LD26 April 26–29, 2013

The Tater Conspiracy?

I just finished submitting my first Ludum Dare: ‘The Tater Conspiracy’ I submitted for the jam category but stuck with the Compo rules.

What is the Tater?
Where did they come from?
Why do you care?

All these questions and more may or may not be answered in:
THE TATER CONSPIRACY

TaterConspiracy 2013-04-30 10-39-16-90
The Tater Conspiracy is a First Person Treasure Hunt
Find the clues, solve the riddles and discover the truth behind the Tater Conspiracy

I’d love for you to try my game:

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=14993-Korda

 

*Mac, Linux and source files are still uploading (big files!)

Ellsworth

I’ve uploaded and submitted “Ellsworth”, a minimalist graphic puzzler inspired by Ellsworth Kelly’s paintings.

Check it out at the playable (alpha-state) game at http://www.bigblueboo.com/ellsworth/

Ellsworth gameplay

A bit of gameplay from Ellsworth.

Great, inspiring theme! See you all next time.

My postmordem

I’ve been trudging away at this for a while, moved my compo entry to the Jam for extra time, and continued to drag my feet in trying to get this entry done until 15 minutes ago when the last straw snapped (yet another fun thing about C++’s “OOP”). Oh well, I’ve certainly learned a lot, and I’m at the point where attempting to give it the final steps to make it submit-worthy is pointless because it won’t do well anyway. Here’s what went well, however:

  • I learned-

    I learned a lot of SDL and how to work with some of C++’s many quirks that previously I wasn’t even aware of

  • I planned-

    I planned out a lot of the code, and as a result it didn’t turn out as bad as it could have

  • I conquered-

    I worked with a new environment, not a single line of code prewritten (aside from SDL and SDL_image, of course) and various other distractions and was able to work something out.

Now, for the bad stuff.

  • I wasn’t focused-

    There were too many distractions this week to even count, and the stress from other things didn’t help that.

  • I forgot how to art-

    Quite literally, I woke up on the second morning fully expecting to get all the art done. It didn’t come together until 3 PM, and that was when I threw it all out in favor of programmer-art squares.

  • C++- Why u no work like other languages?

    I’ve been working a lot with Java recently, and it’s quite poisonous. I made as much as I could class-based, and that was a bad idea with C++, graphics pointers galore and STL.

Well, that’s my take on it. Hopefully I’m not the only one who will learn from this. Next time I’ll definitely go much simpler. Nonetheless, it was important for me to take this faliure- I just recently moved up from python/pygame, so this was 100% me getting familiar with SDL/C++.

Potato The Destroyer, Commentated Timelapse

I just uploaded the commentated timelapse for my game, Potato The Destroyer! Featuring really cool music and co-commentary by my pals Dana Gallant (creator of Terrible Magical Artist) and Justin Espedal.

Watch the Timelapse on Youtube

MUSIC USED

Tags: LD#26, ld48, timelapse

Finish !

Game 3

Just have to export now 😉

Hey, six minutes left!

I think I made a tower defense game. Or something.

Actually, it is two factions fighting each other.

Google ChromeScreenSnapz021

minobi is up

screen1

 

Had only one day this time but I am quite happy with the result.

Defender.

I’ll just leave this here;)

HINT: You can’t kill the Destroyer when it is moving fast or slamming the ground. Also – click / drag to use catapult!

Tags: awesome, classic, cool, defender, gameboy, retro

Comments

dumbusername
30. Apr 2013 · 00:13 UTC
Okay. there is no easy way to say this but your game is pointless. sorry but just because the theme is minimalism doesn’t mean you remove all elements of a game but one. there was no reason for me to defend these towers. no points, no story, no competition, i might as well click around on a blank word document.

Postmortem

It’s been a rough, sleepless three days, but my first ever Ludum Dare jam submission is finally up.  You can find it here.

In retrospect, I probably could’ve managed my sleep schedule a bit more efficiently.  This was my first game jam, and easily the most complex game I have ever created, so I learned quite a lot of things just from working on this.

If I could do it all again, I’d probably go back in time and slap all the people that voted for Minimalism.  It’s a very uninspiring, uncreative theme.  We’re cranking out games in 3 days.  I’m pretty sure the games would’ve been minimal with or without the theme.  At worst, all it did was inspire a lot of un-games without any gameplay or graphics. :/

Still, I had an overall good experience.  Special thanks to my other teammates, Tyler and Nathan for making this game awesome. :)

unity27

 

Unfortunately, with all the rush to complete the game, the poor, unloved potato easter egg fell to the wayside.  I feel I have failed the Potato Challenge and failed as a french fry eater.

Tags: first-timer, jam, minimalism, post-mortem, potato

Orbfuscated

 

 

Just wrapped up the finishing touches on our Jam Entry, Orbfuscated.

Strategically place orbs around the hidden world to solve the puzzles within. Orbfuscated is a minimalist game with a focus on exploration.

This is my first time working with someone on a LD entry and I had a lot of fun. I am very pleased with what we managed to create in the short time, something I surely would not have been able to accomplish on my own.

