LD25 December 14–17, 2012

WAKKA! WAKKA! WAKKA!

Game at 38hs. 10 to go!

Game at 38hs. 10 to go!

After 38hs, I have something actually resembling a game. Wakka Wakka Wakka sounds are in! Even though the AI is pretty dumb, the game provides a decent challenge. If you could try it and let me know what you think regarding difficulty levels and controls, I would be eternally grateful! Also tell me what you think of the sounds!

Now where do we go from here? First I need to fix the shitty (literally!) intro screen, and also add a high score screen (including music for both – the game screen sounds fine as is). After that, some way to ramp up the difficulty (speed up pacman, increase power pellet time, different maps?). If there is enough time after that, I will try to fix the Java applet, that somehow stopped working after I added sounds to the game :-(. IF, very IF there is still any time left, I will try to put into the AI. But that is not likely.

Tags: java, pacman, progress, prototype, screenshot

Enemies, health, colored text!

Lots of progress has been made. I might actually manage to finish half of what I meant to do! 😀

progress6

Goatroids

Goat

 

This probably killed my entry, but it now has a Goat 😀

1goat

Snap

I managed another dark LD entry. Go on a shooting rampage – blame the theme I’m afraid. I like to use LD to explore unusual themes, game mechanics, and ideas.

I was drawn to the idea of some interesting game mechanics. Innocent people are worth more points than police, although police can shoot at you and deal health damage.

I was also intrigued by the idea of a “Suicide Bonus”. If you die from wounds, you get no Suicide Bonus. If you suicide, you get a bonus based on your current health. But of course, if you suicide, you can no longer score points. So… when to suicide?

And then the Newtown tragedy happened, and made me feel sad and uncomfortable. RIP.

 

ss1 ss3

Done.

1goatI finished. No music, no graphics, nothing but text… but it works, and I think it’s good. For those who finish it, I hope it will have the desired impact. It’s got mature themes involving morality, puns, and single, solitary goat.

C25ss01

CC25ss02

Tags: compo, final, journal, python, screenshot

Comments

16. Dec 2012 · 14:55 UTC
Definitely going to check this out, mainly because I haven’t seen any other text-based entries.

Uh oh

Almost there…

menu

Look at that gorgeous main screen of mine. Isn’t it beautiful ?

Okay so now the game just lacks a tutorial and music. And my back never hurted that much, seriously.

 

Ze Henchman! 10 hours! D:

So there are only ten hours left! So, I meant to do a 24 hour log but I was to caught up in trying to do proper collision but oh well, just gotta push on!

So My game is called “Ze Henchman”.In this game your play as an evil henchman for hire who gets hired by some classi—— uh… I mean Completely original evil bosses! You just have to defend their objective and not die!


ZeHenchmanZeHenchman2

ZeHenchman3

And with that! back to 9 and a half hours of work! ill be streaming @ http://www.twitch.tv/skyllartor# ! SEE YA THERE!

Moar graphics, lightning system

A cute background (thanks Photoshop tutorial) and some lights make it better. Also note the underdevelopped score system.

Still trying to have some shadows, but still buggy so far :(

cap3

Comments

16. Dec 2012 · 14:54 UTC
That photoshop tutorial is relevant to my interests. Can you share a link?

Resignation(?) from Compo

Allmost everything is working more or less now, but I don’t have a single enemy/level/attack animation/mission so it’s pretty pointless to try to do that in the remaining time. I will try to come a bit further today and see what I can do before the jam ends, but I’m writing a 3 hour long exam tomorrow at 7.50 am and I still haven’t read the entire book the exam is going to be about. I want to rather get enaugh sleep than work all night on the game ( competition ends at aproximatly 3 or 4 o’clock in the morning in my timezone) but I wish everybody good luck who is still trying.

Villain is borded – update #2

1goatscreenshot2

Not much has been done since last update..

I mostly took care of fixing bugs and making sprites.

Now, I have to :

  • Finish all graphics
  • make music and SFX
  • add a few more features
  • Script the story
  • submit the game!

Good luck to all Ludum Dares (?) and espescially those behind schedule like me. 😉

New progrees screen

9 hours left, thik i’ll be able to finish something, hopefully i’ll manage to squeese in the “boss-fight” i have in mind.

 

 

screen4

 

 

 

Better Story, I guess

Now that I’ve got an interesting and better story, I’m good to go. Time to finish up some coding and implement the story through the game.

I believe the optional theme fits well since I’m going for some sort of dark side, customized hp lovecraft way here. haha

+1 goat

Birds n’ Gold

Dwm 2012-12-16 11-36-30-85

Good morning fellow ludologists :)

Update

I’ve really made everything look quite good, particle effects and blood splats. I also added a wonky as hell tilemap. But crunch mode and what not.
screenshot2

The drag-and-drop mechanic was scrapped for a faster click-spawn formula.

