LD25 December 14–17, 2012

Bad Bad Pigeon!

18710-shot0

Yeah, our crazy but funny weekends are over and I would like to share our first Ludum Dare game!

When we heard theme, we realised that the the most danger villains in the world are PIGEONS!

Think like a Pigeon. Be The Pigeon! Bad Bad Pigeon!
Gather coins, eat apples, shit on the cows, cars, monuments, etc

Colorful graphics, 2 difficult and dynamic levels, a lot of humor and fun!

 

 

 

Enjoy our game!

 

 

 

18710-shot2 18710-shot3 18710-shot4

Our team:

Andrey Pradun – programming

Artemiy Stepanov – programming

Nadya Zayceva – art

Lord Evil’s Daring Escape

Jam entry submitted! Somehow it shaped up to something decent. :-)

screenshot1 screenshot3

Lord Evil needs your help to escape the long arm of intergalactic justice. Go to the entry page to help him!

Just Submitted The Game – Bunnie!

Woohoo!

Sorry about how buggy and unpolished it is, but I hope you guys at least find it mildly entertaining.

 monsterjumpleft

Click here to view our entry!

Can’t wait for the next LD!

Unity Web plugin weirdness

Some of the Unity entries are prompting me to install the Unity plugin, even though others work fine. Even after installing, they continue to prompt me. Never experienced this on previous LDs – anyone else having the same issue or just me? My own Unity 4 entry ran fine on the old plugin. Could it be an issue with Chrome, perhaps?

Comments

17. Dec 2012 · 22:54 UTC
If it helps to debug the situation, My game is running on Unity 3.56 / 3.57 I can’t afford to upgrade to 4 just yet :)

Dialog!(part of it)

Here’s part of how the “boss fight” is going to be… to take all his treasures you must pass his…little test. (yes, we love monty python, who doesn’t?)

Screen Shot 2012-12-17 at 22.29.22

Spriting Tips

Do it last and do it fast.

I’ve finished my game. At least, I’ve finished the writing and the programming.

Unfortunately, it looks a little bit like this:

The Banker

So I have an hour and a half to do all of the graphics and design the entire map.

FUN FUN FUN.

Robin knows it

Hay, before the update i’d like to say i’m posting all this stuff when time permits it (and my memory as well).

This is the beginning dialog, where Mr. John, the businessman comes to you to ask your help, Robin doesn’t have time to second guess anything, their creators are in the middle of the LudumDare.

 

Screen Shot 2012-12-17 at 22.37.52

Hell Guy’s got a goat!

hellguy-goat

Goated! The most important addition possible. What are goats for? Why, they’re for throwing into portals to hell. Of course.

 

 

Failure “post mortem”

I have watched the complete 2nd season of Downton Abbey out of block and what not, so even including the third “Game Jam” day I haven’t produced anything playable. I learned a lot about 2D collision detection though and about the versatile Chipmunk 2D physics library. It seems I’m using LD more and more for my typical dabblings into new tech – exactly contrarian to what the “Game Jam Survival Guide” tells us to do.

I  put too much time into trying to solve the problem of having the first Heroine (of many) climb up the evil (player controlled, red-as-hell laser emitting, quakes inducing ruby on top of the) mountain. I also wanted to do everything with SDL/directFB and just today switched over to cocos2d (which btw kind of sucks if you use it the way every tutorial tells you how to do it – you should use it as a View layer only – View as in MVC). So anyways nothing to show other than a screen and some sounds for making the vision a little bit tangible.

So what can I take away from this for next time:

– stick to the tools you already know

– preferably don’t try to do anything too far up from your current level (in my case the slope collision detection)

– don’t watch downloadable tv shows (in a row!)- they suck the life out of you even more so than facebook or twitter do – especially when doing a compo!

– also exercise your “art” skills like drawing (with pixels) and music

 

Thanks, it was still worth it! I’m looking forward to be inspired for next time by playing all those awesome games by all of the finishers!

I <3 Ludum Dare.

Screen Shot 2012-12-18 at 01.18.36

 

 

Imagine being afraid of the righteous heroines & heroes coming up from the valleys trying to kill you, while being afraid of your own powerful evil self.

THE MOUNTAIN – BGM 1

THE MOUNTAIN – BGM 2

THE MOUNTAIN – BGM 3

LD25 Experience and Development Video!

Hey guys,

Here’s what I’ve been working on, its a quick game(incomplete)
where you need to defend Mars from peski humans trying
to colonize it and further expend their horizons 😛

Here’s the 3d mock up I did:
Test Mock Up:

A shot of the tessellated planet:
Planet Tessellation

Ingame shot:
In Game Shot

I am still working on it, getting the human ships done.
Hopefully it will be done soon 😀

If you enjoy watching game development video I highly suggest
watching my process of development here, you wont be disappointed 😛

Click the image below to view:

game dev video

Thanks for taking an interest!

Robin Banks!

Just wanted to make a new post because even though we submitted our game yesterday we are taking part in the JAM and wanted to say congratulations to everybody, even if you finished or not, really. I’m just amazed at what this community can do! Good luck everyone and lets play!
–
You are the villain, Robin Banks, a punny banker who has gone too far.

>> Robin Banks entry is HERE!

Robin Banks screenshotBAAAAAAHH

If you enjoy our game, please vote and comment if you want, feedback is always nice! Stay tuned for a progress report and post mortem!

ps: What do you call an arrogant fugitive falling from a building? Condescending.

Tags: bank, cartoon, goat, money, puns, villain

Comments

Cake&amp;Code
18. Dec 2012 · 00:23 UTC
Dear god the puns, I don’t know if my punny mind can handle them all xD

I didn’t finish the game, but I posted it anyway.

Don’t worry, it’s still playable, maybe even fun. It’s a top-down RPG-style game. Try it here. Here’s a screenshot:

Prophecy of the Villain

Screenshot of Prophecy of the Villain

It does have a goat:

+1 Goat Icon

+1 For goat!

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=8883

Tags: entry, game, jam, java, RPG

Burglar post-mortem

Nice Ludum Dare this was! allow me to start by saying that I had a the most awesome time with all of you guys, as usual, so thanks for that 😀

This weekend started pretty badly, and for the sake of irony, right after the theme (you are the villan) was announcedI almost got robbed coming back home. After that, and as you might see on the timelapse later, it influnced a lot on the final design of the game. After that I tried to keep up with my original plans for the game, but my mind was so messed up, that I couldnt have any work properly done. So I went to sleep triying to accomodate my head and thoghts.

On the next hours everything went better and better, I woke up completely renewed, still with some hangover, but in a pleasant working mood and much more relaxed. drank some coffee, eat some cake, and started coding and drawing a preliminary platforming engine. From then things went their natural course, influenced by my previous night I had my villan, a thief, and pretty much had an idea on my head about what to do with him. I also was decided to make a simple 4-colour palette style and a gameboy-like screen size, to compensate all the lost time and get into the game as quickly as possible without worring much about the looks.

Starting day 2 I had all the basic stuff done and I was missing the actual gameplay. This is where my mistakes start; having the basics done and no gameplay at such point of the compo is pretty bad, and I knew that, but I kept working on secondary stuff I saw then as very important. This wasnt wrong, it was work that had to be done sometime on the weekend, but having left the gameplay for the last 12 hours didnt allowed me to make any sudden changes to it, just keep going with all I had in mind, and get in time for the deadline!

Now, I never got to add a couple things I wanted wich are pretty important. The most important missing feature I guess its cops. Being a villan with no good guys to stop you is boring! this is a key flaw in the game, and I know it! this was because I needed to add this after I finish the gameplay, as my idea of cops where guys with weapons chasing you, and shooting to you, I needed to have pretty much everything else done before starting to work on them. I finished all of that, but when I started writing the cops AI it was too late, just 15 minutes before the compo ends.

Title screen

Title screen

What went right:

  • I kept on going even after what happened the night before starting, almost quit then but now I am glad I havent!
  • Even trough it was a time-related descition, the gameboy style turned out pretty well, despite some visual flaws due to my inexperience in low color-depth design.
  • Slept a lot and didnt missed a single food, kept me energyzed all the time 😀
  • I managed to somehow include something that happened to me into the game, not precisely how I would have liked, but feels great for a game to have your emotions bulked-in.
  • Fortnately hte game works on HTML5 just as fine as in desktop, I know many will appreaciate that!

What went wrong;

  • No cops = no good guys to beat :(
  • Chronolapse crashed/closed? ~5 hs before the end and I didnt noticed.
  • First time working with low color depth sprites, found it difficult to contrast dark areas and some other areas wich ended up being hadly noticeable.
  • Controls are a bit hard to get used to, and I never made any tutorials or intro because they felt very natural for me while making them and so, I completely forgot.
  • Never drew anything on paper for the final design, and so every stage, weapon, animation, and even style was improvised on-the-fly. that was bad, bad, bad.

 

I also ported the game to Android today, I only tested on my phone so dont kill me if its completely crazy, but it worked fine onmine so you should be Ok, you can check out all ports (html5, windows and android) in here!

Oh, and you can also see the timelapse, of crouse!

Cheers to everyone, especially everyone who chats around the IRC constantly, and dont forget to voteee! 😀

Finally…!

Fiou just at time… :-p

I Haven’t time to polish, and I’m too tired to comment now…

Here is my entry : http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=10471

 

I will sleep, it’s currently 2:20 am in France…

Crossed the finish line!

