LD26 April 26–29, 2013

Soldier Chess: The Game Day 2 Morning progress

This morning I decided to finish up the look, as well as scoring, and you can now win or lose. The ghosted fallen soldiers are just that, the location they died at. added instructions and stuff on the left side. I also changed out the background of the board. before I rushed and just popped a wide angle lense on my camera to zoom out and get the shot, I just put the lens out of focus to give it a blurry effect. Now its a true pinhole image, and it looks essentially the same.

secondss

 

 

I’ll be live streaming in around 30 minutes at http://www.twitch.tv/ythmevge I’m going to be adding sound effects and music. I’ll try to do more commentary this time around and make it more interactive.

 

Cubique Noire

Cubique Noire is submitted and ready to go!

CubiqueNoire

 

Play here!

Cubique Noire, a partially minimalistic crime thriller with pretty much everything in cubes. Lead character is a dashing detective with brown trenchcoat and a revolver. He drives a deep blue Azzon Maelay, though there aren’t any chase sequences.

\(^o^)/ finished, done, submitted, knackered! /-.-\Zzz

Well, here is my first post (ever) to announce the submission!

LD26 Submission

You can give it a go here:

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=18162

I’m really please with how it turned out and I kept to the theme pretty well. Halfway through day one I was close to abandoning the idea but I’m glad I stuck with it and saw it through.

Game should haves:

  • Too many to list here

Posting should haves:

  • Made a post at the start of day one
  • Made a post at the end of day one

Idovoodoo

Loot Run submitted

Unfortunately I only had a day to work on it. I was hoping to have a few more hours today to create more levels for the game but that was not meant to be so as I may not be back I am submitting this early. The game focuses on the theme by not having graphics or sounds but instead focusing on simple game mechanics. The title/instructions are actually incorporated into the gameplay. Submission link is http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=15656.

Screenshot, as if one is really needed for a text game, is below. Will be writing a postmortem on Thursday.

screenshot.fw

Ninja Cube: Finished!

Aaaand done! Here it is! Took around 36 hours of development, disregarding the time spent fighting Visual Studio to get anything sensible out as an installer. Worked out pretty well, in my opinion, considering this is my first time participating in Ludum Dares.

Screenshot4

Tags: finished entry, ninja, Ninja Cube

Paint Tanks – Its coming

PaintTanks_Title

Got litlle tinker toys tanks, battling it out on 2d overhead grid. firing paint at each other to win.  Its neat.

Game Complete

Splash

I’m done. Finished. All good. Ran on my machine. Ran on my wife’s machine. AVG threw a fit, but then it stopped and everything ran just fine.

I’ve got high scores. I’ve got mazes. I’ve got screen shots. I’ll pull together my time lapse soon.

And this one looks better than my last game. Much better.

screenshot2

Get it here

It’s Done!

Happy days, my project has concluded.  Not entirely thrilled with it (as usual) but I can’t think of any changes I really want to make at this point.

Good:

  1. I like the aesthetic of it, and I think that turned out well.
  2. The jump scare ended up being pretty good, which surprised me since I have no experience with creating horror.

Bad:

  1. I didn’t make a story for it.  It’s not such a big deal, and it’d complicate the game, but I think next time I’m going to work from a narrative perspective rather than that of pure gameplay.
  2. I have a lot to learn about sound design.  The majority of the sound this time was “Let me do random things and see how it works,” and I had no idea how to go about it other than raw experimentation.
  3. It’s short, and ultimately not a big play-again-and-again game.  Maybe once or twice, but that’s about it.

Now for the fun part: playing everyone else’s stuff!

 

Tags: finally done, reflection

I’m at that stage…

…where I’m flitting between “Yes, I’m going to make this” and “There’s no chance in hell” and that’s flip flopping roughly every five minutes.

Let’s get the baddies in and working.

Squize.

It’s Close

screenshot122

I give you Burden. This is a game set in the 1950s where a man fails to save another man’s life. From there you will have to play the game for yourself. As of right now, it’s unclear whether this will be in the compo or the jam, but it will go into one of them.

