LD26 April 26–29, 2013

Screenshot!

Haha, first screenshot! It’s a bit ugly, sorry.. those are just sprites for testing if it works fine.
I’m proud of what I’ve done for the moment, I know there is still a shitload of stuff to do, but I think I can finish it!

Shoot’em up!

Attractor fail!

It’s funny that some things that look well on paper turn out to be terrible when implemented… Case in point: the attractors…

Just added attractors to the game, which behave as the mouse and can attract and repulse elements:

screen06

The result is terrible, from a gameplay perspective… Either they’re too strong (and they bypass our own attraction on the mouse cursor), or they’re too weak (and do nothing to help or hinder the player)… The behavior was different from what I was expecting (I was expecting a kind of “negation zone”), but it is actually correct, although not fun at all…

I might use them anyway to impede some paths (although I can use just walls for that, to be honest, no difference).

I have also implemented moving attractors, to see if they could be salvaged… although they’re a bit better, adding a measure of challenge in some sections, they’re still very weak as a gameplay mechanism:

screen07

Problem is that I don’t know if I can make a compelling game with just walls and blocks… My wife seemed to have fun with just those elements, but I don’t know how fun that actually can be in the long run… Maybe I’ll have some new idea in the meantime, since I’m still on schedule… I still have to consider the attraction change issue (keypress vs environment control) anyway, and if I decide to go for the environment control, the attractors might be a good element again (although I doubt it)…

Current schedule:

Schedule07

Comments

27. Apr 2013 · 16:05 UTC
You forgot an entry for “Make colorful chart of current schedule” ;D
27. Apr 2013 · 16:14 UTC
Hey, what about being able to switch the other attractors on/off? either timed, or per switch, this plus the moving attractors could make for some puzzle possibilities.
Cybearg
27. Apr 2013 · 16:15 UTC
If I was as organized as you, I could do anything…

The consumption continues

After most of the first days frantic coding, I’ve taken a short break to cook myself something simple.
I’m a bit amused at myself when I realize that an advanced omelet is the simplest thing I can think of to cook…

Food

Eggs, shredded cheese, finely chopped ham, fresh basil, thyme, and just a dash of coriander.
Topped with mozarella and tomato.

Damn, this is tasty.

Also, here’s a small screenshot of my game progress:
Game

Tags: C++, compo, foodphoto, motivation

It’s alive!

Well hardly, but there is some movement in there now.

http://gywgames.com/ld26/index1.html

( Barely worth clicking really ).

I don’t think it looks too bad chunking along at one tile per move, better than I’d hoped really, plus I’m still in two minds about making it turn based ( I’ve been working on a Minotaur type game for a client recently, you know that nasty game where you move one tile and the baddie moves two and you’ve got to get to the exit ? Well I’m toying with the idea of letting the player move say 3 tiles, then all the baddies move as one, one tile at a time ).

Lets see how these colour emitters I’ve got planned are going to work, that’s the next big task.

Squize.

Compo rules question

Hey, guys. I have a question in regards to the Compo rules: what’s its policy on fonts? Can we, say, copy a font from a copy of Windows into our game? Or is that not allowed?

Thanks for the help!

Comments

Guardian_Bob
27. Apr 2013 · 16:00 UTC
I think if it is an installed font, you can use it.
toonheart
27. Apr 2013 · 16:19 UTC
You’ll have to check the license of that particular font.

If the author says Free / free for personal use .. it should be okay (as long as you’re not going to use the same font in commercial version of the game.. if you take it there)

Next update (I think this is #3)

I have several new features including pushable boxes, bridges that start off vertical then fall down when you touch them and the ability to fall in the case where the ground gets removed from underneath you.  Here’s a nice screenshot that doesn’t really prove anything other than that I’m still using dodgy debug graphics!

ld26_pic1

Also, I now have beer – specifically an Old Tom in a goblet.  :-)

WP_000280

Now I need to work out how to make some nice tricky puzzles, clearly more beer and a curry will aid this endeavour.

Edit: forgot to include a link to the playable “game”:

http://arkazon.atspace.co.uk/run_me.html

build002 :: construct your ship

Updates! (Please check the key controls here, because the ones listed in the game are wrong…)

  • Click a component of your ship and press X to remove it.
  • Click an empty space next to an existing component (aka “mount point”): press “1” to create a wall, “2” for shield, “3” for laser, “4” for scooper.
  • Updated keys: WASD (W/A zoom in/out, rather than move up and down).
  • A few sound effects added

Selecting/building with mouse turned out to be a lot more fiddly than I expected… hoping to get most of the core mechanics done today so I can add content/polish tomorrow!

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

build002

 

Comments

27. Apr 2013 · 16:08 UTC
Hey there!

Playtesting!

Playtest

I just wrapped up a playtest session!  I have seven levels at the moment, so I felt now was a good time to put the game in front of somebody to see if the designs work.  It’s always important to test your game with a fresh set of eyes, because what may seem intuitive to the designer might be really confusing for players.

