LD25 December 14–17, 2012

First Update

Completely forgot to write project updates! Currently about 6 hours of work into the game, and it’s going slowly, but steadily. The game is as follows:

AntiHero!

You, the protagonist, play one the character, the Hero and the Villain combined, an individual with a split personality to the extreme. Whenever you move right across the platformer style maps, you play as the Hero, and your allies who are helping you to take down the evil castle/mansion will help you out. However, the second you start heading left you switch to the Villain, and suddenly your ‘allies’ aren’t so friendly, they will attack you.

You must use a combination of strategy, some combat, and puzzle solving to reach the end.

 

That’s the aim for the game, currently I’ve got my maps loading in using Tiled, some simple tiles made up in Photoshop, along with the Hero, Villain, and Hero and Villain allies artwork. User movement is implemented, but still a bit buggy, and the ‘allies’  will attack you when appropriate. Next steps is make the ‘allies’ help you out when appropriate, and generally add some more gameplay, because at the moment there isn’t really any of the strategy/problem solving elements I want out of the game. Some of that will come level design, but there really needs some kind of additional mechanic so it moves on from a really primitive platformer.

Hope you like the idea!

screen1

Demonic Goats! (not really)

After some hours of coding, I got the sneaking suspicion I won’t finish on time. Should have done something useful with the day (and not spend 2h on the task system).
The game is suppossed to be a mix between Wiggles and Dungeon Keeper.
You lead a tribe of goats defending their magical hayrack (which is powered by black magic?). What is special about it: It’s a 2D-side-scrolling RTS game.

First screenshot. A goat and a hay rack. Wow.

First screenshot. A goat and a hay rack. Wow.

My biggest problem is: Whenever I want to make a game, I end up coding an engine which I could reuse later. This may make the adding of features easier, but it also slows down progress considerably.
Whatever! It’s my mother’s birthday tomorrow, so I baked a french chocolate cake! 😀

C'est un Gâteau au chocolat

C’est un Gâteau au chocolat

Tags: foodphoto, screenshot

Real Life Interrupt Request

We’ll time for a break after only a few hours… Cutting it close this time. Hopefully I’ll have 6-7 hours to spend tomorrow as well to finish it off:

 

currentStateBombTime

Drawing and setting up code… and getting burned out quick

I drew this small world as a background/level:

backgroundWorldsmall

I don’t currently have a scanner, so I had to take a crappy picture of it.  Oh well.

I also have a basic shell of a game setup in C# with XNA and Box2D.  Currently working on a loader for physics body editor output files… and I’m getting bored fast.  Hopefully I’ll have the motivation to make something out of this.

Progress so far…

I guess I’ve spend quite some time to get familiar with Love2D again, this is like 3hrs late than planned. Still, gotta get some sleep. :)

wip3

Good luck everyone!

Meteor + Ray result

That’s what you get by shooting a Meteor and a Ray at the same time: Double structure destruction.

 

Some progress

Only simple movement done. Tomorrow i will make mega-super-puper-gameplay. Maybe.. :)

Tags: ld25, screenshot

First Step

 

First Setp

This is the first step I just done…and Intro…Now! to the game building!

 

Tags: enemy, LD # 25, villain

End of Day 1 – Report

THE GRAFIX!!

THE GRAFIX!!

Well, it’s the end of day 1, give or take – I’m off for drinks, so I’ll be doing very little until tomorrow morning.  I’m not hugely pleased with how today has gone – I don’t actually have anything playable, as of yet – but the epic, game breaking bugs I was running into earlier have now been mostly fixed, so at least that’s something.

Pygame can be really infuriating at times, crashing with no explanation or log, but I’m getting there.  I’m probably going to have to cut far, far more than anticipated – I was hoping to have a shop with purchasable upgrades, as well as currency, but that probably won’t be happening.  I’m really not sure how much I can improve the graphics either.

Anyway, I’m off.  More updates tomorrow!  And hopefully, a game!

Tags: pygame

Progress Update #2

It’s a been a little while, but I’ve added a nice amount to my game.

The food things that I posted about earlier now spawn randomly (4% chance every frame) at a random Y coordinate and move left at a constant speed. I also now have a big red fellow who the player controls and eats those things and gets bigger:

progress2

progress3

progress4

I’m going to keep working and add some more variety and levels to this game.

Moving Vehicles !

It’s now getting better, and the city is actually quite lively now

screen4

7

This entry was posted on Saturday, December 15th, 2012 at 4:27 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.

My first LD

Well this is my first LD and so far things are going.. ok. I didn’t get much done last night and slept for a good chunk of today. But I still have some time…

Pathos – titlescreen

Progress on my puzzle game is great. I’ve COMPLETED the gameplay code with placeholder (coloured rectangles) art. The rest of the weekend is polish. First up, a fresh title screen and new name for the game: PATHOS.

titlescreen

Tags: McFunkypants, screenshot

Up & at ’em

After a nice rest (about 8 hours!), I’m back into the fray. I’m going to get kicked out of my university in about an hour and a half, which means I can’t use my external monitor any more, so I’m going to take advantage of it as much as possible until then. Which means…
MORE MUSIC!

