LD26 April 26–29, 2013

esfiera

This is not a game.

This is a story of a circle, the journey of its simple life.

esfiera

Opinions?

I think that I have it far enough to show a playable demo. I still think that it’s a little too easy. Anyways, I could use some outside opinions. Here’s the demo:

https://docs.google.com/file/d/0BwXVJYOW1lp_ejl3NXVyMl9FMWM/edit

You control a little ball and your goal is to destroy all of the red balloons, without destroying the green balloons. You control it using the down button to gain and lose speed and height. Read the instructions. The controls are a little difficult, but it gets easier as you get used to it.

2013-04-27_1445_

 

Also, if you go to fast, you could lose and have to start over. Don’t fall out of the level.

2013-04-27_1446

 

 

I am still planning on adding a lot of levels and other stuff, but what do you guys think? Is it minimalist enough?

Ok, hard coding BS done. Now I Get to Write things!

I’ve got it to a point now where you can sit down and play through the whole game. The only thing that’s missing is the big part in the center where you ask somebody questions. I have to write the questions. I’ll probably go get some sunshine/food, then come back to it. Tomorrow will largely be the day of writing though.

Journal 4

Journal 5

 

Battles!

Here it is the battle system! FULLY WORKING [only one enemy so far but hey!] Here is a pic of Flare doing her thing!

Battletest

update

woo

i’m tired

After some rest… full steam aheadddd!

Okay liking where this is going. Move the curves to collect the dots… But you can only move curves within the semi-transparent purple shapes and you only get a few moves!

looking to follow other’s progress on twitter! @travisirby

Tags: LD#26, unity

First post evah

Hello everyone!

I just finish some things on my Minimalist game. It’s an arcade type of game, in which you have to move through 4 areas to get the maximum amount of hearts.

 

You move though the areas in a counter-clockwise way everytime you press right-shift. When you change area, you appear at the same spot as before, so you need to foresee that your destination is safe.

The models are made with Voxatron’s editor, then exported to Blender and Unity.

The game is kind of rough around the edges at the moment, but playable nevertheless!

https://dl.dropboxusercontent.com/u/391556/web.html

After programming nonstop during the day, now’s the time for some gourmet dinner (£1 pizza lol!) and then pull an all-nighter if I can! :)

game update 2

Now that I have the puzzle mechanics for the game up and running, will try to add more the further on in the ludum dare

A big fail and a fresh fun start

The whole day we did 2d top down game, but we ended up with a big broken fail. Then we gave up.

Then started doodling with scupris and 3ds max studio and we accidently ended up with this:

It inspired us once more and tomorrow we will come up with very simple game in Unity this time.

Playable version: “Starhook”!

https://dl.dropboxusercontent.com/u/6435217/starhook/index.html

Well it looks like I’ve already achieved my main goal of having something playable. Now, to work on making it interesting!

While thinking about minimalism, Pong came to mind, and I wondered, “How could Pong be even simpler?” My answer was: One paddle.

The game that I’m calling “Starhook” has evolved from there. The “hook” (see what I did there?) is that a new star shows up every 5 seconds. The more you can keep on screen, the higher your “Most # Of Stars” goes. So far, I think my highest is 5, and that might have been with slightly different settings. At the moment, different sized screens will also have differently sized paddles and play areas, so… take “Max stars” with a grain of salt.

Now, aside from adding all of the fun stuff I have in mind (and fixing the occasional collision bug), I hope to actually participate in the LD48 community a little bit. I’ve been getting pretty absorbed in code and haven’t stopped to look around and/or help others very much. We’ll see!

starhook01

Sound Works

That was far harder than it should have been.

Turns out I shouldn’t have touched the WPF sound functions. They are junk. I’ve gone back to the good ol’ SFML.

Anyways, it is coming along, at a slower pace than this morning.

Keep track on my Semi-live stream: http://www.kins-home.net/ludum/

First Time – First Post

Blackboard

Minimalism Brainstorming

Hey people,

I’m a little late to the party as I had a busy day and am from Germany, which means LD is starting at an ungodly hour round here (4am). Nevertheless, I did some brainstorming and here is what I came up with. Let’s see if this get’s me anywhere.

Have a good night, I wish you all the best for your projects!

Cheers,
Sascha

Comments

27. Apr 2013 · 19:04 UTC
haha hope it does, it certainly looks cool!

Tape Monsters~

Hello. I continued my progress on my running game. As I went on, the game became silly-er and silly-er. Currently, this is the background / story of the game.

