LD26 April 26–29, 2013

Die, Player, Die!

Almost done.

Not done yet…

Staying up to 4am turned out to be really productive, despite a mind numbing headache for 5 hours prior to midnight.
Still, here I am with a not-too-shabby game room explorer, but not a huge amount hot on gameplay.

instruction

Heading for the final stretch now to get some game goals and puzzles in.

Progress made!

spikes
Some basic level I made over the last hour. The spikes are still harmless and I’m not satisfied with the flat look. Adding a second layer above should correct this.

My game until now…

I hope I’ll make it till the jam deadline but I am already proud of what I achieved until now, so that I will show you a short video of the gameplay elements implemented until now

Ludum Dare 26 – minimalist simulation

The following things are implemented until now:

  • Different building types (Houses for more population, Farms for wool/grain, Lumberjacks for Wood, Mines for Stone and Ore, Smiths that make Tools out of 2 Ore, Mills convert Grain into Food)
  • Task scheduling: Every Building tells its current need for ressources to the a taskmanaging class that searches for the Person with the least workload and gives him the Task.
  • Population growth if there is enough space in houses for more People.
  • great programmer art!

What I hope to implement until the jam deadline is:

  • Every villager needs food to survive
  • some use for the wool … originally it was for the changing seasons, so the villagers need wool in addition to food to survive during the winter
  • some use for the tools (“tools” include weapons) … meant for defending the village against Wolves

Comments

metjm
28. Apr 2013 · 15:07 UTC
you go girl

Atrakt 4096 – Progress update

Atrakt 4096 alpha – Progress update before the last run (~32h)
Significant additions to the gameplay, i’m getting more and more confident – my stuff is getting playable already. The game needs sounds, level complete screen, AI tweaking, pathfinding and score system. I’ll try to add at least sound and an additional level or two more in the remaining couple of hours. Check the progress here.

screenshot_20130428_gameplay

Tags: alien, bomb, flash, puzzle, RPG, slide

T-9 hours

My rogelikelike is coming together somewhat, got a few different enemy types in now. I can’t deny the theme is really helping with that. I haven’t drawn a single walk-cycle and for that I am truly grateful. Also starting to wind my twisted narrative theme into it. SPIRITS.

(Name) is a placeholder!To do: bit more interface, weapons, couple more enemies, sound/music, bit of polish if time!

Tags: flash, Flixel, screenshot

Wrote an AI to play my game so I can see how hard the levels are

This is quite possibly the WORST use of my time right now, but it was fun, so I did it.

My LD entry is a puzzle game, and I overestimated how hard it was to design puzzle levels (read my last post for more info). So, I went ahead and wrote an AI to brute-force my levels, and give me the number of success and failure paths that the user could take, with “harder” levels probably having better ratio of failure/success paths. It also means that I can put the level into the solver and actually see if the level I made really is solvable and I was just beaten by my own game :)

The solver is on github. In the time I wrote this I could have gotten sound effects or just plain been making more levels (as easy as they would probably end up being), but I thought the idea of writing the AI was a fun challenge so I did it anyway. I might write a post about the AI after the contest.

Though I’m not happy with the graphics/sound/music (bad, none, and none, respectively), I think I’m going to ignore those as casualties of my first LD experience.

Plan today:

* Eat more leftover pizza.
* Add the remaining device types to my solver (right now it only can “solve” levels with SOME device types from the game)
* Use the solver to help create the remaining levels
* Continue adding dialog. Maybe actually have a plot!
* Add a background texture to replace the dull “black” background.
* Add an intro screen.
* Add an intro screen for each level.

Time permitting:

* Eat more pizza

Latest update before going to bed

Tomorrow will be another day. All is left is a game over screen, and then a lot of tweaking.

Unity Webplayer version can be played here: http://bitly.com/SquareWars

Square Wars Awesome Title Screen

Title Screen – Factions have different laser colors!

The game is actually pretty fun, and very simple, but after some tweaking, we hope to give it some depth.

Sanity

 

It’s aliiiiiiive!

sanity-1

By far the best game I’ve ever made.

(Which doesn’t say much for my game making skills), but I’m proud of it!

 

I’ve had a look at a few of the games that are already up – Looking forward to rating ’em!

 

About the game:

Plunge into the surreal world of the insane narrator’s mind (And maybe catch a breeze of the weird things going on inside the game author’s head?). You control the narrator’s last spark of conciousness. Steer it blindly around a seemingly blank mind, searching for a way out. Stray too far from your goal, and only pain will greet you. As his mind breaks, the narrator’s head is progressively filled with dark thoughts that tempt you, but are to be avoided at all costs!

 

Comments

30. Apr 2013 · 03:03 UTC
How did you make the chime sound? I’ve never been able to get it right.

Getting the best out of it.

