LD24 August 24–27, 2012

Test Build

Just a simple Test build of my game figured I’d releases it as I did just spend 2 hour fighting the thing to compile.

https://dl.dropbox.com/u/29951136/Run.jar

Tell me how it runs on your machine fps wise. Hopefully it  runs at a reasonable rate.

Edit: Oh you people need controls don’t you

wasd to move.

numberpad to shoot.

Comments

misson20000
25. Aug 2012 · 23:10 UTC
Err… can you make it automatically modify the classpath to load lwjgl? LWJGL is not in my classpath

End of Day One

Well, spent about three hours battling against my stupid framework, (which I wrote), just to allow rotation about any point.

Here’s what we’ve got so far:

Wooo!

work

i know its a little late but this is my work station..

Fishing!

At last, after a “hard” day of work (I’m not done yet today!) I’ve got fishing to work (mostly) as well as a few other things!

Coffee is guuud!

Coffee is good. And so is my progress actually ^^

It’s the end of day 1 and it’s really time for sleep now!

Cheer,

Maxim

End of Day 1!

Today has been a very very productive day for me. Here is what i have completed so far:

  • Platform with Player physics/movement
  • Animated tiles
  • Music
  • Sound FX (Some)
  • Sprites
  • Tileset
  • Splash Screen
  • Player evolutions
  • Different Obstacles
  • 9 Levels

So you can see I got quite a bit done.

Tomorrow hopefully I will finish off the levels (I plan to have 27), do some titles and endings. Then focus on writing a description, making a trailer, etc. And maybe upload it to Kongregate as well.

Here’s a preview of the first levels 😉

Play the game here: http://www.stencyl.com/game/play/14336

time is running out!

oh no! its the end if day one already and i cant figure out how to import blender files into gamemaker, or convert/save them as .JPEG,.PNG,.GIF,.OGG,ect!

i need help bad! i dont know any other scripting language, and time is running out!

help! ;_;

Comments

lilybugged
26. Aug 2012 · 00:44 UTC
I’m using Gamemaker too! Except I’m making a 2D game :)
LiteLab
26. Aug 2012 · 00:45 UTC
You have 22 hours..

Dhp129: HF Post-mortem

I was pretty sure that I knew what I wanted to do for Ludum Dare 24 long before the theme voting even started. Not in specificity, mind you. That’s not quite in the spirit of the competition (‘the spirit of the competition’ being under higher scrutiny than usual this time thanks to Kongregate). Still, I was pretty certain that I wanted to do a piece of Interactive Fiction. This fall I’ll be taking a class about the subject, and I’ve spent the past few weeks reading things like Espen J. Aarseth’s Cybertext and Janet H. Murray’s Hamlet on the Holodeck.

I was, however, prepared to do something in Processing if the theme demanded it from my imagination. ‘Parallel Worlds’ may have spawned a Neoplasticist bit of nonsense, but oh well: it wasn’t meant to be. Maybe I made a spiritual successor to Pac-Mondrian in a… Parallel World, but I digress (and I apologize for the bad wordplay).

Frankly, I’m not a strong visual artist. Graphics are typically little more than a means to an end for me. I mostly get ideas about systems and narratives, not images. So text-based game design has sort of captured my attention lately.

In the days leading up to the revelation of the theme, I studied the documentation of a few different systems: primarily Inform and TADS. The pseudo-English of Inform actually put me off and the familiarity of the syntax used in TADS was appealing, but I still couldn’t help but feel like there was too much going on under-the-hood that only surfaced itself in really cryptic ways. Too much felt out of my hands.

I’m also not sure I love the aesthetic of parser-based Interactive Fiction. Recently I played 9:05 by Adam Cadre and the limitations of the typical Zork-style interface really made themselves apparent to me. I do think 9:05 is a clever little piece of IF, but I spent something like 15 minutes in-game (as each command took a minute of in-game time) just figuring out how to unlock a door with a keycard. When the interface is that clumsy and arcane (and intrusive), I can’t help but be turned off a bit.

I also have a general distaste for puzzles, which IF is well-known for employing as its main ludeme. I think puzzles often come across as a very unkind expression from the game designer to the game player. It’s an obstacle whose structure is laid bare as arbitrary, perhaps more so than any other design convention. To me, puzzles and grinding are (typically) unfortunate traditions that keep audiences away from content and, frankly, waste the precious few moments we’re all granted in our time on Earth.

And speaking of grinding, the emphasis on rooms and doors in physical space make IF feel too much like a dungeon crawl, regardless of a work’s actual tone or subgenre. Typing “north”, “east”, “north”, etc is just too specific a paradigm for me to feel comfortable within, at least for what I feel like creating. It demands a specific spatial relationship between parts of your work, one that I think draws the medium closer to time-wasting than mind-expanding.

Hypertext fiction, on the other hand, can be a little more liberating. You move from webpage to webpage, clicking discrete links—not guessing at commands to type at the digital Game Master who is keeping you from the game’s meaningful content. The interface isn’t a puzzle in itself, and while there may be fewer gratifying discoveries for the player in hypertext fiction, I’m very happy that I found Twine, a tool for making hypertext fiction that I used for Ludum Dare 24. Twine isn’t perfect, but it stays out of your way, which I wouldn’t necessarily say Inform and TADS do very well.

The ‘game’ I made is Dhp 129: HF, a spiritual successor to an earlier game of mine (Dhp 129). The HF stands for two things: “Hyper Fighting” if I’m joking, and “Hypertext Fiction” if I’m not. Now, I described it as a ‘game’ because it’s not a typical IF adventure. As I said, I wasn’t in love with the spatial structure of traditional IF, and—as you will see or already have seen from playing (if you’re so kind to do so)—this game doesn’t favor moving from room to adjacent room. It jumps from time/location in emotional space-time to time/location in emotional space-time, much like traditional literature can. I think this is an important quality that most games miss out on. Sure, Skyrim’s got fast-travel, but there’s a reason that film directors edit out actions that we can take for granted. Action games are, at their core, about moving from one place to another. I submit the genre of platformers as evidence.