Well, here’s something unusual.. finishing early, for a change!

Grim’s Christmas List is now up and available to play: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=267

It’s an HTML5 game so should be playable on most PCs ( I haven’t done anything to make it work on mobile devices as yet, so your mileage may vary with that. )
Both Octopi and I have really enjoyed making this, and I’ll likely be posting up a post mortem later in the week.

Congrats to the rest of the Competition and Jam entries – we look forward to playing them too!

Tags: arcade badgers, Grim's Christmas List, octopi, stuckie

Dungeon Warden: Rise of the Goatman (LD48 entry)

title

 

Play a role of the young Warden (Goatman) who must drive all the hope out of the kingdom by building dungeons with dangerous creatures. Make a dungeon complex that no hero can survive.

<Try the game (and rate it please)>

ld_screen_1

<————- Features ————>
– 5 different dungoes to build –
– populate dungeons with various creatures –
– watch heroes trying to reach your main dungeon and kill you –
– 3 tiers of wizard and knights (heroes) –
– pixelated graphics –
– 8 bit sound effects-
<————————————->

Tags: Dungeon Warden: Rise of the Goatman

Done and done: Bad Hat

I finished the jam! I can’t believe I have come so far in such short time, you can play my minimalist, jazzy, creation here.

javaw 2012-12-16 21-08-18-29

Finished!

Finished with little time to spare!

 

And with a bunch of stuff not done.Our biggest problem was thinking that we could get Silverlight and XNA to play nice without visual studio pro. Now we know. At any rate, We ended up using unity, and I wish we(I) hadn’t wasted a day trying to fight with XNA. Oh well. Next time, I use unity.
This wasn’t only our first time competing in Ludum Dare, this was the first project the three of us did together overall. It was a learning experience, and I think we will do better next April!
I’ll be posting my post-mortem in a few hours, after I’ve had some time to sleep.
–Firestorm713

Not Quite Ready

Well everyone it looks like I’m out. Me and a friend were working on a platforming game and I had this great story planned out, but we took far too long putting together the engine. Turns out there was a lot I overlooked, and today I had to take care of some things and didn’t have enough time… Point is, we don’t have a submission for the Jam but we’re gonna keep working on the game. On the positive side I’ll be able to use whatever code we put together for future LD events.

The story I refer to was kicking around in my head for a while before the Jam and the theme happens to fit perfectly. Also, my friend says he wants to try and rewrite the platformer engine yet again to use Box2D so that will be interesting.

Also, Processing is one of the best software tools I’ve ever used. I definitely recommend it for things like this.

Also here’s some artwork from the game:

RunAnimation

Done!

I hope you all had a great time!
Now I will sleep :)

Here is a gameplay video:

… and a timelapse :)

Play it here!
Rate it here!

Picker Pocketer is finished!

pickerpocketer

Yep, I’ve just finished my second LD entry. I had pretty much the whole of today available (after working a very busy weekend, where I didn’t get as much work done on this game).

Basically, in this game, you’re a pickpocket, and you have 3 minutes to steal as much money as possible, by carefully pressing a sequence of the arrow keys in a set amount of time.

You can play the game on it’s entry page.

Finished!

Okay, finished. It’s probably the worst game I’ve ever created (and I had a rough lesson of time management vs. real-life). Go and play this abomination, clicking the image below:

logo

 Oh, yes, almost forgot:

1goat

There are some of these in my game. And you shoot them.

Tags: finished, game, hunt

HeartBreaker Submited!

Our game is finally submited!

HB

This was our first Ludum Dare and we’ve learned a lot from this experience.

Now it’s time to sleep. We’ll post the post mortem later! :)

Tags: game, heartbreaker, ld48

Done!

http://killkong.weebly.com/

 

Not really sure how to submit, I’ll keep tryin. Maybe that submit countdown means something?

Close but no cigar!

If you read my previous post then you will know that my ludum dare experience has been an utter disaster.

Mainly from being really really ill yesterday, and still feeling pretty bad today.

Even so i couldn’t leave my game quarter finished, so what i’ve done is bring it up to more like half finished or greater.

So i’ve added more ganeplay elements, working lives, and a title screen…

I haven’t got any time to polish the gameplay unfortunately… so yes, it’s not very good…

rubbish2

rubbish3 gfx

Completed game!

It feels so great to have accomplish the game  in 72 hours! Now we are looking the other games and they look amazing!

Thank you all for the great experience!

Our first Ludum Dare  felt awsome! Wohohohoho!

 

LD 25 Double DeConstruction Postmortem and Relax Stream

It’s that time again. Join me on my stream at 6 pm PST (-8 GMT) on 12/18/2012 on Tuesday because
I WILL PLAY YOUR LD25 GAME just as I did during the previous relax streams.

Postmortem:
What an experience. I told my brother we should put our hair on the line because we both felt this Ludum Dare was different from the previous ones. It was worth it. We have our hair, and this game is fun. This is what we hoped for.

EndScreenHappy

After a long discussion when the the theme was announced, Double DeConstruction become a game I really wanted to play. Originally it was about a bulldozer on a rampage. The rule of never go with the first thing that pops in your head worked well because my second concept was better. I thought, what about a construction worker with a laser arm (like Samus Aran from Metroid) that shoots wrenches.

What went right:

  • Organized very well
  • Pace of progress was steady

What went wrong:

  • I learned too late how well two editing programs work together. I learned something very valuable.

Edit: If you cannot make my stream and you want your game played, request it via Twitch message or E-mail me.

Tags: livestream, post-mortem, stream

Kim Jong Un’s Glorious Missile: In Retrospect

Whew, this past weekend was intense for us. Shouting matches over design details, nerd rage brought on by stubborn code bugs, frustration caused by our sluggish computers, not knowing what to do next: we went through it all. We didn’t even have our first level done by the end of Saturday. Come midnight Sunday, and we still had major work to do on all other levels. But then in the wee hours of the Monday morning, a lot of big chunks of our game started coming together and our entire 4 level game materialized. After a long all-nighter, we finally decided to deem our game finished and uploaded it to Kongregate.

 

Title Screen

 

Now that we can finally relax and take a breather after the intense weekend, we’d like to share with you the fruits of our labor: Kim Jong Un’s Glorious Missile to Liberate the Nations DX. It’s a side-scrolling shmup without the shooting. The players guide a recently constructed North Korean missile in an attempt to strike the White House. The player must successfully avoid obstacles to advance and complete the game.

To develop this game, we used the following technologies:

  • Flixel for the game engine
  • FlashDevelop IDE
  • Mercurial repository hosted on bitbucket.org
  • Dropbox
  • graphics drawn using GIMP, Photoshop, and DAME (http://dambots.com/)
  • sound and music was composed using BFXR (http://www.bfxr.net/) and Pro Tools

Our team consisted of five primary contributors, consisting of four programmers and one artist/composer. Two of us had competed in the previous Ludum Dare jam, where we made Radioactive Space Bunnies (http://www.kongregate.com/games/zimmy87/radioactive-space-bunnies), and there’s even a throwback to our earlier entry in the second level of Glorious Missile. Fun fact: we used more assets in the title screen of this game than in the entirety of our last game.

All in all, designing it was challenging. At the last minute, we had all wanted to do more and more things, but you can’t let feature creep kill your whole project. The game was originally slated to be only three levels and we had already ballooned to four, and even more was getting planned. It took discipline to know what we needed to finish and fix and what we could let slide.

We all learned a lot this weekend, but in particular I’d like to share this one piece of advice: if you’re going to work in a larger group, always make sure that you have someone who doesn’t have a lot of experience on your team. Their fresh insights can help polish your final product in a way that more veteran folks wouldn’t have seen. Plus, you introduce the joy that is Ludum Dare to someone new, and how could you argue with that?

 

Please play and rate the game at:
http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=17159

Wugaugababazauauaaa

Woot, I did it! My first finished entry into Ludum Dare.

Feels good.

Check it out: 

Sheepuree

Sheepuree

Sheepuree

Space Lord lives!

Well, the game is online now. Here, try it.

I managed to add different enemy behaviors, stars in the background, and a title screen and game over screen (thanks to Jim Burner). Pat Kemp added sounds, and we put Teo Acosta’s music in the game too. :)

Who is that shadowy figure?

Still, there’s a lot missing. The player doesn’t level up, the numbers are not tuned at all, and there is no communication about what happened when you lose or finish the game. I expect we’ll continue to add these things in a post-competition version of the game…

For now, time to rest.

Finished

I was very tired all weekend and there were times when I wanted to give up, but I’m glad I finished it. I’m not that pleased with it but at least I finished. Working with my friend was a big help because I didn’t have to do any art, I just coded.

If you want to check it out here it is

Done!

I can’t believe I did it again…I had so many problems because I decided to use Haxeflixel instead of Game Maker but I still managed to finish my game, Pissin’ you off! :)
It’s not very good but I’m happy since I learned a new tool while making it!
Here it is! Have fun!

Brobulon The Terrible!

My JAM submission is ready!  I’ve already made the submission page, so here’s my game.

It’s called Brobulon the Terrible.  You’re an alien trying to conquer earth, so your goal is to destroy all of their structures while they try and stop you.

The submission page is here for your viewing pleasure :D.  Now it’s time for a nap!

Screen Shot 2012-12-17 at 8.12.14 PM

Just in time!

Phew, I barely made it this time.

