LD24 August 24–27, 2012

End of the first coding session

I am satisfied with the state of the game after couple of hours of coding. Getting really tired though. A lot of work needs to be done – sound and music, some kind of levels, tweaking the skills etc…

Here is short video of the current gameplay. (somewhat boring now, but stay tuned! :-D)

DGP: Space Lion – teaser

DGP is ready to fight some aliens, Goa-style.

These enemies look harmless, but DGP must be careful. They evolve amazingly quickly, and before long, they will be immune to his attacks!

Progress 3. And then there were ducks.

It’s probably because I’m so tired, but things are still not picking up. I’m now working on the first enemy. There will be 5 (if I get my way).

I want to show you what I have before I go to sleep

 

Click the image to try the game out. It’s made for html5.

Deep into the void

Chugging on over here in the UK time zone, not enjoying the sleep deprivation, but hey, that’s part of the experience.

I now have ages finished, once each continent reaches its max research, the world moves onto the next age.

Ages

Those SheCats

So done the animations on the She Cats -they will work as a choice quest.

As an adult cat you feel like mating but first you must prove your worth by hunting food for your love.

Only then will you be considered a partner and a healthy relationship will comence until you become old.

Status update (end of day one)

Sometimes I think I’m just nuts….or I just need sleep

I’d love to make a gif, but I don’t know how to from Flash Builder 😀

Jam update… What a day! :)

The end of the first day is upon us…

After several hours of brain storming this morning we finally settled on doing something a bit old school.

Anyone remember Golden Axe/Streets of Rage ?

Essentially we decided to go the route of a side scrolling beat em up. The idea is you start out in human form and begin a journey through your own dreamscape. As you progress you can choose to remain human and use those abilities or you can embrace the darkness. By doing so you begin to evolve into something else through death becoming more powerful each time you die. By conquering the various challenges posed to you throughout your dreamscape you can aquire new dark abilities causing you to evolve further. The more you evolve, the less human you become, until the darkness takes over and you become something else entirely.

Will you stay human, or embrace the gifts of the darkness and become something new?

Status

  • Sprites for the player and all dark forms are almost done.
  • Code for sprites, fonts, rendering & creatures almost done.

Tomorrow

  • Finish up on previous days items
  • Sprite animation code
  • Start working on the first level
  • Sprites for the other creatures
  • Player and input code
  • Working play test

Phew, time for sleep… (long day) :)

We are live streaming on;

  • http://twitch.tv/ravenix_dave (Me, Programmer)
  • http://twitch.tv/ravenix_shozak (Jam partner, Artist)

Day 1 Progress

00:46 over here. Quite happy with today’s progress, who’d have guessed! My approach is an arena-type gene-combining arcade thing, got most functionality in, now for visuals and enemy variations.

Comments

25. Aug 2012 · 20:51 UTC
That looks threeee deeee! Trippy perspective!

Cage Flight: Survival of the Fittest

a massive multi-player on-line space-fighter beat’em-up!

no pansy foyers and menus; just straight in, spawning right in the middle of crazy space cage combat.

End of day 1:

watch?v=fS-JMsLi2E0

Write the name down: Cage Flight – because you’re gona wanta play it next week for sure! 😉

 

Comments

wombatica
25. Aug 2012 · 20:52 UTC
loving it.

Day 1 is over!

Now the first day is over for us! We have made a decent amount of progress to our core game mechanism and tomorrow we will start adding stuff and polishing the game!

Our game idea is that you are trapped in a house and have to go trough all the rooms and find different things in them. Every time you finished a room you have to start over and redo everything except that you have a new item to your disposal that will help you to unlock the next room. Therefore you will evolve!

Try it out here!

Download here!

 

 

Feedback is appreciated:D

phew this is hard work

i got the music and programming done now im just tweeking some stuff do the gameplay is as fun as it can be :3

trying to sort out how i want the chase to work ill hopefully have the finished game uploaded soon ^_^

Dropping Out

Due to no real, working deployment methods for Ruby on Windows.

Screenshot: http://d.pr/i/MV7C+

Source (awful sleep deprived code): http://github.com/hovatterz/Ludum-Dare-24

 

I’m pretty happy with getting that much running smoothly in Ruby, so not a total loss. Next time I won’t make the mistake of using Ruby again.

Comments

25. Aug 2012 · 20:56 UTC
Aw. It’s looking great! There’s no way to deploy a Ruby-based game? That doesn’t seem right.
Jorjon
25. Aug 2012 · 21:23 UTC
You can always make the port to Windows after compo.

The calm before the storm…

I had this healthy snack before eating lots and lots of pizza. This was the first time I had pizza in months, so bleh. Well deserved.

I have 9 or so hours left to submit my game. Let’s finish it up! 😀

Tags: foodphoto

First day done!

The game now has a font engine, physics engine, render engine, and entity engine. All i need is CONTENT. Since i am working with another person, this is the workflow:

 

Day 1(done): Code framework

Day 2: Add content

Day 3: Polish and music

 

Here is a screenshot!

Note: Yeah, this does look like metagun. We havent agreed on art, so i just made art. And because it was a platformer i had metagun in my head. The game is different, and i have source code to prove it.