I’m getting to this point where I just don’t quite know what I at least should get done.

It’s very simple game but I want to get as much more details to it from now on.
As this is my first Jam and I want to get as much done as possible!

Programming have been decent – As I expected. Stuff works mostly as intended, but I would love to get more out of it.
It’s just that, I want to fix a lot of stuff but I haven’t got the time or knowledge to it. As I know I’ll take me long before I get more added.

So today I’ve mostly been working on media such as art and sound. Art is going nice, not just as much as I wanted. And sound is.. Yeh, I’ve no idea! Lots of bugs and can’t get proper consistent sound.

But yeah, here is two pictures for your pleasure! :-)

2013-04-28_11-45-22 2013-04-28_17-15-07

Tags: java, potato, screenshot, slick2d

New playable build & features!

https://dl.dropboxusercontent.com/u/6435217/starhook0.3/index.html

Now tracks how long it takes to beat. Also added timespace anomalies……

I’m starting to feel unwell again, I’m hoping that I will have enough energy to add all of the other features I have planned.starhook02

minimalisthejourney

tomorrow, i hope.

minimal is the journey

Comments

iiechapman
28. Apr 2013 · 15:14 UTC
How’d you convert your video to gif?

Getting there!

Well, my original idea has certainly come into fruition and I’ve managed to obliterate most of the really difficult AI challenges in my code! Cars are cruising around a city, and if you happen live in one full of fast, reckless drivers, you’ll notice that the AI is wonderfully realistic 😛

ld26_progress01

With a lot of the really tough logic out of the way, I can smooth out issues with movement, and add more gameplay elements. I’m hardly going to be focussing on more graphics – the minimalism theme kind of warrants this simple style, but I might just pretty it up in a few ways. There’s still a lot to do, but seeing as I’ve committed myself to aim for the jam instead of the 48 hour compo, I’m hoping I’ll be able to turn this into a really fun game.

 

Progress III & Food

More sate!

 

Obligatory food pic. Having noms with the mighty Joror, who put up a vidja!

 

I spent a lot of my time running through my city and taking pictures for my backgrounds. I _love_ how the effect turned out, the art-style is reallly starting to come together now.

I have my material, I have my character-eyes. Now I just need to write my scenes and add images where necessary. Easy.

Dear god, how will I buy extra time?

screenshot4

screenshot5

Does a screensaver count?

Nine hours left, and my game still isn’t a game. Hmm.

It’s a pleasantly hypnotic screensaver, and the ad-hoc physics algorithm is starting to produce intersting behaviors, but I’ve got a lot of work to do yet.

Am I worried? Nope. I’m doing this for fun, not for stress. If it’s not done tonight, there’s always the Jam; but I’m really enjoying the process so far, and I’ve got a plan….

Here’s a current screenshot:

A game that's just a screensaver so far.

Particle-antiparticle interactions, but no player interaction!

You can try out several early versions at http://dan-efran.com/games/wip but none of them is a playable game yet.

 

Polishing off now

 

Nearing completion

 

Mostly just polishing off now. Added increased music speed when time left gets low and fixed that text misalignment in the top left (should be spaced the same as the top right)

Steel Guy Finished

So, I think I might said I ”finished” my game. It’s not quite what I wanted, couldn’t give it an intro and dialogs for example, but being my first game ever, I’m quite happy. I also decided to participate a little late, that’s why I went straight for the Jam, I’m in no way to compete. If I have a little more time today, I think I’m gonna make some more levels, (there are just 5 in here) but not much more than that, because I want to retain the spirit of the dare.

So it will remain “as it is” and I’m happy with it :)

Main2

I drew everything using Construct 2, except for some UI, which I did in Photoshop.

And I can’t get credit for the music, since I got a MIDI from Black Sabbath’s Iron Man, and re-synthesized, so my bad : /

I hope I can get something better on the next Ludum Dare :D

It’s amazing the amount of the talent competing in here. I’ve seen some great games and made in 48 hours… It’s impressive.

I make a bow to all of you here, it’s been a pleasure to see so much talented people working at the same time.

Cheers,

Luke

PS: Here’s the game http://goo.gl/kt5Sz

 

Playable Build – Unnamed (OH NO!)

I’m making a puzzle game for the compo. Originally was going to do the jam in order to utilize art resources, but with this theme I thought that I could do it alone. I… think I was right!

This is a game where you try to turn all the blocks off. Similar in vague concept to lights off, but it plays much differently. In this build you can reset the level through the pause menu, which was the biggest impediment to playing that people have had. There’s a special mode unlocked at level 14, which I thought was easy. People have a hard time getting there. I think that I’m going to make an initial menu where you can choose to play either mode…

 

http://gracefulcode.com/LD48.jar

A proper game!