For example, I found out that the control scheme for the game was not very good.  Originally, players had to click and drag the mouse left or right to rotate the environment, but my tester wanted to be able to drag up and down as well.  Furthermore, I found that a few of my designs were obnoxiously difficult.

kb_level07

 

This level, in particular, is way too hard.  Even I’m having trouble with it!

 

Challenge Game Update 6#

So I’ve been working on the mechanics of the first challenge and so far its coming along OK, even though I think I’m struggling a little. Basically the cannon shoots out little collectables to add to your score.

screencap6

LiveStream: www.twitch.tv/jellycakes1

Even more Beavers

The game is still playable we just need more time in order to add more fun :)

Here is the build interface with a ship ready for the adventure.

sc1

 

You can see :

The choice of modules on the left

The number of credits remaining on the top

The construction ship sites on middle. Every module should be contiguous to an another.

 

See you tomorrow for new technologies and events !!

 

Progress is being made

So, after a whole day of playing around with ideas and putting off studying I’ve finally come up with one that might just work. I’m not gonna say too much about it now but its kind of a strategy game, involves zombies and friendship (friendship being a sub-theme I set for myself), minimalist pixel art, controls and gameplay. Really excited about it Gonna try to finish most of it tonight as tomorrow I really need to start studying. Ill post a screenshot really soon too

First prototype done…

First prototype done (I really should prepare some framework for LD so I won’t have to start from the scratch next time).

Controls are mouse, WASD for movement, R + F up and down, Q and E for roll, X fires the missile.

Not much done yet, but I feel good about it anyway….

 

 

Unity plugin required:

Screaming Cubes

Core mechanic in place

sleep

 

I’m done with the game’s core mechanic. Which is falling asleep when the timer runs out and losing control of your character. Now I just have to insert some dangerous objects into the room so you can die while sleepwalking into them!

But what’s happening here?

Here it is ! My first WIP of this year.

image

But what’s this ?

Comments

arounet
27. Apr 2013 · 16:42 UTC
OMG DAT LOOK SO AWSOM OMG OMG 😀

screenshot18 screenshot11 screenshot16 screenshot9

What has been accomplished

So far, everything has gone well. My code is a bit cleaner this time. And my game also looks nicer:

progress

As you can see, I’ve added lighting.

If you want to see it for yourself, click here. Now I will work on gameplay.

Comments

SenorDiablo
27. Apr 2013 · 16:26 UTC
nice

All is lost

potatos. (It’s still minimalist, I guess)

From now on, everytime I’m unhappy with a game I’m making, will add potatos.

potatsss

http://pcnogueira.com.br/jogos/bolagude

PS: I’m still trying to model that hearth shaped potato on blender (to use as main), but I fail.

Comments

Hectate
27. Apr 2013 · 17:07 UTC
If you really want a heart-shaped potato (or any heart-shaped object) in Blender, try this way, should be easy:

1. Start with a sphere, best if it’s placed at the origin for now.

2. Scale it on the Z so it’s an tall ovoid.

3. Rotate it slightly to one side so that it somewhat resembles a heart missing one bump.

4. Use the Symmetrize function to mirror it across either the X or Y axis (depending on which way you rotated it).

5. Tada! Vaguely heart-shaped object!

this is my first time doing ludum dare and it’s really fun!

i’m making a game about flying a spaceship designed by dieter rams

here’s what it looks like so far

i am so bad at lightmaps

Where is Pixel – Excellent progress on the first half day

With my good foundation of previous games in love2d (all of them on github for you night-time reading) I managed to get a great start. Some brain went into abstractions so that the level files. Now they are filled with anonymous classes and methods and do everything from generating a random background to entities to the moving character called Pixel. I’ll have a Doctor Who break now before writing the code for end-of-level and some other game elements like a timer and a score counter. Tomorrow will be all about new levels and putting living things into them.

levels-draft

first-animation

Tags: love2d, minimalism, search, Where is Pixel

Game Update

I probably should have updated earlier but I was busy working on the game. The core game is almost done, but it’s very simplistic. That is, it will soon be playable. However, I’m going for more than that. The premise is that you are a cube shooting at triangles coming towards you from the sides from the screen. There is a lives and score system, and I will soon be adding different types of enemies and power ups. I hope to be done in a few hours.

-mariomanpaul

14 hours: Make one good graphic, get 6 bad ones free!

Just about to head off to lunch. I’ll leave the laptop behind and bring my notepad to do some level design and maybe come up with slightly better drawings to turn into textures for the rest of the items in the game. I might skip out on the animation stuff, and work on changing levels / ui / story / sound. If I find time by the end of tomorrow, I’ll consider putting the animations in.

second

Tags: screenshot

Ready to Start Day Two

WP_000839

After 11ish hours of sleep (that’s what a week of school will do to you),I got my breakfast and I’m ready to begin my second day!

 

Progress update!

So, everything is going smoothly.. nothing got me stuck since I am keeping it as simple as possible, wich is pretty great!

