LD24 August 24–27, 2012

The Evolution of Cthulhu

Collect food < or = to your self, don’t die. move(W,A,S,D). evolve.

Its a network game running off a little database so you may bump into other players, you cant harm each other.

Download (windows) (will add mac/linux in a bit(promis))

Tags: Cthulhu, ld24, ld48, wookoouk

(LD 24) Progress Update 2: [Warspace]

I’ve come a long way since my last post here. For instance, it now has a name: “Warspace”. I’ve added enemies and players and player control, as well as two unit types.

Along the way I’ve also written my own LISP parser to describe level data, though it’s hardly a good one or complete.

Progress screenshot:

(not pictured: particle effects)

The game is now somewhat between a typical RTS and a puzzler. I’m going to try to push it more towards the former, but I’m not sure where it’s going to end up.

Right, that’s it!

NO MORE. I think I’m done. Now for the horrors of JAR packaging and missing dependencies…

The Evolution of Super Bugs

So, this will be the third time I’ve competed in this competition. Hoping I can get everything I’ve planned completed in time for the deadline; not finishing this is a very real fear at this point.

Normally I’m too preoccupied developing to post anything, but this time, I’m making an exception. Development is going all right, but we’re getting near crunch time, and I’m worried I won’t get it working just right before that’s over.

Usually, what takes the most time is balancing the game, and I end up not leaving enough time to pull that off nicely. Fortunately, this time, balancing isn’t a real issue if my game’s main idea works. Instead, getting the idea to work is the time-consuming part. To fit the theme, Evolution, I decided that all enemies should be based on a genetic algorithm. The more damage they inflict on you, and the longer they live, the better their chances of making it to the next generation of enemies. So the enemies are really only as nasty as you are.

Essentially, when the game starts, all enemies are completely and utterly bat-shit insane. They have no real pattern; they’re very wasteful in their movement. The idea is that after you kill the slackers, only the most likely enemies to cause you injury will be kept. Hence, evolution.

Of course, the game’s setting also fits the theme. Basically, the enemies are all bugs which have evolved to the point of being well-armed killing machines, wielding biological energy weapons. Kind of like war wasps in Metroid Prime. This has presumably happened over the course of hundreds of years of smashing anything with more than four legs that is unable to defend itself. You are an exterminator hired to break into a research facility wherein weapons were built to combat the creatures and research was being done on how to reverse their evolutionary process. The lab has since been overrun, its inhabitants nowhere to be seen. Along your journey to recover the research, you will need to collect the various weapons left around the now-less-furnished facility.

Screenshots:




Screen shot

 

This screenshot was of last night.  I am still in the process of turning it from two tanks shooting at each other into a game.  May need enough time to go in to the Ludum Dare Jam rather than just the Compo, but hey if I get it done in 4.5 hours it may yet still get done.

 

 

I’m down, but not out..

“I’m out” – Me, now..

I’m down, the count is done, I won’t be submitting.. But It’s not the theme, I actually liked the theme in the end, but I just approached the whole project wrong..

In my previous 48h comp I was completely new to JS and learnt the basics in the time and produced a nice little game, that was two weeks ago..

In LD24, I lost my practice time to a short-notice job and still tried to dive into a whole load of new ideas, three.js/MVC technique/OOP (in JS, yes, I’m a dick).

After the first 30 hours, I’ve done nothing but go round in circles :( So I’m out..

 

BUT I’ve absolutely loved the atmosphere, the countdown was tense, the updates have been interesting and the community is one I will miss (for the next 3 months)..

Heres my list of game authors I’ve spotted and cant wait to play! (My tips for good ones! :) – listed by username

  1. tcstyle
  2. NiallM
  3. andreyin
  4. cellusious
  5. rubna

Good luck kids, can’t wait to play your lovely games!!

NOOOO NOT THE BATS

About 4:30 to go. Going to have breakfast ‘n’ get ready ‘n’ stuff.

TODO:

  • make the bats kill you
  • allow for adding/removing stuff on the fly
  • ADD A GUN
  • make it upgradeable
  • level switching?

Oh yeah, I also have music. PREPARE YOUR EARS FOR THE AWESOME.

Almost there

I’m almost done for submitting the game! it doesnt have a lot of features yet but ill add more after ludum, im to short on time to do that now! see ya in a few hours!

Floor Collision !

YEA !!! After so many time I finish the floor collision system !
Working perfectly, even with big acceleration : no glitch possibility !

Oh wait a minute. Look the countdown. I have no map, and i need to work on other collision and create the system related with zapper. And I’m really bad in graphism … Look bad …

Dinner, and the final few hours

Obligatory Ludum Dare Food Picture

Back from work at long last, now the time has come to focus and finish off my game! Attached is a picture of my (very quickly and gratefully eaten) dinner from work: One of the reasons I’m quite happy to be working at a restaurant!

