LD24 August 24–27, 2012

Zero To Hero, Complete!

I finally finished my game with 3 Minutes and 48 Seconds to go, it felt so awesome to finally submit my game after nearly 48 hours! Good luck to everybody who entered! My game can be found here: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=14252

I’ve learnt one hell of a lot over the past 48 hours, thanks for the epic experience Ludum Dare! =)

(Can’t wait until the next one, i’ll be entering the Jam with my cousin, hopefully.)

Screenshot:

Zero To Hero

It’s all over

No wait. It’s not over at all. I get to enjoy everyone else’s games now. But I’ll be doing more of that tomorrow after I’ve had a good nights sleep.

I’m really pleased with what I’ve come up with over the last 48 hours. I may feel differently after some sleep but at the moment it feels like some of my best work. I didn’t think I’d do it and had to cut back on what I had planned due to a bug that set me back a few hours. I think I got the ratio between content creation, planning and actually making the game a bit wrong. Spent too much time over-complicating the engine and it has features I didn’t have time to actually implement and test properly.

Thanks for all the support, it’s been great fun. Here’s to a more relaxing time trying out everyone else’s work.

I’ve put together a time lapse of my last 2 days watch it here!

But now… to bed! Because I have become a tramp.

Sleepy Richard

I am sleepy now

Done at the last hour!

Finally done! The game contains 4 (four) levels and 64  (sixty four) items for fusing. It also has cool music and sounds.

My entry is here.

Hey, guys, what is a Submission Hour? It mean that I can work one hour more? I didn’t add inly one feature, can I add it now?

Comments

26. Aug 2012 · 23:55 UTC
I’m afraid submission hour is just for submission: no features should be added. :) You can still modify your entry, if there’s a game crashing bug, though.

Submitted My (Not Very Good) Game

I “finished” my entry, as in I don’t know how to make it any better without rewriting it from scratch. :-/

I was focusing on making the game resembling real-life genetics, and I forgot to make it actually fun to play. I wanted it to be about survival and adapting in a harsh environment, but I couldn’t make it work, so I just added a bunch of random enemies to shoot. It became completely repetitive and the genes aren’t affecting the game as much as they should.

Next time I should simply focus on making the game fun, without worrying about the theme so much.

On the flip side, I think my drawing skills improved a bit. In the past I preferred to use vector graphics, but in this game I was using smaller sprites, so I thought pixeling them made more sense. It was a risky decision, because I never really used pixel art in the past, but I’m happy with the results. See for yourself:

Selective Breeding Screenshot

Also, I never worked on a code base before that included classes like Allele, and methods like Breed. 😉

Here is my entry: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=8403

Tags: 2D, compo, final, ld24, screenshot, Windows, xna

Space Worm Done

final
I just wrapped up my Ludum Dare 24 entry. The link is:
http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=4265

The result was pretty faithful to my original concept. I spent the first day working on getting the movement and procedural level generation working to my liking. The enemies, GUI, and ending were added during the last 12 hours. There is a whole bunch of fine tuning I could still do to make this game really shine, but for now I am calling it quits and enjoying a victory drink.

Happy post Ludum Dare relaxation to all my fellow developers. Except those of you doing the jam, for whom all I have to say is: You can do it!

Finished

After doing some last minute sound effects, and fixing a bug with the mouse not working in window resizes, im finally finished. Im reasonably happy with the result, and although the game may not be that fun to play, i’m just happy to know I can actually create something in the time

This way when I do have a good idea, I will know that I can do it!

Okay Done

Game is “done”. Still makes no sense. Happy with what I got done if not with the finished item.

OH! Also I made TERRIBLE music again. And this time I DID NOT PUT A MUTE OPTION IN THE GAME. Take that, everyone who has ever wronged me (everyone who voted against the kittens, that would be you).

Time to sleep so I can get up and make more games.

EDIT: OOPS I FORGOT A LINK. HERE IS ONE.

Game of Death (Silent Edition)

 

Title Screen for Silent Game of Death 

I’m supertired so I’m not going to write a long post, but I’m really happy to say that I completed the game I was working on! I made a game that features the “Game of Life” as an enemy, please check it out it looks a lot better in motion than on these screenshots! I might try to upload a video tomorrow 😀

Yeah so I made a bit of a screw up on the sound but I guess that it could been worse :) My game can be found at:  http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=15147

Here are some screens,  as I said, it looks a bit better when played, taking screenshots is hard!

#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 */ Well, it's a title screen, nothing more nothing less Someone should clean this mess up! Just a couple of gliders hanging out!

A failure this time around.

I came into the competition with high hopes, having had such a good time entering previously.

Not my ideal theme, but I gave it a go. Unfortunately, my first idea didn’t work out, but not before I’d wasted a day trying to make it work.

That left me a little of a day to start my new game from scratch. I worked hard, but sadly did not meet the deadline.

I did manage to complete about 80% of it though, so I’ll probably finish it off when I find the time and motivation.

I leave, defeated.

Comments

phren
26. Aug 2012 · 23:20 UTC
Go for the Jam option!

Finished, yeeeeh!

Modula

Arrow keys move, Z and X shoot guns and missiles respectively.

Enemies are procedurally generated (kind of).
After the first level, the next generation of enemies are based upon the enemies that gave you the hardest times.
There are also some random mutations of those enemies thrown in for variety.

Basically, the enemies evolve (loosely) based on how you play.

I finished a game! Legacy of Lavern

No sounds, no music, no particle effects or other gfx. Story in the beginning is very short and without animation…

 

But still, it is an action RPG and its done. You can win the game (There is a bug which makes winning too easy though). I am very happy having implemented every mechanic I planned.

 

>> Play it on your Windows machine (best played with Xbox controller)  <<

 

 

If I would be more ‘awake’ I could spend 4-5 additional hours to make some sound effects and music. Maybe in the next weeks.

Timelapse and postmortem will follow tomorrow!

 

Good night and see you soon! Cant wait to play all these games. Some of the blogpost got my interest!

My game (almost) just in time

Well I almost made  in time for the compo end T.T;  oh well XD

I only got to work one hour on this game. Here a link to the source and the game. http://www.mediafire.com/?6hww5h4wan7hapm

Finished

That was terrifying. A game breaking bug lasting over the last few hours was fixed with 10 minutes to go, meaning I had to do all the actual gameplay tuning in 10 minutes before the end of the competition.

Inside the wrapper of a rushed, slap dash and badly thought out implementation exists quite a good idea, I think!

This was my first ludum dare and although I didn’t maintain a particularly well kept blog or do that great in terms of the programming, I did make a really nice carrot and pepper stir fry with egg fried rice and sweetcorn.