 

Comments

Linus Lindberg
28. Apr 2013 · 18:43 UTC
Sounds interesting :)

Final release

Final release for that Ludum Dare 

text-adventure

It’s a small exploration text-only game with some references.

This is more an experimentation of manipulating xml with jQuery than a real game so sorry for the bad quality.

 

 

Energy Era – 2D Platformer

JAR File: https://www.dropbox.com/s/hdiyvpa2fvxg68r/EnergyEra.jar

Source: https://www.dropbox.com/s/x1h7rzfoqi1feck/EnergyEraSource.zip

 

NOTE: The JAR file has only been tested on Windows. The JAR file includes the natives for Mac and Linux but I have not tested the game on Mac and Linux so I cannot guarantee if the game will work on Mac / Linux.

The name of my game is Energy Era. It is a 2D platformer game created using Java (Eclipse) and Slick2D. Additional programs used were Paint.NET, Photoshop CS5, SXFR and JarSplice (for runnable jar).

The aim of the game is to unlock the door to the next level. This is achieved by fully charging the Power Pack. To fully charge the Power Pack you must collect all the batteries and kill all Robots. When you are next to the Power Pack press Enter to charge the Power Pack.

Controls:
– A / Left Arrow = Move Left
– D / Right Arrow = Move Right
– W / Up Arrow = Jump
– Space = Shoot
– Enter = Action

There are only two levels in the game. Resolution: 1280×720.

screenshot-02

screenshot-01

Linewalker: My First LD Entry

Yay! For once I can say that I finished a game. Although it’s not much, the base is there and I can add as much content as I want. It’s a pretty satisfying feeling.

Linewalker is a 1D adventure/puzzle sidescroller. The game is rendered in 2D, of course, but you’re constrained to moving only left or right. Multiple dimensions are faked using portals which take you from one lineworld to another. Designing puzzles with these constraints is extremely difficult and as such I would hardly consider the puzzles I put in the game to be very puzzle-like. Some time after LD26 is over and judging is done I’ll get around to adding puzzleworld2 where the current game ends. Hopefully it will be a bit harder. I had hoped to have three puzzleworlds for LD, but by the time I finished the first one I realized that goal was far too ambitious.

Best of luck to those who are still working on their games. Never give up.

Tags: LD#26, linewalker, puzzle, puzzleworld

Not sure for the compo

I really wish I could submit my game for the compo, but due to a lack of motivation the first day, it’s gonna be hard.

Here is a sneak view of the start animation. First time I do animation / pixel art /art for a game. In other words, I’m suffering. 😀

samurai2_DrGeraud

 

Comments

IceCliff
28. Apr 2013 · 19:01 UTC
Keep at it man, those graphics look really nice. Regardless of the comp.
goerp
28. Apr 2013 · 19:07 UTC
Beautiful!

X0RQUE is done!

 

screen

X0RQUE is a minimalist space exploration/mining game. It also is my first Ludum Date entry and my first HTML5 game.

The last two days have been challenging and fun and I’m furiously happy and relieved I finally took part in the compo.

Cheers,

qgi

 

Comments

IceCliff
28. Apr 2013 · 18:53 UTC
These visuals look great!

BIG Update!

Its basicly ready i just need to test it before release!

Changes: The middle monster spawner now spawns higher level monsters! There are 4 types of slime in the game [keeping with the theme thats technically 2 enemy types: slime and dragon XD]

Flare gets a massive boost at levels 10 and 25 when she learns some crazy overpowered spells, mana potions are also now in!

The dragon itself can now charge its own mana [though the ai is a bit silly… charging while the dragon has max mp ^^”]

No point in more screenshots i think, time for testing and uploading! 😀

And Then You Take A Potato!

This is a game about a potato-taking robot. Taking potatoes is all he was made to do. Can he do more? Can he do less?

Technically this game was done many hours ago, but I got busy and couldn’t upload it! We spent the morning polishing up the game and getting the ending to work (yes, there is an ending!)

Please do us the honor of playing it. Check out the submission page here!