Drawing a block of text in Slick Java

This was easier than I thought, but if anyone else has a need for this here is the code:

import org.newdawn.slick.Font;
 import org.newdawn.slick.geom.Rectangle;
 import org.newdawn.slick.geom.ShapeRenderer;
 
 public class TextBox {
 
     private float x;
     private float y;
     private float width;
     private String text;
     private Font font;
     private Rectangle rectangle;
 
     private String drawText;
 
     public TextBox(float x, float y, float width, String text, Font font, float margin)
     {
         this.x = x;
         this.y = y;
         this.width = width;
         this.text = text;
         this.font = font;
 
         // Break the text into words
         String[] wordArray = text.split(" ");
         drawText = "";
         String curText = "";
         for (int i = 0; i < wordArray.length; i++)
         {    
             if (font.getWidth(curText + " " + wordArray[i]) > width)
             {
                 drawText += "\n";
                 curText = "";
             }
 
             drawText += wordArray[i] + " ";        
             curText += wordArray[i] + " ";
         }    
 
         rectangle = new Rectangle(x-margin, y-margin, width + (margin * 2), font.getHeight(drawText) + (margin * 2));
     }
 
     public void draw()
     {
         font.drawString(x, y, drawText);
         ShapeRenderer.draw(rectangle);
     }
 }

Edit: There was a bug in the code that I fixed above. I guess it wasn’t so easy after all…

Definitely very very late !

So here is where I am at the end of the first day.

Story :

An unknown Shadow Agent has implented K-pop augmented kittens in every Zombie Scientists from the Center Brain of Planet Mars. As a result all mega-neural-computers of said Scientists have started manufacturing a new weapon of mass destruction : the Random Evolution Bomb. These devices, dropped on our planet, randomize evolution of all animals within their range, effectively creating monstruous hybrids.

Of course, your hot girlfriend is the key to saving the world : here genetic code holds the identity of the shadow agent and the map to the Zombie Scientists weapon factories is tatooed somewhere on her body. Cut through the army of randomly evolved monsters and reach her to save the world !

Good luck.
Kisses.

So, that’s it. Each level is a random map, with an increasing number of random bombs dropped on each of them. It generates dangerous hybrids that you have to fight. I have an ASCII console working in Unity ( should have made it before hand and published it, I lost 4 hours on that ), random map generation is working and animals are internally defined as a list of body parts I can rearrange at will.

Tomorrow I’ll start working on the combat system. I still don’t know if I’ll try a sort of top / down beat them all or a JRPG fighting system. Probably the later, considering the time I have left.

A map and a list of all animals on it.

 

Good luck to everybody, that’s a tough theme.

– jujule

What a wonderful day to evolve

I can happily enjoy my today’s meal of cells. I’ll go deeper, because I know that at 5000 meters under the sea level there gonna be a lot of tiny tasty… What is that? OH GOD NO, HELP ME.

 

Day 1: A floating head!

So as usual I’ve started something way too big and I’m spending all my time playing with texture tools and things like that. So no game yet but I have a floating head. How cool is that?

Behind the doors are supposed to be the game areas, they don’t exist yet. Also I’ll probably need to abandon my 3rd person idea to save time on the main character even though i already lost some making the camera and controls for it. There is a good chance I’ll have to submit in the jam category.

It glows!

Floating head!

Tags: screenshot, wip

Sadly Withdrawing

This was my first Ludum Dare and quite frankly, it was a disaster.  Well, it wasn’t too bad, not enough to discourage me from ever coming back.  I realised something, I need to come back to the next Ludum Dare with a solid base code, a quicker language to develop in than java (thinking pygame / python) and a better understand of graphics tools.  It’s not a complete waste of time, I’m quite happy with the progress I made given the circumstances :) Oh, not to mention it took me ages to get an idea for the theme.  I guess that’s all part of the fun though! 😀

Engine Ported

So now I’ve gotten the engine for this game, working title Evolution (hurr durr) at the same level as my other project.  Here it is rendering a blank screen atm: Screenshot of my setup

As you can see, I’m going with Java for this project.

Good job SCE…

And no i don’t mean Sony…talking about Southern California Edison…my power company.  TWO power outages so far this LD, first power outages of the season actually, but then it doesn’t surprise me that much, SCE is notoriously bad on peak days and this LD is timed pretty poorly for us, this is the first college weekend of the semester so today there’s thousands upon thousands of students all staying home to get their first week paperwork/homework complete, indoors with AC’s cranked.   Hopefully we don’t get too many more rolling blackouts in this area, this last one was bad, was down for about 30 minutes and my battery backups died :/

 

This is definitely making things harder than they should be….

I was having a bad time

Here I wanted to make a small game in game maker, but ended messing up with game maker because I’m not quite familiar with it scripting language.

Anyway now I have a challenging strategy puzzle game (not sure if there is a winning strategy or always draw), and template graphics with no sound:

You can play it HERE.
Tomorrow I will add some new sprites and sound.
Good luck to everybody.

Reasonable Progress

My game is already half-playable here: http://www.inf.ufrgs.br/~rcpinto/LD24/
It’s still not possible to die and there is no hud, powerups or different weapons, which I plan to add tomorrow. But it’s already possible to kill the enemies and see their behavior evolve! To achieve this, I’ve used a simplified genetic algorithm combined with a single layer neural network.

