LD25 December 14–17, 2012

I’m just going to leave this here

Park To Park screenshot

Park To Park after a day’s work

 

You’re an nice businessman in a suit and a top hat, and your mission is to pave over the hippie-infested, goat-ridden park and turn it into a beautiful, functional parking lot.

Main work for tomorrow:

  • Balancing and playtesting
  • Maybe another type of enemy or two for the higher levels
  • Sound effects
  • Music
  • Nicer win/lose screens
  • Maybe an intro screen if I have time

Park To Park is already online and playable here. Comments are welcome!

First Day is already Gone!

First Beta

The draft has evolved and I have to say that is coming on well, we are lacking to implement other three “heroes” to send to the assault of our poor Sauron, but by tomorrow morn they are ready. I hope to do all the graphics left in the afternoon and evening.

Good night everybody, see you tomorrow

End of day 1

3

Lots of progress but not as much as I’d have liked. But anyway, the core of my game is sort of complete. There’s still many features to be added to make it an enjoyable game, but most of the stuff like pathing and AI is pretty much done, with only a few bugs remaining.

I’m 90% sure I won’t have enough time for decent graphics, though. Making it an enjoyable game is more important, after all 😀

KBEDGN

LD25: Day 1

Hi LD!

 

This morning started off rough. After an hour in, I was already getting wrist pains, intense enough for me to stop and convince myself that I wasn’t going to be able to do this.

 

4 hours later, I decided to give it another go, this time using my wrist braces. Fortunately, these braces gave me enough support to allow me to continue my work.

For a first attempt at using MOAI SDK, i’m suprised at my productivity. Within hours I had a Zelda-like room system, a highly usable event system, and dialogue!

Day 1

Day 1

 

Looking forward to tomorrow, where i’ll spend time on adding more rooms, the combat system, Audio, and then Polish!

Floating Stuff

Here’s a screenshot from the end of this first day of development.
Just some stuff floating in the air and a big one in the middle.
What will be his fate?

1goat

ld25wip

mid-run preview

graphics-less prototype

Yo, Saturday night coders !

It took me a long time to decide about what I’ll make, in fact I was pretty sure the theme would be “end of the world”  and I  had a lot of ideas on this theme … unfortunately this hasn’t been chosen :(

Anyway, here is the first version of the game : a “Rampage-like”  , like in the good ol’times of Atari ST.  This was definitely one of the best game to play the villain…  You’ll now later why this strange character turned on the dark side.
A funny extra-rule is that you can crash a whole line of blocks of the same color, like in Tetris !

Try the current version

 

Tomorrow : gfx & sfx !!

 

 

White Wizard Tower – Day 1

Progress after one day. Spell weaving is working, fireballs work, a dude is walking around, now that guy only needs to BUUUUURN!!! Muahahahaha!!! 😉

WhiteWizardTower01

 

New build ready

Completed V0.2.0

I spent too long getting the maths right for the daylight timing, and I’m getting tired, so I moved the “furniture” feature back to “proposed features”. It’s not that important anyway, and should really be done once the graphics style is decided upon.

All in all, not bad for a day’s work, especially considering how little I’ve got done in some previous rounds.  Time to call it a night now though, so I can get up early again the morra, and back to work!

Playable (HTML5): Burglar! on Dropbox

Download (HTML5): Burglar! V0.2.0 zip

Mister Misbehave – First Update – First Playable

Hello everybody. It’s been a tiring day and I’m about to head off to bed. I managed to get a playable version out by the end of the day, though.

Right now, you’re a square that is trying to mind his own business at the same time he’s being chased off by other squares. :) Yeah, it’s dull. :) I’ve got a good story in my head but I need sleep before I can write something about it. Here’s the first screenshot.

PLAY MISTER MISBEHAVE

Capture1

 

Graphics, sound effects, music, some extra features and polishing will be made tomorrow. Off to bed I go, then.

Ship and World

Here is the ship in the Shiva 3D engine:
Fighter by www.psionic3d.co.uk

Fighter by www.psionic3d.co.uk

it’s an old free ship by www.psionic3d.co.uk I have converted to fit in this LD25:
ship by www.psionic3d.co.uk

ship by www.psionic3d.co.uk

And here it is, the game running

Game already working

Game already working

this game is just now in Blackberry appworld waiting for review, meanwhile, I’ll try to improve it ;)

Tags: enemies, ia, programador videojuegos, ships, space, xixgames

God rays and explosions!

godraysandexplosions

Even though I started a bit late, my game is starting to shape up. Well, that is if you count out the actual gameplay. I’ve been focusing too much on graphics and other novelties when I actually should be focusing on making a fun game. Oh well.

Reference sheet

I’m mostly uploading this because I said I would, but I held off because I thought that I would need to add more. Apparently not.AI event reference sheet

AI event reference sheet

End of day one…

screenshot1

It’s been alredy a day of work and there’s still so much to achieve…

So far I have made :

  • message boxes
  • player movement and collision checking
  • cutscene and event system
  • Player sprite

Now, I have to make :

  • music and SFX
  • more sprites and tiles
  • add NPCs
  • objects to interact with
  • level design

Hopefully I’ll make it in time for tomorrow…

(Untitled)

 

shot

 

Here’s a screenshot of the game.

I’m working hard to complete it in time.

You are a thug, who like violence and to vandalize things. Your aim is to destroy cars and windows on the screen avoiding cops.

I’m going to bed now. Good luck to everybody! :)

Update 2 – I can’t find inspiration, dropping out.