But enough criticism of our medium. Let me now defend myself from criticism!

Sometimes a theme’s relevance to any given Ludum Dare game is tenuous, and if anybody wishes to level that criticism against Dhp129: HF, that’s fine. However, while aspects of the work are based on ideas I had a long time ago, I hadn’t decided on making this kind of a game until after the theme was announced. I was fully aware of said theme when I was brainstorming, and this was the concept I was inspired to work on. For me, that’s good enough. Still, know that I did spend a few minutes wondering if it had enough to do with ‘Evolution’. I now feel pretty strongly that it does comment on multiple definitions of ‘Evolution’.

And as a final note, I want to share both the excitement and anguish I felt over this project. There are descriptions of horrible things in Dhp129: HF, and I did my research. I watched very unsettling videos that made me feel very uncomfortable, physically and otherwise. Also, with this being the most prose I’ve written in a very long time, I feel that I opened myself up a lot on this project. It can be very easy to hide behind sprites, physics engines, and tilemaps, and I invite you to make something rawer yourself next time you make an interactive-whatever-you-make. The game is written in the second-person narrative voice that is so common to IF, so it may not be as naturally revealing as something written in the first person… but making this was cathartic nonetheless.

I hope you don’t hate it!

First Day of Progress

Hello fellow Ludum Darers…

At last i find the time to do such a trivial thing as writing a blog post…

Evolution was a hard pick for me…after 2 unsuccessful attempts, i finally narrowed it down to a acceptable game idea.

The first day for me was spend mostly coding ( and doing art when tired of good ol bugs). So far, i can say that i got the basic framework going..and the last 2 days are for levels and polish(and bug squishing of course). But at the moment my game is still all out of colorful blocks.. so i spare you the sight of these thingies and give you the title animation of my game instead.

Click to see animation

Click to see animation

next up for me :  sleep

 

PS: i almost forgot… i am in :) in the jam that is(although alone … but i need my time to finish)

I will be using xna with a custom ludum proven engine build on top of it. And this time i will hopefully be able to cross-compile for Linux and mac as well.

Tags: animated gif, iamin, screenshots, screenshotsaturday

24 Hours Mark! Have Some Kittens!

Well, I finally got the breeding mechanic and interface down (although it still lacks prettyfying). These kittens have a simple diploid chromossome, which mimics our real world’s crossover and mutation mechanics pretty closely – I’m happy about that.

Now you can breed cats! And Zombie kittens!

Now I will rest a bit, and then start to implement the shop where you can buy some things to help your kittens (like food so they don’t starve), and buyers so you can make some money.

Here is the link with the fat-jar. At this moment, it is just the breeding screen – but you can have some fun already! That is, until the food end and all kittens die!

Tags: java, kittens, prototype

Update

So, at this moment game has titlescreen, one level and some fancy “complete” screen.  It also has some ugly mechanic and graphical flaws (I guess, I cannot into LimeJS :) ).

Of course no one’s get amazed that this thing works under both ios and android phones. But that ‘s make me proud of myself because it’s my first game project.

Here‘s the  unfinished game.

Deal with It


So, what’s up people? This is my game project, this is a great update because the game is finished right now. Now I will polish it in the hours that are left.

But, the mechanics and the game in general are fine and It’s really playable now.

If you like the impossible platformer games  this IS YOUR GAME!

So, there are some screenshots.

The main menu:

The main menu is composed by two buttons and a strange creature that talks to us, the first button is the “GO PLAY” button and the second button.. uhm I’m talking too much. It’s a surprise! 😀

The main conversation with your high bro:

After you say “Strong? how strong?” There is a surprise answer by your brother. But it’s another surprise, you would play the game to discover what is it :)

And the third screenshot, it is in-in-game and it shows you how bad I am:

The secret in this in-in-game screenshot is the black blood. When you die, the black blood appears, impiding you to see well on where are you jumping. So it’s a difficultie of the game, just try to don’t die a lot of times – like me :3

There is a final boss that kills you a lot of times before you can kill him. So keep an eye on my game!

So that’s all for now, tomorrow I will release the game for you guys, and I hope you enjoy it the much I enjoy’d developing it. So be sure to search “Deal with It” in the game entry zone tomorrow!

 

Thanks for reading,
Midgard.

Comments

HaxeR
25. Aug 2012 · 23:13 UTC
chuck norris approved, the game looks fantastic!, good work!

Progress Report #2

Sup, brah?

I’ve got (what I consider to be) a great attack and animation system in place for my games baddies. I am very happy with the progress on it so far. The baddies have very simplistic animations since it takes a long time for me to do them. I am doing ~8 frames per baddie, whereas my avatar has probably a couple dozen.

See you later!

It’s the end of our first day. We need to have a good rest in order to continue tomorrow. We’ll leave here our progress screenshot. Still have a lot of things to do.. ooh!

Progress

LD24: Day 1

Well, due to physical memory reasons,  it seems I have to change my idea. I’m thinking maybe some type of board-game format with a similar idea as my original one. Because of this, I’ve ended up wasting 2 hours .

I have a very good amount of art done for it and I should be done by the deadline tomorrow.

eukaryotic.

progress: almost 50%!

End of Day One

To summarise the results of Day One, I can just agree that you are either developing a game or an engin.

I really should have started with some kind of framework instead of starting from scrap. I spend full five hours to make some tiles of the tileset appear on the screen. I was close to smashing my Laptop before I realised that i blited every tile in every position. And I was already wondering why it was running so slow, but obviously blitting 16 000 tiles at the screen is  a big diffrence from just 400 D:

Have no pictures of a working version to show, but the Idea is that you are leading a group of people colonising a planet under it’s Surface. Earth was destroyed and a navigation mistake brought them there. The planets surface so high in solar rays that it is unlivable.

