LD26 April 26–29, 2013

To-Do List

I’m making a simple action/RPG game similar to the Zelda series, but theres nothing really to show yet so no screenshots :(

TO-DO LIST

  1. Make basic sprites for the objects
  2. Make all the objects and name them
  3. Add movement to the player object
  4. Implement talking to NPCs
  5. Make sword weapon
  6. Implement random NPC name generator
  7. Implement random NPC phrase generator
  8. Make the enemies
  9.  Make a health system
  10.  Make GUI
  11. Make the tileset
  12. Map out Village 1 and all of the interiors of the buildings
  13. Map out Village 2 and all of the interiors of the buildings
  14.  Map out Dungeon 1
  15.  Create Dungeon 1 boss and battle
  16. Map out Dungeon 2
  17.  Create Dungeon 2 boss and battle
  18.  Map out Dr. Potato’s Castle
  19.  Create final boss (Dr. Potato) and battle
  20.  Make starting menu
  21.  Make credits
  22.  Make different weapons
  23.  Add easter eggs
  24.  Add cheat system
  25.  MOAR POTATOS

 I’ve got a long way to go, and I only have a day left to do it. Wish me luck!

WIP

The hills have come together and finally cooperated.   I’ve added some cities and the music track is pretty much finalized.  If I can still stand the track after hours of hearing it each time I test the game that will be the true test.wip2

End of day one

That’s it for today. I was considering pulling an all-nighter, but I’m not in the zone at all.

Hopefully it’ll all come together tomorrow. There’s a lot to do.

Here’s the very minimalist current working version (should work on most modern browsers)

http://dtownsend.co.uk/dev/ld26/

Engine in progress!

ld26-2

I am now close to finishing the backend for sprite rendering in my engine! I have collision as well as the core game logic to write after that, but at least the visual style looks nice. Still, I fear that the ALTTP-styled Boss Rush of a game I was intending may be tough to pull off with the clock ticking away. I shall figure something out though…

Saturday Progress Report

Die alien scum!

Die alien scum!

Here’s a current progress shot of my game. I’ve gotten the basic gameplay down and some pretty good looking art. I plan to add more enemies and levels today. On Sunday I’ll add sound, music, and polish up the menu’s and such.  The gameplay consists of having a limited number of shots to kill all the aliens. However, the blasts require a charge time and they can also blow down walls to provide new routes.

The game is turning out really great and I can’t wait to finish it! :)

So here’s my work so far…

The original version of the game was built on Flixel, but the game became too complicated for me to do it in flixel so I changed to game maker, as I am bettered opted to GML than Flixel.

So here’s a screenshot —
Look at my amazing amount of progress!

Look at my amazing amount of progress!

Hope to get some more work done soon! It’s time to go to bed now!

Lunch Time

Almost at the 1 day mark! Here’s what we’ve got so far.

We finally perfected the level and controls. Also, we got in the scary bad guy. Next comes his AI, right now he just runs in circles. We’re pretty pleased with how this is coming out. Again, this is our first time with Unity, usually we use my custom engine, and I’m pretty happy with how easy it is to pick up. Also, this is our first time doing a horror game! I’m really hoping it comes out good.

Now then, off to lunch 😀

Screen shot!

ld26screen2

P-p-p-p-p-progress

 

 

 

 

So this is what I’ve been working on. The game is going to be one of those  ‘protect your base’ games.

1

 

 

Who is Drek?

Toom03
Looking the same, but feeling way better. What @laufman and I are up to.

Dungeon generator

I just finished implementing a random  dungeon generator for Babel :)

 

Dungeon Generator progress

 

Yello wizard needs food, though.

Tags: progress, screenshot

Progress Update

Here is where I am at so far

https://dl.dropboxusercontent.com/u/25007545/Games/1304/LD/build000/build000.html

I have a lot of the mechanics in place but I have a few more ideas for obstacles/ challenges to add. I am not completely happy with the speed changes but they are alright for now I think. Hopefully I can make some interesting puzzles from this basic mechanic. This build has a few simple ideas then stops.

First day progress report

We’ve made quite a bit of progress towards our first demo for today, we got basic movement done, some art assets are finished, and we managed to finish the integration with Kinect and DataGlove we wanted to integrate in the project as well. The game works without it as well.

The things we still have left to do:

  • The majority of the art assets
  • Level generation
  • More bosses
  • Introduction
  • Menu
  • Trippy pattern mode
  • Credits
  • Stuff
  • Potatoes

The gameplay demo can be seen here: http://www.youtube.com/watch?v=JBtcfY75yls

Minimal game layout

Here’s the final layout for my game. Looking pretty minimal really. I’ve limited myself to a very tiny sprite sheet. I still have no idea if the game mechanics I have in mind are actually gonna work :(

Screen Shot 2013-04-27 at 4.51.16 PM

The Sapling – Progress

First, here’s screenshot of the only level I’ve done so far:

screen

Basically, you have to make a sapling grow by changing stuff in your environment in terms of color.

You can also change your own color by collecting and using orbs you can find in the levels.

(I think) all the game elements are done so far, now let’s go to level building.

If you want to watch me doing that, check out my livestream on Twitch: http://www.twitch.tv/nilllzz/ I am going to play music, too 😛

– nilllzz

Fun things are happening!