Good luck to everyone else who hasn’t finished yet!

Tags: food

Almost finished—

Here is a real screenshot of the game. I’m almost finished, but i still have a huge world to create and i suck at level design. Oh, and music. Damn.

Flying the white flag

Since it seems like I’m not going to be able to complete my entry enough to be able to call it a game without cringing, I think a surrender is in order.

If only this stupid cold could’ve waited a few more days before robbing me of my ability to think properly, then I could’ve at least have had the pleasure of seeing my entry get voted up to the top. Or, which is more likely, the bottom.

The Game
Better luck next time I suppose.

I might put up the source and chronolapse anyway if people want me to.

Tags: Surrender

Comments

munchor
27. Aug 2012 · 17:11 UTC
Yes! Please post source code :)

Pow pow! Battle Arena Evolution Update

Almost there! Spent the past hour on artwork, adding decals for attacks, and balancing the damage dealt per level to give a bit of a challenge.

I’m really pleased with how its turning out, I think I’ve got all my core gameplay elements in now, so I’m going to move onto sound for next hour or two, should be funny, since this is my weakest area by far…

http://mkv25.net/ludum/ld24/preview/LD24BattleArenaEvolution_pow.swf

Finished!

Finally, I’m done with this horrible game. Well, I finished It in less then 48 hours. Much better then last time.

I’m going to sleep now. I’ve never wanted to sleep so damn much…

Learning LUA

new version with more shots, download still-senseless version here:

evolution alpha (Win32.exe, Love2D-source)

Timelapse…

Watching your own timelapse is good fun…!!

Need to edit it before uploading, as there are lots of long pauses, for dinner, etc…

What a weekend…!  😀

Released!

I just uploaded my game. You can play it here: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=12412
If you have any feedback, please leave me a comment!

It feels really good having finished the game. But it has been some amazing 48 hours (almost, more like 44 right now).

I will later, perhaps in a few days, post a postmortem on the game and the events itself. Also I’ll be posting some initial ideas that I had before starting on Super Robocade.
But for now I’ll be playing some of the other entries. :)

So not finished yet still shaping up… kinda

So, only like 4 hours to go and so much still to implement (mostly, a goal to the game and the main part: ship parts)

but it’s shaping up!

for the curious, I’ve got a dropbox hosting a build of the game here : http://dl.dropbox.com/u/80086733/Home.html
(A and D to move, you need to buy a sail / oars first, you can do that in the shop that you can open with E. F is for fishing and Q is for firing cannons)

however, I have no idea how good dropbox is for this sort of thing, so if anyone has any suggestions, I’d love to hear them.

Update 13: Final Stretch

Update time guys!

Working on some tilesets at the moment.

Word up for hand drawn!

We’re beginning to feel like we’re running out of time. But at the same time, I still feel like we have things under control.
Music is always an issue for us because neither of us ever have time and we always put it off until the end. And even then, we should be doing other things. Oh well. We’ll just have to see how things turn out.

If you guys wanna watch me do art stuff, you should check me out! www.livestream.com/screamrawr

It’s be really cool and stuff. 😉
~ScreamRawr & Jif

so much polish todo

Well it’s getting there. The little creatures are kinda cute.

Still needs a LOT of polish, and much more variety in the creatures. I’m starting to panic.

Comments

imake
26. Aug 2012 · 18:54 UTC
For some reason looks really interesting :O

So polish, panic, polish and submit! :)

Oh lordy, it’s done!

Well!  Hence passes my first LD48.  I’ve gotta say, I’m proud of myself.  I didn’t know if I could pull it off.
Maybe I’ll polish this thing some more and re-release it on my blog at some point, I dunno.

So anyway, after everything, here’s It Will Grow.

i’mbuggingoutman post mortem.

This was my first solo compo, though I had contributed to other jam games in the past.

So… I was going to make a game where you’d basically be killing bugs.

If there are survivors in a wave, you hop into the next wave, with their offspring, whose abilities have evolved.

At level 1, your kitchen is infested by some simple bugs that just walk around back and forth.
At level 2, your kitchen is infested by smarter bugs that run away from you.
At level 3, you’d get your first super-large-bug that you can’t (easily) kill with the platformer-bounce, and would have to grab a knife or something else as a weapon to kill it.

Essentially, this would have broke down into a twitch-action, mindless beat/shoot-em-up :3

What I ended up having:

A short-time-limit bounce-on-all-the-enemies joke game.

It’s essentially the behaviors from levels 1 and 2, with a timer I threw in in the last 20 minutes lol.

