LD25 December 14–17, 2012

Stop Looking at my…behind!!!!

Yeah um looks like I am so behind I need to make a good sprint to catch up. The map editor needs to function like now. collision detection needed to be written hours ago.

Nothing to show since last screenshot which is sad, ultimately I spent too much energy last night didn’t go to sleep till like 5am woke up around 7ish cause of my dog. Ultimately was drinking coffee by 9:30. Then I got nothing done, watched TV. Did some web dev for a couple hours, cause I needed to get going on it.

Plan:

– Basic Menu and UI graphics (kis)

– Collision Detection

– Map Editor

– Inventory System

– More Graphics

Not exactly in that order, at this point I feel like I need to work on all of them at once.

Crazy Evil Laptop, #3

Crazy evil laptop flying …

 

Some mockups for enemies:

celpeople

Now I can buy more enemies

I can buy different enemies, next step is to upgrade existing enemies.

Captura de pantalla de 2012-12-15 20:41:48

My current progress!

I’m creating a semi-randomized, timed terminal-hacking game where you are the hacker.

The ‘timed’ part of the game hasn’t been implemented, and neither has most of the game, but I’ve gotten something that I’m happy with at this time period.

Play the current build here (WARNING: flashy colors may burn the retinas of some players and/or give them a seizure):

https://dl.dropbox.com/u/19849200/LD25.swf

When in the first stage, press the ‘b’ button to go back to the ‘Users’ folder, along with the down/up/and enter keys for navigation.

Screen Shot 2012-12-15 at 8.09.49 PMScreen Shot 2012-12-15 at 8.11.26 PM

Midnight update

I was inactive for longer than I’d have hoped today, but I’ve still made some progress. Anyway, screenshot:

screenie

The rough-and-tumble of this is that you’ve got a constant stream of cannon fodder strolling towards the “player” (not you — you’re the, uh, bad guy here, remember?), and you can call in more specialised/powerful “enemies” as the game progresses. As you can see, I’m still hilariously short on content and hilariously awful at art/UI layout.

That’s it for now!

Day 1 Progress Report

For day 1, I’ve got a half-playable game:

By half-playable, I mean that the gameplay is pretty much done. However, spawning heroes has to be done by console, and levels do not cycle automatically. That’s for tomorrow. For now, I sleep.

Tomorrow’s agenda, in order of importance:

  • Get starting/stopping of waves to work
  • More levels
  • Menus
  • Graphics
  • Level editor (something better than notepad)
  • Sound

Wrapping up

After about 16 hours of work it’s time my brain feels like being wrapped in three layers of cotton wool. This usually is a sign that I should stop whatever it is I am doing and go to sleep. Before doing that, let me just shortly recap what has been done:

This time I decided to take a different route start with peripheral work – an intro, a menu and the credits – because in the last games these were slapped on last minute and didn’t feel very good. Not this time though.

I went on to program the first mini game, Pac Man. Everything works so far, but making the ghosts and Pac Man find their way through the labyrinth is not as easy as expected: Pac Man doesn’t move. Yet.

Here are some screenshots showing the progress so far:

other-side manpac manpac-lose

What’s on the menu tomorrow:

  1. Finish that damn Pac Man minigame.
  2. Implement Space Invaders.
  3. Implement at least one other game – preferably one without the need for a good AI.
  4. Add sounds and music. Add polish.

Sounds doable.

An update!

I’ve dubbed the game “APATHY”.

I’ve got the game play mostly down, just need to add a visible timer, visible point count, and some “coin” like objects to collect. Going to try and do those tonight so I can concentrate on art, sfx, and music tomorrow!

201212152115

Getting Close to Completion

The combat system is essentially finished,but it might still require some tweaking.

Kittens have been added as a second enemy type (more types to come)

Also, enemies now drop XP when defeated.

KittyXPReduced

 

Prototype Number Trois!

Now I have a much more "pacman-y" look, power pellets, victory and losing conditions!

Now I have a much more “pacman-y” look, power pellets, victory and losing conditions!

Links to play:

25 hours into the dare, this is what I have achieved. The game now has a definitely “Pacman-y” look to it, with the new maze tiles. I’ve improved the ghosts’ look a little too. The main difference this time is the power pellet. Pacman can now kill your ghosts, who will become confused and erratic during the duration of the power pellet. The map in this prototype is a test map that should allow you to see the different options (victory, losing, having your ghosts eaten by pacman, etc).

You select ghosts using 1-4, and you move with ASDW or the arrow keys. If anyone could provide feedback regarding the responsiveness of the controls, it would be much appreciated!

Now to dive into some basic AI for Pacman and the ghosts!

Tags: feedback, java, namcap, pacman, prototype

Oil Co Exploits – no public DropBox for me?

Before bed, switched the map from hand-placed tiles to looped with ellipse-equation constraint. This will allow better programmatic access to the tiles for removal, etc. (hopefully justified investment in function for none-yet gameplay improvement!)

Was about to post link to the current build on Dropbox but I found references to it breaching the terms potentially resulting in account suspension! Given the amount of data I have there, I’ll look for better tomorrow!

