Ok, second one, now time for “harvesting” those trees! Our little friend needs a house to evolve.
LD24 August 24–27, 2012
Progress, another tile
I had to post this screenshot
I’ve seen enough development to know where this is going…
So, I made some progress. I’m going to take a break for now and mull it over. Heres a web demo for you, not much to do.
Some progress #2
Nothing good today… lost 6~8 hours due to some math not going well (and in the end I just gave up on this), and tonight (well, already 5 am here xD) my firefox made me loose 3 more hours with html5 sound… although my code was good u_u
Anyway, got something playable, I’ll now add some content (new ennemies, sprites, illustrations, game background, etc.) and do some level editing + balancing.
BMS Half done and I finally created a main page.
So I’m halfway done with the story/code. Decided I would just go with it being a text-based adventure vs text and images. As you can see from my title screen art is not my strong suit. Still undetermined as to whether I will be adding sounds and music to the game. I suppose time will tell on that. Main concern is to finish the story, which is proving difficult having gotten sick this weekend. Oh well, what can you do. Press on am I right.
Progress as of now!
Stream is back up
After boring reading of books I’ve finally gotten some AI set up and I’m back to adding gameplay www.twitch.tv/dudeguy676
Biology Is For Squares: I Follow My Own Rules
Suddenly, I feel stupid for attempting this idea. Also, I feel like a god. This isn’t a game yet (which is why I feel stupid), but it’s actually remarkable as it is. It does a fair simulation of two species (which are generalized! I could probably add in some more without much effort – I’ll bet a 3rd would make everything unstable – perfect for a game). One is algae, which are small, fast-reproducing and photosynthesizing things. The next are… algae eaters (I’m not a biologist). They eat the algae and reproduce. They also starve though, ‘cuz they don’t know how to control their budding and can wipe out all but an epsilon of the algae in an area. Also they’re profoundly stupid and have been observered travelling in hoards towards a single piece of algae then all dying. In general, the system is about in dynamic equilibrium.
I really hope I can game-ify this (and I have the general idea), but I can’t work anymore tonight. I think that this game will be pretty different from the others I’ve made and from the others that will be submitted, and I’ll be happy with it if I can pull of the execution…
Also, I have a property called “birthRange” in my code. It makes babies go everywhere. I think that’s pretty cool.
Comments
Hmmmmm.
Made some reasonable progress earlier this evening, although I’m way behind where I’d like to be, and am not posting any screenshots because it’s pretty much all placeholder artwork which looks terrible.
Popped out for a few hours to do a 10km walk as part of a 24 hour relay to raise money for cancer research and just got back now (it’s shortly after 4am here in the UK) and am pretty tired, so won’t be doing any more work tonight.
Forgot to post up a picture of the only non-snacky thing I’ve eaten this evening, which was curry with lime & coriander rice and mini garlic naan breads which Kell made for us earlier:

Stopped for a quick and tasty curry with Kell.
Status update: “Morph, Virus, Morph!” v0.2
Find the video of v0.2 on YouTube: http://youtu.be/-hzI1prmSVs
New stuff:
- the player´s character (a green virus! what surprise!) is now animated.
- the player can rotate/turn the camera left and right.
- some red enemies rotate and wait for the player to shoot them.
- at the far end of the level there is an exit waiting.
To do stuff:
- Camera moves out of the level walls – ugly, must fix!
- Enemies want to shoot player badly. Must implement this.
- Maybe some health bar for the virus? (Do viruses in reality have … health?! Wondering….)
- Dead enemies must drop “source code artifacts” -> for feeding the virus, so that it can evolve / mutate / grow / level up
- Some UI for main menu etc (think I will use generic Unity-GUI – ugly, but times running out)
- Some funny background story.
- More levels.
- UI for choosing the power-ups of the morphed virus.
- Outro.
- Now: empty the bottle of beer, then sleep a little.
Screenie of “Morph, Virus, Morph!” v0.2

Morph, Virus, Morph! v0.2
Tags: game, ld24, progress, screenshot, status, TODO, unity3d, youtube
Screenshot Saturday!
You’re doing it wrong.
That’s pretty much me. I’m in the middle of the competition and I’m lost. I don’t know where to go; I have no focus. I’m not counting myself out just yet, but I do need time to think. Time I don’t really have, mind you. I have to make the jam deadline, but making the compo is cutting it really close and would sacrifice the quality of what I’m making.
Anyway, here are some screenies.
The start screen. You start off with no game, fiddling around trying to start the game. Graphics are non-existent. There is no gameplay.
When you do start the game you are dropped into a text adventure. Still no graphics, but you can move along an axis and interact with things so it’e evolved a bit.
At some point you are transported to a simple rogue like. Now the characters are representing something and form a grid. There’s also someone else. A bit more evolution.
Next, add grayscale bitmap graphics and enemies that can hurt you. Then add full color images, weapons, and enemy movement. Finally, amazing particle effects, awesome sound effects, sweet music, and a conclusion to the plot.
*sigh* But all that is a long way away. I think I’ll head to bed for now.
My half-time
Well, I still don’t know exactly how the game will turn out but I have done a cool DNA strip that will be the player.
Here is a screnshot:
You can make it move here. Use the arrow keys.
I’ll sleep a little and then turn this into a game. BRB!
Comments
Halfway through
I’ve got to say I wasn’t very happy with the theme.
Everything I could thing was always too complex.
Anyway, better do something. Decided to do a shot’em up.
So far I’ve got the basic component system, where you can customize you ship.
I wanted to start working in the graphics, but I still need to make a game out of this, so enemies moving and items to pick up should be next.
Directions to move, X to shoot, and M to enter and exit from the editor.
Comments