Now that I finished the game, I wish that I would have added more items to make the puzzles more complicated.

They are all super easy right now.

But, it is still fun to watch the neural network AI try to beat your deadly levels (especially when it explodes)!

While programming it, I kept on turning down the number of generations that the evolutionary algorithm ran for since it ran slowly even in release mode in VS2010.

But, when I took it out of the IDE and it performed absolutely no tracking anymore, it ran much faster suddenly. So I could have afforded more generations.

Oh well, the AI is still capable of beating the levels as intended most of the time even with so few generations.

LD25_screenie3

WTF? AAAARGH!!!! I Fell Asleep! :*(

OH NOOOOOO!

My attempts to increase my productivity have gone horribly wrong!

The tincture only put me to sleep! I just woke up with my head on my desk (and not feeling too refreshed).

So, it looks like there’s only one complete level of Super Goatling Poacher 2013. At least I woke up in time to submit what I had! (Thank God for that submission hour!)

I was really hoping to get in a complete game on time this Jam. Oh well. As is my wont, I’ll be updating this post-compo anyways, clearly identified as such with a separate link. :)

To everyone that completed your goals: Congrats! 😀

We are done!

So we did this crazy thing for this jam, we attempted to make a Massively(not sure how massive :D) Multiplayer Online Tower Defense game; BFG TD. It’s based on node.js and socket.io on server side and starling on client side.

We’re not sure how stable it is so hop in and spam the crap out of it so we can see 😀

Once we have an idea about what to do with player profiles, server performance.. etc, we’re planning to release it on mobile so you can TD all day.

BFG TD

BFG TD

Can’t wait to play your games,

Cheers!

Woah, I can’t believe I got something down XD

So, for my first jam, I actually got it done XD.

Well, there are still A LOT of things I want to put into my game, like a scoreboard (a custom one), or additional flashiness but I’m content XD

 

Great job to all those that finished XD.

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=17897

Ha-To-Be,”Be a Vilain have never been so hard”

HaToBe

[.EXE for Windows]-[Source gm81]

   hato

Hello every body here’s my  Game Named  “HaToBe” you can find it by following this Link For the Game  CTRL-S to download  it on your Computer in RAR version,  and here for the link Source !!!

I hope that you’ll enjoy it , it’s my first game  jam and i’m happy because i finish it at  time!!!

you are Hatobe the little character who looks like an apple and the kilimini don’t see you!!! they are a good persons but  to  little big to see you and this is why Hatobe ,  you!! you decided to kill them  using your agility to destroy the world !!!

so will you become the Super vilain ???

please give me your feedback about it don’t forget click on CTRL-S to download it in Rar version

Thank’s .

Babayaga

That was anticlimactic

This time around we learned that preparation is important, especially making sure you can actually use the libraries you can plan on moving.

That is important in order to avoid problems large enough to make you start over 24 hours in.

I have a to-do list of things I didn’t get done:

/* TODO

add flamethrower animation
add walking animation for goats
add flamethrower real collision detection
fix flame collision issues
add water
add cliffs
add music
add health
add goat health
add health moniter bar
add death
add death screen
add main menu
add buttons
add settings screen

add level generation
add endless mode
add text talking things
add pigs
add hurting animation
*/

it makes me sad :(

Goat of Justice says:

goj_play

Play Rapture Capture

Wow, that was closer than it should have been. Last minute fixes to the server, crazy audio explosion bugs on Windows, cross-browser compatibility. We did it all, and all in the last hour too.

But really, I’m just so happy with what we made, and a huge thanks to Philippa, Ben, John, Tom and Simon, who made the artwork and audio and helped with design. Having that talent has made such an enormous difference since our last entry.

faction_select

Also, seriously, can you believe this is a browser game, it’s the future! PlayCanvas has come on so much since our last entry.

Tags: goat, goat of justice, html5, playcanvas, webgl

It’s done!

ss

Click to play!

I done goofed!

i uploaded my entry but i can already tell ive done badly. The first 24 hours were spent cathing up on missed sleep and thinking of ideas. The 2nd 24 hours were a good friends birthday which couldnt be avoided. So all the actual making took place in the last 24 hours. And i greatly underestimated the time i needed to do what i had planned.

 

What i did right:

1. i got a steady plan made and did some design sketches and prioritized what needed doing

2. i told the other members of my group exactly what their roles were and what i needed from them

 

What i got wrong:

1. underestimated the time it would take to complete my project, especially bug fixes

2. i assumed i had time to do things i considered more important

3. i took part when i should have known things had already been planned for the competition date

 

fortunately though, i feel this has been a successful first ludum dare for me. my entry isnt great but i know now what to expect from the dare and have gained experience from taking part. next time i will aim to come up with a solid idea quicker and not let myself get distracted as much. and at the very least i got a cool new wallpaper out of it, courtesy of my title screen image designer!

9

 

MoonRise

After several hours of insane work:

 

MoonRise

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=6633

Sadly, no time left for music and sound. To be in post compo version.

This is the first time in 3 LDs that I managed to finish… finally! =)

It was a privilege to take part at LD25. See you at LD26! Thanks!

Awesome experience!

We are very, very pleased with the results of this LD. We came here knowing nothing about creating videogames and managed to create a simple game.

We are so happy, thanks God this community exists! I’ll be here for the next competition for sure!

Postmortem post will come tomorrow… So tired to try to post anything good by now :).

 

Entry page: Ladron!

This is over !

Finally ! Our first Ludum Dare is submit/over !

Here is the entry !

Daylz and me want to make further improvement but we will work on it later.

Here, the main mechanics are over and so the graphics :) We are exhausted but proud, it has been a great adventure !

Thank, community and see you soon !

Tomorrow, we will vote for you 😉

gameover

You’re a Bastard!

You’re a Bastard. You get pleasure from those words. It’s your job to do whatever it takes to hear those beautiful words.

Play the game HERE.

Journey Of Evil

Hey guys,

I submitted my game as Compo yesterday and many of the features I originally planned were missing due to bad time management (my first time doing something like this).

So today I managed to spend some time to update the game here and there and decided to just update my submission to a Jam Entry.

There is still a major feature missing: the end of the game.

But here is my game.. Hope you enjoy it somehow/anyhow..

 

screen

Have fun,
JC

Tags: compo, final, jam

Aaaaaand its done…

So our first ludum dare is finaly survived.

This was a great experience, while it was a bit exhausting, especially at the end, when the submitting-panic started.

As far as I can see, the other games look great, so it will be a hard time for our “masterpiece”… I get a headache, when I think about all the features we threw out and all the polish it would need right now. If you find a glitch you may keep it. (Well of course I would be thankful for a bugreport) Unfortunately there was no time for music and a editor-documentaion. If anyone is interested in using the editor, please stay tuned until tomorrow, since its 4am in my timezone. I will try to give some information on it in the evening.

If you give the game a try and kind of like the intro, don’t get frustrated, if a level seems too hard. You will see an ending sequence with a nice revelation 😉 (Tip: Sometimes a break is really helpful)

Greetings,
StMatn & Niki

Edit: Since the hint is kind of hard to get…the cheat is: Hit the Pause/Break on the worldmap-screen, to simply win. Have fun with the Ending 😉

Stealth Slime is live

Dungeon Leaper was renamed Stealth Slime (because I ended up having some issues with the ‘leap’ code, and who heard of a leaping slime anyway) and has now been submitted. I suppose I should write something in the way of a postmortem, though I don’t know if anyone reads these blog entries.

This LD really hammered in the importance of knowing your tools before the theme is announced. I had the same issue last time to a lesser extent, so I should have been prepared, but deciding to enter again was a bit of a last-minute decision and I didn’t have time to learn the ins and outs of Canvas beforehand. To keep up the trend I’ll probably switch to Unity next time.

Also, I should probably plan on entering the jam rather than the combo straight away unless my idea goes well with an abstract art style, because my programmer art isn’t going to impress anyone. I think my music is decent, though!

It was pretty fun and I’m a little more pleased with my entry this time, so I’m glad I decided to participate again. See you next LD!

Tags: final, postmortem

Comments

deathray
18. Dec 2012 · 07:27 UTC
Some of us read these. :)

Return Dear Leader

The humans will rue the day they lured our Dear Leader into their nefarious trap.

IMG_18122012_104538

 

This Area 51 doesn’t look much like a movie studio to me.

IMG_18122012_104917 (1280x724)

 

The humans seem to agree.

IMG_18122012_104633 (1280x724)

 

They were no match for my superior intellect and firepower, and I quickly overwhelmed them and entered their facility. (Editors note: They are actually quite challenging. Our villain just has a talent for bravado and exaggeration.)

IMG_18122012_104214 (1280x725)

 

Funny, though, they seemed less surprised to see me than I had anticipated.

IMG_18122012_104200 (1280x725)

 

How would you do preparing the Earth for an alien invasion?

Find out: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=19313

(Note: It’s quite challenging. Not for the faint of heart.)

Tags: ReturnDearLeader

P.H.D of Evil – Post Mortem

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=10665

 

So now that it’s been a full day after the end of ludum and I’ve had time to relax and think about what went right – and respectively what went wrong – here is what I have to say, and what I’ve learned.

What went right:
1) I finished LD for the second time!

2) I created a full on 2d side scrolling tower defense.

3) The game is moddable – you can add you’re own towers and levels with specific settings.

 

What went wrong:

1) I finished with ~10 minutes to spare.

