LD25 December 14–17, 2012

Status Update – 14.5 Hours In

Just a quick update. I started about 8 hours ago. I’ve got the level building OK with a few objects still yet to be created.

Here’s a quick screencap of the level so far:

 

The game field is in place and the click menu is starting to take shape and function.

Next step is to work out the inheritence components of the dynamic menu system and then start using it to create entities.

 

 

 

Progress update 2

Little Better

Now there is a list of attacks that can be used.

Now I just need to implement them and figure out how I want to do all of the graphics.

I will probably get a little farther then I am going bowling. I’ll keep a notepad (app) with me in case I have a great idea.

 

Also just a side note, if there was a windows phone program making competition, would you compete in it. Comment below please

 

Update 2 – Pixel Art

Went over to GIMP to see if I could make some pixel art. Surely 8×8 can’t be that hard? It is. Mario artist, I admire you. After a while a decided an archer would be best as the ‘hero’. He goes:

hero It won’t let me enlarge it. Never mind.

 

Update #1

You are the villain Darth Vader (of course) and you must prevent the rebels from destroying the death start…uhm….something like that.  I know, not very original but what do you expect in 48hr compo? 😉

Slow start but…..

Screen Shot 2012-12-15 at 10.42.02 AM

End of Saturday Status: Now Playable, and With Goats!

Firstly: Play it here!

Made some decent progress. I have goblins in, with some basic state-machine AI – they get a job, then go to work until they get tired and go home to sleep. They did get hungry too… but I got horribly stuck while making the food industry. I think probably I’m tired and my brain isn’t working, so I should get back on track tomorrow.

I added goats! When a goblin works the goat paddock (no animation for him doing so yet… not really sure how it should look) it gradually spawns goats (don’t ask where they come from) which are adorable. I love their animations more than anything else in the game. :D

However, also visible is the butcher’s shop – that’s the building with the dead goat hanging-up in front. But don’t worry goat fans! No goats are actually harmed yet because of the aforementioned ‘getting stuck’. Currently, the ‘work’ code is the same for all buildings – in fact, all buildings are the same class with different data attached. It’s pretty handy as it means adding a new workplace only means defining its cost, size, image and how long it takes to produce things / what happens when it produces something. But the butcher is tricky, as I need him to grab a goat, carry it back, stay indoors a little while, then come out with some meat to carry to… somewhere. (I haven’t figured that out either.)

screenie04But yes! Not sure if I’ll make it an actual game in the time, because there’s currently no goal or lose condition! I wanted you to be able to send goblins pillaging, but apparently making a game based on Dwarf Fortress in 48 hours is a tad unrealistic. Who would have thought? :P

See you all tomorrow!

 

Tags: screenshot

Slept all day… :(

I made a special maze generation algorythm to coop with my first attempt in AI… and I slept all day… BUT I’m on it now!

themaze

Tags: maze, progress, screenshot

UNTV : Work in Progress

This is a screenshot of our project :  Universe’s Next Top Villain, that will decide who will be considered the greatest villain in all worlds!!

I’m developing this game with 3 other people. This one is just to give a small hint of what our game’s story is like , i’ll be posting gameplay news pretty soon!

 

ScreenShot1

this.devLog[2]=1;

I have made some good progress on the game, and I didn’t really put what it was about last time, but it’s basically what the villain goes through when he captures a princess/whatever. I have added some enemies, some lava and spikes (of course), and a speed powerup (not shown in screenshot). Here you go : ld25scrn2

It’s a Thing! On the Screen!

I’m finally getting somewhere. There’s a bunch of underlying structure code (for example, parts being attached to each other) that isn’t visible in this screenshot and I’m going to come up with a better background than the default Unity background color, but it’s a thing. On the screen. 😀

A thing. On the screen.

End of the Day

ScreenShot03

Well, poor pixel arts…lol

arrrgg dont think i will be able to enter now

too much stuff has come up unless i can squeeze something out of a few hours tommorow :(

 

good luck to all that entered tho and i look forward to playing them ALL ;p

howieV(binary_girl)

:)

Good morning, good morning!

Irish Breakfast and Honey Bunches of Oats, the breakfast of champions!

Irish Breakfast and Honey Bunches of Oats, the breakfast of champions!

Hello all! Just wanted to share my food with y’all, Instagram-style.