Let me know what you think!
http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=16463

All is done, and not well

Ran out of time… glorious ideas, cut short! Oh woe the features slain and lying bleeding in the gutter!

I have submitted the work so far for the compo, since I won’t have time tomorrow to finish it for the Jam.

Nevertheless, even now it is somewhat playable! The last few hours I added some ‘essentials’ like scoring, and restarting a game.

Poor players wont know why they are losing tho… and games started with ‘New game’ button will kill your species within 20 generations most likely… couldn’t kill that bug in time.

However… introducing: SimEvo!

http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&q=simevo
(lua script files included uncompiled)

Concept: Model evolution by building species bit-by-bit, and let the environment be your enemy. Mutations and natural selection will improve/complexify your species. You will be preyed upon and be a predator! Migrate to other biomes to escape predators or find greener pastures!

Actual: Only plants (photosynthesis), decomposers and detrivores work… predators / preys are not in. This makes quite a few stats useless. Oh well. Migrating works, but you don’t need mobility… so you can go the bottom of the deep sea or to the sky as a legless lump. Willpower I guess.  Neither will migrating incurr population loss.
Also wanted a specific picture per biome type, but alas.. only three.

 

Wrapping up not so nicely

Alas! I was able to “finish” my game in time, buts! it is still very unfinished indeed…

All in all, most of the core stuff has been implemented, however, there is no sound, no music, and only a few parts to buy for the ship,
still, there is *some* fun to be had in playing it, it’s just a shame I lost track of theme midway… (partly, this is due to me lacking the time to properly make several parts to buy for the ship and allow customization)

For the curious sort, a link to the game:

  • http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=11227
  • Alas! I was able to “finish” my game in time, buts! it is still very unfinished indeed…Alas! I was able to “finish” my game in time, buts! it is still very unfinished indeed…

    All in all, most of the core stuff has been implemented, however, there is no sound, no music, and only a few parts to buy for the ship,ll in all, most of the core stuff has been implemented, however, there is no sound, no music, and only a few parts to buy for the ship,
    still, there is *some* fun to be had in playing it, it’s just a shame I lost track of theme midway… (partly, this is due to me lacking the time to properly make several parts to buy for the ship and allow customization)

    For the curious sort, a link to the game:
    http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=11227

    Feels SO good man

    My first time in the Ludum Dare (and first jam in general) and I managed to not only finish a game, but make a decently entertaining one to boot! I’m still wrapping my head around that one 😀

    Check it out here

    Obligatory “God it’s over” post

    Wow, that was a long Week-End. First time I do it, and it’s quite exhausting.

    The entry I saw are impressive, there is some genius hiding there…

    But well, I finished my game, you can grab it http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=14514.

    It’s short, not much content, I didn’t manage to put texture on the ground, but well, I think it’s challenging to play.

    I can’t wait to test all you’ve done.

     

    Tags: final, screenshot

    The game is in!

    I made it just in time! I’m proud that I managed to get my first HTML5 game working in 48 hours, even with an adorable baby getting  my attention all the time.

    I’m going to put the goals I had for incorporating music in a way that changed the game environment in my head for a future project. Maybe I’ll get around to updating this game to include it.

    Check out my other stuff:

    http://fancyladsacademy.com

    http://scottedwardcummings.com

    http://pbskids.org

     

    Just in time…

    I think I had about 7 seconds to spare. I wasn’t expecting to finish in time for submission and this is my first Ludum Dare so I’m quite happy with the final game.

    I’ve got a working linux version but I haven’t got a windows executable yet. The source is here and the linux version is here.

    You have to navigate your way through 3 different maze levels while being chased by monsters. You have no way of defending yourself.

    The game is somewhat lacking in the theme department…

    Aeon

    Aeon is epic snake evolution game. It extends over wast period of time.

    It all began with small snake that was lost in woods. After many many years snake begun to evolve, to adopt to its environment. Snake was forced to live rest of its life in tight and dark world. Snake had to evolve so much that now, instead of eating other creatures, snake is consuming energy that it can find.

    Your task it to help snake to survive as long as possible. That can be done by carefully but quickly planing your moves.

    You start as a little helpless snake.

    By collecting tokens you increase length of your tail. As time passes, barriers will start to appear out of nowhere. Be aware, they are dangerous!

    As your tail isn’t of much use, by evolution your tail will disappear. This is normal.

    As you can see, over time it’s darker and darker. In dark you don’t see a thing. You evolve. You consume energy instead of food and your head light path under you. This will greatly help you, especially since you are in tight space. You consume energy, during your first days, you have learned to use that energy more useful than just lightning you path. You can leave beacons that will stay lit so you can see where you have came from. Jumping is your specialty, but be careful what power ups you use, they cost energy.

    Be careful and save your energy, without it you are dead!

     

    Have fun and post your scores.
    Rate and comment on my submit!

    Good night (funally!!!**),
    Aleksandar Toplek

    Tags: aeon, Aleksandar Toplek, AleksandarDev, game, ld24, snake

    Schrödinger’s Kittens

    I hadn’t intended to participate in LD, but I did have a game I desperately wanted to make, where the idea was that every time you made a jump, you’d see other copies of yourself making the same jump but with slightly different timing. And I wanted to theme it with Schrodinger’s Cat since it was really about alternate quantum universes.

    When I saw the “1000 Kittens” theme had won, I knew I had to make the game after all. Then I realized it hadn’t, and I made it anyway. The end result is still relevant to the Evolution theme however. I only spent about 8 hours on it all told. I spent the weekend simultaneously in a state of making an LD game and NOT making an LD game.

    By the way I am this guy. Though this game has nothing to do with Zynga. (Or does it?)

    I’ll let the game speak for itself. I hope to do a real entry next time, but this one was incredibly rewarding for me and I’m happy with the result.

    Schrödinger’s Kittens

    With apologies to Canabalt.

    Didn’t finish, submitted anyway!

    I tried to make much too big a game but I spent far too long on it to just throw it away! I’ve submitted it and I intend to finish it as well :)

    It’s been fun though. Very, very, very frustrating, but fun.

    GAME

    Post-mortem.

    Well, this is pretty much what I learnt:

    NEVER EVER IMPLEMENT SCROLLING DURING THE COMPO EVER AGAIN.

    I basically had 6 hours to make a game. Totally reusing this engine for next time, so I’ll have the whole 48, instead of spending a whole day on the bloody scrolling.

    But aside from a few last-minute hacks, it’s a fairly solid engine. It maintains a linked list of all entities, allows for adding and removing said entries, has a roughly O(n^2) collision detection method, scrolls a 128×128-tile (64×64-chunk) virtual playfield in a 64×64-tile VDP playfield (I hope to extend this to double the size in each direction), has slopes (I COULD NOT RELEASE THIS WITHOUT SLOPES THAT WOULD BE WRONG), and that’s pretty much it.

