LD23 April 20–23, 2012

Mini LD rocks!

 

So it began, As an added challenge I decided to use a program i’d never used before, learning construct2 has been very simple, and i’ve had no problem adapting their tutorial into the concept i have, so far.

 

I have the very beginnings down, but am getting tired, Heres how it looks so far:

 

Thanks for putting on this mini jam, ive had a blast building, learning and socializing!

 

– @ZakChaos

I Threw the Red, nearing completion

I’m just about finished with my Mini Ludum Dare 34 entry. I just need to create a page to display the high score information, that is already being submitted to my database.

 

This time around I decided I should just create a generic highscore table and script that I can use for multiple games. Before (for Untitled, Alone in Space.., and Through the Blue Sea) I stored all of the possible variables, and had php render the score. That way I could change the scoring system later and the scores would reflect the new method. I still plan to do this for larger games like Untitled that have multiple variables to store, but I don’t see the need to store two variables separate for small Game Jam games.

 

This new page just stores a score variable, that is figured out by the software beforehand. Along with a name to go with the score. I can also set up multiple games (and/or levels) Each game has a different max amount set with it (helps to weed out spam, and at least create the feeling that the high scores are real)

 

You can play the newest version of I Threw the Red here. You score is submitted to the database (but no display yet) Also new since the last blog post is the sound effect, music,  scoring, and there are five new endless level with ends.

Sneaky Trio – glorious placeholder art in 1024×128

I’ve decided for 1024×128, also teaming up with a skilled graphic artist. Here’s what we’ve got so far: (it’s FLASH, try it in your browser)

You are in charge of three different thief characters, each having a different field of expertise (camouflage, lockpicking, explosives).

Your goal is to traverse 4 levels without getting caught by guards, get a hold of (yet undefined) artifact and then backtrack through all the levels to the beginning.

Controls: LEFT / RIGHT – walk, UP / DOWN – switch character

The game is now feature complete, just waiting for more graphic assets to come in.

 

MiniLD Progress

Make a game with these resolutions is proving quite challenging and i have gotten now were and there is only a couple of hours left

I’m in, but misread the rules…

Okay, so I might have read “8×64” instead of “18X64” and now the challenge is even bigger than it would have been.

I’m not really far yet, and I don’t think the end result will have more than 8 hours in it, but I’ll try to finish something.

Tags: MiniLD #34

LED WARS

Hi all, it’s time to jump back in LD! What a better way than warm up with a miniLD?

Menu

Menu

Here you can find my entry. It should run on any pc, let me know if you have trouble. You can change gfx and sound [look in the dat directory]

Rule: aspect aaand i choose 16×16! A led style game.

Tool: vim, java, svn, gimp, cfxr and a little engine i made in the last week

Time: 10 hours for the game, 7 days for the engine

 

Hope you like it and good miniLD to everyone!

(Untitled)

We are done with our entry of the Mini Ludum Dare number 34, below are some final screenshots:

This was our first entry ever in a Ludum Dare event, but I think we did a reasonable job. You can download the game here, have fun!

You can watch the progress at newborderstudio.com

Please let us know what you think of our game (made in 48 hours).

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This entry was posted on Sunday, May 20th, 2012 at 11:24 am and is filed under MiniLD #34. 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.

MiniLD34 – SpaceX launch failed… again

Cutscene at the beginning of the game

I go inspired by the (actually failed) SpaceX launch on Saturday and wanted to make the game around a rocket-flight. The art was quiet quick to do, but then I got stuck regarding the goal of the game. Steering the rocket seemed not very interesting. Especially, because rotating the rocket slightly on a resolution of 18*64 lead to obvious aliasing problems. So, the only obvious possibility to me was making it about shifting the rocket left to right. Not very interesting… In the light of no obvious ideas for a good game-goal, I decided to drop out.

Good look and see you next time.

Resolve : playing around with resolutions

Since it’s a miniLD, I decided to go with my own interpretation of the rules :) So I made a simple plateformer where you have to switch between 2 different viewport size (640 * 64 and 64 * 640), The game in itself is contained into a 640*640 box.

here’s the 2 different views of the game :
640 * 64

64*640

here’s the actual version, only two level available for now, I will use the remaining time to add some more tortuous levels.
Web version
(cursor keys to move / jump, space to change viewport size)

8×8 – minimalistic game

Here is my entry to Mini Ludum Dare #34.

It basically is a minimalistic RPG.

The games had to be in a special size, I choosed 8x8x8.

‘Your game is only 8×8’, you may think now. But:
– the game uses 8 colors
– the game has 8 8bit sounds (including a chiptune)
– the game has a 8×4 pixel sized font

Instructions:
As more as you go right, as harder the game will get. Your goal is it to defeat the evil red dot – boss.
Collect powerups to increase your stats (attack,speed,jump,hp).

Hint: click on the picture to visit the entry page
Hint2: the source is licensed as CC0!

Isolated Assault 2 Soundtrack Now On Soundcloud!

You can now listen to the songs you heard in the demo on soundcloud!

SOUNDTRACK HERE

I’ll be uploading more later (not that this does not include all songs in the demo) However, some songs you hear now will be in the next version of the demo! (Yay for spoilers!)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Get The Demo Here: http://www.ludumdare.com/compo/2012/05/17/isolated-assault-2/

Isolated Assault 2 is a new indie Adventure/FPS game that originated in a video game competition called Ludum Dare. Every so often, a demo will be released so you can keep up with the latest version. Check back on LudumDare.com to see the latest news!

Tags: game, music, postcompo, soundcloud

Sneaky Trio – FINAL

This is a team effort by Yuffie (graphics), Jarnik (haXe coding) and automatons atrk&sfxr (sfx, music).

A team of professional thieves – Dino ( camouflage expert ), Fox (lockpick specialist) and Robot (explosives ace) are at your service to perform a perfect theft.

You are in charge of three different thief characters, each having a different field of expertise (camouflage, lockpicking, explosives).
Your goal is to traverse 4 levels without getting caught by guards, get a hold of (yet undefined) artifact and then backtrack through all the levels to the beginning.

Controls: LEFT / RIGHT – walk, UP / DOWN – switch character
The game is now feature complete, more graphics are to be expected in future days as  a post-mortem version.

Tags: final, screenshots

First MiniLD! Though I had like 4-5 normal LDs

First time participating in a mini LD! Had nothing better to do, and when I was browsing around, checking my RSS, I was like: ‘huh, MiniLD is this weekend? Aspect? Sounds interesting! I’ll take 1024 x 128.” I wanted to create some minigames with my Chicken character anyway, so why not? It was a bit of a shock though to see for the first time, that 1024 x 128 was in fact wider than I thought it would be ;). Nice choosing of the theme!

screen0

screen1

screen2

It’s a tribute to Kirby’s adventure , NES 😉

So here you go, play it here

Never Endin Rock Slide

I just finished my first mini-LD Game ! I could only spend 12h on it (4h+4h+4h) so I tried to keep it simple.

At first I wanted to build some kind of infinite boulderdash runner game ( from bottom to top ) with randomly generated content and water flooding form the bottom of the screen.

The result was not very fun to play, water was easy to block with boulder and always going up was boring ( and not very strategic )

So I finally removed the level generator and changed it to a more classical version with just infinite cycling level as new mechanic.

Few innovations here but I hope somebody will like it :)

Only 9 levels to beat.