And since I didn’t post my setup before the competition start due to some strange word press bug, here it goes:
Language: HTML5/JS
Engines/Libs: Crafty + Sylvester
Editor: Gedit
Audio: Bfxr + Audacity + Wolfram Tones + Timidity
Graphics: Gimp + Inkscape

Tags: Crafty, evolution, Genetic Algorithms, html5, javascript, ld24, Neural Networks

Day 2 Progress

My gameplay is pretty close to being done at this point, but I’m realizing I have a ton of graphics and animation to get done tomorrow. Also, I haven’t even started on audio yet.

Oh well, here’s a screenshot:

LD24: Evolution: Arrrrrrrrgh: ME BRAINS

My brain feels kind of mushy. I’ve been slowly improving on what I had last night, trying to fix the multitude of little problems that came up. Well, it’s better anyway.

After much tweaking and noodling around, the damn dots finally recognize each other and group up. I could probably spend the entire remaining 20 hours or so polishing up and improving this behavior, but I think it’s better to turn my attention elsewhere and try to see if I can get any gameplay up in this.

So yes, it’s that time again: Time for the traditional Ludum Dare lowering of the expectations! Current plan is to get it set up with some terrain, food, water, etcetera. Animals will eat, shit, die, all that good stuff. The role of the player will be to strike down select animals to help maintain the health of the overall ecology. Much as with the original hunter concept, but easier to program in 20 hours.

So yeah. Wish me luck.

A day full of bugs

Finally starting to get somewhere though.
The player can build upon its avatar using a building block system, player input is signalled through all blocks from its root. The blocks have specified connection points, so the building system is not limited to blocks. In the screenshot below the player has two heads, both shooting bullets when space is pressed:

Build Problems

Ok I’m having some issues right now with creating an executable jar file for the game. I’m using the netbeans IDE and the first time I tried I got an error saying  no lwjgl in java.library.path after fiddling with it for a while I used jar splice to create a fat jar and now get the error Can’t Load IA 32-bit .dll on a AMD 64-bit platform. I have no idea what to do about this and all I found via googling has brought up nothing. I doesn’t seem to have anything to do with the operating system or version of java as I tried running it on my 32-bit laptop to see if It would run. But its not working if anyone knows what to do please help me on this one I would hate for a days work to go to waste. My other option is to program an entirely new engine from scratch instead of using Slick 2D and to be honest I don’t really want to do that.

My Team Is Evolving (no-pun)

We have inlisted a new member to team ollie my little sister Julia Parry.
i have a second vlog out,
My room is full of music and trashed,

The Game is Evolving…

You see what I did there?

Anyway, I’ve got a fairly solid idea, and I’m pretty proud of that. To be honest, I wasn’t sure I was going to make it even this far. It’s really motivating to know that I’m actually making progress. I tried to upload a screenshot, but I don’t think the .tiff format is working.

My concept focuses on a farm at which strange and scientifically impossible genetic experiments are performed. Of course, the player gets to perform these experiments and essentially mix and match various parts to create hybrid creatures. It sounds complex, but so far I’ve been doing all right. I’m more concerned about how many visual assets I’ll have to spare. That and the GUI. Most of the gameplay will involve interacting with said creatures, ranging from poking to cloning, and whatever else fun and probably unethical that comes to mind.

 

First in-game shot

I finally got the SNES tilemap and sprites set up. Here’s the first screenshot showing a forground non-scrolling scorebar, and scrolling background layer, and a single sprite (the bacon strips):

 

BOOM ! It’s “David McCallum : The Game”

Sat watching Benedict Cumbercrunch mumbling on tv & thinking about making this. So now I’m making it ! – It will be a almost as good as the last game I never finished for LD ! Going to bed now as there are plans to visit a farm tommorrow. YES THAT IS RIGHT I AM GOING TO THE FARM MOMMA.

Ps. Still have a bunch of nice (if large sprites from a previous pixellated Evolution cartoon sitting in a zip on my site if anyone is needing A.R.T. ) – zip contains full walk sequences for Amoeba/Fish/Reptile/Ape/BurgerChef/HighlyEvolved Burger Chef + intemediaries) – DETAILS at link below.

http://gametoilet.posterous.com/uploading-some-handy-evolution-sprite-sheets

ok – good luck everyone 😀

Day 1: Summary

Day 1 with 19 hours of coding (including some breaks in between) is coming to an end. As usual, I did not progress as far as I would have liked, but it is definitely better than in previous LDs; at least technology-wise. Even though I did not prepare anything, I was able to build a full raycasting-based software renderer on this day. I wanted to replicated the feel and art-style of a Wolfenstein 3D-like game. The idea was/is that this will allow even fairly limited pixel-art to look nice and retro. So, more time coding, less time spent in Paint.NET. And I like the idea of pushing each pixel on the screen myself and having full control. I have already discovered some nice visual effects by accident.