Well, it’s been less than 24 hours since the start of the competition, but I just can’t find the motivation to continue. This is mainly because I can’t find an idea that I really like. Maybe I’m asking for too much, looking for the perfect idea. Either way, I can’t find the inspiration to continue. Here’s a link to the current version of the game (Flash). The game mechanic is somewhat neat, but I can’t find anything to DO with it. It’s possible that I’ll want to work on the game later today or tomorrow, but I doubt it. Good luck to everyone else!

Comments

15. Dec 2012 · 21:31 UTC
Hey but that looks great and ideas seams quite neat as well. You can do some tricks and puzzles with current mechanics. Think again before quiting :)
SuperYambo2Turbo
15. Dec 2012 · 21:42 UTC
I actually really like this idea and the execution so far. I would definitely play a cool platformer like this.
apophenia
15. Dec 2012 · 21:43 UTC
This is already such a good start, though. I don’t think you really need to come up with a narrative, if that’s what you’re worried about… he is already a little devil spreading despair. You could always just add some atmospheric music and sounds and leave it sort of open-ended…

Susie’s Xmas Hit List – update

Have santa/sled/reindeer moving back and forth, Susie can move and fire snowballs at Santa. Still need collision detection and Santa dropping gifts to try and stop Susie.

If I have time, I also want to make snow a limited resource for Susie’s snowballs. She will have to move around if she stays in one place too long because she will have used up all the snow at that spot.

I’m at about the half-way point before I try to start packaging and getting the entry ready. Still a lot left.

Susie Screenshot 1

Comments

SonnyBone
15. Dec 2012 · 21:32 UTC
HAHAHA
15. Dec 2012 · 21:59 UTC
poor santa !

More and more progress on dungeon manager-defender!

Ok, another update! I’ve done lots of things so far, really. I can’t believe how well this is going for me despite huge idea. Let’s hope progress pace will stay like that until the end.

What’s new:

  • Fighting system implemented
  • Heroes can die in dungeons and heroes can kill creatures and destroy dungeons (look at the bottom left part of picture)
  • Dungeon is shaking and particles of smoke are flying around when fight is happening
  • Added new enemy & dungeon ( spider / temple)

This is it for now. That fighting system was quite nasty but it’s working very well. Now I shall balance stuff a bit and fix the AI (they can start walking in a triangle). Oh and I should start working on economy part – using gold to buy stuff and gathering gold that enemy drops.

preview6Party on top just destroyed dungeon / some heroes are fighting bottom left temple

pizzaAnd here is loot from the destroyed dungeon!

 

Don’t forget, I’m still streaming with cool music!

Tags: Dungeon manager

Be the invader!

After some prototyping, i came up with the idea of reversing good old space invaders :)
You are the commander of an alien armada trying to invade planet earth. But the little earthlings do not give up without a fight!

One-liner:
You get to choose which ships make up your attack wave and let them try to break the defense.

Detailed:
You proceed level after level, deciding which ships are best to destroy the earths defense forces.
With every level, you get a certain amount of points depending on how well you did.
By spending this points between levels, you are able to upgrade your ships or unlock new ones, for even more destruction!

Here is an early asset test :)
screencap_002516122012

first images .:.

Ok, i know, its not much, but we are just starting to get acceptable pictures of the game.

ex1

Its going to be a space shooter with a base construction concept that will be the played “map”.

More coming soon !

What’s that? Something’s moving.

Hey all,

Finally got some SUPER basic art sprite sheet, but I was able to plug it in and after some tweaking, it works!

I’m loading the level in from an ASCII text file, and it’s all abstracted so I can create levels in < 10 seconds. Player moves in a grid (which the movement will be smoothed our later), and soon there will be some more UI.

Also, LOVING the work you guys are doing. Looks amazing.

 

ss2

Here is my Villain !

screen04

He will eat your finger toes if he see its !

First playable version

After I solved the whole how-to-store-those-damn-pieces thing my progress got much faster :)

I ended up implementing commands to move/rotate the pieces like regular tetris to help debugging before making the AI (hardest part by far). Those are via USB to the Arduino so I don’t have to mess with hardware buttons again. You also have the physical button to change the next piece (I do it a couple times on the video below).

Tetris is somewhat playable but with some of the twists of Sirtet (the name of my game!): you gain negative score when a line is filled and positive score when the top of the board gets filled. As of now it has no restart option (on the final version you’ll just gain points from making the AI fail and speed will increase).

Here’s a video (forgive me for the shaky camera, poor lighting and the damn LCD glitches):

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

A small update

Hey guys.

After a bit more than 12hours of programming in a row, I’m still experiencing problems with hitboxes… ( Yep, like every time -_- ) It should be ok soon.
I learned already a lot with this, I discovered tile mapping ( I’m making my first plateform game ).

The player can walk and jump, but there is still a lot to do ( I want it to shoot, and I have to add the enemies and stuffs, but first debugging the collisions )

I’m still drinking a shitload of coffee, I want that game to be finished in something like 12hours ( I reazlly need to sleep too )

So, stay tuned!!