2) I had to “roll my own tech”

3) Compile times were hideous since I didn’t have .o files to work with – new tools.

4) No music – except for the opening which is a garage band loop.

 

What I learned:

1) If I want to make another ambitious game like this for LD I need to use a preexisting game engine/library that I or some one else has made.

2) I need tools that allow for compiling only changed code or hot coding.

3) I need to not be traveling in the midst of LD

4) modding saves your ass after the fact, because you can add content.

5) videos are cool – but I already knew that 😉

 

So here is my post mortem video where I show off my game and talk a bit. The audio is a ‘lil – maybe a lot off sync at the begging but fixes it’s self.

 

Hell Guy Hells It Up: Submitted!

hellguy1

 

Finished! Well, submitted, at least. You’re a little bit invincible, which does hurt some of the gaminess of it all, but I feel like it’s still fun to throw goats around and summon golems to blow things up.

What went well:

  • My wife Angie got to play with Blender and Unity for the first time, and did a significant amount of stuff! The camera/movement code and enemy, princess and goat models/animations are all hers!
  • She also made sounds.
  • Working together on this was fun.
  • I looove the golem model.
  • Throwing things in the game is fun.

hellguy-golem

What didn’t go well:

  • I slept too much because I was dangerously close to getting sick.
  • Teaching as you go isn’t a way to do things fast, but we knew that when we started :).
  • Monday.

 

Angie played with Blender and made these sweet clouds while I was packaging up the various versions of Hell Guy:

14488_10102024304923601_983493837_n

 

 

Great work, everyone! I’m looking forward to playing some games, but for now we have a birthday to go help celebrate :)!

You can check out Hell Guy Hells It Up here.

 

Man those final hours are a push. Anyway, journal entry just for the +1 goat image. Our game is based on a portuguese folk story.

SCREENSHOTGOOD

First Ludum Dare — We Tried

Because I’m some kind of masochist, I set out to program this game entirely from scratch using only JavaScript and Canvas. With a friend covering the artwork, we set out to make a game that I should have known from the start was entirely too complicated for two people with little prototyping experience to finish within 72 hours.

Recluster In-game

The result of a few hours of planning was Recluster (name coined by my partner; recluse + cluster of rooms), a game in which you are the great evil who wants to lure heroes into your lair with treasure in order to kill them. The bulk of the game was to play out like a JRPG (the tentative name was VRPG, for Villain’s RPG, which is still shown on the opening screen next to the nearly illegible logo), where you watch as the hero fights trash mobs and collects items, then you control the mini-bosses guarding treasure rooms, then control your own boss character when the hero party finally reaches you.

However, before that, there needs to be a dungeon for you to dwell in. While the treasure rooms and composition of the hero party are locked in place whenever you set to start a new dungeon (though they are random each time), you are able to place each regular room in the dungeon and determine where the heroes enter and the tile upon which you wait. There are a few different room types, each would have different enemies for the heroes to face. This would let you strategically place rooms based on the hero party’s composition, or try to condition them to lack certain items that some monsters may drop. The trash mob spawn rates would also be slightly configurable, allowing you to make certain monsters appear more often in random encounters than others.

In the end, I spent too much time working on basic engine tech (rendering, user interface, pathfinding) which were all using strategies that I actually hadn’t tried before. To render, it uses three canvases, copying two background canvases to the main canvas to display everything. The canvas-based user interface is far too complicated to make sense in a Ludum Dare title and all written from scratch within competition time. I’ve never even used pathfinding in a game before, let alone wrote an a* implementation. Probably not the best idea, but I’m incredibly proud of what I have made. The game design exists, but you can’t see it in the submitted product. I’m excited to continue development on this once I’ve recovered from this stint. Good luck to everyone else.

Tags: postmortem

President VS Eevol is here!

Phew! We are done! Congratulations everyone!

So… hello! This was my first Ludum Dare… and we just finished developing President VS Eevol. It was hard, but we did it!
For my first Ludum Dare I decided to join in and do the Jam with a group of friends. We worked tirelessly for three days and we just finished working some minutes ago. I came up with the main design and programmed, while my friend Whitesora and Daniele did programming and art respectively, other than helping with design. Another old friend of mine, Matteo, supplied some awesome music. We used Flashpunk for engine purposes.

We didn’t think we would make it. We had little experience, and this is actually our first complete game. We all thought we were going to end up making something simple and of little worth, but now that we’ve gone through with it, we are really, really happy with our results. We managed to meet all our goals, didn’t compromise much on the design and learned a lot more in the last three days than in the last year.

And that’s it. I hope you all enjoyed Ludum Dare 25, because we surely did! Be sure to check out our game, President VS Eevol.

President VS Eevol

President VS Eevol

Click here to play the game!

Submitted the game!!!

This has been my 4th Ludum Dare and this time I decided to work with a friend, so we submitted to the jam. Also, the extra time was helpful since we had things to do throughout the weekend. I was the programmer and he was the artist. I used a framework around SFML that I wrote right before the competition.

Overall, I think the game came out pretty good. We did have to let a few features go, but that happens every time. Basically, you are an overpowered villain who attacks hordes of brave marines with your many powers. You can zap people like a Sith, move objects around using telekinesis, and spawn spontaneous explosions!

What went right: The framework. SFML is on par with root beer on my list of cool things. The SFML code was clean and easy to implement into an object oriented framework. The framework I wrote has some cool ground features like physics, lighting, and easy input handling. You can find it on GitHub: https://github.com/DrSuperSocks/Fission

What went wrong: Me and my friend had very different opinions on how the final game should look. Also, towards the end of the competition, I had little motivation to finish after not getting enough sleep. Also, I was stressed because my car wouldn’t start, but it was just a simple electrical issue and it was finished. Yay!

Play the game right here

Screen shots!

badassscreeny4

screen1

screen2

Class Master Post Mortem (Jam game)

Play it free here!‘

 

CMROTS1

Things that went right:

  • The game is actually kinda fun in my opinion! (may be biased)
  • It’s done!
  • It’s mostly balanced!

Things that went wrong:

  • Didn’t get everything I wanted in (branching class paths, cross class abilities).
  • Some of the graphics could use some work
  • Few bugs here and there, none really show stopping
  • Trouble shooting of several bugs took more time than it should have
  • Class balance is a bit off, but not too bad.
  • Wished I could have gotten more abilities in

So all in all, I’m pretty happy with the results of my game. I mostly handled the code, and a buddy of mine handled the assets. It has a few bugs in it, for example sometimes (very rarely) you can get cut off from the stairs, which is a problem. Had to work a bit on getting class abilities balanced, they still aren’t perfectly balanced. Being a bandit and spamming increased strength is pretty potent.

I wish I able to get in branching class paths (For example, Warlock X level + bandit X levels = arcane trickster, etc.) and I wanted to add in learning new abilities as you leveled, but the time just didn’t permit it to get in.

If I had to do it all over again, in hindsight i probably should have worried about tweaking combat less and getting more elements in. At the end of the day, though, it turned out really well and is easily my best entry into LD yet! I certainly learned a lot! This was also my first time using Java to make a game and moving out of my comfort zone of using XNA + C#.

Tags: ld25, postmortem

Status with the Jam Deadline Passed

Man, yesterday and today were pretty much a lost cause.  I got sick on Saturday with a head cold of ever-increasing intensity, so my productivity for yesterday and this evening pretty much dropped to zero despite spending a bunch of time staring at the project thinking I was working.

With all of my assets created on Saturday, I planned on spending all day Sunday on gameplay mechanics and programming, things I figured I was much better prepared to jump into.  With such a good day of progress on the first day, I really thought my game idea was within reaching distance for the Jam.  It’s sort of a bummer to have crashed halfway through when I was having so much fun with it, but in the end I got what I wanted most out of this round – a better understanding of how to model something in Blender and how to put together a basic music loop without spending a hundred years one either.  I’ve got some questions to look further into on these, and there’s plenty of things I didn’t have time to do (like texture and rig any animation).  Overall, though, I feel much more confortable with these tools.  It’s amazing what a dedicated day of sitting down and playing with them will do.

An in-game screenshot showing an active character in the movement phase, with movement radius visualized.

An in-game screenshot showing an active character in the movement phase, with movement radius visualized.

I did get some basics implemented, but in the end I don’t think it’s enough to consider an actual gameplay loop so I couldn’t submit it to the jam in good conscience.  So what worked and what didn’t?

What Worked

Assets first – Working on the models and music first let gave me a few early endorphin bumps seeing my progress on stuff I don’t normally even get to.  It was a lot of fun seeing these very “physical” things come together instead of seeing a bunch of grey boxes moving around.

Pathfinding in Unity – Once I got a chance to play with it and look through the documentation, the API is pretty simple and getting it up and running was super straightforward.  This is a really nice feature for rapid prototyping any kind of indirect movement (either AI controlled or, in my case, executed by moving a unit from one spot to another).

