LD26 April 26–29, 2013

Dinner!

This ungodly mess is actually meatloaf with ketchup on it, then we have some cooked carrots and oh what do we have here? That’s right boys and girls PO-TATE-TOES!

Meatloaf, carrots and PO-TATE-TOES

Small progress update, I have the music done and squashed what is hopefully the last bug! Time to Polish, Polish, Polish!

A new update on my game “shon”.

I decided to call my game shon, in honor to my cat.

I wasn’t able to make a lot of changes as I am bit sick so I guess I’ll just got for the jam.

The idea of the game is that you need to protect the center circle, while it’s growing, from the pink circles that are coming towards it.

Here ara a couple of screenshots:

Captura de pantalla 2013-04-27 a la(s) 22.16.48

 

Captura de pantalla 2013-04-27 a la(s) 22.17.18

Captura de pantalla 2013-04-27 a la(s) 22.17.27

 

I am still thinking on adding some levels and a how-long-you-lasted score.

Here you can try the demo:

http://shin.cl/ld26/02/

F.

a twist in the tale

Big changes in my project. This time I’ll be entering in the jam since the final game design was created by my sister. I’m also switching to Game Maker HTML 5 as the development tool. All right, back to work now…

 

Progress report: 3rd time’s a charm?

I had originally hoped to do this learning Haxe and HaxePunk, but after struggling all last night to get compiling to work on my computer (only .swf output works, which kinda defeats the purpose) I decided to just use FlashPunk today.

But now I’m hitting a wall in trying to make the player grow and shrink in size which is the main mechanic of this game, so I think I might just try and redo this in Javascript.

I’m glad my idea is so simple that it should still be doable in a day, as long as I can figure out how to actually code this.

Progress Report

I picked a rough LD for my first. The theme “minimalism” is very difficult because every idea I could come up with was sure to be very unoriginal. So, I decided to not fight it. I aimed for something simple because it’s my first time. I went simple with the tools and I went simple with the idea. I’m creating an Asteroids/Lunar Lander mix with potatoes and french fries as the bad guys. I’m working on a few kinks, but it’s pretty much complete. You can play what I have so far HERE. I call it Potatoroids. Sounds terrible I know.

You Know What’s Not Smart?

Mucking about learning how shaders work in Unity, when you don’t have much time to spare. Looks pretty dull, doesn’t it?

 

Screen Shot 2013-04-28 at 11.31.58 AM

Comments

EdoMiyamoto
27. Apr 2013 · 23:34 UTC
Be careful most shaders don’t work with unity free !

MNMLST

some gameplay.

After having no idea what my game was going to be last night. I am very happy with the progress I have made so far today. I’ve settled on a minimalistic platformer that uses colors and patterns to convey meaning and  utility. I’m currently music less at the moment and all the graphics could use some polish, but I’m excited for tomorrow.

Screen Shot 2013-04-27 at 9.32.58 PM

Tags: minimalism, platformer

It’s all about tomorrow!

So yeah, I went out to celebrate a friend that turned 25.. Which means I’m a little intoxicated and waaaayy behind schedule. I got something setup, but I probably need to rethink a lot of stuff if I should get this done in time. So I will go to sleep now and get crazy tomorrow ;p (NO Hangover plz!)

I’ll hope all of you get to finish in time so I can play a lot of cool games.

 

Peace!

Funky Stencyl?

I can’t always tell if I just don’t know exactly what I’m doing, but Stencyl seems a little buggy to me. I got my heart animations working, only to find that my collision detection didn’t =/. I thought at first that it had something to do with the fact that I turned on the animation, but finally realized that the hearts’ collision group got turned to default for some reason; and it’s not like I can accidentally change the group — it’s in a totally different window. Weird. Anyway…. animated hearts! Yay

1289

 

Oh yeah, btw, I’m hanging out with a bunch of peeps at the Oakland M.A.D.E. (Museum of Art and Digital Entertainment) with a bunch of other game jammers and ppl playing a lot of old school games. This place is awesome! If you live in the bay area, you should come check it out!

http://www.themade.org

Restart

I don’t like my game, it’s not fun and I don’t think it will be even if I carry on working on it.

So I’m going to start again and make a simple dungeon crawler or something, for this game to be good it needs alot of work and I don’t have time.

This is what I got done:

game

Day 1 results

After 12 hours of coding (with some breaks) this is what I got so far:

screen2

Movement, Control system, Info bar system, occupying and sieging system… engine is nice. Game is not. Yet. :)

Tags: screenshot

Day 1 Progress

pic3

It’s a browser game, and it’s two games.

A simple world and a complex world.