I’ll put some screens/videos when it will look better :)

( but here a screenshot of my first tile mapping *proud* )

LudumDare25 2012-12-15 20-27-39-70

oh yeah, and I’m still on twitch.tv/mkpictures, if you want to see me doing shit 😀
( There’s also twitter )

Progress So Far

After seeing the theme and thinking about an idea for about an hour, I decided on an idea and began to code my game. It was not until a few lines in when I learned that I had no idea how I would make this idea come to life. I’ve only been game developing in java for about a week or so, thus i’m still very new and can’t develop a game yet without using a tutorial or some sort of reference. But I’m not giving up, I’m re-writing the code for an asteroids game I made a few days ago to give it a twist that fits the theme. I don’t know if this is allowed for the competition because its recycling code, however I probably won’t be submitting it anyways because I really have no idea how to put an applet online. But, doing anything is better than sitting around and waiting for the next Ludum Dare. I might also make a Game Maker game for the jam if i’m not satisfied with my asteroids game. Good luck everyone and I hope to have a more successful experience next time.

Check point.

IMG_3639

 

26 hours till the end, but I have completed only 20% of code and 0% of graphics. Probably I won’t finish development in time, but decided to end this game even after LD.

I named my game ‘You are chicken-villain’, it is about chickens with hot asses and another funny features. There will be mode for two players, so you could complete campaign with your friend. What about me? Maybe I couldn’t play with friend because my friends are bears, remember ? But! Vodka probably will help me, so I’ll play with my friend, it does not matter real it would be or imaginary. Game will be funny.

 

Ok, it’s a bit hackey, but I think it’ll do…

hacksmuch

 

On the plus side, the pathfinding has to do less work; although now I’m worrying about getting it finished in time :/

 

Meh, I think I can do it. I hope.

Priorities

I’m now a few hours back from work and already did some work. Added player movement and of course dynamic lights, because that is very important for the game.

screen2

Now I have done that it is maybe smart to add some collision detection to the player to prevent it walking trough walls.

 

Tags: haXe

Collisions

Super slow super slow. Lots of issues getting this to work and still not perfect. Thinking about changing the game up a little. Not quite sure yet. iOS Simulator Screen shot Dec 15, 2012 3.31.23 PM Next goal: Android scaling

Tags: cocos2dx, LD 48

Something *Playable*

Well, it’s not quite what I wanted (I’m not sure if that’s because my idea doesn’t work of because I balanced it badly), but I do now have something playable. To be specific, playable by anyone reading this if they click here. I’m not really sure how to proceed in terms of gameplay, because I think it needs more, but, usually, when I get stuck like this, I just make assets until I get unstuck, so I’m gonna do that.

Comments

kroltan
15. Dec 2012 · 22:07 UTC
It just needs something more interactive… Maybe a health pickup that spawns randomly, or obstacles that block bullets?

Gatling Man

gattling manssSo this is one of my henchmen/minion designs I have a few others but I haven’t sprited them yet. I’ve almost finished the code for handling minions and I’m happy to say that it makes that part of my game modable. (you can add your own minions, as long as your plans for them aren’t to complicated) you can also make your own maps. onward into the last 21 hours of ludum!

 

Day 1 over

Its almost midnight here in the UK and I’m about to call it a day, but here is the progress so far.

 

Progress4

Player mechanics are done, as is the core AI. High score table added. I won’t go into detail on the mechanics yet, but its a top down Diablo style game based on destruction.

 

IdentiThief: 3-hour report

IdentiThief by @PROGRAM_IX

Four computers sending packets to each other

In my game, IdentiThief, you are a packet-sniffer program trying to grab data on the hapless users of an unsecured network. Each computer has an identity, and part of this is sent in a packet to one of the other computers at an interval. This is my first Ludum Dare, and not one I’d really prepared to do, so I think I’ll aim for the 72-hour mark, considering I started at about 12am GMT. I am using a library that I’m developing for my final year project, built on top of Pygame. The goal of my library is to make quick prototyping of games easier and faster. I would publish it for your review now, but it’s a total mess documentation-wise. I’d rather release it (as I plan to open-source it) when it is a bit more usable. Anybody who’s interested can get it from me directly if they like.

Bedtime!

@PROGRAM_IX

PROGRESS :)

Hey all, just thought i’d give a quick update on my progress. basically your a bank robber breaking into a bank(NO SHIT), and you have to fight your way in. The concept isn’t very creative but i am making it in 2.5d so it’s one hell of a challenge. So far iv’e got the engine going(Lots of bugs but its workable), sprites and and am in the process of adding the shooting mechanism

Just testing my wepons

Just testing my wepons

I hope everyone else is loving this as much as me. and good luck!

 

Kix

Tags: 2.5d, java

The AI of a noodle-head.

I’ll be completely honest, I’ve looked at other peoples entries and I’m ashamed that I haven’t done as much work (or made my game look as good) as other games. Oh well, things got in the way. Christmas shopping, watching the hobbit, and other stuff.

Anyway, I mostly programmed VERY simple AI. The zombies will follow you around.

More on the story mechanics etc etc later, But for now here’s a bad screenshot:
Sceenshot1

Back to work!

Hint #2

 

But where is the villain?

Hint #2

1600 Monsters against One Knight. Still a fair combat. I command an Army.

My Army is composed by normal skeletons, electric skeletons and kamikaze skeletons. No feelings, No fear … and No brains. ( Still a lot of attack tweaking for electrics and kamikaze monsters – Bigger ones are the same type as little ones but deals more damages)

Next : the loot system.

 

The White Knight of the Dawn didn’t resist.

lot_of_monsters

 

 

variables_debugger

Love to see my variables. Debugging helps a lot.

Like the negative speed for the Archer hero. -_-‘

I Have a Skeleton!