What Didn’t

Visualizing the movement radius – I really wanted this to be something similar to XCOM’s movement area, but I spent a lot of time trying to figure out how to calculate that region without having a literal movement grid for characters to move around on.  If I had a discrete space like that, I could have just brute-forced the problem and checked each cell.  I started this whole concept with the goal of not having a discrete space, though.  I tried things with the built-in pathfinding in Unity and raycasting out potential paths from the character, but eventually I pretty much punted to move on to other things and just drew a circle around the character using the excellent Vectrosity library.  I’d like to revisit this after the jam to figure out how to do

Unity projectors for user interface stuff – I honestly didn’t expect this to be a big deal going in.  I wanted to project a contextual pattern on the ground to signify selected units and potential actions.  I remembered working with a projector way back when I had run through some Unity tutorials to do things like slap a blob shadow on the ground under a character.  Hey, thats exactly what I want to do here!  After ages of playing around with texture import settings and possible shader combinations, I realized that the projected texture (even at all white) was way too dim, that it was taking light from the scene and there wasn’t a shader that would ignore this and just show the pattern the way I drew it.  I haven’t had a chance to look into writing custom shaders (maybe for the next jam), so the projectors were pretty much a dead end.  I ended up slapping the texture on a Unity plane and moving it around the scene.  Crude, but it worked.  Unfortunately, it doesn’t conform to the terrain and has other issues.

I’ll be working on this idea for a while even with the jam over with.  I think it has some potential, and I’d really like to implement some of the artistic and thematic elements I didn’t get to.  Here’s one last look at the scene:

A birds-eye view of the scene at the close of the jam.

A birds-eye view of the scene at the close of the jam.

Tags: gamejams, ld25

Done!

Well, this evening I decided to sit down and write something along the lines of hall of the mountain king, and it wasnt happening, however, I did end up writing this other song which was a bit cooler.. I went back to hall of the mountain king but my version just sounded too bizarre. I think the first song is more appropriate, so I batched it in my game as a raw .wav. The solo sounds almost..

Heroic!:

[soundcloud url=”http://api.soundcloud.com/tracks/71654278” params=”” width=” 100%” height=”166″ iframe=”true” /]

Less heroic!:

[soundcloud url=”http://api.soundcloud.com/tracks/71655434” params=”” width=” 100%” height=”166″ iframe=”true” /]

Anyway, that left me with about two hours left..

For sound effects, I tried recording random voice clips with audacity, which wasnt happening (everything was greyed out), so I recorded in riffworks and split it in Goldwave, phew! The AudioManager worked a charm, I just had to put random calls throughout my events. The sound effects probably arent a selling point, but I got them in just at the end.. Until java decided to lose the manifest at about 15 minutes to deadline. (on top of that, its bugged so the dragon noise doesnt play when you are hit).

I also added a Thread to add scripted stuff to the gamestate over time.. This works pretty well, though the Object handling over time just gets to the point where java has to gc at bad times. (Your dragon explodes temporarily for a second or two.. thanks java!).

 

Oh, and I added a goat.

titlegoat

I need some rest now.. Cant wait to see what’s happened to some games I’ve been following!

Quick postmortem: Bombit Bob

bombit pic

Before I forget.

My goal for this LD was, as is my habit, to prove some engine tech. (I’m tired of building tech, but I’m also having trouble stopping while pursuing the games I want to make.) In this case, I had three major pieces going on:

MIDI Synthesizer

This thing is a bear, and it will probably continue to be one so long as I stay inside Flash and target my current machine(a 2009-era Intel dual-core laptop) as the baseline. Although I had enough ways to tune the quality to fit, it continues to suck up a ton of CPU with a relatively small number of voices(16-32). And I found flaws in my MIDI playback technique that made looping and dynamic tempo adjustment…”interesting.” Fortunately it works for the game to sound a bit hiccupy.

Stage3D

It works reasonably well, if you aren’t on Linux. I did have a last-minute performance issue where I was doing things wrong with the updates of the tilemap, but that was my fault and was more of an engine bug than anything.

Client-server architecture

Yeah…this game is actually doing a lot more work than you’d think, under the hood. It’s built on top of an engine that is intended to be multiplayer-ready… (someday, not now) and it sucked up so, so many hours figuring out solutions for things like “picking up items” or “timing the bombs going off.” A playthrough-stopper that I’m still unsure whether I solved or not, because it has a non-obvious trigger in normal play, is something related to the synchronization of entity despawning. All this added up to the game being very bare-bones, without some of the stuff I wanted like NPCs to oppose you or powerups or chain reaction explosions.

However…I managed to get through the jam without very many terrible hacks. So in the aftermath I can start going back and whittling away at the problems, and that is going to help make this codebase very strong…although I really want to get away from Flash at this point, I’m mostly waiting on Haxe/NME. It’s currently an NME-oriented engine, but I’m definitely considering dropping NME, porting towards the Haxe CPP and JS targets alone, and getting away from Flash for good \o/

A bit on the game design

It was actually pretty straightforward to come up with a design for this one, by shamelessly stealing from Wreck-It Ralph.

1. Villains tend to destroy things (but they don’t have to be evil mustache-twirlers)
2. Make a character whose ability is destruction and is driven to become the bad guy.
3. Give them a space to destroy.
4. Make the destruction engaging.

The only part I kind of missed on was the last, simply because of a lack of depth.

So close…

We failed, for a couple of minutes but we failed…

I’d say that’s all folks, but it isn’t, we may not be on the ludumdare competition after all but we got a nice little prototype to work on! :)

And more important was all the experience we got from this and what we end up in hands, and of course, what we’ll choose to do with it. My other two Sahara Penguins (our collective) fellows are also very happy with what we came up with, and it’s 99% of chances that we’ll polish the game.(the other 1% are the mayans)

 

What I have to say is: this wasn’t bad at all, for a first ludumdare I enjoyed it very much, lots of pixels to paint, platforms to create, lots of robins… but I noticed in the end I got the hang of pixel art (something that wasn’t my style) and actually came up with a style that I’m gonna use more often from now on! I also did some sweet music for the game, I didn’t made any update about it but it was a good practice. It was really good to rock this project and see what it can give us, you should be expecting a nice game from us in the future…

The Red Hood – Post Mortem

1goatFinally, the game is submitted, and we can relax a bit.

The process was much more chaotic than we’d expected:

1. We tried using a kind of management tech to track the process – it failed. We simply worked, worked, sweared and worked, and seeing someone submitting a finished task on the board was rare.

2. We wanted much more content added – upgrades, random caravans, maybe a kind of quest system – failed. Art took longer than we’ve expected, coding stealth and life-sym systems was already a huge challenge.

3. We wanted to add ending cinematic or two – well, you know. Failed 😀

But what got in the end is still great – I enjoyed working on a stealth game in an open world, even if it’s not as complex as SC, or as big as Skyrim. We hope you enjoy the game we made.

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=12415

2012-12-17 16.01.46 2012-12-18 03.48.16

Comments

18. Dec 2012 · 05:28 UTC
I considered whether to suggest using any kind of project tracking system, but in the end what we ended up doing was just sharing a google doc containing our brainstorm ideas as well as our voiceover / narration that we had recorded or were planning to record.

[post-mortem] “Barback” is a 1-2 player game about a bar

beer5

This is cross-posted at my blog, “Radiator.”

“Barback” is a 1-2 player cooperative / competitive Tapper-ish variant about 2 brothers and a bar. It should take you about 15-20 minutes to play through. It’s a “jam” game; I spent 72 hours instead of 48, and used remixed assets from outside sources. The extra day was worth it though.

Theme-wise, perhaps it doesn’t really fit with the “You are the villain” theme, now that I’m done with it and looking back.

I didn’t want to make a game with obvious villains, but I think about my mental concept of a “villain” and by definition it seems to involve blatant villainy and a twirlable moustache. In this narrative, the villains are mundane: your own crushing feeling of failure, or people who care about you but are very pushy, etc. Oh well, guess I won’t win in the theme category?

beer3

Originally, player 2 was just a barback and couldn’t serve drinks… but if they sabotaged the bartender enough, then they’d get to switch roles next turn. (This resembles the resentment in real-life bartender-barback apprenticeships; you look at the bartender and think, “s***, I can do that!”) But the barback class was really boring to use, and what happens a lot is that one player ends up being a barback anyway, so the psychology is intact without concrete constraints.

About the game design: I thought Tapper’s sudden death rules were too strict and didn’t allow enough “s*** to befall you” before the game shutdown. Tapper multiplayer is also really horrible; one player sits out while the other gets to play. I had other stuff I wanted to add — some patrons would pay with tabs / credits cards, branching dialogue based on player performance, etc. Maybe I’ll add those features in January.

All in all, I’m pretty happy with what I managed to put out, even with the instability and bugs.

beer2

– all art by me, most of it handpainted within 48 hours
– Rokkitt font by someone else
– music by “Stormby” http://ccmixter.org/files/Stormby/39747
– lots of freesound.org samples
– some mechanics from “Tapper”, but it’s a very different game altogether with my rule changes

Yes! Yes Yes Yes! I made a good game! Check it

sprite2-sheet0I haven’t been this proud of myself in a long time! I’m so glad to be sharing this with you!

Play it
Also, I didn’t manage to get all three pieces of music in the game (because I’m not a proper programmer), but I promise I’ll upload the soundtrack soon, as I’m proud of it too!

Thank you thank you thank you, for the fantastic experience, third time in a row!

checkpoint-sheet0

Tags: LD #25, ld25, success, success story

Goatocalypse Jam Postmortem

So it’s been a day, and I haven’t been able to add any polish to my game since I went to bed late last night (or early this morning, I guess).  So, I’ve had a day to contemplate about how it went, and I feel pretty good about it over all.  Because of the rest of my life, I wasn’t able to dedicate the whole weekend towards the game. I’m still quite happy with what I accomplished.

What went well?