Bedtime!

p.s. I found the terms mention after 30m fiddling with WebPlayer launching from https sites! Since I didn’t find the answer obviously elsewhere, I’ll mention you need to store a copy of UnityObject.js next to your WebPlayer.html and adjust the HTML to load it from there. This avoids the mixed security concern of the browser. Otherwise, some browsers need to be told to load insecure content (e.g. look for a little shield in address bar in Chrome)

 

Tags: dropbox, legal

Yar har, yar har, a pirate’s life for me.

titlepromo

CaptainLepidus and I are working hard on our new game. While it isn’t especially  villainous (I mean pirates are evil, right? Right? :P), it is coming along. I am doing the art, while Captain is doing all the code and things. Here is a screen:

Capture

 

 

Bed time

I’m really tired, I’m going to sleep now. I have 60% of the game play done. I wish I had done more. I still don’t have sound nor animations. And I have a million details to polish. Tomorrow it’s going to be an interesting day. This is my TODO list ordered by priority:

  • Finish buying of new enemies
  • Add healing action to healers
  • Add actions for mages: slowdown and barrier.
  • Add life bar and level for the ship
  • Add better AI for the ship
  • Add a menu
  • Balance the gameplay
  • Add animations
  • Add sounds (no music)

Captura de pantalla de 2012-12-15 22:11:12

This list is probably bigger than what I can handle tomorrow, but I’ll do my best. I’ve seen awesome screenshots of other games, you guys rock!

See you tomorrow!

MISSILE RIDER – update

Can’t think of a name besides Missile Rider… I kind of like how explanatory it is… though it is a pretty stupid name…

Core gameplay is all done but it feels more like a toy than a game right now. Graphics need work obviously. Should probably make the things look like missiles at some point.

misrid

You can try it out here if you want.

Arrow keys to control the guy (down holds on to missile), try to destroy ships. Probably too many missiles. I don’t feel like simply hitting ships is taking advantage of the mechanics… any suggestions would be welcome. Name suggestions are welcome too… sigh… probably just gonna end up calling it Missile Rider…

 

Inversetroids – Simple tutorial

 

 

 

 

In Inversetroids, you play as the asteroids. I’ve given up on getting AI done in time for the compo, and started polishing the game.

Alpha6

Comments

Mezzomatto
16. Dec 2012 · 01:37 UTC
Ah! Great.
fussycashew
16. Dec 2012 · 02:13 UTC
This idea is so cool!

Orthographic sorting is difficult

 

I’ve made a lot less progress than I would like, due to countless difficulties with draw order sorting. I eventually scrapped by geometric representation of the world in favour of a true tile based setup, which makes it a bit easier to draw things in the right order, although I had to make the tiles rather large for the excess of coordinate transformations to not cause performance issues.

I don’t feel much like a villain yet, but hopefully I can get a lot more innocent cylinder interactions soon. Also I should be able to make more interesting effects like the shadow under the jumping cylinder.

screen5

24 hour tweak.

I have a game-like thing now. Gotta do: sounds, scene transitions, tweaks to combat, aesthetic changes and more features if I have time. Boss?

title shot

day2lunch

Now it’s Jolandi in a onesie inspiring me.

Comments

16. Dec 2012 · 06:52 UTC
boss.

Screenshots!

Time for some screenshots!!!!

I have most of the levels laid out, and working. The story is you have to run into the castle and capture the princess, escape, tie her up on some train tracks, and then fight off the hero until the train comes.

Still left to do:
*Boss fight
*Music
*Cutscenes
*Menu.

Enjoy!

Elliot Collis

Elliot Collis

Elliot Collis

Patience and energy drinks

We’re getting there. We’re totally gonna make it. But it doesn’t stop the fact that we’re all really tired already.

Just for fun, here’s another couch picture so you guys can compare it to the first day. (And yeah, energy drinks)

More content coming really soon!

 

Looooong day

Some progress…

Well I’m not as far as I would like, but I’ve been able to overcome some hurdles and learn some techniques. I’ve mostly pawned through some tutorials and because a discussion with objective-c. So far I have:

  • coded some collision detection
  • learned cocos two touch event systems: implemented sprite navigation and projectile targeting
  • used Tiled to generate a tile based map with various object/meta layers
  • got really frustrated trying to make original pixel art

I’d still like to figure out how to smoothly drag my sprite. My attempts so far yielded really stuttered behavior. I’d also like to create an a draggable element that wraps around the borders of the screen (poor description, but it means something to me). Here’s hoping I can tackle one of those shortly!

First screenshot, after much dicking around:

Screen Shot 2012-12-15 at 7.28.19 PM

Once again, thanks to Ray W. He has some great tutorials on his site, including but not limited to:

http://www.raywenderlich.com/1186/collisions-and-collectables-how-to-make-a-tile-based-game-with-cocos2d-part-2

Comments

joecarrot
16. Dec 2012 · 02:26 UTC
I remember taking those tutorials. Cocos2d is actually surprising obtuse for someone who’s got no experience with low level programming languages. Good show so far!

Video!!

Hey, here’s a little video showing what I’ve done so far.. I lost sooooo much time debugging the game, and it was only a problem because I forgot to put the ressource folder into the folder where the exe was… -_- ( Great example of what you can do with a lack of sleep 😀 )

Anyway, here it is:

Let’s kill the King

The monkey is alive!

evolu__0014_the monkeyThe ape is alive! I would like to put more time on the animations but there is no time! :( woho. Our game is coming along but we have problemas with a few mechanism. Lets see if we can learn something at this time. Here in Sweden is 4:43 am and we are tired.

Bye bye !

