LD24 August 24–27, 2012

Guhh….Must sleep…

I’m so into it, I just don’t want to go to bed, but I’ve been working for about 16 hours today. The game is mostly done; it just needs some more art work and music. Oh, and still no name…

One option for your species is a muscular snowman deer.

Trying to go with a pseudo-retro style, e.g., Super Mario World-esque terrain

Tired, groggy, but prepared for a start soonish

2 bad nights in a row, during Ludum Dare, which is strange because I’m not an insomniac and I’ve always been able to sleep fairly easily. Guess it must be the Ludum Daemons.

Anyway, I thought yesterday I would delay the “level thing” (see previous blog post) until I was less tired, but if I am to stick to that plan because generally I go through 3 stages in the day:

1. Groggy

2. Awake

3. Tired

Now, as I woke in the night and was extremely hot stage #1 is a lot longer than normal, and stage #3 will start earlier, so I have to prepare for whenever stage #2 may arise. I guess I can click “generate sound” in sfxr while not being able to function normally, hmm?

Update #2

Getting there, lots and lots to do still though.  Still need to do the main evolution based mechanic :-S  Without that it’s just a fairly plain platformer!

On the plus side I have got a basic level editor working at have made 5 levels with it.

More stuff working.

Needs a difficulty increase, a goal, and more working buildings. Of course, things are more easily falling into place now.

Music Software?

Hey, So it’s day two and I have no music in my game… and I really don’t have any ideas on software to use.

Does anyone have any ideas on what software I could easily use? Something so simple it requires little or no training?

Thanks for any response

Tags: music, software

Comments

gabeochoa
26. Aug 2012 · 08:00 UTC
Someone posted this earlier, looks kinda cool.
prankard
26. Aug 2012 · 09:00 UTC
Thank you all very much for you replys. I’ll try them out.

:)

Day 2 – Progress

Just awoke on day 2 to a rather ‘gamey’ looking project :)

Have a lookie-look (Sorry for mobile phone video, with shaky-cam, WAY too much Blue Rat last night!)

Might as well get going…

Don’t have much done, but at least I have a very definite game idea now. 15 hours left and time to get cracking.

Even more pixels

Not being happy enough with my last atrocity, I had to make one more level.

Code the next day…

Haha, the joy of looking at the code you did the day before and thinking… “in no sane state of mind would I have written it that way”

;-D

Forfeit

Wellp, this is unfortunate, but I’m going to go ahead and declare my forfeiture. Time simply conspired against me, but I don’t count this time I did spend as lost! I got to find a few bugs in my current engine and reignited a spark that’s been lost for some time. Next time, though, Ludum Dare, I’ll have an open sourced engine ready to go, and I’m gonna come knocking. Peace!

Enemies and Art

So, checking in an hour or two into the first day I now have enemies that path find towards my character (which took freaking ages, C is hard work…), and some rubbish programmer art. The worst thing about the programmer art is that it actually looks pretty awesome at 2000 times zoom, which of course no one ever sees… Anyway, now to add combat dynamics. Then finally the evolution code. Fun fun fun…

Hope I succeed

Well this is my first time joining ludumdare im a learning programmer doing this for over a year now, I know what i want to make im working on it but im stuck again on enemy’s hp thats shared for some reason and that if i shoot ones and set damage to 1 its still 1 hit kill and their hp is 20 , so that where i spent most of my time on, i hope i can fix it and can submit a lilttle valid game but i dont think i will. Im using As3 with flashpunk libary. Goodluck everyone.

ItsSacraficed

Comments

26. Aug 2012 · 08:29 UTC
Fixed hope i dont need to edit it 😉
26. Aug 2012 · 10:01 UTC
Well kind of fixxed hehehe

Need Feedback!

I could really use some feedback, so anything you can supply would be awesome!

  • http://50.116.63.25/public/download.php?file=LD24_3b4ba46.love
  • http://50.116.63.25/public/download.php?file=LD24_macosx[3b4ba46].zip
  • http://50.116.63.25/public/download.php?file=LD24_win-x64[3b4ba46].zip
  • http://50.116.63.25/public/download.php?file=LD24_win-x86[3b4ba46].zip

What remains:

  • Scripted Dialog
  • Music
  • Sound Effects
  • Voice Overs

Which is really nice, because it’s very little coding.

Now for some screenshots!



Morning Ludum dare!

Just before I go and get my breakfast, I managed to do some background and time system work on my game. Next stop- AI and interaction trees.
#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ Capture Capture1

First one is normal time flow, and second is 100x faster. Player will be able to trigger the fast timeflow by meditating. Not only will the planet evolve, but the comet (which marks the game’s end) will come flying faster. The space background is only missing that, so It’s a relief I can forget about it for now :> I will talk about lifeform evolution branches and how they affect each other (and the end game, though we have yet to decide that!) on the next update! I might also expand the planet a bit, depending on the amount of life we’re going to put on

May need help with pygame on mac.