  • The idea was simple and small
  • I was real pleased with what I came up with
  • I was able to stay on track most of the time
  • Even with limited time, I got a game done
  • I was able to extend my engine with some really good solutions
  • I didn’t spend hours on sprites

What didn’t go as well?

  • AI
  • Because of AI, didn’t do any polishing
  • With a week AI, the challenge level of the game is low, and it’s fun is limited
  • I spent way too long on the “swords” sprites
  • I was somewhat constrained to make this kind of game because of my engine

I decided to do this Jam not just to force myself to write a game from start to finish.  The engine I used is actually one that I wrote for my larger project BiFission, and I just submitted that project to Kickstarter at the end of last week, and have been waiting approval.  I decided to use this jam to prove that the engine was usable to make a game from start to finish, and help me understand what part of the current code is the engine and what part is the game.  In that regard, it’s been an outstanding success.

Tags: postmortem

We did it!

We are very happy about that fact that we’ve finished and submitted our Jam entry! We failed last LD but managed this time.

Post about development will be later. Right now we just need to get a good sleep, I’m sure, as everyone else does.

title_cut

Go check Mad Professor, if you like :) Flash & HTML5 are available

P.S. Can’t wait to play and rate all these amazing games created this weekend!

Finished!

ldshot

Submitted my game with about 1 minute to spare! This was my first LD ever, and it was a huge learning experience. I enjoyed every minute of it, and will definitely be looking to partake in my game jams / Ludum Dare competitions in the future.

As for my game, Prison Break, it’s probably not the most polished out there, but I still feel really good about completing it. I’m usually the guy who starts projects and abandons them halfway through, and having a clear goal and deadline like LD really helped me focus on getting it to a playable, release-able state. I also now have a really good idea on where my strengths and weaknesses in game development lie, and how to improve my skills for the next round. See you guys next time!

Text from the How-To Guide

Below is the text from the “How To Play” menu of our game, in case people are having trouble reading it with the lower resolution.
The intention was to make a nice pretty graphic that explained each trap in detail, but time was short so we made a wall of text instead.

Check Out the game here: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=18600

Unfortunately the doesn’t really address “how” to  use the interface, so I’ll briefly describe it now:
Clicking a room in the isometric view will select it, and the options on the interface will be for that room.
So selecting a trap will place a trap of that type in the room, spawning minions will spawn minions to the room etc.
Once an trap or minion is placed, it is removed from the available pool, and cannot be moved again, meaning minions will stand in whatever room they are spawned into, and engage the Hero if he enters that room.
The different traps behave differently, with some allowing you to activate them after they have been placed.
For example, the Damsel can be activated to “cry”, alerting the hero to her presence if he is in an adjacent room, which may make him decide to go and rescue her.
The Henchman is a unique case, as he can move from room to room and change function as desired (eg: The Henchman taunt is nearly identical to the Damsel’s cry, and will lure the hero toward him.)

Try experimenting with combinations, for example:Lure the Hero through a Blast Door with a Girl-bomb’s cry. Just after the Hero starts working on the door, activate the Girl-bomb’s Time-Bomb function (Button labelled: Dam-bot Time Bomb when the room with the Girl-bomb inside is selected). This will result in the bomb going off just as the hero attempts to disarm it, “killing” him and getting you ever closer to victory

How To Play:

In order to win, you must attempt to stop the hero from reaching the centre missile room before the counter reaches zero and the missile launches.
The hero will move around the map looking for the 3 randomly placed objective rooms (Library, Armoury and Server Room)
Once he has completed all 3 objectives, he will head straight for the Missile room in the centre of the map and stop the launch.

The heroes progress can be tracked by seeing which rooms he has cleared, as the light goes out in cleared rooms.
Minions and traps cannot be placed in cleared rooms, and the hero will avoid going through them again if he has a choice.

Additionally, the hero’s First Person View can be seen in the top right hand corner.

The hero cannot be stopped. There are several ways to “kill” the hero, but these just result in him reloading tinto the previous room, which costs him valuable time.

The different Difficulty levels change the amount of traps you have, as well as the time on the countdown clock.

In order to stop the hero, you have access to the following:

TRAPS:
Time Bomb – Can be placed in a room, and later activated. A few seconds after activation, the bomb will go off, destroying everything in the room and forcing the hero to “reload” at the previous room he was in.
The hero will attempt to disarm the bomb, so if poorly timed it will be wasted.

Damsel Trap – If the hero encounters her, he will take the time to free the poor lady. She can also be activated to emit a cry, and increase the chance of the hero coming from an adjacent room.

Fake Damsel Trap – A combination of the Time bomb and Damsel trap. Can be activated to emit a cry to attract the hero, and a timer can also be activated to behave like the Time Bomb. Also like the Time Bomb, the hero will attempt to disarm the trap before it goes off.

Snake and Spider Trap – The hero is notoriously afraid of Snakes and Spiders. This trap will cause the hero to flee the room as soon as he enters it, and resist going back into the room if he can avoid it.

Room Alarm Trap – This will “lock” the room, forcing the hero to disarm the trap before continuing.

Teleport Trap – When choosing the Teleport Trap, you must also place a destination pad. If the hero comes across a Teleport trap without a destination, or a destination pad on its own, he will disarm the trap.
Teleport traps are destroyed after they are triggered.

Death Ray – The death Ray will destroy everything in the room, killing all minions and forcing the hero to reload.
OTHER:

Minions – Up to 5 can be placed in any non-objective room. Will slow the hero down as he kills them. Cannot be moved once they have been spawned.

Blast Doors – Doors can be upgraded to blast doors, which will take longer for the hero to break down. The hero will prefer regular doors to blast doors where possible, but this can be overridden by the presence of an objective, or the cry of a Damsel/Girl-bomb.

The Henchman – The Henchman is a powerful unit, and the only one that can be moved around the map.
The Henchman can be set to act in several different ways, but only has limited power.
Once his power is expended, he can no lnger be used.

Henchman Powers:

Fight (Cost: 1) – This is the default behaviour if no other power is selected. The Henchman and the hero will get into a gun battle if the hero enters the same room as The Henchman.
Taunt (No Cost) – The Henchman will attmept to taunt the hero. Similar to the Damsel/Girl-bomb cry, the hero will come to investigate. This is a risky maneuver, as the taunt cannot be disabled once activated, unless the Hero enters the room (at which point the two will Fight)
Teleport (Cost: 1) – When selected, you must also assign an adjacent room as the target. If the hero enters the room the Henchman is in, the Hero will be teleported to the chosen room.
Kill (Cost: 2) – If the hero enters the room, the Henchman will kill him outright, forcing a reload at the previous room.

Rude Bear – LD #25 Jam Entry

Windows download.

Play in browser (Unity Player).

LD Page.

Coded by Alex Rose @Vorpal_Games
Delightful illustrations by Antony Dewar @Panttts

You are Rude Bear. Your aim is to.. smash.. things and.. wreak.. generic havoc. Take that, society.

You’re a British Gangsta youth yob whose only aim is to misrepresent bears amongst the animal kingdom.

It takes place in some deranged puppet form. It’s vaguely like a running game, except you have full control of your character’s direction, attacks, dodges, equipped weapon, etc.

List of creatures:

GRASS SPAWNERS:
Sheep – Docile
Goats (+1!) – Kill these for SWAG.
Punch Drunk Pigs – Policecop pigs who punch you.
Dark Knights – AKA bats. Should’ve called them Battymen in hindsight.
Ostriches – Swoop down.
Baseball Bats.
Army Boars.
Brown Bears.
Wide Load Pig – A pig with a pistol. Dodge when it says “Bang”
Flyin’ Lions – Masked superheroes
Rocket Boars – Use Rocket Launchers.
Cyberdemons – He’s the chief of police.
Trident Lions – If you meet one of these, you will die.

POND SPAWNERS:
Ducks – Docile
Flamingos – Kill for SWAG
Furry Beavers – Fast and annoying.
Chainsaw Beavers – ARGH. They do 3 damage.
Glockodiles – Use shotguns. Not glocks. Pretty OP. Just like in IRL. Execpt without the whole.. shotgun.. thing.

There’s also bear traps, bins and beehives that you can destroy with weapons for SWAG.

Max out your SWAGGER bar to hustle. But don’t get too cocky with it; you’re not invincible.

When you right click (or space) to dodge, you are temporarily invincible though, so that’s useful, but it has cooldown.

The chainsaw does 3 damage, but it’s pretty slow. The bat does 2 damage and has good range. The claws are really fast but have low range and only do 1 damage.

#YOLO, but when you die you can REWIIIIIND to see how far you’ve come and restart the game. You’ll also be told what killed you, how many kills you had and protips on beating what killed you.

With that in mind, I would absolutely love if you sent me a tweet if you got to a really spectacular monster or got particularly far. If people like this I might put a high score board on my site. @Vorpal_Games

Each monster seems fair, especially given that you’ll have new weapons, but you should think about what weapon you use and when to dodge. If you play for a while you can get really good at dodging everything.

Hope you enjoy it as much as we enjoyed making it!

Not Sure What Went Wrong

End Level Boss Failed

What it is

This is what was done by 3 hours after Jam closing. You can spam the “3” key (no other key does anything) and lightning enemies will spawn at random locations and swarm the Goat Ship. The Goat Ship will attempt to target the nearest enemy until it’s dead, then target the next enemy, and so on. Since the lightning ships can’t actually shoot lightning yet, you pretty much have to spam enough up them to overwhelm the firing rate of the Goat Ship (4 shots a second). The 10 in the upper left corner is the number of enemies that are currently being tracked (two are in the process of exploding). There needs to be around 40 to overwhelm the Goat Ship.