Ludum Dare traffic control game coming along

So we have been working diligently on our Jam game. It is about controlling traffic efficiently by placing as few traffic signs as possible. Here is a sneak peek:

ScreenShot1

 

We tried to find a good free spline package for Unity but they were all either undocumented/broken/or both, so we will just roll our own. Anyone got any good pathing suggestions for the future?

Day 1 Build

Sooo… time to get some shutdown time. Still a lot to do, even for the minimalistic version, but if anyone’s bored, take a look on a day 1 build.

Screenshot

Not much to do yet, just three annoying enemy ships and some terrain (which can be destroyed with crater missiles, press 2 to select them).

I originally though about making it in space, and maybe I will in the end, but for now the unity terrain and some minimalistic blocky textures….

 

SCREAMING CUBES, day 1 build

Sort of done…

Well I’m sort of done…

Just have to redo the music for like the billionth time…

Now I need some sleep…

minidanmaku

Enough for today (With Demo !!!)

Whoa! I can’t believe how much i have worked today. LD is awesome !

DEMO !!!

 

I have all the programming and art stuff nearly finished. And i even have sound (i’ve never worked with sound in AS3 before).

Reading .tmx files have been a nightmare. Pivot points at bottom left ? You kidding me ?

 

The good thing is that tomorrow i can expend pretty much the full day into level design. GREAT !!!

I’m not very happy with the art, though, so maybe i could rework some things if i have time.

 

Anyway, now is time to rest. I’m super TIRED rigth now !!!

 

See you tomorrow!

Flight 128 – 9 hours in

Slowly coming together. The idea of navigating a spacecraft through a beat infused asteroid feild.

The idea is the music is minimal techno and the controls also get harder the less minimal they are since moving is done through a serious of loop pads that act as magnets.

space2

Current prototype:
http://aaronburns.net/ld26/Stream/Stream.html

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

at almost 24 hours remaining, update time!

First things first, I ditched GameMaker in favor of making a “Bored” game.

I was shooting a whole montage video of me collecting the parts, and was going to continue shooting through assembly. However, when I pulled up to my house and began to record the final video of the collection montage, the camera froze. It’s been stuck like this for 4 hours now.

cheap camera froze right at the end of filming the shopping segment

cheap camera froze right at the end of filming the shopping segment

So I got myself some food. Not just any food. No, sir. This is a Bobbie. It’s thanksgiving dinner in a sandwich.

the Bobbie. Best sandwich DE

the Bobbie. best sandwich DE

So now, With 15 minuets until there is only one day left in LD26, I set up my work space.

how many LDers are working from their sheds? big ups to ya.

how many LDers are working from their sheds? big ups to ya.

 

And so, I begin to toil away at the very first “Bored” game. Wish me luck LD. See you in a few hours when I have the first play ready.

Getting there …

Still placeholder art.  Enemies bounce off their target, changed player jumping to be more floaty. Changed some back end stuff to make it easier to code. Now for sprite sheets.
enemies
Click for gif.

Yes, those are fork fairies.

Edit: Artist tells me those are “/sassy/ fork faeries”

Audio.

I haven’t really completed a game before, since I’m still relatively new to the whole programming/game programming scene. I have, however, attempted to make games. Now, while attempting to make games I never got to the point where audio was needed, so I haven’t spent anytime learning how to do it.

Enter: The Red Circle

Like a fool, I decided that my entry into the Ludum Dare should be a game with a narration track… or tracks. Now here I am, throwing code at my game and hoping no bugs arise.

:)

At this rate, I could almost make a game!

What we have here is an AiJet, in red, tracking my player jet, in blue.

So all I need to do is make up some interesting AI patterns, have some kind of enemy emitter / dispatcher to get those enemies on-screen, and then maybe add a couple of superweapons and a boss or two.

I can probably do that tomorrow.

Code is at https://gitorious.org/cyborgtroy-ld26-jet-fighting/cyborgtroy-ld26-jet-fighting/trees/master

Comments

lulzfish_4
27. Apr 2013 · 23:52 UTC
The picture is a bit squished on my browser, it should be 800 by 480. It looks nice and square in-game.

A chaotic world

Red spheres fighting green cubes now. Some basic rules, like the winner grows. This could go so many ways from here, for now I kind of enjoy just gliding around and watch what happens https://vine.co/v/bxerVKlQVdm

No

Minimalism isn’t a theme.

I’m out.

Good Progress for One Day

Well, I have something I would call “playable”, but not exactly a complete game.  After working on this for a day, I’m even more impressed by some of the work I’ve seen people doing.  48 hours is not a lot of time!

The current state of things:

screenshot

I’ve got lots of fun ideas on how to make this awesome, but I need to get the basics in there first.