You have to breed your humans wisely so that they don’t eat too much food, but can still work and are intelligent enaugh to not accidently kill themselves at work. You have to supply them with food, vitamins, shelter and energy while  keeping them away from poisonous Minerals and Magma chambers. If you breed malnourished humans, humans with bad stats or inbreed too much you will end up with a pile of degenerated retards. At least thats the plan.

Halfway to go, I have to break through this brick wall!

Well folks, it is the halfway point.  Things have gone okay in the David camp.  Not quite as chargingly fast as I had originally hoped, but I have learned quite a bit in the process.

It may or may not have been the best idea to use a new language and graphics library for this contest, but I thought I would be adventurous.  I’ve recently been doing a lot of freelance websites that are Javascript heavy, so I thought this would be a good time to try out this shiny new Coffeescript thing that I’ve heard so much about.

I enjoy simplicity over complication, so I decided to first try to compile my Coffeescript in the browser.  This worked fairly well at first and I got up and running quickly, but between that and using the minified version of IvanK.js, I had zero stack traces and therefore no clue where any syntax or runtime error occurred.  This went on for a while until I got sick of it and decided to find a solution.  After fighting a losing battle with getting Node.js’s Windows version to install Coffeescript that could be seen from Cygwin, I finally came across this Github repo, which allows me to simple put Coffee.exe into my project folder and then a Vim post-save hook compiles Coffeescript into Javascript.

I’ve also had fun learning IvanK.js.  Ivan has ported the Flash Actionscript API to WebGL.  I’ve never really done anything with Flash, so this was a bit of a brainbender, but at this point after several wild goose chases and bug hunts, I think I’ve finally got the hang of it.  So, if I don’t finish this one, I’ll still have learned quite a bit, and Coffeescript is definitely going to be in my web development arsenal in the future.

But, I’ve got a good base, and am excited about the next 24 hours.  My game is codenamed “Futbol Manager Twenty-Twelve Million.”  Current progress can be seen at http://lifelessboring.com/ludumdare24.

In the words of Strong Bad,

Lead Artist at Work

Just a picture from yesterday on which the lead artist of our team (my daughter) is creating the game sprites.

This will become one of the “bad guys”.

Tags: handdrawn

End of 1st day for Gbell Games

We actually started yesterday at 10:00 pm over internet, discussing ideas for our game.

We begun working today at 8:00 am and stopeed at 9:00 pm .

We should have posted photos and screenshots, but we didn’t have the time!

Maybe tomorrow we’ll be able to do it :) Our game is coming up nicely.

A Big Day – But Not Much Progress

It’s been a pretty challenging day.  I’ve paid the price for not being familiar enough with my tools, and spent most of the day fixing frustrating bugs with things just not appearing on screen, or appearing in the wrong place, etc.  I finally have the sprite rendering working properly now (plus some 3D bits) – and yes, that sounds easy, but unfortunately not when you’re writing it all yourself and have missed some critical details here and there!

It’s looking unlikely that I’ll get far enough into development to get the real theme in there, but hopefully I’ll have some sort of game out of it by the end of play tomorrow.  Screen shot in the morning, maybe… though there’s not much to do in the game yet (:  Fingers crossed for a more productive Sunday, and we’ll see how we do.

If anyone’s curious, I actually switched back to Kate again from Qt Creator after about ten minutes due to some formatting bugs, so it’s all shiny Kubuntu-styled editing for me just now.

End of Day 1 Progress

Coffee Count: 4
(I’d thought it’ll be a lot higher)

Not too bad a day today. This is my first Ludum Dare. It’s been challenging, and very interesting. It’s hard not to go onto the site and check on everyone else’s varying stages of progression. I’d thought I’d share too.
So far I have spend the following.

9am – 2pm Thinking about game ideas and setting up computers.
2 – 8pm Programming with small breaks.
11pm – 1:30am – Programming with no breaks

That’s 5 hours just thinking about Evolution… I didn’t expect that I would spend so long thinking when I began the contest. This is a difficult topic I think, mostly because it’s hard to think of something achievable in the time.

After today, I’m not sure if I’ve picked the correct one… still seems really difficult. But we’ll see how we’ll get on.

Anyways, progress so far:

So, we have lots of little creatures. Press 1 -6 to generate them. The idea is that they inherit from the more stronger evolution. However, there are also some very bad strong mutations that can kill you.
The idea was to have a lemmings style game where you have to navigate get all the creatures to the exit… Quite a lot to go.

Online demo here:
http://www.swfcabin.com/open/1345935129

 

Tags: coffee, prototype, screenshot, swf

[need] sleep

Ok first day was not that good. Started late this morning, I’m on EU time so I don’t have the extra Friday evening. On top of that I had difficulties sticking to one idea and started mind juggling :/

But still I have a solid concept. Well at least this is how it looks like at 3am :)

So going to bed now… I do not have anything to show or maybe I’m too lazy to take a screenshot. I don’t know, really.

Half way to forever…

So, we’re half way there already, huh?  Alright, I can live with that.  I got hung up for a while and didn’t make much progress for since the last update.  I’ve got the transition into battle ready.  I generate the enemy’s evomemes and deal with pre- and post-battle dialog.  Battle itself should be hard to implement… it’s mostly some numbers games, right?  Anyway, I’m gonna try to get a couple more hours’ work done tonight in case I’m interrupted tomorrow.  I still wanna get all the main mechanics done tonight if possible.  We’ll see what happens.  I’ll try to put out one more update before I go to bed if I can manage not to suddenly crash.

 

Also, next time I’ll have a screenshot, I promise!

Tags: awesome, battle, Dawkemon, dawkins, evomeme, LD #24, pokemon, python, random tags, text, text-based

24 hours in!