I used about 22 hours on this, and about halfway through, after getting some basic player physics/interactions were working, I decided to kinda redo how all the sprites were set up, in preparation for having a weapon. It’s a kind of issue I’ve been thinking about, since I’ve been wanting to make an action-fighting-platformer for a while and have been thinking about hitboxes and how to really split that up. All that curiosity ended up in me treating it as a programming experiment, since I’ve been meaning to try a few things out (specifically, composition over inheritance, since it wasn’t something I really learned in school). The best part is I ended up omitting the weapon system in the submission. awwyeah, good use of time lol.

Interfaces are cool. Coding patterns are cool. Composition is cool.

Using XML would have been cool to set up the stages, if I had the systems I wanted and levels made lol. Instead, it just hardcodes the number of enemies in each wave.

 

This pretty much summarizes it.

..yep

End

Sorry, there won’t be a submission from me.

1002

The game is almost finish.

You can already play the last version here

I will update the game before the end of the 48 hours.

Jam.. jam.. and one day more

Last update for today:

– working inventory system

– popup and notification working

– carrots!

– a gun

– enemies now take dame and explode in with nice particle

 

Tomorrow: polish and endgame and.. story!

Finished!

Well, I just submitted my entry! Was a really fun jam for me, I think it turned out to be my best 48 hour game yet. It’s really nice to know that other people are staying up late and doing the same as you, and you’re not the only crazy one!

Big thanks to the organisers!

Fun

I’ve completed my game! It’s my first game in Unity3d and it was done in 48 hours. I’m rather satisfied, though I know there are many things I could improve upon. I hope the rest of you are doing well.

Derpymon: Blue

It wasn’t intentional, but I started realizing all my randomly generated monsters looked pretty … stupid. However, I kind of like it, and because the time was running short I figured the best thing to do was to embrace the derpyness.

The game is “done” now and you can find it here.

Ada

Hello.

I haven’t been documenting the development of Ada mainly because I feel I should use as much time as possible to complete the game on time. But now that I don’t think this game will get finished tonight I’ve decided to make  a post.

The point of Ada is to survive in the changing environment. You control this blob called Ada who is vulnerable to her environment but she can adapt by eating or drinking her environment. The longer Ada survives, the more points you get. That’s about it, you collect as many points as possible by adapting and surviving.

 

#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 */ ada_screenshot_1 ada_screenshot_2

The game so far is unplayable but I aim to get the core of the game structure nailed today and then spend the rest of the day tomorrow to polish it up.

One of the questionable things I did today was to allocate 2-4 hours to create the sound effects and music. A more sensible developer may treat the sound as an optional feature or implement it in the last minute. But for me, sound is important in a game and should be mandatory. I don’t regret spending time on it.

Here are the libraries, tools, equipment I’m using or will be using:

Good luck!

 

 

Done

So, I’m finally finished…

If I had more time I would have added music and an end game sequence.

 

Tools used:

Eclipse, Scala, LWJGL, bfxr, JarSplice, BMFont, GIMP, Google

Friends (Martin & Jocke), coffee and food

 

It works just fine on my Mac, but fails on my Windows box

 

Anyway, you can try it out here: http://kompetensum.com/ld24/evolutionFat.jar

You take the role as a Triangle that wants to evolve into a Circle.

You do that by eating green line segments spinning around in space.

 

 

 

Defeat

My plan for LD24 was to hide at home and cut off phone. I failed and finished work (for my job) 6 hours before LD24 deadline.

Hopefully I’ll have more luck next time.

Kongregate upload error?

Everytime I try to upload to Kongregate, I get an error. Is anyone else having this problem?

Comments

Pixelbear
26. Aug 2012 · 19:20 UTC
A .swf. I’ve tried multiple browsers and it’s a no go.

Levels, but still no editor

Yesterday ended up being mostly a wash game-wise (hike->nap->beer->sleep), so looking doubtful I’ll get everything in place. I build a level spec this morning, started adding some really basic UI, and used Google Spreadsheets to act as a quick level editor:

 

The next step is to build a few more basic UI pieces (level chrome, game over, menu), then it’s the level editor (if there’s time)

 

Ok, I’m out

This is the final version of my Ludumdare 24 entry… Everything was running fine the first day, but when I woke up the second day of the contest, I felt very sick (and I still feel very sick :( ). I decided to abort the contest, as I could not concentrate to work because of the sickness…

http://www.youtube.com/watch?v=0MiVrE5-IhE&feature=plcp

Last thing I finnished today was the cellular theme, that also plays in this video..

The game idea:
The player controls a swarm of cells. He does not control the cells directly. He has a focus and several modes, the swarm can be put to. The modes are not implemented (also, besides following the focus the cells don’t do very much)… I thought of four modes to implement: Follow, Eat, Attack and Defend. Each mode would change the behavior of the cells depending on the surroundinds.

I like the idea and if I can iron out some of the problems I had (memory leak anyone) I might complete this game sometime in the future…

It was a fun time (at least the first day).

