress I did make within the time limit. I managed to create four levels at least for this strange racing game.

Basic idea is that you are a lost electron and you have to reach the SAFE-T zone at each level. You use the arrow keys to move and if you short out on anything metal you spark and take a little penalty delay. Tracks your lowest time record.

Here is the compo voting page for Shorted Out.

Tags: final, unity, unity3d

Finished!

Forth time I entered, forth time I finished, feels good.

Revamped graphics a lot, worked around terrain tiles.

Now it has:

  • basic plattformer engine
  • multi jump
  • keys and doors
  • enemies
  • target gates
  • opening an win level (although not very creative)

Have fun 😉

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=3996

I’m really looking forward to play all your cool games

Finally done.

Finally !

Did not manage to reach my goal but i’m glad i was able to call it done.

I present : Crater

My last words for Today

What’s done is done

… and now I am super exhausted. But it was so worth it. This is my third Ludum Dare, but the first one that I managed to finish with a full game. It even has an option-screen! And an option! Anyway, I’ll write a longer post after catching some of that precious, precious sleep. For now, I can offer a link to the game submission page and a screenshots (more on the submission page). Oh yeah, the game is called NaMa Tek. Whatever that may stand for.

might need help

unable to submit my game: keep being signed off and even after being able to post my game once there’s no download link available on its profile… Help appreciated

Comments

Muhiz
22. Apr 2012 · 23:39 UTC
Try to force refresh the page by pressing ctrl and F5 ( ctrl-F5 ). Or try clearing browser cache or another browser. Hope you get fixed.

Its over!

My second ludum dare!!

I have loved it yet again! and in the process seem to have made some rubbishy XNA game that i am very happy with!

Thought i should write a journal entry for the funzies!

Had some good banter with my mates who are also entering!

Well now all i can say is may the best man/woman/thing win! or at least get a pat on the back and some nice happy comments.

WaterdropWorld is done!

This game is about little Marsians who live in our clouds.

Or at least they did, because now it’s raining and their tiny world has shattered into pieces – or raindrops to be more precise 😉

You are able to steer your raindrop and you have to pick up other raindrops which hold resources. With these you can outfit your raindrop with an engine and start off to the clouds again.

When you pick up other raindrops you get faster, so build the clamps because they prevent that (and you don’t have to get that close to other raindrops anymore).

Build the radar, to see, what altitude you’re at.

Build controls, structure and engine to get other benefits and to win. Controls are wasd (a,d for turning, w,s for up/down … of course up only works after you build everything)

I didn’t get to balance or polish that much, but it works and at least I had fun a few times. There’re a few display bugs but nothing fatal and all can be recovered by turning.

You can find it here: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=3036

Montezuma’s Tomb: Another one in the books

This is my ninth time participating in LD and consequently my ninth time successfully finishing.   In the end, it came out ok and as usual, I’ve learned a lot.  Rate my Entry here.

 

 

The Sheep Are Sinking: Done!

I have now built a game in 48 hours! And you can play it here! (I think I may be a little excited. And I didn’t even lose that much sleep.)

Built in Unity, with sound effects in Bxfr and some levels in Photoshop (really!).

Stuff that didn’t get in (in order): fluid simulation (spent 3 hours researching first day, didn’t really need it), pathfinding (spent 4 hours researching second day, replaced with vector steering), procedural terrain generation (turns out that the textures I had already thrown together were varied enough, you probably won’t notice it’s missing).

Features that are in:

  • Sheep!
  • Terrain editing!
  • A tiny world that’s sinking
  • Level progression
  • Sheepdogs to herd sheep
  • Wolves (that eat sheep)
  • Alligators (that also eat sheep)
  • Sound effects!
  • Horrifically messy source code provided!
  • And more!

Tags: bxfr, final, ld23, photoshop, screenshot, unity, unity3d

Finished…

…but not without some missing stuff. Had to drop 2 tiny worlds, although the gameplay isn’t affected the physical distribution of the worlds is a bit odd. And there is no audio or skybox.

BUT I’m genuinely pleased with the result. Some of the puzzles are actually pretty darned decent so I’m quite chuffed. Should be enough to get people happy to play! Same screenshot link – but more pictures uploaded. Hope there aren’t spoilers in there! http://www.aahgames.com/downloads/ludumdare23/screens/

Link to my entry: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=1845

Have fun!