    Oh yeah, I pretty much spammed twitter during the compo. I cannot guarantee the whole lot will make sense.

    So there we go!

    Comments

    28. Aug 2012 · 15:46 UTC
    Yes, scrolling was the hardest part for me too – even though I don’t need to load anything because everything is in memory. It was about 5 hours including the 2 hour bug hunting… :)

    It’s done and submitted!

    Sun God

    Sun God

    This game is in and playable! Click the picture to get to it.

    There’s a lot of stuff I didn’t manage to finish in time, but that is what the Jam is for I guess. Good night everyone!

    ‘The Voynich Experiment’ is done!

    Tired, but quite satisfied! I managed to do most of what I planned for this 2nd and last day. My only regret is that I might have taken too much time on nitpicking stuff instead of producing more contents/levels, but it could have been worse.

    Congrats to everyone, I’ve seen quite a lot of promising games during this week-end! Now it’s 3am here, so time to sleep. See you soon!

    ‘The Voynich Experiment’ entry page

    Tags: compo, craftyjs, html, javascript, js, wan

    Giving up and going to bed now…

    … but still rather content with my end result! I did get some fairly nice “programmers art” in there at least, got a much better hang of how to do UV mapping and texture editing in Blender and Gimp, I felt like I got more of a hang on Irrlicht, etc.

    Here’s a screen-shot, sadly I won’t be able to submit anything this time, just creating binaries and bundling the correct files would take me quite a while, especially if I’m supposed to bundle the graphics engine as well.

    Screenshot

    My end result for the LudumDare #24. I would probably have needed at least one more day to get (very simple) enemies and proper collision detection in there.

    Sad (evolutioned) panda…

    Well, I did finish my game, but I’m not really happy with it. Although it’s finished, I feel like it’s not.

    Anyway, should anyone want to try it: The Path For Evolution.

     

    LD #24 – I deeeed it!

    And just in the nick of time. There was a bit of a rush to get this game out before the deadline, so there are some bugs, and untested stuff, ( I’ll fix any bugs in a post-compo version), but I’m so satisfied that I’ve submitted a playable game to Ludum Dare!

    Play the game HERE

    Finished!

    Wow, what a day!  I got an incredible amount of work done today and I have a finished game!  I guess it’s more of a simple simulation than a game just because it is so easy to avoid dying but I think it’s fun just to float around and listen to the music.  I’m very happy with the sprites that I drew and the music that was generated.

    So the gist of the game is that you are a virus and you float around and infect cells to reproduce and dodge white blood cells and antigens.  After you have infected enough cells you get to chose how you want your virus to evolve, which boils down to some pretty simple buffs.  Meanwhile you can watch your “children” float around and infect other cells and get wiped out by the immune system.

    The most challenging programming problem I ran into was how to have the sprites wrap around to the other side of the map and still have them be drawn in the correct place and have culling and collision checks working properly.  I had never done anything like this before.  I figured out the drawing and culling problem but the collision issue is left outstanding for another day.

    I will be writing up a postmortem in the next few days to go over the process and what had to be cut.

    Submitted!

    Not exactly done, but I’m sure many of you have said the same thing.

    Here it is:

    http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=3320

    Many of the game elements are in fact lying.  In particular, so far, nothing is being cloned and mutated, which is kind of the point of the game, and not only that, with that removed, its ties to evolution aren’t there.

    Also, I haven’t tested this on the PC, and my friend who did says it’s missing a DLL.  I’m working on it.  Edit: Think I may have fixed that.  Still waiting on report whether it is working or not.

    But it’s submitted!  I’ll resubmit it for the jam with a little more engine work added.

    Failed

    Well, I didn’t manage to finish on time for the compo. I’m quite happy with what I’ve done. It’s my first Ludum Dare and my first serious game project. I made a lot of progress for 40 hours of work and also I will try to get it ready for the jam or at least finish a couple of levels.

    PS: The livestream will be on until I finish the game, no matter if I submit it or not. www.twitch.tv/rockdaclub95

    LD24: Aaaaand… finished.

    Oh wow I can’t believe it’s over.

    I’m pretty hyper despite being exhausted. I actually got in a lot of what I wanted to get here: the animals breed with each other, successive generations mutate slightly, and successful creatures survive and breed while the less efficient ones die out. Now, they’re all stupid and vegetarian, but I’d say that’s pretty good for a weekend’s work.

    I don’t know if I’m ever going to work on this project again, but it was a hell of a learning experience and it should make for a truly excellent portfolio piece. I hope following my progress on this has been interesting for you guys. I’ve kind of lost all perspective and utterly destroyed my brain with caffeine and adrenaline at this point.

    Hard

    I’m glad I had time to finish all levels and skills/genes/mutations.

    http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=15601

    But unfortunately I didn’t implement “extreme evolution” mode (as I want it). You can turn this mode on after finishing all 7 levels and it HAS effect, but you can play any level, instead of completing them in a new mode (like in Crimsonland).

    Infestation: done!

    Completed and submitted!  I managed to complete my first Ludum Dare game, and even had an hour or so left over to fix bugs.  Considering I threw away everything I did on Friday, I’m quite happy to have something finished and, dare I say, somewhat polished.  You can view the entry or go strait to the game.

    Infestation Screenshot

    All things considered, this was a blast.  I can’t wait to start trying out some of the other games!

    Ouch, but submitted.

    I’ve made this mistake before, but I never learn. I waited until the last minute to make a release build and ended up with a crash. I had to take out the bubbles which is a shame because they looked pretty cool.  But anyways, it’s submitted. Not nearly as complete as I’d like but it’s something.

    Mac build is up, I’ll make a windows build soon.

    One day left for moi

    Try out the latest dev build here.

    Good morning! Just woke up and all charged up!

    I have one more day left to polish the hell out of my game. Will focus on making the experience better and if I have the time, work on making the AI evolve and make it noticeable.

    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)

    Dropped my 4th idea, 30 minutes left!

    So with no surprise I stopped working on my 4th idea yesterday and gave up. With 30 minutes left I am now pondering if I should toss together something stupid just to say I made something.

     

    IDEA: Inbred Rabbits!?

     

    You start off with 2 rabbits. They bred and create a nice batch of babies. But you’re family is the only life on the planet. So the children breed with each other. View the nasty mutants that are produced from my sick mind!

     

    This would be quick and easy to make, but there really wouldn’t be any gameplay. Decisions decisions…

    Submitted “A New Kind of Man”!