Finally, my first compo game is almost almost ready! Sound FX and Graphics going!

So long, pink car

So long, pink car

But a friend told me something that’s gonna make me paint the car green. Don’t ask me what is it, I can’t unsee it. So, after that, tutorial. And after that, story and menu!

Finished

So i finally finished, first Ludum Dare and first actually completed game. Was a lot of fun. Check it here.

screen

Game submitted!

Finished my entry for the compo just a moment ago.
The game is simple runner type game in which you can flip the physics.

The idea came from VVVVVV which imho is king when it comes to simplistic mechanics (and graphics for that matter!) combined with bit.trip runner(s).
The whole game is played with single button and the only goal is to get as far as possible.

Unfortunately the game doesn’t save high scores (even though there would be time to implement it, I’m just too tired to do it) which is bit of a bummer.

screenshot, where the player is about to die horribly

Go check the game out if you’re interested: in here

Thanks everyone for great event, can’t wait to get to judge your creations, but now, it is time for me to eat and sleep so that I can actually do something at work tomorrow :)

Tags: done, grasshopper, Love, love2d, lua, submitted

Sounds

I’m really enjoying listening to my game, and you can too!

It never never never ceases to amaze me how much more alive a game feels when you add sound to it. It helps emphasize and illustrate the player’s actions an infinite amount, and so I’m really pleased thus far :-)

If possible, I’d like to add a few more modes before tonight…

 

Game balancing

 

I’ve spent the last 2-3 hours balancing the game, which is actually a lot of fun. It’s actually an reward in itself to get to play and tweak your creation. And I invented a few new game mechanics too while I was at it. The game is more of less done, though I’m considering adding music maybe? We’ll see.

Also, I managed to get both the Java Applet-version and the HTML5-version up and running, so that was nice. I never take for granted that GWT actually works and compiles my stuff into something useful. It’s still black box magic to me.

ld26screen4

Tags: balancing, GWT, libgdx, minimalistic, RTS, tower defense

BubUp PreDemo

After 1 and 1/2 day (and a lot of pizza pieces) I can finally say “Here’s the demo”! (Well, it’s a pre-demo, still working in the conditions of winning, the ending, credits, improve the title screen and fix the bugs). The minimalistic concept cames in make a simple game (without enemies and simple rule) and it has to be available in most of the platforms. So, we (my GF and me) made it in HTML5, using Construct2.

Take a peek in http://www.snowcorp.cl/games/ld26/.

P.S: The Game music title is Popcorns and Sedatives – solomen.

Comments

rimrul
28. Apr 2013 · 15:38 UTC
Seems to be loading very long, for just a start button, music and a black screen. (Firefox 20.0.1 on Windows 7 HP x64)

MMmmmmm Doughnuts…..

IMG_20130428_101340

 

I have been meaning to post my food progress. Our wives see us though these times. Just trying make my games as cool as possible before I submit. I am jealy of the people posting they are finished.

balancing is hard

…which is why I need your help ! please try the latest build of my game and let me know if you think it should be harder/easier/something else : http://smealum.net/BLM_test3.zip

other than that, I’m mostly just creating new stages now. I’ll be looking into adding sound effects very soon and hopefully once that’s done I can just spend the remaining time trying to balance things out.

Comments

pirate-rob
28. Apr 2013 · 15:40 UTC
The platyer needs a lot more health.
pirate-rob
28. Apr 2013 · 15:43 UTC
Occasionally I instantly expand and died by getting hit by only a few bullets
smealum
28. Apr 2013 · 16:01 UTC
thanks for the feedback :)

Chugging Along…

Geometry Wars is coming along, still a long way to go though. It’s a multiplayer game, it was probably a huge sign of hubris that we decided to do this! Still, there is progress :) Right now you can set up a multiplayer game and launch it, but the game itself is only a shell. We still got time though!

Streaming live, with code screen and two coder cams: www.twitch.tv/udnozor

P27

It now has levels.
Screen Shot 2013-04-28 at 1.25
Code
Play

2013-04-28_192739

 

It’s playable 😀

Intro ready!

Yes there is actually a story… I totally hate drawing characters, but this time I had pretty much no choice.

08

Comments

28. Apr 2013 · 16:50 UTC
Bô!

Problems over problems

Buffer overflow (might also be an underflow, can’t find it), Balancing problems, missing features, … that sucks.

Tags: -.-, buffer overflow

Closer!

ld26-3
Collision code between the character and environment is in! Now to deal with sprite collision, sprites, etc…

(Also, I have some nice tiles to boot!)

So I did…

I didnt plan on entering Ludum Dare this time around since my schedule was a bit too hectic. I was planning to be out most of the weekend, so with the spare time I did get, it wouldn’t be spent making games.