IN A WORLD WHERE TAPE MANUFACTURERS HAVE DOMINATED THE UNIVERSE, ONE MAN, A SPECIAL MAN, A HALF MAN HALF SPRINKLER, LUKE SKYWALKER, IS ON THE RUN. HE MUST FLEE FOR HIS LIFE FROM THE HORRIBLE CTHULHU TAPE MONSTER THING THAT WANTS TO ROCK HIS SHIT. HOWEVER, WHILE RUNNING HE MUST ENTERTAIN THE FLYING INVISIBLE PAPARAZZI BY MASHING HIS KEYBOARD AND DODGING BULLETS THAT ARE FLYING THROUGH THE AIR FOR NO APPARENT REASON. HE MUST DO THIS TO ACQUIRE POINTS THAT HAVE NO ACTUAL POINT OTHER THAN EGOTISTICAL VALUE.

Screenshot:

Rework for the better.

So I’ve reworked the game’s design a tad.

 

Rather than reducing yourself to 1 block, you want to eliminate all of the blocks, but with as few clicks as possible.

 

Each level has a time limit and a par, and you can shift gravity manually.  You don’t use up your moves by shifting gravity, only by clicking blocks.

 

You have to approach the game as a minimalist.  Combo as many blocks as you can for high points, and to lower your clicks.  Also, the faster you finish the level, the more bonus points you get.  So basically, the simpler, the more minimal your solution, the better you do!

My first Ludum Dare!

So originally I planned to make a 2d platformer, since the only other game I have ever made was a 2d platformer (The Well) and the experience gained from it would be useful. The environment and character would be made using either black and white squares or coloured ones. I started working on it, decided to browse the compo page and saw a hundred other people with the same idea! I decided to scrap that idea to work on something more original. I decided to make a mini stock game where you buy and sell shares to try to make money. After planning it out, I realised it would probably come out pretty boring. Finally…

I have started making a 2d side-scrolling game where you have to navigate a rocket through an asteroid field. I hope the art style and the simple gameplay qualify me for the theme, and the picture below shows my day 1 progress. I don’t have as much time to work on this as some other people as I live on the other side of the world and have to book into camp tonight. I really hope I complete my first LD entry and hope it turns out well. Thanks for the inspiration to ACTUALLY make a game instead of half completing a dozen!

 

Preview!

 

I will also be making some posts about the game on my website once I finish it, so check it out! http://www.custardgames.com

Tags: custardgames, dominic, dominic mortlock, mortlock, video game

I keep getting sidetracked!

screenshot wip

Here’s a screenshot of my work in progress. It’s an as yet unnamed dungeon-crawler-loot-RPG. The theme of minimalism is included in that the more loot you carry, the harder it becomes to fight monsters and avoid obstacles, so therefore less is more. I am beginning to have doubts in my ability to complete this game on time, however, due to the fact that I keep getting sidetracked by all the other posts!

Anyway, good luck guys.

Progress so far!

This is my first Ludum Dare and so far i’m thoroughly enjoying it, so as i have seen quite a few posts of this nature i though that i may post one myself 😀

 

LD

And as you can see i have chosen the most generic name ever but that’s how i like it , looking forward to seeing what everyone else has made 😀

² – Update #2

The day wasn’t as productive as planned but enjoyable.

Now left Construct 2 and running on my own version of the game. Made a basic level with TIled and imported it as json. Display is ok.

I’ve added ² too. He can run around, jump and fall. Next move will be some kicking. After that i’ll add back circles before making some level design. I’ll add some music/fx if i got time.

Lonesome ²

Good night to all europeans :)

5

This entry was posted on Saturday, April 27th, 2013 at 7:04 pm and is filed under LD #26. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

I didn’t make it across the atlantic :)

My game is starting to take shape! From my crudely drawn map of the world, ocean depth is simulated which affects the amount of food and enemies in the current area (deeper = harder). The swarm reproduces once enough food is eaten, looses “food” when bitten by predators and slowly starves if no food is eaten. A dead fish is food too, though :)

The current flocking behavior prioritizes eating above following the mouse cursor, so when a predator manages to kill one of the fishes in the swarm, the others will flock to the corpse, leading to a death spiral. I’m not sure if I even want to modify this behavior…

chasetravellog

Once you’re dead, you see a statistics screen (not shown) and can visualize the route taken on the world map. This way, you have a souvenir to keep of your journey.

Regarding the theme minimalism: The bigger the swarm gets, the safer the individual fishes are, but it comes at the price of being slower. The player will have to make a tradeoff between safety and maneuverability.

Ultra late start

Even though it’s super late, I’ll give this one a shot. At least I had time to properly plan a project. Wish me luck :)

Tags: intro

My progress

Kinda minimalistic platform game, where you sould avoid things and shoot things.

40% ready.

temp..

update on new scene

hostage

hostage

hostage-1-KILL hostage scene sprites for one of the hostages

Core gameplay coded and with nice animations !

Wew, i’ve managed to code pretty fast the core gameplay of the game ( wich I admit was kinda simple ), now let’s make some nice feedbacks, a menu, a soundtrack and awesome effects and features.

capture

Boxley – even more progress!