 

I still haven’t written >100 lines of code. Uhh oh.

LD25 Progress Report #10

Final bits of the interface added. Two two-part bars showing the state of the hero’s abilities, and one one-part bar, along with an associated LED, showing the state of the player’s ability to change junctions. Hopefully the programmer art isn’t too bad. This is also the first full-size picture I’ve added, and shows the actual screen-space the game will take, although of course the levels will be bigger as well.

7

Some progress, that’s all for today. Cya tomorrow!

I have added first enemy with ai and a turret. I have planned what I am going to do tomorrow. I hope that I will be able to participate in compo, if not then I’ll post the game to the Jam. Here’s today’s progress:
wip2

Waking up…

Woke up about an hour ago. Not sure if I’m going to be able to finish within the solo compo time, so I might go for the jam. I feel a bit unprepared and I really just wanna do this for fun. Had a couple of thoughts pop up while I was in bed. Here’s how things look:

 

ss02

Screenshot One!

I am feature complete!
That was fast…….

Now for art.

ScreenShot1

Progress #1

Here’s a screen of what i’ve been working on for the last couple of hours.

I’m using Flare3D and targeting Flash 11…

 

screen1

 

 

 

 

Concepts and some gameplay ready!

youarethevillain

So this is the concept, you are a villain who tries to hide all revolts of the people by using your scissor and other self defense measures.Fun and unfortunately realistic

I’ve done literally nothing

Got back from the party, had a nap. Now I have 31 hours left and have done zero work. No ideas, no lines of code. We’ll see.

Update 1

screen1

First real screen shot. I have nodes displayed and the player can move between them by clicking.

Kind of running into questions on how to procede and how the game actually plays. I think you will be raising an army or something.

 

 

Leaderboards! And my to-do list

So, a little while since my last update, so I thought I would share it all.

First, you can download the latest version here

I added some online leaderboards to the game (check http://project-unknown.com/scoreset.html)

I also made the submit score field look a bit more interesting, and arcade-like.

didn’t you used to love the 3 character arcade stuff? no? me neither, but hey

 

My Ludum Dare To-Do list:

  1. Make site look cleaner
  2. Polish Code
  3. Sound Effects
  4. Dance
  5. ???
  6. Profit!

Good luck!

 

My game, slowly coming together

Necromancer1

 

It’s alive!

 

Making a game where you are a necromancer, and your goal is to kill everyone on screen. With zombies. You can’t move, but you can command an army of zombies to do stuff.

Wip Construct 2

An IA with construct 2 ? => lol

Some hours in.

images and pathfinding

https://pbs.twimg.com/media/A-LUOQ2CcAAsqSF.png:large

Progress

I might be a little behind my schedule, but I’m making good progress. I’ve set up basic platforming and combat. That’s just one step away from being able to go on a villainous killing spree. I need to finish the combat and set up some dialogs and  then I just need to draw everything

Here’s a screenshot of the final battle between stereotypical villain and stereotypical hero in the corner store: (Art is temporary)

fc1U5[1]

Clementia Ratio: First update post

Clementia Ratio The player (in green) just set an arrow trap (red NO sign) while another intruder enters (in red). Nothing is final and this is just to provide a placeholder until I get the game functional with more resources.

The name of the game is Clementia Ratio. Above is a sample layout of how the main screen of the game would look like. Now that I have an idea on how the user will interact with the game it’s time to start programming.

 

My First Update

So this is my first attempt at Ludum Dare… so far it seems to be going okay!

I woke up incredibly late after a night of no sleep. Then I crawled out of bed and started brainstorming ideas until inspiration struck in the form of a Mitchell and Webb comedy sketch. So the overall idea for the game is that you are pitching your genius plans to a board of investors and have to ‘deal’ with people as fear and doubt gets the better of them.

By about 2pm I’d managed to wrestle with my C# classes and get my XNA game working in the most pre-alpha sense:

ScreenshotLD1

I’ve since then started improving how the game looks and works, I’m going to add more traps and things and put in an end-game mechanic soon… but I’m gonna take a break for a few as I’m feeling pretty knackered. Here is a video of it as it is right now – the people start to panic more when the people around them start dying.

ScreenshotLD2

Heck… even if the game isn’t done for the competition submission… I’m still enjoying making it.