Ah, but how things change.

Most of my plans got canceled, so I found for time and started a small project. I used eclipse, lwjgl, and slick2d. For my graphics, Paint.net. Going to use sfxr for music.

Holofire's LD 26 entry.

Holofire’s LD 26 entry.

 

The game is called Pix, and is very simple. Get the blue pixel to the green pixel. The catch is all the light grey pixels must be traveled across and turned light blue. There will be a timer. Here is a screenshot.

All game play and graphics are done. Music still needs doing, and I also need to make a bunch of levels and test. It should be done on time if I don’t become distracted.

I’m in!

I decided to join the LudumDare. I know there’s only 8 hours left but hey, I don’t need to make an insane game right? Just something basic and fun! :)

Concept idea:

– Reach the potato at the end of each level to go to the next level.

– Either have a timer or maximum jump amount.

That’s it really! Wish me luck :)

Comments

Brunodev
28. Apr 2013 · 15:34 UTC
Good luck Ghosty!!!! You’ll make it majestically well!

Main Menu (aka; Typography HELL)

I spent forever trying to figure out what kind of typography is best for our game’s titlehead. It’s going to be on all marketing material, so I really wanted it to be impactful in some way while still staying clean and aesthetically similar.

In short: I took way too much time doing this. But at least the main menu looks pretty nice I guess.

main-menu-3

 

This was an earlier iteration of the title I made. I liked it, but it didn’t quite work…

reject-type

 

in short, I spent way too much time on these. Now, to other work!

Tags: LD#26

134bytes, a game that fits in a tweet

tinyurl.com/134bytes
You might have to reload once. Made in the hostel lounge in post AMAZE blues in a couple of minutes.

Comments

rimrul
28. Apr 2013 · 15:42 UTC
Winned?

And with every choice i do?

Just Started!

Just decided to compete, likely for the jam.

That’s about it…might be livestreaming later.

8 hours to go..

But I think I might be done. I currently can’t think of anything else to add, and I’m tired as balls.

 

8hours

Polishing

Well, the game’s done. Time for polishing! I’ll be adding an intro cutscene (hopefully I’ll have enough space–I’m down to ~340 bytes left) and have already added AtariVox/SaveKey high score saving support. And on top of all that, the nice folks at AtariAge pointed out what that bug was. Evidently, I need a bit of code to account for the length of my game, see below:


if ( (<(*+7))
repeat ($100-<*)
.byte 0
repend
endif

Hopefully getting that help won’t disqualify me for anything.

Oh, and I decided on the game’s name. Initially, I was going to call it “Batty,” but instead I settled on “Ping.”

Progress Update 5

I’ve polished up the HUD for my game. Before I just had the number for the timer sitting at the top of the screen, and it was red. The idea I had when I woke up was to create the HUD as seen in the pic. Originally all the text was red, but seeing as all the text on the title screen is black I decided to change the in game text to black. I really like how it looks now. Plus I’m very happy with the way the HUD, and the game as a matter of fact, turned out. There is a little less than 8 1/2 hours left of the Compo so I’m going to spend some of that time play testing just to make sure there isn’t any hidden bugs I missed. But first, LUNCH! I’m not going to take a picture of it this time as it’s going to be the same thing I had yesterday. Until next time…

HUD

Mini Maze is live

Until last minute I didn’t know if I would have time to participate in this LD.
But in the end I managed to find some time and I made this game in one day.It’s far from perfect but it’s something.

logo

 

You can play it here

Progress pics

I started about halfway into first day. This time making entry with Unity3D, as I’ve been learning bits of it, and using the Ludum Dare also as an excuse to learn some more bits about it.

For controls, I’m using just left & right keys (or controller horizontal axis). And for visuals, only simple shapes and not very many colors.

Here’s my 1st test image, and after that an image of the “might be almost finished” version.

201304271820201304282028

 

 

LD26: complete!

 

Youtube demo HERE.

After a few ups & downs, several refactors later i’ve reached a point where i’m happy to submit. I can no longer tell the difference between reality and virtual reality anymore – time for some R&R!

 

screenshot04282013_175858447

Comments

28. Apr 2013 · 15:42 UTC
Wow, that’s really cool! I’ve never heard of the Oculus Rift before.. Interesting piece of virtual-reality technology. 😀

MagnoMonster

This is my first Ludum Dare!! As of the 8 hour to go mark, I have a working prototype. Today I will be adding sound, adding more levels and cleaning up/polishing off things.

I decided to interpret the theme “Minimalism” as low poly count. So I created some low poly models for a very basic 3D puzzle game built in Unity.