Progress Report 2

Ludumscreen2

Made a ton of progress today!
Download (Windows Only)

Controls:

  • WASD: Move
  • Left Click: Launch Meteor/ Shoot Laser
  • Space: Activate Tractor Beam
  • Q: Reset Game (temporary)

Known Bugs:

  • After finishing the current final level, the game ends with an error
  • There is no game over screen, simply reset the game when you die/run out of meteors

Tomorrow:

  • Sounds/Music
  • Final Boss
  • More Enemies
  • Polish

Last Post for today

Things are coming along pretty well. Another SS:

 

ss06

 

things to do tomorrow:

-Sound

-Difficulty Balance

-more Art

-FX

Rupert

first_screenshot

Making progress :) As far as it looks it could be everything. Actually have plan for it..

Got all main functionality done

Today was a great day of work. I added life to your virus and the ability to attack plant and animal cells along with adding  White Blood Cells, Anti-Bodies, Plant Cells and Animal Cells (Along with a Goat cell)

 

Anti-Bodies WhiteBloodCells and PlantCells GoatCell AnimalCell

 

Tomorrow I will try and add sounds along with extra stuff fancy backgrounds and such.

 

1goat

Err…I guess I’m out…

(<_<) Well, final projects have been taking longer than expected, and seeing as how I haven’t started anything for LD yet, and I still have much to do for coursework, I think I’m sitting out…but I’ll still probably code up the idea I had in a weekend or two.

But, on the plus side, I’m at least still working on game-related stuff: a fractal terrain generator with a rainfall simulation, which is hopefully going to give some pretty slick 3D landscapes when it’s finished.

Of course, I’ll still play peoples’ games. =)

Let it Snow >:D

My game looks like it will be finished — in all its first-time-ever unfanciness — before I have to go to bed this evening. <3 I have the simulation loop almost complete — just need to finish the exit clause. Then it’s just a matter of weaving the simulations in with the story.

Out of sheer joy, I sang a Ludum Dare variation on Let it Snow. Or part of it, since I don’t know the whole song. (It’s very short.) It is, in fact, snowing pretty heavily around here. This picture doesn’t do the weather justice, really.

C25Let-it-snow

Comments

fussycashew
16. Dec 2012 · 02:08 UTC
That was beautiful.

LD25 – 11pm Saturday

I’m beat.

You can now drop Caverns and Graveyards for 25 power, next up are the spells for 50 power each.

Fireball deals damage to a single unit, dropping an enemy tower down 1 level ( level 0 towers cannot attack) or completely destroying one of your spawn buildings.

Heal heals all of your units for 20% of their maximum health, this will scale as you level up your spawners and create higher level zombies and bats.

G+1 forces all of your spawn points to pop a unit immediately without affecting their cooldown.

For now…I’m going to nap for 30m to an hour.  I need rest.

Comments

fussycashew
16. Dec 2012 · 02:09 UTC
I’m also in the EST, I just slammed a Monster and have a very low caffeine tolerance, this should be fun!

LD #25 – Update 4

Got a star field to render nicely as well as a level progress bar.  Now all I need to do is get the dolphins and samurai to fly across the screen for you to shoot down.  It was also insanely satisfying to be able to put some Linear Algrebra that I learned this past semester to use to get the relative crosshair functioning nice and fast.

screenshot1

Oil Co Exploits – P.s. tomorrow time

Regarding time tomorrow… I expect 2+ hours of graphics (draw 1 version of everything in Inkscape and export art at 1 resolution), 1 hours of sounds (learn bxfr, generate sounds) & 2 of music (find & learn music program, write music – would be much easier if I had any working midi solution!), 4+ hours more code + faff. So that’s 9++ hours.

Today I lost time to cooking, wanting to do some nappy changes, the neighbourhood water going out directly after a messy one, learning (common intra-jam mistake) and chatting (wife & neighbours).

I’d estimate 10 optimal hours tomorrow but for safety, I reckon in order, I ought to allow 2 code, 1-2 graphics, all the sound and music then come back to code & extra art. Also check the rubric to ensure I’m maximizing what I have – probably before ought else!

Right, night, take 2!
Zzzzz

Tags: bedtime, oil, time

Another Screenshot

Not all that much has changed visually since the last screenshot, but this does showcase the new tiles and me playing around with the lighting a bit.

Screenshot 2

Comments

16. Dec 2012 · 02:20 UTC
Very cool! How are you doing the lighting?
16. Dec 2012 · 03:07 UTC
I’m using a black BitmapData, drawing white images (heavily blurred) into it, are drawing that BitmapData over the top of everything else using the multiply blend mode. I’ll put the entire source code of the game up after the competition is over.

Stubbs – A Villain Who Remains Stubborn in Death

I’m coming in late, about a day late. But I’m finding that this is the mindset that’s best for Ludum Dare: You don’t have enough time to build a tower of production values, features, and design tropes. You just have time to express yourself in a game with the theme.

So the game is about a dead villain named Stubbs who is so stubborn that even though he can go to heaven after all of his villainous deeds he still wants to bring his gold (which, let’s face it, he probably took out of a bank vault while firing rounds into the sky that he now travels).

Also, I’ve drunk 2 cranberry juices, spiked with raspberry flavoring. *proof*

1215122308

That’s Lindsey Sterling’s album btw. Yeah. Violin dubstep. You might want to look her up on YouTube right now while you’re working.

 

Comments

Teejay5
16. Dec 2012 · 02:55 UTC
I love Lindsey Sterling! haha good luck!

Well this is awkward

For the past four hours I have been searching for a game breaking bug, in which causes units to teleport unexpectedly with a fancy effect that I neved actually put in the game. My computer is posessed, I swear. At this point I have concluded that it is unfixable and now have to cut some of the game’s main features.

More Updates! Graphics!