The software renderer was actually the main thing I was working on today and I had some occasion of thinking to drop out. The simple case of rendering one quadrant of the the map correctly was done after a few hours. The funny part started with the edge cases and making the code work for all four quadrants of the players facing direction.
I actually had looked up a tutorial about raycasting before the LD, but did not use it extensively. I wanted to judge my understanding of the problem and I am quiet happy with how it turned out. Especially, I am surprise how fast the implementation is running (>1200 frames per seconds) considering that I did not do any optimization and bit-shifting tricks. It is all floating-point operations which is slower in general, but helps the understanding of the code.

Even though the attached screenshot looks fine, I still have some glitch in the texture-mapping for the walls. This will be the first thing to get fixed tomorrow morning. As it is quiet late already I rather spent the time on some art and the bitmap font. I noticed hours ago that bug-free coding is not happening anymore today…

What else? I did not spent much time to think about the actual game mechanics and story, yet. I hope something will pop up over night; if not, it will become a standard shoot-em up.

What’s on the agenda for tomorrow? A lot:
– Soundtrack and game sounds
– Artwork: textures, sprites
– Speaking about sprites: The renderer still needs support for the character sprites. But it should be “easily” possible to reuse the wall-code for that purpose.
– Enemies and Game mechanics: Still not sure about the actual goal of the game, so not sure what the enemies/characters will do. A theme like “Evolution” actually dictates to build something heavily AI-focus. But, I haven’t been doing AI since university and I don’t want to open up another can of worms in the last hours I have left.
– Menu system and Highscore board; I like Highscore boards :-)
– If i have lots and lots of time, I would like to extend the renderer to also support textured floors. Up to now, it just a color-filled rectangle at the bottom half of the screen, simulating the floor.

Oh yeah: As I was spending the last hours on art-work, the logo for the game is done. You see it on the screenshot. I don’t have time to waste on redoing the logo, so
“Shit! It’s Evolving” it is. No idea yet “what” is evolving, though…

Good night!

Some random walls and a textured block. Doesn’t look that fancy for 19 hours of work…

Quick Update

I just woke up *yawn*

My game is going to be based around slimes,

you start small, get other blobs and grow,

the game gets harder because your more likely to drown in the water or be poped by a spike

 

I wont be posting a screenshot (yet)

beacause i really just have a powerful engine, but its not displaying anything yet.

 

I am using raw XNA (no libary’s) for the first time, but because i am good at making engines,

(i make engines whenever i start a new language) it should be easy to peice together a good game

 

Until submission,

BinaryBot coding out! 😀

 

Working late…

This is a screenshot

Comments

mohammad
07. Sep 2012 · 01:39 UTC
Who doesn’t make games drunk?

Screw the somber!

Gameplay almost complete

second screenshot

second screenshot

Still temporary graphics from old game, your animal(the dude) can either shoot lasers(the rat) at incoming enemies (the stars) or dash-kill them. More superpower are on the way and also mating and evolving. In short, the game is a mix between two previous ld games: loupton and diamond hollow.

food

food

Tags: foodphoto, progress

Sound added!

Well, I added sound. Unfortunately, I can’t really show you in a post. But it’s their, and you will see when I finish and upload my game likely tomorrow afternoon. Since I forgot to mention earlier, I made a github repo for anyone who wants the source as it’s developed: https://github.com/rye761/LD24—Evolution- Ok, off to try a couple other unfinished games and do some more enhancements.

:(

I need to pull out :(

Progress report!!!

Cue the unoriginal blog title. moving on. So, so far I have scrapped 3 ideas.

Idea 1 was a port of an old MMF2 game that I liked really well and wanted to see it in flash. It didn’t feel right.

Idea 2 was a snake game like flow. I scrapped that cause I remembered, oh yeah, no one’s done snake in Flixel before so I don’t know how to go about it.

Idea 3 is what I’m going with for now. It’s sort of like an increpare idea. I forget if he has you take away or something. But the idea is, you are presented with cromosomes, and you are told the next one you need. You have a menu of 4 at the bottom. You click on one, then click on the part above to see if it matches a formula to get a new piece. There’s something about moves and such but I don’t know what for yet. Oh, wait if I really wanted to be like increpare I shouldn’t have said anything and said it’s a game about pieces. Okay, moving on.

Mini-jam game:

Uh, yeah, I didn’t get that finished. Knew I shoulda said something earlier but, ah well.

What kind of evolution could it be?

Hey, maybe Crab could be finished before the deadline! The program is nearly done – sounds and musics still need to be included though.

I’ve included background and foreground, fade-in/out between maps…

 

Aaaand, here’s a new screenshot!

and so the first day ends

I thought I would have more after 13 hours but w/e it’s starting to get somewhere. I’m pretty sure my idea is over ambitious but I’ll see it through to the end.

Whoever wants to decompose a kitten like creature can do so with the day 1 build of “The Lost Laboratory” availabe  here.

Moving is done with the arrow keys. to interact with the creature get close to it, click it to kill it then click it to pick it up, then walk through the door . Get close to the Genalyser(tm) and click it to open it, then click it again to drop the creature into it, then click it again to let it decompose the creature. You can repeat this process until you are satisfied.

I’ll try to make this fun tomorrow.

coming along…

…better than I thought.
JavaScript serves a nice backhand with first-class functions, which makes generating the ‘streets’ a lot easier – by nesting multiple small functions that each do one specific thing (e.g. influence curvature, amount of obstacles, ‘street’ diameter).