    I submitted my science-fiction platformer with super powers:

    http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=9592

    Now, this was rough. Instead of overestimating the project like last time, this time I highly underestimated how time-consuming it is:

    1. to write  a platforming engine in Game Maker,

    2. to design levels that make sense (the game ended up being just one level),

    3. to implement an engaging story,

    4. to relate everything to the theme

    This morning (or technically yesterday’s morning), I actually thought I would have to give up. I had nothing but a small set of working mechanics without any ideas how to use them effectively. The great plans I made at the start turned out to be absolutely utopian. But after an hour of thinking or so, I finally started working on the actual game. I will probably post a lengthier post-mortem as soon as I’ve had some sleep.

     

    have fun, Khayet

    Hmm…

    I wonder, can I just correct orthographic errors =)

    Here’s what you get from me this time…

    So here it is, can’t say I’m happy or proud of it, but here it is. At least it looks and sounds pretty lol
    It was originally going to be a cross between Pokemon and Street Fighter II, it wound up just being a clone of Street Fighter II, and not a great one lol, but otherwise, enjoy!

    screenshit

    Slime Fighter

    Submitted and Done! Check out Panspermia

    You can play it here: http://www.newgrounds.com/portal/view/601796

    Ludum Dare page: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=10725

    Panspermia, the theory that initially spurred this games inception, is the hypothesis that life exists throughout the Universe, distributed by meteoroids, asteroids and planetoids. http://en.wikipedia.org/wiki/Panspermia. Its intended for bacteria and other simple organic material but i extended it to trees, mushrooms and sheep (and nothing else). Initially i was making a 1-1 realistic simulation of this, but i got bored of it, and started just making cool explosions and messing around with bacteria designs (which eventually became sheep). In the end, its a basic solar system simulator with a bunch of realism-breaking elements. I.e sheep can fall from space and not die, planets are waay to small in comparison to the sheep/plants, and this isn’t even close to a proper simulation in terms of physics and math.

    Got most of the stuff i wanted to implement, got all my barebones features done, but started running out of time to add ‘all’ my stretch goal features. Right now its more sandbox than game, but its got the whole angry birds/ios charm to it, simplistic n stuff. Stuff like deathstars, ufos, nebula clouds, etc.

     

    I must say it feels great to have actually finished one of these, I’ve attempted a few before but couldn’t think of anything/get something decent before running out of time. Now that i know i ‘can’ do it, I cant wait to see the next one.

    Sunday Update

    Menu System Screenshot

    The menu system has been completed.

     

    As Christian and Rob work on our game play and game world, Zenas put some touches on the menu system.  With less then 24 hours to go we have set our sites on designing our player character model, some abilities for the player to use to explore his world, and an ability tree menu for the player to spend his evolution points on abilities.

    Finished!

    All done and submitted just in time! Traded sound for karaoke and a baseball game, but I’m very happy with the result of my first LD!

    View the entry here, and play the game here!

    Tired but finished – and it has a name: Gobblegoks!

    I’m pleased with my entry, and especially my time management while making it – everything went according to plan. I managed all the content on the second day and even added something which means if you beat all the preset “stages”, it will randomise them until you die.

    It also has the best name: gobblegoks. Go and play it here: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=8539

    Now, I have a timelapse ready to upload, but not just yet because sleep comes first before everything except, of course, ludum dare. I will be writing a post mortem in a few days as well, and the timelapse will be uploaded as soon as possible. Thanks to everything who watched the stream. I’ll tie up any loose ends tomorrow and in the coming weeks: any unexpected huge bugs, play games, get people to play my game, and maybe even port to something other than windows if I can (*gasp*).

    Goodnight!

    Done

    I’m done with my entry for LD24, but i’m not happy with it at all, things went pretty bad and i didnt have time to finish the game in a good way. Also Chrome keeps resizing the flash content for some reason, maybe someone knows what that is about? A quick google gave me nothing and time is late.

    Anyway, there will be a timelapse up later, so stay tuned!

    Tired, time for sleep. Thanks for yet another great event!

    Robo Rancher Retrospective

    Just finished up my submission, on time and even somewhat complete!  I feel like I did pretty well for my first Ludum Dare, though I was classically short on time and long on ambitions.  I had to cut a lot of features so the game’s progression doesn’t scale the way I’d envisioned, but it’s at least playable.

    The game’s biggest lacks (in it’s current state) are:

    1. Poor progression for bots/towers
    2. No sound
    3. Inconsistent fonts and sprite resolutions (I’m not an artist)
    4. …and of course, a general lack of balance and polish, because I’ve barely had time to play it and tweak numbers.

    Despite all that, I impressed myself with being able to turn in something reasonably complete and playable on time, that doesn’t seem to crash (fingers crossed!) and might even sometimes be… fun?

    Looking forward to playing everyone else’s entries, and already thinking ahead to the next LD!

    Now, I think it’s time for some R & R.

    Geovolve for iPad

    I made a game for iPad, which means it’s nearly impossible for it to be reviewed. I wrote a quick blog post on it and will upload some video of it later.

    http://www.codeinversion.com/2012/08/27/ludum-dare-24-result-geovolve/

    If you are really interested in playing it, you can sign up for early access before it goes live in the App Store in a few weeks:

    http://tflig.ht/tvpJ6O

    The Erebus and the Terror

    Finished the game just in time. Exhausted. Mentally gone. Will check back tomorrow. It was fun I guess but I can’t enjoy it yet.

    My compo entry is an interactive fiction survival horror set on the prospector spaceship Erebus.

    It should run on any system with a web browser. Even iphones or android phones.

    The Erebus and the Terror

    “Evolution hates you” is finished :D

    I finished in time at 3:00 am 😀 In the last hours I actually added only completely sensless features, like “Darwin says…”.

    My game plays around with the evolutionary pressure you apply on your environment. If you are too greedy and extinguish all the yummy animals and plants you will soon find yourself in a hazardous environment and die.

    Here is a screenshot:

    You can see my entry here and play it over here.

    Timelapse and post mortem will follow in the next days after I got some sleep and did some work.

    Tags: screenshot, unity3d

    A Game of Towns is Submitted

    My submission A Game of Towns is up now. It’s not exactly the way I had planned it, but I am quite happy with it given the time.

    Play it here

    I had hoped to do things like scaling up the play and adding upgrades, but I quickly learned that Javascript is not the language for me. I think the majority of my weekend was spent trying to decipher what the type of certain variables were. I definitely like my languages TypeSafe.

    Unlike my previous game for Ludum Dare, I am actually thinking about keeping the development going. I’ve always been interested in simulations, and that’s really all my submission does.

    I have a laundry list of features I wish I could have added, but my main regret is not being able to add any real user interaction or skill into the game. It is fairly fun to watch though, in my opinion.