 

 

I decided on a kind of rogue-like-styled-50s-movie-ish-game and I’ve got most of the basics programmed in. I’m going to work on my Godzilla artwork for a little bit before getting  back on this tomorrow morning. And then there were screenshots:

screenshot117 screenshot118 screenshot119 screenshot120

Tags: scavenge

Comments

27. Apr 2013 · 22:01 UTC
Rouge-like? Isn’t rouge more of a reddish color?
wilcort
27. Apr 2013 · 22:12 UTC
I was referring to roguelike. As in the game style, not the french word for red. My mistake.
wilcort
27. Apr 2013 · 22:33 UTC
fixed

Hi insomniacs ! First release, playable

Come and enjoy my potatoes: First playable demo here

En français, c’est ici

Story: You are a worker on an assembly line.
Your mission: Build some  Mr  Potato De La Pomme De Terre
Tip: do things at your own pace (drag and drop elements on the potato)

Explain “minimalist” theme :

You noticed stuttering in the scrolling?
In reality, the assembly line speeds according to the mouse movements. So to achieve beautiful Mr. Potato Head will need to adjust your movements accurately and especially minimize your movements to the point.

In short, to succeed the player must be minimalist.

Next job :

  • hitboxes adjustment
  • balancing rates
  • adding accessories (arms, legs, mustache)
  • score of production (objectives, pace variations…)
  • more graphics
  • a tutorial / intro
  • music

Progress!

Here’s my game so far. It’s a pretty basic platformer, but with the twist that every room has a different rule you must follow to complete it. In each room you must do a “minimal” amount of things. For example, in this room you must reach the end using the most minimal amount of jumps, or another room where you must collect the least amount of pickups possible, etc.

Gameplay programming is pretty much done, I just need to make some more levels (I have 3 currently), improve graphics and other stuff.

screen1

Doesn’t look like much

But thats kinda the point right!  Right?

 

Well I’ve been working on the programming as hard as I can as Minimalism is not a graphics heavy concept.  And my programming skills are shit.  So may as well get that as far done as possible right?

 

Anyways, here is what I have been working on so far: ss

 

Nice right!?  AAA right!?  Lol, well the solid object is the player, you float around trying to collect things as close to your color as possible gaining you extra speed, the more pointed the object the farther away from your color it is.  Far enough and it slows you down!  Well at the moment the color changes work, and the floating around too.  But the real battle is figuring out a system to handle the color value distances.

 

Enough for now!  Back to eet.  GL HF!

Hmmpph so tired!

I am so tired, I should go to the bed before I make mistakes!

sa2

 

Pretty much Complete

I’d be happy submitting my game as is, which means I get to spend all day tomorrow adding all the fun extra stuff I wasn’t sure I could get to. Even though I wasted 5 hours on a different idea, and another 3 trying to get online leaderboards working for this one (turns out Gamejolt’s API for c# is no bueno), it seems like things have really come together. Anyway, here’s a screenshot and I’ll see you guys tomorrow!

screen3

Soul Harvester: The Haunting

paladin harvester corsair vampire_3x

Soul Harvester: The Haunting has been a long time coming. I’ve been thinking about it for a long time. I’ve had the animations sitting around for quite a while, never knowing how to piece them together.

I used Phaser, which is a new HTML5 framework based on Flixel. It was super easy to get running. In 24 hours I had my game.

I’m using a MySQL database to keep track of high scores, and total souls harvested.

See the entry page here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=2840

Play the game here:  http://initialsgames.com/soul/index.php?f=haunting.js&d=haunting

 

WIP Update 3

I wasted a lot of time today; originally, I was going to rotoscope most of the animations, but that turned into a nightmare that ate up time, and produced terrible results.  So instead, I switched to hand drawn pixel art.  My protagonist is now this little fellow:

Character

I have no idea what the little fellow is.  I just started drawing and this is what came out.  In any case you can see him in the latest build of that game which can be downloaded here.

Dalbinblue WIP 3

Let’s hope the second half is much more productive.  But the time I turn in, I’d like to have the rest of the artwork done and at least 15 levels developed so that tomorrow and be putting in an ending and polish up the presentation.

Almost there

I have the vast majority of my game made. I’ve tested and tested and finally got the entirety of it fun – and now just need to focus on polish. My plan is to finish the actual game tonight, and then work on sound effects, visuals, and other such things tomorrow.

today

Most of my level design was done with a pen and paper, so I plan to upload that afterwards. It’s been a good day.

Half time debrief

Hi fellow LD-ers,

I’m very pleased to be able to present you my game that you can play here (on Google Chrome though due to a minor temporary bug with FF).

I’m pretty confident that I’ll be able to complete the game and add the necessary tweaks and polish. I had a blast all day, as I said in an earlier post I’m doing the Ludum Dare with two friends glbs and Anna. Compared to last year where I was alone it is so much easier to get motivated and to work long hours. I think that my game alone is a proof of that, last year at the same time I had almost nothing. I’ll never do the Ludum Dare alone again, it’s so much cooler like this.