The premise is, the monsters horns act as a magnet and the little monster is tasked with collecting hearts because he needs to be loved – but avoiding the bombs. The horns, hearts and magnets can swap polarity for added challenges.

 

title-720

 

Progress Log via Twitter/Vine:

#ld48 Build 0.1. Functional game! Two levels! https://vine.co/v/bx5hgqqgVrV

#ld48 Character animation and particle effects. https://vine.co/v/bxiW6xWZMpH

#ld48 progress on Magnetic Monster (working title). Polarity swapping/attraction. https://vine.co/v/bxMXdtVW0UD

Theme for #ld48 game dev competition is minimalism. Interpreting as low poly count.

Tags: magnomonster, unity

My first Ludum Dare submission done!

anim2

 

I finally participated in a Ludum Dare. Yay!

My game is called DHRDR. It’s a physics based puzzle where you pilot a clutter removal robot. Your goal is to remove unnecessary trash from designated areas. Lots of stuff I didn’t get around to fixing, but I’m pleased with the result!

Submission

New screenshot

There’s still a lot to do (I’ve only got 5 levels >_<), but I really like how it’s looking now.

gfm_ld26_ss2

8 hour to go… I think I still needn’t panic… probably…

Aaaaah almost done

What would you doYay for spoilers but I doubt it matters.

Also, someone please answer me; is it against the rules to ask people to beta test the game and report bugs to you if they find any?

 

Comments

Demurgos
28. Apr 2013 · 15:49 UTC
No, they are allowed to test.

Unfortunate Fortune

Well, I’m callin’ it now: I’m not gonna have anything done by either of the submission times.
I just had too much goin’ on this weekend.

But, it was a wonderful experience for me to start working on a project of my own in where I am doing the development as well as my usual art.  I def want to see this game through to the end and I would love to keep you guys updated on it’s progress.

I’m still gonna be workin’ this weekend, but real world stuff is taking up my compo time.

Good luck to everyone else out there!

Also, I just thought of a name for my game while I was in the shower; it shall be called “Minima”

Probably too tired to continue, but version 1.1 is submitted!

Check out my first Ludum Dare game,  Minimalistic Color Labyrinth!

Your objective as the white square is to reach the goal (upper right corner).
This is achieved by blowing up the blocking patches by creating matched patches of colored blocks, and therefore minimize(!!!) the labyrinth before proceeding.

The game is built for windows, but should work in Wine for Linux / MacOSX users.

More details here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=15377

Version 1.1

Version 1.1

Why am I still trying ?

It is nearly 2am here and I am still coding. There are still a number of things to do and all of them are needed to bring out the idea.

So why am I still holding on ?

Well, there 2 reasons here.

1) Sunken Cost fallacy.

2) For the sense of accomplishment at the end of the journey.

What about you ? Why are you still doing ? Especially for those in the same timezone as me :D, why are you still up at this hour ?

Progress on my game so far

Hello everyone! Here is a video of my 2D space shooter I’m making. It’s called “Quantum Strike”. :3

http://youtu.be/iwxlePwxarQ

I don’t know how to embed a video in this post, so the link is the only way I can share it for now. (By the way, that’s  my first every Youtube video. I’m so happy! :D)

-Skunkaroony

Game almost done!

Our jam game is going pretty well, base game is working, all main entities are also,
tomorrow we will finish up on the main boss code and do some more tweaks. Its 3am here now, zzzz.

You can play the latest build here.

asd

How can I make this more interesting?

jet fighters26

 

Right now I’m spawning a circle of 8 enemy fighters. They fly around in the circle and track the player and shoot.

The bullet pattern is too chaotic to reliably dodge, and the player’s hitbox is too big anyway.

What should I do?

Comments

28. Apr 2013 · 16:05 UTC
Some number (1-8) of them could break off and attack separately from time to time before rejoining the circle.
HakitoCZ
28. Apr 2013 · 17:22 UTC
If hitbox is texture, make smaller in the centre. Try make more ways of flying bastards 😀 Homing missles, bigger, smaller, more types of missles/bullets.

Look on already done danmaku/shoot-em-up/bullet-hell game for inspiration.

Crunch Time

I made the unbelievably stupid mistake of getting my guitar out and creating my own music. What I thought would be a few minutes ended up being hours. I should have known better. Argh!

Progress continues though. Need to make a few more levels, add some color lasers, and then start to wrap it up. Not going to get as much done as I wanted to, but I think it will be a nice, playable few levels nonetheless.

 

Screen Shot 2013-04-28 at 1.51.27 PM Screen Shot 2013-04-28 at 1.51.52 PM Screen Shot 2013-04-28 at 1.52.07 PM

I HAVE A GAMEPLAY

Screen2

 

 

So now you can use arrow keys or WASD/ZQSD to move every squares of the color of the last square you clicked on (the color of the cursor shows you these color). New bigger square appears if four squares are places in a square shape, you see ?