    Well, I look forward to everyone’s games and especially look forward to finally going to sleep.

    The snow ball’s chance in hell… and I lost???

    Well… damn it! X( I decided to start from scratch this morning, as yesterday’s work was, simply put, crap 😛 18 hours to complete the work of 48. Difficult? Nah, piece of cake!
    Indeed!!!!

    I’m proud I got the game to a point where it is playable (somewhat) in such a short amount of time. Yet it is not playable enough for me to submit it. So, this time I couldn’t manage to complete the LD challenge and, man, that stings… The odds were tough, that’s true, yet I never gave up hope. I guess that’s a lesson to be learned from the experience, as powerful and tiresome as the last time.

    Well, here’s what the game, “Ascendead Masters” (kudos to those who know where the name comes from ;D) looks like after roughly 16 hours of work:

    Next time, I’ll prevail. Damn right! 😀

    Congratulations to everyone that has put time and effort into this compo throughout the weekend! Whether you’ve finished your game or not, if you’ve tried your best, you’re a trooper!
    I tip my hat to you :)

    ’til the next LD, everyone!!

    Comments

    27. Aug 2012 · 00:00 UTC
    Oyy! Finish it and submit it as a Jam game! It looks cool and I want to play!

    Damn

    My game broke a few minutes before the deadline, but I submitted what I’ve got. I’ll try to fix the game tomorrow, if bug fixing is permitted.

    I need sleep. I’ll write a proper post tomorrow.

    Screenshot:

    First and last LD24 update

    Sadly, because of PC problems, I could not finish my game for this LD… Next time I will have more knowledge and I’m sure I will make a better game than this one could ever be.

    Ameeba’s is finished

    So it was very very close but i finished my entry called Ameeba’s

    You controll the evolotution of different plants and “ameeba’s by shooting radiation to rapidly evolve them and de evolve them each stage of evolution (3 stages) each has a different ability or thing it can do.

    I didnt get the time to make more then one level or a decent menu or tutorial but here is the entry page. Hope you have fun playing it, let me know how you like it aswell.

    http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=12847

     

    Yay, submitted!

    Yay, I made it all the way to the end and submitted! My game’s a take on the “intelligent creator” idea: you get to be the intelligent creator, and make a world! That’s right! To make sure that I’d be able to finish despite having only little time, this is a text game. It’s in javascript so should work everywhere.

    Check it out: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=16086

    My first competition comes to a close

    So, that’s it. I’ll be the first to admit that I did horribly from a competitive standpoint… I didn’t even really incorporate any gameplay. Still, this has been an amazing experience. I’ve learned a lot about how to balance the amount of time I spend on each facet of the game (well, in the future anyway). I also met a lot of very cool people that I’m proud to be associated with, and am looking forward to seeing where they go with their future projects.

    Anyway, here’s the game entry. I’m almost ashamed to upload it for people to see, but I think it’s important to show that I participated, and use this failure as momentum for future endeavors. The game itself was done with ImpactJS (thank you @phoboslab!). The following tools were used:

    • Komodo Edit (coding)
    • Paint.Net (sprites)
    • PyxelEdit (tiles)
    • Weltmeister (level design – included with ImpactJS)
    • Autotracker-BU (music)
    • Sfxr (sound)

    For my next competition, I believe I’ll avoid the story-driven approach and do something that can be picked up an immediately enjoyed. I also spent entirely too long on the art, but as bad as I am at pixel art, I’m quite pleased with what I accomplished. I will be continuing work on the game over the next several weeks, trying to incorporate a lot of features, as well as some fun, which it is clearly missing. Some coming features:

    • Several aliens to interact with, each evolved to deal with varying aspects of the landscape
    • Moral choices, branching paths, the decision of which tribes you will help
    • Multiple endings; the choices you make will mean different things for the planet
    • Running animations (just didn’t have enough time)
    • Alien sprites
    • A broader tileset
    • An intro screen
    • A better dialogue system

    If you’re interested in future progress, I will be posting game updates on twitter @codesavage. Thank you, and good luck to all those who submitted entries!

    I guess I’ll call it a day…

    Well, I didn’t get nearly as much done as I had hoped. I spent way too much time Saturday working on a tile based collision detection system, and in the end, it is still a bit glitchy. I was also a lot more distracted than I was last time… not sure why.

    I am very happy with my object based collision system, though. It ended up being very easy to work with and very handy closer to the end.

    I never managed to get around to the sound part. That’s always the first thing to cut for me, cause I’m not much of a musician anyway.

    I slapped together what I had, threw out my testing level, created a tutorial level (the only level), and drew this gnarly title screen:

    Anyway, you can check out what I managed to get done here: Check it out . I’m a lot more proud of the code itself than the actual game, though. Also, Tiled is a wonderful tool. And Grafx2. And Lua and Love2D. And of course, VIM.

    Obligatory “Finished!” Post

    Because finished is what I was with a few hours to spare, and finished is what I am right now!

    I’m pleasantly surprised with how well this went.  My idea was scoped very ambitiously, but I managed to get through nearly everything I envisioned (even saving and loading of genomes).  I learned a lot about genetic algorithms, too, a technique I’ve tried to implement in the past, unsuccessfully.  So that alone seems like a good use of a weekend.

    I also learned that I actually stink at making sounds.  Also, music takes more than an hour to do to satisfaction.  Perhaps next time I’ll make a purposefully silent game.

    My art is decent (but it looks a lot better in motion).

    Screenshot

    You should, of course, play it: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=15030

    My Evolution game

    Finally, I’m done. I’ve wasted almost all the time of the second day. I had only about 5 hours to finish the game.


    My entry here.

    Gameplay is simple – you playing some kind of a monster and fight other monsters to become the strongest one.

    Also, it is my first LD, so my game isn’t as good as I want. I’ll try harder next time.

    Despite my faults, I hope you will enjoy the game. :)

    Finished!

    I finally completed and submitted ROBOLUTiON! I had a lot of fun making it, and I made sure that you can beat it. Please give it a try!

    Play it here

    Uploaded!

    So in the end, I only managed to get a single picture done for 2052. However, I’ve managed to expand on the the prose overall and I’m ultimately happy with my Interactive Fiction! The completed game can be found here: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=5788

    The opening image to 2052.

    While having an Interactive Fiction entered into Ludum Dare seems very unusual to me, I thought it’d be worth a shot, and I was definitely right!

    I’ll probably write up a post-mortem of my experience in the morning! :)

    Our Game Jam Progress – Day 2

    Coming up to the final day for the Jam. We’re done with programming and about 80% done the art now. We also ended up deciding on using Wolfram tones to get some decent sounding music for our game, so audio is coming along slowly but surely. Tomorrow will be finishing art, doing a few new sounds, polishing some things up and balance/tweaks.

