LD25 December 14–17, 2012

Menus menus menus

titlescreen

 

The title screen /o/ Urgh I don’t know when we’ll finish tonight, we’re supposed to work tomorrow D:

 

REAL food!

We’ve been eating nothing but junk food for the last couple of days, but today we are finally having something worthy of being called food.

Rice, chicken, pasta, beans and salad.

Amazing!

Now we can finally focus and finish this game.

 

 

 

IMG_20121216_152356

 

 

 

It’s done!

My game is quite finished… This is my first entry, so I hope you’ll like it. I don’t want to expand it because i’m having a lot of error unsolved and i don’t have time to learn how to make some clean engine and stuff.

Thanks to everyone for this event this was a lot of fun and i have a lot to learn !

 

Tags: Edocentrique, First entry, goat, king, ld25, small, unity, village

Day 2 Update!

So, part way through the second day and I’m feeling pretty solid. The gameplay works, I have three solid levels (I may add more if I can think of any good ideas for another level), and the sound doesn’t click annoyingly any more. Just a bit of polish and I think I’ll be ready to submit.

For those of you interested, I’m making a rhythm-stealth game about queue barging. Here’s a screenshot of the third level (yes, there are some v-sync issues):

screen3

Of all the parts of the game, I found the sound the hardest. The game relies on it (telling if the matrons at the front of the queue at looking at you is difficult to parse just through visuals), and in the end I use three piano notes (the first three from God Save the Queen, as it happens) to indicate where everyone is, recorded from an old keyboard by my phone. I also decided I wanted ambient rain on the main menu. The problem, of course, was that despite being in the middle of the English winter, it hadn’t rained all weekend. I had apparently given away my rain stick at some point, so I made an impromptu one out of Turtle Beans and an old poster tube

rain

 

The effect is muffled and quite quiet in-game, so if you don’t know how it was made it’s actually pretty convincing. Jayne Cobb would be proud.

The only other sound in the game is the sound of the people behind you tutting when you cut into the queue, which was easily gained by simply recording my own highly refined tutting and looping it. It may not be the best sound design in the world, but at least the game’s going to sound different.

 

Tags: rhythm, stealth

Not a very good weekend for jam

Unfortunately, my weekend is full off other appointments, and my jam is being compromised. My mother was getting married yesterday, and i’ve being helping all my family that came from other cities to come to this party. My game is not were I wanted it to be, but in the end I think I would, at least, make it playable.

I’m making a simple Croud AI, that makes the characters wonder through the city square, and when they hear a shot from the assassin, they run away, and change through some AI states. Right now i’m baking (again) the lightmapping. Just to make it beautiful =)

(Using anti-aliasing and glow from Unity Pro effects)

Screen Shot 2012-12-16 at 4.27.40 PM

LD25 Update

After a fun Saturday building up the engine (and going to the cinema) it’s now Sunday and I think the game is ready for a screen-shot.

Already done:

Physics, rendering, input and some artwork (assets).

TO-DO:

Assets, AI, Triggers, game-play entities, Goat.

 

I’m pretty happy with the time it took to get to this stage given the fact that I spent quite some time drawing and didn’t use any library like Box2D or lwjgl (which I said I was going to use).

I already have some ideas settled for the game’s mechanics and story, but it may change. You’re a guy named Devon who likes to destroy everything that’s beautiful and leave a path of destruction behind.

LD25

Two more levels

More levels for you my BFF’s,

Since i’ve never done any graphics i try things. The second is a photo of my cigarette box warning message.

37 left.

 

background3

background4

Bloodrun

 

 

 

 

 

 

Image1

 

 

You are an immortal, indestructible vampire that suffers from the problem that your castle is not indestructible. You must hunt blood from local village to gain new powers and protect your castle from enraged humans.

Progress: 60%

 

Dear Diary,

I’m currently posting a last blog post about my game.

This time I added three different endings. I insert a screenshot of one of it here:

Screenshot 5

I would like anyone to test my game and tell me how can I improve it.

I also submit you so everybody can see the progress.

Gameplay Completed!

I finally completed the gameplay! Now I need to give it a story to make sense of what’s happening, some mood music and sounds. Also instructions lol.

Comments

Edocentrique
16. Dec 2012 · 11:49 UTC
I know how you feel ^^

Finished. ish.

Well I got enough complete that it can be called a game, and submitted it.  I might continue to improve it throughout the day, but I’m not sure.

It’s really hard, too.  I let a friend play it and he couldn’t get past the second enemy.  In fact, it’s too hard for me.  (It’s not my usual kind of game.)  I can get past the first level, but the second?  I seriously doubt it.

Anyone who gets through both levels deserve serious kudos.