Comments

27. Apr 2012 · 08:42 UTC
In a way the lack of a skybox works pretty well, it’s a very bleak looking world, so you understand better why the player is grasping at legends to find a little bit of happiness =P

FP

Hi everyone!  I just finished submitting my first Ludum Dare submission, for LD48-23: “Tiny World”.

I built my game, Bactarium, in Game Maker 8.1 Professional.

I blog about game maker, game design, programming, and my other projects over on my own site, csanyk.com.  Drop me a comment if you played my game, and let me know what you thought!

Tags: LD #23 - Tiny World

WE DID IT!!!

1024 games and counting!!! Wow!

I didn’t think we were going to do it. But I dropped my ass at how fast the games came in in the last few hours: At one point I refreshed the page after 10 minutes and saw that 64 people had submitted a game in that period!

I’m planning to play 10% of the games.  :)  Maybe more!

PS After exploring, defending, and playing god over all those tiny worlds…how’d you like to toss one around like a basketball? Be the master of Whovilles’ fate! Bwahaha! Two ways to play each of 5 levels, plus a tutorial and intro.

http://dl.dropbox.com/u/58474219/My%20Kid%20Dropped%20The%20Planet.exe

 

Don’t Touch the Button (Finished)

You can play it HERE :)

Comments

Synnro
23. Apr 2012 · 00:19 UTC
I didn’t enter the contest this time as I was busy with uni so I’ll leave my feedback here.
ashwin
24. Nov 2018 · 06:42 UTC
Thank you

Done.

Well, at least it’s done. Not quite as good as I’d hoped, but not that bad either. Damn me and my lack of artistic skills! Well, particle effects to the rescue…

Dragons of Pluto

Quite a few planet circling games here. I’ll try to review as many of them as possible, will be interesting to see what other people have done with the idea.

Defend Tinyworld!

My first Ludum Dare. Defend the floating City of Tinyworld from air raids and surface to air missiles.

I took away a very important lesson: Pick a game mechanic and stick to it. Parsimony is beautiful.

Runs on Windows 98SE up to 7

Engine: Game Maker 6.1

http://dl.dropbox.com/u/75072702/DefendTinyworld.rar

Asteroid Defender is Done!

My first ever Ludum Dare game, Asteroid Defender, is finished and ready to download!

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=8780


I’ve never made a game for a competition before, so this was a pretty good test for me. I did a lot of planning and didn’t open up Game Maker until 12 hours into the compo, and it paid off. I got to implement all the bare minimum mechanics I wanted. I’ve always wanted to do a 2D shooter where you aim with the mouse. There’s plenty of features I would implement if I had more time, like more structures, more enemy types, and more than 6 seconds of music.

Congratulations on over 1000 games submitted for the compo! It was a lot of fun to be a part of this and I’ll definitely be back for another one.

Can I do a some plugs here? How about my pages at Bakamo Studios, IndieDB, and  Justin.tv? I hope that’s cool.

(almost) Finished

So I have been able to built a somehow complete version before the end of the compo.

Boss lair entrance

Final version here :
Direct dropbox link
Submitted version

Mixed feeling about it, I haven’t been able to put much polish on it, and a lot of tiny (!) things are missing. I might go back at it later, I’m just not sure if it worth it. Still, the essential of what make an RPG is there.

In the end, Happy to finish what have been my first Ludum Dare. Time to sleep :)

A Theft of Mass – Submitted!

I wasn’t sure if I was going to finish, but not only is it playable, it’s beatable.  I’m going to call my first LD a success!

I really wanted to get some thruster animation in there and the sound needs a lot of work, but it’s not completely silent.

A Theft of Mass - Upgrades

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=10893

WASD, Arrows, Etc.  Use the mouse to fire your laser.

 

Motherboard City Poster

I gave up with the game tonight. I don’t have too much to do tomorrow so I should be able to get it done in time =] You can get the full sized version from my Flickr.

Spaceship Planet Merge

Ever wanted to use explosive plants to shift planet orbits to crash them together to turn a solar system into a spaceship? Propably not, actually… :)
But if you do now, check out Spaceship Planet Merge!

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Achievement Unlocked: Submit a game to Ludum Dare

Well, just wrapped up my first Ludum Dare entry. I am quite proud of it.

I managed to accomplish more in 48 hours than I thought I would.

I worked up until the very last minute, where I was hastily holding down random keys on my keyboard to create an intro song. It felt so empty without it.

I was going to put in some kind of 8-bit backing track during the game play, but I didn’t have the time to create a mute button and continuous 8-bit melodies get very irritating, very quickly and I don’t want to scare people away from giving my game a good try.