Play Never Endin Rock Slide

MiniLD #34 – Still working (64×18 resolution)

Hi all,

I’m still working on my (nameless) entry :) It’s a 64×18 shooter. Due to a family reunion I haven’t had more than 8 hrs.

You can try it:
Windows
Mac OS-X (untested)
Linux (untested)

As it’s almost impossible to play at the native resolution press the following keys to get a zoom level:
1 -> no zoom (64×18)
2 -> 2x zoom
3 -> 4x zoom
4 -> 8x zoom (default)
5 -> 16x zoom

Move using arrows

I’m using: GLBasic, Paint.net, ChordPulse, Audacity, GXSCC, SFXR.

I’m planning to release an Android version.

Best regards

Tags: glbasic, preview, screenshot

Comments

zakchaos
21. May 2012 · 00:46 UTC
Very interesting! the music was relaxing and calm, and the colorful bright graphics style looked great.

Unfortunately, in this state of the game, I was unable to collide or destroy 2 of the monsters, so it just kept going, Keep up the good work!

Better Late Than Never

http://dl.dropbox.com/u/24565598/Ludum%20Dare/LD23-Spitoon-PostCompo/LD23_Spitoon.html

As promised, I’ve finally finished the Post Competition version of my LD23 entry, Spitoon. It seems I can no longer edit my entry page to include a direct link to the this version, so consider this the official link, I suppose.

To cut to the chase, it’s been an amazing past month since the end of the competition. I don’t typically like to wax personal in a public forum, but I feel compelled to mention that my first son was born nearly two weeks ago, a bit past the due date. He’s amazing, and everything I have done in my life for the past several years has been for my lovely wife and our beautiful family. I have never made much money by American standards, but thanks to them, I have always felt both rich and blessed.

I promise not to drag this out, so suffice it to say that my supportive family has helped rekindle my passion for programming as well as life in general, and I can’t wait to see what the rest of this year has in store.

P.S. If anyone knows of a way in which I can add the link to the post-compo version to my main entry page, please let me know.

Tags: motivation, post-compo, postcompo, real life

Sword and Circle

Hi!!!

My examination period ended just in time for this miniLD 😀 – So here’s what I’ve come up with: Sword and Circle – you’re a circle (cell, bubble, guy with a big round hat) and you have a sword. Enemies are all around you and they too have swords. You goal is to be the last man (circle) standing. It’s pretty tactical as everyone moves according to you…

Give it a shot here: http://www.ludumdare.com/compo/minild-34/?action=preview&uid=5035

By the way, the best comment so far is by TinyHatBrilliant idea :) It really shows that size does NOT matter…

 

Tags: Circle, sword

Radar Defence

So, it has come to this…

A valid observation in absolutely any situation that provides instant gravitas while being inherantly redundant and meaning nothing in particular. Anyway, on with the post.

http://www.ludumdare.com/compo/minild-34/?action=preview&uid=12627

Radar Defence screen01

The game isn’t feature-complete yet, but now that the miniLD is over I can take some extra time to embellish them, just to make for a more sleek feeling interface.

For now, you can build defence facilities and delete them should you choose. Difficulty and enemy spawning rate need some adjustment, but that’ll wait until the other features are implemented, such as facility upgrades, base reapiring, and indeed actual health displays. Oh, and the capability to actually lose once your base’s health drops below 0% would be great too!

Currently I have some compatability issues with Firefox and Internet Explorer, but for the life of me cannot figure out where. The online documentation assures me that all of the events I use are supported by all of the most popular top 5 browsers (Chrome, Firefox, Opera, Safari and Internet Explorer). I checked this compatability for each individual event, but still cannot figure out why some browsers refuse to run the game.

The stats (damage and kill counts for each facility) are already tracked, but unfortunately they cannot be viewed until I finish (and you know, actually start working on) the swanky new panel extension animation I have planned. At which point I’ll also move the instructions out of that horrible, insensitive, emotionally unavailable alert popup and into a similar high-tech, oxytocin-inducing slide-out panel.

Also a metric for tracking overall progress and score would be fantastic. Again these things are already tracked, but have no method of release. These metrics being a score count based on enemies killed and how strong they were, and of course, a survival timer.

Once these things have been completed, I’ll start to introduce different types of facility, and new art for the radar blips that will allow you to tell one type of facility from another.

So thats my free time for the next week or two, all nicely planned out! As a final thought, I’d like to explain that this is my first proper foray into HTML5 and Javascript, which I have only been learning since the close of LD23, when I vowed to code my future entries on a much more universal platform than XNA; *shudder*. I’d like to think my footing is pretty firm, and that it has been an excellent start. I didn’t use any 3rd party engines or libraries – all of the code, from the preloading to the gameloop to the animation, was written by yours truely. Short of the browser compatibility issues I mentioned earlier, I would say it went off without a hitch!

This has been storytime with RadthorDax;

Goodnight everybody!

Comments

24. May 2012 · 04:46 UTC
I can’t get it to finish loading. It seems to die around 90% every time.

Finished – or did I? ;)

Okay, enough. I am done. You can see Micro Beat’em Up here. It’s far from finished, but I won’t have more time now to spend on this. I will definitely try to explore the general idea of beat’em up mechanic in the near future, but for MiniLD#34, this is it.

I consider this a nice progress, because along with some new things I tried (specific coordinates system, camera movement, parallax background), I AM REALLY SATISFIED WITH THE ART. Ironically, implementing general game mechanic was rather easy – I spent most time on things like pause screen (push ‘P’ to SEE it) and problems connected with low resolution graphics.

Unfortunately, it’s not that fun, as there’s not that much gameplay. Also, the AI is kinda simple, but it should be easy to create something more out of the code I currently use later.

Go on, check it out:

Oh, yeah – this was my first MiniLD! Woohoo! I had a lot of fun! \o/

Tags: beat-em-up, finished, micro

Comments

onefineline
23. May 2012 · 02:46 UTC
Double Dragon FTW

My first LudumDare event. Yay!

So, yeah. This is the first time I made a game for LudumDare and this is the first time I made a game so fast. Phew… I did take more days then I was supposed to, as I did many other things on my weekend. It is hard to imagine what a REAL Ludum Dare would be like! But… my game is finished, or almost finished. I could have took some time to add more kinds of enemies, prettier graphics, maybe a level mode…

My first LD

Anyways, this game pretty fun to play. It is about a turret who’s mission it is to…kill coloured rectangles! It is an infinite survival and the longer you play it the harder it gets! I had much fun creating the different “waves of enemies that might appear at random. It gets really intense!

I thought about a game mechanism where you almost don’t control the gun. You only control when it shoots. So basically missing might mean dying.

The point of the game is to collect points by killing enemies. I also made a “multiplier” system. So the more enemies you kill in a row the more points you get!

http://www.ludumdare.com/compo/minild-34/?action=preview&uid=13310

I Threw the Red

I submitted I Threw the Red on Sunday, but wanted to wait until Finals were over. Now that they are I wrote up a Postmortem  on my blog.

Its my first Costruct 2 and html5 game. Its a simple platformer in a 1024 by 128 aspect. With about 10 levels.

There is also an online high-score table that you can view on my website. The top five scores are shown in the game.