Ludum lunch

A break before I understand how particles works in GM Studio

IMG_20121216_143108

giving up here

I might throw it in here. Nothing went well today, and my increasingly feeble attempts at poking this code into submission aren’t going to achieve anything.  Dead tired and dinner nearly killed me (holy shit who can eat anything that spicy?).

I might just go home, go to bed, and tomorrow or the next day rip apart my code and turn it into a different game keeping the good stuff and getting rid of the gunk that’s making it useless now. The general idea behind it isn’t so bad, but the stuff gluing it together is rubbish and it’s not clear when and how anything is communicating with anything else.

At least my game idea wasn’t much good, so no guilt in chucking that. Might make my end of the world idea instead.

Update #6!

Got some decent sleep last night.  Need to put in overdrive to finish this game!

I had to settle for one boiled egg :(

Breakfast Mishap Screenshot:

Screen Shot 2012-12-16 at 7.52.47 AM Screen Shot 2012-12-16 at 7.52.34 AM

Tags: breakfast, mishap

Crazy Bug

screenshot0203ddd

Progress

I still need lots of balancing here, sounds, intro, tutorial.

screen14

Some art done!

All the art for the first level, minus UI, is complete.

screenshot

First gameplay video!

This is where we are at now. Got the game mechanism pretty much done and 2/3 of the graphics. And one awesome tune of destruction!

You start as the ape in the evolution cycle and gather DNA molecules while killing the wildlife. After that you evolve into the caveman and get to destroy even more and so on, until you get to the man you are today and have the Earths destiny in your hands.. as a Man.. with the theme You are the villain.

Theres tons to do still and little time! One thing we will add thats cool is online highscores!

Final art assets

I think I have arrived at what will be the final sprite sheet for the game. New additions in the last round are numbers for displaying points, and a compass for switching the orientation of the map (currently the last remaining unimplemented features). One of the fonts has been borrowed from the royalty-free fonts available at spicypixel.net.

Sprite sheet

6

This entry was posted on Sunday, December 16th, 2012 at 12:00 pm and is filed under LD #25. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

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Comments

V
16. Dec 2012 · 12:08 UTC
Wut de wut?

Almost done

My game is almost done.  I have 5-11 hours and this todo-list:

  1. Add humans(in code)
  2. Human animation
  3. Level2 background
  4. Some additional stuff, e.g. doors, furniture..
  5. Level3 ???
  6. Name
  7. POLISHPOLISHPOLISH :)

Tags: ld25, TODO

It’s not a game if it doesn’t have MUSIC! [LD25]

So my game is near completion, and I have been planning to create some music loops for the game to play when you’re playing it, as that’s what games do. So here are the two main tracks I’ll be using in my game.

“Crush the Opposition”

This is the in game track, so it has to be slightly crazy, no?

“The Robot is Coming”

This essential is the same as the in game track but slower and more simpler. Why? Who spends more than three seconds on a menu where you have to click to advance? That’s what I thought. Move along.

Feel free to download the soundtrack and put it on your computers to dance at raves. Don’t use it in your Ludum Dare project because… well I’m using it. Ta.

So long, and thanks for all the goats!

ld25-03

Time for me to duck out of Ludum Dare. It’s been a lot of fun, and if I feel well enough I’ll try to do something jammy tomorrow. :)

Here’s a screen of the game I was making for my day-2 game, as the first one died the death of overambition. This one died simply because I couldn’t fix bugs fast enough, and didn’t really have much design. :)

See you next time, LD!

T+ 36Hrs

Update:

Finally got something new to show. There’s been constant work on AI, actions, equipment etc but none of that translates well to screenshots, but finally got the basics of those done and added a bit to the UI

Still got a looooot of stuffs I want to get in there before the end like story intro, sounds, proper level generato and hopefully have time to add more content.

 

Dexter

Waffle time…

After a whole night working on the game (coding, drawing and composing), we needed some sleep and then some comfort.

There came the WAFFLES !!!!!!

DSC_0381

Yumee…

Comments

zerebruin
16. Dec 2012 · 12:58 UTC
Yummy!

That one bug!

042205

So I spent about 5-7 hours on one animation bug, which I still haven’t fixed. :O At one point during those hours I actually almost rendered the engine unfix-able and surprisingly worse off than it was before, haha. Those hours could’ve been spent working on the other mandatory necromancy mechanic, and actually creating the level, but now it looks like it’s not going to happen. The framework is fundamentally flawed for this type of game (and well for pretty much any type of game I suppose hahaha) and I’m starting to remember why I only spent a week on it 4 seasons ago.

So this is what I’m presenting for now.

Alpha versions of an unfinished product: Windows | Mac
The game runs too slow on Mac to be really playable. No idea why.