Were more the 24 hours into the Jam now. We still don’t have any playable content because of shader errors that plague our engine.

Halfway there.

Current build (wasd and space controls) http://www.gravityforce3.com/ld24/

This jam has proven slightly tougher than the last due to my astouding number of typos. Think I might have strecthed the boat out a bit far this time round still got te following to do:

  1. Optimize level loading / streaming
  2. ending / win condition
  3. scoring
  4. hi-scores
  5. visible evolution on main char, not just in abilities
  6. menu src
  7. difficulty balancing / progression
  8. other standard gui stuff

8 things, 10 hours, maybe a couple more depending.

1000 EVOLVING KITTENS

OK HERE IS THE DEAL.

1000 kittens. All independently evolving. You can click on one to help it along. You will be able to produce the ultimate kitten and Win by making Weird Decisions.

So far, I have 1000 kittens who eat rainbow butterflies which will (in the future) make them evolve. Click one of them to control it; it makes the butterflies easier to catch.

1000 EVOLVING KITTENS

Go Darwin, progress 3

last update before I go to sleep 😛

More graphics
Highscore saves
More dodos

Play Here

Comments

26. Aug 2012 · 03:52 UTC
Hah, nice!

Sock it to me baby!

Is it common that what you come up with in this practice seems like total shit to you?

I just spent the last six hours re-working all the assets in my game  because I still cant figure out a good hunk of code and what I have found is that I am terrible at UI design in general.  If I looked at my game without any prior knowledge I would just be confounded on what to do, and that is beyond the point of the obvious lack of direction.  I tried to do do something about having to make the evolutionary choices of a tree, but I think that was just a wee bit beyond me!

Anyways I am still in it!  Trying to make it into a playable game in the next 24 hrs is my goal.  Oh and sound.

You know you have a good game when the basis is killing and mating!

third screen

third screen

The rat is temporary graphics for a random animal that you can mate with. The goal is to include a few different animals with different powers and mate between them. The different powers I got so far are deadly skunk explosion that has to be charged and some form of eye laser/electrical fur-ball. I’m going to go with evolution points and some form of reaction/slowmo effect as a power too. I guess mating with different supower powered animals could result in differnet superpowered offsprings, but at the current difficulty it’s hard surviving a wave. Perhaps I should rethink the one hit one kill gameplay.

Next on the todo list is the evolve menu and grahics but that will have to be done tomorrow. It’s 3 am here and I’m surprisingly not tired.

End of first (24-8) hours

Hi!

End of the first day. Started making the game art:

Looks great, not?

 

This games is about the (inverse) evolution of the humans, after a dinosaur apocalypse.

It’s a Action-RPG game where the main focus of the player is FIND ENERGY, otherwise it dies. The animations make me crazy!

Halfway milestone

That’s what I have so far.
(Using LWJL + eclipse, Paint.net)

-Genetic Engine (lol)

-Graphics Engine

-Basic AI (Idle, terrain colision, etc)

-This: 1000 Thousand Nights

Now off to some pizza.

Our Game Jam Progress

One day down, two to go. We’re almost done programming all of the major features of our project, and have gotten started on some nice artwork for it.Patrat from LD24

We’re quite happy with how we’re handling the theme :)

Best of luck to all our fellow developers on Day 2.

Okay the design is ready!

As we reach the halfway mark of our 48 hours, I have finally figured out (on paper) a simple but powerful AI system to control the behavior of the evolving creatures in my (at this point hypothetical) game. It’s a combination of a utility-based AI like the one used in The Sims, and an emotional model using a subset of the basic emotions described by affective neuroscience.

My hope is that it will turn out to hold up well to mutation and recombination, while also providing enough flexibility and intelligence to create interesting behavioral strategies for the evolving organisms.

So yeah, I’m practically done. All I have to do is just code it up now. 😉

Okay, you’re right, there’s no way I’m going to finish on time… :(

Urgh.

Halftime report

Game Time Evolution is coming along nicely. I have:

  • basic gameplay
  • 3 levels
  • some variations of an enemy/obstacle
  • some sound effects
  • about half the graphics
  • a story

I still need  to do the rest of the art, finish putting the story into the game, more enemies/obstacles, music, and of course, more levels. I’m really excited for this game. 😀

HALFWAY

Halfway point…and I’m actually pretty happy with where I’m at so far.  The following components are finished:

  • Area loading system
  • Rendering code
  • Collision code
  • Player/Enemy animation
  • UI

Major pieces left…

  • Area transition system
  • Gene mutation system
  • Finish area sprites
  • Build areas
  • Sound effects & Music
  • Text & Story elements
  • A few bugs

Game looking like this so far!


Good luck everyone!! YOU CAN FINISH

End of day 1 progress

End of day 1 has come. I’ve gotten a single facing of the standing player sprite done. We’re displaying the map, but we can’t move the player/camera yet. I’m starting to think we’re not going to get this done in the 72 hours we have. *panic*

On the other hand, the client does connect to the server and retrieves a worldstate, and it generates the appropriate chunks then displays them. Which is pretty damn good for a days work. I’ve also gotten a bunch of the tile art done, which is also good.

Finishing in time seems like an impossible task right now, but we’ve at least still got two more days to go…

Tags: panic, progress, screenshot

Half way…

Todays achievements :

-> fully functional menu system

-> beginning of the terrain generation

-> 4 sprites…

 

Tomorrows objectives :

-> finish the terrain generation

-> code all the AIs

-> make all sprites (espescially a proper menu background!)