 

Tags: final, postmortem

Win GameMaker Studio, Valued at $300

To celebrate the launch of GameMaker Studio, I’m giving away a copy of Studio valued at $300. For a chance to win, simply do one or both of these things on my social media channels:

Follow me on Twitter and retweet this linked tweet

Like my page “Myriad Online” on Facebook and share this linked post

Both actions will give you one entry into the draw, however you must have at least 20 followers on Twitter for that to count.

I will announce the winner at the end of this month, May 2012, and they will be contacted directly.

Congratulations to YoYo Games for this huge milestone, and good luck to all the entrants in my GM Studio giveaway!

Official blog post: http://bit.ly/WinGMS

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This entry was posted on Tuesday, May 22nd, 2012 at 8:22 pm and is filed under MiniLD #34. 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.

:'(

Unfortunately, I’m being too lazy (buzy?) and I doubt I’ll finish my MiniLD entry. (Demo-version here) I’ll do what I can to make an Android version of what I have currently.

As far as I know myself, there is a chence that this project will be revived. Let’s just hope it’ll happen.

Stats Project/Survey

Hello everyone, I have to do a  survey for my statistics class, with at least 50 people taking it. My survey is about indie game development, so what better place to ask than the LD community?

Please click on the link below to help me collect data. Thank you!

http://www.brethudson.com/survey

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This entry was posted on Thursday, May 24th, 2012 at 1:20 am and is filed under MiniLD #34. 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.

Need a new game idea

Im looking for some Inspiration but I need an Idea to work from

 

Please give me an epic idea

Comments

kibertoad
25. May 2012 · 07:33 UTC
And now I give you… ALL THE IDEAS IN THE WORLD:
uberneen
25. May 2012 · 12:04 UTC
Zombie Apocalypse Roguelike
25. May 2012 · 13:18 UTC
You seriously can’t think of ONE idea?
Keevor
26. May 2012 · 03:22 UTC
One does not simply give a great game idea

Since Voxel engines are hot – here’s mine – open source :)

So, since AlwaysGeeky shared info about his voxel engine he did for his Worlds in Collision (really great work, you should check it out!), and it got your attention, I would like to show off my library – XuProto.

It has started as an idea to create a framework to help develop XNA games for game jams, so it has a couple of other features as well.

  • Asynchronous background task management
  • A couple of math functions (random vector generation, interpolations)
  • Perlin noise – 2D and 3D
  • Rudimentary skinnable GUI functionality
  • Texture Atlas
  • Event-driven input management (keyboard and mouse)

Feel free to have a look at it, even though it’s still work in progress, I’ve made sure that it’s stable.

If you have any ideas for what a XNA-based Game Jam Framework would need – let me know on Twitter or here :)

First Gameboy Dev Challenge (24h Challenge) (Still deciding on date)

Im hosting my own styled LD where you have to develop a working Game boy game In 24hours

A Recomended toolkit to use is the GBDK Look it up on google (Gameboy Development Kit)

 

I am still deciding on the date :D

 

GBDK: http://gbdk.sourceforge.net/

Developing my 8hld Game

Im developing my first ever ld challenge Game its Called Dragon Pong

 

its gonna be cool 😛

 

 

2 Hours Into 8hld#1 My Games Progress

Im still developing dragon pong

but Ive added this so Far

This is a 2 Player Game

 

A Normal Mode (Move the Paddles up and down)

A Multi Directional Mode (Move in all 4 Directions)

Load Custom-Built Mods (Allowing the Community to add on to the game)

Music

Sound Toggle

Mod Toggle

Comments

26. May 2012 · 06:15 UTC
That’s a long feature list for only 2 hours of work! I’m impresed. I was thinking about joining in with an 8 hour game, but I’ve only just woken up – hmmm, maybe I’ll make a 6-hour game. (Or maybe I’ll go out and lie in the sun with a book, it’s a hard choice).
26. May 2012 · 06:16 UTC
Thanks 😀 Its made in game maker also

It would be cool to see a Game Boy game dev LD

Im wondering if that is even possible though

A LD to see who can Create the best Game Boy Game from scratch no rom base to Hack from code it completely from scratch

 

I am thinking of hosting one of these If I can find the correct tools to create them with 😛

Comments

26. May 2012 · 06:29 UTC
Wow that was a quick find: although its not game boy
26. May 2012 · 06:53 UTC
However those both use C to develop the games so Maybe see who can create the Best R*M Hack (Patch files only)
henrypenface
26. May 2012 · 07:59 UTC
I started a gameboy game for LD23 but due to real life responsiblities never finished it, here was what I got in about 5 or 6 hours
26. May 2012 · 08:19 UTC
wow nice game I had a little Play with it On the Visual Boy Advance me and you should develop a Game Boy Game together 😀 I had this really awesome idea but I am extremely shitty at C
alcazar
30. Apr 2013 · 19:29 UTC
We made A Game Boy Advance Game for the Ludum Dare #26, juste Here

Dragon Pong: First 8hld Submission

Controls are explained inside the game

 

http://www.mediafire.com/?ep6eqxb48n93inz

 

I would have added a whole heap more except Im sick at the moment and can not concentrate and also Im not going to be awake for the full 8 Hours

 

 

Screenshot

http://img844.imageshack.us/img844/2876/gamescreenp.png

Comments

26. May 2012 · 07:09 UTC
Wow Created in 3 Hours
26. May 2012 · 07:30 UTC
Anyone checking this out from the GMC Yoyogames forums I am KOOPA on GMC
26. May 2012 · 18:42 UTC
So the Ludum dare challenge has ended I wonder who is going to win

(I Hope its me But I know it won’t be me because My game is not the best)
28. May 2012 · 00:28 UTC
I made a Mod for the game to stop the annoying flashing of the paddles

8hLD – Drache

In this game made for the first 8h LD http://www.ludumdare.com/compo/2012/05/09/i-call-first-8hld/ you play Drache, a young dragon. Graphics/Sound/Music/Code was created by myself in 7 hours.

Help Drache to reach Redisland while avoiding green butterflies – he has a butterfly allergy.

Controls:

[left ] -> Fly up

[right] -> Fly down

[space] -> Shoot fireballs

 

Do not hit the ground or the ceiling.

Good Luck

Hirsch

 

Download (Source included*): Windows(32/64)

*Please excuse spaghetticode because of the short amount of time (7h!)

 

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 */ dragon1 dragon2

Feedback is desired :)

 

Dragon Fighter

Controls:

  • A, D – move
  • W or Space – jump
  • Left Mouse Button – shoot
  • Right Mouse Button – protection (uses mana)

Download link(Windows only, you need to have NET 4.0 installed)

 

Comments

tmt_01
26. May 2012 · 21:09 UTC
Defeat monsters and increase your score. The game is infinite :)

My 8 Hour Ludum Dare Game “Dragon”

Fly around. Eat sheep. Burn soldiers. Be a dragon.

I was perhaps a bit ambitious on this one – I ran out of time for menus (both beginning and end), but for one day’s work I’m pretty stoked at the game play.

http://www.gritfish.net/games/dragon/play-dragon.html

Instructions are on the page. Be warned, the game will just start without waiting for a click or anything.

As per my LD23 entry, music and sound effects have been provided by the awesome @brainfed.

Starting the MiniLD

Well, while everyone else is doing the 8hr challenge, I think I’ll do last week’s Mini. I wasn’t really feeling it last week, but I’ve recently come up with an idea that I really hope comes out like it is in my head. Keep the submissions open for me, Sophie!