I’m going to get some sleep. When I awake, I will have about 5 hours to tweak around, but something tells me since I’m back to square 1 after the previous 5 hours, hahaha, so there won’t be much progress anyways. 😛 I’ve learned a lot in my first run with Ludum Dare!

Tags: LD # 25, Patient 0 A.D., Prelucid

Finally got something together!

Wrote up a blogpost on my progress and with a couple of screenshots on my blog.
There is a bonus added into one of the screenshots, curious to see how many people will find it.:)

As always LD was awesome. I just wish I had more time, this time. Look forward to seeing all the submissions. Click here to read my post.

Here are the screenshots so I can earn my goat badge:))

ld48-nobg

And here is an other with the background and platform textures added.

ld48-withbg-goat

 

 

Tags: LD # 25

28 hours live-streamed, 8 more to go!

28 hours of streaming work and my first LD is starting to come together.
http://youtube.com/user/designsbyzephyr <= streaming location

Premise is a Reverse Tower Defence game where you select the attackers.

Screen Shot 2012-12-16 at 9.17.18 AM

Screen Shot 2012-12-16 at 9.15.17 AM

UI needs some work, as well as the level is currently a static map (hence my drawings in it), however the final touches are being made! 😀

Team Callex’s Resignation…

Exophesis here for Team Callex. Sadly, we have had to resign from Ludum Dare #25 due to personal problems; which is sad because this was our first Ludum Dare and we were determined to make it through.

We’ll hopefully have another go on the next Ludum Dare compo. And wish LOADS of luck to all the current participants in this compo. We can honestly say that some of the games you people have come up with look amazing and both me and TheBoothy cannot wait to try some of them out.

Anyway, you can still follow @TheBoothy on twitter if you are interested in further Team Callex announcements.

Thanks everyone!  😉

LD25 Progress Report #12

The end is near. Possibly even already here. After a good ten-hour sleep, I wasn’t very coherent, so I haven’t actually posted incremental updates the way I did yesterday. Still, I was very productive. To start off, I implemented the bits behind the scenes for the menu system, an instructions screen, and designed two levels.

After that, I attempted to record the planned music with my acoustic guitar. No such luck. My dorm is noisy as all hell, and I could barely manage to get a clean enough recording for myself to listen to and recognise, definitely not clean enough for me to make anyone else endure. Thus, the music was scrapped. Moving on, I decided to retouch most of the graphics. First the terrain, since it was so plain. Followed closely by the HUD. Then, touched up the train a bit (it’s still a wonderful case of programmer art) and added a small ‘HELP’ sprite next to the damsel to make it clear what this is about.

Have a picture, and, soon, a release.

16

Title Menu

Title Screen is now (poorly) arted! (which is a word)

Goat!

Alphanauts!

Alphanauts WIP

 

We’re working on a weird little game we’re calling Alphanauts – it’s a game where you try to protect a bunch of characters from black holes that appear at random. You select a character by pressing its letter key on the keyboard and you move him with the arrow keys. You can, although it’s a little fidgety, control more than one character by holding a bunch of letter keys at once!

When a character dies, he explodes and leaves a bunch of black holes behind. The crazy thing we’re doing for the You Are the Villain theme, is that if you press the letter of a character that died, say, “G”, a skeleton comes out of the black hole where “G” died and starts running after you, so your characters become the villains when they die. It started out as something a little closer to the theme, but this is what we ended up with!

Right now, we’re working on polish and tutorials, hopefully the game will make sense to players!

This is being made by Dom2D, Technobeanie and Seventy-Sevian!

Tags: alphanauts, jam, letters

“Visual” Programmer art complete!

screenShot 2


Here I got it, the first “full” game screen (now with programmer art).

Still no gameplay, it’s the 1rst priority now.

Also, as an extra, Ludum Dare Food!!!!

lunch1

 

 

The code is the villain

Sooo I spent most of yesterday and this morning cursing because of this little buggy guy:

var indx = openList.indexOf(currentNode);
openList.splice(currentNode,1); <- see what I didn’t see?

And in the meantime I saw that a lot of people was having the same idea as mine so I’ll start from scratch 😛

The Most EVIL Breakfast is getting there.

Adding some effects and actual ending, starting points. I’ve gone for a simple game but inside a 3d world which has been fun to make so far. The Kitten A.I. will probably leave something to be desired however but I’ve never done A.I. before.

Anyhow, here’s a screenshot!

The Most Evil Breakfast

Lots of paths…

room navigator v3_debug

 

Lots of possible paths….

LD25 – 10am Sunday

Slept a lot longer than I wanted to, but that’s ok.

A HERO HAS ARRIVED!

Working on win and loss conditions, then all I have to do is add in sounds and the win/gameover screens.

First entry on Ludum Dare

This is my first entry for the Ludum Dare and it’s pratically done!

