Scratch servers suddenly broke for a couple minutes!?
Our work has been reset a bit, quickly recovered though!
Our work has been reset a bit, quickly recovered though!
May the force be with you
I feel like I am getting the code for the physics working better, it took me way more time than I hoped.
(Placeholder boxes ftw)
Ok so my idea is actually pretty basic, you're a data compressor, you have to make a string text be no bigger than the allowed space.
However you must also be able to extract the same text from the compressed data at the end. HOPEFULLY that'll be challenging and fun! :P
You'll play as a barbarian lady captured by aliens!

this counts as animating right?

Now I just need to start reducing the space you can move in!
Our first day went really well actually, and we made a ton of progress on the different assets and pieces that we need to make this puzzle really pop. I'm super excited to get going today for my longest stream of the Jam, which will probably be about 14 hours :skull:. I hope to see you all there! :heart:

First time taking part. Had a slow start but now starting to put things together!

My 80's handheld device is getting there. I think I am mostly happy with the mechanics, balance and scoring. Going to tweak a little more, decide on final placement and then I can do an art pass on the whole lot. I think I might also make the credits a large sticker on the back of the game that you can flip over and read like instructions. WIP gif here -

Still lots of debug info on the screen, but you can shoot cars now to disable their engines and your own engines fire up on movement
Next up is a little task called "Car AI"

During ludum Dare after long days of coding, it's very healthy to get some water. Have a nice day/Ludum Dare!
Slow going but progress is being made...always the wave of emotion during this with the I'm so far behind...no I'm good...I'm so far behind...etc...

First day is slowly closing in even though I have a couple of hours left before bedtime. It's always about this time I start to feel like I don't get anywhere. I need to really focus on nailing the main stuff down now.
Mhhhmmm, what should Alice take first, the cookie or the mysterious flask?
I wonder what they do in such a limited space... 
The game will be called "Time it right", where you will have to assemble a payload of carefully timed explosives which propel the object in different directions with the goal of it reaching the end of a vertical labyrinth. The number of explosives and fuses you can put in the payload will be limited. In this prototype the payload is hard-coded.


Seeing how far I can get in an OpenGL first person shooter. Spent the first 6ish hours of day 1 making an AK 47, another hour or so arms. Then 5 idk hours in the engine. I started the camera movement and renderer a few weeks ago and today added collision, weapon stuff and idk the day is a blur. Search TokyoSpliff on youtube for the stream. Tomorrow I guess i gotta implement skeletal animation, ragdolls with PhysX, and hack together enemy AI of some kind.
Making progress, making progress! Designed a few 3d models, fixed some texture bugs, made some art, implemented a "clue" system, finished the map-definition system. Next I guess I'll add a few puzzles. I'm going for a Myst-like horror adventure game where the walls close in the further through the catacombs you explore.
Might not have time for the actual "walls closing in part" which is the entire theme bit lol. But we'll see!

We have a shoddy engine, shoddy electricals.. and movement! Now just the rest of the mechanics at sea and then we can begin work for the docks.

Just a few more hours until the end of day 1! I've been working on a lot of "nuts and bolts" stuff, but now onto fun things like level design and then implementing a few obstacles and a few creatures... I'm hoping to have most of the core stuff done by the end of day 1, as well as some much-needed art and sound work.