    Another creature from the game.

    EZGames Lizard Creature

    Game Submitted

    Wow, those final hours were intense.

    I started with a pretty ambitious idea.

    For the first day it didn’t feel I would finish in time, but although it’s not as complete as I’d wish I think I can call it a finished game.

    As the rules say, I’ve made the source available at http://vascof.com/TFE.zip

    I’m really tired now so I’m signing off for now.

    Hope you enjoy the game!

    -Vasco

    Pinbology

    Pinbology is a retro-style pinball game where the zones, combos, and actions are themed around evolution. Originally I’d considered doing a Tower Defense game, but I thought that this would be far more unique.
    Historically, pinball games have been themed with virtually every topic under the sun, from westerns to poker to movies — though I’m not sure if one has been made with “Evolution” before.

     

    It was a challenge to create a physically accurate simulation of a 1950’s style electro-mechanical pinball machine while also conveying the spirit of the theme and doing some things that are only possible in a computer simulation.

    I believe that my implementation of various pinball components (bumpers, kickers, spinners, drop targets, and rollovers) is relatively true to life, though unfortunately the lack of sample sound from a real cabinet blunts the authenticity. Additionally, it’s important to note that Pinbology works best with a fast computer, especially one with hardware-accelerated physics.

    On the other hand, I was able to introduce elements that are impossible or impractical in the physical world, such as an organic “puddle” space to play in — a sort of platonic pool of primordial ooze where early life may have developed. Additionally, I wanted to introduce some over-the-top “toasts” when various events occurred, partially as a way to increase excitement and communicate the theme, but also because in many real pinball machines it’s not clear to the player what actions are activating various bonuses and enabling various combos.

    Some of these are obvious, such as the camera shift when your “creature ball” enters geographical isolation, or the particles and lighting that emanates from the “breeding pool” (i.e. the ball lock mechanism that triggers the multi-ball). Some of these are more subtle: For example, when a “multi-ball” (a.k.a. “Survival of the Fittest”) is triggered, the color of the balls diverges from the “parent” ball, and the last ball to leave play is considered to be the dominant species and its color is used to spawn future balls.

    My first goal in this, my 3rd competition, was to create a game that was first and foremost fun (especially considering the moodiness and over-ambition of my last two games). I really believe that I’ve accomplished this, but I also hope that I’ve also successfully expressed the theme — albeit in a unique and more indirect manner. I resisted the urge, both for time and also for the faithfulness to pinball, to add extreme “evolution” mechanics, such as changing the ball physics mechanics or transforming the paddles. These would not have been difficult to do (a mere tweaking of scaling, for example), but they didn’t feel appropriate for the game.

    This game was made entirely before a livestream audience of 200-500 people. While I created all the art and program code myself, they provided invaluable moral support and inspiration, and I want to thank everyone who watched. I can’t wait for LD #25!!!

    I’m Out :(

    NOOOOOOOO!!!!!

    Ughhh. I am so close but I just didn’t quite make it. I guess I am going to get my game a little more polished, and then submit it to the Jam. :(

    I want to yell at something now.

    Comments

    27. Aug 2012 · 00:04 UTC
    :( I’m sorry. Hope it turns out great anyway!
    27. Aug 2012 · 00:08 UTC
    Sorry to hear that. The theme this time was so hard.

    That Was Hard

    I went into Ludum Dare thinking, “This won’t be so bad.” I’ve done games in SFML and C++ before, and armed with my art tablet and Visual Studio, I thought it’d be a fun, quick ride.

    My college orientation starts on Tuesday, so I wanted to keep some energy in reserve too.

    I wanted to do the following:

    • A story!
    • Art!
    • Clicking!

    And… I ended up with none of those, since I didn’t finish neither the story, nor the gameplay, nor even the title screen. My attempt at Vegetable Noir didn’t go well, but there’s always next year!

    My game. So bad it’s good?

     

     

    Comments

    prankard
    27. Aug 2012 · 00:12 UTC
    “The dame looks to have fainter. Maybe you should snoop around?”

    Haha, I love sam onion

    Made a game: Osmosis

    So I’ve completed my game. Or should I say, the time is up and thus my game is finished.

    I have to admit, over the past 48 hours even though it didn’t feel like I got much done I feel completely drained from it all.
    I am however very happy and glad to be finished, at somepoint during today there were times I didn’t think I would be able to hand anything more than a basic prototype in. I’m glad I stuck through and kept going.

    For those that are reading who have participated. Well done, I’ve been watching all your games and it’s been interesting to see how much progress (or how little) everyone had made.

    So, if you’d like to play the game, you can view it here:
    http://www.prankard.com/ld

    I also have a timelapse, but I’ll upload that tomorrow. I’m pooped!
    I’m off to bed. Night all :)

    Tags: complete, game, osmosis, submitted

    lackluster Journal

    most of my comments about what i was doing during the LD were on my Google+ instead of on here because that was easier to just post real quick. Sorry about that.

    The Plurality is done!

    Finally done with my game!

    It’s a platformer with some basic puzzle aspects to it, but I think its very unique because of the art style and how I used the theme differently than everyone else.

    It’s about the last human trying to escape from ‘The Plurality’, a mysterious entity which you can learn more about by playing the game.

    It has two endings, try to get both!

    Some screenshots;

    Game can be found here; http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=7563

    Submitted

    Almost worst theme I could be thinking of. Couldn’t find a good idea so I started of with a game with a clown. The clown was being bullied by some kids so the clown turns intro a evil clown. You as evil clown start hitting random NPC’s and after collection enough DNA you will gain their special powers. After destroying all movement/camera stuff I decided to do something totally different. So I stopped using haXe to compile a SWF and GIMP to create pixelart, and started using HTML5/JS/CSS3 and Inkscape to create vector images (The irony).

    So the second night (first night was announcement) I started on my new concept. Something that looked like Osmos but still different. In my game you are in controll of all orbs. You need to get 3 smaller orbs into a bigger orb to evolve that orb into another orb. That last thing isnt even visible in my game but it is al about the idea 😉 You can’t simply move a orb into the bigger one. You need to find 3 (or more) the same orbs. If you find them you need to move them toward the orb. You can do that by clicking on 2 of the same orbs, if you do that the orbs will attract each other so they start moving in each direction. Using that as a hard way to move them you need to get three in the bigger orb. But if another orb moves in the bigger orb first that orb will no longer accept another orb and repel the small orb.