Halfway

keyboard

The game is pressing keys when they are highlighted. Highlights fall from above. You time the keypress when it matches up with the key. It gets pretty fast and intense. There’s no representation or metaphor aside from the keyboard.  The game is all about the device it’s played on. The core mechanic is pretty much functional and in place. Tomorrow is going to be art, sound, music, polish and level design. And if I’m feeling jumpy I’ll make a dvorak version.

playables:

https://www.dropbox.com/s/l4la6h5h7yntor8/KeyboardGame.exe

https://www.dropbox.com/s/88568tzdbyvbh6d/KeyboardGame.swf

 

Comments

28. Apr 2013 · 00:34 UTC
Don’t forget to add a TypeMatrix/bépo setting :)

I got something done today… at least…

So I had to do a lot of changes to my idea of the game – so now that I’m done for the day gonna “relax code” or play some games with friends I hope you all will enjoy this pointless game (in its current state 😉 ) Don’t worry much work to be done!

Panzer Techno Coop Menu Screen Shot

https://www.dropbox.com/s/867zu1ww7gra5hb/Panzer%20Techno%20Coop.zip

Comments

Cognizant Game Studios
27. Apr 2013 · 23:59 UTC
Gah link tool aint working… sorry folks just copy and paste (Y)

There’s something wrong with the pod interior, Dave

For my Ludum Dare entry, I’m actually using content found elsewhere on the Internet (I suppose this means I’m being part of the jam, not the compo). Still fun. Unfortunately while it makes things faster, using “free” models usually mean you have to ignore certain missing features. In this case, the pod doesn’t have an interior.

Space

I’m finally getting to a point where I know what to do to make it a “game” though.

Capture

 

More graphics work, added different stone sizes, reworked mouse input to make it feel more responsive, fixed a tonne of bugs and lots of other behind the scenes work.

My wonderful fiance made bangers & mash with applewood smoked chicken sausage, so a brief celebration / break was necessary.

The Ludum Moto

I’m surprised no one has said this yet or maybe some one has but I believe this should be the ludum motto, “So much to program so little time”.

You feel a wall and stop moving

Wall

It’s almost halfway and and my game logic is kinda sorta there. I just got done recording a pile of sound effects, since the majority of my content is audio in nature. I need to sort through them and edit them and then I can actually get into the meat of the game.

The biggest disappointment so far has been JSIL. I tried using XNA’s positional audio, and JSIL didn’t like it. Luckily neither did I as it wasn’t giving me an effect I thought would work. I implemented my own positional audio using just pan, volume, and math (thanks Serilyn for knowing trig better than I). Unfortunately JSIL hasn’t implementing panning either, so for right now this game will strictly be a Windows game. :( I’ll try to use the porting provision to see what’s involved in getting panning working so there’s a javascript build too.

Tags: screenshot

Comments

Ashambles
28. Apr 2013 · 00:26 UTC
I’m interested to see (er…hear) how this comes out. Good luck!

Entire Game In A Bitmap

I love using photoshop as my map editor. With the exception of the boss room, the “content” is now done. I still need menus, music, some background story, etc. But making great progress! Hoping I’m going to get around for some of the things I wasn’t planning on getting to such as a world map and such, since I’m sure it’s easy to get lost.
Stream: http://www.twitch.tv/iarkeus

Playable Demo

Play Proxy’s Demo!

WASD controls, Space jump, mouse to absorb colour.

As we approach the 24 hour mark, I’m feeling great about the state of Proxy. Try out the first 10 levels of the game and tell me what you think in the comments below.

 

Still to implement:

  • Music & Sound
  • Title Screen & Level Select
  • Counter of how many you’ve proxied in a level versus the optimal count
  • Time trial mode (can you say speedrun?)
  • Dozens more levels!

Selected and Begin

Level select screen now works fully.  As in scrolling through the levels and opening one up to play.  I need to put a short delay of some sort before the game timer begins, but other than that it’s pretty smooth.

 

Now I just need to add in the victory and loss screens, and a title screen, and I’m thinking at minimum 5 levels.

 

Then I think I’ll work on some music, and if I’m feeling really ambitious, I’ll see what I can do for saving data…

First day!

Kinda like top gear right?

Kinda like top gear right?

Yeah, first day is over, just in time to finish the core gameplay code. This isn’t much different from the last shot, I know, but it is! Finally got a game, that means I’ll deliver for sure something this LD! But, whether is that good or not depends on today. On to level design, graphics and sound!

Tags: Race

Day 1 sign-off

We pushed till 3am to fix some small issues that would have plagued us tomorrow. Nothing worse than the feeling you don’t have time to fix problems when you want to add polish close to the deadline.

Day 1 summary:

* Full gameplay (balancing required)

* Minimal artwork

* Only 2 target features missed off the plan (No SFX yet)

Next screenshot: Artwork!