Goats and airgoats

 

A game of sad projectiles and princesses. A playable slightly outdated version here!

sad princess

Progress Report 2 – Gameplay video + Level editor

@nddrylliog reporting here, I just wanted to show off some of the animations @bigsylvain made:

The top and bottom part of human characters are different and can be animated separately. For example, ‘walking-bat’ and ‘punching-bat’ are separate top animations,
and ‘walking’ and ‘punching-foot’ are separate bottom animations, all seamlessly combined up here.

I also made a video of the level editor in action, featuring ducks (as always) and a Musk Ox, courtesy of @eschlagmann!

And after I finished uploading the video of course I made some more improvements to the level editor.. multi-layer editing is in!

Screenshot from 2012-12-16 22:34:55

You can read the code on GitHub, it’s gonna be open-source and it’s built using ooc (my programming language) & a custom framework on top of SDL, OpenGL, Chipmunk, and SDL_mixer.

That’s it for now, folks!

 

Massive change of direction

Well I did literally nothing yesterday other than mental brainstorming after being taken by surprise by the theme. After trying to formulate a structure to my main idea which was about post traumatic stress disorder, I ended up doing some things I’d already planned for the weekend and playing some board games and drinking.

Then suddenly I decided to make a board game instead.

You’re B Movie monsters (parodies of Godzilla, Mothra etc) and you gain points by smashing up buildings in the presence of news crews. You’re in direct competition with other such monsters who have the same goal, and must also deal with the military who get in the way.
Luckily I have loads of board game paraphernalia that I’ve never used, so I managed to work out the ruleset before even making anything.

Checkerboard
Anyway, here’s my first art asset, which is a custom checkerboard for the game. The ruleset is in and though it needs tweaking is fairly effective, so mainly it’s just whipping up art and testing it a bit and then I’m done! Board games are great!

build004 :: actions and NPCs!

Now with randomly generated NPCs. Kill NPCs and mobs. Destroy walls. Find treasure in chests. Get caught stealing and try to survive the court. It’s now possible to lose the game, but not win it :-)

Demo: Web! | Standalone! (Java – Platform Independent)
build002-screenshot

Scripted Movement Paths in a Hurry

 

Don’t have a sensible workflow for creating movement paths? No problem!  Just make a mesh in Blender that’s a long chain of vertices where you want something to move:

04

 

Export that chain as a .obj file. That format is an easy to read plaintext file, with each vertex’s position given by a line beginning with “v”.

05

Just grab the vertex positions from that and you have a path to walk along. You can even copy-paste the vertex positions into your raw code if you’re in full LD panic mode.

Tags: tips

Gibs for the gibs god!

My game is bloodier than it used to be. (Looks a little better in motion, but I concede that the graphics will remain poor.)

1612121652

No rest for the wicked.

Okay, I’m getting pretty deep into that Sunday-oh-crap-this-isn’t-really-a-game-yet-and-why-am-I-working-on-a-story-instead-of-code-ARRGGH point just now.

Having said that, feeling pretty pleased with this:

No rest for the wicked.

Done and dusted!

You can find my entry here

Postmortem later :)

 

FinalScreen1

Progress

Graphics are coming along.  For comparison:

Last night:

proto

Now:

Progress

Nefertiti

sp

a villian is what society makes of him… or in this case her!!

Random Screenshot

 

Yeeeeah… Is someone in the mood to slay inoccent cute little balls of jelly?

You’re the King – What is the player motivation?

Here I’m with another update. So far the essential stuff works. Essential that is all resource gathering and the death of the whole population if there is no food. However this brings me to a more fundamental issue regarding the core concept of the game, or what is the motivation for the player.

The initial design was that the player becomes the villain by his own actions in order to win the game. Now I’m having a hard time integrating this concept into the game in a meaningful way. The original win condition was to reach a certain population amount. But how do we turn the player into a villain by doing so? Simply forcing the workers to work all the time in order to provide enough food for the whole population seems too simply and boring. Hopefully I can come up with a good idea in the remaining hours.

Here are some new screenshots to keep you entertained :)

LD25_dev_screen_3 LD25_dev_screen_4

As always, watch me solve this game design mystery live on my stream: http://www.twitch.tv/naughtyloose

Tags: journal, ld25, livestream, screenshot, you_are_the_king

Comments

AlexFili
16. Dec 2012 · 15:18 UTC
Looks fantastic! I’ll have to make one of these city/village making type games myself!

Trees!

sc4

Playable!

At last, we have a playable game. The plot is very basic, yet tragic.
I’m never working on an adventure game again, the fact that it’s not playable until almost the end is very stressful.
shot
Now the title and ending screens and some polish.