Our thanks to anyone who gives it a try.

Orbfuscated

Orbfuscated

Boom Box ready for the party!

LOGO-BIG

So the game is all about rhythm and reflexes, for one or two players, but it really is meant to be played by two players. We’ll mainly explain the two players mode here. The main objective is to become the “BoomBox” (top right of the third screenshot) and reach the top score before the other player. In order to become the BoomBox, you first need to reach it, racing with your oponent. Switch the color of your avatar (graphics not acurate on the screenshot) with the A,B,Y,X buttons (matching the colors on screen and on the controller) to get through the waves of color moving towards you. You must also mind the platforms coming along with the waves and dodge them if you don’t want to be pushed back.

Ludum26 2013-04-30 03-26-18-07

When a player reaches the BoomBox, he becomes it. And he gets to launch the wave of colors (following the beats “guitar hero like”) and choose the directions of the platforms launched. When the “challenger” reaches the BoomBox the two players then switch roles, and again, and again. The fact is: you only score when you are the BoomBox. There will be blood.
There is also an arcade mode for two players VS the computer, a training mode to practice your skill, and the same thing in singleplayer.

Pump up the volume, and get ready to rock!

The game is quite heavy, please be patient you won’t regret it 😉

Have fun and tell us what you think!

 

Ludum26-2013-04-30-03-28-05-06

 

Direct Download: https://dl.dropboxusercontent.com/u/19064729/Boombox.zip

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22857

Eternal Journey, Indeed! :D

That was some 72 hours! This was a great second Ludum Dare for us! We sure picked an ambitious concept to try and complete during an already busy weekend but we’re glad we did and now we have something pretty awesome to build on! Unfortunately, we didn’t get some core features in or music and sound effects but everything else worked out perfectly! 😀

enemies_line

Congratulations to everyone who participated and now comes the fun part! Happy gaming and rating!

title

PLAY and RATE “ETERNAL JOURNEY”

Stay tuned for post-mortems (maybe!) 😀

Ludum Dare 48 #26: End of My First Ludum Dare

Ludum Dare END

SUBMISSION: Cave Runner

Screenshot

And so ends my first Ludum Dare. It was a challenging experience, especially since I didn’t have as much time to work on it than I had originally hoped. My plans changed a lot throughout the competition. I’d like to highlight the biggest changes.

  1. My original plan was to submit my game into the 48 hour competition, but I ended up needing more time, so I submitted it to the 72 Jam instead. I hope to make an entry to the 48 hour competition next time.
  2. I did not add sound. This had to be cut in order to meet the 72 hour deadline.
  3. I code generated shapes rather then art. I made this decision after the theme was announced, since to me it showed minimalism.
  4. I chose to make an infinite runner game instead of a roguelike. I ended up making this change almost as soon as the theme was announced, since I felt I could achieve this, and my top objective was to get something I could submit.
  5. I ended up using OpenGL as well as SDL, since I knew it would fit well with my level generation. I did not know how to do this in SDL, and with a little research I realized it would require one of the extra SDL libraries. This could have been a bad decision, since I didn’t have any experience making a game with OpenGL, but I believe I learned a lot because of this decision.

This wraps up my thoughts so far. I might make another post after I get the results back. I’m hoping to get at least 2’s or 3’s, and maybe get some insight from comments.

Tags: 2D, C++, first compo, LD #26, LD#26, ld48, ld48_26, SDL, Visual Studio 2012

TimeVOID [tech demo] – part of the LD26 game jam

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20698

hey folks, drGsus and i just submitted our first game jam project, called TimeVOID. it’s a simple little atmospheric platformer where obstacles are created as you move, and you must travel through each level to escape The Void.

G did all of the programming in Unity, and i took care of the art assets. the sprites and animations were all made in GraphicsGale (i highly recommend it (i also don’t because it’s a strangely buggy program)), and the music was composed in FL Studio 10, using a studio arrangement i prepared ahead of time for my audio side-project, solar inception.

 

the game itself is still pretty unfinished, a lot of hangups decided to rear their ugly faces while we were getting ready (G got sick, then i got sick, and now i’m still sick, (god bless herbal teas and cold medicine though)), as well as some of the more intricate plans of the game being a little too much for our limited time. we originally planned a lot more levels and a more pattern-like progression system, shifting between calm puzzles and intense escape scenes, but we had to put it on the burner if we wanted to submit to LD26 in time.

 

despite the hangups, we are really proud of what we managed to make in 3 short days. we’re looking forward to the next jam, but we’re looking even more forward to continuing our projects we were working on before. we’ll talk about those soon.

 

anyways, give TimeVOID a try!

@DHE_alphasix

Finally !

Souslik_logo

The Mystic Souslik Team is proud to present you the game made in 72 hours in extremis ! The basic idea is to construct a world dynamically around the hero but it cause a lack of fun & gameplay…

We have a lot of idea of improvement, so we’ll continue to work on it !

Capture

 

To play it, it’s here : http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20954

Work on Chrome some times, if you have some problem, use Mozilla FireFox please :)