Missing a nice background music and the final levels.

noir game

Tags: LD # 25

I AM FINISHED, REJOICE

Well that’s a first, not only did I start 12 hours after the event started, I ended 12 hours before the event ended.

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=7112

That’s most likely because I kept the scope small and stuck to basic arcade features, I’m quite proud of it however as

  • It has a relatively sane difficulty curve
  • Surviving is skill based (based on the people I’ve tested it on)
  • It works on my iPhone and my iPad and my Laptop
  • It is bordering on actually being fun (a novelty for my creations)

Now to go and drink some coffee.

Get ready for….. “60 SECOND BAD BOY!!”

 

 

 

eye POKE ME!

ice cream     STEAL ME!

 

 

 

ballon          POP ME!………

Along with nine more five second upset’o’thon levels that make up those 60 uninterrupted seconds of frantic bad boy terrorizing!!

hand        “THE DEVIL MAKES WORK OF IDLE HANDS”…..SOMETIMES NOT SO IDLE HANDS TOO!

Music…

Dude, I’ve been struggling so hard to make a suitable music to my game. I really suck at it! Does anyone have a suggestion?

Comments

Datw
16. Dec 2012 · 13:49 UTC
THANK YOU VERY MUCH, you saved my game lol.

Uh… wat?

Less than 12 hours? Really? You’re joking, right?

Man, 48 hours isn’t what I remember it to be.

OK here’s are two teaser shots. Hopefully I will get something fun working here before these dreaded last <12 hours goes by….

part of a level

level

and a ‘gearing up’ menu

menu

Timelapse is done

It seems timelapses always choose the right moment for a thumbnail.

Play

Step through the physics world | LD72 no.25

So quite some time before the information you’re reading get posted on this site, my blog :_)

The following is the updates

-> I got a name for 3-leg-Alien that we will be controlling it in the game. The name is Trideroche. To be honest, while I were searching for information over the Internet, I found something about vocabulary namely “Tribe – De – RoChe”, not sure whether it’s French or not, can’t remember the meaning neither. Anyway that the cool name.

-> Made physics world works! Fine-tune and finally managed to implement the initial walking feature, the core one, successfully.

The concept is that it has 3 legs. You will control it individually in the way that maintains the stability of the character itself. If you step up wrongly, you may result in explosion or get hurt in some ways.

Apparently the current state is not totally what I want it to be just yet. The pain problem relates to the initial design which is “3-leg”, yes, … literally. I don’t want to change it to other things else as that is the pretty first and solid design and I would love to stick to it. What’s wrong is when you create such a character in the world of physics, you need to make it be able to maintain its own stability at the first go you put it into the game.

image
Design and stuff

Usually, most of the time you will pop the physics object by click anywhere in the screen and it will be born there, thus falls down to the ground according to normal gravity. Whenever it touches the land, there you will see a problem. In my case, a character cannot stand on its own at the first go. Due to 3 thin legs, and at this time I have not much time to figure out which solution or primitive shape or constraint to form such a spider-like object at the end. Chipmunk is new to me.

image
It cannot stand on its own. This is the very first implementation according to my design.

It may be because the upper part of the character is visually heavier than the bottom, that’s just a guess to make it looks like in front of the screen although mass can be set. Please note that what you see in the image, it has no 3 legs yet just 2. But that’s enough for me to rethink for better solution.

Thus I re-implement the forming of character code, what I got is below.

image
Re-implement it to another design.

That’s better but it needs to be better and walkable.

So I reduced the radius of the head and decreased its mass, also shorten the body part, and put another leg with also feet. 

image
With reasonable touching area of three feet, the character has more chance to stand ground!

Anyway that’s not the optimal solution. After I poped it into the game and fell to the ground it has more chance to stand up on its own. Besides that, its clumsy structure causes it to fall down and its head knock with the ground most of the time. Ha ha, that’s funny, but it needs to be better.

My initial solution at this stage is to periodically apply y-axis velocity to its head to pull it up. But I need to call it 2 times per second (according to your set up, but it needs less frequently than frame rate, of course) to maintain its stability and realistic.

image
Much better!

In addition, I managed to remove out the big feet and make it looks like it has just that long legs. I still need the foot but just reduce its width to 1 to hide it completely. Other things still work properly.

I captured some movement of Trideroche below.

or directly at http://www.youtube.com/watch?v=_Rq427T2f9A.

I’m back to code now, I have another day and 10 hours left to finish this for the jam event of Ludum dare#25.

[I originally posted this on http://haxpor.org/post/38064023763/step-through-the-physics-world-ld72-no-25]

Tags: chipmunk, jam, LD72

My first time entering a Jam

Update time!!!

Catch as many children as you can in one minute!