 

Then I’ll add a score system so there will be a real goal, reach the highest score possible, the game ending when there are only tiny squares on the stage !

 

Test the current proto here : https://dl.dropboxusercontent.com/u/18816204/God%20Structure.swf

Comments

pereubu
28. Apr 2013 · 16:32 UTC
there’s too much details for a minimalistic game D:

Looks a little like a game!

Screen Shot 2013-04-28 at 10.57.34 AM

 

Sounds a little like a game too. Here’s the tune I wrote.(Again – what can I say, I’m self-aggrandizing.)

Doesn’t really play like a game though. 😀

 

Comments

garlicbread
28. Apr 2013 · 16:16 UTC
Those are some sick beats you have dropped right there.

Damn

Seeing How I have many things to do this weekend I just didn’t have enough time to finish the game entirely for any of the times. Oh well, I’ll be posting it soon.

Progress Update #6

screenie7

Well, finnally done. Couldn’t add shop and a few other things…but, there it is.

 

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22282

or

http://www.newgrounds.com/portal/view/616462

 

“Robot X Mutants is an endless runner made in less than 48h for the Ludum Dare compo. Its a mix of minalism + mario + jetpack joyride and potatoes! You even have some crazy laser gun!
Tutorial in-game.”

 

Good luck everyone!

In need of music…

Is there any random music generator that lets me save the music it creates? I looked around on the tools, but found nothing…

Well I Finished It

This year went really well for me in Ludum Dare.  I got a late start but I had enough time to think about the theme before hand that I came up with a game I felt confident I could finish, and here I am many hours early.

 

screenshotgameplay

It’s very simple, but I guess that was the point this year.  This is the first year I fully finished something so that’s exciting.

Good luck to everyone still working, I’m exciting to start playing some other games!

 

8 hours left

Trying to integrate Box2D support, but having some issues linking the physics body to the prop object. I’m aiming to have basic player movement and a very basic level finished in time.

Up and running

 

 

My game is running and nearly finish (I know, I always say this 😉 ). The game works, sound and instructions for new users are added, there is some screen when you won the game and there are even buttons to pause and mute it. I will now add some more levels, that’s it. There is even a LD26 level =)

Get outta my way! LD26 level

You can play the current version of the game at http://ld.aleatic.com.

 

Where I’m At

The goal of my game is to try and lead minimalistic lifestyle by avoiding picking anything up – you lose points when you pick things up (right now just yellow “M” coins). Thinking of calling it Super Minimal Istics.

I need to start sorting out how to package this up so people can actually play it. Then work on adding to the level some more, improving the graphics and making a minimalistic tune for it.

minimalism002

Actually Not Doing So Bad

Today I…

-wrapped up all the art.

-implemented all the mechanics.

-created all the sounds.

-wrote all the music.

I need to…

-design all the levels.

-implement all the music and sound.

-write a tutorial.

Now it’s time to keep working on that.

Hope you all produce interesting games.

Good luck.

Alarm Clock…fuuuuu

“I know! I’ll stay up all night! I’ll power through this. It will be just like camping out. In front of my computer. With carpel tunnel. It’ll be awesome.” I said, unaware I was lieing to myself at the time.

Six AM rolled around, and the birds started chirping like the annoying neighbors that they are, and the first blue overcast hints of morning showed in the sky..and there I was, my body saying “haha, you dumb bastard. Fooled you! Its called a second wind and YOU JUST RAN OUT.”

So I flopped down on my bed, and nearly crashed before a lightbulb flicked on above my head, and I struggled from catatonia to set my alarm. Excellent. Everything would turn out okay. And then I woke up. And the alarm said “12:46 PM.” I slept through it…..fuuuuuuuuu

So I went to the kitchen

Snapshot_20130428

…and got some breakfast. Hey, I hear the astronauts eat liquid for breakfast/lunch/dinner too! (also had some eggs and toast)

So while I was pushing around my eggs on the plate, and philosophizing about toast instead of WORKING ON MY DARN GAME, I thought about how eggs are so much like Ludum Dare. They start out with a lot of promise. A lot of hope. Hey, it could hatch into a cute, cuddly, feathered game…I mean chicken. But then…Crack, sizzle. And then you have burnt eggs. Or an awesome omelet.

Point is we all think we have more time than we do. The lesson I learned is to have a proper sense of urgency. And don’t start late unless you are *doubly* sure you can finish. Of course, better late than never. I expect to be doing a LOT of polishing afterward. =)

Anyway heres a toast to all the awesome screenshots so far. My hats off to you. And for everyone like me who is behind, keep on pushing. Life rewards persistence with results. Cheers!