Tags: ld25, progress, update, video, Windows, xna

Evil Goat First Screen

 

This is my first screen from my ludum dare game (Evil Goat) I am not so happy with the game idea as its not very innovative but hope somebody will like it :)
screenTest

As you can see the goat is there 😉 1goat

 

Tags: LD # 25

Almost the end of the first day, and nothing to show…

Well, there’s only a few hours left of the first day, and I’m going to have to start from scratch, as OpenGL doesn’t like my Mac :( Still, I’ll try and get screenshots out by tonight (ie. a couple of hours), until then I’ve got a massive coding frenzy. In other news, I lose several hours tomorrow as I’m going to see the Hobbit!

Polar

(-:)>*

Comments

15. Dec 2012 · 16:55 UTC
ah the hobbit will be worth it.
Maikeroppi
15. Dec 2012 · 16:57 UTC
Sorry to hear that, but don’t give up! Keep going and simplify and I’m sure you can make something.

Progress Is Slow

I have been spending far too much time on the wrong things. I still like the idea though so I will continue, hopefully get some actually gameplay coded soon. Pizza on the way though so will be taking a break soon.

The idea I’m working in is a Zelda style dungeon where you have to hinder the heroes progress. I am really beginning to worry about the hero AI now. :/

Here is an editor screenshot

12h_progress

 

 

p.s. I’ve been looking at other posts here and I am amazed at the stuff I’m seeing. Keep it up guys!

NWO

NWO

I got my assets into Gamemaker Stuido, spent a lot of time creating each territory tile, now I can start to introduce logic and capital cities. Hopefully you villainous player can bring about the New World Order.

Breed mistrust between allies, steal thermonuclear devices, launch your death ray and hold sovereign nations to ransom until you become the leader of the new world.

Progress Report

Currently my game looks like this:

Progress

Next I need to implement function for all the buttons.

But first dinner time.

Dinner

Progress

screen 3

This is how it looks like so far.

You can also fight with the Navy! Which isn’t shown in this screenshot (obviously). :)

 

The game is about crushing villages/towns and the Navy.

 

Holly Jolly Pyromaniac: Status Update #2

Well I’m back again to show you what we’ve been up to since the last status update. Less than five hours of sleep for me so far, but still going strong for Underground Pixel’s sake. Added the sleigh, reindeer, houses, and more. Really coming along now!

For those of you who don’t know, Santa is the villain here. He’s sick and tired of working hard all year and never getting a single thank you note in return. So this year, he’ll deliver the presents again. But this time, there are explosives inside! Like the title suggests, Santa is a holly jolly pyromaniac. Just make sure you hit every house! Miss three and you’ll meet a bitter end!

(follow us on twitter for more updates: https://twitter.com/UndergroundPixl)

Screenshot (zoom 2x for best image quality):

LD25 – DPS LFG

Enemies being damaged works now.  Almost all of the base game logic is complete!

screenshot_2pmsat

The much needed blog post

Today has not been as productive as I’d hoped, but it’s getting there. I’ve got an idea down (basically a tower defence variant) and I think it’s do-able in the time, but we’ll see about that. I should have been writing more posts, but I was on a bit of a coding spree so decided to keep going instead.

Also, here’s what happens when you forget to set a cooldown time on your unit’s weapons and they end up firing a new bullet every frame:

Too many bullets.

Wheeeeeeeee!

Trippy! The colours are all a bit mental as I’ve just got test sprites in, hopefully it’ll look more sane later…

Late Start

well, I am starting late, but hopefully i’ll still be able to finish. If not I’ll enter the jam.

I Like the theme and I think i’ve also got an idea of what to do. Now, CODING!

The Filthy Coward-WIP post 03

here a quick screenshot from the game :)

firstPlayable

and the next one is a quick test for the characters final looke long time ago (10 hours :) ) before implementation

Untitled-1

Thats all for today

I still don’t have the core loop in, but I added a little ball that follows you around. Hopefully this will become the enemy tomorrow.

Screen Shot 2012-12-15 at 6.58.06 PM

I gotta go do other things. Good luck to everyone!

Game Progress at the speed of the light :D

Wow, I really have to thanks my team members for fully supporting me in this Ludum Dare Jam this time.

2 hours of putting together concepts, ideas, a story and some concept arts, we think it was all worth it as we have a huge progress by just one day (16-17 hours).

We started from morning 10am (LD25 starts) until now, 3am midnight XD I can’t stop going on with this progress, it was sooo fun!

Well, progress? It might not be so much of a gameplay-like feature, but we have done:

– Platform Engine.

– Dialogue Box Engine.

– My very own Inventory System (3 slots with delete option).

– Some neat animation for the player.

– Complete set of Title Screen, Main Menu, Options Menu and Pause Menu/Inventory Menu with the graphic of Pause Menu finished.