    After a while I had some orbs and a looking glass on the screen. if you moved the looking glass the orb move in a opposite direction. This makes some sort of zooming effect.  Then it started… circular hittest. Did that before and it wasn’t hard. So I scripted it how it is supposed to be. It did work a bit but it was very inaccurate.  The rest of the night I was working on that hittest. After a while I decided to take a sleep and take a look at it with a fresh head. So the next morning I started looking again. But it took a long time to get that to work but it did. Still 10 hours left I started working on a somewhat dynamic cursor thingy. Same problem again. when I moved over a orb it was again very inaccurate. So after a while I finally got it to work, what resulted in a not working collision detection for the orbs itself. So same problem again. with 4 hours left I finally got those two thing to work. The rest of the thing I had to add lucky didnt gave much problems. But I didn’t have much time left to make some levels. So all I have now is a game with 3 levels, very few graphics. but at least it works.

    Almost forgot. I finally made some music without generator 😀 (not much tough)

    #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 */ The clown from attempt one. The clown from attempt one. The looking glass from attempt two. The looking glass from attempt two. red_circle_circle

    Play and Rate

    Scope Creep… it’s what’s for dinner…

    After ditching the first game of the beloved Docile Automated Robotic Worker Identification Number 2179’s (D.A.R.W.I.N 2179 for short) evolution of sentience and his struggle to come to grips with his own mundane life, at around 3:00am the first night, we decided to take a try at a SHMUP TETRIS Bejeweled mashup that turned into:

    You had to absorb the tiles of the enemy ships to evolve and get stronger. You could also Match the same type of ship pieces and they would combine to stronger pieces, which, in turn would award you more evolution points if you ever absorbed it.

    Unfortunately the grid based layout (along with some other designs) began to produce bugs that were taking far too long to deal with… especially when we still had the rest of the game to develop. So it was fun, but we ultimately called it quits (with 1 day left on the clock for the Jam) due to how much was left in front of us and the ever pressing homework that we were putting off.

    Can’t wait to see what every one else came up with! And I am already getting excited for LD#25!

    Post-Mortem

    I had a class at my college this past semester (new semester starts Tuesday after next) where, after every project we did, we’d present our game and be asked 3 simple question: What when right, what went wrong, and what did you learn? So I figure I’d put together a small post-mortem for my entry in this manner.

    • What went right? I chose my strong points, programming/scripting and emphasized them by making the game fairly small. I kept it with the scope of what I was capable of doing in 48 hours. Given I’ve done only a few jam/dare type contests I judged myself perfectly, getting my submission in with time to spare. There were a few moments where I wasn’t sure what the bug I was experiencing was but I managed to push past those tests with flying colors.
    • What went wrong? Coffee is not an acceptable substitute for either sleep or food. About the half way mark (6pm local time yesterday) I was of a hazy mind. I hadn’t really eaten anything yet that day, subsiting on the sugar I put in my coffee, of which I was on my 2nd pot of Decapitated (“Strong enough to take your head off”). Game-wise I was also flying blind: I had no design doc, or even design goal. I’d come up with the initial idea (which mutated by the end of day one) within the first few hours of the compo and theme announcement.
    • What did I learn? Many, many things. I’ve found out I can make a playable game in a 48 hour time span that isn’t (horribly) broken. I also figured out some of my weaknesses. I am not a 3D modeler, or artist for that matter. I can pull things together in Paint.net to texture but all in all my art assets are more of the “programmer art” type. I’m also not a composer or sound engineer, but Bfxr and iNudge allow me to skirt past that.
    • Bonus: How do you feel right now? Happy, relieved, accomplished. This is my first Dare and I think it went well. I amazed at how much I was able to do by myself for this competition.

    My LD24 summary

    I am really glad that i took a part in this marvelous event. There’s nothing as refreshing as having to finish a product in a really, and i mean it, REALLY short time. In my case i’ve broken most of the barriers and created a title that i am really proud of. In other words i don’t mind beeing sleep deprived for the next week or two as i’ve developed something exactly as i had it planned.

    Now, feeling really exhausted, i am going to go sleep and i am looking forward to seeing what other people came up with in the next few days. I bet that there are tons of fun games that just wait to be played!

     

    Ludum Dare 24 was really fun. Also loved the theme :).

    Just in time!

    There I was thinking with my list of things to do I’d not finish in time, well with literally 3 minutes to spare my last bug fix was in, and ‘Evolve or GTFO!’ is real.

    It’s a simple game where you change your house to match the evolving town around you. It’s not perfect, and there are a lot of things I would have prefered to tweak, but unfortunately playtesting was not high on my list, must have been down to those sneaky 13 hours sleep I put in over the weekend.

    Good luck to all of those that didn’t manage to submit to the compo and will take up tomorrow to work a little more on their game.

    Comments

    27. Aug 2012 · 05:21 UTC
    Well done dude :)

    Awwr come on!

    And I just started on the levels… the quickest par too!

    I swear 48 hours isn’t long enough for the compo for a single person >.>

    Comments

    27. Aug 2012 · 00:16 UTC
    Of course it’s long enough! I’m a bad example, but hundreds of people do it three times a year! Don’t be so down on yourself. Now you have the experience to do better next time around. :)

    Just Finished

    Here’s the link to the game – Diverge

    I’m very happy!

    1. I finished my game

    2. I’m pretty proud of it!

    I just gave it to a friend to try, and he found a somewhat obscure bug. There are 2 help messages that appear in the game, and follow you around until you perform the action that makes them disappear. This seems like it would be fine. But, if a help message is open, and you get killed, when you respawn, the message is still displayed until you get rid of it. I fixed it, but there were only 5 minutes left to submit, and I still had to re-make the .exe and re-zip the .zip files, and I didn’t have enough time. I think this is my only regret though, and it’s not even that big of a bug.

    I have a big smile on my face! :) Time to play LoL with friends, and later start playing the entries! 😀

    3rd jamming day, here we go!

    We’re back for the 3rd and last day of our jamming frenzy! Stress is slowly building up, as well as the anticipation to finally present our – hopefully – finished game.

    Let’s do a brief assessment of our progress so far…

    • Working on the level design as I write. The 1st & 3rd levels are done, still 3 to go!
    • The graphics are almost done, just missing some details.
    • Basic sound effects are implemented.
    • The main dialogs are written (thanks to Boo!).
    • The title screen is ready to be implemented.
    • aaaand Lyra just added her final touch to the code by jumping on the developers’ keyboard. Thanks as always Lyra…

    Our developers, as the whole team, stressed, rushed, but happy! :D

    How to procrastinate and ruin a good idea.