The game has changed a bit during development, it got simpler and interactions have already been modified a few times to be more intuitive. I still feel that something is not right but I’m too tired to even think about it. I’ll let you see for yourself. Do not hesitate to give me your feedback :)

 

Enjoy!

 

Simon

12 Backgrounds Done and Dusted!

First day over, getting ready to hit the hay. I managed to draw up 12 backgrounds over the course of today, which I’m pretty pleased with. They’re each 320×240 (which I love as a resolution) and strictly CGA! It’s all very Space Quest…

Don’t forget to click to see them en-biggened!

12 Backgrounds

12 Backgrounds

Looking forward to getting stuck into some code by tomorrow afternoon – we’ll see how it goes. So far, so good.

build003 :: resources, lasers, potatoes…

Getting along quite well, but still a way to go!

  • Can fire lasers :-)
  • Can collect resources.
  • Added damage system.
  • Can repair components in your ship.
  • Reworked controls.

Play Guide (HTML)

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

build003

 

Finally getting somewhere…

This is the Ludum Dare I’ve been the less working on so far. I changed the aesthetic of my game multiple times, and I’m not convinced yet. But it works, tomorrow will be used for tweaking, polishing, adding features and sound.

screen01

Minimalazor is a platform shooter where you start with only a triangle. Shapes reveal a level, and with your first interaction, you’ll create a goal to reach. You’ll then be reborn, and face your other incarnations to make the goal reappear. When you shoot, you fire laser thingies that last kind of long and will be dangerous for your next reincarnations. The idea is that less is more, even when you shoot : learn to aim carefully and fire at the right time if you want to last longer.

Right now the game is too hard, Tomorrow I want to give the platform shooter aspect some better feelings and an easier start :)

End of Day 1

I’ve settled on making some sort of abstract roguelike-like. Here we see the player, an enemy, and the exit to the level below.

WIP

Movement and progression through levels is in, and not a lot else. Hopefully a resistance to adding graphic detail thanks to the theme will give me a better chance at making something of the rest of the game. And also the Dreamhack Open has finished now, that’s going to help…

Tags: flash, Flixel, screenshot

FlatLand thought the society could be represented by the simple geometric form. My game represent this thought, at the first level, our character is a line (two vertex), and the ennemies have maximum n+1 vertex. The vertex of our character increment at each level and at the final level, we must fight a circle (perfect shape by Flatland). The only way to escape is enter on an other dimension.

http://en.wikipedia.org/wiki/Flatland

 

exampleGame

Foodphoto and screenie : a minimal self organizing tower defence

Someone made me breakfast. Sooo lucky :)

Food photo LD26

Here’s a WIP screenshot – I have the beginnings of a minimal Tower Defence game. It took me a little longer than I’d like to setup the finite state machine the runs the first (and maybe only) enemy type, but it’s working quite nicely now. The enemies leave a trail of pheromones, so there is no real path initially, but once it’s setup they all tend to stream along it.

Screen shot 2013-04-28 at 9.58.08 AM

 

Now to  make this ant farm simulation into an actual game …

Tags: food, foodphoto, foodpic, foodshot, screenshot

Progress

Right now, pretty much everything is done, the only things that need fixing are graphical bugs :3

Progress Report

unity25

Progress on our game has come along quite well.  Most of the core mechanics are set in place and most of what’s left is to create art assets and design levels.

We decided to take Minimalism in a direction other than “No Gameplay or Graphics” by making a game about a boy whose world is being tainted by extradimensional horrors.  He must defeat these creatures and stop the tide in order to return his world back to the 8-bit monochrome place it used to be.

Not sure how much of this plan we can complete, but we’ll see.

Tags: jam, minimalism, progress

Obligatory workspace photo

From Rushcutters Bay in Sydney, Australia.

photo (10)

Comments

27. Apr 2013 · 22:30 UTC
that’s beautiful!

Halfway point

screenshot122

The competition is about halfway over, and I think I’m going to make it! Woo-hoo!

 

First Post

After a lot of thinking, some extended cubes and a sphere. =)

screenshot

Ablaze – Mk. III

The control panel is starting to take shape. I think I’m going to leave it keyboard only, unless I find my self finishing really early. Which seems unlikely.

ablaze3

Date dilema D:

Well, I derped up again D:

I got the dates messed up for LD, thinking it was next week, so I’m here to say I AM ALIVE, AND I’M IN! And yes, I do know I am extreamly late. 😐

I probably won’t finish either, but I think it will be a great learning experience for everyone! So, if your watching my livestream (http://www.twitch.tv/Tettrox) then you can see what I’m doing. I have an idea for the subject, so let’s see if it turns out well!

 

-Tettrox

PS: Good luck everyone!

Comments

Tettrox
28. Apr 2013 · 01:09 UTC
Ok, I probably shouldn’t have entered yet, especially with the date mixup. Sorry if anyone was on the livestream looking forward to the little I had. But for now, I think it’s best to just take what I learned. Don’t worry, I’ll be back next LD and NOT mix up the dates and hopefully finish. See you guys later!

With the exception of one of the animations, I think I have all the coding done. The graphics aren’t great, but they can pass if I don’t find time to sharpen them up tomorrow. If necessary, I can put in the levels / character speeches and call it a game. Of course, tomorrow I’m going to try to add some polish:

1.) Smooth out the controls a bit.
2.) Intro / Finish Screen
3.) Sound Effects
4.) Polish the UI (rounded corners, amirite?)