Here it is: Minisk, You Will.

Give it a go. Didn’t have time to play test, so hopefully it all works as it should.

I realised that you can launch arrows into an orbit around the planet, but didn’t bother to fix it because seeing a wasp get hit in the side of the head by an arrow you shot a few minutes back is kinda satisfying.

Well, that’s it from my first Ludum Dare entry, can’t say it hasn’t been a fun experience. I definitely racked up a whole lot of game dev experience, this is the first time I think I’ve ever put some sound to a game. Also, I’d like to think that my pixel art skills (and faith therein) have increased ten-fold. I’ll probably enter the next one, if I can forget this ache in my shoulder by then.

“Cosmicro” is complete

I’m done! I didn’t have time to add everything I wanted to, so instead of having multiple stages it’s just an endless, single world. I was slightly nervous at the start because I didn’t have much experience with as3 and flashpunk, but it turned out ok.
Play it here.

Tags: flashpunk

I think that’s what they call an “Epic Fail!”

I knew in the back of my mind that I was not 100% committed to Ludum Dare this time. I knew I was unprepared, as I said in my “I’m in” post. I decided to join in far to late, without any warm-up, and in a language have not used in any real projects before. All I can say is… What was I thinking!

LD48 is not forgiving in nature. If you aren’t committed and ready, then your butt will be kicked! I am not saying that it is a total loss. Quite the opposite!

The main reason I gave it a go was because I hadn’t before. Every time, I would say “Oh, I am not really prepared, I will just do the next one, and be ready!” The problem with that is that I had no idea what “prepared” was. So this time I made the snap decision (2 hours before the theme announcement) to give it a go just to get a taste.

So I gave up with about 14 hours on the clock, and decided to go to bed instead. I will still carry on with my game, and develop it as a prototype further. But it just wont be for Ludum Dare.

So I think by next time, I will be ready, and will know a bit more what to expect. I get an idea of how long 48 hours actually is, and will maybe use a language/platform I have lots of experience in.

Tags: fail

Finally submitted. Almost failure.

Ok. I managed to spit something out, during the last 6-8 hours. Most of the Sunday went on traveling with family, so my effective working hours were well after everybody else had settled to sleep. I could’ve had a bit more hours into the game if I’d not started the development in wrong mood. Again, I started to overengineer thing, which led to not getting features done as  I was pondering about miniscule details or some secondary things. Fortunately in the nick of time I got myself together and crunched the basic gameplay together. I’d to drop a lot of planned features but managed to implement a simple particle effects. Or, to be honest there weren’t much to implement as Löve tends to make things supereasy. With some other framework I might not have gotten this far, at least, unless it was familiar but still… The familiar framework would’ve been OGRE or XNA. I might even develop the concept further at some day.

Graphics… Well, they’ve something retro in them, or not. I’m not much of an artist but with more time I could’ve come up with something more aesthetically pleasant.  Sound or music: Who needs it? Darn. Well, there’s always next time. Actual gameplay… Overrated. With these words, I welcome you to enjoy my first but not last Ludum Dare entry:

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=11801

Large Hadron Collider finished

Now, off to bed and then I’ll try to game something much better…other LD entries.

Lost In Her Eyes: game and source and screenshots

Maybe you have heard someone say that they could get lost in the dreamy eyes of someone they love, but have they every tried it?

In Lost In Her Eyes, you have been shrunk down to smaller than an eyelash and must clean the eye of gunky bits by scrubbing them away.

Explore somewhere that you’ve (almost definitely) never been before.

==========

Controls:

  • Mouse to look around
  • WASD to move
  • Click and scrub with the mouse to scrub away gunk.
========== Made in under 48 hours using Maya + Unity. Textures edited in Photoshop. Sound was recorded/edited in audacity and sfxr.

http://www.sfu.ca/~lws2/games/

  

Comments

Blengineer
23. Apr 2012 · 00:29 UTC
here’s another out-of-game screenshot for people who are interested in the context of the character’s adventure:
onefineline
23. Apr 2012 · 03:50 UTC
lol, this is such a weird and funny idea. I like it.

SHIPPED!

It is SHIPPED!

  • The list of things that went wrong this time is longer than the list of things that went right.
  • I somehow managed to get a working ‘final’ build in before the compo end. See the source code link.
  • As planned I have pushed it to the AppStore.
  • Ports to other platforms will be available within 24-48hours.