    So, as it’s my first time the 48 hour deadline didn’t seem like a big deal. Yesterday. When i awoke this morning and realised that tonight i have to actually have a game rather than the shell i had it sort of hit home. Spent the entirety of today hacking away at the keyboard. Still with a pathetic excuse of  a game within 3 hours of the deadline, everything had to be brute forced. Hulk Hogan couldn’t break code as much as i did tonight. But i think it works,  i think you can win and i don’t think it’s too broken. The idea was great at the start, but i only managed to fit in 30% of what i wanted, which has left it a little lacklustre to say the least. But it’s still an interesting premise, so please give it a go and do your worst. Even negative comments will make up for the most painful hours of my life.

    Cellular

    I got done! And didn’t pass out!

    Despite internet failing at (literally) 12 minutes until the deadline I’ve pulled through.

    It’s not everything I had hoped for, but significantly more than I had fretted for.

    How did I get a shot with no brains in it?

    I can’t believe I’m looking at this thing done! Now to go rate the others.. Or perhaps sleep first.

    You can play it here

    Due to work and slumber this ended up only being about a 23 hour compo for me, I look forward to attempting the full weekend some time.

    I think I’ll explore the whole LD experience and do a PostMortem soon, too.  Perhaps more appropriate to do it for a fixed up Jam version so that the original idea gets across more.

    Nonetheless, for the curious here’s a little run down off the top of my head (after the break):

    Language / Framework

    All written from scratch on top of vanilla FlashPunk which made things rather easy.  I had my first go with AS3 and FlashPunk about 8 hours before the compo opened and gave it a go.  I am not disappoint!

    Audio

    Audacity and constrained mumblings into laptop microphone in my laundry.  Hardly the best foley work I’ve ever done, but it got the job done!

    Graphics

    Mostly I used AseSprite, but then started switching over to vector based illustration.  Didn’t get there on the hero sprite though, who’s still a 4-frame placeholder “animation” I whipped up when I was trying to get a feel for the shape of apes.  The apeshape.

    Code

    Messy.  Started off with good intentions, but some of those good intentions were “don’t over-design” so, hey winnar!
    Also, not knowing the FlashPunk framework resulted in my unknowingly reinventing the wheel a few times.  I started to rip out those sections during the final hour cleanup – but didn’t get to all of ’em.

     

    Okay. Time for me to pass out with some of my new homemade cider!

    Tags: journal, ld24, ld48, post-mortem, postmortem, progress

    Arctic Upgrade is done.

    You can play it here.

    These two days were tiring, but it was worth it. While I think that design-wise the game could have used further upgrade variations and while I think it’s too short it was nice to toy around with this type of mechanics. Picking up an one use upgrade and use it on demand lead me to make some interesting level design.

    Another thing I’ve enjoyed was spriting. I haven’t sprited for ages! But it was nice to do it again, specially with the NES palette. It’s far from great (specially the player’s animation *shrugs*), but it was fun.

    Something that I would have liked to do is music. But the time ran out, so I couldn’t do it unfortunately. I’m not good at doing chiptunes anyway. :p

    And that’s all.  So to sum up: There were some things I wished to have done better, but these things will have to go into an another game in the future. But it was still worth it. :)

     

    Well, it’s done

    So, I finished (and named) Explore, Evolve, Escape! with just under an hour to spare, which was nice, but I’m not too terribly pleased with it, which is not nice. I realized that it is painfully similar to my past two LD submissions, so I think I need a new engine for next time. Maybe I’ll try Unity…It does make things look pretty. I once again spent far too much time spriting for what it was worth, so I’d like to avoid that in the future.

    Oh, and here’s a frog-legged, horned, winged, mohawk-wearing dinosaur guy


    After giving up a few hours ago I’m very happy I did making, even though it’s not as polished as I would like it to be. My first 24 hours were spent on a too ambitious idea. Together with Java not cooperating and going nowhere fast this lead me to starting from scratch with a new idea just 18 hours before the dead-line.

    RIVE is a simple simulation of survival of the fittest, you start alone in a cold world where you have to survive by avoiding big rocks hurtling towards you. You can however split yourself anytime you want. Your new offspring will be a slightly mutated version of yourself. You will then have to control both version simultaneously. It is up to you to decide which one you focus on and let prosper and which you ignore and condemn to a quick but cruel death.

    Try it here

    Particles make everything better

    Particles are awesome. It’s amazing how much better it feels to shoot an invader when it explodes into a pile of little dots. :)

    Wow, I’m still awake working on this? Yep, and I still have to get up to go to my real job tomorrow…

    This is fun, though – I haven’t worked on a game like this since The Love Letter. :)

    I don’t think I’ll be finished to my satisfaction, even for the jam. I’d have to stay up all night or skip work tomorrow, and that’s not going to happen.

    I’ll post a build soon. I’m just finalizing what I have so far…

    compo deadline missed, still smiling

    So, by the time you are reading this, the compo deadline has come and passed. I didn’t get my game to where I wanted it, but I’m still happy with what I accomplished. The time I put into participating in ld48-24 has been greatly rewarded with enjoyment, learning experiences, and inspiration.

    Like many others, I will be returning to my normal programming job tomorrow, and probably won’t have enough time to follow up on my game in time for the jam. This to, is something I can happily accept, because my drive to make video-games has been refreshed in the last 48 hours. I have many plans for where to take the ideas conjured while working on my entry, and I’m excited and ready to explore them further. Who knows, maybe I can take my entry far enough to do a real release some day, and entertain some of the fine folks who play indie games.

    If you want to see how far I got, and take it for a test-drive, you can check out my entry here

    And, if you have an inkling to see how it was made, you can check out it’s git repo here

    Thanks for the great time, I look forward to seeing you all next ld48 :)

     

     

    END HUMANITY!

    If only I spent more time on my game.  Regardless, I finished…mostly.  I got annoyed with the theme and everyone who voted for it, and I got a little misanthropic.  48 hours later, and I mostly finished my game: End Humanity.  I would like it if you played my game and put an end to humanity.  I just noticed that I completely forget to at least attempt to replace the green background with something nicer.  Sigh.  Art is hard.

     

     

    Just now starting!

    After work (3 hours into the comp when I got off), I had to move everything from my current apartment to my room-mates car. We’re basically living on the road! At the 28th, My best friend and I will be able to move into our new town-house apartment. Lots of space!

    After work I used a couple of hours to design a game. Took me a while but I decided on something I liked: Frogs!

     

    Idea being brought to life!

     

    After getting ready for college tomorrow (first day as a junior) I came back home around 4pm today and started coding. Needless to say I won’t be able to finish the comp and I never planned on being able to do so. I’m just too busy! Haha.

    So I’ll be entering the Jam instead. In case I don’t finish for the Jam, I’ll still upload my game for all to play.