Just got a bit of work to do before I can jump back on the bandwagon. If all goes well, this should be a pretty good game! ^^

LD25 – 12pm – Lunchum Dare

Not much of a graphical update, more or less fixed a bug with the mouse and the bullets what were crashing the whole game when killed.  I think I’m going to keep your minions from attacking the towers, and leave that classic TD.

 

THEN THE PALADIN SPAWNS!

Current Build

Here’s a link to the current build. Remember to click on the flash window before trying to play.

http://sarah.draknek.org/Games/TrollWIP/

Comments

catac
15. Dec 2012 · 15:11 UTC
This is great! Maybe the troll should have a more shallow jump so you can stomp faster maybe. Feels really solid though!

My work in progress.

Hi everyone ,

Let me introduce you my first work in progress.
My first idea was to create a God Game.
oldgamescreen
But then I figured out that it was going to be tough to make it great and funny. So, I decided to erase everything and start something else : Now i’m working on a Platformer. You’re going to telle me that it’s usual and not original ? Not really. In my game, you don’t have to control the hero, you must kill him…..

Here is how it looks at that moment.

1screen4hour

1goat

Tags: journal

Murder Among Monks

I worked last night and came up with several ideas. Then I went to bed and tried to sleep, which failed, so I went back to work until 6AM. I’ve got the base code for Murder Among Monks together, although there’s hardly anything to see yet. This is a game where an ancient deity has risen up out of an isolated abbey and is systematically possessing and murdering the monks who live there. Already I can see I’m going to have to trim a lot from my design doc to get something complete by Sunday night.

Screen Shot 2012-12-15 at 11.41.21 AM

The other serious contender was The World Needs More Chaos, a game where you are a super villain and the best score possible came from raping the world of its resources, collapsing governments, starting riots, killing people in massive numbers, bending people to your will, getting a space ship built, blowing up the planet and escaping in time. While this seemed like fun, the actual ruleset needed a lot more fleshing out. It probably would wind up being a bigger task than the monk game.

 

Update #2 – Escape From Prison Planet

So, many more setbacks, all involving the 1 year old again, perhaps we can setup a kids play area for the next LD? I have scaled the game back a bit from full 2d XZ movement using some type of physics-y acceleration/velocity modeling to a much simpler side-scroller type game, this move was partly fueled by the few hours I lost this afternoon and partly because I couldn’t get the old controls to feel good.

 

The game is coming along, I now have a score counting up and the concept of health, so soon the lose condition can go in, which will make it officially a game. I did a few around-the-game things like throwing a HUD in. Next job is to get some things int he play field for you to avoid/shoot.

GamePlaySS2

 

Scott

Still making!

So yeah. The idea of the game is that you are the final boss, trying to get rid of all heroes that try to defeat you.

As you defeat heroes, you can upgrade yourself. Heroes will get tougher, on the other hand…

Everything basic is done. AI needs work, needs more upgrades and I need to finish existing ones. Sounds still need to be added.

Don’t forget to check the livestream! http://pl.justin.tv/wirtualnosc

Status report: part #2

Our team start work on some art, and here some wall tiles.

wall_tiles

 

First update: 15hours used

Where to begin, where to begin…

The theme was bit of surprise to me (not that there’s anything wrong with it, just wasn’t really prepared for it), but after a good 4 hours I had some what useable idea for the game.
The game is fairly simple collection of smaller games where you play the role of a evil crook trying to get them riches!

So far I’ve finished 2 of the mini-games or “activities” as they’re called in the game and will go for atleast 3rd one (plenty of time for that).

Here’s a WIP screenie of the game (I was being very lazy and didn’t crop the image):

I’m having bit of a trouble to find a interesting reasoning for all the activities, but hopefully I can come up with something.

Lets keep on jammin’!

Tags: progress, update

First Screenie

Hi everyone, Exophesis here again from Team Callex.

Just to show you an in-development screenshot of our game so far.

Development Screenshot #1

Update coming up tonight about what we have done within the first 24 hours of Ludum Dare with hopefully more screenshots.

 

Benefit of having real artists

goat_of_justice

Once again PlayCanvas is entering the Jam competition. This time we’ve roped in some real artists and a real designer. Which means we get some real pretty looking stuff. Like this: The Goat of Justice!

More updates coming soon when the first 3D models are finished.

Dave

First version of my game tech

 

Here’s my first screenshot. As you can see, I’ve concentrated on technology instead of art, sound or design… famous last words.  😉

V1

That’s how’s my game looking

After midnight and midmorning work that’s how my super villain shoots a exterminator ray!

Super Villain in action!