– Created rooms from Chapter 1 room 1 to Chapter 5 room 10. These rooms will be the guide for our progress tomorrow 😉

Nothing much uber exciting updates we have, but all of these will eventually drive our progress tomorrow far even easier… not to mention we have two more days :)

screenshot101

 

Our in-game screenshot. We already have added tiles into our project, but we’re saving it up for level designing tomorrow…

 

 

screenshot103

 

Our Pause Menu which combines with the Inventory.

 

Thanks to my fellow teammates. Without you all, I wouldn’t have done these much :)

– Isaac

– Tyler

– Ervin

 

P.S: Tomorrow’s gonna be an epic day! xD

Alright, enough music

I now have 3 songs. 1 is more-or-less done, 2 need a little tweaking.

Going to say bye to my beautiful external monitor now and head out into the cold city to scrounge for food and a coffeeshop to continue work in. And maybe by the grace of God I’ll actually write some code.

Progress!

This has proven to not be the hardest project, which is great. Right now, I have a pretty nice system into which I can add basically any sort of weapon, enemy, or artifact I want to. The game is mostly tied together too, so I should be able to get down to making some form of content soon and see if my game actually is fun. Hurray! Also pro-tip: Learn to use dot-product well. They will save you an infinite* amount of time.

I’d post screenshots, but I want to get back to developing. Just picture a white circle in the middle of a bunch of red circles. You’re the white circle and your enemies are the red circle.

(*Results may vary)

I am most likely out. :(

I am not feeling well and have real-life obligations. I am sorry to let you down. There is always the #26…

 

 

I am now doing the jam, and working with CaptainLepidus!

proof of existence

I just want to post something to prove that a game exists. And then I think fuckit, going home to sleep.

So here it is!

proofofexistence

… yah, not so exciting.

I think I’m going to have to throw away half the gameplay I had planned to get it done in time. Very probably, you will just walk around the castle stabbing people while getting chased by the guards. I’m not sure that any plot will be implemented, so it might just end up being a medieval knife massacre simulation.

Dastardly Trains Screen 1

Making a game about derailing trains. So far i’ve got some trains moving around. Next up, Dynamite!

 

trainsmoving

3vil kill3r r0b0tz

Screenshot:

screenshotPeople run from the r0b0tz, and turn into puddles of blood if they get hit by a r0b0t’z chainsaw.

One day in, time to start!

Today, I made a plan and a bit of art and code. Hadn’t had much time today so not much progression, but still got all night and sunday to go!

The idea is to steer an evil force over the lands and convert it into an undead wasteland, where your minions suffer under your command, fed by the energy that flows from the putrefaction of dead organic lifeforms scattered about, released from their once free and happy lives they suffered from. Well, in my head it already looks cool.

progress1

Slowly it all comes together.

My girlfriend has a fever, my daughter has stomach ache, but I still managed to do something:

screeeny

It’s going to be a risk-like game where have to fight as dictator Gaddafi against the rebels.

Crime simulator

I’ve just about managed to get my core game mechanics working. They’re simple but I’m hoping to expand upon them if I have time tomorrow. My next focus is on graphics (everything is placeholder for now).

The premise of my game is fighting for control of city zones. You send your thugs out to conquer zones, earn more thugs as you dominate more zones, and fight the police for control of their areas.

I’ve been liveblogging progress here -> http://www.bytesizeadventures.com/blog/ludum-dare-25-my-liveblog/

Here’s a screenshot of the gameplay :)

Crime Simulator

Implementing Failure (part 1)

After a few more unrelated things around the house, I implemented the player lives and obstacle collisions:

3
The player flickers for an invincibility period, and those partially transparent green circles shoot outward when you hit an obstacle.

Next I need to make it do something when you run out of lives.

Lunch, finally!

Lunch time.
C’mon, grab you friends.

We’ll go to very distant lands. (The burger joint is actually just a few blocks away, but whatever, we’re nerds, we’re not used to going outside)

 

We had like 4 hours of sleep tonight, and we’ve been hard at work for a few hours now. But only now, 5 PM where we live, are we finally having lunch. We were starving!

 

BURGERS!

Crazy burgers.

Working prototype

Capture

So this is my character with movement and temporary graphics, and thanks to GIMP I have free backgrounds, I now how to make ship tileset with some more prototpye art.

Hope nobody is coming across any problems 😛

A Screenshot

Politics. Pure villanny.

ld2012

Milestone 6

http://ludum.atrodo.org

After a brief interrupt of life, I got back in and finished up the code to add the health bars.  This is actually a pretty exciting feature, before I couldn’t put anything on the screen that wasn’t apart of the physics world.  Not only can I now do that, I can do it with dynamic images.  Well, it’s time to take an extended break to spend time with the family, so I’ll get back to this a little later.

  1. Get the engine setup
  2. Make a black and white boxes for the two characters
  3. Setup terrain generation to have a playing field
  4. Create sprites for sword attacks
  5. Give white a stupid ai
  6. Give white and black health and health bars
  7. Setup multiple rounds
  8. Create guns with the physics system
  9. Create a special weapon
  10. Create another
  11. Give white a better ai
  12. Create more special weapons
  13. Polish

I’m out.