Two birds – one stone!

Since there is a 8h LD today, I decided to make a 128×128 resolution game about dragons!

The game was finished in 5 hours 50 minutes. The gameplay took 3 hours 17 minutes.

Play this game here!

8hLD/NanoLD voting

This post is devoted to 8hLD/NanoLD as it will be known as from now on voting. Voting will start at Monday, 0:00 CEST and will start up until Sunday 23:59 CEST. Only people registered before May 9th can vote (to avoid votefarming). To vote please comment on this post with name of the game you voting on (it has to be game posted in previous 8hld post as comment).

Please DON’T comment on it until voting starts and don’t post comments which aren’t votes to avoid mess. All discussion about voting should go into previous post. Thanks.

Tags: 8hLD, Dragons, nanoLD, superb

E.S.P. Hadouken

Hi everybody :)  I finally completed my MiniLD 33: Doodles entry.  I used the doodles as enemies.  They steal your Game Boy when you leave it unattended, and to get it back, you have to navigate through 5 doodles’ scrolling attacks.  You are a volatile dot that moves sort of like the Asteroids ship but with burners in 8 directions.

Overworld

 

wave trap

If you touch the black area, you get sent to the beginning of the level.  Each level has a different style attack, and it gets harder to navigate as you go.  The goal is to make it through every attack and get the Game Boy.  A secondary goal is to do it as quickly as possible because there’s a fastest times list.

Some levels force you to go backwards at times, and the dot is hard to control if you aren’t able to make it stop completely.  In case you’re interested in playing, there is a Windows executable and a Linux/source package available (if you have an old version, these link to updated versions with a bug fix and a distance remaining feature).  To run the source, you’ll need to have Python, pygame, and numpy installed.  The source can also be used to install the game on Linux.

There is a homepage with the download links and a few more screenshots.

IA2 Updates!

Hey Ludum Dare folks, just wanted to keep you updated, so here’s a few… well… updates:

Update #1 – Earlier on the week, a local art show held a video presentation that had short movies and videos from sent in by people from the area. One of them was my Isolated Assault 2 Trailer. I was excited, as over 100 people filled a theater to watch it. Yay for video editing magic! :)

Here’s the vid, in case you haven’t already seen it:

Update #2 – I’ve been working a lot on music… and on Star Trek Online… and I’ve made a new playlist that you may want to check out! It includes songs from my previous games at Ludum Dare and in general. I’ve also released a cool dance song that I think sounds pretty good. I’m going to add it to the battle arena playlist.

Coming out with another demo real soon, but until then you can check out the first one if you haven’t already!

Happy gaming, Ludum Dare! <3

Tags: demo, music, soundcloud, SuccessStory, unity, update, video

New arround here ;)

Hey!

Just wanted to say hey!
I just read about the website and i really like the concept.
Here in Austria we don’t have many “Gaming-Companies” or a real industry for gaming.
Most people arround here who are interested in games work in Germany or do it as a hobby.

some facts about me:

21 years old (male)
From Austria Vienna
Designing Games for fun (in java, most people hate java because of the bad implementation)
Musician (playing guitar and bass)
Very open minded
yeah. and i dont want to talk too much.

the games will be in pixel graphic style, music will be midi (created bymyself).
i will prepare some code or libraries in Java (which im working on right now).
Which basicly means if someone is interested in a simple game engine for java i’m going to create a easy one and share it.

bye :)

MiniLD Failed

Well, I’ve given up on my MiniLD entry. It had to many issues early on that just sapped time, and to finish it would mean a couple more days. I’ve decided that I should just forget submitting it and finish it on my own. So, sorry, no entry for me. I’ll be back next mini for another round!

Comments

29. May 2012 · 01:02 UTC
I would Love to see what you have developed so far in it though 😀

Voxel Engine Gameplay

Starting to add more and more functionality to my voxel engine and it is starting the slow evolution into a game, with fun elements. :) I’m still aiming for daily videos showing progress and hopefully each one showing a new feature or something cool.

My guide/tutorial site is taking shape, but I am still coding lots and lots and finding it hard to put a massive amount of time into writing articles. More will come with time though…
https://sites.google.com/site/letsmakeavoxelengine/

I have some questions for the community and gamers.

  • What sort of creating tools would you like to see in a voxel sandbox game?
  • Do you think it would be good to offer a library of common objects that the player can import/export to re-use as they are creating?
  • What parts of a game would you like to customize (and share with others)? Your character model, weapons, items, NPCs, quests, particle effects, world regions?

 

Also anyone who has played Minecraft (or other sandbox games) can probably help me by answering a couple of questions below:

  • During the creative parts of the game, i.e crafting, building, customizing… do you prefer to still be emersed in the game while in this mode or do you prefer a more abstract tool/interface? For example when crafting or building in minecraft you still have to walk around as the player, rather than having a fly around ‘god-mode’ when you can craft/build with a mouse pointer.
  • Is there anything frustrating about collaborative creating, Do you wish you had more control over allowing others to modify what you create, tools for information exchange?
  • How much do you think a sandbox game should be released with actual story content? i.e should the game already have a main quest, completion goal, or just be totally open?

Thanks 😀
AlwaysGeeky

Tags: alwaysgeeky, cubes, gamedev, indie, minecraft, progress, SuccessStory, tips, vlog, voxel engine, voxels, youtube

Fishy Pond – Mini LD #34 Entry

 

Fishy Pond – Mini LD Entry

PC

Fishy Pond screenshot

It’s about Jimmy the Phish in a pond when something fishy happens.  A never before seen food is falling from pond-sky. It is so delicious that Jimmy has to satisfiy itself with it.  However the food is not the only thing falling from pond-sky.

Hi! I’m crzikrn and just recently started game designing. This is the very first.  It’s made from Gamemaker Lite. This fishy pond mini-game was a project to start myself for designing games.
I wanted to participate in the mini LD, but it took me some time figuring out things. Next time I want to be in the 48 hr challenge!!

The base resolution is 18X64, since I didn’t know how to scale without blurring the screen I cheated and increased the actual images to 180X640.  Hope that’s not breaking the rules.

It’s a mini-game with a narrative, I wanted to make the game immersive and have narrative with the sounds used.  The somewhat eerieness of the bgm and the gameover sound relates to the experience Jimmy the Phish has or will have.  The ending when you collect the 25 Food, is also a narrative that indirectly explains the sounds behind the game.

And YES you can get 25 food. One way or another. It’s like kind of a puzzle trying to break the game. haha.  Hope you Enjoy.

Music from Across the Pond (mo-seph and Josie Davis) / CC BY-NC-SA 2.5

 

crzikrn

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This entry was posted on Wednesday, May 30th, 2012 at 3:10 am and is filed under MiniLD #34. 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.