1goat

ld25screenshot1

My game for Ludum Dare 25 is a 2D platformer where the player and enemy tropes are switched around. You play as a basic skeleton that does nothing but move, jump, throw bones, and run into things. Your enemies are platform game hero archetypes like hunters, soldiers, and animal mascots. If you touch an enemy, the enemy takes the collision damage and gets knocked back. Since you’re a monster, you’re immune to spikes, and spikes only hurt enemies. Your bones don’t do much damage, but the most dangerous thing about you is your ability to knock back enemies into spikes or bottomless pits.

As you can tell, I’m not putting a whole lot of time into art right now, but the game is playable! Use Left and Right or A and D to move, L or button 1 or button 4 to jump, and K or button 2 or button 3 to throw bones. This is a Game Maker 7 game, so sadly, it’s for Windows only. Download the game here.

Oh Dear

Well, it’s the end of day one and all I’ve got is a handful of graphics and a rough idea of what the code should look like. This is not ideal.

Not much I could do about it, although ditching family to make games would have been a great way to really get into the “you are the villain” theme…

Tomorrow is going to be pretty damn busy if I want to get this thing anywhere near done.

Engine working, time to design content

Well we have reached the ‘prototype’ stage. All the main pieces are working:
* Basic resource gaining/spending
* Queueing up of things to build
* Placing monsters
* Hero shows up in dungeon after certain delays
* Hero finds monsters and walks to them
* Hero fights monsters
* Hero’s accuracy improves after each fight
* Hero leaves when nothing left to fight.

Now that this is all there (which is not bad for only about 12 hours worth of work) we will pause and actually flesh our what the content of the game will be (what monsters / traps are in, how final fight will work, etc).

Try it at: http://demo.thephoenixstudio.net:8080/ld25/ Just know that everything is speed up / cheaper for testing (and boneheads still dont work)

falnos24865 LD 25 Screenshot 2

~12 hours of programming into it!

Besides the misadventures of sleep and food, and busy stuff I have to do, I have been full time on this project! I am pretty gosh darn new to development, and I have never made anything bigger than 10 classes in Java before, so this is a HUGE learning experience for me and I’m LOVIN’ it!

Here are screenshots of my lovely progress!

ScreenShot2Interface

ScreenShot1EthansBike

ScreenShot3EndOfDay

Playing as a swindling mischievous 6 year old fits enough into the theme right?

Looking through the site, everyone is doing EXTREMELY well on their own projects! I sure got a lot to learn still!

Well, walls certainly do work

Yep! Walls! There will be all sorts of walls. Walls over lava, walls over you, walls that want to kill you.. Well, maybe. If I get it done within the next 24 hours! There will also be bosses. Quite ambitious because enemies aren’t even in yet!

progress4

You are The Goatman WIP

This game contains goat-related characters.

The Goatman is a deadly and vengeful villain, few has escaped his horned iron helmet’s pummels. He attacks anyone that dares to harm innocent goats, and for that he is a hero among these. All humans who tried to kill him have never returned.

Game objective: Ram the 6 citizens to death in this frozen land.

Play: https://dl.dropbox.com/u/17163258/ld48/ld25/ld25.html

Warning: This is a really really unfinished version, I still have to add goats and make citizens attack those. Also, add more citizens.

Please feedback on anything, tomorrow I will do the processing of any feedback and add the features above.

almostalmostalmost

*The resolution is stretched because of my Unity workspace setup. The final game will not have this horrid aspect ratio.

I feel much prouder of myself this time than my last, because I got a decent running demo in the first day, in contrast of getting something playable in the last 3 hours of last time and then having to design the level.

first demo

Dont forget to clic to focus.
Play

Comments

Mlle Eole
15. Dec 2012 · 22:12 UTC
Chouette design !
nSun
15. Dec 2012 · 23:12 UTC
En effet, c’est tout pour l’instant. Merci pour le feedback.

Je corrige le scroll de suite.

Progress Report #3

Click to watch a video

Click to watch a video

You can’t see, but I am using keyboard controls.  The game has an energy system, but not a good one. I am about to make a better one and give the attacks animations so you can see what I am doing.

Also:

+1 Goat

I got goats

Apparently, I’ve hit a depression trigger

I decided to go shower, cleanse myself, and think about my game some. I had some ideas, and a lot of good ideas. I went into the shower thinking happy.

Then I came out miserable. Something struck me, a bigger project I’ve been doing initial design for — it’s pretty much derivative fiction. Roughly a clone of Touhou Project with a different premise, different characters, and new locations, and I was lacking ideas how to make it remotely interesting. Then my mind started going further back. It started looking at every project, pointing out how it clones something else. I’m told that many popular things derive from other things, almost entirely sometimes. But I don’t want to be like that. It doesn’t feel good.

This has completely dug into my motivation for my LD game. I quite liked the premise. You’re an embodiment of chaos, heading through tunnels, and battlegrounds while a human army fights of a wave of demons. You become the villain by being an omnipotent troll, ripping apart the war, twisting it in your favor, and rewarding yourself based on your actions. I thought this was a neat idea. It has nothing to do with any of my other games.

And yet this depression trigger has completely cut into my motivation for LD. I liked my game. My premise was interesting enough, for me at least. And I thought it could be fun. I feel a bit off since I’m still playing with shaded blocks for environment, while everyone’s got their pixels in. And it seems like there’s this overwhelming push for pixels when I want nice, painted textures. But there’s nothing wrong with that, and yet it’s somehow driving me insane.

For the moment, I’m going to eat something, sit down, and talk to a friend. I’m eating sub sandwiches, homemade. I haven’t eaten all day — not because I’m feeling this way, but because I was so dedicated to my game, and I was feeling good about things. Maybe not feeling empty will make me feel better. Once I’m done, I’m going to try to get AI working, and get the battles working in my game. Maybe seeing these things work will make me feel good again.