Oh, if you like the theme, you can download it here:

http://www.atombrot.com/foo/cellular_theme.wav

I finished my first ludum dare! Huzzah!

 

It was a close one too. This weekend I had two contracts to finish up and an overseas wedding to prepare for, so even attempting LD seemed pretty dumb, but I’ve wanted to do it for a while now. It was a blast! A frenetic, stressful blast.

My game is called A Quirk Of Humanity. You can play it here in the Unity Web Player. It’s a boss-battle arena game, where you play as a rebel and fight off instigating enemies. The enemies all have different tactics, and your character changes look over the course of the game as the time period changes. It’s weird  but fun. There’s even a hidden ending 😉

I submitted to the jam because I was uncertain about a couple rules, next time I might go for the compo.

Anyway, if you play Quirk let me know what you think!

Shoot!

Shooting is in, yay. There are two bullet types – a small one, and a big charged shot that goes through enemies, which you can see in the above screen shot. If only there were actually enemies to shoot…

Also, “Shoot, there are only a few hours left in the competition!” :(

I’m out. For now…

After some unforeseen events in regards to personal life, I have to throw in the white handkerchief and withdraw my participation in the compo for this Ludum dare. I still have hopes of finishing the game within the Jam, but under the current circumstances my priorities are somewhere else, and I can’t make any promises.

The game itself is a 2D platformer where the player gain evolutions (each with unique abilities) and have to circle through them to be able to reach the goal. So far it is purely black and white, but my idea that also the graphics should evolve as the game progressed.

Stickvol Splashscreen

 

 

 

 

 

 

 

 

I wish you all the best of luck! I’ll be back for the next one.

Probably my last little update before the deadline

Game mechanics are finally coming together, plus I’ve cleaned up a lot of the interface.  Still haven’t really worked much on actual content though :(  Let me run through real quick and list off everything that is currently working…

Start a new game, travel around the map, initiate battle, use attacks, flee, deal and receive damage, move use counters being limited and depleting properly for you and enemies, kill/die, win/lose battles, gain item drops based on drop rates, use items from inventory, view inventory…

What are the key things still missing, mechanics-wise?  Switching active Evomemes in battle, Save/load game, attack accuracy/evasion, exp gain if it’s not item-based… that’s all I’m coming up with.  We’ll see how much I can get done with ~3 hours remaining.  A lot of stuff I could try to show you, but… no screenshot for now.  Sorry!

Tags: awesome, Dawkemon, evomeme, last update, LD #24, pokemon, python, school, teacher, text, text-based

The game is “complete”!

the game

the game

SO…. the game is “complete”. You can select between 3 different animals to play as with 3 different powers. The cat can cough up furballs, the skunk can drop smelly bombs and the labrat get extra evolution points for being experimented on. You fight of scribbles/spaghetti monsters and sometimes they drop bombs that explode. If you kill enough enemies you can evolve gaining faster moments, better powers, more health etc. However, to keep on surviving as a species you must mate with other animals and get children.

the menu

the evolve menu

Now I need to spend the rest of the time to polish it up and make the menu system comprehensible and intuitive and not ugly.

 

delicious food

delicious food

Tags: 90%, cat, foodphoto, menu, screenshot, skunk

Done.

Well, it’s done.

The idea was to make a platformer with one level that changes slightly each time the level is beaten, eventually “evolving” into an unbeatable state.

The code is horrible and there are random blocks or lines that don’t collide at all. The character can also jump onto a block from underneath.

Caveman Speak update

I doubt I can finish for the main compo deadline. Shooting for Jam now. I never used Cocos/Pyglet before so wasted a lot of time with stupid stuff. And my toolchain was new too: Serif Draw, TexturePacker, and Tiled.

Screenshot Update shows the concept in the opening screen and game screen. The caveman roam, you can select a particular caveman (Ughh, Naag, Angh, Oorg, Dorr). As you kill your prey, the vocabulary expands and words become more distinctive.

Done, but not really satisfied

I’ve gotten sick of my idea for a game, since even if the mechanics work sort of as intended, the game is boring to play.

With no faith in the game itself, i never felt like putting any effort into graphics, sound or music.

But since i managed to design some game mechanics and implement them, it felt better to finish it up enough to make it playable and submit it, rather than abandoning it outright.

The game became a cellular automaton-style thing with organisms that have genes you can modify by mutations.

I’ve seen several other games with what looks like a similar idea. It will be particularly interesting to play them.

First Screenshot and a name

First off: I will definitely not finish the game in time for the compo.

Python seems to hate me and slaps every mistake I make on my brain until I am close to crying from frustration, but then it’s like “Lol, just kidding” and I find the mistake 10 seconds after I decided to give up and call it a day. Very educational, but it gives me a headache and slows down my progress.