What is less nice is the way transparency is handled; my sprites show an ugly rim. I have a vague idea what the problem is, but don’t know of any image editors that save their transparencies in the proper way :(

Still a lot to do.

Qbasic Update

almost 2000 lines of code and had to mount on dosbox to run on windows but Indie game this is going to be

About 60% complete

VENA Game

Though I would show my progress. Making a little shmup where your a nano machine fighting of and evolving virus. Have most of the basic items set up just need to add animations/sprites for everything, add a UI and get the virus evolving.
Have a small issue with the Enemies not firing until they are a fully on the screen which I may try and fix nearer the end. Just wish I has minus coordinates ;_;.

Third coffee shop today…

Almost at the fearful part; while an actor system is up and running, level, graphics, sound, and most importantly… fun are still on the TODO.  I’ll settle just for the fun.

Update mI’ wej (I hope that’s Klingon for number three) – Oy

Turns out I’ve managed to code myself into a nasty corner. I’ve been spending the last couple hours trying to get out of it. Hopefully I’ll manage by morning.

Most defiantly not going to hit the compo deadline, anyways I was aiming for the jam.

Today’s setbacks simply mean cutting down on branching.

That’ll likely let me polish and balance better.

-Good night (didn’t even get a chance to take a picture of my dinner)

Look what I found…!

I seem to have found something awesome in this chest!

Progress Report: I wrote a blog post (nothing else though)

Yeah. I’ve been driving (well, being driven) home all day. I haven’t started yet. I’m going to go with my idea for making a game where you facilitate evolution and try to make everything not kill each other. It seemed like it was a game begging to be made, just because I’ve not seen any games with a similar concept.

The baby has a name

I got a lot of work done today and I’m totally happy with it. I’m happy with the graphics, I’m happy with the idea. And the project also has a name now: Absorption

 

Also, I added levels, a level progress bar, a “Level complete” screen and an info box which will explain the game to the player level after level. The Campaign mode will consist of 7 or 8 levels and will most likely be there to introduce the game mechanics to the player. The real fun starts with the Endless Mode which will also contain a highscore list. Still a lot of work to do, but I think I will make it in time.

Here’s another Ingame Screenshot:

 

Latest playable version is available on github.com – you might have to reload the page a few times to see the new changes (in case you have played the game before).

Yay! Content Creation Time

Good news! I have my first content file format in an LD competition and here it is, as generic as you can get it

_,_,_,_,_,_,_,_,_,
_,_,O,_,_,_,O,_,_,
_,_,_,_,_,_,_,_,_,
_,_,_,_,_,_,_,_,_,
_,_,_,_,_,_,_,_,_,
_,_,_,_,_,_,_,_,_,
_,_,_,_,_,_,_,_,_,
_,_,O,_,_,_,O,_,_,
_,_,_,_,_,_,_,_,_,

_,_,_,_,_,_,_,_,_,
_,_,O,_,_,_,O,_,_,
_,_,O,_,_,_,O,_,_,
_,_,_,_,_,_,_,_,_,
_,_,_,_,_,_,_,_,_,
_,_,_,_,_,_,_,_,_,
_,_,O,_,_,_,O,_,_,
_,_,O,_,_,_,O,_,_,
_,_,_,_,_,_,_,_,_,

_,_,_,_,_,_,_,_,_,
_,_,O,_,_,_,O,_,_,
_,O,O,_,_,_,O,O,_,
_,_,_,_,_,_,_,_,_,
_,_,_,_,_,_,_,_,_,
_,_,_,_,_,_,_,_,_,
_,O,O,_,_,_,O,O,_,
_,_,O,_,_,_,O,_,_,
_,_,_,_,_,_,_,_,_,

So this is what it generates:

It needs a bit of work but at least I can begin moving forward this time around my first compo I was barely able to into the programming, getting better this time around but still I dunno I think I’m behind, by like alot. What do you think?

Update #2: Life will find a way

Time is almost halfway up and I only have the very basics of gameplay done :( Must work faster!

Comments

BinaryBot
26. Aug 2012 · 02:57 UTC
Ditto!

Whole new game and Genepods

Yeah so my other game was getting very complicated, laggy and buggy and it was to complex for me to do so I decided to switch to another game. I lost about 14 hours of work so I will have to catch up.

Photobucket

Me flying around the room.

Photobucket

Photobucket

A cacoon (known as the genepod) is forming around me.

Photobucket

The genepod menu. Provided you have enough food you can mutate.

 

I got most of my inspiration from the the theme itself and from the Zerg (star craft).

First demo of evolving colour block craziness

First video demo of level one. This shows the player shooting, ‘hacking’ the tower settings and destroying a barrier. Different coloured objects react differently with each other. If the RGB values of the block are higher than (i.e. brighter) than the barrier, the block which just go through. The barrier is destroyed when its combined RGB values are below 30 (this gets a bit hard to see in the video as it’s very dark). Damage is applied to the barrier by subtracting the colour values, so a pure green block (rgb(0,255,0)) can’t damage a pure red block (rgb(255,0,0)).