Considered the time I have and the amount of work I have to do, I can’t finish my game, not even for the Jam. So, this time I’m out  :’-(

Ooph

Definitely feeling burnt out. Wish that I had a partner on this project. But hey, check it out – I’ve got a mosquito flying around!

 

Screen Shot 2012-12-15 at 2.15.48 PM

Day 1 – Shader Setup :p

So far all you can do is place crabs and undead snakes and they run around alot and fall.  But it is meant to be a tower defense where the hero will come in and try to defeat all your minions to get to the end while you get money etc  I’m so slow its my second game ever and everyone else is rushing ahead of me 😉 ahh its fine its so much fun love ludum dare ;D hope it gets finished tomorrow.  The name is misleading because i haven’t even had time to change the title from my 3d lwjgl stuff ;).

Here it is

Here it is

A lot of facepalms and progress.

Got stuck on a stupid bug for too long, and then when i was ready to export the webstart was making trouble. So i can only give an executable Jar right now. Where to find my stuff.

So here a screenshot of current progress. The player is able to walk trough the level by klicking the target point. Also you can collect a “tressure” and afterwards leave the level.

Debug screenshot of current progress

Debug screenshot of current progress

Next up is implementing further gameplay features like security guys and security cameras. And my gameloop is too fast right now so low framerates have slower movement. Need to fix that too.

Art is obviously programmer style right now. Will tackle proper assets tommorow when most gameplay should be done.

Have seen a lot of grate games around here already. I’m excited to play them soon. ^^

Good luck finishing your games to all of your :)

Lordy don’t leave me

All by myself

shot

Yeah, rock look’s like sh*t.

Progress!

At one point I need to take a break, pull out the iPad and write a simple song. Added that in. The main thing is an animated bat spawns at the start. You can control the bat by clicking around, forcing the bat to move there. The player in the middle will rotate around, following you as you move.

 

progress2

Working prototype

OK, prototype is working. I’ve got nice entities, a world loaded from level data as saved by Tiled, entity-world collision (sucky but working) and callbacks up the wazoo to play sounds, to perform actions and to insert herp-derp-AI code.

Spent way too long on the core framework, but still 31 hours to so still have hope. Excuse the programmer art, I’m going to make the little dude bigger because this is too small.

I make occasional uploads to http://logic-dream.com/ld25/ if you want to try (not much right now)
Also still streaming on http://twitch.tv/zenmumbler but nobody is there anyway so may as well turn that off.

I hate the sun.

Prototype version of Make It Black

Changed to use chipmunk, tested, moving forward. | LD72 no. 25

Now the time has passed quite gracefully, more than a half day now.

image

Current progress is pretty much learning, and testing functionalities in chipmunk that will be used as a core in the game.

Before that, I spent first portion of the time in recalling about Box2d, and trying to make it works. I ever used Box2d once back in my experiment iOS game project quite more than a half year ago, back then it’s native and works great. But unfortunately as this time I develop on web platform using HTML5 or cocos2d-html5 framework, it doesn’t work out. Several hours were lost into the realm of physics.

image
Anton (@garfeild) sent me this during a jam. I should listen to him :)

I found a problem about debug information that rendered on screen incorrectly. For instance, the testcase of cocos2d-html5 itself also has a problem regarding to this issue although its functionality in forefront works properly. I asked the community about this but can’t wait as I need to step further. I can’t live in the world of physics without debug information.

image
A problem still occurs in cocos2d-html5 v.2.1 testcase, but its forefront functionality works properly.

So I switched to chipmunk wholeheartedly for this project. I have to admit that less code is done with chipmunk comparing to Box2d. It’s quite simple to grasp the concept of code structure than Box2d. But anyway, if I go back to iOS natively I prefer to use Box2d as it’s originally developed in C++ and well optimized for mobile usage according to my believe + with the fact that I’m a little bit shock to see chipmunk is available on premium as it means the free and open source version is kind da rip-off in sense.

Nonetheless, the community there at github of chipmunk is rather big with hundred-ish star and fork and it’s quite active. If nothing is super duper complex and doesn’t need 100% optimization, it’s one of your candidate option.

That’s being said. I quickly ramped up chipmunk with this link-of-the-day.

Here is what I got to move on.

image
Cat, cat, and cat with non-perfect shape for physics simuation.

image
Yeah, that’s better.

Back to code now …

[Originally posted this on my blog: http://haxpor.org/post/37994792037/changed-to-use-chipmunk-tested-moving-forward-ld72]

Tags: jam, LD72

Mr. Cylinder – Progress Video

http://www.youtube.com/watch?v=qt53zMhsJhE

Little progress video. Many things will be added 😉

 

Setbacks: Time to start over.