In-Game Screenshots!
Just grabbed the latest code off of Jade and built myself a demo level using his engine’s built-in level editor. :3
A game is beginning to take shape! The premise is that you are adrift on a floating island and are tasked with nurturing a baby dragon. You have to protect him from enemies and feed him to help him grow up. (Dare I say, he “evolves”?) 😛
We have some stretch goals for what you can do with him after that, but that’s for another dev session.
Creatures on the island, like bats, will try to attack you and/or your dragon. We’re not sure which would be more feasible or compelling, but they’ll go after a target of some kind.
We’ve got some more things coming up. This is what is open on my Cintiq right now:
We’re calling it a night for now! Tomorrow I’m working on UI. I do UI art for a living, which means all my nitpicking will slow us down. 😛
My Sheep Now Breed!
They also die, kill eachother and grow old. Traits are passed on from generation to generation.
Follow my semi-live screen shot stream at:
http://www.kins-home.net/ludum/
Yet Another Progress Post
Okay, everyone else seems to be making posts about their progress, so here I am making one. It is a bit far into the competition for a first post, but I’ve been preoccupied.
This is my first ever LD, and it’s been lots of fun, but very hectic. I had spent a very long time Friday thinking of ideas for 1000 Kittens, and needless to say, I was rather upset when the theme was announced. I spent 4 hours tossing around ideas trying to think of something. The problem with this theme is that there are so many interpretations, but for me, none of them were feasible and/or fun enough for LD. I went to sleep, woke up today, and a theme hit me.
It’s a bit of a stretch for evolution, but it’s a game where the hero is trapped in an arena and forced to battle. The twist is that his suit evolves based on the battle, giving him special abilities.
Not the most original theme, I know, but I still think it could work. I’m not in this for the competition, I’m in here for the experience and the fun of LD. This is the second game I’ve worked seriously on and I’m very proud of what I have so far.
I’ve taken too many breaks today, but all the same, I’m a bit burnt out. I’m going to be dreaming in integers and type conversion warnings.
At the moment, I have a simple environment set up for the arena. I plan on adding more soon. I can move my character around screen, jump up and down, and collide with objects. I’ve also started adding some of the special abilities.
I still need to add enemies (of course) and their AI (this will be interesting…), more abilities, a better arena, and a few touch ups to make the game look and play better. Oh, and I’d better not forget sound and music. It’s rather lacking in that category, at the moment.
I have a lot of work ahead of me, and I’ve barely started from what it looks like. I can tell I’m running out of time, and I really want to get this done. Something says I’m going to be very tired by the time I submit this. Still, I’m having a great time.
To all of the participants of LD: every now and then I’ve been checking back to see how everyone else is doing, and it blows me away what some of you have done. I am absolutely amazed with what everyone else has done. I look forward to playing a lot of these games later.
Anyways, that sums up my post. I suppose you might see another one tomorrow. If I’m not asleep or dead ^.^
Mutate? Exterminate! Update
So quite a bit has happened since my first post yesterday. The enemy genetics system is now almost fully implemented. There are 3 enemy abilities, red, green and blue attacks. Which one they have is based on their colour. Ie. Red dominant enemies have red attacks etc. They can, however, have multiple attacks, so an enemy that is a mixture of red and green will have both abilities (if they are dominant enough in those channels). This system also introduces “Purebred” enemies. These are the much larger, white enemies. These enemies are dominant in all three colour channels, and will have all the 3 attacks. The colours are determined on the parents colours, so a red and green parent will mutate into a yellow child, with a small amount of mutation variance. This variance is what will lead to Purebreeds. In the opposite end of the spectrum (literally), dull colours (not dominant in any channel) will not have any of the 3 attacks. Purebred enemies can only mutate with other purebred enemies. They are a bit of an elitist like that. Any non-purebred can breed with any other non-purebred.
I’m also working on something I’ve called the “Devolver” (bad Revolver pun) that will remove certain genetic traits from an enemy. So this ability will allow you to “devolve” a purebred (or any other enemy for that matter) by removing their dominance in a certain colour channel, making them less powerful (by removing that attack).
For those wondering, the Adult Only signs are the circles mutating with each other..didn’t want to show off any graphic content.
Animating is hard…
I’d never really done any sprite animations before, so this took me a really long time. Walk cycles are hard…
But yay, I’ve got animations for running, jumping, sliding, blocking, punching, kicking, and shooting. All thanks to the awesome Pickle editor. Because I could see the animations looping over and over again while I edited them, I could use trial and error and ended up coming up with some pretty nice stuff. You’d never guess by just looking at a still frame.
Maybe I should start writing some actual code about now? ![]()
This entry was posted on Sunday, August 26th, 2012 at 1:42 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.
Ludum Dare game looking good.
Our game is going well, engine, music, map loader and entity management are complete…
Just need to design some level design.
Have a look at it:
Progress? Pfft!
I have 4 sprites drawn and the player character moves.
I got this.
So at halftime, I have two enemies, all physics working and transitions between levels. Level design all day tomorrow!
Comments
Halftime!
Got a good 3-4 hours to work on this and I’ve got what I can consider a feature complete game. Of course, there’s no way to reset the darn thing so I’ll have to hook that up tomorrow. And I’d of course like to add sounds, music, particles, and explosions.
Basically, you are trying to evolve the fastest by damaging your foes. WASD to move and arrows to shoot. You are the green guy. You’ll know the game is over when the winner starts changing colors. I’d also like to get some good messaging into the game, like letting the player know what the hell is going on besides a bunch of bright, fast colors moving all about.
Anyways, good night all. And to those still up, keep on trucking! Feedback much appreciated!
https://dl.dropbox.com/u/113533/LD24/Evolution.html
Progress! Woo
After a short break from coding, I went back to it, and got almost all the UI finished, which is a large part of the game!
I don’t think this game will be super great, but it will be mildly entertaining ( I hope) and finished in the 48 hour time span, and that’s just what I want it to be!
Here’s my fabulous title screen with some monsters:

It’s simple, and a little goofy, but I’m no artist here!
Unfortunately it looks like real life is going to be getting in the way soon, so hopefully I can finish it up either tonight or tomorrow morning.
(BTW, all of your games look wonderful. I’m having a hard time concentrating because I keep seeing all the awesome games popping up. Keep up the great work!)
I have an idea!
Okay, realizing that my last idea, while awesome, was way too ambitious, I have miraculously come up with a new, brilliant, much simpler idea that I’m still excited about! 
I won’t waste my time describing it here, but I’ll just say that it is inspired by this previous project.
If only I had this idea 24 hours ago… :/
Halfway Through my First LD!
This is my first LD, so I really had no idea what I was going to do for about the first three hours, and by that time it was almost time to sleep. When I woke up the second day though, I had this idea for a combat cellular automaton which I started implementing. I’m not sure if it’s a good idea yet, but I’ve heard that it’s better to just get a game out, especially during the first time.
So far I’ve put in multiple levels, a leveling system, procedural music, and most of the actual ‘combat’. I also make it have a sub-theme of 1000 cat; I needed to draw something.
Anyway here’s the progress so far.
Deadly Boulders
The player can control the tank, including firing bullets. I’ve also added boulders.
They are randomly placed in the environment, and when the player passes them, they are removed from the game. If there are no boulders left, more are generated.
Collision between the player and a boulder is deadly, as demonstrated by the randomly controlled tank in this video:
I had some difficulty with handling bullet collisions with the boulders. Right now, they shoot right through them. I want them to disappear. Boulders are not affected by bullets. I have plans for boulders interacting with enemies and explosives, though. If an enemy hits a boulder, I think it would make for an interesting mechanic if the boulder starts to move towards the player. Explosives should be the only thing that destroys boulders.
My current plan:
– get the player’s character in the game
– make it controllable
– add obstacles (most likely boulders)
– make collisions between the player and obstacles deadly
– make collisions between bullets and boulders result in bullets disappearing
– add an enemy
– create a wave of enemies
– create a way to modify the wave of enemies so each enemy evolves in some way
One thing I was hoping to use was my component system, but so far I’ve represented bullets and boulders as positions, along with constants representing their collision radius. It’s working well enough.
Once I get bullets working right (I’ll need that collision detection working for the enemies anyway), I can finally start working on the first enemy so I can get around to doing some evolving.
Twenty-Seven Hour Check In
MUSIC TIME
Base game is finished, now I must make the music.
Bwahahahahaha!
Oh uh, no media again, as Dropbox hates me. Sorry 
Tribes! Broo-ha-ha!