Ive decided on an LD style Read Post

Hello there I am here to tell you all about my new idea for an LD Basically I will develop a system which has preset graphics and events of what it can do and from that you are to script a game in about 24 Hours or so (I may extend that time limit)

 

And basically this game runner will run the scripted code and play out like normal

 

I will probabluy call this a Custom Framework LD or CFLD24 (Custom Framework Ludum dare 24 Hours)

 

Post ideas about what you think and also I will be astarting work on this custom framework tonight and there will be a full documentation about it

Comments

31. May 2012 · 04:32 UTC
The framework will have to sides to it

one 8-bit and one 16-bit

Basically you will have a starting variable to determine which set of graphics you want to use 😀
31. May 2012 · 04:33 UTC
I will also write up a full documentation about it so that you people know how to use it very easily
31. May 2012 · 05:52 UTC
you will be able to read about it on my website shortly at pixelshub.tumblr.com
MadGnomeGamer
11. Jun 2012 · 00:46 UTC
So it’s like a level editing competition, only you’re making an engine that’s a bit more flexible than a game-specific map maker?

Out in the wild — Installed versions of Burning Platform

So, just what happens to an Android game after you post an update to Google Play?

There have been two significant versions of my Ludum Dare 23 game to exist. Version 1 was what I submitted to the contest, and was available on Google for approximately 21 days. When I released Version 7, Version 1 had approximately 50 installs at the time. As you can see, the upgrade caused an immediate drop in version 1 installations, and as you can see the rate of Version 1 installation has dropped over time as people upgrade to version 7.

But look at how many people still are on Version 1. It accounts for just over 24% of the install base. 20 people have not chosen to upgrade, for one reason or another, even after almost three weeks.

Comments

digital_sorceress
02. Jun 2012 · 09:43 UTC
Of those 20 people, I expect some are too busy to notice or care that there is an update. Say if they only have 5 minutes to spare, they may not want to waste that time waiting for the update to install. Because they don’t necessarily know a priori how long it takes to install it.
03. Jun 2012 · 10:41 UTC
Oh, I haven’t upgraded yet :-( The truth is that I don’t really see my phone as a gaming platform, so I kinda forgot that the game was there… I have to try version 7 though, because the version I have installed was a quite hard one :-)

I made a MiniLD#34.


Downspout

 

I made a MiniLD 34.  Please check it out for the rest of this post to make sense

I only had 6 hours to spend on this one.  I recorded sfx but could not figure out how to play them, still need to learn that bit.  If I spent 2 days I hoped to have slightly more detailed graphics, much bigger levels, enemies, rocks that you move around to attack enemies or solve puzzles, and let the spider have some silk spinning ability that lets you dangle and swing, bionic commando style perhaps.  Also I wanted to create rising water that adds a time element to the game.  Maybe one day I can finish the game.

 

MiniLD #35 – Dare

MinLD 35 – Dare

16th – 18th / Your timezone / Make a unique game in some form.

Dare to be unique, original and do something new…[rpg+puzzle/rts+music/arcade+fps/fighting+vehicles/rpg+rpg/music+sandbox]?

Dare to use a wacky, original, strange or low/high-res art style…[2Colors/rainbows/oldsystem/geometricshapes/dithering/hand drawn]?

Dare to make a crazy, stolen, interesting game mechanic… [gravity lift+cogs/TransferingEnergy/FictionalPhysics/Pet+evil/clothing]

Dare to disregard rules, come up with some new concepts,  and make a awesome game. :)

Rules; Normal LD rules but a bit more relaxed, teams allowed, you can use premade stuff. It’s for the journey not for the goal.

[ Submit | View All ]

Resources; Free Pixel Art – https://twitter.com/#!/CellusiousCorp – http://opengameart.org/

Music – http://freemusicarchive.org/

Cheers!

– Olav (@Cellusious)

Survey Results Are Here!

The survey I had posted a few weeks back is now finished! The results can be found via the link below:

http://brethudson.com/results

Enjoy!

-Bret Hudson ~ indie(Function); CEO

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This entry was posted on Thursday, June 7th, 2012 at 9:51 pm and is filed under MiniLD #34. 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.

BEARly SEASONed

It’s a game about bears. Be the bear!

Click the BEAR to Play

HTML5, Emscripten (C++), 24 hours, 3-5 minutes of game.

Created under the Jam O’Clocks theme “Devour”. As it turns out, 1 hour jams only work if you’re prepared, and if your build times aren’t 22 seconds each. The concept seemed amusing, so I pushed it on to completion.

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This entry was posted on Saturday, June 9th, 2012 at 7:49 pm and is filed under LD - Misc. 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.

My Game Engine :D

So this is the game engine I’ve been working on since January. I think it’s come a very long way. It’s written completely in C++. The screenshot is of the editor. It’s built off of the API. I never came up with a cool name, so it’s just called GameEngine. It’s a lot like Unity. It uses Irrlicht for rendering, Bullet for physics, and Lua for scripting. I’ll be using this in the MiniLD. The editor also has support for C++ projects. It builds your games for Windows and Android so far. Working on Linux and Mac. I work on it when I can now, though I just graduated from high school, so the grad parties are pretty amazing/time consuming :D. Also, I live in Hawaii, home of the world’s slowest internet.

A Sort Of Revelation

I’ve been putting off writing this post for a while now, but I’ve decided I have to man up and make it. You see, I recently realized that the reason I’ve been failing as a game developer is that I haven’t been being true to myself. At all. And I need to apologize for that. I’ve been being someone that I’m not around here and in my games.

As soon as I started wanting to make games, my dream was essentially to make a game that expressed who I was. That was all to do. I’ve seen so much good that indie games can do, breathing every fiber of the developer through the work. That was what I wanted to do. But it wasn’t what I did. No, the two game attempts and the one game I made while I’ve been here have been complete ripoffs of other people’s style. I was thinking all through making them, “I’ve got to make this game cool. So people like it.” And that’s how I failed. Not only in how I failed in the substance of the game, because even if they were all huge successes, they wouldn’t have satisfied me. Empty was just, in my head, a game I thought someone like Jonathan Whiting would make, and I tried to go off that. Not in the art style too much, but in the substance. I was never making anything from my own mind, something I could work over and call my own. And that has hurt me.

Not to mention my posts on the site. If you look down my profile, all you’re basically reading press releases. Do I ever say anything besides updates on a game I’m fumbling through the creation of? Not at all. It’s just stuff to post so I can pretend I’m active in the community, when I’m really not. Maybe my press updater side is. And then there’s the occasional rambling about where I see myself in the coming days with an over-dramatic air. (This post doesn’t have that feel, does it? Because I’m trying to focus on writing like a human being and not a propaganda agent.) So, in this area, I’m going to try to be more real. Maybe go on IRC more. I mean, I still haven’t really accomplished my secondary “make friends here” goal.

So, this is all what the Dare theme taught me. In my case, to “Dare to be Unique” is just to be my actual, true self around people. Which is why I truly am under the belief that Cell has created the greatest idea for a theme ever.

Now for some updates. Which, of course, I can’t just not make, but you know, I’ll try and do more stuff true to myself stuff to balance it out. I’ve decided that I need to bring in a partner for this one. I want to make this game something I can be be truly proud of, but I need someone to help me balance me out and develop my ideas. And with that, I’d like to introduce the community my best friend and other member of my new two man devteam, a man who prefers to refer to himself as Wonckay24. (I feel like I should try and convince him to take the numbers off the end, but whatever he prefers.) He’s going to be making his own account very soon. He can’t program, but he’s a major creative asset, as he’s excellent with writing and music, but he’s never worked his talents into a game before. He’s also often keeping me on the ground with his trademark cynicism. You’ll all have to get used to that. I’m hoping we can put together something great.

I’m going to be trying to post a lot more. And so will Wonckay, I hope. I’ll also try to get a blog running soon.