Slender suffocating a child, not sure if this is ethically correct:

slender

AnteChristmas, with new old-school-SFX !

preview-sfx

3rd DEMO !!

 

Play now
(Be carefull, SFX here !)
Please, send me your feedback if adjust volume is needed.

Let me tell you more about this game.
Titled “AnteChristmas”. You play a Troll, maybe Santa-Cloth be confuse with his Santa-sprites… You’re hobby : breaking toys ! (no mercy for cute kids…)

Controls : Arrow keys LEFT, DOWN and RIGHT to move
Press SHIFT to hold your Hammer, release to hit a package.

Warning ! Santa Clothes is watching you !

Update on The journey of His evilness, LeVillian

So right now I’ve decided to call my game by its long title,  for now I guess. It’s  turned into a Strategy Action from a Strategy puzzler, though I it should have been obvious to me from the start! Here’s a tutorial level with LeVillian, the Hero and a hordes of minions!

screenie

 

 

Milestone 8

http://ludum.atrodo.org/

This milestone took longer than I wanted to, but I wasn’t surprised it took as long as it did.  But, I can now shoot bullets at that too-good idiot white.  Plus, I’m pretty sure I now know how I’m going to do the special weapons, which should make up some time.

Overall, I’m really happy how this is coming together.

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

It’s been long day but a lot has been accomplished.

Our villain is becoming more villainous by the minute. He now has a disintegration ray!

It might be, well, just a tiny bit overpowered. Okay, so he can basically take out an elephant from 100 yards. We’ll be tweaking those values back a bit in the very near future.

Our villain can now also Blend—camouflage himself to avoid detection. Currently this ability is an instant effect that triggers with the space bar. It lasts as long as you hold the space bar down, but has a duration, and will run out if you use it too long. The ability recharges over time, so you can use it repeatedly in a short period, but if it doesn’t recharge all the way, the duration will be shorter on successive uses.

Our NPCs have been coming along quite nicely as well. Line of sight (really cone of sight in our case) has been refined, and NPCs now have multiple states of detection—unaware, suspicious, and full-blown aware of you.

dearleader_ui

 

Above you can see the improved Cone of Detection, as well as the Blending ability UI. That white marker in the upper left hand corner is a way point for the NPC patrol behavior.

dearleader_detection1

 

In this next screen you can see two separate NPC patrols converging on our villain. The NPC on the left has become suspicious, and there is an awareness meter on his (at the moment oversized) UI. When it fills all the way, he will see you.

dearleader_detection2

 

In this final one,  you can see that same NPC has gone from suspicious to aware of our villain. He’s turned and is now running to access the alarm panel. Meanwhile, the other 2 NPCs have become suspicious and will be aware of him soon.

Good thing our capsule-shaped villain has got that disintegration ray.

Tags: ReturnDearLeader

Done

So, I’m done.

This time I knew from the start that I wouldn’t have the time needed…

Anyway, at least I did something!

Actually the music turned out pretty good.

 

Tools used:

Eclipse, Java, libgdx, GIMP, Reason,

Coffee, Glögg and Friends (Jocke, Martin and the others at Goo meetup in Stockholm)

 

You can try it here: http://kompetensum.com/ld25/villain.jar

 

Almost done

I am almost done. Title screen done, intro done, outro done, gameplay, levels and graphics done (although I still need some testing to do), sound effects added. Music is missing, but I am not sure I will be able to pull that off. Also cut out some half-baked ideas and features to try to make it into a complete game.

Here is a screenshot from the intro for “Villanus Haerfest“:

2012-12-16-ld25intro

I have goats too (unfortunately they did not make it into the intro :)).

1goat

My postmortem of StarRunner

So, as I’ve finished my entry and you can view it here, I figured I should recap on everything. (View the leaderboards here)

StarRunner is a game where you play as an intergalactic thief who is being chased by the intergalactic police, only to find they’ll never stop.

What went right:

  • I fixed most, if not all bugs.
  • I knew what I was doing from the start.
  • It was fairly simple.
  • Music turned out surprisingly well.
  • Simple concept can make a fantastic game.
  • Arcade style = pretty cool.

What went wrong:

  • My game hardly fits the theme (I discovered this as I was finishing up, felt quite bad in the end).
  • My code isn’t the most user-friendly, however I did try my hardest.
  • My sprites were slightly inaccurate (white spaces, did help a bit) and some things are off-center.
  • Original animation test failed, so I removed all code for that.

What to improve:

  • Word filtering for the leaderboard – while FUK and ASS might be good players, not everyone likes swearing.
  • Make my code more user-friendly.
  • Sleep more.

This was my first ludum dare and it was fantastic! Thanks for the great experience.

 

2nd Day midnight

ScreenShot05

It’s midnight here, this would be the Release Caditate to me.