Super Villain shooting an exterminator ray.

 

Doors! And UI! Progress!

2

Right now I’ve got working entities which can be interacted with. Well, the only interactable entities now are doors, but they can crush and kill people if they’re too slow to get through!

While I’m happy with the progress so far, I’ll need to increase my dev speed if I want to add everything I want to add. And I also have to make things look pretty, which will take a long time as well. Goals for the next 6-8 hours are pathing and collision for the humans, a basic AI state for the humans, and a goal for the humans so when shit hits the fan, they’ll know what to do. Then it’s just a matter of adding gameplay features and more causes of death 😀

If I can get all that done before tomorrow, then I can spend half a day tomorrow on levels, and the other half on music, sounds, graphics and a score/achievement system. I’ll probably have to sacrifice on graphics, though.

Morning 1 Update

Got some art done, slow going but I should still finish if I can get all the art done today.

Current Progress:

LightHouseMain_WIP_3

 

 

Good Morning, Everybody

I really wish I could kill my nephew. He turned off my alarm to spite me, and, because of this, I woke up later than I wanted to.

Oh, and by the way, I realize that I wrote my old post wrong; I used my old map editor to make a pixel art prototype and then used GIMP to make the final image.

Tools I’m using: Gimp-2.8.2 64-bit from parthasplace.com (for art; runs better on 64-bit windows), Audacity (for audio), Blue Snowball Microphone (any audio I use will probably be my own voice turned sound effect), Eclipse 4.2 with Google Web Toolkit (HTML 5) and ADB (Android) plugins and libGDX (a java game framework that is probably one of the coolest things ever) (for coding), and TexturePacker 3.0 (I bought this awhile back; has support for many game frameworks and is awesome for creating sprite sheets).

 

Anyone here like Visual Novels? That’s my goal for this project. To make my first Visual Novel using something other than RenPy(even though that is amazing in itself).

 

Sorry for such a long post; just really excited and anxious this morning. Good luck and have fun everybody.

–Best Regards,

Brandon

Progress

So so far i have this: this is part of the main level structure, more to come!

Im also live streaming here http://www.twitch.tv/vurbgames#

so come watch me make something epic!dev1

I’m out.

Just not feeling it.

Comments

agentShadowHawk
15. Dec 2012 · 15:24 UTC
:(

Thankfully I realized it!

So last night I couldn’t sleep and while working I took to realization that I’m trying to implements features that I’ve never tried before and that I should dumb it down and un-plan it and THEN I’ll build onto it. You can watch me @ http://www.twitch.tv/skyllartor#

I hope every ones Ludum Dares are going well!

Comments

doos
15. Dec 2012 · 15:47 UTC
Good advice, thanks!

Progress

 

 

 

I tend to overbuild sometimes, which really hurt me last night. Today is focused on getting the playable done. Trying to do a reverse space invaders with 3D models.

progress1

3D Modeling – Wonderfull 3rd part !

To update my previous post about 3D modeling, please checkout this website we use for the ship modeling :

http://ship.shapewright.com/

Hope it helps some of you also :)

We are getting into the core of the project now and things are getting hot !
(Fran is getting very cranky with the Starling API :-)

Breakfast Post #9001

In the spirit of all the others sharing their breakfasts, here is my breakfast. I don’t have a picture, since my camera is broken, but here are some sprites to represent it.

Bacon:

Bacon

 

Eggs:

egg

 

Green Tea:

tea

 

It was truly a great breakfast, and I am now pumped up for the rest of the Dare!

-John

Progress

After 8 hours working, thats my progress:

– user can move monster
– miners can find path to mine
– monster can blow up walls
– everything is created randomly

run!

 

 

TODO:
– music!!
– allow monster to build walls 😀
– miners should go back to village with gold

Hopefully I will manage to finish it.

Good luck everyone!

Heartbreaker update

Hello guys, We’re here again to bring you the last news from our LD48 entry.
Coding stuff: Currently we have a full engine with the bouncing system, with static enemies and moving platforms. All with a cool camera effect that follows you to pass the next level just like in Megaman games. We’re using 2DToolkit Unity plugin as 2D Framework and Itween for the platforms and camera movements.

esc02

charac

Art stuff: We’re using After effects to do the animations, then we export the frames to singles PNG files and we make a spritesheet. At the moment we have our first enemy animated with his breaking (dying) animation. The next hour we’ll work in the main character (Dr.Brain) animations to make a cool bouncing effect and we’re going to redesign a bit the scenario to make a more enjoyble platform feeling.