Comments

12. Jun 2012 · 02:31 UTC
Wait a sec… you’re only 13?
Puzzlem00n
12. Jun 2012 · 20:05 UTC
Rereading this, I suddenly can answer my own question. Haha, I really have a lot more time to learn than I act like, huh?
15. Jun 2012 · 23:37 UTC
Check this out, and good luck.

LD offspring Clone Wolf featured in IUP bundle

Hey LD, I’d like to share my moment of happiness / minor success story.

Clone Wolf began as my LD20 entry. Thanks to October Challenge 2011, I was able to develop it into a full game and release it on Desura, Indievania and Indiecity. Being the first game I was able to finish and release for purchase, it has been a kind of a personal milestone.

And now, thanks to awesome guys from IUPBundle.org, Clone Wolf has been featured in IUP bundle. The bundle has launched a few days ago, you can get 5 indie games ( Tesla: The Weather Man, Drains, Ichi, Clone Wolf, 48 chambers ) for $3.99 (including some bonus materials) – get it here.

So, Ludum Dare, thanks again for giving me the right kick to start developing games and introducing me to this awesomely crazy bunch of people who all the LD participants are!

Tags: successtory

Blue Comp #1


That’s right!
In two weeks, you can enter to develop a game that will be recognized as Awesome!
The competition begins on Sunday – July 1st and ends Saturday – July 28th. Entries must be submitted the Monday – July 23d.

Attendance/Entry in the Competition must be marked before July 7th.

Theme + Challenge:

Blue Comp #1 has no theme, just a challenge:

Include an angry rabbit into the game anyway you want.

(Not required to qualify.)

What is Blue Comp?
What is Blue Comp? Blue Comp is a game development competition where your imagination is paramount. Blue Comp happens every two months, each time the prizes are different, the development time length is new, and the challenges/themes are always insane. Anyone can enter Blue Comp using any development software they wish. Blue Comp also features awards for more than one entry. A bit of a stretch from other online competitions.

Rules
Blue Comp Rules:

1. All in game content must be created by you/your team. But you are allowed to use content of other origins as long as you have permission to use it from the original creator/Licence holder.
2. Your game is not required to follow the theme. If you are having trouble coming up with ideas though, the theme could help you in a jam.

3. You must have checked in before the recorded Attendance/Entry date.

4. while it is tempting to use programming you have created prior, it is recommended to start from scratch for each competition as entries that contain work created before Blue Comp gets disqualified.

5. There are no programming language/game engine restrictions except that the game must run on Windows 7. Additionally, Your game shouldn’t require installation of any additional software (Talk to an Admin if you feel your entry requires extra drivers/software attached).

6. Don’t cheat. While some of the other rules already cover this, there are many different ways to cheat. In order to not defame yourself and become disqualified, it is best to not cheat in the first place.

7. Your game must not be libelous, harmful, threatening, harassing, abusive, racially or ethnically offensive, sexually explicit, pornographic, obscene, defamatory or objectionable, in “our” opinion. (Don’t worry, we’re open minded.)

8. If you and other users are entering as a team, every member of the team must check in.

9. Atodev’s administrators reserve the right to modify the rules as require/see fit in a completely fair and just manner.

Any questions you have will be addressed asap.

Prizes

Thief: Gold, II- The metal age, and III – Deadly shadows

Legacy of Kain: Soul Reaver

Tomb Radier: 1, 2 ,3

World of Goo

Aquaria

Samorost 2

10,000 Atodev Points

A signed color picture of your game’s hero by one of our artists

Advertising across the network’s sites (Established and in progress.)

(And potentially more to come.)

Click here to enter: http://atodev3.com/events/2012/07/blue-comp-1-summer-2012/

The Community Game

Hi,

My name is David Colson, I am the CEO of a very small indie game company Peripheral Games. Today I am announcing a new project called the “Community Game”. In this project people can come to our website and submit game idea’s of any kind. After that is done we will have a vote on the best idea. This process will continue throughout pre-production and development with unprecedented community involvement. Anyone who wants to be involved in the project just need to visit our website and jump in! When the game is finished it will be released on the iOS app store and Google play for 0.79 cents. Every single drop of the profits go back to the community in the form of Kickstarter donations and other generous donations to the indie games cause (also Ludum Dare). The only requirement I have is the game is a 2D mobile game. I hope that as many people can be involved as possible. You can submit game idea’s here: http://peripheralgames.net/index.php/the-community-game/

The beggining

Here goes.

 

I’m new here, decided to start making games in my spare time as a software engineering student.

Lots of programming background, no asset creation background leads to a fairly standard software developper.

 

My two friends and I will be participating in this Mini-LD as a test run, we will be logging our progress here.

I will be posting a link to our trello board/ github repo later on today, feel free to send feature requests once they’re up.

Hello, World!

Hello, I’m new around here. I’m a 13 year old from the united states and lately, I’ve been studying java in my free time. I may compete in MiniLD #35 but due to me being at my grandparents’ house and just learning how to render sprites, I might be cut short on time. The only programming language I know is Java, but I’m also pretty experienced with the graphical scripting language Scratch (see my profile here). If I compete in MiniLD #35, the game that I make will be my first full game that I make using Java. Wish me luck!

 

What’ll probably happen when I have to leave mid-way through the compo:

 

Joining the Mile High Club!

Woooo, Ludum Dare 24th on August 24th!

Except… I will be 10.000 feet above the ground that weekend! I have a Tokyo-Sao Paulo flight leaving on August 25th, 7GMT, and arriving in Sao Paulo August 26th 12:00 GMT (with a 5 hour layover in Houston). Let’s think about it:

Negative points:
* No internet access (I will probably have to join the Jam)
* Probably no electricity (Prototype on paper, bring extra batteries!)
* No feedback on my game (Maybe I can ask the Air Stewards to playtest?)
* Tiny netbook screen!

Positive points:
* Badass as hell!

Am I doing it? Absolutely! And I challenge you all to find a weirder/more limited developing environment :-)

See you in august!

Game ina Plane

I’ve had it with this motherfucking games in this motherfucking plane.

Tags: game in a plane

To Join or Not to Join

I really REALLY want to join the next Ludum Dare competition, but I’ve never made a game in so little time before.

Also, I’m not sure the difference between a MiniLD and a normal LD.  I hope it’s the same thing, because during the summer is the only time I can join it.

I hope my skills in Flash don’t fail me now!  I may make some good games, but it takes forever to get some things to cooperate with me.  I absolutely hate doing collision physics because it’s a lot of frustrating trial and error.  I also don’t want to spend my entire time working with the world render-er.  Am I allowed to reuse code I’ve already made before?  If so, then my originality will need to be key.  Also, I want to stand out from the rest which might be hard.  There are hundreds (thousands?) of brilliant programmers here, and if I am to stick out, I need to be strong.

As you can see, this might be a bit fun for me to participate in.  (In other words, I’ll be a reck!)

I wonder who I’m posting this to.  Will everyone see this, or just people viewing my profile? O.o

– Zanz

 

UPDATE:
It’s been 2 miniLDs now, and I’m feeling more confident that I’ll rock at the full Ludum Dare.  I doubt I can get first place in anything though; I’ve seen some of these submissions and they’re absolutely amazing.  I think I know what to focus on though.