Hey!

Is anyone using python with pygame on OSX? I would love to distribute a Mac build for my game but I don’t own a Mac and am not really experienced in packaging applications there.

Under Win and Linux I’m using cx_freeze to build a binary version of my game and it works perfectly. And it should also work “the same” for MacOS. So if anyone is using the same toolchain under OSX and could help me build my game for MacOS this would be really cool :-)

…that is if I can finish anything worth building at all…. right, coding!

(Ah, I should mention I’m using python 3.2 with pygame.)

My First Ludum Dare

I dont write english very well. But I can let you some images. I hope you like it.

With all my love. Christian.

First playable prototype ready!

I’ve finally finished my first playable prototype! Take a look at the official project page or the ludum dare entry and try it out!

I did manage to sneak in a rudimentary Sandbox mode, but unfortunately I haven’t had time to work on my idea for the music yet. Along with some final polishing, that will have to be the thing I tackle tomorrow morning before I head off to my local Barcraft.

I have to admit, I’ve done better than I thought I would. It’s my first Ludum Dare entry, my first serious attempt at a game, my first time using Flashpunk, and the first time I’ve tried to write any serious amount of code in actionscript! Okay, that last one is a bit misleading – I’m pretty familiar with javascript so the learning curve wasn’t bad at all.

Finally, I’d like to thank Trance Around the World for getting me through this with the maximum amount of grooving possible.

Progress

This is what I have so far:

It is going to be an RPGish game. You can currently walk around the whole overworld (top right corner is a “mini map”), although there’s nothing there except for the (empty) village and a load of “pigs”.
you can slay those pigs, I have a nice damage system going.

I probably won’t get close to finishing it before the end of the LD, but working on something again is a personal win.

Working on new graphics

new graphics

new graphics

I’m trying out a new look on my games. Thanks to artrage it’s pretty easy to get a artsy look. It’s a shame that the character pictures doesn’t look as good when scaled down (from artrage images) as the level do. Oh well…

Tags: artsy, cat, progress update

The story so far

So surprisingly, despite having tons of fun at Manchester game lab, I’ve actually got some work done! It’s starting off as a top down-shooter where you and the enemies evolve as the gameplay increases!

There’s not much at the moment besides a spiffy lighting engine and rather stalker-ish enemies, but the evolving is being added in today.

 

 

New day – making progress

So,

We’ve been up for a couple of hours already – had some yummy good breakfast (obligatory picture below) – and made our plan for the day.

Today is mostly content, some game play tweaks, and refinement of all.  We know that we’ll totally need all the Jam days to get through this.

So, our breakfast and our work space pictures below.

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ Fruit and bread and butter and jam 8-26-2012 11-20-46 AM This is how we work 8-26-2012 11-46-21 AM

Almost over. But the game isn’t…

 

Thanks to timezones and school, I am just about out of time. I may get around 30 min in the morning to put an ending on my game, and possibly get some quick sounds in there. It will be by no means a finished project, but I look forward to continuing development post-LD.* I had a 30 minute or so setback because my laptop crashed and deleted all my textures which had to be redone!!! Anyway, progress – Roguelike engine with secure multithreading. (Very impressed with myself on not using “synchronized” at all) – Two layers of tiles – Player inventory with 8 slots – An okay amount of tiles and items – Okay physics (for a roguelike) – Basic GUI (Hotbar with health and inventory – A way to lose the game – An enemy – Evolution (pretty cool as well) Todo: – A way to understand how to play and win. – A way to win the game – A few more items/tiles – SOUND (bfxr) – Compile into jar, exe, linux native, mac native (JarSplice) – General polishing to make the game feel finished (for now) If I have time: – Game over screen – Help Screen (probably just a png may or may not be in the actual game) *Will post a link to a development blog when everything cools down around here.

Comments

leedo
26. Aug 2012 · 08:21 UTC
A basic win condition for roguelike is to get something deep inside and get it out.

by the way, a simple file with only “#!/bin/env java -jar your.jar” should do the trick for linux user. If they have java and the jar side by side with your file, that is.

Music Newb Question

Hey,

Sorry if this is painfully pointed out in other posts, but I’m new. (Hi!)

What’s the policy for background music/sound stuff. I have a good song in my music library that I’d like to use, but do not own the rights to. For purposes of the compo can I throw it in if I give credit or do I need to grab open source stuff?

Thanks!

Comments

gbellgames
26. Aug 2012 · 08:23 UTC
Rule #2 :

Gameplay Finished!

Gameplay finished, moving onto a basic menu and then story.

Redoing code like a boss

I had just finished coding one of the enemies our game , took like 50 minutes doing and testing everything.