BOXLEY

 

We aren’t really close to release yet, but:

  • Collisions are fixed,
  • Coins added,
  • Animation engine nearly working,
  • Started working on enemies,

Also, I’ve made this logo which you can see above ^^

~kacperski1

Name Update

Alright, I’ve got a name for this game now- Ludum Shoot-em! (It kinda rhymes when you say it a certain way) Anyway, the game is around 75-80 percent done. Keep on working, everybody!

I’m late but I’m in…

I just realized there was a Ludum Dare happening now, and I thought of an idea I think I can make in the 29 hours left. It helps that the theme is minimalism :)

I’ll be making the game in ActionScript 3, with flixel.

24hrs In – Blue

I really was not crazy about the theme at first but I managed to pull things together.

The game starts out pitch black. Something has happened and the color has left everything. You play the embodiment of the color blue and it is your mission to find out what happened and set things right. Since everything is black you’ll need to navigate the world by adding a little bit of color. However, since the character himself is a color it costs a bit of himself (in other words, his health) to throw some paint around.

Screen Shot 2013-04-28 at 11.02.39 AM Screen Shot 2013-04-28 at 11.04.04 AM

You can try out the 24hr version here (Unity Web Player). Any feedback is of course appreciated :-)

4

This entry was posted on Saturday, April 27th, 2013 at 7:12 pm and is filed under LD #26. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

First day done

Time for me to get some sleep, woke up at 06:15 today (theme was announced 05:00 local time) and been working on the game on and off since them.
Took me a good while to come up with a design, but I’m fairly happy with my current one as it is very doable in given time and easily expandable if the time permits.

The game’s design is very minimalistic in terms of game-play. The whole game is played with 1 button, which I at first doubted, but it turned out quite fun after all.
I’ve got main game-play and music (which I had way too much fun composing) done, but my “art” is still terribad and I haven’t even started on any menus / death screens etc…

Löve and Lua have turned out quite nice combo (had no real prior experience with either) for quick prototyping, but still wouldn’t use them for anything larger scale as tracking errors can be quite a pain (dynamic typing ftl).

(Sorry no screenshot yet, the game looks that bad atm)

Good night ya’ll!

Tags: design, first day, Love, lua, sleep, update

Aaaaand I’m out.

I really really like the idea of the Moai engine. It seems to have all the parts necessary to get something working. But when it takes me hours to try and figure out a simple piece, posting on forums and digging through google, there comes a time I just have to throw my hands up and stop. I’ll still play with it in the future, but it is not an easy engine to use when you’re trying it for LD. I had a game up and running within hours using Corona, while in the same time I’m still trying to put a button on the screen with Moai.

Moai: get yourself some better documentation and an example for EVERY CLASS. Honestly, I don’t want to start browsing the C code and reverse engineering the platform.

For the next LD, I’ll try something I have a little more experience with.

Peace out.

Tags: lua, moai

making *some* progress…

ok so first off my name has a name :

but maybe more importantly it’s kind of playable already. level parsing works, enemies can be killed, so can the player (more or less) and there’s a shockwave special attack kind of thing. at this point I’m just not sure what I should work on next; the game is both too easy and too hard (yeah apparently that’s possible) and it’s not very varied unfortunately. also not super fun… oh well.

also please believe me when I say it looks better in action; the game’s esthetic relies heavily on particle effects so static images don’t really do it justice. 😛

 

 

more progress

Screenshot from 2013-04-27 23:11:00

Comments

lulzfish_4
27. Apr 2013 · 19:29 UTC
Triangles instead of pixels? I like it.
28. Apr 2013 · 04:43 UTC
This is really beautiful, I am very, very curious about what game you will have behind this amazing art!

Streaming!

Come and join us!
http://www.twitch.tv/torcado

Firefight!

Pew pew pew

End of Day 1

 

 

Here’s a quick screenshot of our game as it looks at the end of day 1!
It’s just a cute little auto-runner at the moment, haven’t spent any time on level design just yet but it feels pretty nice and there might be some surprises.

We’re entering the jam rather than the compo, not sure if we’ll make use of the extra day or not.

 

Screenshot of our Auto Runner

 

More Progress

Making progress on our 2D Firefall-esque minimalist style graphics clone. It’s going really well and is already pretty fun.

 

Scan Hammer Moments

 

Thumpin’

 

Minimalistic background

shot

I think I’m getting a hang of that minimalism thing.

Worst game ever

It seems I’m developing a healthy case of flu, my brain is descending into mush, and I’m making like zero progress on this game.

doomed_totally_doomed

I’m doomed.

Comments

goerp
27. Apr 2013 · 19:52 UTC
Looks better than what I’ve got :)

The Baconizers

Our first game jam is going pretty well.