Title Screen

Title Screen

The style is very minimalistic, I actually like it a lot (its been a while since I made anything like this, I was all pixels lately), made in CorelDraw to keep it as clean as possible. The game has all the basics done already, now I should start focusing on adding more diversity to it, I dont like it being only asteroids, it gets boring quickly.. I was thinking on comets, huge planets, shooting stars for bonuses? dunno.. I have lots of time left so I guess I can play with it for a while 😀

First Screenshot

I’ve already loaded the level editor with every (I hope) object, and some of them are functional! Just gotta polish the graphics, make sounds… and create every goddamn level. >_< Since it’s going to a puzzle, that only make things harder… >_<

gfm_ld26_ss0

Oh well, I hopefully can do this. xD

Tags: as3, compo, Flixel, screenshot

Lagging

I got started and then decided to change the type of game I’m doing.  I’m a bit behind maybe so I’ll have to be pretty efficient now.  Here’s a screenshot update of my current incarnation.wip1

 

 

Our workspace, working on Factorism

Hey Ludum Darers,

Just giving you a picture of our workspace, we are working on a puzzle, factory management kinda game.

Good luck, have fun!

Demo available

You can try early version of my game here !!!

http://digitalakt.com/game/

it’s my first Ludum Dare, so…

Comments are welcome 😉

 

Good luck all

Comments

arounet
27. Apr 2013 · 16:40 UTC
Hello,

really like your game so far. It fits the theme very well :)

Update + Can you FlashPunk/HaxePunk Help Me?

So, here is what I got… Just notice the blocks look like a Fez wanna be. lol WhatIGotDone

HELP!:

The tiles look too small. And I don’t know how to re-scale them(Without just going into my photo editor and scaling them). I looked over in the Doc… But nothing. I really want to have the ability to change the camera on the z axis but that is not possible with FlashPunks functionality… If anyone has done this, or know a way. PLEASE HELP!

First Update!

Hello! My game has been coming along great! all i need now is scoring and content (difficulty ramping, as if it isnt hard enough)

Colorform

Basically you jump up the platforms as they change colors and you can only stay on a platform when you are the same color as it. you change your colors with 1-4. Then blocks start falling that you have to dodge and it speeds up .

I fear when i upload the game, nobody will get a chance to really play it because it is so difficult; I can play it fine but i have been practicing for ~10 hours so i fear it will be too challenging. but who knows

Can’t wait to see everyone’s games!!

Castle Defender Simulator Deluxe

A long title for a small game, I agree. Here is a first peek of our game.

mapTest

In a mysterious land, some villagers try to live thank’s to potatoes farming and ruby mines.

 

 

Comments

27. Apr 2013 · 16:43 UTC
thank’s to potatoes farming

LD26 – Milo’s Bridge

Hello! This is my first LD entry, for now it’s called Milo’s Bridge.

 

The idea is for it to be a 2D defense platformer, where you have to protect Milo’s bridge from evil. That’s about all I have for now! Any suggestions or feedback greatly appreciated!

 

Current Working Version :

milosBridge

A beat-em-up

shot
As usual I had a slow start, trying to come up with something matching the theme, and as usual I decided to just start making something and try to fit it into the theme along the way somehow. So far I have the basic walking and jumping, and a sword swing, plus a dummy skeleton walking around. Next up are the collisions (for weapons and for jumping on monsters), scrolling and monster attacks. In the mean time our designer is working on the backgrounds.

Progress

I’ve decided to call my game The Quest for Philip’s Glass (Free potato for whoever gets the joke). It’s going to be only the essential elements of a puzzle platformer. Crates, buttons, ladders, jumping, and whatever else I really need to make some puzzles.

After I finish the basic locomotion, I’m gonna go have some lunch.

Screen Shot 2013-04-27 at 2.32.36 PM

Here’s our hero!

Comments

apophenia
27. Apr 2013 · 16:42 UTC
The Quest for Philip’s Glass?
porglezomp
27. Apr 2013 · 16:46 UTC
I actually have a friend writing 30 seconds to a minute of music based on Philip Glass’s music, so I should be able to have some.

Capture

Things are coming along nicely! I had some issues with CrazyBump deciding it didn’t like Windows 8, so I had to switch back and forth between the OSX laptop and my PC. Next up will be getting the angled textures in when you turn corners and then starting to drop some rocks and prototype some actual gameplay.

 

The Potato is a LIE

ludumpic2

 

 

Basic logic of the Nerdogotchi works already!

So, 20 hours done, my status so far

Well, it has been 20 hours, i sobered up, had a run through heavy rain, had a bit of depression because of collision detection and controls, but overall the concept is now ready to be filled with content, which will be done the next 28 hours, so i guess, for my first LD and first game programming… i can be proud of myself, i am going to hand something in!

 

FourthScreen

 

Still having some minor problems, but they are in for polishing tomorrow, need to add some content first.!

Minify Me – Partially Complete!

The player physics took me a while to finish, and there are still a number of tweaks I have to fix in it but it’s playable so far.  You can move around, jump, and double jump.

The level draws properly, but I’m still working on level hit detection.  Level edge hit detection works right now, and due to a bug in it, you can wall climb.  Not the good kind of wall jump, you completely lose all momentum when you hit a wall.  Yeah, I’m working on that.