If I can do all this, I’ll be happy. If I knock these things out, I can try working on…

5.) See if I can spice up the graphics some more (there’s only so much that I can do :P)
6.) Music

screenie

Tags: progress, screenshot

LD newbie game update!

This has been very interesting, I’ve never created a program of this scale before. Even though it’s a tiny scale I’e only ever done very very tiny scale projects.

Current Challenges include keeping the art consistent, making dialog work, trying to not copy-paste program and keeping track of everything.

Here are some screenshots of the project which is a point and click game with all black and white art because it fits with the theme so I can make that an excuse to not color anything.

Our leader!

Our leader!

Your desk!

Your work desk!

screenshot6

Much fun! Time to add more content, and feedback about the screenshots would be appreciated.!

 

 

Time to go to bed!

22 hours of development! The gameplay is 90% finished… I’ll mainly focus on designing levels tomorrow…

Once upon a time, in a mondrian’s Dungeon…

 >>. Some screen from my test Scene .<<

Visu1

Visu2

 Visu3

Still many things to do…but the more important thing right now is to get some sleep!

Tomorrow will be polish and LD time!

Workspace photo

Everyone’s doing it! It’s the *IN* thing!!

Workspace

Workspace

Piet Mondrian Is Trying To Kill You

I made something resembling a game. Play it here!

WASD/arrows to move. Try to avoid new colors, but don’t worry about the ones you have already touched. The game “ends” after you have touched all three colors.

Next up is some kind of scoring system, and then sound. This is really one of those games that works best when everything’s grooving along to a nice tune.

Comments

27. Apr 2013 · 22:24 UTC
I quite like the effect of the lines. Some indication of how opaque a colour must be before it attacks you would be really nice.
Haette
27. Apr 2013 · 22:25 UTC
Yeah, I’ll add something “snappy” to make it obvious when a box is fully-formed. The devil’s in the details when things get simple :\
27. Apr 2013 · 22:27 UTC
awesome!

maybe the game could try to add less of the colors that you do have. e.g. i touched yellow and red, so the game should dump more blue on me than normal.
Haette
27. Apr 2013 · 22:33 UTC
Could be good, could be a pain. The thing with that is it makes it more likely that you’ll get boxed into a corner and hit with no chance to escape. I’m definitely trying to come up with a way to make things more interesting after you’ve been hit once or twice.

To bed I go

Towlr making is fun! I am going to bed with my game 90% done.  I think I want to make one more level, and I need a lot of sound effects, but that’s it.  I have a title, an ending, and 9 levels with a wide variety of entertaining scenarios to blow your mind.  Unfortunately I can’t really show any of it without spoiling things… this is a Towlr after all.  Makes me pretty bad at this community thing, but I’m having fun and I’m glad to be making something new and small and ridiculous instead of continuing my months of grinding away at Growtopia (click it, love it, buy some IAP).  I still have to go back and grind on it Monday and for the rest of my life, but for this weekend, it’s party time.

RED – Day One WIP

Hi there,

This is the first Ludum Dare that me and my team are participating, it’s been quite a ride, literally, we started the day traveling to another city in another state where we would be present at a games and anime event, so, obviously, we started thinking in the idea of the game in the middle of the road! YAY!

As we’ve made lots of platformers in the pasts GGJ, we were looking for to make some top-down-ish game, soooo…

Our game will be called RED, which stands for Red Eyes in the Dark! (and we thought about it right before lunch, minimalism in the title, way to go!)

It is a game about a kid who is in his house alone and there’s a power outage in it, leaving him in the dark and only with a flashlight to guide his way to the outdoor moonlight.
The thing is, when he is in the dark, he starts to see glowing red eyes coming at him! OH NO!
However, when he aims at them with his flashlight, he is able to slow them down, giving him time to avoid them and make it safe to the light.

As if there wasn’t trouble enough already, it turned out that his batteries are drying out and his has little time to reach the light before they run out.

I am doing the game design and programming, Joao is making the assets and Pablo is having its way with the level designs.

We have some prototypes that somewhat work already, here are some pics of them:

RED ScreenShot

RED ScreenShot

In this first screen we see the player moving and the red eye creature following him, the flashlight is not hitting the creature, so it is at full speed!

RED ScreenShot

RED ScreenShot

In this second one you can see that the creature is illuminated by the flashlight, so its eyes close and it gets slower.

This jam is being quite the ride so far, we plan to get more assets done and stuff before tomorrow, where we will be in the event again and things get a little bit noisy there (btw, oh yeah, we are making the game while in the event, live! No stream though, what a shame… but here is a pic of us there, with the Ben Powell keynote in the background, so people will know what the hell we are doing there).

Our booth at Saga

Our booth at Saga

Thanks for reading until here! More updates tomorrow! Have a good Ludum Dare!

Tags: 2D, dark, eyes, html5, journal, progress, red

Comments

27. Apr 2013 · 22:58 UTC
😉

Entering Late

I wasn’t going to do this Ludum Dare, but I just checked the theme out of curiosity and it was the exact theme I wanted. Well shit, now I have to participate.