You can see the video on YouTube:

Level one demo

My first update!

After a horrible time with no idea i managed to get a cool idea! (Still secret :3)

But the “no idea time” gave me some time to focus on a better resource loader and gui menu (you probably won’t notice any of these things :'( but they made the game a little better and will help with the real coding)

So here is my first playable demo! (jumping and walking)

Click me 😀

 

Good luck coding everyone!

Progress Report

So, I’ve made a ton of progress today. Not only did I solidify the game’s concept, I solidified the game’s mechanics as well. Tomorrow will mostly be a tweaking & sound effects day. The code works pretty well, though there’s some situations where elements don’t exactly line up and the dog will be a pixel off from the food dish.

I’m tentatively calling my game Yellow Dog. We have a beloved yellow labrador, and she’s missing out on my company this weekend, since I’m doing this. If she only knew…

Progress, f…cking time

Just want to post current progress, 1 tile from many to goo .. Have bad feeling about finishing on time.

Is this Evolution… or something else?

I’ve been a bit slow getting the images and swappable parts into the game, so at the end of Day 1 I was only able to draw three characters for my Arena, but I’ve finally got the randomizeGenome function working, and I now have multitude of strange combinations attacking from all sides!

The concept is proven. Now to make a game of it!

Protean: Not as far behind as I look…

My usual approach to Ludum Dare is to spend Friday night on pure concept design, Saturday on all the tech stuff, and Sunday fleshing out content (graphics, sound) and tuning and polishing the game.

I like to do the very first stages of concept design on paper, because it doesn’t tempt me to start dicking around with code or task lists or any of that before I’ve figured out what I even want to do. So here’s what I came up with last night:

I’ve spent today writing all the code that makes that stuff work. Since I haven’t spent any time on graphics yet, it’s a little underwhelming:

But! There’s a fully-functional 2D shmup there, with procedurally-generated enemies and behaviors, and the scaffolding for having those enemies mate and produce offspring which combine and mutate their traits.

I’ve got an art style in mind too, which should start showing up tomorrow. No concept drawings or anything though, largely because I’m terrible at that sort of thing. 😛

Comments

Guardian_Bob
25. Aug 2012 · 22:03 UTC
Nice man. I’m in the consume all things mode too.

End of the day!

Whoa! I’m done for today!

256 hand-made frames of green something! Now I only need to duplicate it in red  and I can start making backgrounds :)

It’s a strange feeling but I feel like I’m getting closer to the end!

Ok! I’m out of here for a couple of hours! Have a nice day!

Lovely alien

title

Estado número informe 2

I don’t actually speak much spanish, and I am not spanish.

Translation: Status report number 2

I am now 3/4 done with my game. I finished up ant and fly modes. The map for the fly mode is now 256*16, but I didn’t feel like mapping all that out so I wrote a simple world generator. Sometimes (Hopefully very rarely) it will generate impossible terrain. Just hit “R” like the message tells you. The message says that it does that very frequently because it used to do that. I haven’t changed it yet.

Beta build!

I’m gonna upload it to dropbox once dropbox finishes installing =P

I’ve pushed myself for all there is today.

I’m pushing myself pretty hard on this game. It’s worn me out tonight. No amount of coffee can keep me focused. I’ll take a nap and start back in the early hours of the morning. The game is progressing wonderfully, though. I just need to add all the cool features I planned out last night. And seriously drive it home tomorrow.

Thank you Ludum Dare, for making me believe I can go further, push harder, and make something great. It’s not over, and tomorrow will be so much work. But I’m ready. I’ve been here for almost two years, making games in a seemingly impossible amount of time. And I get better each time. So it will be with this one. But for now…my eyes can’t focus, my calculations can’t calculate, and my body just wants a while to rest. See you in the morning!

Tags: Fish, preparations, sleep, thanks ludum dare

Day 1 finished! What have we got…

Well, I think day 1 went pretty well. Got most of the gfx engine and main class structured down. Only thing that is left is the fighting gameplay, mob randomization and boss stuff(oh and sound by sssssh).

So that is that! The lastest build of what is going on so far can be found here: http://tentaclenoises.co.uk/LD24/Evolution%20Game_1_0_0_3.rar
Requires XNA 4.0

R-D-R

Here is a fairly current screenshot of my project, Revive-Die-Revise where you play as an immortal wizard trapped in some hell hole. The current idea is in order to win you must survive all the waves, every enemy you kill grants you points to mutate your only attack to use against the critters in there.

SS1
A pillar!
This has been pretty fun so far, I always wanted to experiment with a fake lighting system of some sort using hand drawn art instead of 3D renders, I think its coming out pretty well. Things light up from multiple light sources though… the mode that allows this sort of redicuousness is so slow it just about kills the program. Anyway right now I am working on making it more of a game like actually putting in the system that changes your spell and stuff.

 

Need a break before fixing AI

just a screenshot in game, the AI is broken right now, but everything else works fine.

Aaand a break

Time flies by.
A thing I learned the hard way today:
I overslept and woke up at 2pm.

Bam, 4 hours lost.

2 hours of coding, then I met my friends.
Bam, 8 hours lost.