Comments

caroM
16. Dec 2012 · 15:30 UTC
Looks awesome! I love the art style, can’t wait to play it

Polishing Time!

The game is complete. All I need to do now after I awake up from sleep is to create character/enemy sprites.

That said, I’ve grown fond of the purple blob, especially since I might oversleep the deadline, but submit anyway.

BREAK!

Tags: title

I finally finished my game :D

Well I have finished some hours ago, but I had to go to sleep after submitting it,  over the night my brother made a small trailer Trailer, here is a simple explanation of the game:

You are a thief and you have to steal everything of some homes, by everything I mean everything except walls and windows…. and well people, the people that live in the house can’t see you or you will lose and will have to try again, take care of the goats, the child and the parents… stay away from the vision lines

Here is a screenshot of the gameplay

3

 

You can check the game here: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=12209

And view the trailer here: http://www.youtube.com/watch?v=idJX80iQW_o

Comments

AlexFili
16. Dec 2012 · 15:17 UTC
This looks awesome! I love the little desks and tables especially

All Done – VillaPlat

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=5426

 

Had a lot of fun
It was my first time to use melonjs. I really like it!
Note: Hard is really Hard.
I used
http://www.melonjs.org/
Blender – Modeled and Animated in Blender then Saved as Sprite
GIMP to make the Tiles Images
LMMS to make background Music

Since this is a web app you can just grab the js from the page source

Susie’s Xmas Hit List – final progress update

Less than nine hours left. Here’s a current progress update.  Implemented limited snow at each spot. Susie can only fire five snowballs in a given spot. The meter on the lower right indicates there is not enough snow left for any snowballs. She will have to move to another position to make another snowball.

I thought of a lot of good ideas I would have liked to have drawn for a title screen, but it’s beyond my artistic capability to implement.  I also spent more time than I should have on the background, but I think it turned out pretty nice with the moon, stars and trees. Simple graphics, but I think a great overall effect.  In this screenshot, you also see Susie hit two reindeer which are tumbling out of the sky.

Still need to implement Santa dropping presents on Susie, and some kind of leveling up. Will code for another 5 hours before I start packaging it up. I used Python + Cocos 2d + Pyglet.
Susie Xmas Hit List progress update

Comments

wombatica
16. Dec 2012 · 15:39 UTC
really looking forward to playing it, fun idea

Graphics done!

Got the graphics done for all the entities in the game itself (still have to do intro screen and win/loss screens). sfx and music still need to be done too. SO CLOSE.

201212161116

I’m out

I started too complicated game for me. Completed 1/3 about. 15 hours of speed programming (~2500 lines of code) a game engine and few minutes for minimalistic pixel art. Oh, I have a headache, but I got a good experience in this time :)

I made a game about infection (which you control) and yours zombie :)

2

1

 

I hope, the game will be completed) Many features waiting for finishing)

Good Luck, guys!

Further Progress

Alright! My still unnamed game about lasering everything in sight is inching along. I’ve got missiles behaving correctly (ish?). I’d prefer to have them actually orbit the planet instead of being allowed to pass in front of it, but there’s not really time for that.

lazer I also took a small break last night to work on a little bit of art, since I’d like to have something that looks mildly done when the deadline rolls around. It’s not the best ever, and I suspect I’ll go back and touch things up a fair bit, but the laser looks a lot better (and has some animation)! I also had a lot of fun putting in the flash back on the satellite when the laser fires:ship2_anim

 

 

On the gameplay front, I still have a few big things to fix:

  • I need to add in some interface elements, such as the player’s health, and possibly tweak the amount of damage missiles do
  • I wanted initially to include another kind of enemy defense, such as swarms of fighters or something, but that’s no longer feasible
  • The collision with the laser beam is screwy. Buildings are destroyed correctly because I do a simple angle check instead of proper collision, but missiles are using Zoetrope’s built in collision… which i recently learned does not respect sprite rotation. So, I’ll be building custom collision so that the laser can destroy missiles
  • Different building types. Some will be simple targets, incapable of attacking, and some will be missile silos which periodically fire missiles back at you

Here’s the current build

Rainbow, a surprisingly cheery game

I present my reasonably pleasant entry into this compo:

Rainbow <– click here to play

rainbow01 rainbow03

It’s a game where you bring happiness and light to the despondent masses, who don’t want happiness and light.

It’s also my first time working with webGL or building anything really big in HTML5. I hope you enjoy!

–Jim

To Sleep or not to sleep, that is the question

It is about 1:30am here and I am like 75% ~ 80% done. Not tired yet but wonder if anyone is facing the same question as me 😀

Comments

16. Dec 2012 · 15:32 UTC
Not yet :)

theft – first playable

Here is my first playable submission.  Not sure if we can call it a game lolol.