Hmmm… it seems that the advice to avoid ambitious ideas was sound after all. My heartfelt art-rpg meditation on the villainy in all of us seems to have tangled itself up in code hell before half the mechanics were functional.

Ah well, lesson learned. 30 hours left, plenty of time to come up with a (much) simpler idea based on the theme. And perhaps a less pretentious one :P.

Tiredness is starting to show up

 

I was finishing my texture and when I saw the icon I…  I had to

what happened to my texture

It’s supposed to be an unwrapped flammable box, but it looks like Satan seeing through your soul D:

(and there goes the bonus Goat)

 

Anyway, Wysk and I have finished modeling, and we’re currently working on animation and texturing /o/

Lapinou’s already coded a first prototype, and well, I think we’re all working pretty efficiently despite the fact we lost some hours on 3D modeling problems and code errors.

And most importantly, we’re all enjoying this jam.

 

 

Best last week end before the end of the world EVER

Brothers,

I’m having fun. I’m overwhelmed.

I’m sorry i said the theme was sucky, i am. Even if i still do think it is.

I love that we are so many people in this. I love seeing so many crappy food crappy pics.

I’m not sure i’ll finish my game in time. I a noob developer, i’m stuck on the easiest thing :

I have to load forty levels but the only way i know how to do it is the shitty way. I use Flixel.

I instanciate a new playstate for each level, and each one contain the forty-case switch function, so when i change something it has to be changed in 40 class. I can’t even explain how much it’s a fucked up way to code that. EWWW

But i learn. I’m having fun.

And be sure i’ll submit a playable version anyway.

TODO : make me and my friend glbs a cocktail, then finish that game.

xoxo

 

Tags: fun, Love, noob, paris

what is this i dont even

And then the tile collision stopped working. I have tried everything I can, looked at past implementations for help, but I can not for the life of me figure out what is going on. This might stop me from finishing. Great.

Day 1: Engine

So I’m using HaxePunk this time. Haven’t got much to show yet, just raw pseudo-3D engine. The game itself will be about a villain trying to destroy the City. Here’s engine demo

a

Comments

15. Dec 2012 · 17:48 UTC
Very cool. I’d love to see the code for the 3D engine.

Progress Update 1

So I said I wasn’t going to participate in this LD earlier, and now I have this:

ld25_1

LD25: Better late than never … I’m in!

Wow, some great stuff on the shared blog already! It’s so inspiring to see what everyone else has been able to do so far. I’ve mostly just slept and ate …

I forgot to do a quick write-up before I started, so here goes. This is my first LD, and although I’m unable to participate on Sunday, I’m still giving it a go. I’m going to be using:

  • Code: Love2d, gvim
  • Graphics: Photoshop, Pixen
  • Sound: cfxr
  • Music: Renoise

I’ll also be cribbing the very basic game object classes from another quick test game I wrote while learning the ins and outs of Love2D. This is going to be especially helpful because the Love2D documentation wiki is down at the moment. :O

Good luck, everyone!

Creation, splosion, destruction.

Got some good progress on my level editor, so another screenshot time~!

From creation in the level editor:
ld1212screen4

To flying with mah rocket:
ld1212screen5

Right down to da ‘splosion:
ld1212screen6

And here’s some destruction:
ld1212screen7

Another update

The project is going slowly but surely. Apart from profound testing, only things missing are

  1. Controls UI
  2. More enemies and units types
  3. Implement traps
  4. Losing condition
  5. Small Story
  6. Menus
  7. Music & Sound Effects

in the order of importance.

What things are implemented:

  • Enemy AI – enemy will search your dungeon until he find enough gold in treasuries then he will quickly double back from it
  • Monster AI – monsters will roam around randomly waiting for some foolish heroes to show up
  • Actual combat with stats and special cases (such as Ghost can’t be harmed by anyone but wizard and he will dead lock any other enemies in place for your stronger units to show up)
  • Dungeon generation (solvable, done by backtracking tunneling)
  • Generating chests (these are your lifeline. If you run out of gold, nobody will go to your dungeon and you will fail)

Here is the game in action: http://dl.dropbox.com/u/1501162/ld-4.ogv

 

 

18 Hours In: Inventory Finished!

Inventory
Shop
You can buy items, equip them, and unequip them! I just need more item ideas, and shops and stuff.

To do:
1. Combat
2. Levels/Experience

Early Screenshot

I really don’t like sharing early screen shots but figure I should so people can see how much the game has changed when it is done tomorrow. I haven’t put that much time in (as I am in the PST time zone so was sleeping then doing a bunch of saturday morning chores). The game is functional at this point and I have a primitive tile set for the map. Red cubes are reindeer while the magenta cube is the player.  I am not quite ready to post a link to the game, but will post a beta build of the game this evening.