10 hours to go

I have 10 hours to do art, sfx, and music now!

201212160923

Almost theere!

Yay! my game is almost done, just a couple details to go (cops, a little menu and key instructions), but everything else is pretty much done and working flawlessly on HTML5!

Untitled-1

Bang!

Bang!

 

 

MIght also make an Android version if I have some spare time left! ;)

 

Debug output

 

This took way too long to get right:

other-side-debug-out

 

Main Villain enters the game!

Ok, 10 hours and 30 minutes left. That’s not much…it’s near the end! I have plenty of stuff to do to make game more fun and interesting but we’ll see how far can I get.

For now, some updates:

  • villainishFinal map where AI works more or less fine (still need one small fix on that)
  • Some balancing
  • You can see how damaged are your creatures in the dungeon (less HP –> more red color on the icon)
  • Villain’s (Player’s) dungeon Added! When Villain’s dungeon gets attacked, main health bar starts to lower. Once it reaches zero healthpoints you loose.
  • Started to work on tooltips
  • Villain’s avatar drawn -> It’s a goat in armor (or is that a goatman?)

preview8(click for full resolution)

What I have to do next:

  • Add another creature
  • Make heroes unique (mages less HP but more AP and vice versa for knights)
  • Some morale system(percentages!). When you defeat enemy you get higher morale for x% which means you’ll hit enemy more easily and the same works for enemy.
  • Maybe I’ll add some SFX this round

I’m still streaming on Twitch.tv (chiptune music included)

(Goat villain) 

Tags: Dungeon defend-o-management, goat

Killing chicken

Muhahahahaha…….

deadChicken

Banana

Starting to look like a game. A few art assets left, than some sound and testing, testing, testing.

121216_1634

Unnamed reverse tower defense

So it looks like there are no exploding Kittens for today, but I will get them sometime.

Well we chose to use crafty.js (which neither of us has ever seen) to try a reverse tower defense game. We started writing our own AI controller but had troubles hooking in the components (just a lack of understanding of the js lang I presume). We are both chalking this one up to bad planning, but I think we are going to try and dev it in another language that we are more familiar with.

As of now the game is scrapped, which means this is my(Zdolshin) 2nd failed attempt at LD. I’ll be back again and hopefully next time I’ll have a better knowledge of a system I can use to build within time constraints.

You can view my attempt as it is now at the test bed location.
Zdolshin

Done!

At last!
My game is done. Mech Villain!
Maybe this game is not the coolest, but I learned a lot during those crazy 48 hours. So i’m happy :P

villain

MechVillain’s page

 

 

 

Introducing Goatocalypse

atrodo> I have two very important decisions yet. A name, and how to use goats … Hirsch> atrodo: Goatocalypse … atrodo> Hirsch: That’s almost too good not to use

So I think I now have a name. I’ll come up with a “Story” later.

He walk

The player walk and jump now !

render4

Actually I finish the programmation and bug fixs, and after i create one level (and more if I have time), sounds, and animate the character.

Almost there!

I haven’t given any thought to how long it will take to upload the Unity webplayer onto Dropbox! D:

Anyway, I ran out of time so the intro music is also the ‘win’ music.

music

 

If you lose, you get different music… so it’s not all bad!

game_over

Going deeper, working hard

It’s all coming along now. There’s enemy generation, the collision works as intended, and the UI is working. The idea might not be ambitious, the game might not be incredibly fun to play, but through sheer determination I’m planning to finish it in time. And, in the process, I’ve learned quite a bit. So it’s good. A to-do list and a screencap are waiting below the break:

 

Stuff left to do:

  • splash screen (press start),
  • game over condition (the HP gauge and decrementation are already in place)
  • winning condition
  • enemy generation tweaking
  • sprites, animation
  • some basic sounds from BFXR

i’ve the first page …

but finally it’s not the good games dimentions, it’s more the web promotional page wiz the goat !SPACEGREED

Game submitted

Just finished submitting my little game for the compo.
With 10 hours still in the clock, I could’ve probably still polished it, but some rest & laxin sounds nice since gotta go to work tomorrow :)

The game contains 3 minigames all of which are different criminal activities to gather money for the end goal.
I had really hard time coming up with the 3rd game (which ended being the credit card fraud one), but it worked out OK.

Not 100% satisfied with the game, it kinda needs some bigger game to wrap the minigames or give a reason for the minigames.
Now it feels bit glued on :/

Anyways happy that I finished since 2 last LD’s have been major fails on my part and couldn’t even submit anything.

The games submit page is here: link

And here’s a screenie:

Thanks everybody for awesome event, can’t wait to get my hands on all the games developed this weekend!