Click to play: http://anshulgo.com/jams/ld25-theft/theft.html

 

theft

Comments

17. Dec 2012 · 04:35 UTC
haha nice job man. the shooting mechanics were fun, couldn’t find the endings though. i like how your character turned INTO a -1 when they got hit

Out of the Waiting Room, and into Recycling

Ahh, its been a long day, much going on besides the competition, but I feel I’ve made steady progress… lets see how the final hours turn out.

ld25_07_playable_screenshot

Milestone 9

http://ludum.atrodo.org/

This milestone was actually pretty fun. I got different kind of bullets loaded into the system and it’s selectable now.  Going with this simple ro-sham-bo type of weapons makes making a lot of them easy.  That saves me the hardest part for later.  So I’m feeling pretty good at having a success for this jam.

  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 special weapons
  10. Make the round rules in effect
  11. Give white a better ai
  12. Polish

Idea fleshed out

Ok so I think I have the idea down. So like before its frogger but your trying to kill the frogs. It will play kinda like plants vs zombies where you purchase the cars or alligators or whatever and drop them into the lane to try to kill the frog as it progresses up. You gain points for frog kills that lets you buy more stuff but if you suck you run out of points and the frogs will most likely all make it up to their goals. Sounds good? I think so. Ok time to hit the coding I got 32 hours.

I found my line 666 of code

I was working on my game, you know nothing special. I decided to look over at what line of code I was working on and it turns out it was line 666, and the command on that code is very funny to what I am doing.

line 666

Got dragn, need food…

I’ve finished the dragon, so can focus on other things now.. Though waving the dragon about is a little hypnotic and distracting.

Some ideas:

I had quite a bit of fun playing the centipede vs asteroids vs space invader hero last night, so thats probably the direction I’m going to try for.. randomly generate guys to eat, wander into them, try not to get shot at by archers.

Plagiarise the Hobbit:

  • Smug the magnificent wakes up to find his favorite gem missing and goes on the warpath.. Flies out of cave, goes into the wilderness, finds the armies, and has a go at them.
  • Armies of Dorffs.
  • 10,000 morks. (I loved that in futurama)
  • Rack up the kills to rack up the fire rage meter.

Realm of the mountain king gets meatier with subsequent kills..

https://www.dropbox.com/s/h0fqzyf9i2rairq/dragns%20v2.jar

Plan:

  • Make enemies.
  • Do hitboxes.
  • Start firing objects.
  • Add scenery afterwards.

 

Comments

Aswissrole
16. Dec 2012 · 15:57 UTC
Damn, and I thought I was original in picking dragons. lol

calling it quits (maybe)

Ah well, a bit of a failure :(

so it goes.

Screen Shot 2012-12-16 at 5.33.21 PM

The failure was for the usual reason, I didn’t get to the fun bit quick enough, instead I spent my time messing around with map generation and 3d modeling and that kind of thing. I still have yet to put the core game loop in, and the deadline is bearing down on me too quick :( This isn’t really that different than the normal LD, but I kinda want to get a full night of sleep tonight, rather than burning myself out.

I did learn a bunch on this one though:

  • how to do custom editors in unity, with realtime feedback.
  • how to do animation on prefabs.
  • relearned how to rig characters in blender

I might keep jamming for a second, and see if I can get anything else in or not…

Team members and update

Ok, I thought it about time I list the full team and their roles.

CodeGremlin – Developer (@CountNoobula)
CaineOhFelix – Developer (@CaineOhFelix)
Oscuro87 – Developer (@Oscuro87EN)
RedCatProgramer – Graphics (@redcatprogramer)

 

I would also like to give a progress update. We have got proof of concept unit control on the RTS and got an attack system implemented. We are implementing buildings at the moment. We will hopefully post an alpha soon.

Moving along

A little less sick today, I got the basic network functionality going. I don’t know if I’ll make it in time for the deadline though, I’m still missing some important stuff.names

Comments

Static_boy123
16. Dec 2012 · 16:35 UTC
Even if you don’t make it for the LD please finish this! it looks fun

Hey guys

Just an off topic question.

If there was a windows phone app making jam, would anybody compete in it?

I recently got the Nokia Lumia 920 and realized the lack of apps on it. Not just games, but apps in general. The phones are so powerful and can support so much, but people don’t realize that. So I want to know if anyone would try to help make apps for it.