Comments

Puzzlem00n
15. Jun 2012 · 01:04 UTC
Haha, don’t worry, you’ll get used to the technical stuff of the site. Your posts are made to the front page and your individual profile page. And as for MiniLD/LD difference, LD is much less relaxed, where the rules are enforced completely, but if you want to break a rule or two, a Mini is your chance. Translation: reusing code is fine for this one!
15. Jun 2012 · 23:31 UTC
Just see what you can do and have fun.

Helloalo!

Hello! This will be My First Ludum Daré! I’ll be programming in Inform 7 for the miniLD, but by the time the full blow comp in august, I should have learned graphics programming ::D

I’m 14 and I’m all the way in wales.

 

Thanks for being such a nice community!

6 hour game jam while on an airplane!

On Wednesday I got on a 6 hour flight from my lovely home near Seattle, to Hawaii. I had arrived way to early and waited in the gate for 2 hours, which got me thinking and I decided to do a game jam while on the plane! Even though it was only 6 hours I used one of my 2D game engines that I managed to shove in a repository and clone onto my laptop before I left. Unfortunately they were out of first class, and me being the big person I am hardly fits in the coach seats, but I managed to get my laptop out, my extra batteries, and my headphones out as soon as they let us turn on electronics. I managed to make a fun little 2D sidescroller, but collision detection was being a pain and I had to resort to per-pixel collision, which is sort of cpu intensive the way I do it, another thing is there was no internet on our flight, and they block cellular connections so I was cutoff from irc and everything else. At least I got 6 hours of fun, and managed to elbow the person next to me at least 4 dozen times, and It made the flight go by so quickly. I think I am going to make the “Mile High Game Jam Club” with a set of rules similar to the comment I posted on http://www.ludumdare.com/compo/2012/06/14/joining-the-mile-high-club/ so I have a reason to program every time I am on a plane!

Im definitely in.

I’m ready. No clue what i’m gonna do, but probably something real world, as i have minimal programming skills. I’ll keep y’all posted if anything happens.

MiniLD #35 aka This gonna be good :D

As always, I’M IN!!!

I’m not sure how I’ll be making this game into some crazy, but I’ll have fun doing it! 😀

Good luck to everyone who’s joining in and I can’t wait to see what everyone does. I’ll be making updates to my blog and my twitter account during the whole time. Keep calm and make code!

Tags: dare, MiniLD35

I’m also in for the miniLD!

I’ll be using the same tools:

  • IDE: Eclipse
  • Language: Java
  • API: LWJGL & Slick2D
  • Graphics: Paint.NET
  • Sounds: SFXR

This time I will make sure not to make something too big. I learned my lesson from last Ludum Dare. As usual, I will write everything from scratch.

We are in!

We are in !

2 programmer + 1 graphic = awesome game!

Using :
Programmation : c++  with SFML on Microsoft Visual Studio  2010
Graphics : Photoshop
Lets have fun!

READY PLAYER ONE

Hello, everyone! My name is Nicolas (Giving away personal information online, hooray!), and I’ll hopefully be joining in for the fun. I’m enthusiastic to start working on creative projects, and it’ll give me some things to do this summer. Also, I’m looking forward to the upcoming, unique (Unique=theme, pun or something?) challenges of this competition. I’m not much of a programmer, (I lied. I’m not actually a programmer at all) but maybe, I’ll learn a few things while I’m here.

Uh… READY PLAYER TWO…?

Well, I made a deal with Wonckay I’d make a post right after he got the courage to make one. So, let’s see….

 

What do you do after you barely scrape through making a basic game in LD23?

Throw caution to the wind and make an extremely complicated one that totally overshoots your past experience! (Hey, the theme is Dare, am I right?)

So, Wonckay and I have been planning this game all week, and we have something that, if we can pull it off, should knock the socks off of everyone wearing them. We think you’re all going to enjoy it, and we know we will.

The art style is going to be based off old vector stuff as seen in games like Asteroids and Lunar Lander, which should be simultaneously easy to make and cool looking.

Wonckay just made his first post, so I guess that means we’re rolling now. (And apparently willing to give away personal information… I’m Tim.) I’ll be back later to show our progress, and maybe tell a story I’ve been wanting to.

Uh, first post and dare

Even though I have little programming experience, I’m going to be participating in this Ludum Dare (albeit not a “real” one) …

(hopefully) I’ll make something awesome!

-pi399

I’m In! (Way Over My Head)

Well, apparently it’s an unspoken rule that I have to make an “I’m in” post. So yes, I am “in”. As Tim explained, I’ll be helping him with the story/music to his ridiculously complex game, and maybe I’ll learn something about programming and how trying your best is all that matters along the way.

About the game, it focuses on the psychological aspects of life and death, making you the arbiter of who lives and who dies based on helping your crew mates fulfill their basic needs. Basically, you’re sort of like a soup kitchen. Wait, did I ruin the dark aspect of the game with that simile? My bad, Tim.

Let the games begin.

We are in for MiniLD #35

I’m a programmer. I actually work as software engineer and have a few games published in an Apple’s Appstore. My friend is the graphical artist, she is a student now. This will be our first LD. Tools and technologies we will be using are:

Good luck to all participants!

MiniLD#35 : I’m in !

Hi to All !

I’m all prepped up for my first Ludum Dare : I have a pile of sandwiches and an even bigger pile of “pain au chocolat”, more than enough to sustain myself for the next 48 hours.

My goal is to at least submit something finished.

Good luck to everybody.

-jujule

In and daring!

I’m in for the MiniLD #35! And (as I told) I already know what will I make. More than that, I went to bed after midnight, so I made a paper draft. But I’ll keep it secret for now.

Tools:

Coding: PhYard builder

Music: PXTone, Audacity, sfxr(maybe something else)

Graphics: MSPaint, Gimp, Notebook.

And my far-away-living brother will arrive here tomorrow or in Monday, so he is in, too 😛

MiniLD#35 – We are in!

Good morning from Lübeck in Germany.

I am in a room with two friends enjoying my morning coffee. We just
woke up after a night with lots of snoring and some hours of sleep. At
around midnight We started off with another friend who left with the
last bus and a remote design guy.

As a team with a Windows users, a Mac guy and some Linux nerds, we
choose libGDX as engine which chose us Java as language of choice. The
graphics guy uses Solid Works. For the quick 2D needs there is a Gimp
and Inkscape installed everywhere.

From our brainstorming there was a main theme that stuck: Space
Dragon! After a Pizza we discovered that space dragon is not space
dragon. The graphics guy called us to ask what the hell a space dragon
was and we explained it the way only programmers describe their
fantasy: You know, it looks awesome – like a space dragon!

By the time we went to bed there was some dragon on a white
background (with some displaced plane). You can flap the wings and
… watch an awesome green Space Dragon!

 

The space dragon in Solid Works

 

The space dragon in green and the displaced pink plane.

I’m in

I’m in for miniLD #35. I’ve got a neat idea that I want to see if I can pull it off, but if I’m unable to do it at least I learnt something in the process. :)

My tools:

Game Making Tool : Stencyl

Music (if any?) : PxTone

Drawing : Corel Painter or Paint.net, depending on the art style

Making a sandbox

As the title says, I’m making a sandbox. It’s somehow related with electricity.

The only thing you can do for now is clicking the switch, so I didn’t include the demo.

Belated I’m in!