Pending:

Enemies AI.
Design all levels.
Score system.

We say goodbye while we drink a cup of coffe after dinner. See you later! :)

Cast of characters

I’ll have to take a break from LD48 for some hours but before I go, here are the first few sprites for my game (magnified, actual size is 32×32 for each sprite.) I started with a very basic “body template” that I can adapt to various characters.

characters

The evil wizard needs some tweaking on his skin tone (I want it more bluish than gray) and I’d like to have multiple versions of the hero but for now I’ll focus on getting the animations done.

 

Comments

chambers
15. Dec 2012 · 16:07 UTC
Looking awesome!

More slow progress

It looks almost the same, but now more functionality is working… No time for a lunch break.

Captura de pantalla de 2012-12-15 12:24:25

First Screenshot

Things are going pretty good, but I wish they were better. Checkpoints were going to be implemented but will probably be scrapped. The player design is more or less done but still needs animating. (The hardest part) A few tiles need to be made but they are mostly done.

But a screenshot will tell more than my rambling on. So here it is.

Screenie1

 

 

 

 

 

 

 

 

 

 

~ AlucardX60

 

Tags: first screenshot, progress, screenshot

LD25: Curse You!

Screenshot from 2012-12-16 01:25:12

It’s pain when you are not familiar with the engine, but at least I got the source to read. CAAT <3

Second Prototype! Reverse Pacman

Second prototype of my game. All placeholder art, but most of the mechanics are in place.

Second prototype of my game. All placeholder art, but most of the mechanics are in place.

15 hours into the Dare, and this is what I got to show for my efforts:

The basic mechanics are in place: you can move your ghost, and you can switch among ghosts. If pacman eats all the pellets you lose (and go back to the main screen). If you manage to catch Pacman, he dies, and you win (and go back to the main screen). There are a few mechanics that I have yet to implement (power pellets, scoring, ramping difficulty), but the game is mostly feature complete now. Now it is the time to add actual art, sound, and balance to the game, and this is my plan for sunday.

Feeling good.

Here are the links to the prototype:

Tags: java, pacman, prototype

Update #4

 

Found myself tweaking the game logic waaaaaaaaaaaay to much….must move on…..

Things to complete:

  • Game Menu
  • Game Logic
  • Weapons
  • Score Logic
  • Music Score
  • Sound
  • Too many to list

Current Screenshot:

Screen Shot 2012-12-15 at 4.24.42 PM

Darnit!

Somewhere in the line either tiled or HaxePunk has messed up and now the incorrect tiles show up in my game.

errortiled

errorgame

tilesheet

If anyone knows a fix please tell me it. I’ll have to work around this for now and generate the  map by hand.

I’m out

Everything works perfectly, except the main charakter. He just don’t want to play any animation, but the weapon moves properly. And even if I would know why this happens I wouldn’t have enough time left. So I will prepare for school or just take a break after this reverse

Good luck to everyone else, I’m still looking forward to play some awesome games and looking at some code

Comments

15. Dec 2012 · 15:36 UTC
You still have a whole other day to go. You can do it! :)

Catching up!


I have had troubles thinking something up, but here I go! And I’m pretty much catching up already!

You are a spy designated to infiltrate a villains lab and plant a bomb inside. For now, you can only walk around!

I am really proud of the mechanics, so please let me know what do you think of these! You can slide walls, do wall jumps, grab and climb ledges.

The spy run animation is probably the smoothest run animation i have ever managed to draw. I always take too much time to do such stuff. I hope it looks good at least!


Play here!

Creating Good and Evil

1 day 8 hours…

My basic concept is fleshed out and i’m trying to implement some gameplay right now! I’ve boiled down my concept to a bare minimum to see how far i can get. Here are some WIP Shots:

02 01 stencyl

Schupfnudel

Instant heart attack, with bacon.
IMAG0477

My game is finished!

Since I do not have so much time this weekend, as I am going to finish my Master’s thesis soon and have to implement some changes on the related code till the next meeting with my advisor, I decided to create a rather simple game. It is based on some of the comic characters I used to draw as a child: Ino, the flying dinosaur, and Rakete, the intelligent missile that relentlessly chases poor Ino. While in my comics Ino typically manages to escape by means of quickness and virtue, this time it’s supposed to be the other way round, since You Are The Villain ™.

