LD24 August 24–27, 2012

Basic gameplay finished

After a long day of working hard and hardly working, basic gameplay is finished. Towers attack each other, you can build up your tower and you can upgrade your tower.

Fight! Fight! Fight!

Now we need to add a somewhat intelligent AI, polish the UI, add 2 player functionality and most important add sound. Hoping to finish this evening. I need to go into work tomorrow.

I have a beta up an running!

After a lot of hours of work, finally, I have a playable beta!

I’ll be happy for any comment and ideas! Thank you very much :-)

Now I have to polish it…

You can play it right here:  https://dl.dropbox.com/u/42020614/bin/index.html

Watch my live stream!

Check out for updates on my Twitter!

Tags: flash, flashpunk, progress, screenshot

Comments

26. Aug 2012 · 13:30 UTC
It’s very fun, kind of reminds me of Spore 😛

I love the parallaxing of the background as well!

Done…

I guess, next time I will need to learn something before start.

Just a bit more progress, but…

Lava.

Lava! I intended for this to be one of the evolutionary rules the dungeon would develop after a few floors. It was fun figuring out how to generate that without making LOVE2D hang. The procedure for it is extremely basic and probably very unoptimized, as it doesn’t appear that it’s undergoing tail-call recursion.

Given the extremely limited amount of time I have as of this posting, I’ll likely finish up a few more things with this game before throwing in the towel (and the code up on github, of course.) A shame, but I feel like I’m paying the price for having to figure out most, if not just about everything on the spot. That is, collision detection, rendering, that sort of thing.

Tired but still not done

Still a lot to do, a big batch of graphics, a bit logic, no sounds yet, no music yet. Whew, and I’ve been debugging for like 4 hours in this LD, haven’t been doing that in a long time oO

Bowing out – Robocalypse

So, I’m dropping out this time around. It totally sucks, but I’m really only about 1/3 of the way into the game, with still some fundamental programming issues to tackle. Since you all won’t get the chance to actually play the game, I’ll go over what I came up with:

Robocalypse

Story:

Millions of years after the last humans left Earth to colonize more fruitful planets – leaving Earth as a wasteland on trash and filth, new life evolves. While many traditional beasts emerged, they were all quickly eradicated by a new dominant power: those beings with cunning and resourcefulness. Rather than rely on physical traits, these new creatures created armored, robotic shells from the scrap that riddles the planet.

Now, with the planet’s nutritional load quickly evaporating, conflict has gotten more fierce among these beings. You are one of the last surviving dominant beings, and you must adapt to your enemies, or die!

Game:

The game was going to be a sort of robot battle royale. You build your robot with choices of armor, movement, and weapons that have advantages and disadvantages against other builds. For example, if you chose steel armor, you had extremely high physical defense, but it slowed you down from the weigh, and also increased your damage taken from electrical attacks. Or maybe you chose wheels as your method of movement. You’d probably want to chose a ram as your weapon, since wheel provide the highest linear velocity.

After each round, you have to opportunity to preview your next opponent, at which point you can scrap a particular piece of your robot in order to better combat the enemy. However, in doing so, you lose all upgrades to the scrapped piece, so if you want to switch back in the next round, you had to start back at level one upgrades.

Programming:

I had initially wanted to do either CoffeeScript or JavaScript with HTML5, but since I was interning the whole summer, I didn’t really have the time I wanted to play around with either of those languages. So I went back to Lua and the LOVE engine, the first engine I messed around with significantly.

Also, given how modular my robots were going to be, I wanted to implement an Entity-Component system in my game. This is where the big problem hit; I have never used Entity-Component in any work I’ve done, so beyond just a general idea, I didn’t really know how to implement it fully.

Pitfalls:

Besides the lack of knowledge on Entity-Component, my failure mainly has to deal with trying to cram too much into my game.

  • Each method of movement has a different control scheme (tank-like, omni-directional, car-like, walking)
  • Each weapon has a different way of dealing damage (linear velocity, angular velocity, and distance)
  • I wanted a non-trivial robot editor with drag-and-drop capabilities
  • Non-trivial AI

Not to mention the usual graphics and audio responsibilities. My brain just got completely fired, to the point where I could only work in 30 minute stretches before I had to take a break.

I think a lot of it had to do with the choice of theme. Evolution almost requires high variation, which leads to overall complexity. I’m sure if you stretch the theme to the edges, you can find ways to not do so (such as “Unnatural Selection”, a platform shooter where you plays as Charles Darwin), but if you really want it do deal with evolution, it has to have complexity.

Source:

Here is the GitHub repository if anyone cares to look at it; it requires LOVE 0.8.0:

https://github.com/mkosler/Robocalypse

Good luck to the rest of you all! Hopefully, I’ll have better luck next time.

Comments

Viridi04
26. Aug 2012 · 13:39 UTC
Aww… I look forward to your entry next year.
MadGnomeGamer
26. Aug 2012 · 14:04 UTC
wtf is CoffeeScript?

Mad an animation

Made my walk animation… streaming too! www.twitch.tv/nateageek

 

NateAGeek

Fricken’ LAZER BEAMS!

So, it doesn’t look like much but I feel like I made quite a lot of progress today. I added a couple of new weapons (including FRICKEN’ LAZER BEAMS THAT BOUNCE OFF WALLS!) and I got the enemies to walk around, shoot and hop around like lobotomized toads.