The whole situation is strange, though. I don’t want to be the person who follows the leader, who jumps into one thing’s popularity and just rides it attempting to make a buck or two off of it. That kind of thing results in Metal of Honor: Warfighter. I want to create something new, and interesting. But I feel like I’ve failed massively.

Comments

Mlle Eole
15. Dec 2012 · 22:06 UTC
Cheers up ! :)
15. Dec 2012 · 22:10 UTC
What makes your stuff unique is not that it’s a unique idea. Unique ideas don’t exist – I simply don’t believe they do. However, what does make your stuff unique is the fact that YOU made them!
Bactopiad
15. Dec 2012 · 22:18 UTC
You can do this. You make what you would like to play. That is the most important thing. If someone else likes it, all the better. You goal isn’t just to please us, it is to please you, as well. Take a deep breath, get a glass of water, play your favorite song and finish it. :)
Connors
15. Dec 2012 · 22:19 UTC
So why is this pixel thing getting to you? I think it would be refreshing to see a good Ludum Dare game with painted style graphics. Think of your graphical style as another way to be different.

Solo jam progress so far

Incident-1

So here’s my progress so far on my first ever Ludum Dare. I’ve gone through a few ideas so far (platformer where you have to stomp and absorb happy creatures to grow larger and win, platforming race between you and the protagonist to save or kidnap a princess, etc.).

Right now, I have a somber story about being a factory manager. The basic area is created and I have some music and sound FX. I have a feeling it’s going to become a very sad game.

I need to get a text system working and some more basic animations in so I can actually start crafting the story. I also need to make a desk and employee-of-the-month photo and a bunch more random stuff. Wacky times.

Check it out at this link:

Incident:   https://dl.dropbox.com/u/64097284/Incident/index.html

 

A evil goat beating up cute rabbits – oldschool

After buying on of these, I just had to add joystick support to my game:

old school controller

old school controller

the rabbit and the goat

the rabbit and the goat with unified keyboard+ joystick system

 

Comments

Suese
15. Dec 2012 · 22:11 UTC
Your LD#23 entry is a bit late ;P

Team Jam Report

Well, this has been an interesting day.

We are down one member after some reason or another, but we’re trudging on nonetheless. Right now I have the scrolling implemented but you can’t place anything yet. Been getting some art assets though so that’s good. I’ll probably have placing done later this evening I hope! I’ll update folks then!

EvilCon gui

EvilCon

 

Internet Avenger

You play the role of supervillain Internet Explorer as you travel back in time to destroy the competition and take back the web!

Here’s a shot of the first boss battle, versus Mosaic.

internet_screen1

22hr Progress Update

We’re 22 hours in and since it’s currently midnight in the UK it felt like a good time to do my first progress update.

At first I had no idea what to do with the theme “You are the villain”, I was expecting something else to win the theme vote, but oh well. I initially decided to create a platformer where some children are trying to make it from the school bus to school by following various paths. The goal was to destroy the path and lay traps along it to kill the children and each level had a target of children you had to kill. Sounds pretty villainous right?

Well this was going great until around 4 hours ago (18 hours in) where I had made very little progress and I decided that I should start a completely new project, something a little more simple. I spent at least an hour brainstorming various ideas and devouring tubes of Pringles when I decided upon a simple arcade game with a Christmas theme!

My new project which I have now been working on for an hour or so is a game where you’re an elf who has been assigned the job of filling up Santa’s Sack ready to deliver presents to children. The twist is that you’re an evil elf! Various objects get thrown at you, presents, cookies, candy canes, guns. Since you’re an evil elf you have to try catch things like guns, grenades, drugs, poison, etc. in Santa’s Sack.

Below are the graphics I have so far. On the left are all the good things which are meant to be in the sack, the things you have to avoid. On the right are all the bad things which are not supposed to go into the sack, these are the things you have to catch.

Untitled

Another thing I’ve done during one of my breaks is I’ve upgraded from working on my bed to working from an actual desk with two computers, one for the internet/networking and the other to work on my game!

2012-12-15-384

I’ve also decided to upgrade from the boring blue mug from my previous post to this PacMan mug, as a means of boosting morale

2012-12-15-383

 

Hopefully next time I publish a post it will be to show off my completed Ludum Dare entry!

 

-To-do List-

  • Add Scoring System
  • Draw Background
  • Draw Menu Buttons
  • Create Menu
  • Debug
  • Polish
  • Publish

Comments

Follett
15. Dec 2012 · 22:10 UTC
Who doesnt want drugs for Christmas!

Current art progress

Also game mechanics, player and enemies behavior, simple physics are ready.
It’s time to have a rest and go to sleep.

bg

Dinner time+another screenshot:

Todays selection:

Chilie Covered  Buritos;

Fried Patatoes;

Iced Tea:

 

Plus, the old slender man circle has been changed into another sprite  along with the children, who will soon be changed.

spr_slenderman_strip8

More progress!

More text parser progress!

becomes

which is pretty rad. I’m certainly learning a lot about file formats from this! I’m also learning that GameMaker doesn’t support reading tabs, only spaces. Makes writing my level files a bit annoying, but oh well. I’m currently working on displaying info about heroes entering the dungeon, such as their health, and path through the dungeon. Next up, being able to place towers, and having heroes walk through the dungeon.

Comments

15. Dec 2012 · 22:17 UTC
Why do text?

Planetary Devour: End of day 1

Lots of work done, we have a playable prototype now.

