LD25 December 14–17, 2012

Finished my game!

Well I ended up hanging with friends last night, and didnt get home until mid day today, so I lost some time there. Still had fun with what I did create, and I managed to learn more about libgdx!

I don’t have screenshots here, but you can download the zip, unpack it and run the jar file to check it out.

Pet Buster is Complete!

Featuring puppies, kittens, goats, hats, bats, rocks and balls!

Entry: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=4470

Screen1

Swann’s Game !

Hi.

I started this game 24hours ago, i slept, and i didn’t work a lot so… it’s pretty hard to understand, pretty ugly, maybe buggy, but i kind of like it anyway :).

There’s only a Windows version (sorry mac users).

The goal is to avoid fire, there is fire EVERYWHERE.

The biggest problem is your fire cursor and the fact that it record all your movements to create a fireball on the same path !

Pretty hard to explain, but i hope you’ll have some fun with it. (Hard version is the funniest version, but i think you should start with the easy mode to understand the gameplay)

ZQSD to move (if azerty keyboard) and mouse + clic is all controls you need to know !

Have fun !

screen

 

Download Windows Version Here

 

Facepalm

Fail. Unity crashed and corrupted NGUI atlas files. Lost about 20 mins of work too (which is a lot in this compo.)

Not looking good now. Suck.

Having trouble thinking of a name…

Progress continues on my jam game, but I just realized a small dilemma: with just over 24 hours to go, I have absolutely no idea what I’m going to call this thing. If you want to help me out, take a look at the stuff I’ve posted and make a suggestion in the comments. (Credit will be given where it’s due, of course.)

It’s hot and fresh out of the oven: Terminal Killer!

Screen Shot 2012-12-16 at 4.49.49 PM

 

Terminal Killer is a very short (literally, you only have 100 seconds to complete it) game about sabotage.

I’m happy with how the game turned out: I got a black/white intro cutscene done, a timer, and the last stage done as well as a little bit of polish done since I last posted. At first, my idea was to make the game random, but I didn’t feel like I could figure out a fluid way to do that besides in the first stage (which IS randomized). I feel like I got most of what I wanted to done within the time period. Maybe if I didn’t sleep so much last night, I could’ve gotten a little more done, though.

HAPPY:

-Got it done

-Implemented a timer

-Has an amount (not a large one) of replay value

-Added a little cutscene

NOT HAPPY:

-Couldn’t make decent-sounding music

-Couldn’t get sound effects in

-Didn’t make the game as long as once planned

 

Well? Go check out the entry page: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=4396 or just play the game: https://dl.dropbox.com/u/19849200/LD25.html

Finished my first ever game

I have to say, choosing to do my first ever Ludum Dare was a great decision. I managed to finish my game to a standard that I was reasonably happy with.

Being the first game I’ve completed I wasn’t aware of the work that goes into the final stages. Tweaking and finding bugs is frustrating at times.

Anyway, looking forward to LD#26.

My game is at http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=19054

Tags: finished

Day 2 progress: Playable game!

The Compo is almost finished, and I’m glad to introduce you the Overlord!

My game is a small real-time strategy where you should expand your evil possessions, train skeletons and mutants, and destroy the enemy’s castle.

You can try the game and read instructions at my entry page.

Play Overlord:

What do you think about it?

Tags: html5, playcraft

Oops

Turns out I’m not capable of writing any sort of “light” or “happy” music. This doesn’t quite fit with the rest of my things. Or maybe it’s more of a thing of my sound effects and graphics being too light for my game. In any case, my music and other assets kind of disagree in mood. Oops…

I’m Finally Done

After missing a whole day because of school
i finally completed my game.

at first i wanted to do an rpg game but i didn’t have enough time.

entry page

screenshot3

om nom nom

Newest version here: Om Nom Nom

I added little AI fishies that swim around. Any fishies in range of your light will change their behavior. If they’re above you, they’ll go towards your light. If they’re below you, they see you for the monster you are and run away. How bright your light is affects how much they correct their course.