I woke up feeling very unmotivated, played some Red Alert, and then some time in the afternoon I fell asleep. After some faffing in Blender, however, I suddenly feel a lot more excited, and so I’m in too! Whoop. I’ll be using good old Python with pybox2d and pyglet. Can’t wait to find out what my game’s about!

I’m in! If I have time!

I’m going to try and do this MiniLD, it’ll be by myself so it will probably suck. But it’ll be fun to experiment and get crazy. Be playing some old DOS games too this weekend, like Populous and Dungeon Master 2.

Composition 6

I will be busy at 17-18, so I decided to make a game at 15-16 (yes, I DARED to break the rules!).

I wanted to create a very heavy game, I hope I succeeded.

Here

First MINILD

First time I’m interested in a MINILD, the theme is really cool this time. I’ll be trying to make a game similar to The Guardian Legend, in which you have a space shooter and an exploration/roguelike game all-in-one. Graphics will be 8-bit, trying to follow the NES restrictions

 These are some sprites I made in advance, the girl will transform into a ship, like in the game

Using Construct 2 and Photoshop

Tags: 7Soul, MiniLD35

[α] Worlds leading dragon flight simulator in HTML5!

Most of the day we had fun (read trouble) to make our dragon fly in
your browser. This was the main point to use libGDX as a 3D engine. As
we did not identify the error in our old project the first step was to
copy everything over. After trying to fix some imaginary errors, we
realized that Eclipse did not notice that we change assets in the file
system.

Finally you can fly your own space dragon: Space Dragon
(Tested on Opera 12 with HWacc and WebGL enabled and Chrome)

The current steering is for dragon experts only:
– left arrow key: flap down your left wing
– right arrow key: flap down your right wing

Tip: flap, flap, flap and hit the rainbows

MiniLD #35 Progress

So, I felt like making something this weekend. Good timing with MiniLD 😀

Here is a concept:

It’s sorta like Super Crate Box + Doodle jump at the moment.
Not much of a game yet, but there is some sweet catharsis destroying misbehaving computers and jumping ever higher :)
Not sure how unique that combo is, but what the heck.

You can try out an alpha build here: https://dl.dropbox.com/u/17881592/Secret/JamJamJam3.swf
Arrows to run and jump. Space to shoot. 

Adding enemies is up next. And maybe multiple weapons. And dying, that would be good :)
But first sleep is sorely needed.

If you have any brilliant gameplay ideas i’d love to hear them.
Also, how does the controls feel?

Hugs!
/Hannes

 

 

Shattered (My first MiniLD! – MiniLD#35)

well, I guess I should start a thread to show that I’ve actually got something going.

the game I’m working on is called shattered, and it’s about a being of light that gets corrupted so much by a dark beast that it actually shatters, and the goal of the game is to recover the lost pieces of your light. I’m only going to put together the phase 1 of this during the competition, since the main scope of the game is much larger.

Here’s the small amount of display I’ve got so far, it doesn’t look like much, but I had to figure a couple things out, but now I’m on the right track, so I think I’ll be able to start getting more done quicker.

MiniLD #35 Progress

I’m totally new to all this competition stuff. It’s a challenge for me to design and implement a game in 48 hours (never succeeded before. lol).

The project implements mixed arcanoid+platformer mechanics. Player controlls a platform floating in a water. The ball hits the bricks on the top causing a water flow which makes water level rise => less time to catch the ball. All gfx (floating water, bubbles, waterfall) are implemented programmatically, I currently have only two assets embedded – a platform and a brick images.

Although static screenshot looks poor, it becomes much better in dynamics.

Mini-LD update

Hey, this is an update for our 3 person game.

Briefly, the concept was to create an RPG that could be played using only 1 button on the keyboard. This has led to some *interesting* design choices.

Journey so far :

We’ve gotten most of the sprites done, quite a bit of the music and the game engine is essentially complete. Here’s a screenshot of the latest build :

You can find our SVN repository in http://www.assembla.com/code/flaming-octopus-ninja-the-game/subversion/nodes

It’s in Python 2.7 with pygame

Mini LD Day One End

Woo! Mini LD.

Anyway what I’m doing for my LD entry is a bullet-hell-tower-defense hybrid. You basically place towers (turrets) in the worlds, and dodge the bullets that the creeps shoot at you. A lot of the content is done. Still need to do the game menu, scoring, death, sound, and balancing tweaks but it is going pretty well so far. Here are some screenshots.

 

Enjoy!

 

MiniLD#35. First day progress

Hi all!

We are building a hybride of a generic maze game with a sliding blocks puzzle. Basically, its a labyrinth where some parts of it are moveable. Here is a screenshot of what we have after first day:

Unfortunately, there is no much of a planned features done on a coding side: we have animated character, collisions, sliding blocks, hardcoded level stub and thats all. Art has a much better progress, we have graphics for much more objects that is not coded yet: special types of blocks, enemies, etc.

The plan for today: for the first half of a day try to implement as much features as we can. After 15:00 we will stop working on a new features, no matter of how many of them left, and start designing levels.

Thanks for you attention!

Game over! Try again?

After a day of coding, my flash player crashed, and I didn’t have a recent save.

Negative points:

* Coding almost from the beginning

* Will take 1 more day

Positive points:

* I’ll be able to code it normally

Comments

derevensky
17. Jun 2012 · 07:44 UTC
you didn’t compile your code at all?

MiniLD #35 report

24 hr and I’ve got something. Gfx refreshed, changed dimensions, cleared gameplay. I think I should focus on challange and balance. Then adding coins and interface/controls/perfromance polishing.

Compiled swf here (yep, music takes 99% of size). I wonder if I managed to make aqua setting clear enough.

 

 

 

This is what I have so far. The idea was to mix Tetris and Real Time Strategy. Each block in the Tetris pieces is a military unit. Kill enemy units, get some money for it, buy stronger units, break through their lines and rush to the castle.

Everything was progressing fine until this morning when I realized that :

1) there is a terrible performance issue. Maybe Unity was not the best tool for this kind of 2D project.

2) programming a Tetris playing AI in 48 hours for the opponent is a bit of a foolish endeavor.

Anyways, I’ll be working on it till midnight, just to see how far I can go.

Siegfried vs. Skeletons

We spontaneously decided to try out an idea we had for this mini ld! It’s a super simple 3-button highscore RPG. For now here’s where we are up to:

We’ve spent about 8 hours on this so far. Let’s hope we can finish this into a fun little browser game! :)

Cheers,
Bach

MiniLD #35 – Progress #2

Allrighty. Put a bit more work into my untitled bullet-hell doodle-jump thingie.

Have added a couple of ways to die, scores and such.

Also tweaked the controls and collisions a bit, hopefully to the better.

Not sure what to do next. Maybe I should do powerups like other guns, a jetpack, a shield etc.
Maybe more obstacles too. Have some lasers and such in my concept.

Another Question: Should I keep the One Hit Kill or add a health system?

My high score is 4498 cm at the moment. Can you beat that? 😀
Play here

/Hannes

Comments

davidllanos22
17. Jun 2012 · 10:45 UTC
I made 1992! The year I was born 😛 I think that it’s okay the one hit kill, it’s very challenging :) Well done so far!
SpeedUP
17. Jun 2012 · 16:35 UTC
Hi. This is flixel? Can you explain how you solve problem with jittery camera?