Early Alpha Build

Early Alpha Build

First In-Game Screenshot

Oh, and have a photo of us on the side too!

Things are going well so far. Arrested Development is ridiculously distracting though.

Jamming to: Arrested Development, Dr. Funke’s 100% Natural Good-Time Family Band

Comments

Sgt Squirrelly
15. Dec 2012 · 18:05 UTC
+1 just for the jamming to reference

Playable version of my game is online!

I made some great updates to “Tail Orbit” today and it’s a full on playable game now.

I have a lot of polishing and fun-updates to make to it, but it’s up and running, and I could technically submit an entry soon.  Not sure if it’s OK to submit then make changes????

Here’s the Flash version: http://www.selticeapps.com/ld48/ld25/

And a new screenshot:

screenshot2

Progress Report 1 – hum-hummed.

In the spirit of Donkey in Shrek, we preferred to hum you how we were doing instead of saying it. Here’s a small video of gameplay:

A few points:

  • We have lots more art in store + animations, they’re just not integrated in the game yet
  • I (Amos) am working on the level editor right meow, so we can do some sweet, sweet levels
  • There’s actually a good backstory this time!
  • No sound yet, but it’s coming.

Also:

That’s it! Enjoy :)

Some progress.

Kitchen fire simulator 2012

Kitchen fire simulator 2012

I have no idea if I’ll have a full game in 24 hours, but here’s what I’ve got so far: you play as the wind, spreading a fire. The spreading mechanic works well, but isn’t terribly amazing game-mechanic-wise. We’ll see what happens.

Let’s do this!

So I thought I wouldn’t have time to do this, and I may not, but I’m going to try. Right now I’m making a game that’s kind of like Pandemic.

But not like it at all, apart from the screen, which is this so far:

I’m not good with WordPress so I’m going to go back to Vim until I have interesting things.

Basic setup

I managed to get a basic game application based on lwjgl up and running.
Additionally i used some parts of slick2d for rendering.

Behold, the mighty warrior named Whimbo!
screencap_205215122012

Starting to prototype now.

Progress!

Testing

Multiplayer! With telnet! Yeah!

Players can connect, create accounts, and issue basic commands to the server. A basic data layer has been implemented, multiple telnet clients have been tested, and it is finally time to implement the gameplay.

All of the code and my notes can be found at: https://github.com/chromex/gamejaming

The premise of the game is that everyone is establishing contracts to make money. Before a contract can be established the two users entering into the agreement specify how much they’ll put forward (public) and if they would like to stab the other guy in the back (private). Once both bids are in, the contract is established and lasts for an agreed upon amount of time. The longer the time, the  more money is made. However, in normal prisoners dilemma fashion, to really win you have to screw over the other person. Since a user can only have so many open contracts at a time, not earning money on a slot can be super bad (TM).

More to come and I can’t wait to bring the server live tomorrow night!

War’asaal day 1/2

A snapshoot of what’s cooking on my game-cooking-oven.

War'asall

Got Box2D ready and working. Same goes with the game object structure of the engine.
Now I am going to add as much game content as i can. Can’t forget to add proper menu later, too.

My Ludum Game

0

Just a little update on my Ludum Dare game (for Ludum Dare 25, “You Are the Villain”. Yeah, lovin’ the theme!).

It’s one of those endless runners (because I hate making levels, random is the way to go).

And, in the spirit of my Irish Indie Challenge, I’ve gone for a crazy art style – everything is in shades of red 😀

So you’re running and jumping and trying to escape. Because what kind of villain are you if you’ve never had a daring rooftop escape?

ld25_1

Keep in mind that I haven’t made the player sprites yet, they’ll be red too (same fella as on the title screen). I’m really happy with the art so far – it’s unique and not all that bad, if I do say so myself!

Altogether I’m having loads of fun, in the Ludum Dare spirit. Game-jamming is a fantastic way to spend a weekend.

Tags: art, iandioch, villain

The jouney so far…

I’ve made good progress so far. My plan of attack today was to get the game working correctly, mission accomplished! It’s a good thing too, because I need to go out tonight. Who says you can’t fit Ludum dare into your life :)

Tomorrow I will get on with creating the graphics and adding sound.

My game is based on the two top themes. You are a Mayan, controlling a spaceship (yes that is what the giant pyramid buildings are ;P ), and it’s the “end of the world” [theme 1]. You task is to destroy as much as you can because “you are the villain” [theme 2].

Picture 4

Good luck to everyone, and if I can get a working game in a day, you still have time to complete yours.

 

 

frog.recurse(settingTheStage);

Meet your nameless, faceless henchmen:

ld25-code-000

Agent #1

  • Demolitions expert
  • Tasked with destroying the weapon prototype
  • Is strong, but not stealthy

Agent #2

  • Expert at picking locks and stealing items
  • Expert at computer systems
  • Is stealthy, but not strong

Using only what you can hear from their surroundings and what they describe to you, can you guide them through this top secret weapons facility to wreck your opponent’s only hope for survival against your coming onslaught?