Things to do:
– Add a store in which the player can buy new upgrades
– Enemy spawning + an evolution algorithm that makes them adapt according to how much they’re getting their asses kicked
– Improve on the particle system
– Add more weapons & upgrades for both the player and the enemies
– Add something to defend (other than yourself)
– If I have time left: add the ability to build towers
– Add some kind of consequence for the player running out of HP

Here’s a playable beta version (Windows 7, 32-bit)
Controls:
WASD: move
Left click: Melee attack
Right click: Ranged attack
E: Pick up upgrade

Update #3

Yay for title screens!

Programmer art FTW.

Comments

26. Aug 2012 · 13:48 UTC
Ikr !

Won’t be ready in time

I wasn’t really in the mood for Ludum Dare this time, but the theme inspired me to casually work on a small project anyway. The idea was to have green blobs living on your desktop and inside your windows, grouping together and eating the pixels. Eating would make them grow (with purer colors being more nutritious) until they split into two smaller ones, while the color of the pixels eaten influences the color of the blob. All this happens while you keep using the windows as usual. There is no direct interaction with the blobs, apart from shaking them around when moving the window or giving them very colorful windows to feast upon.

Here’s a screenshot:
Screenshot

The whole thing isn’t really meant as a game, but something that you can keep running while working, hence the transparency. I sadly won’t be able to complete it in time to submit it, but i didn’t really expect that anyway.
All work done the first day was getting the Direct3D and GDI interop to work the way i wanted it to, to allow the transparency via Layered Windows. Yet it still has issues when run on Windows XP and performance is awful too (~10 FPS). Todays work went into detecting the different windows and Blob behavior, but they still don’t grow, split, assume colors or actively move towards the purest colors nearby.

It certainly is a fun project and i hope that i’ll be able to complete it some day, and be able to sort these issues out.

Aaaaaand I’m done.

It’s 11:30 pm here, so it’ll be too late to do any more work on this thing by the time I wake up (that, and I have a day job).

The final version of the game can be played at:

https://sites.google.com/site/ludumdare5parrowhawk/ld24—re-generation

Disclaimer: The above cartoon does not actually appear in the game. Also, I’m kind of a bad person for posting it. 😀

Tags: cartoon, final, flash, Flixel, ld24, shmup

The Final Push

Space Invaders XD

Heyyyy everyone! I slept pretty well last night, and got up early to keep working! Here is my status report for my text adventure game, Ares Evolved:

 

Completed:

 

-Base code

-First Chapter

-Each evolution’s art

-Title Art

 

 

 

 

 

I know it sounds like I havn’t done a lot, but I have! The whole rest of the process is just a lot of text writing.

And I dread trying to upload this. That might be the hardest part.

~Fish

 

 

It’s actually a game now!

My entry is coming along good now.  The evolution working, combat is working, and it is actually fun to play now.  Just adding in as many features as possible before the deadline.  Also I have to do sound too, which is my least favourite part of making games.

Deadline Approaching

 

I’m running into some trouble figuring out what more to add to my game.

I think my game closely resemble my life.

Been a busy weekend.

Sooo, I’ve quikly made this (still work in progress):

From this:

With RagePixel plugin for unity. Because, I’m for sure ain’t gonna make decent 3d, because I’m still learning. And because I spent too much time on silly things, for my unity skills are a bit rusty and there is not much of them.

Anyway, not sure if I’m gonna make it for LD compo, or even jam, cause I have some troubles with staying on theme., but I will finish it anyway.

Initial idea was that you jumping on procedurally generated islands with henchman-pets which has different stats, and some of them are divide itself when there is a free spot on your team. So, they shoot, fly around. You collect some resources, maybe abilities, maybe upgrade yourself, maybe get more pets. But this idea is too complex(need enemies as well, some kind of pathfinding, how to make it noticeable what’s going on with your pets? How many of them should there be?) So, yeah, if you ask me, this there is kind of hard to get right, and I’m not a fan of it at all.

Evoluball – Updated – Sound

Sound has been added for..

  • Hits
  • Rolling
  • Shooting
  • Explosion

Also damage text appears above you and the enemy when hit.

Concept

Early concept of Death Hockey:

Almost there!

Well I’m making levels pretty fast, but not as fast as I’d hoped.

I’m taking about 2-3 hours on each one and I’m going to make a boss now, before the final scene.

Spiders in the woods level aren’t as polished as I would of liked, but I’m almost an hour behind my schedule.

I’m going to do two more levels before working on my saving mechanics, sound effects (and maybe finish the music), credits and possibly achievements.

Forest

Forest as it currently stands

Screenshot Update: A fighting chance

Try out the latest dev build here.

So I played around with the difficulty settings of the game a little bit. I wanted to give players a bit more fighting chance while not making the game too easy.

The screenshot above shows a situation where I increased the number of tiles that are restored. This made the game too easy too quick though. I will be continue to play around with the difficulty after a few playtests.

Latest changes:

  • Difficulty tweaks
  • Lowered down the sensitivity of the mouse from 10 to 7.

To do list:

  • Settings page
  • Dying event
  • More polish
Might add in the future:
  • Evolving AI (Getting smarter as time goes by)

Comments

FrederickK
26. Aug 2012 · 14:04 UTC
Looks very cool!

“Done”

Yeah, uploaded my build to github and submitted everything. Only got about 12 hours of work in it because I got beaten the crap out of me by some sort of flu. spend most of today feeling completely useless.

Still very satisfied with the result, but think that if this flu didn’t happen I could have built a pretty solid game.