It’s close of play for Xploit in our timezone, but it’s amazing to think how many people in other countries are still hard at work on their projects. Keep posting the inspirational work!

Break Over

Break time over, working on the victory/defeat screen.

unload_Cover

 

Charles S. Exeter’s new book now has a cover!

The most  profound writer of our generation, Charles S. Exeter is sharing with us the most important information on how to live as a human in this overwhelming modern age.

Look for it in stores, April 1989!

Tags: amazement, freedom, if, living, minimalism, novel, regean, simple

Not feeling it

Let me be honest: as I was voting on the themes, sweeping the ones like “Potato” and various other overspecific or difficult-to-interpret themes to the side, “Minimalism” really stood out to me as one that had a chance of winning that I actively hoped would not, as opposed to the many others that I merely didn’t like much.

The straightforward ways of interpreting “minimalism” lead at first into very small spaces, in which most of the jokes and most of the serious work are inferrable enough from each other that they’ve been played out. It is possible to extract better material by digging deeper, but especially with the time limit, it’s almost as resistant to digging as the dungeon edges in NetHack. The main ways to deal with that seem to be (a) play it straight and don’t bother avoiding repeating things and/or (b) skew the theme to turn it into something weaker attached to the side of something else. I’m fine with people doing this, and I know a lot of you find it valuable anyway, but for myself, being shoved into that corner really saps my motivation.

I think I might have made it anyway if my preparation time over the past week hadn’t been eaten away by unrelated problems coming out of the woodwork and/or if my biology were being more coöperative just now. I’ve gotten plenty of internal view on where my attempt went wrong, so it’s still been useful, but it’s time to step back and figure out how to dig further into making my shaky environment less shaky at a more relaxed pace, outside the context of a jam event.

Good jamming and compo’ing to the lot of you; I’ll be in the background lurking at the entries as they come out. :-)

Halfway point

witchGame1Half way done and I have most of the core systems down. I still don’t have a name yet, but the game is an RPG where you manage the three most important numbers, health, mana, and money. There’s not much to do right now, but everything is laid out to allow me to (somewhat quickly) add content. With 24 hours to go, I’m feeling fairly optimistic. You can play it here.

Little Eden

littleeden_01

This is a minimal simulation of the garden of Eden where you can pick people up and move them around. The idea is kinda similar to the episode “Little People” of Adventure Time.

I’m not sure this fits with the theme though… I might start over with something super minimal.

Day one progress

One day has passed and we are happy with our progress so far. Our idea is coming together but we still have a few fundamentals to implement to pull it together.

Here is a quick screenshot:

Screen Shot 2013-04-27 at 8.01.05 PM

 

You can also play the current version here.

Press X to pick up and throw objects, try to kill the bear. You can’t actually die yet.

 

Half way there…

Capturar5

Most game systems are already in place, I just need to implement level changing, enemy IA and a basic key system.

after that, make the levels, add sound and title screen/game over.

 

more progress

screenshot

Night of the First Day

So, spent lots of time and work on the sort-of-game idea I had for the theme. Math was involved and sketching occured, evidence can be found here:
MATHS

All in all, I feel pretty good about how the game is coming along, haven’t started making it look good yet. Gameplay goes first.

Game

If you want to try it out, there are two builds available here:
Windows 32-Bit build
Linux 64-Bit build

There are a couple of command line switches you can use:
-f Fullsceen
-b Rebind all controls before starting the main loop
-r WxH Specify resolution
-m 0-100 Specify music volume
-s 0-100 Specify sound volume

Standard controls are WASD, and if you’re using -b then you can bind to both keyboard and joystick controls. It’s been tested with both an original Xbox Controller S and the Xbox 360 controller.

Also, I know that something is strange about collisions, at times they don’t seem to register at all. This is a bug that I’ve spent too much time trying to track down, and so sort of decided to leave it there until it becomes a more pressing issue.

If you happen to have a 32-bit Linux system, then you could try to build the game yourself. The source is available on Github (C++) and it uses CMake to build, you might need boost and SFML 2.0 (Don’t know if the RC works since I’m using the latest git myself).
There’s a small issue with the CMakeLists file so you might also have to set Kunlaboro_BOOST to On in your cmake cache for it to build properly.

Hope that you’ve enjoyed reading this (And maybe even enjoyed what exists so far of the game). Please comment.

This is Ace, reporting to bed.

Tags: C++, compo, demo, game, journal, linux, progress, screenshot, Windows

End of the Day

25 hours into this and doing fine.

I have most of the main mechanics and art.

Next on the to do list are sound and level design, followed by making a tutorial or instruction manual.

Here are some screenshots.

An early level in the game:

Progress3

A later level in the game:

Progress4

Best of luck to you all.