PS.
I had some issues with the screen capture software and Im not entirely sure if I can make a time-lapse, but atleast I will write a post mortem…

Tags: done, linux, SDL, sinister simon, submitted, Windows

Good Morning Ludum! … with Zombies!

It’s close to midnight and something evil’s lurking in the dark… ‘Cause this is thriller! Thriller night!

… For those of you in EST.  It’s a new day, and I made great progress last night.  Just before I hit the hay, I made an Enemy mob which for now will serve as the object for all of my enemy models.  All it does right now is slowly shamble in one direction, but I’m hoping to get to pathfinding today.  Since pathfinding might be a large effort, I’m going to do some polishing before I get into it, just to make sure that if I fail on that there is still a semi-working game.  I could always just spawn the mobs and point them at the player’s base.  I would probably have to give them the ability to break through blocks, but that’s a backup plan.

For now the plan is to create traps!  A spike trap, and a hammer trap for now.  They’re going to have triggered animations, meaning they’ll animate only when someone walks on them.  Hopefully that will only take me an hour or two, and then it’s on to pathfinding!  The game is looking better since my last post.  I added a few more block types, and reworked the map we’re on.  Take a look at the progress!

The thing that saved me

PATTERN SINGLETON !!!

and a popup class that i create too 😛

Note : Thanks to the unique guys coming to my chatroom to say hello :) Now i’m sure that my stream is usefull 😀

LD25 – 11am Sunday – Lunchum Dare

Basically have the game logic set.  Going to work on balance, maybe some animating, and adding in sounds.  I may try to relax after these long hours of work by actually giving composition a shot for a change!

A good ~30 second track could really spice the game up.

Jumpin’

Loves,

My avatar can’t fucking jump. So annoying.

Well he can jump but then he slowly falls like autumn leaves.

But it’s a girl and not a autumn thingy.

2 hours i try to make her fall like a person.

I’m about to rage-quitte my life jumping through the window and falling like an ACTUAL PEOPLE.

Handshake.

Tags: bugs

Comments

Paco
16. Dec 2012 · 14:27 UTC
¿Did you tried taking off her parachute?
AnnaGavaldaKedavra
16. Dec 2012 · 14:47 UTC
Of course, plus i made her eat burgers twice a day for last two days see :
16. Dec 2012 · 15:47 UTC
Just a tip : I’ve never got “realistic” values to work for gravity, I always have to add a rather large and arbitrary factor to make things look ok…

Evil Goat Screen

Just finished the main menu screen since I don’t share lots of info in the past hours so here is MainMenu screen from Evil Goat

MainMenu

1goat

Almost 60% of the game is done. Here’s screenshot.

shot2

 

Sadly I have only completed about 50%

Screen Shot 2012-12-16 at 11.58.15 PM

Obviously I overestimated myself. Considering how old is minesweeper, I thought it’s very easy to implement a variation, but things didn’t come out as planned.

Anyway in the last 10 hours I will rush as fast as possible!

Situational Point

Forgot to add AI.. game is unloseable 😐

I’m unsure if I’ll have time to add the AI, we’ll see, nevertheless it’s a game worth it’s 48 hours work for someone who’s making his second game.

 

Loving LD, thanks all!

 

Also goats power.

screenshot

first screenshot

screen

Subjugated ScreenShot

Still lots to do and running out of time!

Updated build but ‘playable version’ online here – LAUNCH

Tags: Beta Version, screenshot, unity3d

Satan’s Little Helper – Complete

It’s finally finished!

Satan’s Little Helper is the game that I ended up finishing for my first Ludum Dare entry ever!

 

It is a game in which you’re an evil elf who has been assigned the task of filling up Santa’s Sack for Christmas. Since you’re an evil elf you have decided to fill up Santa’s Sack with guns, drugs, grenades and poison to ruin Christmas for all the children out there.

 

Below are some images taken from Satan’s Little Helper

screenshot100

screenshot102

screenshot103

Check out the entry pages here: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=19156

Be sure to rate and leave a comment!

 

Statistics

  • Total Creation Time: 8 Hours
  • Time Spent Procrastinating: 22 Hours
  • Cups of Coffee Drank: 18
  • Cans of Peps Drank: 5
  • Pizzas Eaten: 3
  • Jaffa Cakes Eaten: 3 Packs
  • Pringles Eaten: 2 Tubes

Gameplay Update

Hey, guys. I was involved in a car accident (I’m okay), so I joined this party late. But hey, nothing can keep me from LDing completely, lol. I set out this Dare to try to remake one of my favorite recent games in 48h. Can you guess what it is? Here’s the demo so far:
https://dl.dropbox.com/u/38986055/LD25_Demoman.swf

WIP

There’s some big gameplay changes still on my todo list to turn it into a different game. And then all the arts, story elements, and really bad musics after that–a lot of which I’ll probably not be able to get to. :( But baby steps.