Anyways, here’s the first, really shitty screenshot

(or at least I hope it is, because apparently I can’t insert images)

 

Too many ideas…

I had a nice plan for today, add the remaining 3-4 features and then submit the game. However, after letting people beta-test the game and testing it extensively myself I noticed there is still a lot of stuff that could be improved. My ToDo list is now growing instead of shrinking and 3 1/2 hours to go. I will take it easy nevertheless and just continue to add the important stuff. We will see how far I get.

on the screen: deadly worms and creatures avoiding them. UI is also most likely finished.

Calling it a night

I don’t think I’ll quite finish tonight but it won’t take too long to get it as a final packaged game.

The enemies don’t walk at the moment – but the game loop is in there, you can die by walking into the enemy or win by getting to the exit point.

There’s lots of little bits I wanted to get in like the arms on the woman rotating at speed. And a background that’s a not just black, and better details on the grass and soil.

Finish Line Crossed! LD24 Complete

I just completed my first game for the LD competition: Move the Cheese:

It’s a puzzle game which challenges you to try to reach the cheese. The problem is you’re little legs won’t carry you very far. Instead you’ve got to use your psychic mouse powers to rotate the cage until the cheese is within in reach. Let me know what you think and happy jamming!

Maple – Ship building game

It’s about time I posted something. The concept is building a ship out of parts you find in space like Captain Forever except controls need to be jury rigged by the player. You steer the ship by clicking on individual thruster blocks. Buttons can be connected to interactive blocks like thrusters to fire all at once through the circuit edit mode. I also planned to add survival elements with habitat modules but that’s unlike at this point.

Polish: Making You Overlook My Game’s Flaws

Or, so the theory goes. It’s coming down to the last few hours, so I think I’m going to shift my focus. The game is *playable*, but I’m not too happy with it. It feels like one of those games where I need to change its course a little (well, enough to need major rewrites… so not a little), which is pretty common for me in these competitions. Unfortunately, I don’t have another day to do that with. Therefore, this gameplay is complete! Anyways, I’m going to get down to polishing it. This may be hard because, as it stands, my graphics are:
1. A fish. They’re a lot like gray blobs.

2. A bigger fish. They’re just the fish before, but turned red and given spikes.

3. Algae. These are green dots.

Anyways, I guess I’m going to make the deadline and have a disastrously original game on my hands.

Done.

Ok, the game is ready and uploaded, you can see it at http://www.ludumdare.com/compo/ludum-dare-24/?uid=11694
In the end I decided to not include a score — I hate games that have scores, and it’s not a kind of game you play through more than once anyways.

You left your food in the fridges for too long, and it managed to evolve into hostile life forms. You must de-evolve them with your de-evolution gun before they escape and take over the world.

Victory meal!

Though delayed, my victory meal was a corn dog.  I was too hungry to take a picture before I ate it.

A.D.A.P.T.I.O.N. – You are what you eat


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width: 33%;
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#gallery-1 img {
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/* see gallery_shortcode() in wp-includes/media.php */



The team


ADAPTION



Well, it’s done. More or less.

The game itself works, but is messy and/or complicated as hell. Takes still a lot of time to polish, but is fully playable in it’s current form. Shortly: You control a group/groups of bacteria, which by mutations, conjugations and chosen gene additions evolve to survive as long as possible while the defense mechanism try to eliminate you.

I’m happy tho that I tried to create something different this time. :)

http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=8546

This dog is done!

Yellow dog is done, and has been submitted. You can see the entry and play the game and comment on the entry page.

I took a time lapse of everything up until now, which I should have online in a few days. And I’ll do a recap of the struggles I had (as well as describe some bugs that became features) in a few days as well.

Looking forward to a night of relaxation.

So I submitted my mess

Well this is my 6th compo and I can’t believe how bad I screwed up this time. Until this time I always submitted something I was proud of, something that at least felt complete to me.

Now this time it is all a mess. I don’t even have a game, just a mere toy that is fun to watch at, but nothing more. Something like a lava lamp.

So check out my lava lamp and maybe you guys have an idea on what to add to make it any fun?

Done!

Finally, it’s finished.

There is still a couple of bugs, no time for a descent music (so no audio at all), and a lot of ideas are missing. But the game is finished, playable, and if you are a bit insane it could also be interesting.

This first LD was instructive, it’s really a good exercise. I hope it will help me to improve (in every fields).

The game: Ulovetion

Human Fatality WIP

From the prehistory to the modern era… We are trying to make a game which is a “double travel” : A travel inside the human history and, in parallel, inside the video game history.

 

The beginning of the modern era : 8-bit graphical design :)

Code is nearly finished, graphics are 90% done, mapping is half-done and music is close ! We’ve got a good timing :).