Screwed up something and lost all work done on it.

First comes the desperation, then a feeling of “I don’t care, I give up, I’ll do something else”.. and then finally “Ok, I’ll redo it everything in 15 minutes now”.

Put the best song in my headpones and went in full-blast coding mode.

Redid all the code in 7 minutes, and in a lot cleaner and smarter way 😀

Every time you have to redo the same code, you do it better 😀

Comments

26. Aug 2012 · 08:57 UTC
Aww, thats sad. It’s happend to everyone at some point. To avoid these, you could use a version control system and/or live backup via Dropbox for example.

My first attempt at Ludum Dare

I started programming yesterday evening and have probably spent about 4 hours so far.

I am using the LÖVE framework to make sort of planetary life simulator game. So far you can spawn planets and the planets will spawn lifeforms.

These lifeforms will launch themselves into space and then look for another planet to colonise.

 

I fixed the bugs.

And added in slopes and a silly parallax background (mostly because it’s a LOT easier than, um, the scrolling crap I had to do before).

Now it’s time for a shower, then possibly refactoring the entity draw code so it draws more than just the player. Then… sleep!

Comments

28. Aug 2012 · 15:42 UTC
I have never implemented slopes before. I read about the theory but doesn’t really undertand it. I think I will come up with my own sometimes… :) They are a really nice addition to the game. Even on the picture you posted it makes a big difference.

Your opinion matters!

Which of these colours, if any do you like best?

  • Red
  • Brown
  • Yellow

Thanks in advance and good luck!

Comments

Ligh7zIncrement
26. Aug 2012 · 08:25 UTC
Red

:)
Colisan
26. Aug 2012 · 08:26 UTC
Read “the curious incident of the dog in the night-time” 😀

Toolbar, creatures, and more!

Well, I’ve gotten the majority of the toolbar in place. The 7 main actions are all working. These include adding creatures, lowering or raising ground, changing the temperature, and adding/removing water. The two on the right let you turn on heatmaps for either water amount or temperature. The next (and last) major item is to add the creatures, give them AI, and then I can starting tweaking all the levels. I’ve included some screens of the progress. #gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ toolbar and such stuff desert

Tileshift – A* Manhattan Distance vs Euclidean Distance

Hi,

Just having a bit of fun with my visualisation. Here is Manhattan distance as the cost function:

Here is Euclidean distance as the cost function:

I also found a bug, my estimate was not admissible. I’m still trying out various combinations of cost function weights to get a good result… its complicated =)

 

 

My compo is of only 24 hours

I started very late… And had less than 24 hours to make something. My framework was not working, I got no idea of what to do, and I was working alone (no team motivation). Anyway, I decided to go with a simple idea, but somehow got stuck with making fancy effects to hide my inability to draw.

Tags: 2D, as3, screenshot

Game update!

My game is very near completion! All I have left to do now is added effects/polish and sound! I have instructions in game, lots of animations and as far as I can tell – no bugs!  Very pleased with what I have now, and it’s great fun to play! 😀

dem graphiks

dem graphiks

Time is running out

Good morning! It’s 12:23 here in Stockholm, Sweden, and time is slowly running out…

I’ve slept 6 hours tonight, since I’m convinced there’s no way I’d get anything done today without at least 6 hours sleep. I’m feeling refreshed today! Sat up until 3:30 this morning and at that time I had been arguing with my camera rotation for 6 HOURS! It’s very depressing to get stuck on a thing like that. I finally got it solved my using the “prototype FPS camera” Irrlicht comes with, but it does feel a bit crappy to do that, even though it’s actually working great after I’ve added some extra rotational limits.

I am, however, still at the early “setup world stage”, and haven’t done any gameplay mechanics. I really hope I can get some more stuff into the finished result so there is at least one PLAY aspect :)

No need for sad faces though, I’m keeping my head down and powering through! There are still 14 hours left, lets do this!

Here’s a screenshot so far:

Screenshot

It’s moving along, now we need shadows and terrain!

 

Comments

crumpeted
26. Aug 2012 · 08:56 UTC
I feel your pain! Camera orientation is horrible, and definitely worth having in your basecode. 😀

Dissolution Update


A few more screenshots from Dissolution. Just implemented the first enemy. More to come, also working on some sounds right now.






Main Menu and a Logo too!

Cake here! I’ve been working hard on getting as much art assets out as possible to focus solely on music and level design tomorrow. (Which means NO SLEEP TONIGHT! SWEET!) Good thing I have all the snacks and Trader Joe’s coffee. 8)

Anyways, I hope you guys dig the main menu screen. I spent a little more time thinking and working on the UI for this game, as well as the way to market it. It actually has a logo now, which is pretty sweet and something P!P!P! (our last game from LD#23) didn’t have.