Title screen of &quot;Ino und Rakete&quot;

Title screen

I used the source code of my entry to Ludum Dare 24, Evolution, as base code for this game; this also includes the Game Over screen and some sound effects. Hope that’s okay (it wouldn’t have been too much work to create new ones for this game, but as I said, I am busy). The idea to the game occurred to me some minutes before 9:00 am (Central European Time). Two hours before I had got up from bed in order not to lose too much time, and found out what the theme of this compo was going to be. As my entry to Ludum Dare 24 was partially a shooter game as well (the other part was a platform game), I could reuse a lot of the code e.g. for the control of the user-controlled character. I spent the majority of the time on the behaviour of the “good” character until I found an algorithm that makes it evade the arrows most of the time, while still allowing the player to win. Then I had to fight with some nasty bugs related to the text-output routines, which I had taken from the NeHe website; they caused the game to crash. You can imagine how reliefed I was when I found out that the crashes were not caused by my own code. Since I currently do not have the time to search the ‘net for other text-output routines and test them, I decided to drop test output and just display a “hurry!” message when the player is running out of time. At about 6:00 pm, I was finished.

Here you can download the game:
http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=15196

Enjoy playing! May it provide you as much fun as I had developing it!

Getting There

SS02

First time making platform controls and advanced platform AI.

I can’t wait to redo the art.

Good morning!

Just woke up, 7 hours latyer,m and 17 hours into the competition, meaning I got 8 hours to get the mechanics done, I’m ready for a long day of work.

Day 1!

Decided to make a game for LD48 using ImpactJS as I’ve been playing around a ton with Node the last few weeks and want to find a good game framework to integrate with that for cool multiplayer stuff.

Took me an hour or so to re-familiarize myself with ImpactJS and a couple of hours later I have a really basic platformer running! I’m heading to the company Christmas party now so that will probably be all for today. Hopefully I won’t be too hungover tomorrow so I can actually make it a game 😀

Not pictured in the build is the really basic dialogue system I built!

ld25

Day 1 Build here: http://games.svampson.se/ld25/day1/

Controls – Left/Right – Walk, Z – Jump

Progress Report 1

ludumscreen

Hit a little stumbling block on collisions (who would have thought) but its almost perfect. I probably reworked how the buildings display like ten times before I settled with this. Anyway, I promise this will be much more than just a breakout game when its all said and done.

Download (Windows Only)
Feedback appreciated!

Bugs:

  • Meteor gets stuck in buildings and destroys them too quickly.

 

 

Comments

dan.jeffrey
15. Dec 2012 · 15:46 UTC
Maybe do “bounce off solid objects for when it hits the building?

13 hours woo

I’ve implemented a whole bunch of little enhancements (mostly performance) and fixed a few bugs. Your dungeon now features a boss-dude that will stay in the middle of your dungeon. Protect him!

Something that adds a lot of depth to the gameplay is the fog of war that nearly made me rip out my hair trying to implement effectively.

You can also pick your minions up now and throw them somewhere where they will be more useful. Lazy buggers!

13 hours

We have scaling!

See the small text? See it?!

Ran into an issue with the 2D engine I was using where I couldn’t scale the size of the level.  I needed more tiles on the screen, and my Font’s minimum size was based on this integer value scale set to 1 (can’t go lower than that!).  So, a few hours later I managed to find each place I needed to factor in the scale, and finally got it to work!  It’s not much past what I started with, but here’s what I have so far.

Next up is going to be the ability to EDIT tiles with your player.  That, and a HUD overlay so I can show some stats like Gold, a block selection menu, and a minimap!

Time to grab some food and get cracking on the new features!

To do list:

This is all I got to do in the next 8 hours to have all the mechanics done before the first 24 hours.

Closer then I thought!

 

Write Game Info:
Fence Area:
Map area out (trees):
Make children run away from slenderman:
Score System:
Slenderman gets faster as you kill children:

First Basic Build!

Yeah after roughly an hour and a half of programming, I have a dragon that can breathe fire, trees that randomly spawn and grow, and basic interaction between all that (like how the fire burns the trees)

To do list:

  • Program the villagers and have them be able to make houses and towers
  • Make a second (and third?) platform to add difficulty
  • Make some sort of reason to keep you moving
  • Difficulty, music, more aesthetic things

Things are already going somewhat better than last time though, in which I basically had… colorful dots.