  • Language: C++
  • Libraries: SFML 2.0
  • Editor: vim
  • Graphics: Gimp if I get around to it. Otherwise, primitives.
  • Sound/Music: MilkyTracker if I get around to it. Otherwise nothing.

 

Wobbling blobs for all

Added motion, different shapes and made the blobs adapt to objects around them. Not sure what game to get out of this yet, but it is fun! Next, I think, is some interaction and blob-on-blob action.

laserval-ld26-2

Something, something

screenshot

Some progess. I’m almost shocked that I managed to put something out for this LD.
I don’t know if it’s minimalism though. If I have time I’ll make a rocking 80’s soundtrack…

MINIMALISM!!!

Comments

TheMightyComp
27. Apr 2013 · 22:33 UTC
Dat FPS 😀

Day 1

We are heading to bed.

Our hero walks around the generated map and we can watch the glittering gold and staff.

It isn’t nothing…

Things didn’t go too good for me on the first day. My allergy-induced asthma showed up again and I had to visit a doctor which cost me quite some time.

 

However…

Since I’m going for a Graphical Adventure Game this time around, I’m facing another problem: coming up/writing a story worth telling (not doing that very often). And boy that is some hard work. So upon the medical thing there was the story thing. And here I am, being reminded of many many previous LDs where I was not able to finish. I lost motivation somewhat 13 hours in and started over. Sigh.

But enough with the pessimism – on to what I did get around to accomplish today:

 

  • I’m in the process of fleshing out my main character, her personality and her family.
  • I’m pretty confident when it comes to the first and the last puzzle but there’s a big blank inbetween.
  • I have a preliminary walkcycle for my main character.
  • Tons of GUI (although most likely unneccessary

It’s gonna be tough but I hope I can make it. AGS should allow me to scale things down if it’s looking bad tomorrow. We’ll see. Until then have a mockup:

VOTM mockupVOTM-Rain

 

 

Tags: mockup

Comments

Cybearg
27. Apr 2013 · 22:48 UTC
Very cool pixel art!

Obligatory “End of day 1 progress update”

 

So, now I have been awake for 22 hours (but sadly only worked about 15 hours). Still I gotta get some sleep now.

My game will be about Music and Sounds and Epileptic Colors (not yet implemented), and a guy who wants to escape minimalism (or boredom)

My Progress

Some random screen from the timelapse.

YES, it will be a platformer. YES, I’m far behind schedule (well, if I would participate in the compo instead of the jam). YES, tommorow I will also have other things to do. And YES, many things went wrong. Thank you for asking.

(If somebody would know, how to speed up music with OpenAL/Slick2D without having to restart it, that would be awesome)

good night

Tags: help, progress, sleeptime

Day one over!

2am here, and done for today. Game status: you can win, you can lose, but you can’t go over Lvl5 yet. TODO: Graphis, music, sound. Staying minimalistic as I can/wantUnbenannt

Comments

pythong
27. Apr 2013 · 22:30 UTC
if you recognize the layout, correcc-t I’m reprogramming an old game
SuperDisk
28. Apr 2013 · 00:58 UTC
Binary Land.

Capture

Game complete, time for polishing!

Well, it seems that I’ve manage to finish making a game and it doesn’t totally suck :)

Place colored boxes to destroy all the black boxes, but you can’t place two blocks of the same color next to each other and as soon as you place a block next to a black one the cascade of domino explosions start and when it stops if there are more blocks left you loose.

All that is left now is add a ton of polish to it and perhaps calculate the score for all the combinations and add some soft music.

Title screen

Title screen

select the colored box

select the colored box

So now some sleep, and polish before I have to attend to a party.

Tags: awesomeness, complete game, not polished yet, swedish

Comments

Cybearg
27. Apr 2013 · 22:47 UTC
I like how it look like an abstract painting. Very intriguing.

Progress

People are rectangles.

Scrnshot1

Comments

Cybearg
27. Apr 2013 · 22:46 UTC
Love the aesthetic! Very clever and beautiful.

player-walk-1-large

I think I finally caught up on sleep.  Completely infatuated with the way that Ludum Dare challenges you to do everything on your own.  It’s no excuses, seriously.  I’m not a graphic artist, but if I absolutely need some visuals to express the ideas in my head, I’m sure as hell going to try!

 

Team Mischief Update #1

Hey everyone,

after some back and forth we decided to interpret the theme as a mechanic rather than just art-wise. A keyword we were throwing around with was “simplify” and in this case the goal of the game is just that. We’re going to make use of different elements in certain areas of the game that the player has to eliminate one by one, changing the or simplifying certain aspects of the game.

Here is some concept artwork for you :

 

Hurdle01 Spikepit Volcano CrystalBeacon

When it comes to the gameplay we have lots of small feature, player movement, random obstacle/enemy generation. This is our frost themed level in a few random variations. We’ll prolly add some more stuff to generate later.

map_generation

Finally, here’s our protagonist:

Wizzo

 

Don’t forget you can check out our streams! Here for some coding/gamemakering, and for art here!

Cheers guys!
TEAM MISCHIEF

Day 1 Progress so far

So far this morning I used my pinhole lens and photographed a bunch of toy soldiers.