What it was supposed to be

The bars at the top of the window are different kinds of energy. You press the corresponding number key to spawn an enemy that uses that kind of energy. If the enemy damages the Goat Ship, you get more of that energy back for your bar, allowing you to spam more enemies of that kind or allowing you to save that energy up for the final battle.

In the final battle, you are the end boss. The end boss moves around the screen in a pre-determined or random path (the player has no control over this) and you can use your energy stores for attacks. Only the end boss can kill the Goat Ship.

What went wrong

On theme night I lost 6 hours due to not coming up with an idea that I thought was completable in 48 hours. My initial idea was a platformer where you’re the end level boss (very similar rules to those stated above), but I thought a platforming AI would be a bit beyond my ability. It wasn’t until nearly midnight that I realized the idea could still work so long as I didn’t have any pesky platforms to have to jump around.

The next two days development was pretty slow. I did get a decent amount of content done. I spent entirely too much time playing with autotracker-bu and Open-MPT (generated approximately 50 songs), and though I’m quite proud of my pixel art, it took me a while to get it done. Most of the real hardcore development occurred after the compo deadline and during the final jam day. But that just wasn’t enough time for me to get through all the little oddities I hadn’t expected to come up. In hindsight, nothing really sticks out as something that tipped the failure point though.

What I’d do different

I don’t know if I could do anything different about theme selection – if inspiration doesn’t hit you there’s not much you can do short of just going with a bad idea. But once I had an idea, I should have got the core mechanic in without any assets. I wasn’t very motivated this weekend, and having something in front of me moving and playing is one of the best motivators. While I had a Goat Ship in the game on Saturday and the lightning ships in on Sunday, they didn’t do anything in game except animate in place until late Monday!

Fragmentorum – We’re done partying, so let’s play!

So, after a good 3 hours I’m finally posting this.

We’re done with the game. It came out great. AND HERE IT IS!

 

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=19282

I’m all done, timelapse uploaded!

As you may know, I was sick on day 2 and day 3, so I didn’t have enough time to finish.
I do believe that with one more day I could have made something much nicer. I could have added sound, added the missing functionality, possibly even made more levels.
If you insist on playing the game, you can find the entry page here.
I might write more tomorrow, but for now, I’ll just give you the timelapse:

Let me attempt to make “Spot Colony” make a bit of sense.

So, you see, I’ve never…well…

…

…what I’m trying to say is that this is my first time.  In a game jam, anyway.  I guess technically this other time might count.  Er, actually, disregard that.  No seriously, it’s nothing.

Anyway – I made a game called “Spot Colony.”  Maybe you’d enjoy it!  It’s exploratory and intentionally terse in its instructions, so read them carefully and do some fiddling.

If you’re planning on playing the game, you might want to go ahead and do it before you read the rest of this.  It’s a brief joke and having it explained before you play it would probably spoil things.

—————————

Certified Spoiler Safety Buffer Zone™

—————————

The point of Spot Colony is that it’s supposed to feel villainous without using text or images to do so – at least until it’s already over.  The instructions tell you enough to get you started, but in order to “win” you have to experiment a little, and eventually decide to see what happens if you destroy the whole colony.  Since there’s no prompt to tell you this, it feels more like it was your own idea (though really it’s just the only gameplay option available, so whatever).  Also, the colony is pretty resilient, so winning through luck seems pretty rare.

Once you’re done, you get a dry remark regarding your moral character, which (hopefully!) feels particularly relevant given what has just happened.  HO – HO, art!

There’s a neat emergent behavior with the fire-spreading mechanic (which is based on a simple grid) where it’s an effective strategy to let the colony grow large enough to create thick “fuses” stretching from a food source to the hive.  Also, if you hold fastforward, the colony can overpopulate and chew through resources faster than they spawn.  Spots who do not eat for more than 20 seconds starve, causing colonies to grow and collapse periodically.

As one out of a very small number of game mechanics, the red safety ring has a few important jobs.  it makes it so you can’t just burn everyone by waggling the mouse, but more importantly, since the first two food sources always spawn inside of it, the colony can start out extremely small (to make the later swarms more impressive by comparison) and safely grow for a bit while the player reads the instructions.

 

Some stuff that I don’t like very much:

– The game isn’t quite as good at guiding people to this conclusion as it should be, so a bunch of players don’t pick up on the overall goal.  Obviously this is a major problem.  Teehee; oops.

– It seems really common for people to try to click on the food instead of the Spots, but since the Spots are congregating on the food anyway it often appears to work correctly.  Confusing feedback means it’s the teacher’s fault, not the class!

– It looks weird.

– I was going to include several ways to interact with the colony, but I didn’t spend enough time working on this to achieve all that, so we just get the fire propagation.

– Other stuff too.

Wild Wild Taxi – Drive Like A Crazy Cabbie on Kizid!

You are a crazy taxicab driver racing against the clock! You drive a traditional yellow taxicab. There are three lanes of traffic with other cars blocking your way and you must meet your deadline. Drive as fast as you can and swerve to avoid hitting the other cars… or even jump right over them!

For this game you will use your space bar and your arrow keys. The mouse is not used during the actual game play. Press the up arrow key to go faster. Press the down arrow key to slow down. Press the left and right arrow keys to change lanes. Use your space bar to jump.

Your objective is to cover the required distance, shown in meters near the upper left corner of the game screen, before the clock reaches zero. If you are successful in covering the required distance before the clock expires you immediately go on to the next level and repeat the same process. There are no breaks between levels. This is just one big continuous thrill ride. You just have to keep going! Each level gets more difficult because the traffic from the other cars increases as you progress through the levels. If, on any level, should you fail to cover the required distance and allow the clock to get all the way down to zero… it is game over!

There are three game options available. Each game option has its own separate control. The game sounds may be adjusted. The music volume may be adjusted. There is also an option to play the game in full screen. The full screen option may be turned on or off at any time.

Game Strategy: You must race as fast as you can in order to beat the clock. So, you will need to keep the up arrow pressed down for almost the entire game while using your left and right arrow keys and your space bar at the same time to avoid the other cars. You do not have to jump over every single car. In fact, you can usually save time if you can swerve around another car instead of jumping over it. Many times you will encounter a situation where there are three cars driving side by side, blocking all of the three lanes. Your only option here is to jump over one of these cars. However, if you do not approach these cars at a fast enough speed you will be unsuccessful with your jump and you will end up stuck behind this row of cars. The best thing you can do then is to use your down arrow key to slow up and put some distance between your cab and the other cars. Then, speed up and try again.

Play Now: http://www.kizid.com/game/wild-wild-taxi.html and much more “BEST GAMES” on Kizid!

Tags: kizd, kizi, kizi games, kizid games, online games, wild wild taxi

Evil Lair Construction Set

 

7542-shot0

needs a dash more evil…

Hate elves?  Sure we all do.  Now is your chance for revenge!

The Evil Lair Construction Set

Design your very own Evil Lair.  Layout the rooms and hallways and set some treasure as bait.  Curious adventurers can’t resist those shiny baubles.  Raise their hopes and then have your minions close in for the kill.   As if the look of terror on their little faces is not precious enough, they often carry a few coins in their pockets as a bonus.

More treasure will lure more and stronger adventurers such as:

  • the curious naive – not very filling
  • the quick elf – the minions are always fighting over the chewy ears, the little scamps
  • the hearty dwarf – delicious spread on warm toast
  • the mighty knight – err… he looks kind of tough

Set traps, raise the dead and generally be awful.

 

 

 

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In the www.frivfan.com are online games for every visitor! You need just an internet connection and free time to relax and refresh your mind. Without download or long registration forms, easy to play-just one click and you are in the middle of the game. Our games will cheer you up every day! Enjoy!

Tags: fan friv, friv, friv fan, friv games, online games

Oh well.

As you may have guessed, I didn’t have a submission this time. My son woke up from his nap with a fever, Alex barely ever got to his tileset on account of his interruption. Sometimes the hardest part is just making time to participate, I finished a submission for LD24, but never had more than 6 hours to actually work in.

In the meantime, we’ve got a great starting point for a tower defense game, and an idea for a bizarre twist.

Holy shit I finished!

Hey all,

I participated in this Ludum Dare, but until now I haven’t wrote a thing. On other LD’s I’d find time to post pictures of my food and show early builds of my game. This time however I had such a weird idea for a game! And it took me far longer than I’d expected to make everything work. In the end I wasn’t even in time for the Compo so I decided to join the Jam. Here’s what my game turned out to be: The Villain Complex

And some screenshot’s ya’ll ^^

screenshot4

screenshot3

screenshot1

screenshot2

screenshot5

Have fun playing!

Cheer,

Maxim

Timelapse is up

The Timelapse for my Town simulation “game” is up:

Rhythm Apocalypse Post Mortem

Sorta bland, but it’s all that I could manage.

Click here to play Rhythm Apocalypse

Rhythm Apocalypse is my third ludum dare entry, except it’s a bit different from my previous two. They were singleplayer games, both made with Stencyl. I wanted to make a fun multiplayer game using HTML5 canvas (no back ends, all custom), and when the theme came up, I had the idea of a rhythm game where you collaborate with friends to destroy the earth using the power of harmonies!