This only gives me more motivation to join the next LudumDare!

 

I would also really like to give some credit to Slick2D, a java library giving easy access to rendering images, playing sounds etc. Which made it extremely easy to build something that looks like a game, in such a short amount of time.

 

I’ve had to abandon my C64 game :(.

I made a really stupid technical assumption that turned out to be totally wrong. All my code is built on that assumption, and without fixing it I can’t make the gameplay work. Oops!

In its unfinished state the game looks like this:

I’m going to try to throw together a quick Flash game in the remaining time.

Crisis Averted

I had a wonderful plan and then hit a snag.

All along I had been expecting to use CAAT’s path-following for the enemy AI. I was going to define paths based on the GA chromosome string that would be like a ‘signature attack’ for each enemy that would cross-breed. This morning I found out that the paths are defined in absolute terms, not relative, so I can’t just define a path giving the general direction, but instead have to calculate the general direction each time. I was also facing complexity of how to represent the path, path types (linear, cubic, quadratic), and how to ensure the randomly generated path variables would work.

So I gave up on the paths and headed into the wonderful world of steering AI. Now I’m thinking that there will be multiple behavior types (seek, pursue, evade) and the type will be baked into the chromosome. This should work.

The deadline is looming and I still don’t have cross-breeding or, you know, a real game. I’m starting to get worried.

On the flipside, looking through the blog posts on LudumDare.com/compo shows that the theme has a lot of folks going the Artificial Life route. That’s awesome! I hope those folks aren’t discouraged. Not many AL-based games aren’t really that fun. Did anyone ever ‘play’ Creatures?

The End?

I have to work tomorrow. I have to sleep now. Time difference is annoying. There are some improvement to do. But I have to submit before 9 hours.

After all, Ludum Dare is fantastic. And, I have finished a good game which I love.:)

Almost there

I have the entire game part of it working, the only issue is I think I may be the only one who can understand it. I have to have comprehensive help and instructions, and make it more user friendly, but other than that I managed to create something kind of cool in a short amount of time

LD24 – first screen

It’s a run.. both for our game’s player and us, here a screen:

 

LD24 test

 

Done for now:

– tilesets (a sort of!),

– level loading from ogmo

– gui

– wandering enemies

AAAARRRGGGGHHHH!

I CAN’T MAKE ANYTHING CLICK ON ANYTHING!

This morning I said to myself, “I’ll start with this bit, it’s easy, it’ll take about ten minutes.” It’s been six hours so far and it’s still not working.

If this keeps up I’ll have to drop out. AARRRGGGHH!!!

Comments

Wan
26. Aug 2012 · 14:07 UTC
Stay strong, you can do it! Do something else for a while, the magical solution might arrive when you’ll get back to it ^^
Unnaturalist
26. Aug 2012 · 14:50 UTC
I’ve just begged for help in the AGS technical forum. Maybe somebody there can figure it out.

Code done, time to polish the graphics

Just 9 Hours left and so much to do… At least the menu screen looks already (fairly) good:

I hope that I can create at least 5 more specimen (which have to be killed in the game) with animations and sounds before the time run to zero!

Evoship new enemies

Now enemies shoot! New screenshot. Game engine is almost done, lets now make some levels and menu, experience system maybe.

Having gone to bed around 5am this morning (but not having done any work since before midnight) I awoke at 11.15am, had to shower and rush straight out, only getting back home an hour ago.

I’m having to strip my game design right back in order to have any chance of finishing something by the deadline in 7 hours time.

Created the engine completely from scratch, and it’s mostly complete. Am just putting together the necessary artwork and I’m going to allow myself an hour for this, then it’s map design time, for which I’m also going to allow an hour. After that it’ll be 5 hours of frantic coding, hopefully with some time for testing at the end. Sound and music are extremely unlikely to figure in any submission, unless I desperately need a brain break at some point.

This has been more of a log of the food I’ve eaten this weekend than a development blog, but in keeping with this tradition, below is what I ate for lunch. Is that far too much food? Why, yes. Did I eat it all and enjoy it? Of course. I should point out that there are only 4 sausages, which were sliced in half. Even I couldn’t have managed 8 full sausages.

Sausage & Bacon Baguette FTW!

nearly there

after spending yesterdya making the engine im starting levels and enemy’s

hopefully i can get it finished

Comments

PostHum4n
26. Aug 2012 · 14:30 UTC
Cool, what are you using to make your game ?

Devlog #5 — END — A Cycle of Ages

And…finished. Lots of work gone into this. Solely because I was an idiot and chose badly in the beginning. Still, I’m happy it’s at least done.

Overall, I’ll say this. I’m not pleased with it as a game, since it’s…not very fun to play. As a story, I’m glad that it at least doesn’t go the ‘eat food, gain trait’ way. Technical-wise, it’s horrid. An abuse of PixelArray and pygame, everything built on workarounds.

BUT HEY, it’s done. So here we go.

A Cycle of Ages (The most pretentious name possible.)

It also has kittens. Have a picture, and the download link.

Changing to what I have

My original plan this weekend was to make a nice little game that played well. Something came up and I ended up following the contest from a laptop which I can’t download anything for due to limited memory space (not exactly the best laptop in the world) so I decided to make a text based game. In it you play as a scientist who has a micro planet which simulates the evolution of the earth and everything on it. So you can go through the ages and see the earth. At this current point the furthest I’ve got are the first humans and that is the 3rd scene you can go to. I’m aiming for about 10 main scenes with polished writing and a linear  path with little branching points that just expand on stuff, often just being a joke scene.  So not much of a game, more like a choose your own adventure book without the choosing or the adventure. Maybe that will change, time will tell.