Then I started livestreaming around 4 hours ago, and have the basics finished for my game. The pieces can move around, and shooting will be easy to add.

 

I decided to keep movement really simple, you can only move forward. You move by clicking on the one you want to move. You also cannot jump your own guys. the tan guys are computer controlled an move randomly forward.

 

firstss

 

 

I’ll start livestreaming again at 6:30 PST (about an hour) or thereabout. We will get them shooting at each other after each move, and then begin to balance the game. I’d also like to start on adding stuff to the big white spot on the left.

Comments

TheColorMan
27. Apr 2013 · 22:37 UTC
Could you make the background not so fuzzy too? 😛

Beeeeeaaaaaaaauuuuuutiful Music

So, I finally finished the first draft of the sound track for Colorobellum, recorded and composed by me on my trusty Casio CDP-120.  Give it a listen if you so please:

https://dl.dropboxusercontent.com/u/46786902/Colorobellum.mp3

Comments

RaulFPL
27. Apr 2013 · 22:38 UTC
Sounds really nice!
TheColorMan
27. Apr 2013 · 22:39 UTC
Awesome work
Cybearg
27. Apr 2013 · 22:45 UTC
Very nice! It makes me think of Fez or another similarly-styled game, with a very open, innocent tone. You should definitely keep it for re-use in an adventure game or something.
08. Jan 2019 · 23:27 UTC

More progress…

Work is coming along nicely. Art is looking better, and new features are being progressively added.

Here are some new screenshots of the game and the main character.

The title screen

The title screen

Somiphobia_small

The tutorial level

The tutorial level

Level select screen

Level select screen

 

Our main character

Our main character

Half way gone

logo
Hello again, guy! It’s Balalaika Development and I’m Aler.

I am here and I’m still working on my own game abo  ut light and cooperation for solve puzzle levels.
I can ask you about how I can named that game. Can you help me?

Try this WebDemo
2.8Mb (Unity webplayer required)

 

332211

That created in unity3d 4 with Photon Cloud solution for Networking.

You will can watch proccess of polish that in my workflow stream

BALALAIKA develop stream

Yet another workspace photo!

I’m following the trend, and now is breaktime for me, so now is when I post it. Here be mah workin’ space:

Mah Workin Space

My Ludum Game

So after a day of working I don’t really have anything to show except what the game should be like. The game is called Fire! for the time being. The game is about how you are in a house and have to get to an exit which is unusually high for an exit. To do this you have to destroy parts of your house which is on fire. It will have a really simple color scheme and a pretty decent song in the backgroud you can be the judge and download it here

Sprite Woes

Since, without some Assembly wizardry that the standard batari basic kernel does not allow for, the Atari 2600 only has two–count ’em, two–sprites available, I’ve been spending the past few hours fighting to find a way to fake up to three with flickering, but in the end, I gave up because of all the trouble with collisions on a flickered sprite. It’s just a mess.

So I’m rolling back to the last fully working version (as seen in the video in my previous post) and I’ll go at this again, but this time with the intent to only have ONE possible sprite on screen at once, either an enemy (an owl) or a power-up (an insect).

If I hadn’t spent so much time trying to get two sprites on screen at once, I’d probably be done with the game by now. Ah, well–still plenty of time left!

Comments

Osgeld
28. Apr 2013 · 00:07 UTC
tons of time!

First day behind.

After 24 hours of varied assignments varying from programming in beggining to randomly pressing buttons later,
I can finally rest and sum up the first day of having a great fun.

The plan was to get the game fully playable today, and add more content tomorrow.
current state of affairs make it half finished!

About the game :

Convulx
You’ve started to work in a risky job as a starship gun defense system specialist to earn money for your family.
This decision has been made because of the lack of other skills to monetise, and since simulation games were your favorite genre
you’ve noticed that your gaming skills, although not requiring anything more than minimalic knownledge and good perception, can guarantee you good income.

Convulx

if you are interested you can grab a test version HERE (Windows, Linux, Mac OS).

Regarding the competition I’ve seen so many interesting games on the front page today that
I am not sure if I play them to the end of the month*.

*of course got the May in mind.

Stay awesome!

#26 – An objective!

There is now a reason to explore the maze – find the stairs out! What’s your reward? Another maze. I need to work on making the gameplay a little bit more engaging, but I’m not sure how.

I’m in

Starting a bit late, but I am ready to go. I will be using:

-Flash

-Photoshop

-sfxr(maybe)

Grand Theft Minimal Visual Update

No build just now, but a screenshot. All the path nodes in Metrovan, vehicle spawns, intersections, everything.

Metrovan Path Nodes

Metrovan Path Nodes

Hope you’re having fun ♥

Getting Closer

Release form of what I have already: http://www.kins-home.net/ludum/timelapse/26/Release.zip

Splash

Let me say, WPF made a splash screen so easy. Very happy with that.

My VM continues to be a great SCC/progress recorder. Of course you could always watch my semi-live stream http://www.kins-home.net/ludum/.

My graphics still suck, I’ll see if there’s anything I can do about that. No music yet either. Need to have a way to turn music off as well (I’m sure it’ll get annoying).

Finally I need to look into a mysql db I can access on the web for high scores. I wonder if I can find some free hosting for that.