-> take care of sound

-> improve current sprites

 

That’s a lot of work ahead of me. But I still have a chance of making it in time for the compo. If I don’t it’ll be for the jam…

 

This is the result of 8 cups of tea (almost 1/hour) :

-> the main menu

-> the game settings

-> the generated island

The Less You Eat, The More You Reproduce

Well, I’ve put about an hour of work in so far (not much), but it’s starting to look like a good ol’ fashioned “Oh crap, this game concept isn’t actually fun” jam. I was kind of envisaging a lot more pillaging and stuff, but it turns out that AI are hard to program. I just need some organisms that will eat and fight, but my “move randomly unless you see something – if you see something, kill it!” seems to be poorly implemented and not really a good strategy. Also, the bottom of the food-chain is hard to make. I mean, everything’s gotta eat, so everything’s gotta be able to kill it, but it has to be abundant… so… I’m going to have to figure out how to make it reproduce…

Ugh, who would’ve thought that biology was so complicated. I wonder if I can somehow evolve the whole game field into a starting state – it worked on Earth didn’t it? Also, on an unrelated note, I just made life a whole lot happier: when animals don’t fight, they reproduce like mad!

(Of course, brushes with failure are how I know I’m doing it right! You don’t get into trouble without taking risks.)

progress report #2

Terrain generation took way longer than i had expected, but now at least i have an acceptable terrain and a new probe model.
I think tomorrow is all about weapons and enemies to begin with, then i will dig deeper into the upgrade system.

I have to say that i have leaned a lot this first day about what should have been in my toolkit from the beginning, like terrain generation, collision response, the ability to load a texture so that it can be accessed by the CPU and so on.

Pixel woes

So I realized my “resolution” was too high for the intended effect, and spent the next many hours making my last area look pixelated.

Current build is playable here: https://dl.dropbox.com/u/55288036/EvolutionLD24-2.swf

Update 6: Dawn Of the Second Day, Home Stew, and “Flying Tics”

Greetings LDers!
Long time no speak! It’s just past the half way point for the Compo LDers and the end of the first day for the Jamers. I hope everyone is doing fantastic! I’ve seen some fantastic screens so far. Art is beautiful, and concepts seem amazing. I can’t wait to play some of these games. I’m going to do my best to play as many as possible, but we all know how hard that is.

So we’re way past due for an update. Brace yourselves.

 

More White Board Magic

 

We’re to that horrible “just do it” phase of the cycle. We know what all needs to be done, now we just gotta do it.
We’ve got enemies on scree, multiple ‘traits’ available for pick up, and we keep adjusting the physics to make it feel good.

It’s not a whole lot to look at at the moment, but here’s a screen.

Jump little guy!

I really feel like we’re taking this Evolution theme to a fun place with this game. I’m excited for everyone to play it.
It will be different at least.

Dynamic Evolution.
That’s what’s up.

Also! my amazing GF brought me some of her homecooked stew! 😀 It was sooo amazing! 😀

It was tasty! And it was wonderful getting to see her!

 

I’ll update again soon.
Keep it up!

~ScreamRawr & Jif

With one day down and a late night and sleep-day left to go, let’s look at the big board:

  • Attach bodies to other bodies
  • Collision detection
  • Enemy ship generation
  • Cross-breeding & GA

Not bad!
I’m really hoping to get the ship generation & some basic AI going before I go to sleep. Some basic cross-breed would be awesome, but I don’t think it will happen.

Since I’m using hexes and drawing my pieces, this game has been a lot more math-intensive than the last one which was grid based. Feels pretty good to get back into things. Putting the pieces together so that they match up was surprisingly easy, just a lot of paper scribbling and degrees to radians translating. Hexes and equilateral triangles are amazing.

Collision-detection was made easier by the engine’s built in space-hashing, though modelspace/viewspace bit me in the ass for a bit. Today I got stuck for a while on determining the size and position of the bounding rectangle (you can see them in the screen shot). The tricky thing is that hexes can be attached to the base hex body. Some of the time recursion works out really well, but not for the bounding boxes. I ended up calculating the bounding rect in model space, then translating based on the position that the slave hex is attached to the master hex and then unioning a master hex and its slave hex’s rects. Whew!

So up next is enemy creation & some basic AI. After that I may have something actually playable.

Day1 of 3 over

Ok, what I got so far?

  • game-framework
  • start levels! Woooohoo 😀
  • Every level gives dynamic options! Wohooo

Wow, that’s it? lol! From the beginning it was clear that I want to go for the Jam to have a bit more time…let’s see if the gameplay how I thought will work out…

Here a screenshot. Very chaotic of course:

 

Eating plain dosa with sambar for dinner (thanks, Mom).

Still a few hours left before sleeping.

Tags: foodphoto

Programming Olympics

How about this for a song to listen to?

http://www.youtube.com/watch?v=66molzUEkWI

Anyway, dinner time for me. I’ve successfully created an AI to use thanks to my book, and I’ve added enemies. Just a bit of debugging and repairing broken features then I’ll hit the hay and tomorow I’ll be adding progression. This game’s going to be awesome!

 

Online dev build not working

Just woke up and found out that the latest dev build I posted last night before sleeping is not working. Which is weird since the first one did. And it also works offline.

I have a hunch that it might be caused by my Dropbox account. Not sure but I’ll try to upload from my own server and see.

If that is not the case, then maybe a problem with my Unity3D deployment build.

We’ll see.

 

I’m Tired…

I’m pretty freaking tired, so I’m gonna get some sleep now… But here are some screenshots of my game (working title, “The Evolution Of Man”).

It’s goin’ pretty well I’d say, but there’s still lots to do, of course. A lot of drawing left, and I haven’t done audio stuff yet :(

Well, let’s see how it goes.

@Halftime

Well, in the words of Spongebob… I’m already halfway there,halfway there, halfway there!!!

So far, I’ve got:

  • Most main game features implemented (2 more to go)
  • Basic music (may make it longer so it doesn’t loop so quickly)
  • Most of the graphics (not that many to do for my project)
  • About 1/4-1/3 of the UI
  • A project that *sigh* is way too resource intensive for Android because I don’t know how to use shaders, and rendering individual pixels may be a tad CPU intensive.
  • An eagerness to see what people do in game.