We can build a ship and blast away the good guys trying to stop the inevitable destruction of their planet.

game2

game3

Comments

CaptainIcy
15. Dec 2012 · 22:27 UTC
Looks awesome! Slightly related, one of my first ideas for this theme was a Galaga clone where you play as the enemies!

LD25 Day 1 Wrap-up

Well it wasn’t exactly the MOST efficient day; but I did make quite a bit of progress…

What concerns me about tomorrow is actually having a game running. As of right now I’m still working on play mechanics. I know I should have a working game on day one; but we’ll have to see how tomorrow goes.

 

What works:

Level loading, mob spawners, minion spawners, movement.

What’s needed:

Combat, resource system, level win/lose/transition, sounds.

Nice to haves:

Animation, multiple mob and minion types, title/help/credit/splash screens, and music.

 

 

Let’s hope tomorrow is focused and productive….

Stealth game thingy

I guess people sometimes write blog posts when they work. I am not one of those people. But here goes anyway!

This is my… third LD, but the first one that not given up on before the first day was out. So still going strong after almost a day is really cool! So far, I have a pretty workable stealth platformer where you play the role of a super-villain who’s out to steal plans for an atomic bomb. There’s switches and guards and maybe some zombies along the way for you to outsmart. Right now it’s pretty… bland, but hopefully it should start looking prettier as the day goes on!

A work in progress.

I also need to come up with a title for this masterpiece… Hmmm…

End of the day for “A day in the life of The Minotaur”

The Minotaur is a little tired…

The game design is almost complete: You are the Minotaur and every day is the same, the nice people of Crete send you a virgin to sacrifice and warriors show up to defeat you… mmmm… warrriors.

screenshot03

“A day in the life of The Minotaur” is a board game (yes like the ones with dices) x Roguelike. The board generation is procedural and you move throwing he dices. If you face a bifurcation you have to decide which way to follow. A cell of the board can have an item or an enemy. You win when you find the virgin and sacrifice her…

Done:

  • Board random generation
  • First version of gfx
  • Board scrolling
  • Simple HUD
  • Dice throwing
  • Minotaur movement
  • Goal and new level

 

Left to do:

  • Enemies, treasures and energy (are already there but they do nothing) so if you land in a cell with gold, for instance, you should get gold coins 😛
  • I may implement a combat mini game
  • Much better HUD
  • Sound effects
  • Epic Music
  • Dice animation
  • Cut scenes or at lest lines.

You can try it here: v0.3

See you tomorrow!!!

Tags: haXe, haxenme, progress, screenshot

Demo Up!

Well, after a couple of unsuccussful ideas i finally have one and have the engine working. The objective will be to kill the people. for now heres a sandbox level: Here

Press number keys to select the types of blocks. Click to place

Placeable

1:Block

2:Sand

3:Water-Slowly drowns guy

4:Lava-kills guy instantly

Other

Steam-formed when water is on top of lava

Obsidian-formed when lava is on top of water

Person-Randomly walks back and forth. Kill him!

 

Comments

15. Dec 2012 · 22:25 UTC
Link doesn’t work.

Posting!

So, here I am. I am entering. But this time as a Game Jam Game! I am using pieces from my last unfinished Ludumdare game. I have been working on finishing things up.

 

I’m not much of a person for journaling, so I haven’t been saying much. But yesterday and today I took what I had from my last LD game and fixed everything that was wrong with it. I finished all the graphics. Made all the music. Attempted what I would call a “Tutorial” and have come up with this sort of poetic game that truly comes from my heart.

 

I’m really excited to share this experiment with you!

Broken AI

So my AI (if you can call it that) is slightly broken, and the speed is a little too fast.

What is the result? Police cars that fly around like birds.

http://www.youtube.com/watch?v=NTh1N112hw8

(How do I embed that? I thought WordPress would accept the HTML…)

Best omelette you have ever seen?

Maybe…. maybe…

WP_000014

Comments

15. Dec 2012 · 22:20 UTC
Are those tomatoes? This is genius.
15. Dec 2012 · 22:49 UTC
Interesting…

Of Mice and Villains.

Alright, so I still like the premise that I posted about earlier but the gameplay has not come together. I just haven’t been able to bring myself to build out an old school RPG engine with reams of text and cut scenes. I have a few alternate gameplay ideas to toy around with, but am feeling woefully behind at the moment. I have a few pieces of art, but nothing in-game. Haven’t even created a project in game maker yet. Hoping that changes in the next hour or two. In the mean time, here are some art samples.

earlyArtSamples

Comments

15. Dec 2012 · 22:48 UTC
Haha, nice armored mouse! 😀

Sleeptime

Finishing off for the day now.

The people of Hopesington are cutting down trees and building houses like the happy little folk they are:

Hopesington 1

You can visit them here.

Getting your Stealth on

So far so good on making a Stealth Game. You can hug walls with the Space bar and crawl under yellow blocks with Shift.

I have no idea what exactly the character is supposed to be at this point. I am thinking an escaped bioweapon, possibly a blob of some description rather than a criminal since escaping convicts tend to look a little too sympathetic (Go watch Oh Brother Where Art Thou). Now that all the basics work, its time to pretty it up!

Artificial Intelligence! (?)  Glass!  Stealth Action!  Glass, Wall Hugging!