You are Jack Lumber the lumberjack who just wants to get home after a long day of work, but wild rivers, nasty critters and cruel traps block your way! How is poor Jack ever going to get home?

https://www.facebook.com/LudumDare26Baconizers

http://www.twitch.tv/berryhermans

http://nl.twitch.tv/merlinovitsch

http://nl.twitch.tv/mrvanderpants

Don’t have anything playable yet unfortunately, but got lots of individual working pieces that still need to be put together.

Screenie

I FORGOT THIS BLOG WAS HERE

Yeah, so I’m making a game and stuff. Don’t really have any screenies yet. Almost done with basic terrain capabilities. I will update when that’s working, then update again when actual terraingen is working (if it ever is. I might just go with pre-designed levels if it gets down to crunch time and I need a game)

 

By the way I’m making a resource-management space combat type thing. Sort of. You’ll see, hopefully.

The blind MazZZZzze of colors. – progress

Capture d'écran - 27042013 - 23:21:06

Progress! Also, there is a Fullscreen mode, and a Tutorial, too.

So, yeah, this game’s based on an idea I got some times ago.

The idea is that you’ve only one big pixel to know your surrounding.

Currently, I just have to put sound, window title and actually implement the “easy mode” which will print the pixel value(r,g,b)

 

Tags: maze, progress

Grand Theft Minimal, build v0.3

Third playable build of Grand Theft Minimal!

The vehicle physics now don’t entirely suck :3

http://kranggames.com/gtm/003.html

Pictured: The Sedan

Grand Theft Minimal, Silver Sedan

Grand Theft Minimal, Silver Sedan

Quit looking at this, go go go! ♥

Comments

steadi
27. Apr 2013 · 19:28 UTC
Coming along nicely.
Brucef
27. Apr 2013 · 19:34 UTC
really cool idea, i like it so far! keep it coming!

No visual updates, but I’ve replaced the original keyboard controls with proper mouse controls. Much more intuitive!

Try the Game

I have game-play in place but its not really fun and there is no music…. That’s tomorrows problem.
I know everyone is busy with their own games but if you have the time have a look and let me know what you think.
offthebeer.com/LD/LDbuild.html

Unity game.

Thanks!

 

Woo, paintballs

Untitled3

 

Well, none of the actual graphics are in yet.  But I’ve got shooting, strafing, and now enemies!  With cooldowns!  And you can shoot the enemies and they die!

Even cooler, the white and black tiles you see?  That’s using a tilemap in flashpunk–white is tile index 1, black is tile index 0.  Now, the cool part is that the player’s bullets turn everything into odd-numbered tiles, and the enemy bullets turn everything back into even numbers!  So now I have paintable terrain and walls, just like that.  AWESOME.

Next time, Java

Progress is terribly slow.  Partly due to starting from scratch with no framework, partly due to my unfamiliarity with Javascripts odd internal workings.

At the moment, every projectile I shoot seems to hold a reference to every other projectile’s direction. As soon as I shoot a new projectile, all other projectiles adopt the new one’s direction. After an hour of googling and head-scratching I’m considering calling it a feature.

I’m going to have a long, hard think after this weekend about whether I want to push on with JS or move to something that reflects my understanding of OO better. If fucking everything nowadays didn’t use JS my decision would be a lot easier!

Comments

MauMaGau
27. Apr 2013 · 19:31 UTC
Less than a minute after posting that I found the stupid mistake I made in the code =D
agmcleod
27. Apr 2013 · 19:37 UTC
Can always look into a game engine for javascript :). There are a good number of them. I’m a fan of both melonjs and impactjs.

Going well so far!

I Only really started making my game around 2 hours ago, as i was busy in the day. Although it was unfortunate i missed a day it was good to help me think about the theme more and develop my ideas :)

Well so far i have all the basic mechanics in, and a solid idea. Basically it is a very simple game with one objective: get to the end of each room.  i am using a simple 2 button control system, which has caused some problems but nothing major. Here is a picture(All sprites are placeholders. The walls with a S on are smaller walls and the numbers above the player are for debugging :D)

screenshot100

 

It doesn’t look like much, but once the proper sprites are made and game finalized  i think it will be a decent game 😀

 

To do list for tonight and tommorow:

-finish of all basic mechanics(Almost done).

-Make tilesheet

-Make all sprites

-Add menu, saving/loading

-sound effects/music

-tweaking and perfecting.

So good luck to everyone!!

Progress over two days…Meet, B0xPa1nt

test1
this first picture is what it looks like after shooting many blocks, as you can see, im new to unity so im finding awesome refrences online that i can use 😀

yay

 

this is what it looks like untouched

Capture

 

and heres the entire screen.

 

What ive done:

mouse hover turns things green

boxes turn things blue.

bullets

FPS

room

 

What i need to do:

Multiplayer

sound

moar light

extra stuff.