Here’s a screenshot of my progress!  It’s pretty similar to last time.

No background yet, working on it.

Video & Screens of Ludum Dare project after 16 hours of Twitch.TV development

About to hit the hay, but what I have come up with so far in the last 16 hours. This was my first time doing music for a game of mine, so it was interesting. I feel I may have overstepped the minimalist theme a bit, though.

 

http://www.youtube.com/watch?v=3x5KKpdT3NU

 

And some quick screens:

LudumDare1

vlcsnap-2013-04-27-11h43m26s131 vlcsnap-2013-04-27-11h43m42s29 vlcsnap-2013-04-27-11h43m56s179 vlcsnap-2013-04-27-11h44m03s251 vlcsnap-2013-04-27-11h44m13s88

 

Comments

Alucard J
27. Apr 2013 · 17:25 UTC
Dude, your video feed is awesome ! I had it on as background while I worked, and was thoroughly amused. I even liked your prequel before the theme was announced, highly amusing. I cannot wait to play your game. wish I hadn’t seen the statue part already (I won’t leave spoilers here) but it definitely got me 😮

FOOD

DSCF1610_pregamma_1_mantiuk06_contrast_mapping_0.5_saturation_factor_2_detail_factor_1Rommate made pizza! What you see here is a piece of pure awesome deliciousness. (I know, it looks way simpler, but trust me, it is)

And now: ONWARD: to make a game!

Tags: foodphoto

It just occurred to me

The seed that he used to grow that big flower was actually a potato.

Another food image!

Not much yet to show except for a few boxes :D. I can’t upload that ^^. But I can upload a picture of my food ;)!

Foto am 27-04-2013 um 20.38

work in progress

Been working all day apart from breaks to eat and walk the dog. got a good chunk done and thought I would post a screen shot of different things I got going on.

print screen of all the stuff

print screen of all the stuff

Comments

27. Apr 2013 · 17:58 UTC
Last Ninja inspired art?
SenorDiablo
27. Apr 2013 · 18:20 UTC
aha no I have never played last ninja but it does look kinda similar!

Some obstacles progress

There are only 5 obstacles now (very slow!).

It’s a cow, LD log, tree, punchman and…

Did you know who are they?

4

Minimalism is inspiring

Searching for minimalism in Google images brings up some common themes. I see a lot of monochrome black and white, a lot of stark geometric shapes, a lot of open space, whether that is actual architectural space or white space in a graphic design sense. Basically a white open space with a few things in it.

It’s a similar scene on deviantART, though with a bit more color.

As you may notice from some of my own work, this is a style that I am very comfortable with.

So, games…

Last night as I was trying to fall asleep there were two ideas sticking in my head for this “minimalism” theme.

One is an idea I’ve been musing over for the last couple weeks, a game about my struggle to work on my game projects in the evenings and weekends outside of my full-time job, while balancing my sleep and energy and all that. I had already been thinking about how to make that as minimal as possible, both so I can actually finish the project in a reasonable amount of time, and also so people can easily understand what’s going on when they play. However, it didn’t seem minimal enough, so last night I spent a lot of time visualizing the game as an abstract geometric arrangement of circles and rectangles and such. But I’m not sure I really want to make it that abstract – because I want you to feel like a person when you’re playing it, and not just any person, but a person like me.

The other was a more formal exploration of the “minimalism” theme, thinking about what the most minimal game could be. FarmVille is an example of a very minimal game. In terms of systems, all you do is invest some resources into an asset, and then after some amount of time, you can liquidate that asset in exchange for more resources than you originally put in. And you can have a portfolio of a bunch of assets going at one time. So why not build a game around that? Except sped up really fast, instead of stretched out over hours and days.

Keeping with the “minimalism” theme, everything could be very simply depicted, with even your resources represented by a pile of pixels on the screen instead of a number. But what if you went further, where your goal in the game is actually to simplify and reduce clutter toward the aim of minimalism? Maybe your resource is actually empty screen space, blank pixels, and the screen starts out almost full. But you can invest screen space into assets that temporarily take up space until their time is up and they erase an even wider area of pixels than they initially displaced?

That sounds really boring. But then again, so does FarmVille.

In any case, it’s an interesting start, and I really like the way it incorporates the theme in multiple ways at once. The idea of empty space as a resource is intriguing to me.

Maybe if the empty space is also a venue for another aspect of gameplay, like an action game where you move around and need open space in order to do well…

But there are a lot of ways to take this theme beyond the two ideas my mind was obsessing over last night.

For one, I think it would be great to try taking a common game genre and distill it to its essence, kind of like what Sophie Houlden did with The Linear RPG. I am still really inspired by that game. And personally, I’m looking forward to seeing some interesting takes on a minimal RTS this weekend, as strategy games have always been close to my heart. The first game I really got into was Civilization II, and almost all of my early game ideas as a kid were strategy game ideas. Of course, I’ve never made a strategy game because they’re so much work! But I have a few ideas for minimal strategy games and I would really enjoy the chance to make an entire RTS in a single weekend. Could I do for the RTS genre what Divekick does for the fighting game genre? That would be awesome.

