LD26 April 26–29, 2013

RGBA – Progress screenshots

We have a few screenshots for you guys to check out. One of Brushy and the approaching baddies, and one of Brushy painting the baddies to oblivion with his Gattling-gun. This is our last day to get this finished, so back to work…

Lots to do, can’t wait to play all your awesome games after today 😉

– mrx

rgba_screenshot01 rgba_screenshot02

I’m done!

It’s roughly 5 a.m here and I’m tired. I’ve finished the game but for some reason the loading gets stuck at 0% when playing it online through the browser. Playing it offline seems to work though. It’s a 3MB self contained flash file so I don’t really know what’s wrong. Perhaps it’s some server issue but it seems impossible that both swfcabin and google code has problems hosting my game.

Anyway, I’m really tired and I might be overlooking something obvious so without further ado here it is in all it’s glory: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=1135

Gameplay

Gameplay

Tags: game complete, goodnight, tired

Finished!

My first Ludum Dare Compo and i made a playable game. Never thought it would be possible, but here is “energized”:

Titlescreen

Titlescreen

Gameplay

Gameplay

Link to my entry

Nice and small and it’s something.

There is an experimental feature in the game: loading custom maps. Completely untested but it should work if you follow these info.

And last but not least: NEVER dispose any graphics data from memory if the renderloop isn’t terminated! Took me hours to find the error.

Semi-Success!

A lot of things came up so I didn’t have enough  time to implement an end state but oh well, it’s easy to tell who won!  I drew inspiration from Duplicity (two player tetris on the Ouya) http://www.youtube.com/watch?feature=player_embedded&v=Rc7KP62aZn4 .  This is my first LD and first time using Construct so overall I think it went well :)

screenshot

 

W/D – Player 1

Up/Down – Player 2

 

Run and Shuriken in MiniMaul (No, not mini-mall.)

screenshot101

You start out and move like Mario does toward the flag to the right.

screenshot104

 

You jump and shoot your shuriken at turrets aaand…

screenshot105

 

Little men who chuck grenades!

screenshot106

 

There’s also  a sewer level!

I probably spent a good 10-12 hours on the game, which is not nearly enough for my whole idea. I sadly wasn’t able to include a story, more level segments,more enemies, and boss battles. Those, will be for future updates, though!

Come check out the game! (Windows only)

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20248

LUDUM DONE!

Well that was a crazy fun.

Two days and I’ve got myself a game.

ludumDareScreenShot

First LD [Wait for it… NOW!], finished.

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20588

First Ludum Dare game, ever, finished. Impressions follow.

The original concept was for a 1-button game. You are a circle in a spot on the screen. There’s a square on the screen. Lines are coming. Press a button, teleport to the square. Avoid getting hit by the lines. Lines would be different shapes, etc. That quickly evolved into making it look like a Mondrian painting (one of the first Google image hits for ‘minimalism’).

scrawled drawing of first idea

First idea. Well, that and the Mondrian idea that came after, all together.

I had big plans for this (most of which went down the toilet as time progressed). I was going to have smooth edge transitions, zones fading in and out of existence, constraints to always keep it aesthetically pleasing, etc. I was going to have the levels progress, so that we were basically traveling down a Mondrian painting. Once you progressed far enough, you would be surrounded by other circles that didn’t match their zones, no enemies to be found.

This gave me the idea of having other characters just like you, but without your teleportation abilities, and your goal would be to draw the sweeping lines away from them by purposefully making yourself visible. I still think this is a good concept and I just need some more time to figure out the execution.

Anyway, with friendlies, the gameplay sucked. It was hard as hell to keep track of everything that was going on, I didn’t have a good way to represent the friendly characters, and frankly it was ridiculously hard to draw away the sweepers long enough for the friendlies to escape. I just didn’t have time to flesh that out even further. Anyway, friends were conceived/checked in at Sunday at 2AM, and were officially removed at 2PM, so that’s a good 12 hours on the final day that I wasted on a mechanic I didn’t use.

Those friends look like lock holes, or 5 1/4″ floppy disks.

By the way, during this time I witnessed the agony of someone at #ludumdare crashing and losing 4 hours of work, since they didn’t use source control. I love my source control. Allows me to do a writeup so easily.

Well, I posted a video showing the progression of the game over 48 hours. It might not mean much to you, but it does to me :)

Wait for it… NOW! Progress
Things that went well:

  • The look ended up almost exactly how I envisioned it.
  • Game was actually done on time
  • Learned Unity
  • You know, the game is actually fun when the various elements all co-operate
  • Got colorblind mode in
  • Made use of bitbucket’s wiki to keep track of issues.
  • Didn’t drop dead
  • Had fun with competition; will do it again

Things that went badly:

  • First time using Unity. Things didn’t quite start gelling as far as how GameObjects can easily interact with each other until Sunday
  • I was expecting to do a platformer so I tried to learn Orthello for this, ended up not using it at all. Cluttered my project and I was afraid to remove it
  • I didn’t have a focused vision for the mechanics. Wasted a lot of time on features that got cut
  • I wanted more creative edges, and more shifting (as in in/out) zones
  • The UI was terrible
  • No music
  • No intro
  • No title screen
  • Preview window wasn’t same size as build window, still not sure what I can do to fix that.
  • Chronolapse caused my computer to be massively unstable. Need better time lapse software
  • MonoDevelop is a seriously buggy piece of software. Is it my version? At least it doesn’t take down my entire computer, but it kept being unable to debug Unity, causing me to restart both.
  • Compared to other games, mine feels really bad, and I feel bad about how little I wrote. All told, 2365 lines of code.
  • Title is crap

For next time:

  • Use other competitions for “Learn this framework” and use whatever I know BEST for LD
  • Diagram. Diagram diagram diagram. Every time I was stuck, a diagram made my life a hell of a lot easier. I should just diagram the entire game before starting
  • Don’t be too ambitious.
  • Be more ambitious.
  • Probably do something character-based
Use the plus sign to add boxes

Game, with cheats

 

Please tell me if my game runs

Minimalism means making sound effects with your mouth.

Minimalism means making sound effects with your mouth.

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=5606

I have a bunch of junk installed on my Windows partition and so I don’t know if the Win32 binary will run on a normal system.

The instructions are printed to standard output, so unless you run it from a console, you won’t see any sort of text. That’s business with minimalism.

Comments

lulzfish_4
29. Apr 2013 · 01:43 UTC
Okay someone tested it, apparently it does run but there’s a bug on the boss level where you can’t reset or something.

Sail Away

So… I finished a game!  As usual, there’s plenty more I would have liked to do, but I got the bare minimum complete.  Like I said in my last post, I had a blast working in this art style, and YAY FINISHING GAMES!

Link: Sail Away

bridge

And now for something completely unconscious.

Comments

Neten
29. Apr 2013 · 01:15 UTC
“And now for something completely unconscious.” Hah, beautifully put.

Bouncy Co-Op (or solo if you wanna)

Splash Screen

Finished, at last!

I guess I should’ve included a preloader, but oh well. You should be able to play the game just fine.

The goal is simple; Maneuver your orange friend here by the press of a button (in his case “L”), in order to to defeat 10 of those purple whatevers.
I would recommend everyone to grab a friend (or your mother) and try out the Co-op mode as well, as it way more fun than going solo.

If any of you wanna look at the source-code, let me excuse myself in advance, as it is really messy. The last couple of hours I had to get things done, even though the result was ugly.

Okay I’m done talking! I’ll be really happy if you want to try my game.

Have fun!

Jam progress

Was going to enter into the competition, but I got a really late start (didn’t get to work on it at all yesterday) so its not as finished as I would like it to be.  The core mechanics are all working, though I might try to add something else in there.  The gameplay concept centers around an ability to change colors, which allows you to pass through walls of the same color. There are no enemies (so far). Here’s a screenshot of one of the areas:

level1_3You can check out the demo here. I’m pretty happy with how it looks/feels, I just need to get some more levels (and some legit puzzles) in there :)

 

Please. Please. Please. ( WASD hell)

Every Ludum Dare it’s the same problem: some games use WASD and don’t allow other keys like arrows.

Please allow other keys.

Thanks.

Because imagine if I forced you to play with ZQSD instead of WASD . You can try on your keyboard. Using Z to move up will not make you happy.

Thanks again :)

Is finished!

Take a look at here: www.intrudergames.com.ar/LD26/LD26.php

A lot of bugs but this was really fun!!

screen3

 

Game Complete :)

Intro Screen

Intro Screen

 

 

 

 

 

 

 

 

 

 

 

 

 

Gameplay screen

Gameplay screen

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Link to my entry

The basic idea I had in mind before I started to create this little game is done. I really wanted to make it more polished but did not have much time.

The game is made in Haxe, using NME. One of the main reasons I chose this framework is that I wanted to have a playable version for mobile devices.

In my opinion, it fits the theme in different ways but I really want to know people’s opinions about it.  Hope you enjoy the game and I can’t wait to test all these amazing creations :).

On with the Jam

Well, my project didn’t coalesce into a game by the Dare deadline, but I’m pleased with how it’s going, so I’m glad the Jam provides another day to keep working on it.

It seems appropriate to begin my Jam session with…jam!

Jam for the Jam

Jam for the Jam

Onward!

(In-progress page: http://dan-efran.com/games/wip)

By the Gods, that was a rush!

The game is finished, barely on time!

My feels after filing my entry:

  • I hope they don’t click too much and skip stuff!
  • OMG the rightmousebutton in unity webplayer is annoying!
  • So much I didn’t do!
  • No Music :(
  • Pretty satisfied with the ‘art’ of the game, less so with the gameplay
  • Phooooo, now to beddy-by… work in 4 hours.
  • Noooo, 5 other games with the same title! Gorddamns it.

primary2

Play it here!

Complete

Well my entry into ld26 is complete, although it never really turned into a game. I spent way too much time getting line rendering to work they way I wanted in MOAI, which left me very little time to actually add gameplay. I did manage to finish the shape morphing behavior for the player however. It was a good learning experience.