Well I think I’ve got the visuals down now. the web version of the game is messed up and blurs it a bit, but if you want to play it early you’ll have to suffer. It’s not to bad. Games self explanatory, kill the guy, right click to delete/click button. left to place block. Here you go: DEMO

Ludum dare #25 timelapse day 1

My timelapse of coding day 1 of the MMO TD client is up, enjoy!

 

day 1 timelapse

 

Cheers!

Cheesy games need cheesy ai

I have gotten the basics of AI working. Take a look at it in action here:

http://www.youtube.com/watch?v=AloiiSQpre4

And try a test build here: https://dl.dropbox.com/u/69608548/hehgame.zip (built with net framework 3.5)

I’m curious what kinds of framerates you’re getting. The message box that pops up should tell you. The logic’s capped at 30 FPS, so it should average around 30. It might degrade due to the AI on some configurations, and I’m trying to work that out.

Light vs Dark

My idea is that you are the god of light invading the dark castle.  The creatures there don’t much care for the light and many of them have no means of fighting back.  You need your light to see but it also roasts the creatures alive.  I want to make the player feel really bad about killing the creatures.  It took a while for my idea to solidify and I slacked off a lot at first.  So far I mostly concentrated on getting the pieces to make the game with.   Tomorrow I will focus on putting the pieces together and creating a level to play through.

snapshot_0001

Comments

Suese
16. Dec 2012 · 02:42 UTC
Yikes… I think you may have got the wrong theme.
Zesh26
16. Dec 2012 · 03:04 UTC
Oh! I think you may have the wrong theme.
16. Dec 2012 · 03:15 UTC
Why do you guys think I have the wrong theme? You are the villain right? This isn’t very encouraging.
Zesh26
16. Dec 2012 · 16:35 UTC
Well, one of the themes was Night and Day and when I saw this I immediately thought of that theme but after re-reading your post I can see how it fits in with the villain theme :)

Aw yeah!

 

Our game is pretty sweet! Now with walking animations and goats!

Level (year) 1 finished

Just finished up on the first level. On to the Minecraft level.

durblemruble

Comments

16. Dec 2012 · 03:34 UTC
let the flamewars begin…
SuperDisk
16. Dec 2012 · 03:50 UTC
@hdon
16. Dec 2012 · 20:51 UTC
ho hum

Almost Done!

After 26 1/2 hours with only three hours of sleep, I’m almost done my game. Tomorrow I’m just going to toy with the difficulty but other than that it’s good to go!

2 Menu

 

Here’s my current build: https://www.dropbox.com/sh/cxgvzpp1s3e8ldk/nbB_5W9iJY/LD25.jar

Villain of the piece

screen1

I did some pixels yesterday and if I get time later I want to make this into a simple auto-runner.  So time permitting I’m in.

Day One Progress

Drew a bit of a blank on the theme, so decided to write a fairly traditional stealth-’em-up. This time I have mostly resisted the urge to make it pretty, and have got the core mechanics working instead!

You can turn the torches on and off, collect loot, and I have a sinister capsule patrolling a series of waypoints, coming after you if he spots you, and returning to patrol if he loses you again. Title and pause screen are working.

Day 1 progress

Day 1 progress

Day 2 is all about making gameplay from those core mechanics, and tarting it up – although one important thing I haven’t yet done is factor shadows into the visiblity code. But I know how that will work, just haven’t done it yet. Just done a last-minute stress test to see how many dynamic lights I can get away with, and the answer is “not many”. I may burn a lot of tomorrow optimising…

Tags: AI, dynamic lights, shadows, stealth, Thief

You are the Dragon Update

Heres a video update of what i managed to get done yesterday b4 i went out for a party.

dragondev1

 

dono how to embed videos here so theres a youtube link^

 

I dont know if im inthe dare or jam, :S, I’m going to use a mouse look script and i have used a premade paper texture which iv manipulated a lot for overlays dose that put me in the jam? Im working in blender.

Any ideas ?

2nd day Lunch Break

ScreenShot04

This is definitely my best pixel art so far….lol

Terribad storyline

I wrote this down and gave up. I’m doing this story all over again, this is as terrible as huge. haha

Comments

16. Dec 2012 · 04:18 UTC
looks confusing 😉 But maybe interesting? 😉

End of the Day, In My Typical Conundrum

Well, I have something which I could very well submit right now and I think players would “get” it enough to play it and maybe enjoy it, so that’s good. It’s always a relief to get to this stage. All in all, it’ll be another Ludum Dare game, but unfortunately, I think I’ve already missed my mark a little on this one – it’s not nearly as original as I usually aim to be, but maybe that’s because the original part of the game mechanic needs careful balancing that I just don’t have time for. That’s a little discouraging, but it’d take a whole lot more than that to stop me from finishing.

However, I still think the gameplay needs work. If anyone feels like playing my game, I’d love any comment you have. You can find the latest builds here.

Also, perhaps more pressingly, I don’t have many assets. I *really* don’t know how to draw characters from a top down perspective. They’re supposed to be people, but right now they kind of look like spaceships or something – maybe zombies. They’re not very… specific, I guess. I’ve sort of resigned to the standpoint of that as long as I’m consistent, it’s good enough, although really, that’s not where I want to be. They’re better than nothing and I think I can make some particles and stuff, which might help. (I think I organized my code really well this time, and it’s payed off nicely).

Still, I have only tomorrow (and not even all of that because people insist on having birthdays every single year) to make the remaining assets and put them in and to tweak gameplay and do whatever needs to be done. I’m sure that’s sufficient, and I think my assets might turn out fairly well this time around, given that I have a significant number of graphics – certainly, I can’t do worse on graphics than last time. Anyways, I’m going to go sleep.