I’m home for a few hours now, and I got most of the things under the hood working.
Now working on the textures, here is a little screenshot of the main character:
Sometimes I suck at graphics, but I like this one 😀

Gonna eat a pizza and brew some more coffee now.

Evolving… Trolls?

Something is brewing..

The plan is to make a god-game, where you evolve your own perfect race of trolls, and lay waste to the races evolved by your competing gods.

Now for some sleep though…

Food fight!

Kinda, sorta, getting there.

Low FPS is because of sprites that never get cleared out of the World. Like sauce projectiles that go on forever.

LDGame

Yeah, really easy gamename. No I’m not really creative in name finding or anything like that.
So, what did I do in the last, let’s say 10 hours after beginning to start coding for LudumDare?

Nothing really special. Did some gamestatemanagement (correct written?), so that you can see menu, game and that’s it.

So, the “mainmenu” is nothing more than a four-point-menu.
First item: start new game.
Second: Options, will land on an “Derp”-Page. (Content: “here is nothing”)
Third: About, will land on an “Derp”-Page.
Fourth: exit (the most used function, I hope :D)

What can you expect of my game?
A godlike game where you can manipulate the environment for or against the creatures on the map.
You will have to bring the creatues in the “end-state” – the creatures are no more bind on a physical layer on earth, they’re free in everything.

The problem is: I didn’t made as much progess as I could have.
Here is, what it looks like in current state:

Move on the map is with right Mouse drag and arrow keys.

Please comment and give me some feedback: how it looks, what features you want, how you want it to be controlled and such things. I would appreciate it 😀

Broken Mood.

Well the Game I wanna make is broken at the minute and I need sleep as I have work tomorrow. There’s no way I’ll make it into the Comp at this point so it’s the jam for me, it’s disappointing as well because this is my first LD (and if finished will be my first actual game) and I definitely want to submit something.

hopefully I will be fully charged tomorrow morning 😀

Ludum Dare Power Food (Dinner Time Saturday)

Ludum Dare Saturday Dinner

It’s dinner time on Saturday. Yum!

I’m seeing a lot of food based posts so where is my dinner tonight (Saturday). 30 minute prep time. Now it’s time to get back to work! 😀

I’m beginning to notice a pattern

My game just isn’t working out. I think I’m gonna drop out again. One day I’ll actually finish one of these. I’m not coming out of this one completely empty handed, though. I’ll always have the memory of getting lots of hearts and and a freakin’ TROPHY for my super awesome title screen.

Art Assets complete

Finally finished all the art assets we’ll need:

Time to start tunning the collisions and triggers that are only half done.

Day 1 progress

After a somewhat troubled first day of diminishing progress, I have most of the mechanics in place for my quite simple concept in the hopes of heaping on juicy polish tomorrow! Well once I’ve got shooting, enemies, any semblance of level design/audio… you know, just a few small things. I would describe it as… a bit like asteroids in single-screen rooms with things to collect where your ship periodically has a litter of ill-fated triplets of which only one can survive.

Tags: flash, Flixel, screenshot

Dawn of the Final Day

Or at least, 24 hours remain. And 51 minutes, I guess, but let me have fun with a reference already Mind. It is 2 AM right now over here, so I go to sleep. Sadly, most of what I did since my last screenshot is invisible back-end stuff, some moving things around and showing a few variables on places where they might look good.

Anyway, have a screenshot:
Shiny?

Good Night, and/or Good luck to all of you!

Level 2 is go

Man, the NES palette is awful, and I’m awful at spriting. The result is here.

I could have used tiles and saved hours of my time but noooo, I had to do it manually.

Dead Tired… BUT TOTALLY WORTH IT

Good evening Ladies and Gentlemen!

Everything is going as planned (for once), compared to this year’s Game Jam, and previous ludum dare (themed Mini world).

This year, i’ve managed to have the whole idea ALMOST DONE ALL ON SATURDAY <3. I Will still do some cuts on the scope, because my idea has acquired gigantic proportions. So, i will just finish the level 2 tomarrow, and that’s it (and the variation, as well).

PS: I love construct <3

If you want to see what i have so far, here it is: https://dl.dropbox.com/u/18325427/Life/index.html

I think i’m gonna call it a day, for now. :)

Also, there’s some screenshots included.

#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 */ ss2 ss3 ss1

Never give up! keep moving forward!

PS: I MIGHT submit this into the kongregate thingy… should i?

Slow going, but still going

Did some mind mapping, ate some chips… And now my game is starting to take on a very different look…

I’m feeling better about this one. I wanted to do a farming type game but I didn’t think I could do a good enough job on the art. I thought of the old Spirograph toy and thought, “what if I used those as the flowers you’re breeding?”. Lots of parameters to mix. I’m working first on the visual parameters, and then I will work on adding things like disease resistance and such and make it more farming oriented instead of just breeding Spirographs. :)

#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 */ IMG_20120825_140203 flowers

Sleeping now …

Some improved graphics and gameplay in the last hours, but now it is time to sleep.

If you like, you can play the current version here (Unity HTML Webplayer).

Controls: Move with WASD or arrow keys. Attack with space.

Tags: screenshot, unity3d

(Untitled)

Our first ludum dare jam, concept is developing nicely.  Will be posting more as the assets start to make their way into the engine.