Ludum 2 Image 1

Comments

15. Dec 2012 · 15:51 UTC
Goat of Justice!

Villain #3: The Grinch

sketch5

I’ve got all my villains now! Now onto weapons and stuff …

-Phil

Noon, Day #1: 33 Hours Remaining

I’m much more optimistic about the competition now than I was last night. Here’s the rundown on what happened after my last post:

I took a deep breath, then lied down for a short nap.

Then I played with Spot, the resident cat.

About 2 hours went by, then I decided it was time to get serious: I downloaded Flixel, looked up a few tutorials, and started working through them. I now have a blank black field on which my Intrepid Illithid character can walk – and walk he does! It’s not much in the grand scheme of the competition, but now that I’ve broken the code barrier (turns out ActionScript is something between Java and C++, both of which I know) I really feel like the project is going somewhere. Where that is exactly remains to be seen.

Anywho, here’s the sprite sheet for my main character: The Illithid.

IllithidSheet1

 

more on this guy in my next post.

Planetary Devour

Our first Ludum Dare jam 😀

And here’s our first progress report for our game Planetary Devour, a R-type clone where you take on the role as the big bad boss.

Here’s  the first shot of the construction phase for the boss mother ship.

pd_screen_dumps_01

Now on to annihilat some defenders!

Draw

After a long time of reflexion, I have something. (but maybe not enough time)

First graphics

preview-draw

Game taking shape

 

 

My simple tile engine is working now, characters and scenery gets populated on the screen. With animations. Created a title screen and an introduction sequence using the tiles as well. All seems to have come together nicely. The game turned out to be a puzzle game, and I already have several levels designed.

Still struggling with some game design issues: cannot decide how to use some elements of gameplay. It also feels too simple at this point. But my mind starts to go blank and it is time to take a break.

Here is a shot from the game field.

LD25_screenshot

Note: The goat on the right is there, because it seems to be such a big hit this time, and I decided to incorporate that too. I just wonder what I will do with a goat.

 

Just started, but I am in! ;(

Hey It’s going to be my 3rd Ludum Dare and this time I am starting late because of studying ;(. Anyways I think better late than never and I’ve started to developing a game 2 hours ago. I’ve already decided on main mechanics and wrote a simple story to make my main character THE REAL VILAIN. I hope that I will be able to finish this project and I’ll post some updates later. Here’s a screenshot:

wip

First LD

Never participated in Ludum Dare before, but always wanted to. Woke up today, noticed it was on, and decided on a whim to try something. Never worked with Unity3d before but it is playing along REALLY well so far. Making ok progress!

mulrag

Backing out.

So, an idea that I had 16 hours ago that I thought would be edgy, controversial and thought provoking now just seems tacky, heavy handed and frankly disrespectful.

The game was going to deal with the way that the media sensationalises the news surrounded recent tragedies. The idea stemmed from this video and the game would paint the media (particularly 24 hour news outlets) as the villains. I however, quickly realised that having the player gun down dozens of civilians might just be a little too untasteful at the moment. Plus, no one really enjoys being preached at. It’s a good job I didn’t get very far.

ugh

Comments

15. Dec 2012 · 15:55 UTC
I tried to come up with a game concept to reflect on this as well, but couldn’t come up with anything that felt like a good response.

Dinner time : uploading some prototype (unfinished)

Hi,

The vilainous headquarter take some progress : prototype here https://dl.dropbox.com/u/48036137/Vilain.swf

Twitch TV : here http://www.twitch.tv/har_g

Funny error

progress3

 

Yes, I’m the villain, proceed!!!

Back at It

Got 6 hours of sleep. Now I’m back at it. Gonna work on a Shader to get the visual effects I want. I’m also gonna work on the games difficulty math like I said I would in my last post. Ill give myself a few hours for this. Hopefully no more then 3.

Update 1 = spent 30 minutes and solved all my math and mechanics. I’m more confident with the gameplay now.

Update 2 = Spent an hour doing visual tweaks. The game is slowly coming together. Time to work on the players HUD to drive home notification and start doing audio.

I’m late, but in

Hi all,

I hereby declare that I will give it a shot again this LD. As for the game I’m gonna make, it’s going to be machiavellian, ha ha ha ha (maniac laugh!).

Obstacles, part 2

I’ve been kinda busy today, but I finally fixed the glitches. The difficulty system seems to work well.

2.5

First LD initial thoughts.

Well, its my first LD and I have to say, despite what I feel is a very unambitious project, things are going far slower than I would like. On the plus, deciding early not to worry about my artwork looking like something you step in on the street has saved me a lot of hassle trying to be better at something I am utterly terrible at.