Originally I had planned 3 sections with three 4 bar segments which would be played in a random order, and the sections would advance when you did enough damage to the boss. As you can tell – I didn’t quite make it. The final game only has 2 sections with a fixed path that goes 1, 2, 1, and the planet doesn’t even blow up at the end.

There were quite a few things that culminated to cause this:

  • I woke up late on the first day, so I lost 3 hours to start.
  • Went out for dinner on the first day, though this was really pre-planned and I couldn’t really say no. -4 hours (it was a long dinner)
  • On the second day I got really, really bored, so development slowed a ton.
  • Most of the reason it got boring was because of the constant onslaught of blocking bugs, since I wasn’t too experienced with javascript + canvas and it was my first multiplayer game using websockets.
  • Dropbox is the worst prototyping service ever if you have low internet speed.
  • I haven’t made many songs in Pxtone (really, just my ludum dare music) or even made music at all, so I was having trouble finding inspiration or a common style.
  • Didn’t actually draw any graphics. At all. And this is meant to be my strong point!

Despite this, I did pretty well on:

  • Some effects. I really like the sparks, shiny curved note line, laser and starfield flatten when you start the game. I wasn’t able to create anything like those in Stencyl.
  • Works really well for my first multiplayer game. Movement interpolation could be improved.
  • The song in the waiting room is pretty cool.
  • The game was of really good quality for a javascript app that wasn’t an engine, test or general purpose program.
  • It’s fun! That’s probably all that matters, even if it’s really short fun.

Another thing is that at submission time a few horrible bugs popped up,  such as the collision for the beams emitted from the earth being totally broken, and various bugs breaking multiplayer entirely (players not disconnecting, not displaying, names missing). This left the game unplayable over submission night. But all of that is fixed now, so no worries!

So you should totally give it a wee cheeky try, and invite some friends to play with you! It’s sorta way too hard too, so you can see which one of you dies last. 😛

 

 

 

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=5794

 

My entry

 

Destroy All Heroes – Post Mortem

Hey everyone! It’s time for another Post Mortem.

It’s my second time participating, and I couldn’t be happier that I finished a game again!
I felt a bit more pressure this time, because I really wanted to get something out, and also improve over last time. But I’m very satisfied with the result, and I hope you enjoy it too :)

Destroy All Heroes

Play the game

The good parts:

  • The theme. Although it came kinda unexpected, it opened a lot of possibilities for both setting and gameplay. So many in fact, that I was really concerned to find something that wasn’t too big in scale. So I did some scribbles on my two best ideas, and then decided. Turned out great!
  • The graphics. I felt really inspired and I knew what I was going for: Even though it’s about being evil, I wanted to keep the representation rather cute than dark and sinister. And I had a lot of fun creating it too!
  • The people. Once again it was such a blast to hang out on irc, discuss game mechanics, playing prototypes, helping people out, watching streams – just having fun. Motivation++

The bad parts:

  • I had a lot more in mind for the gameplay, but time was working against me. Damn you, time!
    But on the other hand, I wanted to make the things I’ve got a solid experience, rather than having some features that just don’t feel right.
  • No audio. Despite the fact that it’s still a pain to get sound right in HTML5, I’m also very bad at creating it. Like very, VERY bad. Forgive me :)
  • I ran out of M&Ms.

Conclusion:

  • It doesn’t matter what you start with, be it gameplay, graphics or whatever, as long as it inspires you and keeps the flow going.
  • If you need a break, grab some snacks and hang out in #ludumdare.

So thanks everyone for the great time, I hope you enjoy, and have a nice day! :)

Tags: html5, postmortem

Random game choices

Wouldn’t it be nice if you could click on a randomise button on the ratings screen and it swaps out all the choices?

And blacklist/whitelist popular tags, so you can say you aren’t interested in those that have “windows” (and “source”), but are interested in those that have “web”… and so the ratings screen will be full of games you actually stand an outside chance of playing…

I expect this has all been said a thousand times before…

We need a mod-ludum-dare-itself mini weekend :)

(And thanks to everyone who has rated my game, what a great turnout yet again for LD :)

Comments

18. Dec 2012 · 11:24 UTC
It does randomise per user, but I think it remembers your seed so you always get the same shuffle. The system is rigged to spread the voting as randomly as possible, and also reward frequent voters with votes. Seems to be working quite well now IMHO!

Corruption Post-Mortem

    What went right

We came up with a theme and gameplay that we loved but it took us a while to sort out what we wanted which meant we lost some time at the beginning. We even started working on an idea we didn’t like so much and the result was we were too demotivated to continue. It is important to really love the idea you are doing to be able to give it your all.
In the end the graphics were much better than we expected to be as neither of us are real artists and the designer managed to learn much through doing this.

    What went wrong

In terms of the final product there is not enough feedback for actions made by the character. Some more animations and a real sense of impact to the world and characters would have been better. Eventually it would be nice to expand the world with more interactions.

    Conclusion

This was a great experience for both of us and we learnt a great deal. The fact that we managed to finish the game was a real achievement. As a first entry we are both quite proud of what we have done.

Entry Post

The game : Corruption

corrupt

corrupt2

corrupt3

corrupt1

You are innocent. At first.

So, this is it. We did it. First team jam for me, first collaboration with Dziff: Cell 22 is submitted!

Even if I fought late at night without understand how to make a great song with FL Studio, doesn’t matter. Even if we throw up a lot of idea because, you know, it’s how Ludum Dare works. Even if I probably go a bit off theme (but there it is, I swear!). We are pretty statisfied of this little game.

How you decide to play wil impact on the end (there is some of them).

We hope you’ll enjoy it!
And our main reference is the great movie (AWSOME MOVIE!) Old Boy.

Play Cell 22 >>

2188cbfa545c866ce38e5826706243ef[1]

Game Soundtrack

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These are the tunes for my game Trina of the Depths . Only the first two made it into the game. The encounter theme was to be played when you met the crab seller.

Here they are in .ogg format

1. Trina of the Depths – exploration theme

2. Battle theme

3. the Encounter

Made with FLstudio and lots of free soundfonts and my own samples of a gameboy bass

 

Thank you for a fantastic 3 days! I’m just beginning to scratch the surface of what all you people created. A definite improvement in content, I feel

 

screenshot secondary

Tags: ld25, music, soundtrack

Pros represent!

When I’m not LudumDaring, I work for Traveller’s Tales. A bunch of my colleagues also entered LD25 and I thought I’d round ’em up here. We’re all professional programmers, but that doesn’t make LD much easier ‘cos we still struggle on the art…and sound…and design…and even the code if I’m honest…

“Earth Beast”

“Escape from Prison Planet”

“Infidel”

“Blue Idiot” (last-minute one-day jam entry)

Any other industry types participating? Yes, I know about Notch :)

Comments

lorancou
18. Dec 2012 · 12:03 UTC
Sure :)

Hi there Traveller’s Tales!
18. Dec 2012 · 23:08 UTC
Yeah, we’re here and there. =) Always happy to see other pros doing it for …. eh… “the love of the game.” heh. ahem.

Make It Black Postmortem

This was my 1st LD and my first entry in any kind of coding competition ever. I had a lot of fun and I was luckily supported by my wonderful girlfriend who made sure I actually took in food at normal times.

First off,  play and rate the game                    –> Play Make It Black <-
Can you ignore this guy? I don’t think so.

darkdude

What went right

  • I heeded the tips given by others here and kept a working, interactive product throughout. This allowed me to quickly try out ideas I had. My “design document” was one sketch of the floor and a hooded dude and 10 bullet points in a text file.
  • Crucially, I did not implement some things that one part of my brain said were mandatory. In this case, I wanted to add flying cherubs with ranged arrow attacks. Though good in concept, I knew that I would have difficulty balancing issues, AI issues and more that can add up to hours of tweaking quickly. Instead, I focused on polishing all aspects of the game that were there already.
  • Which brings me to polish, I’m quite satisfied with that, there is a difficulty curve, introduction of gameplay elements over the first 2 levels, interactive background elements, a not completely herp-derp AI, and a lot of subtle things like plants dying randomly if their floor tile is corrupted, a cool dying animation, smooth transitions between levels, etc. I like it.
  • As for graphics, while thinking of what to do, I discarded all ideas that would hinge on pretty graphics because I Am Not An Artist. “Retro” scaled up 8×8 tiles are really just a way to hide your non-existent drawing skills :) I compensated in other places by making cheap but good looking effects using code and math (POWAH) like the clouds and the nice and, in retrospect crucial to gameplay, background sky transition.

What could go better next time

  • I spent a lot of time on the core platform game code. This was actually a goal. I never made a platform game before and I like to know how stuff works so I was not going to use a library for it. I did get lost for too long on some details I should have postponed until later, like some collision corner cases.
  • I had looked at Tiled (the Tile map editor) before but had not made anything with it nor used its data files in anything, so I could have saved about 2 – 3 hours of time just by practicing a bit with it beforehand.
  • Sounds were added in at the very end and are rudimentary but functional. Again, a tools thing I had played with cfxr but not with Audacity and had to download that to make a simple change to one of the samples with 30 mins of time left. Not recommended.

In all, I learned exactly what I wanted to learn: the basics and problems of a 2D platform game and I had a great time. I’ve been rating other games and it’s great to see the variety and skill shown in all the entries. See you all next time!