Day 1. Success?

First pass at art. Taken from in-game.

Ludum Dare 24 update: First quick pass at art. Its sort of coming together. Just need the level flow and win states and it should be pretty playable.

This is for my game ‘Panspermia’, http://en.wikipedia.org/wiki/Panspermia, basically its the spread of life from one place to another hitch-hiking on debris and asteroids thrown up during large impacts.

If you are wondering wtf is happening. Basically the trees and sheep were launched into space by an asteroid i flung at the planet. The goal would be get life on the target planet, the one on the right. Some obstacles would things like planetoids n blackholes etc.

Comments

25. Aug 2012 · 22:38 UTC
I like this idea.

End of Day 1

I little tired and must some sleep (local time 4:25 am).

I glad about completed parts of game. Tomorrow, as soon as I wake up, I planned finish all monsters and make music and sounds.

Good luck everyone!

Comments

25. Aug 2012 · 22:33 UTC
Looks really nice:)

Epic New Menu!

Well, since being told to hit keys is lame, I have added all new clickable buttons to the menu:

menu

I’d have to say, the buttons are like the best graphic I made so far for the game ;p

Woooooooo….!!!

Having a good time…!!!

Beer, whiskey, gf made the nettle ravioli… been playing Slender… good times…!!!

 

Have implemented the first bit of the insemination stage…

PLAY: http://dl.dropbox.com/u/21495867/LD24/Sunday1am/WebPlayer/WebPlayer.html

Progress

I’ve got enemies, some gameplay

now i need level design, music, menus, feedback, no sleep for me tonight!

Comments

AlrionsAlright
25. Aug 2012 · 22:55 UTC
Hey that looks really good. Especially that background! If you don’t mind my asking, what program did you design that in?
AlrionsAlright
25. Aug 2012 · 23:58 UTC
Wow, in Photoshop? That’s some awesome shading. You my friend have some talent. Good Luck to you in the rest of the contest.

First day over

It’s 2:15 am local time and I’ll leave it for today. Still lots of stuff to do tomorrow…

Seems like trying to write multiple games on my first Ludum Dare wasn’t the best idea… 😛 Still, could be worse – I’m making steady progress and it looks like I do have a chance of maybe getting everything in a playable state, tomorrow.

Also: work-in-progress screenshot(s):

As I said, still a lot of stuff to do…

Happy Hacking and good night!

Beta build!

I’m releasing a beta build for my game, bugs.

Applet Jarfile

The sound may or may not work for you. For me, the sound works on the apple but not the jarfile.

Extra:

I love appletviewer

Gameplay Prototype Completed

Wow, I’ve got the gameplay part totally finished. It’s not the most fun thing in the world but it’s pretty fun if you like word games like I do. I’m having fun playing it even with nonexisting graphics. I think the creature creation part, while not strictly having any effect on gameplay, will make it a lot more interesting.

The top screen above is the gameplay screen. You have five “slots” to save your creatures in, in the final game these will look like sci-fi jar things (like the futurama heads). That’s the yellow words at the top. When you are stuck, or think you’re at a good branching point that you might want to get back to, you can save your creature in one of the slots. Once all five slots are full, the game is over.

The lower screen is the “history” screen and it shows the evolution of the word over the course of the game. So far, that’s my favorite part. Hopefully I’ll be able to make interesting creatures and put little thumbnails of them on here.

The scoring system is also pretty interesting. I borrowed if from “BuyWords”, it does a nice job rewarding longer words.

It’s nearing the halfway point, and I still have a ton to do, but I think this is the most playable I’ve ever had something at this stage.

 

A post

I figured I’d make a short post about my game now. It’s art is still being worked on… And it’s programming is 0% complete :)

Maybe I’ll post a screenshot later.

-lilybugged

D’evilution – Progress Update #2

Have gotten a bit done since my last update. It has a name: D’EVILUTION! (get it?) 😛

No audio yet – which I was hoping to get to today… but I have the majority of my assets and tile maps created along with intro and end splash screens, player sprites and tiles (for all 3 eras), and have the internals all wired up to switch between each state of the game. The only things left to do are…

  • Music and sound!
  • Progressive interactions amoung the player and objects/characters.
  • Tweakin’

Will be able to get some more taken care of later. I may just get this done. Maybe.

The Importance of Knowing How to Count

I cannot tell you how many odd behaviors will creep into your code if you are assuming your maps are a 20 by 20 grid, and an error in your “print maps to screen” methodology makes it a 21 column map instead.  Especially if your tiles all default to the same texture that is literally designed to bleed together into a mess with divide.  An uncountable mess.  I changed it to a texture with borders around each tile, and I think I actually like it better this way.  I must have wasted at least two hours because of this today.  Time is drawing around my neck like a noose it seems, and yet I almost have my level editor done.  My tile editor is ready, sans tiles.  Now I just need to be able to draw paths for the enemy AI, and to actually place the enemy guards in my level.  Easy enough, right?  Right?

Early start!

I got up at 8 o’clock this morning, which is early for a weekend, to get some work done.

I’ve got the timer implemented plus your best times. It seems to be partly chance, but some skill is required.
Overall I’m happy with how I’m going.