Very exciting.
Time for some rest
5:00AM over here in the UK and it’s time to rest for tomorrow, I am pretty pleased with the progress so far and I am even more pleased that I still have all of tomorrow to still continue coding.
All of the ages apart from the final have been modeled.
I am looking forward to trying to sleep…

Comments
Creepy!!
As I started to draw hearts for HP using GraphicsGale, check out what the thumbnail showed.
2spooky4me

Looking for a name…
Halfway
Well, a little past halfway in my case, since I’m going to a Barcraft tomorrow!
Here is an imgur album of what the game looks like right now
What is it?
My game is essentially a multiplayer Conway’s Game of Life (loosely related to the theme). I’ve decided to call it “Conway’s Revenge”! It doesn’t follow the original rules for the Game of Life – I’ve made changes to the live/die algorithm to account for multiple players and to prevent spending too long in a deadlock scenario, while making sure it’s not too hard to get your cells to grow and expand.
I’m more or less happy with the live/die algorithm now; I’ve got pause, play and step forward buttons; and you can draw new red or green tiles.
So what’s next?
I have something interesting planned for the music that I’d really like to get done. I want to have a main menu screen as well as some instructions (maybe on the main menu?). To give the game a bit of actual replay value I’d like to do one or some of the following:
- Implement a progressively more difficult set of levels where you face off against different enemy formations
- Let you pick the number of players and place tiles of all colours so you can set up your own scenarios to see how they play out.
- (This is the way it works right now, but I’d like to keep this as an option) A ‘Battle Royale’ mode where all colours spawn randomly and fight it out to the death.
If I have enough time, the ideal would be to have these three as three different game modes that you can pick right off the main menu with their own instruction screens.
I think the way to go is to fully implement the main menu with one game mode (probably ‘Battle Royale’) including instructions, then move on to working on the music.
If I still have time at the end, I’ll spend it on implementing the other game modes.
Hocker Team — Update 2
Things progressing nicely
- game engine working
- level engine working
- score engine working
Now time to start finishing the levels
Latest drop is available here:
http://dl.dropbox.com/u/16969200/LD24/ld24-5.0.zip
Comments

Cyberwar
We got stuff done, I’m tired look at our things for the love of god click the youtube links it looks better in motion.
This is what the environment looks like.
http://www.youtube.com/watch?v=HAVV3EYStKg
Bob and Weave enemy test
http://www.youtube.com/watch?v=9hJuoTP73gI
And last but not least a link to our stream.
Tags: fishkin
In a nutshell so far
Standard fps controls. You have godmode. Friendly fire is on.
http://software.o-o.ro/ld24/index.html
Details “soon”.
It’s far from done but if it dies horribly let me know.
Microcommuters
I forgot to say we’re alive!
Real-world meetup Atlanta has been going swimmingly, a potent cocktail of pre-release N64 emulators, Robots Love Ice Cream, Space Sims, wrestling announcers, polygon mating, bible re-writting and David Duchovny interactive fan-fictioning…
As expected, right!
Tool-wise it’s all over the place though Unity is making a stronger showing than at LD23, LOVE2D is holding steady and people are loving on Pickle.
Home stretch!
W.I.P and S.L.E.E.P.
After a half-day of game development, a pause for game status and get some sleep.
The game is a strange strategy board game resembling Go (not too much). I need to test the game mechanics and improve the rules, though the engine is 50%. No AI, no menu interface, no scores… yet.
Test it online here.
Source code hosted at GitHub.
P.S.: Sorry for the silly name of the game.
Ànims a tots! Cheer up to all!
Goodnight!
Since my last post, I have done a lot.
All sounds are done, most of the code is done and a couple of the creature bases are done.
I’ve decided to scratch animation, as it would take too much time in the remaining hours, that is, if I go for the compo.
My rendering engine is done, so is the sound (thank you Internet standards people, specifically those who made the JS sound API and the canvas 2d API. You saved me work, that if I had done it in Java, it would have taken half my time, unless I used libraries).
Tomorrow, finish asset loading mechanism, add user input, enemy targeting, world generation, build boss level, finish pause menu/shop/evolve screen and finish sprites.
All fairly easy things to do! :D.
Finally I have my first snapshot. I feel I’m falling behind since this is my first LD and the game is quickly running out of time to be completed and it is nowhere near done.

I would love it if I could get people to goto my stream to watch me make the tri-hourly screenshots! It will also keep my from getting bored and tired and get the encouragement going! 😛
Day 1 Progress
Day one is complete… In addition to spending most of my day celebrating my girlfriend’s birthday, I have created art for tissue cells, white blood cells, and antigens. It’s nothing spectacular but it’s good enough for me to start working on more game-play. I have also added simple rules to kill off the virus on contact with white blood cells or antigens.
Tomorrow I will be finalizing the game-play and hopefully find time to add some evolution. Even though there isn’t much gaminess I find it interesting just to float around and infect things.
Aberdeen Meetup: Another Update (Just Me Now)
Originally published at: http://irl.unixcab.org/blog/2012/08/26/ludum-dare-24-update-2.html
I seem to be the only one still going in Room 205 at the moment. Everyone else has gone home for some sleep before continuing. I may have made an error in marching on, but only time will tell. There’s now about 18 hours to go and I have a playable game.
As I’ve mentioned in my previous posts during this Ludum Dare “compo”, my game is written in pure C using ncurses. You play the role of a pizza chef that has to make pizzas. I intended to have a steep learning curve to the game and I believe I have achieved that. This forces the player to evolve, a twist on the theme where I imaging most games will have either the character in the game or game elements doing the evolving.
When I dropped into the IRC channel, the question was raised of how I would make this available to Windows users once submitted. All the development has been done on a Linux workstation, but I’m sure Windows libraries exist for ncurses and I know for a fact that gcc exists there. Still, as a bit of an experiment, I tried out compiling and running it in JS/Linux and it worked.
Over the next hour, I’ll be writing up some quick READMEs and getting my code into github. I already feel like I’ve achieved something I would normally not have done and when I got it working in JS/Linux I had to go for a walk to calm down due to being so excited.
This is what Ludum Dare is all about.
Here are some screenshots for now:


Some Progress
Working out the last few gameplay kinks. Then i can make levels and hopefully get to my stretch goal features. Barebones art is mostly completed just need some more finalizing and removal of placeholders, as well as a better background.
What gameplay is looking like now. Flaming trails etc change based on velocity, decal effects on things like impacts are implemented, and placeholder (likely to remain until final) sound effects are implemented. Just need a proper level browser and some kind of progression/scoring and its mostly finished.
Meanwhile…
Started working on a larger variety of planets with a variety of looks and special features. I.e Lava burns up stuff. Most of this is just cosmetic, but the effort is well utilized and makes the game look much better, and besides these only take like <10 min to draw and implement, and can allow me to create more diverse levels later.
Sorry about grammar n stuff. Hyped up on coffee right now, and no time to spellcheck.
Update!
So I have 4 levels completed. I’m not going to post a link to the game till it’s done I think, but Im encouraged by what I have so far.
I wasn’t sure how I was going to end it, but I think I just came up with a solid idea and I think it’s both doable and going to work well.
So in the end I should have a 5 level completed game, I guess we will see tomorrow.
Also, for the record Construct 2 is amazing for prototyping and doing little 2d projects like this.
Tags: progress update, update
A super glitchy build!
Play it now! It’s completely broken but it glitches out in fun ways: http://struct.ca/games/madness/
Done! Just need polish now
My game is finished. =] Now it just needs polish.
I uploaded another build. This time it’s a pre-release.
Progress report
Well, I’m in apparently 
This is my second LD, but I abandoned the first one (tiny world). This time however, it seems I might be able to make it. Anyway, I’m using the Löve framework and Gimp for the graphics (though I’m obviously not good at that). Here’s a screenshot of the current progress:
I like the theme, and I took heavy inspiration from flOw.
You can get an executable from here (you’ll need the .exe *and* dlls) and the sources from here.
Western jrpgs
This is the first time I’ve participated in Ludum Dare officially, so that’s been fun.
My game’s a simple jrpg about the predator / prey relationship between Cheetahs and Gazelles and the subtle evolutionary consequences.
All that remains is to connect the meta game elements, and then add more UI and audio.