Comments

zitheker
26. Aug 2012 · 19:46 UTC
Courage les gars. Votre jeu a l’air super. ^^

D’evilution – Post Mortem

What a neat experience! This was my first crack at a Ludum Dare and I’m very happy that I decided to take some time to whip something together. Ever since I had the pleasure of tech editing Christer Kaitila’s “The Game Jam Survival Guide“, I’ve been wanting to give this a shot :)

My motivation for this round was to force familiarity with a specific ActionScript gaming engine. I wasn’t sure what I would use until the theme was announced and settled on the popular Flixel engine. I’m happy that I did – as this engine really makes everything quite simple when throwing a game together.

Tools used:

  • Adobe Flash Builder 4.6
  • Adobe Flash Professional CS6
  • Flixel
  • DAME
  • FL Studio
  • Native Instruments Komplete 7
  • Adobe Photoshop Extended CS6
  • Adobe Media Encoder CS6
  • Adobe Audition CS6

 

What was missing:

Well… I know there are some spelling errors. Some of the game logic could be fixed and there is certainly room for cleaning up the code. here could also be a bit of challenge added to the game as right now it is COMPLETELY story-driven in a minimalistic fashion. The soundtrack could also be cleaned up as well as the sprites.

What was accomplished:

I’m really happy with the way it all came together. Initially I was put off by the theme but that all worked out as I put time into developing the concept. I learned a ton about Flixel – which was my main goal. Picked up a lot of new stuff and had fun doing it! Working game!

What went wrong:

Not too much. I could have done a ton more research into Flixel and how things work ahead of time. I’m a learn-as-I-go type of fellow though.

What went right:

A lot. Almost everything :)

Closing thoughts:

Had a great time doing this even with limitations imposed by family, clients, publishers, and the rest. I’d encourage anyone to give it a go – even if they don’t thing 48 hours is enough time. I didn’t expect to finish, so… 😀

Comments

27. Aug 2012 · 14:04 UTC
Well done! So happy to see you joining in on the fun (and rapid learning) of game jamming!

EvoTD done!

I finished it guys! I spent most of today getting the sound to work, and then polishing up the menu and adding some last minute features (Like fast forward :D), I also added the option to turn particles off, but I tested it with them on, on a netbook and it worked great!

 

You can check my game out here! It works great and it’s web based so everyone can play it! http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=15093

I was here too!

I call it a day. I couldn’t get the game playable enough to worth submitting it for the compo.

But I didn’t give up on the game itself! I will try to finish it up for the jam. Until that, here are some screenshots:

Title screen

Screen 1

Screen 2

These are actual screenshots from the first few seconds of the game, not mockups. It’s almost playable, but it’s held together by duct tape and shoelaces.

A few words about the game

The protagonist is a living mountain, a colossus of a sort. From his perspective, time works differently. The player could observe the world changing around him, as centuries pass by in a blink of an eye.

The game focuses on properties of evolution such as the slowness of the process, not so much on improvement, but on adaptation, and the hard fact, that one does not personally evolve, but one hopes to pass on something the descendants might benefit from.

The game is a puzzle platformer, where you can’t jump, but you can climb obstacles, push things around, smash things to reach new lands. Every level consists of multiple puzzles, and every level the world changes, and so does the protagonist. The journey through the game is text narrated.

How far I got

Well, not too far. I’ve got some puzzles planned, some narrative elements and the backbone of the story. I got half of the game mechanics working. The menus are working, the texts have a hint of animation for good measure.

The game is implemented from scratch in C++ without a game library. (Turns out it wasn’t a very smart idea in a compo with such a time limit)

The sprites are not animated yet and everything is painfully basic. There won’t be any sound or color… and the graphics you saw are not placeholders. They gonna stay.

 

I would loved to be part of the competition, but I was seriously unprepared, and managed my time too casually. I guess I don’t have competitive enough personality.

Anyway, I had great fun so far and I wish everyone good luck!

Cheers

Dawn – My first LD entry finished!

Wow. I’m extremely happy with what I created in just 48 hours. Dawn is a game about self discovery, where the player controls a monkey ready to discover what tools nature offers to overcome obstacles. One might look at the game as a bit ‘artsy’, but it doesn’t take it self too seriously.

Also, there are a couple of references to a certain movie. You get a cookie if you know which one!

Dawn is playable over HERE!

 

Over and out! /SteelRaven7

Evil Toasters

Our project is moving right along. Just working on adding more enemies, more levels, more evolutionary steps.

Here is a couple of screen shots. Those dang toasters are the most evil enemy ever

#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 */ Unity 2012-08-26 16-44-58-05 Unity 2012-08-26 16-45-07-87

Better luck next time

No chance of finishing this game in the remaining time, so I’m throwing my towel.