So apparently I should post updates.

This is an update.

It has a screenshot.

Nothing else.

Untitled

 

Comments

28. Apr 2013 · 00:25 UTC
Looks so cool….curious about how it is in action! Keep on rocking!

End of the day

All the logic is done, the art is passable for a programmer. And I surprised myself… I have fun playing it. But now I’m very tired. Tomorrow I’ll work on polish, probably visual stuff (although it’s very hard to do when limiting myself to just the SDL2 API… I miss my OpenGL.)

minimum_2013-04-27_21:02:51

End of Day 1 : Game without Name

Ok, here is my current state:

Screenshot-Untitled Window-1The game is actually quite simple! On the left side you see the elements you should click on the screen. And since the time is running, do it as fast as possible.
Sounds simple and it is. I start with static elements. On the screenshot the elements rotate. I will make it more and more difficult. More Elements and different distractions.

That sould be “minimalistic” enough to fit the theme…. I will try to add some sort of server that will keep the scores. Hope to get that far, but I’m optimistic….

Later I will try to release the game on android and blackberry as well, as it makes more fun with a touch-device than using the mouse. At the moment I have some serious performance issues on android (argh)…but that will need to wait until the jam is finished.

Ahja, forgot to say: I’m in!

Progress update 2 MinimizeArt

In my last post, I was working on lighting. Since then, I’ve added guards, functionality to see if you are in the light (so guards can tell if you are there), fixed a small lighting issue, and I also added animations. Unfortunately, I don’t know how to make those animated GIFs, so if one of you could tell me how, that would be nice:
MinimizeArtPrev2

If you want to try it yourself, click here.

Whoa, Game Design is Hard

So the first 24 hours has passed and I’m still working on the basic game mechanics. The framework was kinda done, but there are still tons of things to decide. Initially I was being ambitious and trying to come up with a completely unique game mechanics. Well, that turned out to be hard, especially in a limited amount of time. I was trying to make it as crazy as possible, but somehow it ended up with a mixture of weirdness and mediocrity. I’m having a fun time, but I don’t feel that the game is going to be that fun to play. Anyway, that’s it for now.

Comments

TheColorMan
28. Apr 2013 · 00:33 UTC
That’s why I’m making a point and click game!
TijmenTio
28. Apr 2013 · 00:45 UTC
That’s exactly what I did haha

Good luck to both of us 😉
iiechapman
28. Apr 2013 · 04:58 UTC
I am in the same boat my friend

LD26 Day 1 summary

Calling it a night. I have a temp sphere moving around a procedural island, with a few trees to bring to life. Doesn’t sound much, but because the focus of the game is simple movement around the environment, I wrote the character mover and chase camera from scratch as well as the terrain generator. Unfortunately while they worked fine in my flat testbed, a couple of issues have cropped up with slopes – so no playable build yet.

screenshot_wip1

I’m a bit behind where I hoped to be, as I’ve spent a lot of this evening bug-fixing. Tomorrow: nailing the player and camera movement, wrapping the whole thing in a game loop, balancing and polishing…

space – Day1 – progress so far

I am trying to make a multilayer game where players compete to colonize planets. The player need to safely land his ship on the planet to colonize it. If the player lands too fast the ship will crash. After colonizing the planet the player can build a turret to protect his colony.

hopefully I will be able to finish it today :)

Basic Physics Work, sprites are loading, hats are turning, things are accelerating/decelerating… hopefully should turn out nice 😀

 

EarlyScreenShot

Tags: c++; sfml

End of day 1

After a panicky first few hours I decided to just run with an idea.

This is what I have so far: https://dl.dropboxusercontent.com/u/226993/LD26_WIP/index.html

List for tomorrow:
– come up with a name
– put more effort into title and end screens
– music and more variety in sfx
– continue to tweak gameplay

Any feedback would be great!

Progress Update #4

Hey everyone, its been a productive day today =D

-Added +4 types of enemies

-Tweaked graphics a little bit

-Added coins and working currency

-Added +3 regions/biomes alternating randomly

-Now jetpack is smother and awesome

-Fixed the biome bug that took 4h of my day

-Removed backgrounds

-Now certain enemies only spawn on their own biome/region

-Added clouds

-Cleaned the code ALOT and fixed minor bugs

-Added a main soundtrack! Hurray!

To-do list:

-Shop

Maybe-to-do list:

Quests

Bosses

screenie5screenie6

That’s it for now guys, I hope I can finish it all today, so I can get a whole polishing day!

Well, back to coding!

 

24 to go

After a good amount of sleep, I’m now in a condition to continue hacking together the rest of the game.

 

Got the interface pretty much done yesterday, so now it’s time for the fun stuff.