Still so much to do!
So it seems my game will be something like Spelunky meets Super Meat Boy. All I was needing was an excuse to test procedural level generation, and now that it seems to be working well except for a few over difficult parts here and there, it’s time to start adding win / lose conditions and balancing difficulty!
This is how it’s looking like so far. The placeholder graphics keep sucking, but hey, all that stuff was proceduraly positioned there! Even I can’t believe! 😀
Now I can only hope a fun game will emerge on the other side.
Day 1 done! Evolution:NO! Progress
Evolution:NO! Has reached almost-almost game status! My game’s about beating the crap out of evolutionary logic with Christianity (on message boards and comment threads)!
Here’s a screenshot of the first level: a YouTube comment thread.
Hope using stock art isn’t against the rules.
Good luck, everybody!
ThatRedAnt
Black hole of doom
Not gonna change it anymore!
So, now i changed art style because i found out i’m unable to draw and animate something more complex than this:
6This entry was posted on Sunday, August 26th, 2012 at 2:45 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.
Update 3!
First Ludum Dare Post For Me
First real attempt at Ludum Dare this year. I have an idea and I have some code that looks like a game.
It is somewhat Tower Defense like with a twist. Evolution is that your towers effectively are limited and “evolve” over the course of the game. Still working out the last few details but here is a screenshot of the game running and my development environment behind.
Tools: Vim, pyglet, VMWare. Soon will be pulling out the paint and music programs to add that.
Time for bed.
1 day down.
I need to actually try to turn this into a game tomorrow. Right now it has a very weak objective (make things spin faster). I don’t know how far I’ll get tomorrow but I’ll be submitting whatever I have.
Check it out, the flower breeding works a lot better than before:
Halfway there!
This LD is starting to shape up! Here is a playable demo of what I am working on.
While my chances of finishing are starting to diminish, I am still stoked on the idea. It’s a turn-based game in a post-apocolyptic world. Each turn you plan where you are running to and when you will take two actions. Your actions can be: Attack, Dodge, Search, Craft and Swap Weapons. I really didn’t think that this was going to be as much as it is on the coding side for me. Hindsight is 20-20!
Swag.
Mah bed sounds too good!
That’s It For Tonight
I’ve finished all but 3 major elements. I can see the light, and it is good. Back in approximately 7 hours.
Screenshot Update: <3
Try out the latest dev build here.
Added a main menu interface! The camera slowly hovers around the playarea to give players a glimpse of what they could expect when they start the game.
Oh, and yes, I’ve decided to name the game “I LOVE YOU VIRUS”, named after the infamous virus that wrecked havoc back in 2000.
Comments
Update 7: Evolution Takes Time.
Time to head to bed
Progress Report
I added particles!
https://dl.dropbox.com/u/1482003/DigJesusDigSunMorn/DigJesusDig.html game’s still butt ugly and has no actual gameplay yet though…
Anyway, you play as Jesus digging holes for the dinosaur sekellingtons God throws down to trick the non-believers.
Its sort of a mix of Terraria and The Incident.
Anyway, here’s a link of a a current build:
Second night!
6 AM…Maybe I should get some sleep…
Visuals progress
The Cube Miners won’t stop partying!
Ok, so I’ve made some progress now, events are in the very early stages, they occur randomly, can have prerequisite events and random duration and can be repeatable or one offs. One problem is that for some reason they keep firing even though I apparently have a check against that, so the effect of that is…
…Endless Partying!!!
Miner Party was my test event and it seems the miners constantly want to party!
You can follow this party on my livestream at http://www.twitch.tv/draxov
I have a game!
Managed to work out some sort of game around my Kitty simulation. You start with two red kitties and need to raise them until they are old enough to breed. Once they breed some of the kitties will mutate and change colour. Kitties can be sold to the Kitty traders by dragging them on the icons. Different colour kittens are worth different amounts so you need to try and breed the most expensive colour. You have 5 minutes to make as much money as possible.
The mechanics feel decent to me but it also feels a bit too slow and repetitive. I might try and find an extra interaction – possibly the kittens poop everywhere and you have to clean it up or they’ll get sick! Maybe the game could also do with some milestones so you feel like you are making more progress. Not really sure, there’s something not quite there yet…
You can try the current build here. Let me know what you think!
Tags: unity
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MULTIPLAYER + title screen