 

Also who does not love villains with top hats, its got to be a thing!

Evil droid factory under construction

Conquring the galaxy with battledroids will be fun. Unfortunately I’m terribly behind schedule.

EvilFactory

 

FirePower! Progress Report 1

Based on the chosen theme, I decided to make a game in which you had to be a villain to live, but being too evil would actually kill you.  Based on that, I landed on Firepower!

You are the god of fire!  Burn things to quench your thirst for power.  Burn everything and you die of thirst.

First playable

Click to make fire.  The bar up top represents your power.  When it runs out, you lose.

I’m streaming here.

Screenshot

Feedback appreciated!

 

Update #1

First things first: characters on screen, moving, with a virtual camera displaying a tile map behind it. The character sprite isn’t in yet (a red circle for now), but it’s shaping up to be a zelda-like game. The current to-do list includes adding support for dialogue, rudimentary AI, shaped static tiles (currently you can walk over houses etc.), a simple menu system, and fireballs.

update1

 

 

 

 

 

 

 

 

 

 

Also, because I didn’t have a chance yesterday, here’s my desk! (just to note: I don’t actually use Red Hat linux)

My desk


My desk

LD25 Progress Report #9

Added final two abilities. The player can now select one of four speeds to travel at, and the hero can now decide to turn the player’s train around suddenly. Via magic of some sort, I expect. I’ve also added the start of a rudimentary HUD. This HUD will contain the present speed valve, and an ACME remote control showing the hero’s cooldowns, and the player’s cooldown.

6

Ludum Dare 25 – You Are The Villan – Codding and GameDesign

Last version HERE… just click it… yeah i know you wanna it.. c’mon, click it.
Hi party people, Wallace again. Everybody is enjoying this event? I simply love it!

I’m here you some news about my game. Look it how… i made something, hehehehe.
The concept idea you can check in my first post here:
http://www.ludumdare.com/compo/2012/12/14/ludum-dare-25-you-are-the-villan-concepts-and-prototype/

 

CODE TIME

Now, after a good lunch I finish a replayable game code.  I develop the drill control, the kamikases behavior, they attacks, and the damage that the planet takes when the drill enter in the world. Develop the HUDS for Game Over and For You Win screens, and the game reset. Also a also a link for boring people who don’t like it.


How to play this think?

You press the DOWN button to move down the drill. The drill have to destroy the world before the kamikases destroy you (you have a Lifebar in the top left of your screen).

You can check it in the link bellow – and please, if you see something wrong or want to tell some idea, just say it. 😀

http://wallacemorais.com/sketchcolorbook/LD25.html
(Please have a Flash 11 installed)

Comments

15. Dec 2012 · 16:04 UTC
I’m impressed at the comments and formatting, my code is horrific right now! 😉

Our offices !

2012-12-15 17.45.09 2012-12-15 17.44.15

So we’ve decided on something and we’re off to production. Here’s a bit of our ‘offices’ !

We’re aiming for a dungeon construction game, where you try to prevent gentle knights from repainting your evil castle to fit their horrid taste….

An Evil Looms

So, this game is probably more fitting for the “end of the world” theme, but a few graphic adjustments and it’s ready for this LD!

Controls and object generation is all done. Now it’s time to handle collisions, scoring, damage and all that jazz. Hopefully it won’t take too much of my time, since I won’t have much tomorrow.

I’m in

Despite the fact, that 16 of the competitions 48 hours has already past, i want to announce my participation. I’m going to use Java with LWJGL and SLICK2D. Updates on my progress coming soon 😉

WIP Goat Murderer

So this is my game, i call it Goat Murderer, the objective will be to kill all the goats, and then a final goat boss (not implemented yet).

There will also be farmers, that try to kill you while you kill their goats.

Goat Murderer WIP

So i hope this is the first game i finish, even if its very silly. :(

Also, there is poop when you kill the goat, that you can pickup to give you speed bonus.

Hope you like it. 😛

1goat

Pre-Hobbit progress for Hell Guy Hells It Up

It took some morning fumbling but I got a shared mercurial bitbucket repo going to help my wife and I share our work and started on the art while Angie works on some basic movement and camera code.

After the initial bit I believe she wants to work on some game art herself; she’ll have a go at working on the enemy models next. Sorry for the somewhat sloppy post. I’m writing this out quickly on my phone before The Hobbit starts.