Thanks for reading,

Static

[KILL THE] HERO – Day 1 and 2

We are participating in the Ludum Jam. We’ve started quite late because we’re all really busy this week. But yesterday I had that idea and we quickly got a prototype. In this project are working: Rodrigo (game design, art, direction), Trigueiro (animation), Cesar  (programming) and Ramon (sound).

team
Team: Rodrigo Motta, Trigueiro J, Cesar Augusto

In our game, we have a hero who tries to save his girlfriend. Our goal, as good villains, is to destroy him. But our hero has an artificial intelligence and he will try to solve some challenges alone … so the challenge for anyone who plays is to combine challenges to destroy the hero.

heroThe Hero: You need hate him. ;D

On the first day, in addition to designing the game and the basic challenges, we’ve developed a prototype overnight where almost everything has worked. But not everything is complete, there’s still a lot of things missing.

prototype_1The First Prototype.

In parallel to the development of the game, we’ve started the creation of all the art, basically a scenario, two characters and items that will be used in the game. We’ve decided to choose a more stylized art.

artwork_completeThe  artwork almost complete.

Now we are working on the animations and getting ready to put it all together. Ah, the soundtrack is also being made.

frame_animation

Animation frame.

Tags: killthehero

Finaly Done!

This was an amazing experiece. I realy did not expect to finish a game in 48 hours when I have not finished a game EVER. The game isn’t that great but still go check it out: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=9874

Kasperl


Because who doesn’t love references to classic German literature?

Anyways, I’m making some good progress. The game is fully playable in its current state, which is pretty neat. Whats even neater is I added a ‘campaign’ feature to the game. A campaign file is simply a series of levels, which the game then plays in order. This not only makes it so I can change/patch the order of levels without messing with the game itself, but also allows me to add expansion packs with ease. Next, I’m going to add some menus in and tie this all up into a final product. Only when that’s finished will I start work on a level editor or sound.

Dastardly Fiend

Well I had absolutely no idea whether I would be participating in this beforehand, so I didn’t make the usual “I’m in” post. As it turns out I had quite a bit of free time.

So my entry is Dastardly Fiend. You have kidnapped a poor damsel, and heroes are rushing in the save her. You need to activate traps as they arrive to keep them at bay.

Graphics with GraphicsGale, main game with Construct 2, and sound effects with SFXR. Pretty happy with how it turned out.

The Fix is Playable!

The Fix

The Fix

After many bugs, crashes, struggles and failure, I’ve finally got a playable version of The Fix up and running!

Download it here

It’s still far from perfect – I want to actually add some of those sound thingies, like music and effects – but it’s playable, and has a title screen and finish condition, and it looks like I’ll be done for the end of the day.  Any feedback is appreciated!

I’ve also got a proceduraly generated title screen, which I think is rather slick.  Now, I’m going to record some music!

 

Tags: py2exe, pygame, the Fix

Iz Haz a gameplay

Just finished the gameplay, no screenshots this time.

 

I can’t program in a while, I’m mentally tired. Basic gameplay is complete, Things that must be added to the game asap are:

  • Game Over Screen
  • Level Complete Screen / Game Finished.
  • Ranking Screen
  • Tutorial
  • Start Screen

Getting There

I have a title screen, a tutorial and a working game, just no levels yet.  3 hours is enough right?  Right?
Anyway, here is the title screen for PsyGoat:
PysGoat

Progress!! Almost there.

We’re almost done! Most of our main scenes are now done, only the ‘persuasion’ mechanic to finish.

 

TheCorruptTitleTheCorruptCityTheCorruptNego

Game

We had a bit of a slow start but I think our game is coming along now

Untitled2

Untitled3

Have to study…

 

 

 

 

examplelevel

After 2 hours of intense coding I managed to crash my computer after trying to run my little stencyl made game, The Necro-games. It was going to be about necromancers competing about who can create the largest army of zombies. Sadly, my little villagers started to use a little bit too much processing power after I coded them to calculate distances between each other (or least I think that’s what caused it).

This project was started 7 hours ago, because I had to be away last evening. That left me with too little time to actually make something proper.

Right now I have moving (and dying) people, the necromancer, the playing area and several dozens blocks of distance calculation code. I have to begin writing an essay for school now, and cant really continue this project until next evening.

This is most likely over for me guys, but I will return next time, and I will be better prepared and more talkative.

Day 2 dinner

supermaximo93_day2_dinner

Also, I got killed by a guard :(

supermaximo93_day2_1804

The villain’s dream – kittens & goats artwork

Not that there isn’t enough programming to be done but I needed a break.

Doing Artwork under pressure is always bad … I’m also not a very good artist^^

the villain's dream red kitten artwork

the villain’s dream red kitten artwork

goat

the villain’s dream goat artwork

kitten_blue

the villain’s dream blue kitten artwork

 

 

 

 

 

 

 

 

 

No there’s not going to be an epic battle between kittens and goats, but there’s going to be an infinite number of kittens and one, and only one, goat.