yeah thats right! multiplayer!
you see, its come to about time where i’m done the story line, sprites, menus, and yes. even a HUD. I decided i might as well try to get a server based multiplayer going for testing tomorrow, so that all you clowns can play together on one big map! or something like that. anyhoo i think i might head off to bed with most of this freak show finished.
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Second day started
So, I just had breakfast (aka my medication and a glass of water) and I’m ready to start the 2nd day of development.
I don’t like being under time pressure but I think I can do it.
And finally here is the gameplay video I promised last night:
Now back to work!
Progress!
1st interactive demo of BLT for the SNES
Here’s a link to the 1st interactive version of BLT for the SNES:
This is a Super NES game. I’ve only tested it with SNES9X.
The directional pad is used to move and the B Button fires. The start button will skip the boot screen.
Just thought I’d share this.
Unintentional… Funny
That’s all you need to see. =D
Second Day – Machine [R]Evolution
I accidentally deleted ~7 hours of work.
And now I feel like poop. Guess that means no sleep!
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Finished programming!
This is the last video, all programming work is done. I am taking a little nap and continue with the gfx. Enjoy!
Tags: video
Myxolous – Update #3 (Calling it a night)
Alright, done with enemies. They can now build their own little villages, and destroy your villages. On the other hand, you can now fight them and destroy their buildings. I have also finished the only spell, a lightning bolt which destroys any Myxos and buildings it comes past.
So…tomorrow is just gonna be polishing the game engine, as it’s pretty much in place and done. I’m probably gonna try and make a little introduction/tutorial screen and make an intro menu, too. The only thing I probably won’t get to is sound, as sound in GM: HTML5 is a pain.
The client side portion of our game is almost done. Here are the code stats and list of retired tasks.
So we are doing an HTML 5 based game targetting canvas. Only minor math and sprite libraries we previously generated have been used. So far here are the check-in stats:
5 developers, 7085 LOC, one of the devs is pumping out 257 LOC per hour worked on the project.
Completed list of items (not in any particular order):
Canvas Sprite Engine
Parallax Tree to enable a star field
Multi-level star field
Interactive Environments
Collidable Obstacles with special properties for bullets
Single Screen State Manager (we didn’t want screens or transitions, everything flows based on a single screen state)
Collision Detection Engine (a multi-layer collision detection engine for handling enemies, bullets, etc…)
Over 80 custom sprites and graphics
Multiple Ship Designs
Full interactive in game credits
Input Manager
Multiple Input Modes
Konami Code Support
Ghost Replay Mechanism
Windows Azure Server setup for Leaderboards and some Secret Sauce
Powerups
Interactive Game Over and Replay
A Highly Optimized Bullet System for optimum Performance
Its fully playable now and we are incorporating our core evolution concept now. Should be fun!
Aberdeen Meetup: Another Update
I have loaded my game into a git repository now and uploaded it to GitHub. You can find the repository at: https://github.com/irl/la-cucina.
I have also uploaded some instructions and a base64 encoded archive for JS/Linux and you can find them in a gist.
Only a short update this time but this is a milestone for me as whatever happens now, I have a playable game I can submit.
Tom has now come back into the room and has started working on his entry again. Let’s hope today was as interesting, exciting and educational as yesterday.
I think I have a name picked out. Maybe.
I just thought of a name: “The Elemental Alien”.
Sorry, My posts are usually tiny 
My first sprite
A couple of setbacks yesterday evening: Shortly after my previous post my ISP went down, making it rather difficult to look up reference documentation or other material, and causing me to waste a while on the phone to them making sure it was a known issue and not just me (since they hadn’t got around to updating their service status page). After that, my IDE spontaneously started flat out refusing to compile anything. I never figured out what was wrong and ended up just deleting and recreating all its project files.
However, I managed to get my first (and, for this game, only) baddie in place. In an extreme case of programmer art, my baddies are virulent green circles that represent bacteria. They don’t look like much in the screenshot, but when animated appear pleasingly organic en masse. I have them moving around and dividing, but not yet interacting with the player at all.
What remains is to glue it all together, get the left hand side of the screen talking to the right and find out if my game mechanic actually works. I had to learn a lot of new libraries yesterday (LibGDX’s TableLayout and Scene2D, Java’s MIDI classes and some details of the MIDI spec itself), whereas everything that remains to do is a bit more abstract, so I’m quietly confident about being able to submit something on time. I have no idea yet though whether it’s going to be fun to play.
I’m starting to really enjoy this and I’m very glad I decided to take part. I could have carried on for ages last night, but I made myself go to bed at about 11pm, and woke up before 6am today raring to go. Time for a quick breakfast & shower, then on with the coding…
its over for me
well, ive tried and tried, again, but i cant figure out how to convert my blender file into a 3ds,(gm)mod,ms3d,obj, or anything else!
ive wasted about 10 HOURS trying to figure it out, but no matter how many tutorials,programs,ect, i just cant figure it out!
ive praticlly lost the ludum all thogher. ;(
ive tried so hard to get started, ive even found an engine, but it just wont work! its over, and because i have to sleep (but i dont!) ill have six hours by tomarrow, and by then what good will it do me?
its all over, i just cant keep up, the ludum is out of my grasp,
i could do the compo, but the competision would be too tough, and im not prepared to go on as a one man army.
~sincerly sorry, mohammad mohammad
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Latest build

I have added the evolutionary upgrade system and minerals the worm can eat. I still need to add enemies. Most of the play balancing has been done.
Playable build:
http://www.monkeydev.com/unity/ld24/index.html
Too much sleep
had to go to sleep didn’t I!?
Well it’s 7 in the morning, so i better get back to work I guess
Allrighty
So, lost the whole first day due to travel. I thought I might use the travel time to get some ideas thought out, but nothing really came to me.
Hard to focus on a train I guess.
Today I woke up not only early, but also with an idea in mind.
I think it might fit the theme well enough and could be atleast prototyped in a short amount of time.
Not sure if this will actually go somewhere, but, lets try it out for the lulz, so to speak 
Now, shower and breakfast, then rock’n’roll!
/Hannes
I’ve got a lot done
I’ve been keeping my personal blog up to date more than posting here, but here are some progress shots (note “FLOW” is a working title, and I’m planning on changing it). I’ve had plenty of break time in between some of the shots, which I think is making the game better over-all.
This was me just getting to my idea finally.
This was me implementing some circular collision detection.
A shot of some mechanics that I added.
A shot of the initial version of the death screen.
A shot of the start screen, complete with a list of “DEATHS” aka, high-scores.
And here is where I’m at now — custom font, some instructions and a functioning game!
I have yet to properly name the project, perhaps do a little tweaking, and package it. Ideally I’ll be able to release the .love file along with bundled apps for Linux, Windows, and OSX, but we’ll see!
Rhaaaa
Sleep, they said…
It will be cool, they said…
(yes, I woke up too late…)
First playable version
FInally, the first playable version. You still cant do much. You can use the bookshelfs to perform some action, and you can let the creature clean
Press 7, 8 or 9 to see the 3 different evolution stages
URL: http://logiconline.nl/projects/ld24/
Done for today
Welp, it took me a long while to get a basic AI working, but here it is.