My game would have been named “Escalation”, an allusion to a kind of (albeit one-sided) evolutionary arms race at the core of the game. Basically a kind of Space Invaders / vertical space shooter thing, where each level consists of the aliens (and their descendants, using some form of genetic algorithm) from the previous level that did most well (hit you, evaded your shots, etc.).

Right now, there’s only a title screen and the beginning of a level with a controllable spaceship and a moving alien. I spent too much time on the basic game engine (everything from scratch, apart from using jQuery for basic event handling), which should hopefully come in handy for the next jam!

Anyway, if you want to check it out, here’s the current state of the game: http://mcduke.net/escalation/

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 50%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ game menu

Thoughts/Post-mortem

Submitted with over 2 hours to spare! In fact, I was much more pushed for time on this one than I was on the last one I did, mainly I think because evolution is such a rich theme to work with! So glad it won at long last.

At this stage, I have to say I’m very pleased with how it went. Not everything went right of course. The game is much less polished than I had hoped and I had to strip out several features I would have liked. However overall, I think I did everything I came here to do. Although it was my third LD, it still had lots of firsts for me. This is the first time I have ever worked with Flash or Flixel and I have to say that I’m very impressed. I also actually managed to post stuff during the competition this time! And, this is the first time I’ve created some sounds effects & a basic soundtrack to go with my game as well. So all in all, everything a LD should be; lots learnt and lots of fun! :)

I should also add here the tools that I ended up using but didn’t mention in my first post. Those were tIDE for the tilemap, sfxr for sound effects & Aviary Music Creator for the soundtrack. Oh and WinLAME to convert everything from wav format because apparently as3 only supports mp3 or something…

Well, thanks everyone and I look forwards to playing your games over the coming days and weeks! Sleep time!

Evolver – final

Technically speaking there’s not much here, but at least I got it done and made an effort to do an entry.

there are only 2 levels and you use the keyboard.  I leave it up to you to figure out how it works, think of it as a towlr exercise

You need LÖVE 2d game engine to play this.  Unzip anywhere double click the .love file

 

 

Tags: ld24 final

Sounds!

Just finished making some custom sounds; now all I need to do is import them and start work on those levels!

… No pressure.

*gulp*

Be The Booster: Evolve Your City. [Preview]

In this game your goal is to transform a depressed city into a culturally vibrant one by spreading new ideas. You control the “Booster”, who can give ideas to fellow citizens. Citizens can also share ideas between each other as they walk the paths in the city. You can find other Boosters, who are more likely to spread ideas around. You win by raising the entire sum of ideas that the citizens hold.

booster-screenshot

5

This entry was posted on Sunday, August 26th, 2012 at 7:53 pm and is filed under LD #24. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Trekking along…

Well, last night someone joined our team! Caryn, part of Dormouse Development, the team I was a part of for LD22 is helping us with texturing and other stuff.

We are still working on the first level getting some final touches done. Our progress can be seen at http://www.thomasle.info/ld24.

If nothing else we have learned a lot of what needs to be done in preparation for Ludum Dare! =D

Finishing touches…

Just writing the last few pieces of music… they’re 8 bar loops and I’m writing the entire game’s soundtrack in minor keys.

After that, I’ll stick some credits in and get it submitted. Nearly there, and 3 hours to go!

I’m not doing achievements, they don’t feel like they’d fit any more. Online multiplayer’s a complete no as well, especially given the time, but I might add that after the competition’s ended at ome point if I can be bothered.

Finished-ish!

Well, actually pretty much not finished. Have most of the gameplay done, but no content to show it >.>

Anyhow, I need to be stopping now, Going to an introduction camp for College tomorrow. They’re going to make me a real boy turn me into a decent programmer if all goes well. Yay! 😀

Anyhow, can’t really write a post-mortem right now, that might actually take until after the post-compo update is done. Yeah, I like the game enough to finish it regardless of ability to win anything honor with it. I really think it could be fun.

Good Night and/or Luck to all other contestants!

(Here’s my game BTW)

Nowhere near finished

It seemed like everything was going so smoothly until about midnight . I suddenly was spending all of my time debugging and what features I could add had even worse bugs in them.

So, I’m calling it quits. I’m not too disappointed, however. My game idea was pretty terrible so I’m actually happy to be seeing it go.

 

Till next time Ludum Darers!

Comments

ScreamRawr
26. Aug 2012 · 20:04 UTC
I hope you take part in future LDs!

Evo Fight

And so this LD comes to an end.

I have to say I did not think I would make it in time, but I did! And I’m quite happy with the result, considering I’ve never used Lua or LÖVE before I think it went kind of OK.

I would have liked to spend a tad more time with the graphics, but aw well, it will have to do.

 

My entry: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=7478

It’s Officially Good Enough That I’m Not Ashamed to Put My Name on It.