 

Tags: artwork, goat, kittens, the villain'S dream

I think I’m out…

I’m sorry guys. Nothing is working out the way I planned. First, I had to work all of yesterday, and Now I overslept. I don’t think that I am far enough to turn what I have into an actual game. If I can get something done in the next couple of hours, I’ll post it, but at this point, it’s not looking very good. Maybe next time. Good luck everyone.

Comments

SharkApple
16. Dec 2012 · 16:16 UTC
Don’t be that guy, Mr. M!

Done.

It’s considerably shorter and less involved, than we hoped, but it’s finished, I guess.

shot

This was a jam project, done by Makdaam and TheSheep under the wings of the Nigmalabs hackerspace. It has been a pleasure to be this frustrated. We will not have time on Monday, so we are submitting this now.

Thank you for your attention. We will post a post-mortem when we recover.

Comments

Makdaam
16. Dec 2012 · 17:10 UTC
code + graphics + plot provided by TheSheep

annoyance (incl. music) provided by Makdaam

ECHO CHAMBER Submitted!

I went against my normal game dev flow and made something weird.  It was fun to put together and just add whatever thing came into my head without trying to consider if it was viable.  It was really freeing and motivating, as I never felt like what I was doing had to make sense.

I only had about 8 hours to design, build, make music and sfx, so I’m pretty happy with the result.

Have fun!

 

Game link: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=17687

retrib3

retribution

Gameplay 100%

I’ve pretty satisfied with the gameplay as it is right now. everything works that I have implemented. I still need to add sound and music though and make the Title screen look better but this shouldn’t take to long to do. In the meantime here are some screenshots!

screenshot6
This the start of the game.

screenshot7
Stealing Credits!

screenshot8
Oh No! COPS!

screenshot9
Engaged in Combat!

I almost forgot to mention this… I had to rewrite several pieces of my code. I’ve taken out warp gates and the additional sectors. But I’ve added randomness to how much credits you can steal based on the type of starbase you try to steal from. The harder it is to steal the more credits you can get but you have just as much chance to get caught too!

I finally got combat to work! (THANK YOU YAKO!) Instead of going with the fixed damage I made it random. All in all I’m pretty happy with my game!

-KunoNoOni

The final stretch!

It was funny, before I went to dinner there was a huge rumble of thunder outside, and I was convinced my game had begun to control the real weather. Sadly it’s not so, and I just got soaked on the way home for my troubles.

 

Screen6 Screen5

 

As you can see above, we now have a game over screen with funny/helpful comments on your score, and the dudes in the crowd will now “speak” their thoughts about the current weather. Not in the above shots is the lighting I added depending on the weather conditions.

Really not a lot left to do. Will add Time Remaining to the HUD so you know how hard to push the little guys and hopefully a neat splash screen which will explain the idea of the game when you first play. Other than that we’re done!

The home stretch!

Well, kind of.  Eight hours left – so that’s a full regular work day, right?  I’ll get loads of stuff done!…

The good thing is that I think I’ve solved all the most complicated problems that I expected to encounter, so hopefully everything else will go along smoothly.  No more screen shots for now, as things probably won’t change all that much before release anyway – but still…

Enjoy the last phase, gang.  Try not to hit the caffeine too hard! (:

Krampus – First Update!

So with only 8 hours to go I’m posting my first (and probably last update). The tileset will have to do, as will the main character (the Krampus!). Still have all of the enemy graphics to do as well as some levels and interface stuff… oh and sound as well! Gah! Will I finish in time?

Krampus_6pm

Tags: 3dwoody, Krampus

HELP

I have like 6 hours to write 2 mins worth of music and add a crucial gameplay feature!!

If I don’t finish, tell my game I love it :'(

LD25 over real fail

04

I gave up. Not enough confident on my ideas to continue. Plus running into browser compatibility problems. I’m too new to javascript & generally speaking programming to understand and find a solution.

Anyway the prototype is 54kB so you can try it here It will load quickly and seems to run fine under chrome, but not firefox.

there is timelapse of day 1 & 2:


Comments

tumoxep
16. Dec 2012 · 16:49 UTC
Don’ give up. The game looks awesome. And those visuals…

Did you try to use another renderer?

DONE

f

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=3295

(1 hour game :3)

< 8 hours remaining update

AAAAAAAAAA okay got that out of the way, progress is steady. The executioner, under your direction, will leave for work, go kill a dude then come back to bed. Plenty more stuff needed in-between but a game loop is finally emerging…

Time to stick some food in the oven. Screenshots for your troubles:

ss04 ss05

Tags: Flixel

Superhero Defeated progress!

Made new graphics, timer, cats and goats.  1goat

Killing cat gives you 50 points, killing goat gives 100 points.

Killing cat gives you 50 points, killing goat gives 100 points.