Bad Dare, Good Food

This Dare has gone poorly. There’s no way my original concept will be finished by tonight, and I can’t afford to let it leak into tomorrow for the jam entry either. I’m just gonna forge away and see how far I can get anyway.

At least the food has been good so far.

Bug-killing Game Play

I managed to get a lot accomplished in a couple of hours.

- 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
- make collisions between bullets and enemies result in damaged enemies
- make collisions between player and enemies result in killed player
– create a wave of enemies
– create a way to modify the wave of enemies so each enemy evolves in some way

Right now, you can shoot enemies as they approach, and when they die, they become harmless and visibly destroyed. If you crash into an enemy that is still alive, you both die.

Evolution Game Play

Enemies are mindless right now. They simply move forward in a straight line to the left. While I have a bunch of random enemies that looks like a wave, I don’t really have waves as a concept in the game. And with less than four hours left, I don’t think I’ll be adding lots of visibly different enemies and power-ups. We’ll see.

Oh, and my wife was nice enough to bring me something to snack on.

Got any gwapes?

Grapes

Tags: foodphoto

Im done! Game submitted

So I’m finished, Im not quitting as I am busy uploading the game and submitting it. It’s ok, I really could of done better if Im honest. I had a friends party last night at it went on quite long and so I woke up with that after party feeling, much later than I intended.

For anyone who isn’t in the loop its basically a construction game were you have to build structures to evolve construction and get better materials.I really wanted an original idea but I hope it doesn’t stray off the theme to much. The graphics havent changed much from last time so I am not including one in this post.

Im am happy I competed and I am proud of myself for submitting a game and I hope you all enjoy it when the voting stage comes along!

Stream

Here is the livestream of my game for ld28

http://www.twitch.tv/tgamedev

Comments

Othinolis
26. Aug 2012 · 14:36 UTC
You’re from the future! 😮

If I don’t make it this time

I feel this time counts, this is the fifth time I played and the only time I posted a game with gameplay I felt content with, was the first.
I hope I make it this time.
Make a playable game again.

Progress Update 4

The actual game portion of the game is now done.  You can play through from beginning to end.  Now I need to put together the polish that makes it complete, such as the title and end screens, and of course, sound.

 

Almost there

In the home stretch now. I have to add more polish and more units but that should be easy with the system I’ve built in Game Maker. I’m surprised how much I can get out of it.

Sandbox RTS almost done!

Time to throw the towel

As always, there are things that went horribly wrong 😉 I like the idea, but there’s absolutely no chance to finish it in ~6h. Maybe I’ll continue this project after LD, or maybe I’ll need to change my motivation approaching this contest (it was doable if I worked not 3 but 8-10h each day).

Tags: renegades

Day 3

So this morning I found out that my alarm clock – is broken. Anyway, hoping to make progress more quickly now that I’ve taken care of the stuff I’ve never done before. I’ll finish my breakfast, and then the stream shall be put back up! www.twitch.tv/dudeguy676

Maybe almost there :D

Almost there, maybe, ive got one last bit of major functionality to program then onto audio, and finally fluffing. Hopefully not a late one :)

 

Entry submitted

I don’t know if there is a trophy for the crappiest entry ever but this one has many options. There are zillions of ways I can improve this but that will be tomorrow.

 

 

So everyone is posting their meals

Here’s mine… …

Comments

ciw1973
26. Aug 2012 · 14:33 UTC
You ate a cat?
fishsalesman
26. Aug 2012 · 14:53 UTC
You ate a keyboard?

Title screen!

Yeah! I have a name!

MASS

Maybe a bit annoying one but who cares. I also have welcome screen (that’s right, I can’t art). Good old Flash crashed so I decided to make a break and write a post.

It will be hard to finish before end, still need some things to make this game playable but I’m afraid it won’t be :(

Main menu!

Somewhat finished…

Amazing lobby here ^

Think I have it mainly done… might still need to go through and wipe out bugs, but the core gameplay should be done. Been using Scratch + ChirpCompiler, and I learned that basically, if you don’t save it, you’re gonna have a bad time. A very bad time. Cant wait to see everyone else’s games :)

Anyone bored?

I need some Alpha testers for my game, quickly!

Game is made for Window (XNA required)

Game controls:
LEFT, DOWN, UP, RIGHT
BACK (on top of enter key) – Restart (START)
SPACE – EMP powerup (X)
Left CTRL – Beacon powerup (B)
Left SHIFT – Jump powerup  (A)
(xxx) are controls for XBox controller

Here is link to executable

Comments

ryebread761
26. Aug 2012 · 14:43 UTC
Testing now!
ryebread761
26. Aug 2012 · 14:44 UTC
NVM I don’t have time to fiddle with .NET, sorry!
26. Aug 2012 · 15:00 UTC
Sorry, I do not have the latest XNA Framework installed. With the one I have your game does not seem to run.
26. Aug 2012 · 15:08 UTC
Installed XNA Framework 4.0. The game displays: “No suitable graphics card found”, then quits.
kaidoe
26. Aug 2012 · 16:11 UTC
Works fine for me, laptop, windows 7 64-bit, not integrated graphics, plays well.
26. Aug 2012 · 18:00 UTC
@kaidoe Yeah I have fixed that problem, it was minor bug i left for later. How far did you came, how many points have you collected?