Get me some music!

Since I’m a lazy bastard I don’t want to search for samples and glue them together using anything more demanding than iNudge.

aaaand well iNudge sucks. Some poking around in google found me this: http://www.audiotool.com

very nice! It even allows you to download what you created, crazy, right?

 

so my super anoying minimalistic soundtrack for now is this: http://www.audiotool.com/track/minimalism-wp9pOFK/

 

I sure do hope I find the time to create something better than this before the deadline…

Tags: audiotool, inudge sucks, music

Wait… who?.. or what?

Toom04
Now with @laufman‘s character animations in and working. I think we’re starting to figure out where this is going.

Could use some Music.

Vs.

This is my first post for this competition so let us start of with the basic premise of the game. You are fighting against the evil minimalist regieme who have all but wiped everything out leaving a world with only the most basic graphics, colour and gameplay. As the commander of the rebel forces you must wage a war against this foe to bring back depth, colour, intricate gameplay, well … everything really back to to the game world.

shot1

The core gameplay in its simplest form: Three lanes, simple rock/paper/scissors combat system, three buttons to spawn units, a bar to show the current swing of the battle and a legend to help explain the combat system.

 

shot2

As you start to score victories against the evil minimalist regieme the game slowly changes, at first you start to develop backgrounds.

shot3

After that the game gain colours.

Future development will start seeing audio put in, evolving graphics and a more intricate combat system as you reach your goal of total “realism”.

So that’s it, the basic premise of Vs., hopefully it’ll be as much fun as I’ve had making it.

Tags: vs

So far…

My character lives in a lonely world where it can shoot semitransparent red spheres. #LD26

art01

 

I did sleep, but today arrived here my new laptop -and the Jorney collection-! That’s good news and bad news, I would be able to develop more quick and with more horsepower and so I may be able to do a livestream later :).

On the other hand I have to backup my old files, software and everything, because I am going to deliver my other laptop. Yep, mi dev computer was a laptop, but, the new one, it is a Gaming Laptop.

My supersecret concept is to been able to use those spheres that you can see in the pic to move the character, just using physics, the spheres will grow and then pull you in, applying forces towards theirs centers. That way you move.

So, I think I will do something like a curious platformmer. Albeit, I want to give the player a special type of mood, something tranquil would be nice.

 

Tags: LD#26, screenshot, unity3d

BUTTONS! (well kind of)

http://bunzaga.com/ludum/Buttons.html

buttons

 

You ‘press and drag’ on a button, then move the mouse off of the button and release, it begins its cooldown timer.

You can ‘click’ a button, and it will perform a different callback (no callbacks implemented yet).

You can ‘pre-drag’ on a button while it is in cooldown, and then release it when it is off cooldown, and it will act as expected.

If you drag a button and then decide not to release, but instead bring the mouse cursor back to the buttons original position, it will not begin the cooldown timer.

Quite complex for such a Minimalistic UI. 😀

 

Particle Power

Can’t be a game without particles!

Making good progress. Trying to cut down on what kind of content I want. Hopefully I can just keep it simple this time.

Stream: http://twitch.tv/iarkeus

Comments

agmcleod
27. Apr 2013 · 19:53 UTC
That’s pretty sweet.

Yay, animations

Hello everybody, this’ll is my first LD.

Tools:

Engine: Unity3d

Editor: Textmate

Sound: CFXR / Audacity

Music: PixTone Collage

2D: Pixen

Dandy

Dandy

After the mandatory introduction comes a little progress thingie.

I’ve been toiling with unity to let me do 2d animations, but now it seems somewhat stable.

…And I’ve got something that ‘minimalistically’ resembles a game:

http://db.tt/9dyxs4LB

If anyone should want the script, it’s here:

http://db.tt/KuonrT9k

(Time for some sleep, Happy Daring 😉

~Jakob

Making great progress

Most of the gameplay is done. I think i set my scope quite right. I could go bigger, but I want to make something that feels done and nice, rather then getting no sleep to make something over the top. It’s great to see how much I’ve improved at this over the past 8 months or so since I first started LD.

00002036

First day’s progress

I had a difficult time getting started today. But I have something to work with tomorrow at this point at least.

Current version can be “played” at: http://www.andreasmcdermott.com.

I’ve used Game maker: Studio.

screen

Back in

Through a lot of luck (maybe even a miracle), the dog managed to be found about 9km out in the countryside.  So, HOORAY that she was found safe, and HOORAY that I can join back in!

 

Fortunately, my game idea is fairly simple.  It is an online boardgame for people to play against each other along the lines fo Go Game and Othello.  Much of the core logic is planned, and hopefully won’t take too long to implement.  then it is on to graphics and a good multiplayer matching system.