Own worst villain

Yes, I could submit a mediocre game, one that offers nothing out of my comfort zone and ultimately teaches me nothing about game design.

However, it feels like the perfect mechanics are in my reach, mocking me when I fail to grasp them. My thoughts are stuck in a loop and all I get from it is that frustrating feeling of wasting potential. It’s like I’m trying to say something profound but can’t find the words.

Shit.

Comments

16. Dec 2012 · 16:32 UTC
Hey man, it’s not that bad. I personally just realized that there’s no way I’m going to finish mine, and that’s even getting it *finished*; let alone good. At least we’ve learnt to gauge our time… ….better? I don’t know. I’ve sort of gone off track. I empathize. That’s what I’m trying to say.

7h 41m to go and this is where I am…

Working-

-3D map
-Billboarding of Enemies (mostly)
-player Movement
-Enemy Animation

Not Working / Unfinished –

-Enemy AI
-End Game, Win / Lose Objective
-Menu
-Sound
-etc

P

 

LD25 – killCity postmortem

So, I just finished (gave up) my first LudumDare 48 hour compo run (create a game in 48 hours, solo). I used my pre-made game-engine (called Excessive Overkill), but had to hack quite a lot on it in order to actually make a game (I’ve only ever used it for one game, more than a year ago).

The game and objective?

My game is a reverse missile-command, you’re trying to destroy the villages, because you are the villain! You target your satellites by clicking on a satellite, then click on a village. When all your satellites are aimed at a target, you FIRE FIRE FIRE! yes.. the game sucks.

Download the entry

The game is packaged for Linux 32/64 bit and Windows. http://static.blogchan.dk/ld25/killCity_b31.tar.bz2 Everyones favourite package format. http://static.blogchan.dk/ld25/killCity_b31.zip – Zip. Show me the source, you surely did NOT make that in 48 hours! Yeah, it’s 700 lines of C, I did, and those 700 lines are filthy. Here’s the source for both: https://github.com/DusteDdk/LD25 – The game https://github.com/DusteDdk/excessiveOverkill – The engine http://www.ludumdare.com/compo/2012/12/11/looking-ready-for-first-ld/  – Declaration of tools, “I’m In”   What went right:
  • More or less functional game.
  • I found something that was kind of related to the theme.
  • I got it to build and run on Linux/Windows.
  • It’s not randomly crashing..
  • I learnt a lot of things during this
  • My game engine matured a bit

 

What went wrong:
  • The mechanics are lame, and not that fun, given more time, I might have been able to extrapolate my initial idea into something better.
  • I overslept and had a cold which took the edge off of my concentration, and I decided to just hack.

 

What to improve:
  •   Next time I’ll try and have the engine in better condition, that’s the main limit, but I do want to use my own engine, that’s half the fun.

 

Screenshots!!

The main menu – Advanced stuff.. Cannon shot one of players bombs

 

You try to destroy the villages

 

Using your deathly SPACE SATELLITES!!

 

Oh, and one more thing: Something wonderful happens when you destroy all the villages, but I will leave that as an exercise for the reader. I guess this is the +1 goat?? xD

Finished

I’m finally done with my game. It’s a pretty crappy game with lots of bugs, but I’m still pretty fine with it. This is one of the first games I have ever made, and the first jam that I’ve ever been in. I actually think I’ve learned a lot doing this, and I’m happy that I participated. I’m definitely going to participate in future Ludum Dare competitions. Good luck to everyone still working on their games and I can’t wait to play them.

My Entry

BTW:

Bed.

Screen Shot 2012-12-16 at 3.58.32 AMThis is the closest I have ever come to totally failing a Ludum Dare.

Except that one time when I didn’t submit.

But we don’t talk about that time…

 

(oops, forgot to submit this until I woke up! heh.)

 

Main Gameplay Done!

Ludum 2 Image 5

 

I now have:

  • Threats in the air and ground
  • Fully controllable dragon
  • Everything spawns randomly
  • Music!

Now I just need to work on asthetics: A sound effect or two, a main title screen, fine tuning the difficulty just a bit, and making the game over screen not comic sans.

GameOverSprite(Fake)

Almost there!

I have around 3-4 hours till I have to go sleep, because it’s monday tomorrow and I have to go to the college ;( I have some playable concept (but the game itself is very short), anyways here’s what I have at the moment:

final touches

Comments

16. Dec 2012 · 16:40 UTC
These small people? 😀 They actually look like :Ddddddddddd

7.5 hr. left

YOU ARE DOOMED

YOU ARE DOOMED!

War! There’s demons and knights

The blue ones are knights. The red ones are demons. They run at each other and battle. They respawn, and occasionally spawn camp. You don’t directly control any faction, but since you are the villain, you will be able to mess up things as much as you want. Maybe you like the knights, so you’ll give them extra spawners, while setting traps for the demons. Maybe you want the demons to win, so you’ll spawn trees to make it harder for them to get to the battlefield while giving the demons a direct route. Or whatever.