Nefertiti the mutant space spider!!

hurt_you hurt_you2

My first “complete” build!! not wining an award for innovation, but with hand-drawn art!!

next up:

  • people(sprite, not colored boxes)
  • goal(and some type of story)
  • music(or/and sounds)

Comments

fishtrek
15. Dec 2012 · 18:25 UTC
Really digging the art :>

“Puppy Hitler” offensive to some people.

Go figure, you make a game about being a villain, and it offends people.

I’ve decided to suspend development of my game idea for “Puppy Hitler”.

This is hard for me, because I do not believe that the game idea was in any way anti-semitic, but I have a Jewish friend who has relatives who were in the Holocaust, and she asked that I not make this game, and I’m respecting her wishes.

This is also difficult for me because, normally, I am very anti-censorship, and I enjoy art with provocative, controversial messages which some may find offensive.  While I personally hold that there was nothing offensive about the message I intended to put into the game, I can appreciate that the subject matter is something which people are still sensitive to, so I will try to see if I can come up with another idea for my game.

Hitler has been a target of ridicule in American popular culture since at least the 1940’s, with lampoons by Bugs Bunny and Spike Jones and his City Slickers, on through Hogan’s Heroes and Mel Brooks’ The Producers, and, more recently, South Park, and catsthatlooklikehitler.com, and any number of 4chan memes, and on and on,  and it was in this tradition that I put forward my idea for my game.  But for some people, I am reminded, the mere mention of Hitler’s name is too painful.  I feel truly sorry for those people, because you can’t un-happen the past, and avoiding bringing up the subject doesn’t change what happened.  But I also do not want to cause them to be reminded against their wishes of things that they would rather not think about.

Because the terrible news about Sandy Hook reached me just before the theme for LD25 was announced, my intent with this game was to create a villain who was, ultimately, harmless.  By reincarnating Hitler into a puppy, I meant only to ridicule him, and to take away all the power he had to hurt people.

If I had continued the game, what you would have seen is a mean little puppy trying to be tough and scary, and all the people he is trying to scare look at him and go “Oh, look at the puppy!  So cute!” and pet him fearlessly, ignoring his aggressive posture, and showing him to be truly powerless, all bark and no bite.  His hate ignored, and able to gather no followers, he has no power, for even though he is the reincarnation of Hitler, to everyone else he is just a puppy.  By the end of the game, their kindness would have extinguished the hate in Puppy Hitler’s heart, and in time the evil spirit of Hitler would have been obliterated by the power of puppy love and Jewish kindness.

So, I’m sorry for those of you who might have understood the game as it was intended and agreed with its spirit, but won’t be able to play it now, and I am sorry for those of you who may have been offended by the idea of such a game.

I’m going to try to come up with another idea for a game, but since it’s 3pm on Saturday and I have no idea what to do now, I’m not sure that I’ll complete anything this time.  And I’m sorry for that, too.

Tags: canceled, puppy hitler, starting over

Comments

CaptainLepidus
15. Dec 2012 · 18:15 UTC
Why did you mention it to your friend? Honestly, that was the only mistake you made. I’m not saying you should “lie” to her or anything…but honestly making fun of Hitler to a Jewish person probably wasn’t the best idea.
15. Dec 2012 · 18:16 UTC
Have you thought of using what you’ve done, and just removing the reference?
15. Dec 2012 · 18:28 UTC
CaptainLepidus: I don’t hide the fact that I do Ludum Dare from anyone, and my friend happens to be a game developer who follows my work, so that explains how they found out about it.
Scott Baker
16. Dec 2012 · 00:22 UTC
That’s too bad. Hope you can re-use your code.
deathray
17. Dec 2012 · 01:36 UTC
LOL

LD25 Progress Report #11 — Alpha Test Build

Alpha build successfully created. The menu system is in place (although currently the options do the same things on account of not having done the levels yet), the interface is working.

Controls: ArrowUp/ArrowDown to control speed, click on junction to toggle it. The AI will also be toggling junctions, so in case it seems like your click has had no effect, the AI immediately re-toggled it, use it again when it recharges. Enter to select menu option.

LD25_alpha2

Any comments on the game so far are appreciated. Please leave them on this post or hilight me on IRC.

EDIT: Fixed build so it is no longer dependent on VCredit, hopefully.

1st Day Update

HeXoT team formed a bit ago to do some games and we didn’t thought about joining this LD, but after a long night we came up with an old idea.

Even starting late we have made most of the core mechanics of our game base in labyrinths.

Here’s a screen:

Mesh

 

We are using XNA and Paint.NET for graphics and look forward to make great improvements to the game tonight 😀