Good luck and keep going, guys! The finish line is in sight.

The end is nearing

Colorful.v.0.2
Whoo. Not to say that I’m “almost done” or anything like that, but I’m definitely on my way to finish. Apart from implementing intro/outro and (probably) some new enemy types (maybe a boss or two), my main concern now will be rooms, as so far I have got only 13/49. 5 hours… Can do. Let’s go!

frog.recurse(testVideo);

So, what is it like to play a game where you don’t see anything, but only know what you can hear?

Here’s a video with unpolished voiceover for Agent #2 for your enjoyment. Right now, all you really do is just wander the halls and listen to descriptions. You *can* ask to know your status or inventory but there isn’t voiceover for it yet.

Yes, the bug in the beginning of the video should be resolved now. :)

4

This entry was posted on Sunday, December 16th, 2012 at 2:12 pm and is filed under LD #25. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Traps of Mad Princess

Mad Princess Logo

Previous posts Introducing Mad Princess!, Enemies of Mad Princess and First Screenshot of Mad Princess here.

Phew, the deadline is soon closing in. I’ve finished creating all the traps and I can soon start building the actual levels. Phew! Looks like I am not going to get much sleep tonight. Here are the five different traps you can use in Mad Princess to destroy those hapless heroes:

Traps of Mad Princess

First trap is the Bombs, you can spawn them pretty much anywhere by just clicking empty space. They are cheap and pretty powerful, but be careful though, because they start rolling around easily and will blow up your traps if they happen to collide.

Second trap is the Spike Carpet, it falls on the ground and will sap the health of anyone who steps on it. The invading heroes cannot attack it, but be careful when placing it, because it breaks if it touches other traps.

The third trap is the Wall, well, it is not really a trap, but a strong brick wall, that will halt the travel of the heroes until they manage the break it. Agile enemies can run through it with no harm though. The Wall will break any traps that collide with it.

The fourth trap is the Crossbow, it’s an automatic sentry that will shoot arrows at the invaders. It’s also a bit like the Wall, and will halt the heroes, but only briefly, because it’s not as sturdy as the Wall. Agile enemies can also pass through it with no harm but they can still be hit with arrows.

The fifth and final trap is the Chain Ball, it spins in place in a round arc. It’s very powerful, but it will destroy any traps it happens to smash into so be careful when placing it.

The traps cost blood that is awarded by slaying the invading heroes. Be careful when placing the traps though, they cannot be removed and when they break you won’t get the blood back. Even if they broke from touching other traps.

Follow the progress and my other ramblings in my Twitter @AdventIslands

Spindly, playtest version.

Well, in my last post I said I will work on a loot system. Still not begin it, but at least, I have a full playable version.

 

blood_everywhere

 

What’s in :

– 3 types of Skeletons and 2 different heroes.

– win and defeat conditions.

– random level generation.

– Blood.

– bug.

 

What’s not in :

– Loot system.

– Market where you unlock new types of skeletons.

– Sounds.

– Graphics with a normal perspective.

– Obi wan Kenobi.

 

 

Tags: Spindly

And out!

Yes. Folis is out. I only have ~22 minutes left until I’m away for the rest of the time. Not gonna make a game in that time, even though I already made a game in “0” hours.

Looks like I should’ve read my own tips sheet 😉
No, tbh: I didn’t like the theme from the beginning. All the concepts I had were either overly-complicated or no fun at all. That didn’t work out.

I’ll write a longer post-mortem tomorrow. I’mma go take a shower now!

– Folis

Mr. Cylinder – DAT AXE!

ld25-3Too much time spended on collision and made it wrong. Disabled jumping but… DAT AXE!

 

My Little Terrorist

Hi guys!

I’m working in a team for the LD 72-hour Jam with @fractallambda and @nerdofgamers. The game we’re making is My Little Terrorist. I’m covering code, @nerdofgamers is on graphics, and @fractallambda is providing ideas!

My Little Terrorist

In this game you receive messages from sponsors of terrorism who want you to perform destructive acts, you collect resources for manufacturing bombs and then craft them, and you send your recruits on suicide missions for cash.

We’ll be posting more information and screenshots tomorrow!

Follow us on twitter:

Tags: My Little Terrorist

Probably not gonna finish.

Hey guys.

Ok since I took way too long modeling/texturing assets, I will not be able to finish it in time. (~9h left)

I still need to make the player model, npc models and a castle.

Then I need to add some more game logic.. Also need a name ^.^

I wish I had time to model a goat for the center area…

Here is a screenshot update..

ld25blubDay2progress1

Will see if I can finish a playable version at deadline..

Comments

zerebruin
16. Dec 2012 · 14:29 UTC
Looking good! Call it enourmously giant castle court game or something^^