Listening To: The Magnetic Fields – Andrew in Drag

And now for something completely different!

Unhappy and dead in the water on my first attempt, I’ve decided to start over with something totally different! As of now, with 14 hours remaining, I am starting a new game, something very Pokemon-esque.

CSS Styling: Finished!

Restyled the page to suit the story more thematically now (I feel black text on grey really wasn’t fitting it in the slightest). Took very little time, so now my checklist looks more like:

  1. Get the basic story and structure finished.
  2. Enhance and embellish all of the prose where necessary.
  3. Add lovely black and white pictures.
  4. Create CSS styling forCSS Styling the pages.

Once I get the story out of the way, I can work on some small pictures to accompany (since raw text would be very grating for a games competition…)

Comments

johnfn
26. Aug 2012 · 08:46 UTC
Ooh. Text based web adventure? Exciting! :)

Hard life

Hello. This is my first LD.

Playable alpha: http://echa.spb.ru/ld/24/

I need to sleep now. )

Comments

26. Aug 2012 · 09:13 UTC
Looks interesting.

Did you mean multiplier rather than multiplayer?

Evolution vs 1000 Kittens is finished

It’s finished, after 2 days of hard work and slavery. I was constantly worried I wasn’t going to have enough time, turns out I finished waay before planned.

The description is viewable at the LD entry page, located here: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=6637

Here’s a screenshot of the game, just to tickle your curiosity :D.

Some hectic gameplay.

Getting to the important parts

I have slept fantastic. Now it’s time to finish the game. I still haven’t thought of a name for it yet either.

I have made some decent level generation, better collision damage and some particles. Now it’s time to actually make the player die and evolve, which involves keeping a log of all the players actions, and add upgrades accordingly.

I should have gotten a few hours less sleep. I feel like I’m getting behind my schedule.

Go watch my stream at twitch

There’s 14 hours left. Good luck everybody.

Progress, or not, depending on how one sees it

So, I’ve now been working on this game for a day or so, the last half a day having been wasted due to me getting sick.
game
Still, a multi-headed snake on a leaf must be considered some sort of progress.

 

What still remains to be seen is if I can at least get some type of enemy into the game before the deadline.

Tags: progress, screenshot, snake

It’s……fun? :O

Latest build has been uploaded with working, movable turrets, enemies, and more bugs fixed. Details below. Play in your browser here: http://ld24.zzl.org/ (WebGL)

The object of the game is to build and evolve your network of energy as large as possible before being overwhelmed by the enemies. To start, click on the flickering energy nodes to expand your network, this costs 25 energy points. The game will generate a portion of the network that’s powered by that energy node (which will now look like a glowing orb). The white enemies are attracted to these energy nodes and will immediately move towards them.

If an energy node runs out of health points (indicated by the orb shrinking) it and the entire portion of the network that it powers will disappear forever. To protect these nodes, click on a hardpoint (a dark circle) which are spawned in various places along the network. This will create a defense turret (costing 5 energy points) which will target enemies and shoot them down. Turrets can also be relocated to another empty hardpoint, useful when a portion of the network is about to go down, you can save the turrets by moving them. The white number in the upper left corner is your energy points. The orange number below it is the spawn rate in milliseconds.

Currently you cannot zoom the camera out, but you can right click and drag to pan the camera. There are still many bugs (a game stopper being when it decides not to spawn any more energy nodes) if you encounter one, just press space to restart. I played for about 20 minutes before either dying or thinking of something I immediately wanted to change, so I haven’t really played it out all the way yet. Lemme know what you think. More gameplay, polish, and bug fixes to come!

Comments

Lucariatias
26. Aug 2012 · 09:10 UTC
Defense turrets still shoot when you’re moving them :3

Update!

I think I’m doing great after 8h of sleep so I will try to finish it in 8h – that’s 9pm here

The first bossfight is finished and now the game is going to become pretty hard…

Reindeers! …guys with guns!

Evolution! Well not yet, dozens of tiny pixel deers to make. But I’m very happy with the animations so far :)

Comments

26. Aug 2012 · 09:06 UTC
Haha, this looks fucking awesome! 😀

Feed ’till they EXPLODE!

So, somehow I thought of the idea to feed the enemies to make them grow, then feed them some more to make them explode!

(I would have uploaded a video, but my screen capture software isn’t syncing audio properly)

Progress is going well, you could say that it is, ‘evolving’ (surely that’s not the first time you’ve seen it in a blog post). Here are the things that I’ve done:

  • Named it Splat!
  • Working cannon system (3 different projectiles)
  • Watermelons! (they splat on the ground)
  • Evolutionary line of enemies (called ‘blobs’ in the project, they grow when being fed)
  • 4 levels with progressive growth stages, 5th level with boss battle
  • Enemies which explode when fully fed
  • Some sound effects
  • Placeholder for page where I’m hosting it (http://ld24.developizer.com)

Read on for more screenshots

Menu

Level Select

1st level

4th level

Boss Battle!