Thief ✓, Cops ✓, Donuts? Hell yeah!

Slowly the game is taking Shape:

thethief0002

You are a thief who tries to escape from the Police. Greedy as you are you try to grab as much purses, smartphones, … on your way to the escape vehicle.

The more loot you snatch the more cops will be following you. But fear not! You can throw donuts at them to distract them for a short time :) (Those still ugly orange things are donuts .> )

I had a lot of fun during the first day of LD despite losing some time with graphics & housekeeping. Tomorrow is all for feature adding, gui and polishing.

Very excited to test all the games! Saw lots and lots of little gems in the RSS timeline.

The best of luck & good night!

 

Last day, final push!

I overslept for one hour, again…but I have more power now. Here it is, the last day of LD where everything has to be done. I already imagine crazy times I’ll have making music (I never did a single piece of music…). I have many things yet left to do so let’s get started.

next_day_breakfastStrong breakfast for a hard day

ddomg_cardI’m sending this card again for those who haven’t seen it!

Live streaming channel is back on! You’re most welcome to join it – if not for watching at least for some cool music.

Good luck on your last day everyone ;)

 

Tags: Dungeon defend-o-management

Playable Demo

Capturer2

You can test Here ! I hope you can leave me some feedback.

Click on the G&W to give focus.
Controls : Arrow keys, LEFT – DOWN – RIGHT

HIT : Press SHIFT to hold your hammer, and release on good time to hit.

Puny Heroes [Working Title] – First Screenshot, Concept

Howdy Fellow Ludumers!

For the first time ever, I have actually been too busy coding to get any kind of blog post out! Hooray! My productivity has been off the charts, and my game is just a hair away from being finished. I think, if things go smoothly, I should be done by tonight, and I will be able to add tons of polish tomorrow.

Concept: Dungeon Builder/Dungeon Defense game

My original idea was a simple platformer, but where is the fun in that? Instead, I decided to create a game where you are a bad guy, defending your dungeon from the puny heroes. The basic gameplay is set in 2 stages, the planning stage and the attack stage. In the planning stage, you are allowed to fill the rooms of your dungeon with baddies and traps to protect you. In the attack stage a lone adventurer delves into your dungeon to try and defeat you. Here is a screenshot of the progress so far:

ld25screen

Rather than trying to describe what is going on in the picture, I am just going to list the features currently in the game:

-Randomized pathfinding!

-Boss combat!

-Multiple hero characters (currently 3)!

-Stats! (Attack, Speed, Health)

-Money!

-Unlimited Levels!

Things that are almost implemented:

-Enemy combat

-Purchase units

-Upgrade units

Things that I hope to get in before times up:

-Sound/Music

-Multiple boss choices (5+)

-More Heroes(10+)

-More Enemies(10+)

-Traps!

-Goats!

Wish me luck!

~Blooperly

Quick Update

Took longer than expected to get the attack animations done. OH I’LL JUST HAVE ONE WAY TO ATTACK. IT’LL BE A BIT BORING BUT QUICK AND EASY! Ummmm… no. You still need to animate it in all 4 directions and you have to create individual hit masks / hitboxes for each case. Dummy! So yeah now I have attacking down. Just gotta make a few enemies, the AI, and then the GUI / entire purpose of the game. NO PRESSURE!

SecondScreenshot

Tags: attack animation, screenshot, second screenshot, status update

My game is too fun

I keep on finding myself playing again and again ‘testing’ features when I haven’t actually done any code.

Must… STAY… focused…

So Far So Good

So the first day is over and I think I’ve made enough progress to be able to finish tomorrow.

This time I wanted to aim really low, because in the past I felt overwhelmed with the complexity of my game ideas and I wasn’t able to completely implement them in time. I’m also trying to improve my graphics skills, so it was better to have a game with the least amount of code possible.

I didn’t want to make a game with a stereotypical villain (aiming for world domination, commanding an army of minions, kidnapping people, etc.), instead I made the player have a villainous occupation – as a contract killer.

At the beginning of each level you get a picture of your target(s) – early in the game you only have one per stage, later you will have more. You have to memorize the targets’ appearance, find them in a crowd of people, then kill them with your rifle.

Once you fire your first shot the police will make their way to the scene as indicated by the progress bar at the top of the screen. You have to finish the job before they get there, otherwise it’s game over. The game is endless, each stage will have a bigger crowd, and you’ll have more targets to hunt down.

Waldo1

Here is the target.

Waldo2

And he’s down.

Waldo3

Murder in the park.

The code is almost complete, but I will still have to make sound effects, music, backgrounds, title and game over screens, etc.

Anyway, I wish you luck with your games, as I can’t wait to play them. There have already been some really cool looking games presented here.

Tags: 2D, compo, game, ld25, progress, screenshot, update, Windows, xna

Maps

Hey guys, Sorry it’s been awhile. Going slowly again. I made the map class. I have fixed the scaling on android with that class as well. It seems that there is an issue if the screen isn’t iphone size. The background shows outside the box so I will have to have a different background for the squares then the background in the device. Hard coded map right now. I guess these are more like tweets. Thinking about making this a dodging game and the more crystals you get the more you can slow down time. iOS Simulator Screen shot Dec 15, 2012 8.57.08 PM Goal for next hour(aka next post): Tile to load the next area

Tags: cocos2dx, LD 48

Dropping Out

The timing was bad and there are now multiple things going on with family that prevent me from participating. :/

I got about 5 lines of code written before I was pulled from the computer in a hurry, someone should give me a trophy for “Least amount of code written before quitting”. It was unforeseeable, but now I can only look forward to working on my game in a few days after Ludum Dare, I’ll have to be content with playing games instead . Considering the next Ludum Dare won’t be for a while, perhaps i’ll enter a different jam before then. And I’m still excited to work on my game next chance I get.