Here’s the official icon/splash-screen drawn in the game with only a little help from GIMP to bring out contrast:

BG

Public Dev Build 2: Try it out!

Edit: Moved files from dropBox to server. Should work now.

You can try the game by clicking here.

Challenge yourself to get the highest score possible. Picking the repair item increases score and fixes tiles around its vicinity. Meanwhile, the enemy is deleting tiles leaving holes, so be careful not to fall.

Relation to theme? Evolution of “playarea” and evolution of enemy.

Feel free to leave your comments below.

Time to sleep.

Comments

SarCasm
25. Aug 2012 · 17:01 UTC
WTF man?? I have the last Unity Player version and that still doesnt work. I think u have old one.
25. Aug 2012 · 17:07 UTC
Yeah, same for me. The Game looks very very awesome, but it doesnt seem to work.
jocke-l
26. Aug 2012 · 00:32 UTC
19

First Playable Version Out

The whole gameplay with win/loss conditions and AI and all that is done.

Last night after the theme was announce and all of this morning I was worried about how the game would turn out and if I was just headed straight for a dead end.

It would be awesome if anyone wanted to have a quick play and just leave a comment about what you think is bad/needs changing.

Play it here

And here is a screenshot.

title screen

On the list for tomorrow is sounds and particles.

Edit: I lost the screenshot….

Well rested

8 hours of sleep, food, looked at the progress others are making, feeling good. Work time.

“Generations”: progress so far

In my previous post I decided to work on “Generations”. The plan was ambitious, and I think I overestimated my abilities. Oh well.

So far I have managed to create basic gameplay, meaning – controls, rudimentary AI behaviors and a test level.

This is my first session in Unity that was not a tutorial, so I’m quite content with what I have.

If you want to see how it works, click here.

Controls: WASD or Arrows. There is a couple of behaviors enabled:

  • Swarming – cubes gather together
  • Eating – cubes eat the radiating thingies
  • Random Jumping
  • Random Movement

You may have trouble controlling the swarm – it’s the AI fighting against you. Get used to it, you control freak!

Tags: evolution

Fake Sneak Peek!

This is a sneak peek at the game I’m making with kddekadenz! :) Actually its a FAKE sneak peek since he has the code and I don’t; I put the objects together in Game Maker like they would appear in the game.

All of this is made with Game Maker’s sprite editor (yes, that’s right)
since 10:30 this morning 😀 most of these are animated too. And theres more that I couldn’t fit in there, too

Simulated Sneak Peek

kddekadenz is doing some pretty cool stuff with the game engine, too!

edit: lol fixed your name, sorry about that

Tags: art, collaboration, evoloution, fake screenshot, jam, kkednekaz, LD #24, madgnomegamer, preview, Sneak Peek, unpronouncable German usernames

Comments

26. Aug 2012 · 12:32 UTC
Lol, what have you done with my nick?

“unpronouncable German usernames” 😀

It is the short form of Künstler der Dekadenz – Artist of Decadence

That’s it for today

I spent the last 3 hours working on the main menu. After working practically 15 hours non-stop on the game, I better get some sleep. Not sure if I will run into time problems tomorrow. There aren’t many features left on the todo list but I always come up with the best ideas in the last few hours. Oh, and I still need a good soundtrack.

it is even animated

End of day 1

At the end of day one I really don’t have much evolution going on, but I do have a nice diffusion grid. Intrigued? See this paper for more details.

A diffusion grid.

First screenshots!

Here are the most recent screenshots:

Main Menu:

http://ld24.tgamedev.net/screenshots/1.png

Game Mode:

http://ld24.tgamedev.net/screenshots/2.png

Level Selection:

http://ld24.tgamedev.net/screenshots/3.png

Game play:

http://ld24.tgamedev.net/screenshots/4.png

Thanks,

Toper Game Development

Sleep now

Well it’s about 3am here so I’d really better try and get some sleep. I’m no more on target to finish by the deadline than I was earlier, despite having been coding late into the night. However I’ll still hang on in there and see if I can get something done in time.

Comments in Code

Sometimes you have to inject humor….

Not going so well, but still in!

After a while, for some reason, when you bought the first thing on the techtree, everything else disappeared. I have also encountered several other gamebreaking bugs. I will not quit! I’m just working on something else, sort of similar. I’ll post when I have more.

Forgetting to use -r and not looking at the output

[ryland@crappy projects]$ cp Pickachick pickachick
cp: omitting directory `Pickachick’
[ryland@crappy projects]$ rm -r Pickachick
[ryland@crappy projects]$

FFFFUUUUUUU-

That’s how I lost 5 hours of work. Luckily I still have an older version of the game, but I’ve put in a lot of work since that version. I was trying to rename the directory from Pickachick to pickachick. I realize now that I could’ve just used mv, but I’ve been programming for a long time, I’m not thinking straight.

For anyone not familiar with linux commands, cp is a command to copy a file or directory, however, it only copies directories with the -r switch. I forgot the -r, and the directory wasn’t copied. Then I deleted the folder completely with the rm (remove) command.

Comments

26. Aug 2012 · 00:34 UTC
Ouch.. been there man, feel for ya
17. Sep 2012 · 08:05 UTC
:(

Gameplay Demo Video

Comments

Follett
26. Aug 2012 · 01:24 UTC
Looks so much better than the original screen you posted displaying your “Programmer art”. Good work.

The Game is Evolving!

…But no seriously I improved it.

Changelog:

  • The game now has background music.
  • The game now has three difficulty modes, as well as an in-development lunatic mode.
  • In the hard mode, a new, brown dot color is added.

I’m also beginning to work on a “mutation mode,” where the dots can collide to make color combinations and they don’t die when they collide, but at the same time it’s easier to wipe out huge waves of them.