GB

Progress

Screen Shots Tile Animations:

Not as minimalist as i’d like it to be, but it’ll have to do.

ScreenShotsSmallMap

 I’ve been awake for more than 24 hours. I m going to try to sleep a couple hours and then get back to work.

Well this is odd…

I thought Ludum Dare would motivate me to create something – yeah no, if anything it demotivated me, maybe its my brain drawing a blank of what do to with the game, with this very odd theme, but anyway this might turn out to be a bust for me…

Micro Pigment

So the original idea i had for this minimalism project, was a Simon says type game using one button. But, as i was starting to put temporary sprites on screen, my mined shifted toward this
survival type game using micro color pigments as creatures.

So the new idea invloved this RGB specrum mechanic. You control a white pigment (RGB representation as 255, 255, 255) trying to survive by avoiding the red pigments in both scaled and none scaled size.
Once are hit by them, you will progressivly turn to red pigment (Red 255, 0, 0). If you are completely turn to red, it is game over. By scaling up from your original size, will allow you to Absorb the blue
and green creatures (0, green 255, blue 255), reducing the red back down to white and adding to your absorbed count. Once the count reaches a max size, the white pigment spawns a baby pigment. Baby creatures
will position and follow you around like a snake’s body. They can only be killed by red pigments of there own scale.

Click to see full size.

screenshot

And that’s all there is to the game; avoid, absorb, and spawn. It took be about one day to program it. Completion will come once my musician implements the three tracks and sound effects(three as in symbolizing the three colors, hur hur.)

Was a fun experience in my second contribution to ludumdare. I played the role as the programmer this time using Constuct 2. It’s a breeze to prototype with, and hopefully i will do a larger project
in the future in it.

 

-PixolPalette

End of the day, and a playable version \o/

ouh boy, it’the end is near .

http://nicso.fr/divers/LD26/

2013-04-28 02_56_22-Greenshot

Comments

GreaseMonkey
27. Apr 2013 · 23:07 UTC
This is actually pretty cool. Note, I think there’s at least one part where you can’t go back and get one of those food things, and there aren’t any spikes until the next checkpoint when you fall down.

Goal in reach!

Finally! After 2-3 hours of fiddling around with Game Maker Script, the visual effects are right how I want them! 😀
Title Screen
I settled on the name Laeser!

game2
Effects- Rolling bar (seen at top), Scanlines and CRT 😀

Now we’re getting places…

After a false start (spent the whole day on the engine for a game which didn’t work out), I’ve got a new idea and a new uber-minimal style! Its about interpreting 3D geometry in 2D space.

screeny

 

Tags: xyz

Not A Game Yet

But there are already some good screenshots to show. Building minimalistic animals at 3AM, a Ludum Dare experience!

screen03

screen04

What’s a game without upgrades?

Screen Shot 2013-04-27 at 6.03.27 PMNOT A GAME AT ALL!!!

 

Obviously from the state of the graphics, the game has a long way to go. Also, if you were able to test it, you’d deduce from the gameplay that it has a long way to go too. Also it’s possible to deduce this from the music. Which leaves the question,

WHAT EXACTLY HAVE I BEEN DOING FOR THE LAST 24 HOURS???

 

Milestone 3

http://ludum.tarshish.us/ld26/

So I’ve got data showing up in the spreadsheet now and I finally get to really start doing some actual mechanics and letting this game actually start to come together.  The part I’m about to do, this is now the fun part.

  1. Get a repo, dev site and fission_engine setup
  2. Brainstorm
  3. Mock up on paper and excel
  4. Draw main interface view
  5. Start the game data interface
  6. Show the game data on the interface
  7. Get a publishable version up
  8. Hookup input
  9. Get game mechanics started
  10. Add turns
  11. Add enemies
  12. Make winable
  13. Polish

Progress

Took me awhile, but I finally have a first level. Game is based on the RBY color scheme as emphasized in the De Stijl art movement and Piet Mondrian’s paintings.

Hope to finish it up tomorrow.

image

Exception

First day is over and I was able to implement the base elements for my game: Exception. Think of it as a crossing between Minecraft and Inception – and all that in just two days! 😉

Just roaming around

Just roaming around

Not much you can do for now but check it out: http://entruscld26entry.appspot.com/

Over and out — entrusC

End of day 1: progress report

screenshot3

 

Well, day 1 is done. Decided to take some time to wind down so some sleep can be had. I honestly feel wide awake and like I can work for another 8 hours or so, but I get the feeling it’s a false wakefulness.

I’m pretty pleased with my progress, even if I didn’t reach my planned milestone. I think I wasted quite a bit of time making possible locations on the map conditional. It worked, but cost me a lot of time. Gladly I had some great help from the Ren’Py community (thanks Pytom!) which saved me a lot of time in the end!

So tomorrow it’s finishing up the automated postprocessing of events and then: content content content! I’ll be writing, taking pictures and trying to fill this thing with a story! I think it’s been good to seperate function from content, if these two would have mixed I wouldn’t have gotten anything done.

Goodnight y’all. Don’t forget to commit.

Television

Toom05
Phew! There. Got all the objects in so far. I’m tired. Zzz.