Throwing spears is kinda fun! Controls are arrow keys, Z and X.
It’s kinda hard too, but I made it so the enemies always drop a heart to make it easier.
Of course, since it’s really late I’m about to make a lot of cuts to my original idea.
Instead of having him evolve through different species, I’ll just have the dog-people, maybe add different kinds since the basic AI is there.
And only at the end, he ends up evolving into one of them.
Still so much to do, so little time..
Game: https://dl.dropbox.com/u/2383513/Hopper/index.html
edit: I forgot to mention, if you’re not showing up in the village at the beggining, just refresh the game until it happens.
Supreme Intelligence – Progress Update

Yup, there’s been progress.
Although I’m nowhere near where I was hoping to be by now, I hope to have a simple game done by the time time’s out 
Now, what the player does is hack computers to gain control of them. Hacking a computer of the same OS and architecture is easy. Hacking a computer of different operating systems or architectures…not so much. The player needs to spend CPU each turn to do actions. Such as hacking a computer, learning how to hack a new OS or Architecture, running programs, etc. I’ll talk more about programs if I have time to implement them before time’s out.
There are quite a few features I’d like to implement which I know I won’t be able to implement during this Ludum Dare, so what I plan on doing is first getting something simple and playable out, and then adding every feature I can. Sadly, I had to write the entire engine using only SDL and its complementary libraries. I’ve written countless game engines, but none were in a releasable format (I.E. built into their game), so I can’t use any of them for this project, which has taken most of my time until now.
I honestly don’t care how much I get done by the time the competition’s over; I’ve having a great time 
And for your info, I’m continuing livestreaming the programming of this. If you want to watch, http://www.twitch.tv/addictgamer
Nearly got collision + gfx working.
As usual, there are the bugs.
- Collisions are absolutely fine, actually.
- The level (wrt Y+ scrolling) is drawn with the wrong Y offset, and quite likely the wrong X offset, too
- Uhh, I think that’s pretty much all the actual identifiable bugs.
Let’s see if we can sort this out before dinner. (Not likely, but itmight happen. Anyone into miracles?)
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I’m back
OK I’m back; 7:30 my time, and have a ridiculous amount still to do. Better get going! Will post again if I ever have anything to actually show!!
Well never mind.
I’m out. I woke up this morning, looked at what I had, and realized that there was no way I was going to finish what I had. Next LD I’ll try and avoid this kind of situation.
Temptare Subjectium XIII Title Screen

The Title Screen for our game, Temptare Subjectium XIII…
28 Hours in
Here is a basic look at what I have right now but I’m running on 5 hours of sleep and a 19 hour day so I’ll see what I can do tomorrow
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Day #1 is over. Day #2 is in process
It’s almost 8:30 am of the second day in France, so it’s time for a recap.
This is our character (click on it to see the animation):
The rat will have to pick up pills to evolve to survive in the world. But he can only pick one pill, so only one evolution at the same time.
The 10 firsts levels are created, we just need to apply the graphic design of each components. The game will be divised in universes of 5 levels each. For now, we’ll try to finish the first univers quickly and then start the design of the second one. The first univers we’ll be a bunch of easy levels, and then it will be harder and harder.
These are the evolutions of our character:
– The small-rat: Can go through small holes in the ground or the walls. He can jump further and less high.
– The hippo-rat: Can resist to pretty much everything but he cant really jump and he his really slow.
– The grasshopper-rat: Can jump really high (no real downside of this evolution has been decided yet).
– The shiny-rat: Can see in the dark. And that’s pretty much it. He can’t do anything more than the “regular”-rat.
And to end this post: the first screenshot of the game.
(The platforms and the Background will change but this is the first step
)
If you want to check more stuff about the game you can go here: http://checkthis.com/5kn9 (Screenshots of the 5 firsts levels, etc…). We’ll upload this as much as we can.
Progress!
I made a lot of progress since I last went to sleep!
During the car ride back up to school I coded up a lot of basic display stuff and started making one of the sprites.
At this point, the game has basic functionality, though parts of it are placeholder art and the mechanics are not complete.
That being said, the framework for almost everything is in place, so it should be fairly easy to move forward from here.
You can click on germs to kill them (right now they all have 4 hp, so it takes 4 frame to kill them (30 fps for the game)).
There is limited but regenerating fuel for the laser beam(s). The last germ left creates 4 offspring in the center and dies.
The only attribute that changes from a germ to it’s offspring is direction of movement, but many more changing things will be implemented tomorrow.
Check it out: http://www.mediafire.com/?k6pcacddej83pop

Brain.. Don’t work…
I’ve been working for 18 hours. My brain can’t sum 1+1 without a big delay. So i think it’s time for a break. It took me to long to import all classe’s sprites to Construct, so now, when i wake up, it will be 14 hours remaining. Dude, this is madness! Madeness? This Is LUDUM DARE!!
Anyways, now I hope I can code the game in 14 hours, wich i doubt. So there is always the Jam right? But what i want it’s the compo, so i will not give up until the very last second…














































BLT SNES Demo