Well don’t I suck at music and whatnot

So I didn’t get to start until about 3pm this afternoon (BST). I’ve made a decent-ish amount of progress in the last 12 hours but 2 thing’s are still eluding me. One, being a name and another being any kind of musical talent.

Main Menu Screenshot

Placeholder name, and no, that does NOT say sex…

“Growth” is only there temporarily until a better name is chosen. If anyone want’s to

😀 PLAY THIS 😀

and give me a bit of constructive feedback that would be greatly appreciated. I would estimate it’s about a fifth done, but the rest shouldn’t take long…I hope. Each level will be a slightly different mechanic, the game evolves as the player does. (Starts off single celled, then progresses to being an appendage, then a set of legs, then a person, then who knows)

Sleep now. Good luck all

Liam

 

A first screenshot of the game!

Here is the first screenshot of our game. Hey, maybe this the hero!… Maybe? By the way, we can also annoounce the name of the game : New Unity Project. Many other news will come. Enjoy this first screenshot :)

Title screen done.. Need gameplay now.

First update, first Ludum dare. It’s going okay-ish, I guess… I haven’t had much time yesterday, but I still got the very basic concept done.

I had an idea for the title screen, and it’s pretty much done now. Just needs play buttons and a few more things, but I’ll go back to working on the actual game now. The DNA thingy is actually rotating, the words are randomized in color and alpha value. The two lines on bottom and top are animated too. (thx, Flixel Power Tools!)

 

Progress

Well, this is my first Ludum Dare. I’ve made some progress so far. I am happy with what I did, considering I only have 2 years of programming  and that I suck at graphics. I’m trying to make a semi-rpg platformer. I made most of the sprites and started working on gameplay mechanics.

PS: I am streaming on www.twitch.tv/rockdaclub95. Please, don’t judge my methods. I’m a newbie. 😀

Well, it’s a start

When I wasn’t spending my time eating food to survive and doing laundry, I was click-clacking on my new mechanical keyboard that arrived today. I bought this nice MX Cherry Black model from WASD Keyboards,  and I customized the look of it a little bit with some colorful keys and such. So far, it’s got nice and pretty comfortable, I think I like it a lot more than my previous keyboard.

So yeah, using that new keyboard, I typed things! Words and code and stuff. I think I finally finished the partial constant folding business of the assignment statement code-gen stuff in my Game Boy Assembly language, wiz.

Here’s how it looked before I removed the debug messages:

examples/test.wiz(32): error: Howsdfsdfsdfsdf is that even
 examples/test.wiz(32): error: YAH
 examples/test.wiz(32): error: HUUAAA222H
 examples/test.wiz(39): error: Howsdfsdfsdfsdf is that even
 examples/test.wiz(39): error: NAH wiz.ast.infix.Infix 16814
 examples/test.wiz(77): error: DAFUQ
 examples/test.wiz(77): error: HUUAAA222H
 examples/test.wiz(39): error: NAH2wiz.ast.number.Number
 examples/test.wiz(77): error: Howsdfsdfsdfsdf is that even
 examples/test.wiz(77): error: YAH
 examples/test.wiz(77): error: HUUAAA222H
 examples/test.wiz(85): error: reference to undeclared symbol 'hardware_type'

So yeah, this is good news, because it means I can start generating code for runtime computations in source expressions, that occur after the left-most expression of the source is loaded into the destination.  This means that

a = 100 * 3 - 4 + b + c

will essentially become:

a = 296
 a = a + b
 a = a + c

Hooray! I think I can do this. There probably lots and lots of bugs I’ll introduce before I finish, and I’ll have to do lots of cleanup, but we’re getting somewhere!

— Overkill

First day – Slow, but steady progress

Due to other work commitments, I didn’t have much time to work on my entry today (only about 4 hours in total), so today’s milestone is kinda dull at the moment:

It took me longer than I had planned to implement this starfield (I had to figure out some complex calculations involving scroll factorvalues to get it working correctly)

Next up: Getting some sleep, and attempting to turn this into a game. There’s a lot left to do, but I’ve got all day off tomorrow, and, if I can’t finish it before the compo deadline, I’ll just try for the jam instead.

Play the milestone build HERE

Whole lotta emotions @LD24

Hello there!

My name is Gustavo Dort and I’m a game programmer from Brazil :)

This is my first LD!

It’s been a rollercoaster of feelings from unbeatable happiness to utter hopelessness. To sum it up, I accidently deleted my files as I was moving them to another folder. Yep, I’m that talented!

I partially recovered some files, but I lost 4 hours of work. I’m far from quitting though! :)

I’m using some free brushes from the web as I can’t draw at all, check it out what I was able to recover:

This is the intro to my game :)

This is the first screen!

 

And this is my partially recovered main character.

 

 

I’d say more, but I REALLY need to get back to work.

Good luck! :)

Comments

26. Aug 2012 · 00:46 UTC
Oh, dude, I feel your pain haha :/
andreyin
26. Aug 2012 · 00:53 UTC
Oh wow! Good luck and cheers from Brazil! Also, consider using Dropbox! I’ve lost so many games by having to format my computer, already.. but since I started using it, I never lost another piece of code.
Lacutis
26. Aug 2012 · 01:12 UTC
As a note, if you “can’t draw” and are resorting to using graphics you are finding online you have to enter your entry in the Jam and not the compo. The compo requires everything to be created by you during the 48 hours.

Well, it was fun…

I had a lot of fun yesterday, when coding my game . 😀

It’s now a RPG-rogue-like thing. It has text particles, life, level , an animation when entering into a level , a status screen where you upgrade your cat…

And It’s playable!

 

Screenshot Evolved Battle

A game about going back in time to stop the ‘dinosaur’ evolution (as the dinosaurs evolved to beings that are dominating the world).