Another approach would be to make a game within the constraints of a very limited hardware platform, like the TI-83 Plus graphing calculator. As you may or may not know, the TI-83 Plus was where I really got my start in terms of game development. I made a lot of games. And so, how about a game with a 96×64 monochrome display, and no sound? Similar constraints produced the gem that was the original Triple Town – maybe I can do something similarly brilliant here. At the very least, it could be a fun nostalgia trip for me to revisit my game development roots.

Or how about making a physics game with very simple rules, but with a lot of nuance because of physical interactions between objects, like Particles? I’ve got a few ideas to explore there. The only thing is I don’t have a physics engine all ready to go at the moment, and while it probably wouldn’t be hard to learn to use an existing one or reuse some of my old code, I’m a bit wary of going that route. Lessons learned.

I’ve also been thinking about a game that tells a story in as minimal a way as possible. I read this talk by the creator of Amnesia yesterday, and found it very inspiring. I have an idea I’d like to explore along these lines, and it may be simple enough to qualify for “minimalism”.

So, there we have six different directions to take the “minimalism” theme. I’m sure there are many others. Now it’s time for a break! I want to do this so badly, but I still don’t see it actually happening this weekend. Well, I’ll be there in the back of my mind, searching ceaselessly for a crack in my schedule like water in a wooden box. We’ll see if anything seeps through…

FARMVILLE 2.0

Update, So Far…

Just a little update video so far to document how the game is going so far. I took a route I would never really take, using Unity, but who cares. It’s fast and reliable.

 

Comments

Hiku
27. Apr 2013 · 17:15 UTC
“Yeaaaah it works !” x)

what does that even mean I don’t

 

 

 

 

 

TITLESCREEN

 

We have a name! And a good amount of game!

Arena1

 

… and a ton of work left to do.

But, all in all? Going pretty ok. Hopefully I can get the last few art assets done tonight, focus on balancing the gameplay mechanic tomorrow morning, and finally, SFX and music.

(Also, in case you really were wondering: http://en.wikipedia.org/wiki/Huoheian )

Finished!!!

Hey everyone!

I just finished my LD48 Compo Game called Square Circle Space Hunter!!

Play it here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20776

menu

 

ingame

Had a great time!

Will release a trailer soon to YouTube soon www.youtube.com/user/cableplays :)

Download for Windows Only!

Hope you all can finish!

Thanks for running this Competition POV! (I’m assuming you are the runner!)

Great experience and makes you finish the game!

Really recommend you doing it!

Have a good rest of your weekend!

~CablePlays

Late post!

So I’m already 15 hours in this project. Shaping up nicely. Im doing the Ludum Dare Jam toghether with my brother.

I have already done 2 other Ludum Dares. The one with “Tiny Planet” theme and “Evolution”. Both failed because I didnt have too much time and I was too enthusiastic.

My brother makes all the models with Solid Works, and Ill be doing everything else (gameplay programing, sounds etc.) using Unity3d, Microsoft Visual Studio C# and Photoshop CS6.

I could tell you a little bit about my game…

SPAAAACE! SPACE SPACE SPACE! I AM IN SPAAAACE!

Cheers, to all other Ludum Darers and hoping that this time my game WILL finish!

 

Day one results

So, after working hard, I’ve finished my first day prototype:

mainscreen screen1

Still a lot of things left to do, but I’m somewhat confident in my ability to finish at least _something_ on time :)

Good luck, everyone.

About seven hours in

So I’ve been working for about seven hours and I’m just getting somewhere close to something that might be runnable. My main problem is that I’m trying to write a 3d rendering system almost completely from scratch.

Let’s get started!

Workstation of amazing awesome!
My workstation

For those wondering the portrait monitor is a dell P170S, That I picked up for £15, but RRP it’s £175!

As for my tools, this is a general overline —

>> Language = AS3, XNA or Plain ol’ Java
>> Engine = If AS3, than flixel.
>> Sound = Audacity, or some sounds website
>> Music = FL studio (or fruity loops).
>> Graphics = Paint.net or Flash
>> IDE = (AS3)Flashdevelop, (XNA)Visual Studio 2010, (Java)Eclipse

Hope to have fun, will be posting screenshots soon!

Grab me, Gravity.

Adding more visual effects to help drive home the gravity change.  I’m also about to open up SFXR and get some sound effects in.  I’ll probably make some sort of neato background too at some point.

Splash screen solved

Captura de pantalla 2013-04-27 a las 20.28.38

After working for 6 hours I made a splash screen I feel comfortable. Sounds a bit ridiculous if you see the screenshot. To be honest build a game with Perlenspiel is really easy if you’re familiar with Javascript, but that’s not my case.

I’ve been talking with Tsuki Usagi about the gameplay. She has been playing with Imscared and I See You as well to get some ideas to define the plot of the game . Also we paid attention to Jason Rorher’s Passage (http://hcsoftware.sourceforge.net/passage/). Really inspiring work!

 

 

Sausage and eggs and coffee complements of the roommate, plus potato derived sound effects!