No Idead =(

Damn! My mind is empty, don’t know what to make and it’s my first time where I participate, what a shame

No Ideas

Comments

KCdehImposter
15. Dec 2012 · 22:35 UTC
Maybe make a survival game where your a criminal trying to last as long as possible or a CEO trying to be the richest man ever?
15. Dec 2012 · 23:17 UTC
Take your absolute worst idea, build it. Draw the art in mspaint using your left hand. Make sound effects using only your mouth.
PAMVllo
15. Dec 2012 · 23:29 UTC
Ok People thanks for supoort! XD

Dropping out

I doubt that I’ll be able to finish. I’ve got a whole bunch of stuff going on at home right now (even though I tried to clear out this weekend), and I still have way too much to get done on my game. So, I’m dropping out.

Good luck, everyone!

Day 1 progress

My game is about some villainous dude breaking into a base of some sort, hacking computers and messing things up for some evil plan… All very vague because I haven’t actually decided on the specifics yet 😛

So far it’s still blocks of colour for art, but I’ve got some stuff functional: Player movement/shooting, guards and turrets with some basic AI, power supplies/computers that when destroyed/hacked trigger events, doors that can be opened by these events, explosion particle effects… Some gold (well, that’s what it’s called in the code) which you can collect, and then drop when you die (to be honest I have no idea why that’s even in there).

supermaximo93_day1_end

Tomorrow is going to be all about assets! Graphics, sound, levels (but part of me is thinking that instead of levels, it’s just one massive map and you have to complete all of the objectives), etc. Hopefully I can get it all done in time!

The Joy of NOT testing your toolset

Frustration Commences!

I’m working with Cocos2d-html5. This is a pretty nice project… however, progress has come to a screeching halt.

I started out working with Cocos2d-html5 with the intention of using Cocosbuilder. I haven’t used it yet, but it looked pretty nice. As always, I try to learn something new during each Ludum Dare. So, I open v3.0-alpha release (the one with JS bindings). It seems pretty good at first… but then I notice a lot of things just don’t work. I click something and nothing happens. I can’t change gradients. I can’t change timelines. Lots of features are missing. So I try v2.0. Same thing. ODD, I think… so I do some research.

Turns out, Cocosbuilder only supports OSX Lion and later. I’m still on Snow Leopard.

Okay, I don’t fret too much… I’ll just do it old-school way (I’ve used Cocos2d-iPhone before) and just code everything manually. This… is… an… extremely… slow… process… Long story short, I give up on that and start to download OSX Mountain Lion. So that’s where I am right now.

I’m backing up my progress, so I can do whatever I need to (whether I end up using Builder or not). But yeah, I haven’t progressed nearly as much as I would have liked.

Here are a few pics to give you an idea of what I have picture-wise:

spritesheet

I’m not going to ruin the premise yet, but I just know that you are the villain (to the dog)…

Here’s to hoping I have time to get something done in time :-/

 

 

Materials and Such As

I used Multimedia Fusion 2 on my PC for the game engine. I did the graphics in Pixelmator and Pixen on my Mac, which I recovered Friday night.

 

For music I’ve used Logic Pro 7 on my Mac.

 

Sound effects SFXR.

 

The java version I will continue to try and get to work, but so far it hasn’t worked. We shall see. But for now it is Windows EXE only.

Throwing in the towel

After about an hour of tracking down a Null Pointer Exception, I have decided that I can’t do this. I’ve prepared too little and have very little experience with programming. I have decided that it is best that I give up, but return next time, for next Ludum Dare. That is assuming, of course, that the world doesn’t end before then.

An screenshot of a very buggy and slow game:

Necromancer(2)

Comments

15. Dec 2012 · 22:23 UTC
Don’t give up!
BKGH
15. Dec 2012 · 22:36 UTC
I couldn’t agree more with heroes, I was planning on giving up yesterday, but maybe you just need a break like I did, try meditating for a half hour, and it’ll be a lot better!
18. Dec 2012 · 22:36 UTC
That’s too bad. My game is really bare bones, but I still got it up to submission quality in time! You’ve just gotta keep at the bugs.

Playable Build!

http://www.mediafire.com/?m3u3mi5kwk3jb0v

The version is sortakinda complete, with you starting as an egg allowing your enemies some time to set up, them having full firing ability, and you having a good way to attack

CNTRL PAD: move
SPACEBAR: fire

Pretty simple. If you notice something, have an improvement, or anything really, please leave a comment.

Ludum 2 Image 4

Surprise!

 

crazyhippie

What will happen to this peacful YOU?!

My Kingdom for a Line Block! – Playable WIP.

I was disappointed to find out that Atomic announced his intention to do this very idea before I did, but the idea remains a good one and we’re going about it in very different ways, so…

I recently saw Ecstasy of Order: The Tetris Masters and I remembered one of the most dreaded occurrences was the “drought” — a lack of a line block for more than seven blocks. I thought it would be interesting, then, to turn the tables on Tetris and choose the blocks with the specific aim of frustrating the player.

(There is a relevant effort called “Hatetris”, a variant that implements an AI which chooses the worst possible blocks for you.)

Below is a screenshot of the WIP. It’s currently two-player on one computer; one person uses the mouse to select the next block, while the other plays the game as per usual.

ld25-screenshot

It’s playable here.

Ideas/issues going forward:

  • Switch the roles at random points, so the players take turns picking pieces and playing the game. (Implementing keyboard control for both “players” would be important for this)
  • Implementing an AI that tries to cope with your choices.
  • Looking into an online matchmaking system for this kind of thing? Surely it’s been done a million times in AS3.
  • Need a better system to represent success in frustrating the player, rather than simply forcing a lower-than-optimal score
  • A setup screen for initial levels, junk lines, etc.