Endless Melon Mode!!!

There’s still some work to do, but I am entering into the Jam so I have an extra 24 hours. Things to do:

  • Make line for enemies to cross and you lose the game (there’s no challenge when the enemies can’t hurt you)
  • Music!
  • Cannon fire sound effect
  • Fix melon count not counting

Tileset complete!

Taking a break from coding, and spent the morning working on a tile-set for the world. It took at little while but I’ve got something i’m reasonably happy with.

My First Tileset

My First Tileset

Time is disappearing way too fast (spent way too much time bug hunting yesterday), and I will probably now have to enter the game as a jam entry. Still it is useful experience and the other things that was costing time was getting my head around using object orientation. At least JavaScript has a similar syntax to C or I would have truly been in trouble. Next time the learning curve will be kinder.

 

So, how would YOU move Mount Fuji?

Delete all the tiles and then replace them somewhere else….

Volcano

So, how would YOU move Mount Fuji?

Bad graphics, still no name

I’m making progress in the game mechanics, but my dog could make better graphics than these. (But as of the rules of LD compo I have to work alone). The second worst thing is that I still don’t have a name the game. I hope I will find one until compo ends…

Tags: bad graphics, screenshot

I’m almost happy

Well the title screen is in place. I’ve fixed a few control bugs (most of them) and there is a final screen.

I just need to keep on adding levels now, and a sound track. Music will be the hardest part for me, any suggestions?

Comments

Wish I Was an Astronaut
26. Aug 2012 · 09:58 UTC
No music is better than some rushed music. So if you don’t think you can pump out something good, save your time improving else.

Good luck 😛

I finished the coding

I stayed up till 4am listening to motivating music. It was worth it. Tomorrow I can relax and do the art. Anybody who wants can play it online here. They’ll have to suffer with he absolutely terrible art(if you could call it that). I’ll make everything pretty on Sunday.

Instructions:

House-cost 1500, powercost 100.bought by people moving in for 750, gives income of 200+entertainment. supplies population of up to 6. doesn’t give income when not powered.

Energy plant-cost 500. supplies power of 300

Park-cost 250. costs 50 every income, income of population times 10. provides 100 entertainment.

Research Station-cost 10000, energy cost of 500. when it is powered, has 400 entertainment, and 35 population it will produce a research point every so often. 20 to win.

If you drop below 0 money you will lose. click the green box to name your city. right click to delete adn get some money back. Enjoy!

Again, here is the demo

53 entries submitted already!!!?????

Oh my, just out of curiosity if one or two games are already submitted I couldn’t believe to see 53(!) games!?! 😀

Crazy people…. 😀 Ok, if you know you won’t have time today!? Hmm, seems that there are people that won’t neglect real live for LD? What is wrong with you 😀

Niche (not going to be finished)

And again, I missed the compo. I mean, as a father of two (very loud and always-hungry) critters I have to organize a compo like this (put the kids at grandma’s house, for instance)… next compo is in december, right? I hope I can manage to get out of here and have a nice coding+fast food weekend at my office, then :)

However, my plan for ‘Evolution’ was to create a small arcade life sim where you can put items on the field that benefits some creatures (+strength, +size etc.) while others try to eat, breed, hunt or flee. Eventually every creature dies and will be eaten by others. I planned to have generic missions like: “Kill all red creatures” and that the player is able to create different ecological niches, like water, sand, rock… blue creatures would be strong in the water while weak on land, reds are cannibals that live on rocks etc. Oh well so many ideas and no time…

I love abstract prototypes where gameplay is priority, probably the game would never have any fancy graphics, just vectors and color codes… well. all that is not going to happen! Here’s what I have so far (not much, but nice) and what’s never going to be finished! It’s not interactive and you shouldn’t let it run forever, as it has no boundaries in terms of object size and population count. Although I tried to balance it to more likely be a deadly world, “life” sometimes explodes!

Need to get to the kitchen now, I have a few hungry mouths to feed. *sigh*

PS: don’t get me wrong. I love my kids.

PPS: but if you want to be able to attend to LD compos as you like, USE CONDOMS!

Tags: evolution

Evo-Lu-Tion and the End

Sadly, I have to stop working on the Ludum Dare as I just (1 hour ago) walked down my stairs, slipping with the foot and hitting the ground a bit too hard.

1st thing I thought, “O no, there goes my Ludum Dare”.

So, at this moment, with a little headache and some bruises, it’s time to say “Stop, heal up first”

I might finish up the game later, maybe not.

Signing off

Taking Our Sweet Time

Apologies for the radio-silence thus far.