I also added tall grass, for a little flavor. Because. I’m also going to add trees, as mentioned.

Time to cut features

With seven hours to go I still have to complete a “boss battle,” create some sprites and add sound and music. So, the following “desirable” features have been cut:

Selectable (and maybe even a secret) villain characters;

Variable, randomly picked hero;

Particles for fire in the burning houses.

 

On the other hand, it’s good to see the gaming taking shape even if it’s quite simple.

sword

7.5 Hours Left

Well I’ve been away from the competition for the day. Time to finish things off.

I’ve added in the button clicks for the menus. Still got a lot of ideas to carry on with. Here we go!

ToDo List:

  • Find another main music for the troll
  • Fading in and out screens
  • Redo Sky
  • Redo Sun
  • Add particles
    • Ground flaking
    • Dead plants
    • Dying troll
    • Sun lighting up
    • Links from flowers to suns
    • Blooming particles
  • Potentially add the weed-whacker power-up
  • Add animated flower roots

Some real pictures – Space Shooter !

Well, about 1 day left to code and design, and i must say, we are way behind :)

Please checkout a couple screenshot of the interface and game :

v0.1_beta v0.1_beta_1

v0.1_beta_2 v0.1_beta_3

Attack and blood

Most of the time spent on graphics – new sprites for the lumberjack and the indians, with two-frame animations, and a new bg. Nothing exciting, but just to have the legs actually moving while people walk gives a completely new feel for the game.

Oh, and then there is blood – those bloody indians now bleed and get smashed by trees!

screen blood

 

From the programming side it was pretty much  just tweaking and fixing stuff for a smoother experience. You can play this version at www.cin.ufpe.br/~jhcp/ld25/v04

Final push on my first LD attempt

I’m hopeful that I get this thing knocked out in time. I’ve already cut a bunch of features.

Next up: doing the intro menu, smoke effects and I still have to pedestrians and the winning condition. :(

 
ss

Situational Point!

Introduction clip has been done! Missing the victory (good/bad ending maybe) clip, also the losing clip.

Still haven’t made a music I like.

No sound Effects as of yet, not really a must so I’m leaving it to last.

Also for there to be a losing clip I need an actual lose situation! Better get that AI done.

Also 1goat

Some progress!

Well, the main game mechanic is now done. There’s lots I’d like to add but they’ll have to wait until after the competition!

I’ve got my menus in now. All that’s left is some audio (which will take me ages!) and then some tweaks to gameplay if I get time!

Here’s how it’s currently looking:

MenuScreenshot2

IT’S DONE!

WOW! This past weekend has been a blast. I’ve loved talking with the community, and actually pushing myself to see what I can do.

The final game I made has no name. You place zombies to kill a hero. There’s a ‘good’ ending and a ‘bad’ ending.

It’s not very good, technically it’s my first game, But I’m REAL glad I got it done.

Here’s a link:
http://www.mediafire.com/?lmo135vfas58zp6

(By the way, it’s a .rar)

One thing I didn’t fix for some reason was the “Gun fire”, It appears next to his head instead of his gun.

SCREENSHOTS!
The intro

The intro

Action!

Action!

And the end :]

You’ll kill santa caus and destroy Christmas…
Yes, you’re bad villain.

 

I finished.
In game you must steal gifts, kill elves and santa claus.
Sounds and music make game better. :]
I hope you like it.

Enjoy

link

Oil Co Exploits – opinions sought: final screen conversation

Just adding the final screen.  Working on the messages.  What do you think about the following (*1)…

“The Arctic is gone. Still, the World’s thirst for our products is still growing! There are other places to exploit for profit!”

Two buttons: “Great!” and “But…”.  Hit “Great!” to see following text:

“Right!  Onwards to the next place we can exploit!  Sadly, the rubbish developer only did the Arctic during #LD48.  Why don’t you see whether you could have made more money if you could do over!  For profit!!!”
…and the game restarts.

If you hit “But…”, you see the following:

“But <player name>, you asked for cheap fuel, electricity, plastic, etc.  I was just trying to make you happy!  Aren’t… *YOU* the villain?”

Buttons for this point?

(*1): Do blog replies notify the poster?  If not, please tweet me @Arakade — thanks!

Tags: oil, opinions

Comments

Arakade
16. Dec 2012 · 17:20 UTC
Ok, answering my own post (a) to see whether I get notified and (b) to propose an answer for the ending buttons — +1 goat!

Hit this to see goats, kittens, etc :-) …and the quote from War Games “The only winning move is not to play” …risky games with our planet’s future. To equilibrium!