Click to view the true size:

Pizza ‘o clock

It’s 03:49am here in the UK. Time for a pizza by my reckoning. This jam is not going well. I grossly underestimated the complexity of what I wanted to create, and stumbled a bit when I first set out.

Still, I’ve put a lot of effort into putting together what I have so far, and I’m not about to throw it all away when I’m almost ready to make the fun stuff.

Halfway Update

I’ve spent about 18 hours on the game so far, minus sleep and meals with my wife, and  I’ve got a solid foundation.

The setup is currently:

  1. You have a herd of buffalo that you control.
  2. There is a field with grass that the buffalo will wander over and eat.
  3. There are wolves that attack nearby buffalo, and can be stomped.
  4. If the buffalo eat enough grass, a baby buffalo pops out. Whee.

In terms of time sinks, I wasted a few hours playing with a flocking algorithm, and spent a good chunk of time rewriting the original code into state machines, so I can extend functionality easily.

The next step was going to be evolution via special types of plants (Fireweed for speed, Cloudpuffs for buffalo wings, Rustleaf for durability). But I’m not quite sure what the goal of the game should be anymore. It was clear when I started (I’ll go into detail during the post-mortem), but … …. I really wish I had those hours back from the flocking fiasco. =)

Joyous Morale Rating: 5/10

Saturday progress

I worked on a chess game several years ago. Before that, I have always thought that chess is just for people with pretensions of being smart, but during that project I learned a bit more of the game and became somewhat fascinated by it. The rules are simple, but there’s a lot of strategy in the game. All that is missing, I thought, is a bit more action, power-ups and a level progression.

I never got around to make that game. I won’t really have time to do that during this LD either, but I’m at least making a chess game. Not your grandfathers chess game though. This is “Pawn to King – chess evolved”.

Or at least I hope it will be something playable tomorrow. Here’s what it looks like right now, early Sunday morning.

Tags: three.js, web game

Nicely appointed Ribbit Hole

Check out some of the great models and textures that my talented compatriots have produced for the apartment scene in our LD Entry. The textures are exported a little grainy but we can bump up the quality on the next pass.

7

This entry was posted on Sunday, August 26th, 2012 at 12:55 am and is filed under LD #24. 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.

Wanderlands Progress

Going far outside my comfort zone for this Ludum Dare! It’s a very different direction for us (compared to our usual antics) – luckily, Wanderlands has awesome people on the team and we’re progressing well. Have a picture!

Icarus

Vlog 3 is up

so vlog 3 is up , one more today,

good luck all. 😀

New image :Gregor Mendel

 (click on the image to see the bigger version/animated GIF)

It’s Gregor Mendel the famous scientist http://en.wikipedia.org/wiki/Gregor_Mendel one of the enemies; he’ll shoot peas.

No more infos today: it’s 4:49 AM and I’m exhausted!

Comments

26. Aug 2012 · 01:27 UTC
Personally, I’ve always been an enemy of GM.

Introducing; basic AI!

Finally got around making the first AI. I gave up on using a jaguar-man because the sprite look so bad, and decided to make him into a human-dog hibrid, almost like Anubis.

New stuff since the last update here:

  • You can now shoot spears by pressing X
  • Intro and first part of the game is 90% done, only missing the last cutscene
  • Started making the Caves, a place where the dog-people live.
  • Created a basic AI for them, if you get close enough they’ll enter in “attack mode” and keep their distance
  • Still have to implement golden spears, that they’ll shoot at you from time to time

That’s pretty much it! Also I can’t livestream anymore because my computer isn’t being able to handle it very well, as I’m not even using a videocard.. I’m also really worried about this, because I can’t even test my game properly (it runs around 25-30fps in here when it should be running at 60fps). And I can’t even use webgl effects. BUT at least I can use particles and it won’t slow down the game much!

Here’s the game (being uploaded as I make it, since I’m using dropbox):

https://dl.dropbox.com/u/2383513/Hopper/index.html

 

Myxolous – Update #2

So far I’ve got a fairly busy game world going.  The little Myxos can harvest wood and stone, and you can build new residences.  I’m pretty proud of how the village building system materialized.  Next up, gold harvesting, and balancing of resource usage for building.  After that, hopefully some sort of enemy.

PLAY MYXOLOUS

 

PLAY MYXOLOUS

Chonosome used SLEEP. It’s SUPER EFFECTIVE!

I can feel myself slipping away as I type these words, but I am sticking to my plan and posting a screenshot before I pass out.  I’m about half-way done with combat… still need the actual damage calculations worked out… might do it half-way for now, and come back and implement elements/weaknesses/whatever later, if time permits.

But actually, first thing’s first.  Screenshot and sleep.  I’ll have about 12 hours left tomorrow, plus or minus… who knows how much content I’ll get to add… not nearly so much as I’d hoped, but… ah well!  Good night, LD Crew, and good luck!

Tags: attack, awesome, battle, Dawkemon, evomeme, LD #24, pokemon, python, school, screenshot, sleepy, teacher, text, text-based

Some progress

Well, we haven’t made as much progress as I (Thomas) would have liked. But I don’t think we are doing too bad. We have a *Very* basic first level with the control scheme done and mechanics done. Work, school, illness have all hindered us, but we WILL PREVAIL! =D

Check out our demo/progress page http://www.thomasle.info/ld24/

Saturday Dinner

20120825-201127.jpg

Pizza and a salad. Still working on some enemy property logic. Will post some screen shots later tonight.

Tags: food photo

Day two, starting!

Warning: this is all placeholder art!  Oh, except the font, which was hand-drawn! It gives some idea of how the game will play though.

Day one was a bit of a mix! Eventually I came up with a game design I liked, and I made some decent starts. However, I didn’t get much game logic in place and today is the day I’m getting my hands dirty.

Speaking of artwork, my goal is to produce all the artwork for this game on the iPad! It’s a bit of a weird goal, and probably doesn’t do my speed any favours, but it’s fun to try.