Close To The Finish Line

Sound design is done.  I’ve got a looping ambient track and a jump scare that manages to get me even though I know it’s coming.  It’s looking and feeling pretty good, and the only issue is how short it is, so now I’m gonna start working on having the goal move away from the player (at a slow pace, obviously, since the player’s speed is fairly low and they also have do deal with obstacles and things).

I’m finding the meta-game structure fairly easy in Unity; even though I’m not really doing much by way of GUI (minimalism!) I still get the feeling that I could easily make these controls look more thematically pretty if I wanted to do art…but I really don’t.

There's also an &quot;exit game&quot; button available for the non-Web-Player releases

There’s also an “exit game” button available for the non-Web-Player releases.

So close to the light...

So close to the light…

Again, on non-Web-Player-releases, there's an exit button.

Again, on non-Web-Player-releases, there’s an exit button.

Alright, a couple changes and then I’m done.  (8 hours later I’ll still have “just one more change” to make)

Tags: almost done, ambient background creepy sounds aren't either, how many times have i heard that before, jump scares aren't too hard

Play Persist – A Tale of Redemption

persist

Check out the game: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=11391

About:

I finally finished my LD game Persist. It’s a platformer with simple graphics, I tried to aim for something similar to the night levels of Super Mario Bros on NES and used limited color palette. I also wanted to bring out the minimalism theme in the gameplay: The further you get in the game, the more of your various body parts and skills you lose. And the gameplay and traps keep changing along with them. Can you survive to the end of the road, when your whole existence is in danger of fading away?

Story:

Persist is a tale of small spirit trying to reach a mysterious goddess to seek for forgiveness for his past sins, so he can move on to higher plane of existence. Unfortunately, the goddess isn’t feeling very helpful, and the further you travel in her sanctuary, the more sacrifices she demands from you in form of your limbs. Lose your arms, and you can no longer swim. Lose your legs, and you can no longer jump. As you trek deeper into the dungeon, you lose your skills one by one, making your quest more and more dangerous.

Can you reach salvation? Or are you doomed to lose all hope, and your whole existence, in the deep and dark sanctuary?

Screenshots:

 

persist02

persist03

persist04

persist05

Life gets in the way

Well life got in the way so I’m not going to make the compo. But I am aiming for the jam now.

Been thinking about what to do next, so I’m going to show quantum foam as regular and influenced by an anti-matter particle floating around in subspace. The objective is to destroy the antimatter, but it breaks and reproduces easily once it eats an electron (x2), proton or neutron (x1). You can easily find the anti-matter particle (which is cloaked) by watching the quantum foam bend. When you shoot it, it stays visible for 2 seconds. Destroying all anti-matter restores the quantum foam to its usual random state, and the level is cleared.

Going to work on that now. (2 hours ago)

UPDATE:(now at time of post)

Latest video with the game stopped showing inert quantum soup, then I start it and the quantum soup in this case is stable (ie unpredictable) state. The spinning purple thing is antimatter. Now I have access to the mesh vertices I’m going to smooth out the soup and work out which verts to influence as the antimatter moves around.

Quantum Soup Demo on YouTube (how do I embed video?)

title2

Kind Of, Sort Of Finished

I’ve submitted my compo entry, although not as much content as I wanted, I just started losing concentration. There’s still a little while so I might add some more stuff before the end, but probably not. You play a character from a video game who has somehow fallen into a different and confusing world. You must travel through the world in order to find your way back home. Collecting the hidden potatoes and visiting simplistic realms along the way.

javaw 2013-04-28 18-43-27-09

There was supposed to be 12 mini-games and a cutscene type thing at the beginning, but I realized I suck at animation, and only managed 9 mini-games. There’s some nice music, but it lost a lot of quality as I had to lower the bitrate or it would be like 20mb. It’s quite polished and I made it hard to beat, it ended up being based off of Super Meat Boy, more than I would have liked, but it’s fun-ish to play. I feel a bit like I rushed today because I didn’t think I would get it done, and now have ran out of steam. Also I’m having a complete blank mind on what the 3 more levels should be.

This is my 3rd Ludum Dare and the last one before I turn 15. (I’m 15 in June)

The entry page is here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=13768

javaw 2013-04-28 18-39-03-41

Almost done!

7 hours 43 min…

Almost done! Global Highscore is online. Its anonymous right now, maybe i add a text input after the Jam. Last thing i need to find is a cool free chiptunes/electro beat with which i can complete the Project.

game

Game complete!

screenshot3

screenshot4

 

screenshot2

It is just as much about squares as it was before, only this time it’s done! Play it here.

weeee

i have basic restorative items. yey!

also, i figured out vector maths a little, so now you shoot in the proper x, y, and z direction

still need to make bullets self-destruct after hitting a target, and i need to make enemies actually fight. i was lazy yesterday :(

also, needs music, sound, and bone animations still. :(

² – Update #6

The game is now in a good state with menu and hud.