 

Here’s my progress pic of the day. Looks exiting, right?

LD26Pic2

Tags: 24h, interface, progress

Wake up you lazy bum it's time to complete your damn game!!

Ok, so I spent half of the first 24h of the competition sleeping!!!!

Make Games.. don’t waste time on something that is not going to work…

I gotta keep reminding myself…  LD is for making stuff, not learning how to make stuff… By that I mean, I need to stick to my strengths. If something is not working out it’s usually because I am trying something I am totally unfamiliar with. So I scrapped my AI and moved to working on making the game 4 player local deathmatch.

 

screen

Halftime

First day of my first LD will end soon – Time for a recap:

I couldn’t spent the whole 24h developing but I guess I got around 7-8 out of it. After juggling ideas, I came up with three concepts for the game. I sketched all three and after laying them side by side we had a winner. What I did from there:

  • setting up a project in eclipse with slick as lib
  • entity framework
  • simple (temporary) graphics (gimp)
  • simple movement
  • simple enemy
  • better movement
  • better enemy movement
  • shooting stuff
  • hitting stuff
  • displaying the points, lives & bombs
  • first sounds (sfxr)

And for day two I also got some more to do:

  • final artwork
  • more enemies
  • menus
  •     -> main menu -> mini logo
  •     -> howto screen
  •     -> game-over screen (and matching event)
  •     -> highscore screen (nice to have) -> highscore to XML
  • MUSIC
  • more sound effects
  • play with words
  • joypad support (nice to have)
  • polishing (find the right rythm/speed for everything)
  • playtesting -> GOTO polishing
  • release
  • sleep

Well, that’ll be a long day 😀

LD26 - Halftime

LD26 – Halftime

First playable version

Finally finished the five first levels. Still not much of a puzzle, but it’s something.

gfm_ld26_ss1

Move with the arrows, jump with ‘x’ (if you have the powerup) and restart with ‘r’ .

Play it here!

Any feedback would be greatly appreciated!

Thanks! =D

Tags: as3, demo, Flixel, progress, screenshot

LD26 day 1 progess

Day 1 is still kicking. got most of the visuals out of the way. I know it’s not the best way to start but my idea kind of hinged on if I could draw up want I wanted. the mechanics and rules of the game are rather simple. So most of the slow going work is over. It’s playable but not much going on. you wan win/lose and all the controls work. It’s a game but as it’s only got one test level.

ld26 day 1 progress

ld26 day 1 progress

Well Back to work.

Day 1 Over

First day ended half an hour ago, and we’ve just made a change of hea – I mean camera. We decided that a first person camera is MUCH scarier 😀

Screen shot!

 

ld26screen3

First Ludum Dare!

Hi all!

 

This is my 1st time doing the Ludum Dare, and I’m working in (read: actively learning) Unity. Although I could have pumped out a text adventure, with the theme I wanted to focus on environmental storytelling. There’s a conflict tomorrow, but I’m hoping to have at least all of the narrative pieces in to explore before then.

I’ve checked in several times, and have been blown away with everyone else’s progress! Truth be told, I was a little worried that I was back in grade school and not doing the assignment correctly. If you feel at all like me, don’t worry! You’ll do awesome!

 

 

All The Best,

-Greg

Tiny Hut Games

 

Here’s some of what I’ve got so far:

Crash Landing

Crash Landing

Error Code

Error Code

 

Tags: Ludum Dare, Tiny Hut, unity3d

Comments

TheColorMan
28. Apr 2013 · 00:37 UTC
Looks awesome! I’m making a point and click game following kind of the same environmental storytelling thing your doing too. This is also my first LD too!

First Screenshots

First time for everything, so here goes nothing; a puzzle game of sorts.  I guess I’m making good progress:

screenie-1 screenie-2 screenie-3 screenie-4

Right now I’m mainly working on level designs and whatnot, so fun stuff.

WIP

WIP_Screen1

Ludum Shoot-em up for Download!

I’m finished with my game! It’s honestly not amazing, but I’m proud of my work for my first Ludum Dare. Here’s the download for those who are interested.

And for anyone who downloads, comments, or likes my posts, thank you for your support. I like to design games, and it’s even more fun when people enjoy them. Looking forward to 27!

-Paul

I’m dropping out

I managed to get a fair way into my entry before falling completely and utterly out of love with it. Part of me wishes the theme hadn’t come up as Minimalism, but another part of me appreciates having been given the challenge! Good luck to everyone plowing their way through/into their second day, I can’t wait to play your games :)

 

screenshot100

 

 

It’s been fun!

-Chris

Space Jellyfish!