Dave and I, the ‘dream team’ (in that it makes no sense and you feel sort of weirded out when it’s all over), are working on a new adventure game. It’s a little more ambitious than subAtomic in its scope, hence the complete lack of time to update social media with progress reports.

Screenshot of a car, crashed in a playground

I’ve been working steadily on the background art, and I’m approaching the point where I can start putting the game together. If that last sentence made you gasp and shake your head, don’t worry – I’ve been doing the same thing.

Fortunately, I’ll be stealing making good use of the modified UI code from subAtomic which I’ve been working with extensively for the last few weeks (as part of an upcoming commercial release called Astroloco).

More updates (and perhaps even some gameplay!) as it happens.

Coming on nicely I think

It’s starting to look and feel like a game :) I might even be done on time.

A minigame

 

Tags: C# XNA, evolution, LD #24, stars

Comments

Ligh7zIncrement
26. Aug 2012 · 09:23 UTC
This looks amazing, looks like the kind of thing I originally had in mind but I failed horribly. Can’t wait to play this
Mjiig
26. Aug 2012 · 09:24 UTC
This looks amazing. Looking forward to playing it :)

Buffalo Joe and the Thunder Herd of Baby Buffs

Look out, Buffalo Joe! It’s a wolf! Oh noes!

 This concludes the asset creation portion of our program.

Stay tuned to see if it ends up being any fun!

Day 2

I have done all of the core game mechanics. The music was completed this morning. Now I just have to add some extra levels. Then it’s time for polishing the game. And of course upload.

evolution sim :: build002

Fiddle with genes and create new species! (only red/green/blue colour genes have any effect).
build002: Web | Standalone (Java – Platform Independent)

Starting Day 2

I think I spent too much time yesterday on artwork. Oh well, too late now.

The structure is more or less set up now. Today I’ll have to do some actual programming.

Here’s sort of a screenshot. I haven’t added the buttons yet, so it’s 100% non-interactive!

Day 2: Most certainly a jam game

And a down to the wire one at that!

So far: exploration/mutation game set in this
night time swamp world thing

It’s too late…

I think it’s too late to finish this game… :(
But anyway, here’s a screenshot:

Sleep.

Environmental dangers added. Still working out the numbers.

But it’s 7:36am and I am tired. Goodnight.

Sorceress’ Game — Update 3

I had a few difficulties with the RTS game I was making, which set me back a bit. Then I realised I didn’t have enough time to complete it,

So it was either abort or change direction, and I’ve decided to do the latter…

Schedule

Uh? What’s a schedule again? I can swear I heard about it some time or another. Oh well, guess I’ll just keep working at this lax pace, then.

So, strangely enough, I am way behind schedule. I have barely made any art, I have barely made any code, and I have way too little time left. Sounds like fun 😀

I finally put some art and code together, though, so at least I can provide a pic!

 

First song done

Our first song done – a mellow, flute playing, cave dwelling, evolutionary song…

Evolution Flute 1 by Us

 

Up Date

Think my Blender/Gimp abilities have finally reached the stage where it’s my limited artistic competence rather than my complete lack of understand of the software which is letting me down. Score!

There still isn’t much of a game here though. Maybe will add some “gameplay!” and “features!” before tonight.

I give up

I still have 10.5 hours left to finish my game and normally I wouldn’t give up so soon, but my preparation was insufficient. I thought I knew how to use Unity after 2 weeks of casually testing stuff but now that I’m creating an actual game things are not working the way I thought they would. The biggest problem is replacing my placeholder cubes. I can’t seem to figure out how to ‘update’ the mesh without breaking a lot of things (I don’t even know why things are getting broken because they don’t seem to be related to the mesh I’m replacing anyway). I know such problems are part of software/game development, but I just don’t see how I can finish my game in time with all these problems.

I have learned a lot though, this was my first game jam and I most certainly will be back next time. And I’ll be better prepared.

Oh and my game was about the evolution of videogames. You start out with a game of pacman (in a custom level though) where you have to eat all Space Invaders cabinets, after that your player character evolves into Mario who has to kick the pacman asses (because pacman is ‘outdated’) in the same level, but with gravity and stuff so you get some platforming action. When you’ve cleared the level Mario evolves into.. well something first person 😉 And then you get to play a first person shooter, also in the same level. There you have to shoot the Mario’s/Nintendo systems to show them that first person 3D games are the ones that will survive, not the crappy 2D platformers :) The idea was to eventually, if there was time left to implement it, let the shooter part play as a ‘horde/wave’ game with ‘Evolution Points’ (upgrade points) to see how long you can survive.

Oh well, I guess a “this is what I have learned” post will follow later this week. Good luck to everyone who’s still busy developing!