Alright, here we go…

It’s getting better and better. I just “wrote” a Soundtrack (actually I just clicked around in Ableton Live to create something that sounds – at least a bit – like a soudntrack), the ingame menu is done, I created 5 introduction levels. Now I need ideas for the endless game mode… and then it’s done. Just a few more minor Bugfixes and its _done_.

Latest playable version: http://filshmedia.net/ld24/

Feedback is always welcome!

Comments

26. Aug 2012 · 14:53 UTC
Nice Osmos-like ! But we should be able to see more on the edge of the screen when moving, we don’t have time to react if a bigger particle suddenly appear.
misson20000
26. Aug 2012 · 14:58 UTC
I won a level while being eaten by a red particle and it said You Win! YOu lose! Then moved on to the next level
misson20000
26. Aug 2012 · 14:59 UTC
I also get good FPS at the start, but when I get really big the FPS completely dies
Brucef
26. Aug 2012 · 14:59 UTC
I was about to post the same thing as florent. Reminds me of Osmos a lot, I like it, but it really needs the camera to scroll more to keep the player in the center, i kept losing from running into dust ball things I didnt see as I tried to move the camera to look
26. Aug 2012 · 15:04 UTC
Florent and Brucef: Thanks for the feedback, I’ll implement it now

mission20000: What browser are you using? (For the FPS thingy) and did it say You win and you lose at the same time?
Xide
26. Aug 2012 · 15:10 UTC
Love the idea… However red particles are a little over-powered and also Endless Mode isn’t endless… once you get all the dust particles there are only red ones left and so all you can do is die…
26. Aug 2012 · 15:11 UTC
Xide: Oh, forgot to mention that the endless mode does actually not work yet. I’m working on it now. Why do you think the red particles are overpowered?

Now with Journal Entries

Well, it doesn’t look like I’ve got much chance of finishing this by tonight, so I’m going to make it a jam entry. Here’s a picture:

A game in the making

I started my game yesterday and got quite a lot done, I’ve been working on it all day today and still it’s not anywhere near a finished product, so I’ll probably enter the jam instead but I might be able to enter the competition.

Fingers crossed 😀

still no name :/

It’s all under the hood, baby…

Progressing steadily, but I suspect not fast enough to make the 48h compo deadline with something nice.

Perhaps I’ll just upload whatever I have, and see what people make of it. But the ‘fun’ factor needs improvement, atm it is just a decent simulator – the player choices need to impact more!

Secondary goal of the game is to combat some common misconceptions about evolution, one of which is that species  ‘select’ DNA or traits themselves. Or that species change dna while alive to ‘evolve’.  Only through (untimely) death can evolution really work.
But then you got point-mutations which is kinda random and could happen in a organism during it’s lifetime. Mostly just during conception / birth though.

Conveying those things and still keeping the player involved is hard. But we’ll see. I may deviate to just increase The Fun ™.

The following screenshot does not really show the progress made – mostly it’s under the hood:

Oh and since we’re postin – lets keep the food coming too ! 😉

(gotta compensate for all those green…)

Tags: foodphoto

Video Part 2

the madness is seeping inside of me

Day 2 of Super Darwin journey

Today was a second day of Charles Darwin search for human ancestor’s skulls. He was able to travel throughout the whole cave, fight with bats, spiders and snakes and find some of the skulls. Tomorrow we expect him to be able to successfully finish his quest with music and sounds in background.

Phew! Submitted and done

Help! My Game’s Mutating!

Not all I’d like, obviously, but enough.

Would have like to have changed the game more:

– catch and/or shoot enemies

– scrolling over a larger area

– background scenery/obstacles

– a score,  perhaps

– sound effects

But overall, not too bad. And the night is young.

G’night all!

im dropping out

i dont have time to finish the game since i spent all yesterday making the engine and it just has to many bugs to be fun

but i learnt alot obout game prgramming and im gonna be more prepared next time

anyway heres the unfinished version

 

https://dl.dropbox.com/u/99756093/ludum/index.html

Comments

Lucariatias
26. Aug 2012 · 15:30 UTC
It’s fun already! Submit it as it is if you’re not going to work on it, I like it 😀

With hours to spare

I literally raised up my arms in triumph and yelled “YATTA” at my screen. I made it, my game is playable. We’ll see how the voting pans out but I consider this a success even from this point. I’ve never made a game from whole cloth by myself before, and certainly not within a 48 hour time frame. WOOOOOOO!

Long live FP+TweenMax!

I freaking LOVE flashpunk, in the sense that I can easily dive into its bowels and do things just as I please. I might have said before that its code structure is kinda messy, but I must also add that it’s very, very versatile. This piece of art, combined with TweenMax, is a freaking awesome doomsday machine, especially when it comes to creating smaller games.

I worked all day – that’s why I didn’t even have time to make a foodphoto post, but I feel it pays off: the game DOES look better and I MIGHT even finish something playable before the deadline!

So yeah, I will strive to submit it as a compo entry, but no sounds yet. Any. Also, the general concept I had before had to be cut in a lot of ways, so the game will be really, really simple (and probably a little boring).

There are still some bugs I must get rid of, so audio is not a priority right now.

More than 7 hours left, people! Good luck!