Making a simple arcade game about a Space Jellyfish!! Control scheme basically done, simple enemy AI done, universe procedural generation framework is set up (1,000,000 X 1,000,000 pixels max universe size), Android and PC versions working fine (Android version may not be released depending on time/production over the next 23 hours)

Screenshot posted on my Twitter account (@BipolarMike)

I guess I’m in

Combattants, 28/04/2013 - 04:27

Combattants, 28/04/2013 – 04:27

Entering the Gravy Phase of the Project

At this point, “Dehoarder” is a complete, playable, and winnable game.  If this were a LD24, I could submit right now.  So, I have the next 24 hours to make improvements, make the game even more fun, and even kick back a little, get good sleep tonight, and catch up on what everyone else has been doing.

Main enhancements planned at this point are more types of junk, Sound FX, some random events, and maybe some music.  Balance tweaking will also be happening throughout tonight and tomorrow.

I’m very happy that it has turned out so well so far!

Evening Day2 Evening Day2win

First Day

Well, I’d like to be further along, but I’m enjoying myself. I’m finding GameMaker: Studio to be fun to work with and I wouldn’t be as far along as I am without it. I’ll write more about that later probably.

At this point I have a bit of funky DIY art made from photos of crumpled up construction paper. I particularly like my  mountain :) I’m using an isometric perspective (or dimetric technically) so I have 8 degrees of movement via keyboard or mouse, dynamic depth sorting for objects, and collision checking. These all feel like achievements for me, so I’m happy there.

One thing I hope to get out of this weekend is a nice flexible text box widget for GM:S. So far that’s working well. Usually I work in Javascript and I guess I’ve taken for granted how easy it is to do text and box stuff in the browser context.

I have a few game rules coded in, but that has got to be my push now. I may abandon the 7 cities idea and keep to the overland map. Not sure.

 

Here’s, a screenshot:

shot-0012

Comments

ScreamRawr
28. Apr 2013 · 01:07 UTC
I am loving the art direction here! I can’t wait to play this one.

Time To Crack One Open

Beer
I’m opening up a bottle of my home brew to toast a very successful first 24 hours.

I’ll focus on the sprites tomorrow, possibly turn the ball into a character or something. But my game, the game that’s been struggling for years to get out finally is real.

The story line isn’t there. It may never come. But that’s okay.

Try it out, with background music, sound and full game play: http://www.kins-home.net/ludum/timelapse/26/Release.zip

Done for Today

We’re done all we can for the day. We made a lot of really great progress on our Jam entry. We decided we would go minimalistic on the goal for our game, but that is a surprise for later.

We are about 75% done audio, 95% done graphics, 80% done programming, 60% done level design. Overall though it will still require polish and touch ups, so we’re still looking at a tight deadline.

Below we have included 2 rough images from the games artwork.

 

It’s great to see all the work everyone else has accomplished, and good luck to everyone on their projects. :)

 

-Elemental Zeal Game Studios

Minimus

Our Chicken Hero

Meteor

A meteor

Stacking heads and brawling in a creepy sex dungeon, yup it’s my first Ludum Dare.

ss6 CANGSFg background

 

So this is my very first Ludum Dare, and I’ve teamed up with PixelBear, who is doing the programming. Of course, once the theme was announced I was a little worried, since I am primarily an artist. After the worried cries of “aghhh squares!!” on Twitter we finally thought about the theme for a bit and decided to go in a different direction. We took the idea of mini-games, and portions of games that are fun in what might be an otherwise tedious environment. We wanted to reduce the experience down to the basic things that satisfy players. So we decided on: stats going up, beating the shit out of things until they explode, and customising your character via attaching severed body parts to yourself.

 

Hopefully it will actually be fun!

Tags: flash, jam, screenshot

One of those status update type things.

Here It is so far!

screenshot

Link to the game: Here

Things To Add/ Work on.

  • Music
  • buggy pause screen
  • Fun(It has none)
  • Player Health(AKA shields, might help with above issue)
  • Put score in win screen
  • add more to the level
  • other enemy types(Maybe)
  • Power-ups(Hopefully)
  • Boss(Maybe)

At this point I’m just super happy with what I’ve accomplished! Hope everyone is having as much fun as I am!

< 24 hours left!

Progress! Have really basic swarm AI, a system that allows the player to grow their swarm, and basic AI controlling the enemy swarms. Fight for food, leave colorful trails, admire the picture of your victory!

My final idea isn’t solid yet, but I’m taking big steps in the right direction. All I can say is that it’ll hopefully be fast paced, and very colorful. Here’s what I’ve got going so far, the image doesn’t make much sense without knowing what’s going on.

Pretty colors...

Pretty colors…

 

Glitchy Glitch

Hmm, got a glitch that I’m not quite sure how to solve. I know what’s causing it — hearts are getting drawn too often when I only want them to draw when they lock to the grid… but the numbers don’t always match up, so I end up with the opposite problem. Also — potatoes!