 

Hooray!

Progress

 

 

So I’ve made some progress on my game. I finally managed to get a minimalistic interface going on.

Now I’ve gotta work on what’s left of the gameplay and then work on the progression of the game.

It’s gonna be an infinite game for the time being. I’ll decide later if I’ll add an ending or not, depends on my creativity.

Feel free to tell me what you think about this: @AldianSolkai

LD26 Screenshot1

Would you like to visit Dullhill Farm?

Dullhill Farm
First scene of my Ludum Dare game. I have to finish this scene tonight: three scenes which I haven’t entirely written yet are still ahead.

You can expect:

  • A short interactive story
  • A lot of text
  • Dynamic NPCs (only three though, designing a character takes me sooo much time even if the result sucks)
  • Childish graphics
  • Maybe… some fun?

Progress…

Not as much progress as I would have hoped – and I have to take a flight soon. Hopefully I’ll be able to finish up the mechanics and start churning out levels, but I may have to cut back my original plan.

Screen Shot 2013-04-27 at 2.54.04 PM

Video Demo – http://www.youtube.com/watch?v=l67aWf9xJcM

Halfway Point Status Update

Got most of my geometry and triggers worked out.   Next up is audio, an ending, and then making things pretty.  rofl.  right.LD26_HalfwayLD26_Halfway2

 

Games is ready. Can I ask friends to playtest it?

My game is 100% ready, but I want to use the extra time I still have to do some playtest, see if there are any non-obvious bugs hidden there.

May I ask friends of mine to test the game to see if they find any bugs, or is this against the rules?

Comments

27. Apr 2013 · 19:52 UTC
Yea, no one will care so long as they don’t contribute content.

Progress! Somewhat at least!

So, I’ve had several interruptions that have stopped me from working on things (I had company last night, slept in, and I’m now hanging out at my friend’s family’s place, house sitting!) Currently, I have the logic behind it mostly written up. Working on the graphics and game now.

Premise: You’re a monster breeder. Maybe an evil scientist, maybe something else, but who cares (The story is Minimal too!) Anyway, they’ve gotten loose in your factory and you can only capture one of them, so you have to make them fight each other or gas them in special rooms. You bred them for power, not for smarts, so they won’t try to break down doors, and will always try to move forward, turning only when they can’t (And randomly turning left or right if both are open).

Anyway, here’s an image of a randomly generated factory. Still working on setting up the doors and stuff. :3

Room Generation

And here’s my lunch. Yay! Somewhat underdone bacon cheese burger! With Nacho Doritos. Delicious.

IMAG0014

Getting tired, this is what I’ve done so far

minimalist_life_001

 

Movement, collision, textbox-GUI and some graphics. Participating the first time, I really notice how much my programming skills are lacking. Got a ton of issues during the day and hopefully can fix them all 😉

 

Comments

rxi
27. Apr 2013 · 19:59 UTC
It’s looking good!
27. Apr 2013 · 20:10 UTC
They say Steve Jobs’ house had an interior like that back in the day.

Tick-Tock…

 

It is getting late and we have been at it for over 16 hours now. Stuff are taking shape, and a few are relaxing with a movie, while others are cracking along on getting the features sorted and bugs squished.

2013-04-27 23.43.39

Our music guy arrived and have started producing scores for the game.

2013-04-26 23.31.05

Discussions going on about various possible features.

2013-04-27 12.09.02

Sketch of the introduction level.

chrono_size

The size of the combined chronolapse is growing steadily. It will be a proper job to go through all of those images and make a timelapse out of it… But I hope that will be worth it :)

 

celshading is working

yay!

now time to build gameplay (basic FPS mechanics, not that hard to make) and then i’ll work on bones and animations

Progress Update 4

My game is done except for music. But I’m not going to submit until the deadline though… I’m going to thoroughly test this game. I’m going to get my family to test it. I’m going to invite random people off the street to test my game. I will NOT upload another game with a major bug in it! NO! NO! NO! NO! oh and I’m not doing the potato challenge. I eat spuds, I don’t play with them… except Mr. Potato Head… He totally rocks! I need a break… I’m going to mow the lawn!

Until next time.

I’m in!

Hi! I am Enemby, and I decided to do Ludum Dare for this weekend!

For this compo, I am going to essentially remake an abandoned compo game I made a while ago, shown in these two videos, albeit in very WIP states.
http://www.youtube.com/embed/YGPutKZgSuM
http://www.youtube.com/embed/_QNY-W-kiy8
I think this project is perfect for the theme minimalism, because of the simplistic art style and gameplay.

See you soon!

Progress!

Just woke up this morning and this is where we are at:

MainMenuScreen              Level1 Screen              Level Complete Screen

 

A main menu screen I quickly made to link all                    The first level which I am naming “The Pit.” For                  This is my current level complete screen, I still

levels together. (The clouds move!)                                         this level a blue block is all that is required but                  need to implement a scoring system which will

there will be more in later levels 😀                                          determine how many stars you get.