Good luck to the rest of you, can’t wait to see what comes from this theme.

Diversion

I probably shouldn’t have done that but I spent a couple of hours making a game for the Grinch of the Month Klub at Glorious Trainwrecks. Well, if all else fails I can polish it and submit to the jam…

svs02

In more LD48-related news, I have finished making the conversion from prototype to game code of one of the game stages, along with some graphics.

villainy

Day 2, Midnight: 21 hours remaining

I would love to show you my amazing progress, my reams of sprite sheets and screenshots of my latest features… but sadly, I do not have these things.

around 1 pm today, I hit a roadblock: Flixel gave me an error that made it seem like it wasn’t instantiating the default camera. Seriously. Even the line if(FlxG.camera.exists) would give me a null reference error that pointed to something about updating the cursor – which didn’t make any sense, since I was set to use the system cursor. I was able to get rid of the problem by manually instantiating the camera, but I quickly found that none of the parameters I gave the constructor would do ANYTHING different at all! Not to mention that the camera wouldn’t follow the character even after a call to FlxG.camera.follow(). Researching the problem, I found a guy who told me to use FlxG.follow(), but that function doesn’t appear to exist. What a big help that was /sarcasm.

tldr; I’ve been banging my head against this same stupid problem for almost 12 hours. I’m re-writing the code bit by bit to see if I can replicate or perhaps solve the issue, but I’m not very optimistic about finishing anymore.

I messed everything up. Restarting.

Well, I just did something that I was unsure of to my game code.

Now, it’s irreparably broken.

I have no idea what even caused it.

I screwed up something with the camera and enemy death in Stencyl.

I think I’m going to restart in the morning.

A whole new design with the same art and sound.

Less than 1 day…

Good luck to all,

Nilmrots

Comments

16. Dec 2012 · 03:28 UTC
Why didn’t you use revision control?
16. Dec 2012 · 04:17 UTC
Try fixing it again in the morning with a fresh mind. Maybe just for 30 minutes (set an alarm). Restarting is not a good idea imho :)

We have music! Wooo

Although you wouldn’t be able to tell from a picture, there’s now music and sound. Pretty cool little piece, and wall collision works 100% correctly now. Wooo

progress5

Comments

Gravity Games
16. Dec 2012 · 04:45 UTC
Nice work! Also, I feel you pain with sound in Java. Especially with this Ludum Dare being my first experience with Java sound, I really do… That said, good luck with your game!

The day comes to an end.

I’ve added combat but there is a bug preventing me from actually getting into combat so I can’t post a screenshot of it, even if I could its not that exciting. Its late here, and I think a good nights sleep will refresh me so I’m off to bed.

In the morning I’ll try and track down the issue. Hopefully combat works as written and I won’t have to mess with it too much.

If this is the case then all I’ll have left will be the following:

1. Sounds
2. Music
3. a Win screen
4. sprucing up the title screen
5. other tweaks as necessary

See you all in the morning!

-KunoNoOni

I might not be able to do it.

If I stay up all night I might be able to bring back my game, but my computer had some stupid restart and didn’t save my game or anything and when I went to open everything appeared to be deleted from all the files :(
I might not be able to do as complex of a game I wanted to do, hopefully I can bring most of the work since a lot it was thinking and formulas I wrote.

Saturday’s progress

Hey everyone! Brad here again.

Today went well. Nathan didn’t wake me up like I assumed, so I slept in until around 2:30pm, while he was up at 10am.

Our sleeping schedules are completely out of sync, but I’m going to attempt to align them once again, so that we can continue to collaborate. We learned a lot today. It’s the first time we’ve worked with component based entities, and though it’s taking some getting use to, we’re loving it so far. I believe the work we got done today will make the rest of development go super smooth. What work you ask? You can take a look at our repository here: https://github.com/spotlightcoding/Robber

So far, Nathan built a floor, and the standing image of the main character (Rob, the thief). Nathan created gravity, and left and right movement, as well as the ability to jump. I added some basic collision detection for the floor entities and created holes that allow the player to fall to their death. Currently death isn’t very dramatic. It just consists of not being able to move any longer (ultra realistic! Yeahhhhh).

Our stream had lots more activity today as well. http://www.twitch.tv/spotlightcoding

Day two(ish) of our first game jam was very fun! I predict that tomorrow will be even more so.

Progress pics:

robber

Screenshot from 2012-12-16 01:31:39

Throwback to Old School

So, this screenshot might give away the final purpose of the game, but it’s still under heavy development. I made a post ago with some of the new artwork for the floor / desks / etc, but this is what I’m rolling with now.

The good news, I keep finding myself playing my own game just cause. The bad news, there’s no way to technically “win” right now, and I forget sometimes.

 

ss4

A Little Loop of Background Music

Here’s my first ever music loop, done in GarageBand.  Now, time for sleep.