1421        potato2

Loser! ( possibly Winner also )

Screenshot 2013-04-27 10.49.02

 

I’m terrible at my own game, apparently.

Not really, I haven’t put any real levels in ( save for the first ).

Not a bug report.

This time the video is not a bug report but rather a demonstration of the fixed animation.

The animation is 10 frames long and is played at 1/3 frames per second (don’t look at me, it’s 03:49am).

Once again, the music is not from the game (I will have a fun time making the music for this game).

 

We also didn’t forget the potatoes, no media regarding those yet, but it’ll come.

Day 2 begins!

With just under 24 hours to polish off my game, I’m pretty hopeful.

Got a good night’s sleep, ready to push on!

 

Oh, and I’ve put more jelly in the fridge.

Day 1 done

Day 1 work

Day 1 work

You can try the game now here http://primitive.comuv.com/

After 1 day I have accomplished:

  • Randomly generated caves.
  • Player controls.
  • Enemy spawning system.
  • Floor texture.
  • Music.
  • Main menu’s base
  • PLAYER’S TAIL!!!

To do list for me:

  • Make enemy.
  • Make enemy AI.
  • Make UI.
  • Finish main menu.
  • Make death system.
  • Name It!!!

Halfwayish mark

 

Kind of an hour late to the halfway mark party. Uploaded a progress build hich you can play here. I spent the later part of the day doing some neat polish stuff and some game logic that is going to be hidden from the player anyways. I suppose you can’t see it, just trust me. Huge improvement

Still nothing is playable. Maybe I should be worried.

Iunno mayn.

Bullets and mobs oh yes

No collision detection yet, but mobs work and can shoot bullets.

Oh yeah, the player can move and also has a visible hitbox now (not pictured because it’s difficult getting good screenshots… maybe I’ll pull out recordmydesktop at some stage).

So this is typical “Start Of Stage 1 Lunatic” stuff. I think. I might just stick with “if((other->type == T_BULLET || other->type == T_ENEMY) && (other->flags & F_ENEMY)) abort();” until I get a life system working.

Day 1 progress

 

 

Here are some screenshots of what I have so far. I’m actually suprisingly pleased with how this game is turning out considering this is my first ludum dare. only a couple of collision issues that should be an easy fix.

Peter the strange 1

Peter the strange 2

 

The game is a full restart when you run out of lives. none of that wimpy checkpoint stuff

First day showoff

Okay, as usual, my project is a bit tricky ;)

This time I am making a REAL FANTASY ROLEPLAY WITHIN 12 PIXELS!

Yeah, that’s right! In the HD era where only megapixel counts, I want to show that it is fairly possible to put fully functional game in 4x3px display :)

So far, after 1st day I have 2 types of enemies and levelling system with 4 main attributes. Now I’ll sit down to write some story :)

Oh, and a manual will probably be useful (at last! :) )

game

A thrilling fight with a poison shooting wasp!

 

Finished!

Hey guys, just letting you all know my game is now finished and can be found here.


The end product was far better than I ever expected and overall this is my favorite programming experience, I wish you all good luck and have a great day!
ico

MiniBlocks

Hello, first time in Ludum Dare! Decided to challenge myself to make a complete game, since I abandoned most of my earlier experiments..

I’m using what I’m most familiar with:  XNA 4, Audacity, SFXR, Cubase, Paintbrush and Gimp. I’m terrible with graphics, luckily the theme was a good fit for me.  First thing I worked on was some quick music to make things not so boring. The prototype is already up and running nicely, now I’m struggling to get interesting level design. It will probably feature from 15 to 20 levels. So far I’m happy with the result!

 

lD48

 

You can watch (and hear)  an earlier  prototype here:

http://www.youtube.com/watch?v=GLEuBXsASYM

ShapeAttack

So like. I wasted a lot of time today derping around watching tv and chatting to the flatmate today.

My game is pretty simple and its almost near completion. So I think I’m going to add more cool features and maybe add a mini game in between waves.

I might even optimise code :O

ShapeAttack2

Vomiting hearts

This gaudy monstrosity that I am attempting to pass off as a game actually begins as a white, minimalist space. Then you eat strawberries and potatoes and vomit hearts everywhere while your boyfriend pretties up with rainbow eyelashes.

minimalist

Current Status

This is how Minimum Friction is looking so far. Minimalist graphics, minimalist game controls and no sound for now. Fixing bugs, but things are already moving. Will spend some time to make a random level generator and polish things up a little bit.

day02_fifth

Written in C++11 and SFML :D. With Netbeans. On Linux. I told I was eccentric on my first post for a reason ;).