After spending some time getting a basic game laid out, I decided to do some sound effects creation.  Having a nicer microphone this time around, I decided I was going to make my own, instead of using something like bfxr.  I managed to get a car horn sound by lowering the speed and pitch of a tin whistle played while holding the holes wrong, and I got some ambient car sounds by recording out my window.

And, I made a sound for when the deer moves by rubbing two potatoes together.  Even if potatoes are not seen visually in my game, they are there in spirit!  More sound effects will probably come at some point this weekend.

20130427_144928

Also, thanks to my wonderful roommate Steven for the coffee, eggs, and sausage ensemble!

20130427_142220

Tags: #teampotato, breakfast

Another WIP

I think it’s going well :) I have circles moving and stuff!

But I wonder how long I can keep coding before I need sleep.

ld26screen2

Updates

I have went to the store and got 2 12 packs of soda and a gallon of iced tea. Made a Map Builder for my game which will hopefully win for coolness, and now Im starting the basic engine of the game.

Gameplay injection

Collisions work fine now, phew, that took me most of my afternoon (it’s now nearly 9 p.m here).

And the main gameplay mechanics work fine too :)
In the game, press Down to make Zip absorb the color of the tile below, changing his skin and allowing him to pass through obstacles of the same color !
The obstacle script will allow making minimalism-inspired level designs.

Zip_screenshot

The example added doesn’t reflect quite well the possibilities of this gameplay, I’ll add a new level later, tonight hopefully.
Now remains the level structure (level objective, changing level obstacles), and minimalism-inspired special effects (win, lose, color switch).
If I can do this tonight, tomorrrow will be a pure level design day !

Here’s a link to Zip, playable in your favorite internet navigator:
http://www.teradem.net/HTML5/Zip/

Comments

SasoriDama
27. Apr 2013 · 17:22 UTC
I look forward to this. It is a really cool mechanic! If you want some feedback I would recommend being able to change directions while jumping, it feels a little weird not being able to do that. Good luck to you!

Part I – Done

The first segment of the game is pretty much done. now to move on to the rules getting simplified

Here’s an SS

Pt1

Mr. Consumer is ecstatic!

BigHead_Happy

The main mechanic of the game is working indeed! Albeit it is not very interesting, but hopefully chaining stuff onto the main feature will make it more so!

So far you are playing the very happy gentleman shown above, and he wants stuff! Therefore, you have to buy stuff! And if you can’t buy anything… Then go to your work and get paid!

Real life getting in the way

Unfortunately real life is getting in the way so today’s progress is slow. But I’ve got the framework of what I want – my entry will be minimalist by necessity as well as to match the theme 😉 Hopefully tomorrow I’ll have more time to add content

Making Good Progress

I made a pretty good work today: The game engine is close to be finished, I implemented most of the mechanics, and even made a few animated tiles.

Tomorrow will be about design: making levels, designing an intro and an end, adding sounds/music, adding a few graphisms, particles, and the potato !!

 

Here’s a video showing my current progress (notice that certain mechanics are not viewable on screen because I did not take the time to draw understandable placeholders):

Finishing up first day (Snobits)

screen1 screen4

 

Select snobits keys Q-E

Control W-A-S-D or arrows

Green snobits can blow a bumble and then fly into (key F)

Blue snobits can accelerate and smash walls (pushing Enter when run)

Pink snobits not implemented yet

You can run Web applet. All broadcasts are here

Feel free to comment.

Tags: LD#26, snobits

It’s something!

Well, again with Unity, all I say is my game isn’t minimalistic at all (well maybe object placement, but eh). It’s going to be a little story about patience.

The mechanics is just walking around, following very vague orders that appear onscreen and general whatevering around. It’s going to be very boring.

Title Screen!

But I somehow expect this to be interesting. I guess i’ve been playing too much Antichamber lately.

The tools: Unity (Pro LudumDeal, with iTween, freely available), P22 (f0r music), Blender (for modelling)

Art Redux

Today I’ve been working on art for my 7-cities anti-RPG game. I just got some of the new assets into the engine to replace the placeholder art, so I thought I’d share a screen.

I’m not much of an artist, so what I did is to take construction paper and crumple it up. Then I took photos with the morning light coming in the window at an angle. This gives me some isometric textures that I’ve turned into tiles. I also took a few pics of practical objects made out of construction paper like tree trunks and mountains. I used the crumpled paper pics to add to them, so its a mix of real 2.5d objects and flat textures. I forgot to turn back on the depth sorting, so the depth isn’t right, but you can see what the overland map is looking like.

In addition to art, going to sleep and showering were good times for productive thinking on the mechanics of the game, but I haven’t done a lot to implement them yet. I need to transition from art to gameplay ASAP.

 

Partial overland map

Partial overland map

Comments

Hectate
27. Apr 2013 · 17:10 UTC
Suggestion: adjust the green (darken/lighten perhaps) used for the trees so the circles stand out somewhat from the grass. Right now they get lost in the same color.