Anyone else got an idea for it?…

AAAAAARGH

IMG_00000120

PROGRESS YOU LOOK AT IMAGE

TOO MUCH MATH

WHY DIDN’T I DO BOX2D FOR WARMUP

TOO MANY BUGS

I GET CRAZY

MUST KEEP GIONG, BUT BEFORE THAT, MUST SLEEP

Comments

sanyadyak
15. Dec 2012 · 22:39 UTC
Ha, my game is about chickens too. 😀

My progress

Still so farrrr…
LD25

Oh noes!

I feel in need to cut in half my project. I believe I got too ambitious when I realized it would be kind of easy to make a text-based game. But then I expanded up my project in a way I probably would have to put so much effort in the story and player decisions that I don’t really know if I’ll be able to finish it.

I was doing a 5 places story but then I expanded it to 16. Silly me.

Oh god, why…

Well, things aren’texactly going swimmingly after a day… admittedly most of that day was spent playing games with friends stupidly, but anyway.

My main problem is why on earth did I think lots of customisation was a good idea for an LD entry? I mean mosfont time spent programming today was purely spent wrestling with how to add different paths of “Evilness” hitch I’m still not really certain on…

So I think tomorrow  it’s time to simplify. Do away with a lot of customisation, and just have the bare basics for something to enter. Shall definitely be picking this up after the compo ends though!

Happy day 2 everyone!

You’re the King – Progress Update

1:30 AM now and I got some basic npc functionality in place. You can build houses that spawn citizens which walk around randomly until a certain population cap. Here’s a screenshot:

LD25_dev_screen_1

Next up is coding of worker behavior. As always watch it all go down live on my stream at: http://www.twitch.tv/naughtyloose

Tags: journal, you_are_the_king

Inversetroids – AI!

The AI is now partially functional. The little white dots show the current path.Alpha5

Progress in Day 2

I’ve made some good progress so far today. Nothing’s changed that I can really show in a screenshot, so I’ll just describe a few things. I’ve improved the guard’s AI somewhat, and they can now shoot at you. I’ve added the ability to backstab guards when you’re behind them. I’ve added animations to both the guards and the player. That’s about all I can remember.

There’s still quite a bit to do; I’ve barely started in the art, plot, or sound departments. One of the next tasks will be to add some searching AI to guards.

Followed the goat theme…

…by accident.

Working with @QuantumNarwhal on a jam game similar to Death Worm. We used random word generators to come up with the title of our game; I got “obsolete” and he got “goat.” We put a goat on the flag, and, lo’ and behold, hours later I found a little goat icon up in the corner.

+1 Goat!

The second teaser

Okay, now this one has a bit more content.

Also, GOAT!

1goat

Hope you guys enjoy it!

 

Bedroom

Comments

16. Dec 2012 · 14:50 UTC
the goat <3

Dang you Obama

Our game is about good plans backfiring on you. Obviously if you’ve played a Mario game, you’re going to want to kill the goombas.

But poor Obama is being ridiculed for harming the poor baby’s father.

SDF

ZZzzzzz…

Sleep has stopped being the enemy…

Checking in Approx 20 hours.

So woke up today around 12pm. It’s now 4:30pm. I slept around 7am and lost lots of time due to just laying there in bed.

HEYBRO

Checking in. Just looking at the list of things that need to be done to make this game… *gulp* fun… I’m not too confident about meeting the deadline 25 hours from now. I learned a lot so far though. The first is that everything you thought you prepared is broken and needs to be fixed on the fly. :)

I’m regularly uploading random progress on my youtube playlist here. I’m sorry if I talk too fast or too quiet at times. I’ll be uploading my timelapse at the end.

Tags: Bun, done, fun, glbasic, LD # 25, Prelucid, Project 0 A.D., run, sun

Update…

Changed my mind, entering the Jam instead of the Compo with my friend working on the art.

Thinking Christmassy for this one!

Right, the basic game seems to be working, so time to call it a night methinks! :)

screenshot_grozny_2

At this point:

– Freedom fighters move between 4 important buildings (docks, factory, cathedral and fort) recruiting locals.
– When all 4 buildings are fully overtaken (all red) then you lose.
– Each freedom fighter has a unique frequency and decoder, as well as their position, so you have to start again tracking each new insurgent.
– Your Inquisitor wanders about until freedom fighters are identified and then moves in for the ki-err… polite word, tea & scones, “morning vicar!”, how’s your father?, etc..

I’ll have to replace that map as it’s stand-in from some old maps website.

To do:

– Start Menu
– Win / Lose screens
– Music
– Instructions (to be honest, might just leave these on the submission page)

So sleepy… resht… resht I must… forever shleeep… -____-

 

[EDIT – oh, something interesting… possibly. When you decode an insurgent, you hear them speaking. This speech is the Magna Carta, played through Google Translate to Welsh (Gaelic) and then processed in Tone2 WarmVerb… it sounds… interesting….]

 

SCALE!

Almost made the hour goal this time. Still a little buggy also. The Ball is too big. Not quite sure why. I will have to fix when I deal with the map code next. Also there is a lot of memory churn. Need to fix that as well.

Goal for Next Hour: GYM

Goal for hour after: MAPS

Screenshot_2012-12-15-16-40-59

Tags: cocos2dx, LD 48

LD25

I always have a hard time remembering which number we are on.

Small update

Just a small update to the RTS, progress is going well, health bars and a damage system now implemented. Going Jam and @CaineOhFelix is handling the pathfinding. @Oscuro87 helping bugfix and tweak. So far ahead of schedule and soon should have gameplay video/gif