Good luck, everyone! We’ll get back to it soon :D.

frog.recurse(levelMap);

The floor plans for this game might need to be simplified a little. Don’t want to blow out the scope.

img021

Wait…
img022

… wat.

 

dragon prefab

Bugs:

  • Double buffering should be part of Java swing, though it flickers like crazy.

Desirables I’ve skipped:

  • I wanted to make the objects turn to face the target a lot slower, but that was wasting time, so I ignored it.
  • Instead of a dead stop, maybe I can change the behavior to slow when near target or something.

Ye basic version 1.0:

https://www.dropbox.com/s/px42wrqsy8v36wv/dragns%20v1.jar

Todo:

  • Hit detection.
  • More different types of objects.
  • Art?
  • Game world bigger than the screen.
  • Object queues.
  • Plan some objects to put in the game world.. I’m thinking archers, knights, wizards, etc.

 

Some progress

shot
So we have almost proper walls, and some furniture, and a professor, and music.
Now I need to work on text display and quests, and then we can start making the plot.

Comments

doos
15. Dec 2012 · 16:27 UTC
I really like the graphic style..

LD 25 Update #2 ~ Introducing the Sheep Muncher!

So after a good nights rest and some breakfast tea I decided to actually build my own tileset and character graphics. Done with practice, now on to the actual game!

Basic premise is you are a chupacabra of sorts, eating as many sheep as you can because you are late for winter hibernation! Once you gobble down a sheep another pops up because these sheep are not just any sheep….but magic sheep O.o The universe basically handed you a buffet!

Sheep Muncher

 

Fences obviously cannot be passed through, that works. The first time the monster eats a sheep the position of the sheep is then updated to a random spot, but at the moment I’m having trouble getting the sheep to update again. Well, back to it!

faster, faster…

My game has more maths and tricky stuff than I initially though. I didn’t begin with art, general gameplay or sound.

Accomplished so far:

– actors movement
– basic AI (all these lines)
– gesture capture & optimization

doing everything from scratch is a bit though. Must be faster, faster!!

phenon00

Slow Progress

I really should have been looking more into nice libraries before this.  Just now I found out about libGdx which looks rather nice than having to use Slick2D and Fizzy.  Also, I just had a good 11 hours of sleep so I haven’t gotten anywhere since 2 am.

One of the most annoying feelings of doing competitions like this is the feeling of “Is my project even good?  What makes it special or fun?  Should I just give up?”  I’m having that right now because mine is so inspired by other games that I’ve played.  As such I doubt I’ll get anything in terms of the creativity department.  On top of that it barely even fits the You Are The Villian theme, so where do I go from there?  I guess I should just focus on getting this stuff done instead of where I’m going to place.

It’s Happening Again!

Despite my better intentions I have again found myself six hours in with naught but a tile system. I don’t even have anything interactive yet. I really need to get used to writing these things quickly.

Visual Studio has been a might pain in the toosh today, randomly crashing, failing to compile until reset, giving me constant bogus intellisense reports… I’m starting to think doing a jam in C++ was a terrible idea.

Next step will be developing a JRPG style turn-based battle system. I’ll just do it on the console initially to save time, but I have no idea how that’s going to be structured yet. So much pressure, so far into the Jam, and nothing to show you yet apart from my lunch.

It’s store-bought Thai Red Curry.

It’s not great…

Lunch01

LD26 – Break Broken

Went out for food, got hot dogs, they were awesome.

005

 

BREAK TIME IS OVER!

Comments

TheLolrus
15. Dec 2012 · 16:27 UTC
tag this with foodphoto!

Trying to learn new tech

I am trying to push myself to learn something new technically, while coming up with something half-original. It’s not working, and I am demotivated. Perhaps I should drop out of the compo and refocus in a couple days.

Comments

Maikeroppi
15. Dec 2012 · 17:06 UTC
Learning something new can always be tricky. But, your previous LD entries look really nice. Don’t give up. After all, you still have 1 day 6 hours for compo, and another day for a Jam entry.

And the essence of the game is finished

That’s right, in one day, the essence of the game has been made. And with a proper title screen this time so you can read proper instruction! The next step will be the graphics first so it looks at least decent. After that I’ll have to throw some good polishing on it….

In the meanwhile, why don’t you test the current version and give feedback? I always can use this to improve the game. You can play the current version here.

A proper menu for a nice first impression

A proper menu for a nice first impression

More test scene

A other gamestart test scene :

render2

Now the to do list is : ajust light, begin programming, finish the animation models,, create the level and create sounds.