Tags: progress

Comments

26. Aug 2012 · 15:32 UTC
Oh my god, that’s our game! :’-D

Chocolate cake

Since we’re going in the right way to finish our game in time, we decided to reward ourselves with a chocolate cake 😀

Tags: foodphoto

Comments

26. Aug 2012 · 15:29 UTC
And then you failed because of the chocolate cake.

PROBLEMS

Yes, i’m having a lot of problems, I can’t package my game :(

I think i’ll upload all the netbeans project but, most people wouldn’t be able to play it I guess.

That’s a little bit sad.

I don’t know how to include my external (two!) files into the final jar.

It always throws an error.

Well, in other words the game is almost done, It wasn’t really pretty anyway :(

Comments

Lucariatias
26. Aug 2012 · 15:25 UTC
A JAR is basically a ZIP file. Have you tried changing the extension to .ZIP (or opening with WinRAR) then placing the files in before renaming it back to .JAR?
26. Aug 2012 · 15:29 UTC
You could try FatJar, or OneJar or something. There’s a handy utility in the ninjacave site which allows you to make a single jar
RB100
26. Aug 2012 · 15:33 UTC
try try try never give up.. u have lotta time man..
kgb
26. Aug 2012 · 15:33 UTC
Packaging a Jar for distrubution is quite easy. Not sure how you do it in netbeans but in eclipse all you have todo is right click on the project, export -> Runnable Jar -> Select the Main class -> Allow the librays to be extract into the Jar
ScreamRawr
26. Aug 2012 · 15:42 UTC
Don’t give up bro!
drumsoverbogota
26. Aug 2012 · 23:36 UTC
Thank you for you responses, This is what makes great the contest, the community 😀

Small update – Now for the final hurdle

I had a little more time to work on some stuff today. I’ve got bullets working, and a basic HUD in place.

All I have left to do in these 8 hours is to add enemy AI, and this could be a real challenge.

 

In this demo, you can press the F keys to upgrade your ship’s stats. In the final game, killing enemies will do that.

Play the latest update HERE

Detective Darwin – FINAL

Detective Darwin is a private investigator, a single human stranded on a planet full of blobby aliens with sophisticated cycle of evolution.

Followed by his alien assistant, Mendel, and using his amazing skill of relation deducing, he solves various cases in order to fix broken families.

PLAY ONLINE

I could not resist and instead of making a simple game, I made it too complicated…

The core idea: aliens have certain properties (leg count, eye count, colors…), there are specific rules of inheritance for each of these properties. Your task, as a detective, is to find a certain alien within a given group, using these rules. It might be a long-lost children,  elderly parents or step-brother.

I had fun, might be fun for you as well, if you have patience to get familiar with the rules.

Created in less then 24 hours ( managed to attend an afternoon bbq session ).

Good luck to everyone else – even if you didn’t manage to finish your game, I hope you had fun, cause I certainly did!

 

Tags: final, progress, screenshot

Ludum Renovatissima (A Game Update)

I was stuck with the game mechanics, so I continued with the game interface. Added a intro screen, the main screen menu and a HUD while playing the board game.

#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 */ Simplex Evolution Tabulae Ludus - Intro Simplex Evolution Tabulae Ludus - Main menu Simplex Evolution Tabulae Ludus - Game

(No food images, sorry.)

Test it online here.

Source code hosted at GitHub.

Tags: as3, update

Doooone!

Games complete! Enjoy my amazing programmer art and audio while evolving the farmers kitten farm until its capable of holding 1000 kittens!

Posted to;
http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=15298

Timelapse is available here too;

http://www.youtube.com/watch?v=KQw9AnnSF64&feature=youtu.be

Comments

hgouveia
26. Aug 2012 · 15:26 UTC
love the art!

I’m in.

I STILL HAVE EIGHT HOURS.

Who needs graphics, anyway?

I have posted a thing!

I have now uploaded my game! Huzzah! I’ve been pretty quiet on here but that doesn’t mean I haven’t been working hard. I came up with the original idea pretty quickly and stuck with it and it is pretty interesting but I very quickly started struggling to come up with levels and mechanics for it. However I’m still pretty happy with it overall.

This has been a pretty good learning experience and glad I did it!

Can’t wait to play the other games that come out of this, they are looking really good :)

Tags: ld48

Can I take your plate?

Time is running out, but objectives are falling into place and things are getting scratched from the to-do list. Right now, I’m working on the “bill”, as seen below.

My attempt is to have a game set on a dinner table where customers see their pasta flying around and fighting each other in an attempt to conquer each other’s plate. In other words, just your usual Italian bistro experience.

The Evolution theme works on top of that, by allowing you to evolve your pasta over time (the whole idea is about the “evolution of pasta”). That’s not working yet though; right now it just spawns different types of pasta on every plate, to test the gameplay mechanics.

But anyway, what I’m trying to do is to have visual game representations that are as metaphorical as possible. For example, since each plate has to be “conquered” by a number of flying pasta pieces (think Battlefield’s “Conquest” mode), you need a way to indicate which team (or “customer”) owns that plate, and what’s its status if other pasta pieces are trying to conquer it. Instead of having some abstract graphical representation, everything is indicated on a “bill” next to a plate. It makes actual state readout somewhat difficult (e.g. some bills are actually upside down, you have to rotate the tablet or the table using gestures), but I’m counting that as part of the game’s physical context.

Phew! Think I’m going to make it on time! (time for a celebratory beer?*)

* Deuchar’s IPA – highly recommended ale!

 

First demo thingie

After the first day and most of the second one, I have something that’s almost a playable demo. *sarcasm warning* Woo, so fast!