My First Audio Loop

Tags: gamejams, ld25

Comments

Xymostech
16. Dec 2012 · 03:56 UTC
Holy crap that was awesome! I need to learn how to music so my game can also have good sounds. :)

Obamapology: Level 3 completed

We resolved the problem by just putting new music in each of the levels. Here are some pictures of level3

suitdestroy killtech

 

One last final level until the election! :O

I guess I’m going for the jam O.o

Soooooo, I’ve been getting stuck in my code and I’ve been doing a lot of things… I still plan to present something, just, I don’t expect to finish it in the next 20 hours… It is finals week at my college XD Oh well, I’ll get it done…

test

 

Btw, I never talked about my lil impromptu idea XD

Basically, it’s repunzel but you drop stuff on the poor lil knights that try to rescue her.

I’m realizing that I could do better with the art stuff :O

 

Updated Splash Screen!

splashscreen1

 

Jesse is awesome for making all of this art!

I’m in…belated

Hey guys and gals,

Third time participating. I usually do the Compo, but I had a family gathering, so I am just going to act like the Jam turn in time is the Compo turn in time. It’ll still be just myself, even though I am submitting to the Jam.

I’ll be using Lua and Love again this year. I’ve fallen back in love with the simplicity and ease of use of Lua for this kind of quick prototyping. And since it’s just me, I don’t really have to worry about the issues that come up with having everything public, since I know what’s important to regulate to methods and what I can change.

I’m using Pinta as my image processor/creator/whatever. I just have my little netbook with me, so no chance for something on the higher end.

If I get to sounds, sfxr or bfxr will be the obvious choices.

Libraries are pretty much anything you can find on the Love wiki (specifically middleclass, hump, Quickie, and maybe HardonCollider if I can’t get my little bit working).

You can check out my progress on my Github (https://github.com/mkosler/LudumDare25)

Good luck all my fake Jammers!

Progress Made…

villain-screen

I’m always so jealous of the people who know how to art.

Everyone else’s games look so much prettier than mine right now, but then again, that’s because I’ve spent my entire time so far working on mechanics- some of you all might have done art first or interspersed it with mechanics.  I try to reassure myself that I’ve therefore spent more time on gameplay than most other people (and thus my game probably plays better), but is that true?  My logs say I’ve done 5 hours, 17 minutes of actual work.  While that’s a little over half as long as I predicted I’d take to get to this point, the time doesn’t add up.  Almost 28 hours of LD have elapsed so far- subtract 4 for planning, 9 for sleeping, 2 for meals and the like- that’s still about 7 hours, 43 minutes that have vanished into the mystery zone.

Where did all that time go?  I know I get distracted a lot, but I’ve been fairly focused so far- I’d attribute no more than, say, 2 hours to distractions.  Am I really underestimating by that much?

No matter.  Time to get back to work.  I’ve stopped a few mechanics early because, while I’d have a hell of a time trying to narratively justify the physics at this point, it’s already fun/challenging.  I figure polish first, make sense later.  I’m going to do a bit of menus, then go straight to the art, then sound and music. After I’ve done all that, I’ll come back and add in whatever I originally planned that I still have time for (like the people you abduct not being able to pass through the ground once they’re attached to your ship).

Oh, and I think I figured out how to work goats in if I have time. :)

I made a “serious game”

Over a number of hours last night.

But it shall not be released.

screenshot3

 

Sorry.

Comments

deathray
16. Dec 2012 · 04:05 UTC
Why not?

LD25 – 1am Sunday

Nothing really graphical right now.  You can fireball buildings and upgrade your buildings.  Right now, upgraded Graveyards work, and summon more powerful zombies (ghouls, wights).  Working on the cavern next.

Where I’m up to.

I have the world generating (and easily tweakable). I have the GUI pretty much done. I have it working on Android. I have my neat lighting engine dropped in. And I’ve started work on entities.
All that’s really left to do, is to create the different entities. Add in some rudimentary AI, and sound.

So just the gameplay 😛

In all seriousness, the gameplay left to put in, is a few hours work, granted. But it’s all AI stuff really, and I can work on it as much as I like, with it only getting better with time.

Here’s a download (java required)

Click on the icon on the left toolbar to select a unit to place (only one available at the moment).

If you deselect the unit, you can pan around, and zoom with the scroll-wheel.

Here’s a screenshot
genghisScreenshot

Sharing my base code for the Ludumdare 25

Hi Folks,

I’m starting off my strategy puzzle game for the Ludumdare 25 jam and since im going to be working off some base code, here it is.

Here’s the link to the source:
http://dl.dropbox.com/u/22986060/MagnetJones.gmk

The compiled exe in Drop Box:
http://dl.dropbox.com/u/22986060/MagnetJone.exe

The compiled exe on yoyo games:
http://sandbox.yoyogames.com/games/180384-magnet-jones

Hope I get to complete this in time!

First Night Into the Jam – Minimal Progress

Well, I personally have had a very enjoyable day one in the jam. I’m not sure if I can speak for the rest of my team or not.

We got off to a very slow start today. Half of us were gone for half the day and we didn’t have a formal idea until around 3pm today. With that said, we didn’t get much work done today. Our two artists got some sprites done and I worked on programming a bit. Well, I suppose a lot has actually happened today, but there isn’t much obvious progress. I’m hoping that we will have everything finished by tomorrow, which I don’t think will be too unrealistic. Looking forward to seeing how everything turns out.

The game idea is crazy, stupid, funny, and hopefully fun to play. It’s working up towards a 2D platformer style game (I can almost hear the groaning as people read this) with a villain that antagonizes innocent bystanders.

Not much in the way of screenshots, so here’s a picture of the main character.

stopped

At the beginning of day two.

So, here I am, ready to tackle day 2 of this LD.