11

This entry was posted on Saturday, April 27th, 2013 at 11:08 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.

End of day 1

So at the end of day 1 we have actually made some good progress. We have a level editor where you can place platforms/doors and keys of different colours and the collisions are working with the good colour matching (so far), so if the character is yellow he does go through a yellow door as planned:

lvleditor

screen1

In addition to this we have about 8 levels designed (couple of examples below):

level3

level7

We also have the character drawn in various colours:

mini_blue mini_red mini_yellow mini

 

Good night!

The Darkling Plain – Shaping up!

I managed to get a basic game framework going last night, so I spent most of today polishing things up and making things into an actual game.  So far, there is a short, yet challenging campaign mode, and an endless wave arcade mode.  Lucky for me, things are still working fine on mobile.  I was really worried about the number of objects on the screen causing slowdown, but with some smart coding, and by upping the frame rate, things run fine even on my low-end Android.

ldss2

Next up is a little twist. I’m going to be making the game integrate with the webserver, and results of each level will affect some global scores. Essentially, every time you beat a level the player team will get points, and the computer controlled enemies will get points for each loss. Every game that is played will have an impact on the global scores.

I would like to tie the global scores to a sort of nonlinear story mode, but I doubt I’ll make it that far in time. Regardless, it’s a neat little system that I will be using in the future.

First timer

Ok, finally got round to setting up an account.

So some really basic ideas at 7am this morning GMT. Unfortunately I’m working this weekend so I’m having to cut this down to whenever I can fit some development time in but the minimal theme helps.

I’ve managed to get down a basic level and a crap name. It’s all about exploring, bumping into things and stuffs?

MeenoMinal demo if you’ve got Unity Web player.

Link to the dev blog: http://teenodevblog.blogspot.co.uk/

Tools: Unity – obviously

C#

Photoshop CS5

Eventually – LSDJ for sounds.

Fingers crossed I’ll have enough time tomorrow to add some stages, sounds and tweak the code a bit. Priority right now is GUI.

 

P27

Can you get them all?
Screen Shot 2013-04-27 at 9.16.20 PM
Code
Play

Tatami

Starting! Basic engine is pretty much done- you can place tatami mats.
Placing mats!

Wabi-sabi: Beauty is found in imperfection and simplicity.

First day

Sunday, 2 a.m. (23 hours in):

It’s 2 a.m. and I guess that was it for the first day. I now regret not narrowing the game further down, but there’s still hope that I can finish it.
Below you can see the random soup I had for lunch – onions, celery, fine beans, mushrooms, prawns, garlic, broccoli… many things had to go, and it tasted lovely.

Soup

The programming aspect didn’t really go well, and I’m falling more behind by the hour. I just got a basic prototype working. The gameplay is reminiscent of Osmos or Flower – move your object on a plane with other objects, incorporate the smaller ones and avoid the bigger ones. The absorbing works well, thankfully, but the only one moving is the player. The other objects (planets?) are standing still. Another problem I have is the framerate. I don’t know why it is so low, but I’m proud to have reduced the computation time to a fifth of the original. Here are the most expensive methods per computation cycle, along with their improvements. Especially the first one was unacceptable.
updateBodies: 300ms->20ms->15ms->13ms
collisionCheck: 30ms->14ms
updateWorld: 20ms->8ms
calcColor: 13ms->11ms
drawCanvas:42ms->46ms

As proud as I am, it still takes around 100ms to refresh the screen, a noticeable delay. I know I must have done something very wrong somewhere, but I have no idea how (or, it might just be because Java runs in a Virtual Machine and might not be able to access the GPU). I found a way to reduce this time by half by only painting the bright parts, but this makes the player planet look funny when moving. I’ll see if I’ll keep it that way.
What about tomorrow? Well, I’d like to have the other planets move as well, and set a border around the screen. But what I’m most looking forward to, is to play a little with the illumination – which was my original idea after all. It’s going to be interesting.

Timeplan: It’s definitely a prototype now, but not yet a “game”. I’d say, 10 hours behind.

Progress after 24 hours

Hi everyone !!!

Hope you have as much fun as I am making a minimalist game 😉

My game is called “Lost Colours”. Basically, a virus is attacking your computer (whatever you want it to be actually) to make all the colours disappear. Your goal is to protect the colours from the virus, and eventually destroy it completely when you have gathered enough orbs.

Of course, the viruses shoot at you (and at the arena [making colours disappear]) so you have to survive while all this happens 😉

 

Here is the main menu:

The main menu screen of Lost Colors -&gt; To the point

The main menu screen of Lost Colors -> To the point

As you can see, it is brief and complete (who said minimal ?!?). But the player gets all the information he needs.

 

Here is the arena screen:

Main game screen

Main game screen

Further explanations:

  • The player is the white pixel in the middle (he can move don’t worry).
  • The viruses are the skulls (very original 😉 ). They leave orbs that you can pick up after you killed them
  • The coloured borders delimit the arena: you die if you touch one of them. Also, they are the things that are shot at by the viruses.
  • The game ends when you collect enough orbs or when you die or when every bordering block has lost its color.

 

I tried to keep it minimal, but now I don’t know what to do to improve on it. And according to what I see on here, there are way crazier games made…

Good luck on the last day !!!