Press space to eat them when they are over your bioluminescent ball, and eating fishies causes you to get bigger.

Next step is to find the sweet spot of brightness–too close and too bright and the fishies will run away. Not bright enough and they won’t come near you. I want to make it a struggle to to get that sweet spot and not feel like angler-fish-murder-spree.

fish nom nom nom

fish nom nom nom

my power grows

my power grows

003_bug

entertaining bug in the fish-spawning logic

Today’s Screenshot

So we’ve been working hard today, got a lot done so I’m feeling better about the deadline. Some enemies have been updates, as well as new ones being created. The title screen is 70% done and work on the Hero character has begun. We hope to have a beta version up soon for playtesting before the final release tomorrow.

Screenie4

Obligatory Screenshot

Tags: progress, screenshot, update

9

This entry was posted on Sunday, December 16th, 2012 at 10:38 pm and is filed under LD #25. 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.

Cancel Christmas!

After a hard couple of days, I finally submitted my entry. In it you play an evil hacker intent on breaking into Santa’s Grotto and deleting the naughty list from his secure server (gasp!).

It’s a pure puzzle game, since I didn’t have time to add any enemies or dangers, but it’s a bit different to most puzzle games. I thought that since everybody rating my game would be a developer, I could tailor my game to my audience and make one that required a pretty good programming knowledge to pass various hacking challenges. There are challenges related to SQL injection, buffer overflows and integer overflows.
hardcore hacking
 

I’m extremely pleased with the result, but I’m slightly concerned that it might be a bit too hard, particularly if you’ve never looked at computer security before. Still, if even one person gets to the end, I’ll consider it a roaring success.

Comments

18. Dec 2012 · 10:07 UTC
I hope by the next LD48 I will know enough to be able to beat this game :)

Game Breaking Bug Squashed!

So I went to demo the game to a few non-programmer friends who have not-so-great computers.

Before this time, I had only tested it on my supercomputer and a bunch of friends’ computers with mid-upper end gaming computers.

I discovered an issue with my camera tweening overshooting (which I was worried about and noticed small signs of before, but never fully fixed it.) I added four lines of code and submitted, and it all should be fixed.

As always, you can play my game HERE.

Give me a shout-out at @LPGhatguy on Twitter with feedback!
And as before:
+1 nondescript animal

Tags: bridges, close one, death, demons, despair, london, omg, scary

You’re the boss! (Still WIP)

Official announcement of the game!

We’re participating in the Jam, so we still have time to finish up the game, but I wanted to lay out our idea!

The game: You’re the Boss!

The goal: Be a villainous boss. You can give work to people, and yell at them if their goofing off. The more work you keep them at, the more points you get! But be careful! If you give too much work, or yell at someone that isn’t playing around, they get angry, and you lose money! But if you don’t give them ENOUGH work, they start to compliment you, and you lose money! If you catch someone playing, they immediately go to the highest work load, and get a strike. Three strikes and they’re fired! (Constant points from a high work load)

You want to reach the amount of points to beat the level as fast as possible.

 

Implemented:

Movement

Giving work

Shouting at workers (and workers slack off once in a while)

Monitors show workload: green (really low), dark green (low), yellow (normal), orange (high), red (really high), broken computer (angry!)

Changes levels when you reach the necessary points

Health (money) goes down if you’re complimented or make a worker angry

SFX for when you get complimented, give work, or make someone angry

 

To implement:

More UI to make it clear when you’re shouting or giving work

WIN and LOSE scenario UI

Level balancing

Menus

New player textures

ss5

FINISHED

 

Play Race against the Machine here ! 

 

So it’s kind of a anti runner where you must shoot someone running before it reaches the end of the level.

It came out so good, and the last two days were really fun, I’m glad about that :'< (though I still don’t understand why everything worked so well ._.)

This LD was a really nice experience , I’ll definitely take part in the next one! (because there’s nothing more enjoyable than lots of sleepless nights YAY)

 

WE ARE COMPLETELY FINISHED TOOO

FINALLY WE CAN SLEEP