 

So the game is called Crescendo. It is based on a crescendo in music as in the music gradually getting louder. In Crescendo, the goal will be to climb the levels to get to the flag and gradually get higher. The blocks will each have a different ability, like at this stage the blue block makes you jump higher than usual.

You also get more points for the less blocks that you use. So it’s minimalist art style and minimalist goal. 😀

Oh and also I will adjust the music to get louder as you get higher and higher.

I’m in Australia so the last 12 hours are off the table for me as it will be a Monday. So today is it. What I plan to get done is at least 4 more interesting levels, a level select screen, an instructions page, adding more blocks and composing and implementing music. Oh well, best to be back to work!

First day’s progress

So, I had a sailing class at 12:30pm to 3:30pm, thirty minutes after the theme was announced.  I spent my time on the water trying to think up ideas for my game, but I didn’t feel very inspired.  When I got home, I thought a bit more, and came up with part of a visual display concept and control scheme that felt do-able, so I decided to start with that and hopefully discover and tune some interesting gameplay down the road.

I spent two and a half hours coding, then took a dinner break, and then went back to work for another two hours before deciding to get an early night’s sleep.  Today will be the big day, filled with finishing up the last core mechanic I want to implement, then polishing with text, sounds and music, colors, maybe effects, and difficulty levels.

Here’s a screenshot of what I’m starting with today:

Screen Shot 2013-04-27 at 10.06.28 PM

 

I’m only at about 200 lines of code so far (thank you, CoffeeScript!), but I expect that will tripple by the end of today.

Oh, and I need a title.

Loading Screen and Other Stuff

So I have enough to put together a demo:
http://www.kins-home.net/ludum/timelapse/26/Debug.zip

running

Checkout my semi-live stream at: http://www.kins-home.net/ludum/

Um, what else?

Oh. Go banana!

Comments

27. Apr 2013 · 20:04 UTC
sweet! Would be cool if there was a way to identify single mazes. Maybe some color code (background color for individual mazes)? But maybe you decided that you don’t want to provide that help :) Looking forward to play the final version! Keep going!

Not very vegetableful first day

So the theme is Minimalism? I’m not sure if it could have been worse for my liking. Is it even a theme? But alright, minimalism it is.

I didn’t like an idea of minimalistic graphics or gameplay, so my idea was to express minimalism in another way. After few hours of thinking, I’ve finally decided to make a platformer. Never done that before in my life. I almost regret that now. When you don’t have much time to work on base mechanics and are doing something comparably new, code gets messy and, may I say, ugly very fast. In fact, I’m almost ashamed that I must share that code, so please do not read it.

Anyway, first day is over and I have some progress, though less than I wish I had. I think I’ve finished with programming (for the most part at least), which leaves me with graphics, sound, level design and some testing and polish undone.

There’s not much to look at the screenshot, but I’ve decided to show it anyway.

LD26_0

It’s a super placeholder graphics, but considering my talents as an artist – don’t expect something much better in a final version.

Progress!

So, since some of you know I am actually waiting until tomorrow to start (Flight back to Aus, > 30 hours)…I thought I would post what I done today to help me in my quest to make a game in the air:

1) Bought dice. Lots of em.
2) Bought a deck holder thingy…for cards and stuff.
3) Drank beer with a bunch of friends. Lots of it.
4) Watched movies.
5) Thought about the theme.

Being in short time back over with friends I prioritised them (not seen em in years, so sue me). But as planned, the flight from the UK to Australia starts tomorrow, and I will be making my entry :) Hopefully get it playtested at Singapore Airport with some random people too 😛

Comments

KunoNoOni
27. Apr 2013 · 20:05 UTC
Just remember, you can NEVER have too many dice 😉

Progress on Cubic

Our game is a small platform game were you have to stay alive as long as possible!
But it comes with a twist(yet to be implemented) is that the screen is rotating. Makes it really hard to bet the high score which is at the moment: 641 points.

cubic2

Play the current progress on Cubic here.
Follow us here :)

~Dals

And Then You Take A Potato…

Update on “First, You Take A Potato” with some graphics and more!

Screen04

You play as POT4, a potato-taking robot. Your sole function in existence is to take potatoes and then put them down again. A helpful radio reminds you to keep taking potatoes.

BotidleBot1

Here he is in motion!

Anyway, functionally the game is complete. We just need to finish up the graphics and figure out what kind of ending best suits this life of potatoes. Maybe none at all…

20 hours into my first LD

5 hours of panic, 5 hours doing other things, 10 hours of wondering if I could’ve made something a little more involved. Anyway, here’s my little shooter. I was told to keep it simple for my first instead of running out of time. Looking at all these other posts, it’s probably the simplest game here!