Capture du 2013-04-28 20:04:06

Now is time for polishing and adding some stuff. First, bugs, as promised and then sfx/music + other levels and some surprises.

Capture du 2013-04-28 20:05:05

Blind – Windows build!

Blind Title Screen

Thanks to my friend Ace, Blind now has a windows build which you can download here: http://www.mionet2.com/downloads/blind.zip

Enjoy! :)

Comments

28. Apr 2013 · 17:50 UTC
You probably want to edit your entry and add the link – most people won’t bother to look through all your blog posts hoping to find a port. The rules allow porting and help with porting, even after the deadline, so don’t worry about it disqualifying you.

CYLINDER

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ screen_cylindre0 screen_cylindre1 screen_cylindre2

First participation in Ludum Dare, first game on Unity … completed !
Will you reach the end of all cylinders ?…

web player available :
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20660

I’m calling it done.

My back’s killing me so I’m going to go lay down.
Not sure if I’ll be awake in time to submit, so I’ll just submit now.


Placeholder Title

(psst, the picture’s a link)

Ninja Cube: Test Release

Screenshot4

After finally figuring out how to properly grab a standalone version from XNA & Visual Studio, here’s a test release. Comments, bug reports and tips are much appreciated.

Zip Version, requires XNA 4.0 framework to be already installed.
Msi Version, contains a setup file that automatically installs XNA if it’s missing. Also, this version installs it proper, so if you don’t like installers, grab the Zip version

Tags: Ninja Cube

Seven hours left?

Sounds like a great time to completely rewrite my engine!

Sunday

Well, we’ve made sooome progress. While other people are cramming away we are puttering along slowly. At least we have the most BASIC mechanic down so far! Collecting potatoes!!



TODO:

  • Level switcher thingy
  • Enemies? Player attack?
  • Background and Foreground
  • improve player movement
  • Sound effects
  • Levels and Tile Sheets
  • Transition States


Dream Fishing – It’s gone well so far!

So I’ve actually gotten everything working in the game I wanted working. To make use of the time left I’ll look into fixing up the environment and maybe adding sounds.

Here’s a web-player build :)

Comments

28. Apr 2013 · 16:40 UTC
This looks phenomenal!
28. Apr 2013 · 16:44 UTC
oh! what a happy fishy flies away 😀
Rasto
28. Apr 2013 · 17:17 UTC
awesome! really like it dude!

Progress Checkpoint: Mechanics Complete!

Alright, so, my game’s mechanics are finally complete! Now all that’s left is level design and art/sound touch ups.

Demoscreen#

“Egad man!” you cry. “What does it mean? What are those rectangles doing? I need the answers!”

Fear not. If you have Love2D installed, you may try my two level demo showcasing the mechanics.

So, yeah, level design. I can do this. Watch it live: http://www.twitch.tv/puzzlem00n

 

Submitted!!!

Even though it’s the toughest deadline I met, I managed to submit my entry.

Screenshot 10

Time to sleep, it’s 0:33 AM.

Aaaand I’m out

I really hurts me to do this, but an important appointment cost me nearly the whole sunday, so it’s very likely that I will not finish my game until tomorrow. Ordinarily, I wouldn’t give up so simply, but this competition is supposed to be fun, and desperately trying to finish what you’ve started isn’t really fun if you know it is nearly impossible in about 10 hours. So, see you in four months :)

Capture

 

The game is now winnable! The object of the game is to cover the entire board with one or more complete closed loops with your rake. I’m into polishing off little details with lots of time to spare. Since the last update I’ve added:

  • the actual logic to detect when the board is in a winning state (the most complicated bit of the whole project)
  • highlighting of completed loops
  • many tweaks to the placement of the stones

There’s also some basic randomly generated music and a nice gong sound when you complete a puzzle. Recording sound effects is always my favorite part, as banging pots and pans is just.. fun!

All that’s left is the main menu and some sort of tutorial, then as much tweaking / polishing as I can cram in before the deadline.

Hope everyone else is having as much fun as I am!

Suprema – third update

So, now there’s an actual game. It has controls, and an objective! And high brow quotes I don’t understand, from artists I never heard of before I googled “minimalism” 😉

There’s still a lot of work to do, though, and it’s already getting a little late…

screenshot3

NEXT wave!? There has to be a NEXT wave?

Ahh… ok, I’m starting to panic in about two hours. I really need to get this game to be fun for more than 4 seconds… and a bit more challenging too 😛

screen03