Might as well describe the game a bit. It is called Niribu XI (kinda like a previous LD game I did, only… plus one.) You’re an explorer, exploring planets (again) and you found a very interesting planet, which you decide to call, you guessed it, Niribu XI. No, that’s not a typo. The thing that’s interesting about this planet are its cave systems – the caves change, adapt, improve to devour the raiders who would want to take the resources of this planet. So you figure, what the heck, might as well blow its brain out its geyser holes.

What a plot. So here’s what I’ve implemented so far:

  • A cave generator – procedurally generates a cave system made out of a number of interconnected rooms – the rooms are filled with patterns of tiles
  • Some graphics – the player, an enemy, rock tiles, map
  • Few sounds (unimplemented) – just a couple of minutes of tweaking with as3sfxr
  • Platformer physics

What I would like to implement before LD48 (jam) ends:

  • Make the game beatable
  • Increasing difficulty as you play (more monsters, better monsters, harder cave patterns)
  • Items, weapons
  • Music – not likely to happen, maybe for the jam version

Thar… Here’s the demo:

The demo

The controls consist of the arrow keys, X and Z (or Y for QWERTZ users). If you’re having trouble starting the game, try a refresh or a different browser.

Oh, and, I am in.

Tags: demo, theme

Soon done?

Too tired in my head to write something.

XNA brought me headache

This is unbelievable! In my game, always as dominant colors survived red/blue/purple…no green. I have been frustrated for hours beacuse of this. And now, here is what was going on.

XNA color system
Color.Red = (255,0,0)
Color.Blue =(0,0,255)
…and behold
Color.Green=(0,128,0) :O

this was causing serious handicap for green…unbelieable!

Red Bull + Daft Punk = ???

Well, today got off to a rough start.  Low energy, lots of distractions… Still, I’m making progress.  I’ve got the core combat mechanics done with, and I’ve finally gotten my damage formula tweak’d to something that seems right to me.  Needs a lot of messages to the player so s/he can know what’s going on, but the functions themselves are working.

Next up, exp gain, item drops, and the whole inventory system!  Eek!  That’s a lot for roughly 7 hours.  GO GO GO!

Also, have a screenshot of a functioning battle:

Tags: awesome, Dawkemon, evolution, evomeme, LD #24, pokemon, progress, python, richard dawkins, screenshot, text, text-based

First round of fixes for Deal with It!

THANKS in big and bold for the people who played my game project for this Ludum Dare Edition!

There has been some fixes and changes for the game (I hope the last ones!):
– Now, if you get stuck’d you can press “R” and your character will respawn like normally if you die (if you press “R” the deaths count will not increase! Don’t worry :) ).
– You can mute the songs like normally in Firefox too (it haves a 1 second delay, but it mutes :) ).
– Added “Jump” and “Die” sounds.
– Fixed a bug that takes you from level 2 to 3 without move and from level 4 to 6 without move too. You will need to touch the goal now to pass to the next level :3.

So if you see any other bug, don’t wait to post on the Entry comments! I will see it and fix it!

I can see you… PLAYING!

Thanks for reading,
Midgard.

I failed :(

Since i had problems with a fun idea i started 1 day late, i might try to reach the jam but im not sure.

 

But never lose your smile! And do funny things with the code!

Just like i did with my (Now dancing) character

Wanna see him dance? (Wait 10 sec :D)

Revolutionary gameplay approaches!

 

I’m hard at work wrapping my game. I really struggled with this theme, so in the end I went with something associated “revolution”. The core gameplay and set of levels are in place. Next up, a credits screen!

Check out the source code on GitHub: https://github.com/aschearer/LudumDare24

18 hours of work in and then I realized I hadn’t even put forward a post!

 

For my second entry into the Ludum Dare I’m doing the jam with a friend. Here’s the tools we’re using:

Java-LWJGL and Slick-Util Libraries

Chronolapse

Audio: Finale Notepad

Graphics: Adobe Photoshop/Graphics Gale

 

So to the meat–

A bit more ambitious than my last project, but hopefully it’ll pay out.

 

Teaser!

Teaser Image

Is it a platformer? Is it an RPG? Is it a top-down shooter? Is it a shmup?

The answer is yes.

Panic !

Only 2 hours left and I need to implement some turns mechanisms.

And my head is really somewhere else, I don’t like that.

I hope I can submit something playable, but I have some serious doubt about this.

Screenshot update: The power to tweak

Try out the latest dev build here.

I’ve received a couple of comments with regards to the current mouse sensitivity being too high. I forgot that when it comes to first-person games, the mouse movement and feel is the utmost importance.

So my response is I included a settings page where you can set the mouse sensitivity and have the option to invert your mouse-y look.

Been working on this baby for two days already. Since I am joining the jam, I get to have one more day of polishing before submission. For now, sleep time.

Latest changes:

  • Settings page
  • Mouse sensitivity option
  • Inverted mouse option

To do list:

  • Pick-up feedback
  • Dying event
  • Highscore indicator
  • More polish
Might add after the contest:
  • Evolving AI (Getting smarter as time goes by)

Dragonkin Evo – First post

 

Hi guys this is my first time in LD so wish me luck.

Here are the tools I have used so far

  • Language: C#
  • Libraries: SFML for .NET
  • Image Creation: Paint.NET

The game idea is you begin as a cell and playing different stages and evolving after each stage. And finally you become a dragon humanoid aka dragonkin. Each stage has different gameplay than the others.

Here are the stages that I have partly done:

Cell stage

Snake stage

And I’m planing for 2 more stages Lizard and Dragon

Thats all for now 😀

Particles!