So Far…

will now release a demo of my game (All Platforms).

please check out my liveStream at www.twitch.tv/jakeanstey

snapshot

Well, that didn’t work so well

Suffice it to say I have now determined that my initial idea of minimizing sensory information and forcing the player to navigate a maze through echolocation appears to be entirely infeasible with the resources immediately available to me.

Back to the drawing board!

Comments

mihnescu
27. Apr 2013 · 17:17 UTC
It’s ok … It happened twice to me already. The idea is to fail fast and often so you can learn from the experience (I think)

Watching Indie Game: The Movie for some reason or another, and paused it here... Edmund dislikes my code

Watching Indie Game: The Movie for some reason or another, and paused it here… Edmund dislikes my code

Comments

mihnescu
27. Apr 2013 · 17:12 UTC
Baaah … He’s a graphical designer. What he knows about code anyways :p

Some work

Not sure about what I’m doing, but something is coming out from my code.

screen

I should have some more time to complete it tomorrow in the afternoon. Now I’m going outside for the evening. Keep up the good work! 😀

Tags: screenshot

And Then You Take A Potato…

It’s not much to look at yet, but here is progress on the game. Chris is still arting away, and I’ll try to convince him to give me stuff to post when it’s ready.

Screen01

As you can see, the game revolves around taking potatoes. Currently I have all systems for potato taking, random potato generation, and encouraging words implemented. For instance…

Screen02

Yeah, take that potato! Is taking potatoes all you do? Well, it’s a minimalist game, you tell me.

Screen03

Can I enter / will i be disqualified

I’ve missed the start and am learning java, I am starting late but i have an idea (I’ve had it a while now and it works well with minimalism)
I’ve watched quite a few Java tutorials on youtube.
Am i allowed to copy / paste some of the inital setting up of windows renderers etc. (because i can’t remember how to say open a window etc)
the actual game, graphics etc will all be my own work.

If i can enter i’ll be also streaming my efforts on twitch so you can see me actually doing the work

Comments

minibutmany
27. Apr 2013 · 17:25 UTC
I think some copy/paste is OK…just don’t rip off any body else’s complete copyrighted code.
Blue Steel
27. Apr 2013 · 17:41 UTC
ok thanks.
Blue Steel
28. Apr 2013 · 23:13 UTC
I failed :( I’ll try again next time. hopefully I’ll be better prepared

Tearing My Hair Out

So I’ve spent the last two hours trying to get sound to play. It should be simple. Everyone says it is simple. I try their code, no love.

Then I ran across a post from someone in France. Yeah, apparently WPF won’t play sound without Windows Media Player installed. And I just happened to install Windows N on my VM, (the version without Windows Media Player).

I feel special now.

Shape Attack

Whats going on!?

 

who knows :O

 

updates to follow soon hopefully

shapeAttack

Tired!

Hello! I’m Sab (Sam) and this is my first Ludum Dare. Thoughts? Tiring. Very tiring, but awesome!

I’m working on a game called Atmo which is a 2D simplistic puzzle game.

AtmoShot

 

I’m trying to make the game look nice by keeping a pallet of around 6-8 colours.

You are the light grey square you can see at the left, and you have to make it into the green before you use up all of your energy. Every movement takes up 0.1 energy, but landing on certain tiles add or deduct your energy. You have to plan the correct route to end up on the green.

More will be explained but I’m aiming for 15 levels. I’ve been working on it for 7 hours now and I have 10 :)

Anyway, I’m going to sleep now, since I’m seriously tired.

Tarrah. – Sab

Progress so far…

I chose to create something under the water: you are a fish and…

Didn’t come up with a good idea for the gameplay yet. I have been focusing on the art, since this is the area in which i have almost no skill and experience.

All i have for the moment is the player, 2 enemies , a tilemap and a very simple tileset.

Screenshot:

ld26_screenshot

First day progress

10PM here. This is what I did so far. I plan to stay awake until 3-4AM, sleep 6 hours and then keep going.

bam!

Comments

27. Apr 2013 · 17:20 UTC
That’s my plan too, I still have about 30 significant things left to do…! がんばって!

INO

Hi! That’s my first LD. I’ve already done a lot so I’m sure that I’ll finish tomorrow.

screen2

Comments

pirate-rob
27. Apr 2013 · 17:18 UTC
Be careful, time slips away exceedingly quickly…

Finished the bare minimum for this game…

11 hours after starting, I have pretty much finished coding this game up…

Feedback is welcome, but I am off to bed now, and will add sound and maybe some particles or something tomorrow… Or not, as they may not be minimalist enough…

M, by Xeke Death

(zip file can be found here: https://dl.dropboxusercontent.com/u/79467350/Minimal.zip)

 

Edit: Remembered a bug with survival + timed hardcore… Don’t try that, you won’t get anywhere…

Guess there are a few more tweaks needed in the morning…

Also, I may need to put an Epilepsy warning, as the game does flash at you, and it does speed up…

M, by Xeke Death..!

M, by Xeke Death..!

Minimal Viable Gameplay?

Just in time for dinner, we’ve thrown together a version with the most basic of gameplay. The working title is “Enlightenment” and all we can really say right now is that in involves throwing stuff around.