Title Screen

The Title Screen

PRIMORDIAL SMACKDOWN.

Some gamepl... wait why can't you see it?

Just some gameplay.

Programmer art!  And lots more fun than it looks.

Does you browser suck or something?

The upgrade screen. Why are you interested in this?

And this is the very morbid upgrade screen, in which you must choose which of your children don’t die.  Who ever said evolution was nice?

Fuck timing restraints, acquire games

So I’m currently on a trip. Didn’t think I’d have any free time, but I did today, so I whipped something quick up.

Science! is a Top-Down Shooter, the twist being that enemies adapt to the weapons you shoot at them and grow faster and stronger as time passes. So you have to kill them by switching beetween your three weapons, all while collecting data. For Science!

Click here to play.

Things are not looking good…

…as the approach of the deadline means the inevitable drop of very important features. I’ll be happy if it works as a game now. It doesn’t mean, however, that things can’t be a little bit funny and lighthearted.

Did you know that Charles Darwin was a foodie? That take, hipsters.

Also, he may or may not have founded an Italian bistro called “Carlos’ Bistro” in Rome, where he debated the merits and evolutionary mutations of the Pasta. That’s still up for debate as we don’t have enough proof that he didn’t. Teach the controversy!

Wow. I actually did it.

I submitted a 48 hour game entry. It’s short, but it’s finished. Wow. The world might just end this year.

Screenshot:

ScreenShot

A level.

 

I wanted to do more. But I ran out of time. Maybe in the jam edition. But. Wow.

Vlog 4

Not a good game

I was trying something with an ‘anthill’: ants are sorting their food by color. http://webjoch.nl/anthill. It gave a nice result so I was thinking for a gameplay with evolution. I figured something out and I made it but I’ve not finish it because it was bad. You can see here the result but I won’t publish it to ludum dare, next time better!

http://webjoch.nl/anthill/game.php

Game Over!

Yeah!!!

My first Ludum Dare it’s over! What a weekend!

I had more ideas that I’d really like to see in game, but in the end I didn’t have enough time to implement them and I focused on “polishing” and balancing the game. The gameplay is quite similar to what the game osmos did, absorbing cells that are smaller than you and running away from the bigger ones, that’s my game in a nutshell.

You can play it here, windows version only: Cellulae

It was a good experience :) hope you like the game!

Portal ?

Just implement the intermap deplacement. As I put the same map for any border … I got this funny portal Like 😀

Newest Update, Sounds for every level

LINK 

(You are invisible until you collect a couple of coins, you start in the top left on the first level and then on the second and third levels you stay where you are when the level changes.)

Sounds for every level, you can win the game too!

Lots ‘o Fun! I want more!

Basically had all I can take for developing this weekend. Its been a fun 48 (or rather, 45) hours, and I’m psyched that I created a finished game.

Play it here and leave a comment about what you think!

I may tweak it a little bit more before I submit this later.

Here is a screenshot:
Pirates And Gorrilas!

I’m happy I could complete a game for my first Ludum Dare. Never before have I really developed something to the point where it could pass as “finished,” but Ludum Dare pushed me to do that.

I’m looking forward to december where I have plans to do the Jam with a visually/audio-ly talented friend of mine. It’ll be even more fun to work with a partner!

Okay cool. So check out my game now (and when its submitted tonight) and I’ll check out yours!

Brucef

Bad news

Welp, I won’t finish my game, but I will submit what I have soon. 3 steps of evolution and a boss :).

Lab (R)Evolution

Hi All!

It was pleasure to try myself in this great contest!
Unfortunately unexpected change of weekend plans caused that my game is not finished.
I attached windows version because its my first LD and I want participate in it somehow.

WINDOWS

Thanks and GOOD LUCK!

Submitted!

Yay!

Once again, bit off a little too much and had to redesign a few systems as I went but overall less of a rush at the end than previous dares, and a lot of things made easier by using Unity – 3D not being one of them! I should have used a ton of unity systems I didn’t use because I haven’t had much experience with them, including terrain and physics.

Anyway, it’s called Unnatural Selection, it looks like this:

And the entry page is here:

http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=2011

I’m gonna have to do the Jam

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533185_355900647825122_199254671_n 574704_355898284492025_12667344_n

Yesterday, we gave a presentation in tandem with Ace Team, so I was not able to work on my game for the compo, but I’ll finish it for the jam (it’s getting to a point were the game is heading somewhere, so I’m not planning to stop).

By the way, our kickstarter campaign for Evilot, was featured in Rock, Paper, Shotgun 😀

I’m Pumped!

Tags: Syrenaica

Comments

26. Aug 2012 · 20:28 UTC
Hey man, be sure to post it up on G+ when you’re done!

Finished, at last :)

I’ve finally finished it :)

“Blobolution”

http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=13889