Comments

26. Aug 2012 · 10:24 UTC
A shame, but not worry, next time you will know your tools better! Your idea sounds very nice, I guess it should all end with Zynga 😉

Our baby gets its name

Finally, we settled on our game title. Player 2’s adventure will be called…

Et voilà! :D

For those of you who didn’t read the story of our game & therefore don’t understand the title, it’s over here.

Next : short videos of some of  us in the team of “Player 2, start!”.

Game nearly “complete”…!!

Added a play timer, and an insemination timer, complete with rankings for speedy/reasonable and slow inseminations…

The Queens really do stack up with shit when you get them cornered…

 

PLAY: http://dl.dropbox.com/u/21495867/LD24/Sunday12pm/WebPlayer/WebPlayer.html

Pre-lunch update

Hey look at that we’ve got collisions, hunting, kittins in love, trees and a lot of population going on.

 

Comments

26. Aug 2012 · 10:12 UTC
Vultures?

Incoming new enemy!

Because kicking a kitten in a beat-em-up is fun.

A creature builder video

Comments

pirate-rob
26. Aug 2012 · 10:12 UTC
Looks pretty great!

De-evolving ray

Not much progress, life got in the way. I got the gun to actually shoot the de-evolving ray, and the monsters and fridges to glow when they are hit with it. Now I just need them to actually de-evolve… Then the levels and the score and I can ship it, I guess…

Comments

26. Aug 2012 · 10:02 UTC
Silly me, forgot about dying :)

AI ‘WHY YOU NO’ do what I want

coding an AI is like creating a fierce beast that does whatever it wants to do – and then trying to tame it

where’s my tranquilizer rifle …

Title screen is done

Took a break making the title screen. Looks pretty cool.

Teaser

This is just a little teaser 😀

The game is finished, except for the title screen and instructions.

Battle Arena Evolution!

Starting to get the UI in. Had a major crash and lost my character artwork. So I’ve got to go back and set up a new template to draw into. I’ll probably switch to pixel art rather then vectoring. They get scaled down by 40% anyway.

Hoping to get combat in next so you can zip around and kill stuff, which will populate the Evolution bar, and actually lead to the game play…

 

http://mkv25.net/ludum/ld24/preview/LD24BattleArenaEvolution_dare.swf

Bakeneko: Triple Theme. 13 Hours. Cubes.

Here’s a progress shot of level generation (main play area is constant, extra ‘bits’ are randomly placed. The WIP GUI has been hidden.

Enemies will approach from the upper-right, and the player (Purple cube), will attempt to prevent them from reaching the sparkling barrier separating them.

More will be explained over the next 13 hours. but some teasers are:

  • The play area follows the “Parallel Worlds” theme.
  • The player has cat allies (3 max, not 1000…but we just need 334 players….)
  • The cats evolve both through active and passive means.

Tags: screenshot, unity3d, wip

I’m in too!

I decided to use this Ludum Dare as an excuse to learn how to work with Blender Game Engine. So, I’ve spent the last day and hours trying to do just that.

Now, I’m going to try to actually do something resembling a game with what I’ve learned. It’ll have to be something extremely simple as I have very little time left. Let’s see what I can do :-)

LUDUM DARE, I WILL CONQUER YOU!!!

Every Ludum Dare is harder than the last, mainly because I can’t reign in features to save my life. 😀 😀

 

Earlier today I was considering giving up. I’d scoped too large, I had a huge headache that made editing painful, and basically I was no where near what I had aimed for. And I nearly did give up… but then I checked out this website. Holy crap, all the stuff you guys are doing is inspirational. There is just so much cool stuff here.

So I cut out features or reduced them like crazy, padded my game out with loads of inane dialog, and I’m ALMOST (not actually) back on track. I’d say the gameplay is 95% done, the assets are 60% done, and bugs… well, it’s probably in the negatives, let’s not talk about that. 😀

I’m going to bed now. It’s going to be a mad dash to the finish tomorrow. But I will not give up. SEE YOU THEN!

I dunno, do you?

Volve – Complete!

Click here to play —> http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=2893

(Pronounced Vol-vee) Just so you guys don’t pronounce it like Valve with an O instead of A 😛 If you think about it, it’s kinda like saying ‘wall-e’

Help protect your companion ‘Volve’ from the evil spirits sent down from the sky.
Use your trusty weapon to help defend him until he has fully evolved!

Long bar down the bottom tells you how much time until next evolution of Volve!

Controls
Arrow Keys – Player movement.
Spacebar – Fire bullets.

Created in FlashDevelop with Flashpunk. My first ever real game that I am actually happy I finished (I did attend ludum dare last time but was not happy with the final result. I still submitted though) This time I feel satisfied with what I have. And Flashpunk is awesome so I’m definetly continuing to use this! 