Not a hint of artwork… anywhere for that matter. Debug lines and white blobs is all we need for now.

Day 2 is going to be art heavy, so it felt like a good idea to get the core gameplay done without getting distracted. A few gameplay features and few basic sound effects should tie us over for today. Some great progress from other darers, looking good folks!

First screen. Not much, but enjoy!

Screen shot 2013-04-27 at 20.02.55

 

P.S. Grey is depressing. Should really change that…

I’d like to have music…

…but I can’t seem to find the right way to do it…

To unwind, I went and searched for a way to get music for my game (although it’s only scheduled for tomorrow)…

I’ve played around with iNudge, and although I managed to get a decent enough song for my game, I can’t seem to find a way to save it… besides, I don’t know the license on it as well, although I guess it’s ok to use it (since it’s on the tools page of the compo)…

Also tried the trance generator on www.anticulture.net, and some of the songs generated are quite good (with some tweaking, but since it exports MIDI, shouldn’t be too hard to achieve)… but again, can’t find if we’re allowed to use the music generated in a game…

In previous compos, I’ve used Wolfram Tones, but someone pointed out to me that their license doesn’t allow for use in a game and such… Sad smile

I could grab my electrical guitar, but I doubt I’m skilled enough to build a song for this sort of game with it…

Hopefully, I’ll find something that I can actually use or I’ll have to remove the cobwebs of my old Impulse Tracker and find me some sample banks! Smile

Comments

EdoMiyamoto
27. Apr 2013 · 17:18 UTC
Heya, maybe you can try lmms, that’s what saved me last LD ! I haven’t done a masterpiece but it’s free and it’s get the job done (even if like me you don’t know anything in music composition!)
minibutmany
27. Apr 2013 · 17:23 UTC
Audiotool, it’s an app for chrome, really great for “on the fly” beats.
27. Apr 2013 · 17:29 UTC
Thanks for the suggestions, guys, going to try them both out…

Tilemaps!

 

 

 

 

Untitled

After a bunch of trepidation, since I haven’t had good experience with map editors and tilemaps in the past, I seem to actually have something working.  Woo!  I have collision detection too!  The sprite here for the player is just placeholder graphics ripped from my warmup game.

The real question here is if I can get the tilemaps to dynamically change.  hmmmmmm.

Tags: LD#26, progress

Flashpants – Day One

I never formally announced my entry.  This is my first attempt at LD and I’ve been working since about midnight and I can finally introduce, FLASHPANTS (surprisingly not written in flash).

Engine: LOVE with Zoetrope

Art: PyxelEdit

Music: Audacity & Bfxr

I might use a crickets noise from Wikipedia (attribution license) but I hope I have enough time to try to make one in Bfxr.  Overall feel alright about progress.  I tend to not focus enough on finishing gameplay before working on other stuff (hey you need some kind of sprite to load! I do it right!.)  Shootin for the 48 and plan on getting it done.  The game is simple but confusing, the sprites popping in and out while you attempt to rid “da club” of all “tha thugz”.  Kind of like Where’s Waldo in motion.

Image Link – Attach Media is being weird.
http://www.ludumdare.com/compo/wp-content/uploads/2013/04/flashpants.png

 

I’m so frustrated!

I have no idea of how to open an interface in CraftStudio, and there’s no guide to the Visual Scripting. Time to dissect other’s code and find out!

Howdy greenfolks!

Screen Shot 2013-04-27 at 21.24.39

I’ve never been part of Ludum Dare before, but I thought it’d be fun to try this time.

In my game, you’re playing as a green cube. For some reason, your only hope is to get to the top, in a platformer-esque style.

I’m writing in Javascript, with Canvas to render stuff. Because of this, you can play it right in the browser, with no need to download anything, not even browser plugins 😀 If you wanna have a look for yourself at the latest working version of the game, feel free to go to mortie.tk/webapps/LDgame. Keep in mind though that this is currently a very early version, I haven’t even started making maps yet.

Currently, the game is named Greenfolks. I don’t know if this name will stick – I guess we’ll have to wait and see :p

Controls:
A and D to move left and right, space to jump.
Exit the screen on the right side, enter on the left side – and vice versa.
You cannot control while in the air.

To do:
Death when falling down.
Moving platforms, deadly platforms, etc.
Level editor, mostly for my own use.
Making levels.

As I said before, feel free to play at http://mortie.tk/webapps/LDgame
Comments are much appreciated!

Chao Ab Ordo – functional prototype, first day’s results

I swear it wasn't Mondrian-inspired...

I swear it wasn’t Mondrian-inspired…

Prototype available HERE.

TOOLS USED:
– Code: AS3 + Flixel
– Graphics: (What graphics?) AS3 built-in drawing functions

TODO:
– create a menu
– add background
– add sounds and maybe music

KNOWN BUGS:
– sometimes when you disable a block, it doesn’t turn grey, just gets stuck with its current color
– the cursor doesn’t vanish on Game Over; I have no idea what’s wrong with that. I tried using “visible = false”, “exists = false”, even “remove(cursor)”, but nothing works.