Added a particle engine to it, game is really coming along.

Almost

Major update. The time is 18:32 PM in Scotland, and I haven’t posted on here since this morning.

The game is starting to come together nicely, but i don’t know if the game will be fully playable by the time I have to enter it. I might have to enter it as a Demo.

As the game is pretty much almost working, just a few bugs to iron out. I’ve bumped the version up to V:0.7

Soon I’m also going to add some Sound using SFXR :)

I’ve updated the download link for you all to have a little download and play.

Download here: http://www.torqscrewsoftware.co.uk/ftp/LudumDare24V0.7.7z

Update 11: Don’t Eat My Eggs!

Hey LDers!

For those of you who are participating in the 48 hour compo, good luck! I can’t wait to play your game!
And those of us who are in the Jam, don’t give up yet! We can do it!

I’ll keep things short so that I can get back to work.

Quince came over.

BACON

This was the result:

Sweet breakfast!

And then I worked on the game!

What’s inside?

See you guys soon! 😀
~ScreamRawr & JIf

 

D’evilution – Progress Update #3


In the home stretch! I’ve spent most of the morning working on completing the sounds and character logic. The NPCs are just a base placeholder for now. Not sure if I’ll have time to individualize them by the end or not. 7 hours left and most of those hours are not mine!

The theme is actually working pretty well, surprisingly. I was at a total loss for ideas when it was announced but things have a way of working out. Have leaned a TON about about Flixel during the past few days – that is the greatest benefit to all of this for me, personally.

So what is left to do?

  • If time – clean up audio looping. It is rough on some tracks. May just leave this as-is.
  • Re-skin the NPC objects so they loo more human :)
  • Finish wiring interactions between the player and NPCs.

Should be able to finish. Real close.

Face to face with the deadly, deadly fish

Well, it’s getting somewhere.  Woke up this morning at about 9, and started attempting to make some more interesting enemies.  I now have enemies that will die if you touch their body, but will kill you if you touch their head.

We’re having a stare-down contest right now:

I’ve got a couple of hours to:

1) Get them moving around in even some cheesy way

2) Add the “power up” features (I’m going to make a separate pointer that you control with WASD, and as you eat creatures you gain ammo for some kind of fish projectile that you aim with that pointer… clownfish will give you more of these “fishy missiles” [what an evolutionary trait!], and goldfish will give you the ability to lock onto your nearest target.  I don’t think this mechanic will be fun in practice now that I’ve had some time to sleep on it, but oh well!)

3) Get the fish resizing randomly

4) Add the logic such that you cannot eat fish that are larger than you, and vice versa

5) Add the “boss” creature (a giant killer whale!)

Linux tester wanted

I would greatly appreciate if any Linux users who do NOT have Allegro5 installed would be able to test my game quickly to check that I’ve got the static linking correct (I know I’ve messed it up before…). Here’s a link to the .zip

I just need to be sure that the game runs and displays a window, so long as it does that I’m happy (for now :) )

Thanks in advance

Comments

26. Aug 2012 · 15:56 UTC
It’s fine on my Linux Mint 12 :)
willh
26. Aug 2012 · 16:01 UTC
What am I meant to be running? a.out?
26. Aug 2012 · 16:05 UTC
I got the same problem as willh also on Ubuntu 12.04 64bit trying same steps. I tried installing libjpeg62 from the Ubuntu Software Center, tried again, got same error. I don’t know if I need to restart, but I’m not prepared to do that right now.
Mjiig
26. Aug 2012 · 16:16 UTC
abe, willh, TastyOrange, Thanks for testing that for me. I suspect the problem is that it expects 32-bit libs not 64-bit ones, but to be honest I’m not prepared to spend too much time tracking down this issue since it seems to affect a subset of linux users. Sorry :(
26. Aug 2012 · 16:37 UTC
Ah well, it’s the way the cookie crumbles.

yay finished !

I just finished my first game evah : Unnatural Selection !

http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=16143

Comments

turkwise
26. Aug 2012 · 16:00 UTC
Nice art!

I always wanted to make an MMO Platformer

This is my first attempt at multiplayer in JavaScript. I doubt I will finish in time but I’m glad I tried. There is nothing like a hard deadline with eager fans to inspire motivation.

The idea is simple, eat or be eaten. To level up you collect radioactive particles and spend them like money on new mutations for yourself. Once you have maxed out the upgrades for your fish, you get legs and can finally conquer the top half of the world.

Bullet physics

So I added bullets. But they are slow and affected by gravity, so they kind of drop on the floor and roll. Uh…

A functional mud that probably wont be finished enough to submit

Still some bugs to sort out and it would need some more functionality.

But atleast theres a working game :)

And perhaps this is the only game with 325 lines of unit tests (although the complete source is ~600 lines).

Created with ruby’s eventmachine. Source at https://github.com/pbjorklund/mud

All functionality, game world, player handling was done during the compo. I reused the engine I started on a few weeks ago that really was just a chat server.

3rd update

Because I’m making a story game, I still need to do a laaaaarge world. Yeah, I hope I finish in time…

 

18 Levels

Game Update!

I’ve finished 18 levels so far, fixed a lot of bugs and changed the sprites slightly.

I’ve changed my mind about the total levels, I will now do 20 instead of 27 as planned. Because I can polish the game much more.

Here’s a screenshot of my favourite level:

And you can play it here: http://www.stencyl.com/game/play/14336