Comments

imake
26. Aug 2012 · 10:47 UTC
Hmm, you just go either lower corners and press space like a monkey and just watch the egg creature to grow and win the game. wot? That is hardly an interesting game mechanics. Would need a bit more. Looks nice thought., althout “evil spirits” looks more like a astronouts.
supr_g33k_7120
27. Aug 2012 · 05:35 UTC
Wheee, go Jayden! Brilliant game for the 48 hour time period with those annoying sound effects but overall I think it is pretty good but needs more challenges, it feels a little bit like an easy Super Crate Box at the moment. Try adding a larger level and more enemy types.

“Natural” Selection, 75% completion report

Still quite a bit of work ahead, but it’s mostly playable now.

Game Screen

As I haven’t posted what I was going to use before, here we go:

  • Adobe Flash Professional CS6 – no extra libraries
  • BFXR
  • probably Musagi if I get time to tinker with music

GUYS GUYS SO MANY GUYS

I made a tower of guys 😀

 

It’s coming along nicely. Hopefully it will be done by the end of the jam!

Comments

26. Aug 2012 · 10:39 UTC
AHA, the sport pile doesnt stop from getting taller.

It is done.

There we go! Game submitted:

http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=16225

Here’s a video of the gameplay:

 

As a first-timer, I must say this was a fun experience, but next time I’ll try and allocate more time than 12 hours to make my contribution…

 

Really looking forward to trying out all the other games!

 

Music done?

Phew, spend quite some time making some music.

I used Aviary tools to make samples and then compose music. Phew done a little loop for my puzzler.
Audio can be found here: LudumDare

I could keep going, but I could spend all day making music. But time is too short.

Tags: music

Another background!

My skills with Paint.NET have increased dramatically since we worked on subAtomic. If you don’t use it for this sort of low-res art, I’d have to question your sanity.

My particular favourite features are: bezier curve lines, colour replacement brush, pattern fill and gradient fill (with alpha). All in all, it’s invaluable for this sort of work.

Feel free to commence drooling.

An arcade scene

Work in progress screenie of Cytosine

Cytosine is a Space Invaders clone with enemies that evolve and become smarter each level. Here’s a screenshot. If you want to try it, play online here, and let me know what you think! It’s a HTML5 canvas WebGL game, so a recent Firefox or Chrome version is required.

A screenshot of Cytosine

A screenshot of Cytosine

Comments

willh
26. Aug 2012 · 10:25 UTC
I found that the controls (switching from moving left to right, etc.) sometimes lock up, making it hard to dodge enemy fire. Is it when I’m firing lots of bullets?
26. Aug 2012 · 12:27 UTC
Noticed that too, and hoped that it was just my machine :) Will have a look.
26. Aug 2012 · 12:57 UTC
Aaaaand it’s fixed. It happened when you pressed one arrow key before releasing the other.
willh
26. Aug 2012 · 15:51 UTC
Brilliant! Much better.

Cage flight update

The game is called Cage Flight: Survival of the Fittest. it involves shooting at other players (aiming for MMO!!! or at least two player) as a form of unnatural selection.

Just finished another round of polishing the space fighter models. In the game they don’t have names or distinct stats (yet!!) but it seems obligatory to give the cheesy dangerous animal names.

Very deliberately all of the models wear the same texture, with no transparency or ‘team’ colours. They are generally low poly, with between 200 and 350 triangles per model. The normals aren’t great but I’m not going to cry over that.

 

Overall game is coming on great although still got some way to go on gameplay

I’m out

I’m just wasting time and it doesn’t look like there is going to be something playable this week.

here are screenshots of my progress.

funny thing: you can see how the number of tabs increases with failure

I tried too much and failed at very basic levels

everything is fucked up now I’m out.

Menu and gameplay down, now to lunch!

Completely finished the gameplay and menu.

I’m going to have a break and lunch then start, and hopefully finish, the story.

Which will be the main focus, so I’m glad I’ve got plenty of time left!

Meet the team!

Hi guys!

So i guess you all are on coffee at this time 😀 During our 36 hours jam,sleep was not our friend. But Coffee, Gangnam style, and Queen were  precious! Here we are now (yep, with the Dino).

The production is doing well, the game will be out within few hours. Cheers every one, keep it up!

Comments

26. Aug 2012 · 10:34 UTC
Pressé de rencontrer le dino :-)

Phase 2 is almost complete!

Phase 2 of my nefarious game is almost complete! Behold, a screenshot, where in the background you can see the pathfinding algorithm in action. (Also observe that my game defaults to 1280×720 — yes, it’s High Definition.)

Alas, this is only phase 2 out of… what, six phases that I came up with? So I’m really only half done, considering that I did phase 3 out of order (phase 3 is complete). I think I’d like to skip ahead to phase 6 if I can, but it might be a bit crazy…