Here’s my video blog =]

Ludum Dare 6 : 18 hours, end of day 1

Comments

goerp
27. Apr 2013 · 20:06 UTC
oops, link doesn’t work?

end of day 1

yes, it's a ray caster

yes, it’s a raycaster

Okay, it’s midnight local time – enough for today. I made good progress, but I’m not sure about my concept. It’s basically a mixture of Wolfenstein and Paint. Or something. I don’t know. It’s not really playable, yet.

It does fit the theme very well, though – minimalism implies “only a minimal amount of fun”, right? Also, my game makes only minimal sense. :-)

Tags: progress

Comments

Merkoth
27. Apr 2013 · 20:10 UTC
I’m also writing a raycaster! *virtual high five*

Delayed but Making Progress

After a lot of technical difficulties we are finally getting into the swing of things. Our game will be a puzzle game where the final piece of the puzzle is you. You are a robot that can transform into a pixel, use the unfinished image as an obstacle course to get to the spot of the missing pixel in order to complete each canvas. We will try to get this finished even though we were held back by about a day of work. Here is what the protagonist looks like.

ProtagImage

 

Next step will be animating and we are currently working on player movement and a test level as well.

Tomato Soup

Hello! I’m creating a game in HTML5 and JavaScript. It’s about killing tomatoes, potatoes and other fruits 😉 Maps are JSON files. Here’s a screenshot from early version of the game:

 

screen_ld

I just hope I’ll end this on time, because it’s the halftime now.

The Minimalistic Potatopeople

Not enough sleep!

I racked my brain for ideas for ‘minimalism’ but the only idea I liked was WAY TOO AMBITIOUS. In the end I just started with some music, in the hope something better would pop up.

It didn’t and I decided to go with my WAY TOO AMBITIOUS idea. Lots of wheels to invent and some weird stuff (I think it has to do with Flex).

The worst part of it is that it’s shoehorned into the theme. It’s probably called ‘The Minimalistic Potatopeople’ and sadly wont be finished in 48 hours. Hopefully in  72 hours.

The result so far: some music, a GUI (bad idea) and a beginning of the main loop of the game. But still pretty happy.

screenshot menuscreenshot game prototype0

Minimalistic Food Summary

I’ve been busy the whole day coding the game, so I’m posting today’s food photos before going to sleep.

Lunch (was actually a breakfast :): Turkey stew in cream sauce with dumplings (made by my übercool soon-to-be father-in-law)

turkey_dumplings

Dinner: Pancakes with jam and whipped cream

pancakes

Tags: foodphoto

Idea scrapped, new one chosen

Sadly, my first idea is taking too long and it just isn’t very interesting. Luckily, I have something new in mind that shouldn’t take long at all, and should feel epic. Who’s up for some ninjas?

Day One Progress So Far

Whew! What a day, I’m beat. I wasted a good two-to-three hours frantically hunting a cause for Game Maker Studio freezing and not running my game, until I realized it was my own mistake. Classic amateur coding, live and learn! Time to hit the hay, tomorrow will be longer. But first, a sneak peak at the prototype so far:

Day 1 Progress Screen

Still got a lot to do in terms of visuals, music, control tweaks, and level design, among miscellaneous little things, but the core is mostly done, albeit not very fun. Might add some extra things to make it a little more interesting if I have the time… For now though, some much needed rest. Catch you all in the ‘morrow.

Threw around a few ideas. Ended up landing on Minimal Techno as a fun theme.

Taking basic minimal techno loops and using them to guide a ship through

Flight 128

Stream: http://www.twitch.tv/aaronmackayburns/

Progress Report

Well, my minimalist entry Colorobellum (combination of the Latin words for “color” and “war”) is coming together nicely.  It’s basically an audiovisual experience where projectiles fly at you from both sides in time with the music, which I am composing, playing and recording (NOT synthesizing) on my derpy little piano :P.  Your score ticks up perpetually as the game goes on, and although you can’t die, your rate of point gain decelerates if you get hit by a projectile. So far, I have implemented:

  • Working way to load projectile timings from a text file
  • High Score Saving
  • Menu System
  • Groovy rotation, scaling, and translation effects

The main thing that’s left is to finish the music (I’m about 3/4 done) and actually plug in all the timings.  Here are some screens! (Notice the lovely blue projectile in the second snapshot!)

Snap1             Snap2          Snap3

1st Day

The game is almost done here’s the to do list for the last 24 hours :

-Make multiple star backgrounds

-Finish Levels

-Finish GamePlay

-Make Final Sounds

And it will be done.

-LogicielAllan

Better late than never.

Oops.  Missed the update by 11 minutes…

I’m working on the level select screen.  ’nuff said.