I have kinda slowed down yesterday night, and am still in the process of cleaning up a little bit of the messy state the code was in.

Once that is done, I’ll have the whole game more or less going (with win/lose condition, title screen, etc…).

I will then be able to start on proper art and sound for the game.

In the meantime, while I resume coding, here’s a timelapse of this first day of work!

 

 

 

Tags: timelapse

Progress #3

This is what we did today, good luck to all and good night.

A Less Interesting Screenshot

Since the last post we have made great headway both graphically and in the gameplay. The player is now animated and bombs work. Breakable blocks and blocks that disappear and reappear based upon a button have been added as well as a enemy. But we still aren’t were we want to be at this point. I hope we have the time we need to finish this.

Screenie2

Those robots never hurt anyone! >:O

 

Dr. Bardo

Here’s a bonus gif.

Tags: progress, screenshot, second screenshot, update

Progress Onwards, and Visuals!

 

 

 

So there’s more progress, some eyecandy to look at, and some fixes with the mechanics.

…as well as some entertaining bugs involving forgetting to reset one’s timers!

That aside, the story will probably be about a blob or something like that. The purple shapelessness of the character has started to grow on me.
Make sure you reset your timers!

Stealth You has it. (You can also hug the wall under a camera safely!)

accidental mercy?

weebum_ss02

Adding a simple game state. I forgot to make the death colliders enterable. They’re alive down there… but not for long!

Uh oh

My game engine is too slow. It can’t render everything I have on screen.

I’m working on optimizing it.

I think it’s going to take at least an hour or two.

Oh no nononno so badsobad sobad.

Finally, progress! (sorta)

I have a mostly working platforming/shooting engine, some sprites, a nice background, and a screenshot.

screenie

You probably know more about what kind of game it will be than I do at this point. It will be about secret agents and double crossing.

I might need to settle for the jam instead of the slam (or is it just compo?) if I want to actually get it done in time.

 

Guess who is back!

Introducing my Villain!

QQ20121216-26

 

I feel pretty good about this, since i have never done pixel art prior to this

The animation is not “Punching” I’ll reveal more of my game later

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This entry was posted on Sunday, December 16th, 2012 at 4:23 am 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.

KISS in action

As my day is winding down, it is time for the update post:

Keeping It Simple (Stupid) has paid dividends. Rather than rewrite a major part of my buggy and slow pathfinding, I’ve decided to rework the game so the buggy conditions won’t be met and the path only needs to be generated one time, multiple times. I don’t know what I was thinking when I thought that I could hammer out a decent Dungeon Keeper game in 48 hours. I might have been able to do it without needing to generate decent art and sounds. Not to mention work created some significant distractions for a few hours that I was not anticipating.

My goal for this Ludum Dare has been set: I want to have a tighter and more polished game than my last completed LD#21 entry. It won’t go winning any awards, but I’ll certainly feel better about presenting it to other people.

Obligatory work-in-progress screenshot:

Delicious programmer art

 

Now, it ain’t pretty to look at, but the game is more or less there(minus a few features I’ve currently triaged out just in case).

Finally I need to learn how to draw pixel art. I feel as if everyone is putting me to shame!

Screenshot update

Have some of the basics of gameplay working, here is a cropped screenshot from our game. Environment art is still work-in-progess..

2_SS

Small Update Screenshot

One of the levels!

One of the levels!

Just a bit of progress here. There’s a flag now! And a portal with neat effects and stuff!

Clearable maps

Man these posts never make the hour mark. Well anyway I can now load the next level. Clears the map and brings on a new one. Pretty awesome.

iOS Simulator Screen shot Dec 15, 2012 10.34.55 PM

Next Goal: Collisions with proper next level

Tags: cocos2dx, LD 48

End-of-Day Evil Axe Guy

 

I’m pretty much done for today, and I only have a few hours tomorrow to finish the game. At least I got some of the functionality done, though.

As some background, the game is called “One Bad Apple” and the basic plot is that you are one of a group of adventurers fighting monsters in a dungeon (no points for originality). Everyone else in the group wins if they defeat all the monsters in the dungeon. However, your victory condition is different: make sure everyone else is dead and that you escape with as much loot as possible. You can’t directly attack your “friends” so instead you have to make sure they all die by aggro’ing too many monsters, and setting off traps at the right time.

Right now all I have to show is this measly screenshot, and I need some sleep so I’ll try to finish more tomorrow.

dieenemydie

Tags: haXe, ld25

Zombies, Golems, Ghosts… and a f** paladin.

The paladin runs your level to destroy “dark orbs of true evilness”, you call minions to stop him.

He taunts you.

You send bigger minions.

screen12

screen10

 

 

26

This entry was posted on Sunday, December 16th, 2012 at 4:44 am 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.

LD #25 – Update 5

Got the enemies working somewhat.  Next up has to be weapons so I can take them out.  Once that’s in I need to implement taking out a Satellite boss to add a challenge.  I don’t know if I’ll have the time for implementing path following for complex enemy paths or complex bullet paths from the Satellite.

 

screenshot2

Grumble Grumble stupid bugs

Nothing much to say besides that. I had two ways to access a tile in my game: by tile pos, and by world pos…. got both mixed >.<

Tags: bugs, stupid bugs, stupid programmer

Comments

SonnyBone
16. Dec 2012 · 06:05 UTC
I just tackled a dumb bug, myself. Enemies were freezing in place after moving at random for a minute. I still have no idea why it happens, so I just decided to add a counter that automatically resets their movement every minute. I got no time to find stupid bugs hahaha!!!