Tiny Flat

Presents Tiny Flat
Inspired by young life of a couple, who lives in a flat for single male.

I wasn’t able to start building the main feature I thought. So I focused on the treatment of the theme.
My idea was to train the characters in the search for a tiny apartment less, and more suited to the life they want to build together.
But this is not lost. I want to thank LudumDare which allowed me to start this project. It’s up to me to continue and bring it to a stage closer to a game, an interactive picture.

Tour Manager

http://www.mediafire.com/?6ld7wjskm8n1khw
Windows exe

http://www.mediafire.com/?s1ky43nhgmpp56v
source files

I need to eat/sleep will update later

Tags: Ludum Dare

The World’s Buggiest Game is now live!

So, I’ve submitted now, and its playable. You can survive wave after wave of monsters. I had to post a couple of bug fixes halfway into the submission hour, but hopefully I wont get into too much trouble for that.

The general idea is that you build your ants nest (you get free wood as I had to drop the wood harvesting feature). You can build a larder to collect food, but your ants are not very smart. They will wander off into the ether if you don’t provide them with a pathway of pheromones to follow.

Meanwhile, you are fighting off waves of other bugs coming from the top. Sadly I was only able to add termites and spiders, I had planned wasps as well but ran out of time. To defend against this you must build sentry holes, and spawn soldier ants from them. These guys will patrol near the sentry hole, and when they see an enemy, they will attack it, and then return to the sentry hole. This way, provided you can produce enough food to keep up, you can hold back the endless stream of monsters from the north.

Well it’s done…

Well I finished on time and I had a great time, even though I didn’t have any time on Saturday for any work.  So around 10 hours or so.

There is definitely a lot of things I wanted to add but had to scrap, but it just feels good just to release a game.

I can’t wait to review and play all the games!  Here is a link to the game

Peppy

Ship it!

Finished my first LD! It’s a point-and-click game. Play HERE.

first scene

This is my first LD release. I’ve tried LD before, but this is the first LD where I actually worked most hours and finished something.

For the past two months I decided to learn how to illustrate, so my entry was mostly an experiment on fast drawing and coloring. I think, personally, it was a success. You can see my PSD on my github which has (almost) all the graphics in folders/layers.

Gridiots are out!

Hey, look! That gridy GPU world is calling you!

Pssss: you can find more there.

no submit :/

I didn’t manage to finish in time.

Blocked by some animation scripts errors, tried to fix it and totally messed up the code and project tree … still I learned a bit in the process but that’s frustrating :)

Since I’ve done all the art and a simple game design doc, I will build a version without the animations tomorrow, and hopefully some music from a friend.

Now on to testing the games !

Comments

ahm99
23. Apr 2012 · 00:35 UTC
That’s to bad. I didn’t really get what I wanted done but I still got SOMETHING up. And at the end I thought I’d miss submission because of lag and not being able to go to the submit page.

Simple Post-Mortem

So I, we, just finished our LD48 entries. You know, it’s really best LD.

What went right:

I like the theme and enjoy every minute of production.

What went wrong:

  • When I had to work on weekend, took out a day plus became tired next day. Result, I only spared 11 hours on this.
  • When I decided to copy my main class (JFrame) to created applet class. I forgot to cut System.exit() out and made small mistake to got the applet work.
  • No image. I can’t find my time to draw something. Only managed to created a creepy tone for play state. And you don’t want to know how I created it

Once again, it’s great!

Kamikaze Planet – my first solo LD48 game!

Hey folks! Just submitted my game, Kamikaze Planet, to the compo; this game is both my first 48 challenge game and my first game I’ve ever made entirely by myself. I decided to take a bit of a literal route with the theme, and you play a giant robot pilot who’s trying to defend a city from an alien invasion… an invasion in which the tiny aliens are using their own tiny planet as a weapon! It’s a shmup in style, with some kinks in there, and I really can’t believe I got it done in time (today was a MAD dash of midi writing).

On a side note, I learned later that it’s poor form to now announce your pre-existing libraries ahead of time, so, my bad. I used FlashDevelop and Flixel for scripting and Paint.net for sprite work. For sound effects I primarily used bxfr.net, with some processing done afterwards in Reaper. Music was done in Reaper with a combo of Plogue Chipsounds, Kontakt, and Battery (mostly custom drum sounds though).

Thanks in advance to anyone who takes the time to play it; this one really meant a lot to me, and I’m really pleased with how it came out. Cheers!

-Monomer

 

Submission Page