TakePotatoScreen01

TakePotatoScreen02

Just for fun, here is some of it animated…

background1Bot2

 

Whhhew.. just finished..

Well it was all a bit worrying just how last minute the enemies were put into the game but they came out quite nicely, and the animations are smooth. I also had the realization that my delta timer I was using was all screwed up, so at the last moment I had to shift to fixed frame time updating for the entire game, so every animation and movement constant had to be tweaked to get it back to looking and feeling right again. Well this is my first game using all my own pixel art so this is something that I am extra proud of. Its also my first ludum dare, and I can safely say that, I loved it.

 

screen2

Almost done…

Not been blogging because I’m getting late on my schedule…

Just came back from a friend’s house… he’s a musician, so he has keyboards and cool programs to play around and he taught me how I could make a song for the game…

Unfortunately, it took me so much time to make one song that I couldn’t do a victory one as well…

Anyway, got all levels up and running, including the secret bonus level, just missing tutorial system (I hate writing these), and some polish (save game state, highscores, etc), besides the final testing of the game in “Release” mode…

Options are also working, including the colorblind mode (hope this works fine, let me know if you test this game and you’re colorblind, I’m interested in your insight!)

Anyway, I’m pretty happy on how this is turning out… I gave up the previous 2 times I took part in the compo, so I was in dire need of actually finishing something, and this one ended up being quite fun to program and playtest!

A couple more hours and I’m done…

Schedule13

Cage’s Ghost Completed

What a weekend.

Day 2 was great.  Now I just hope that I don’t find any bugs later on…had to reupload more than three times because I kept finding stupid mistakes. Well, I’m off to bed! Keep it up.

Screen Shot 2013-04-29 at 2.21.37 AM

Platonic Dot Solid – Entry 3

Previously on Platonic Dot Solid

Fear

Have my first Enemy AI. The game is a little over half complete. Still have 29 hours to go. A lot of fun. I have yet to put music on the game, but I think that would be anti-minimalist if I put it in for no reason. The in-game sounds are good already.

Tags: Dot, Platonic, Prelucid, Solid

Comments

IceCliff
28. Apr 2013 · 18:55 UTC
This interests me a lot, may you post some more pictures?

3

“Plants vs Ants”

I don’t had a better idea. 😀

Maybe you like it. :)

Backing out this time

Sadly, things just didn’t come together for me this time.  I had a decent idea but just couldn’t execute it.  Bugs delayed progress too much and I also apparently didn’t know my framework well enough to do what I wanted to do.  But make no mistake, I will be back to LudumDare again!

Feint Signal—Finished

I’ve finished my game. Feint Signal is a very simple arcade “avoid” game. It was made with FlashPunk, FlashDevelop, FL Studio and Fireworks.

ld-2

Ludum Dare page

Now I must finish my uni coursework which has been delayed until the last minute for Ludum Dare!

Finished

Finished! With Web + Windows + Mac OS/X + Linux builds. Unity is very nice since it makes these exports easily possible. :)

I even found some people to try out the OSX and Linux builds as I was too lazy to boot up my test machines for that (thanks ion & chapel!). After a slight mixup with some file read/access rights in package, the builds seem to work just fine.

A fun fact: The weird menu music is made by sort-of-beatboxing into a voice-changing toy megaphone, and then editing slightly with Audacity.

Click here to check out my game: “llab

201304282344

 

 

 

Battery completed!

My ld26 entry is done. Didn’t get as much in as I wanted. But who does really? I’m just super happy I finished. Planning on adding more and possible doing an updated version for the jam. As I got a whole lot of half finished stuff that got dropped before I uploaded the compo version.
check it out. Any and all feedback welcome

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=5478

Finished up!

Time to finally step away from this badboy and bask in the grandeur of another seemingly unfinished but deviously educational LD.

I want to thank you all for being such badasses at making games to keep me striving for a better product and giving me a medium to create without hesitation.

This beers for you!

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=13636

sss

End of day 2 for me

There’s still a few hours left of the compo, but I’m going to call it a night and just go in for the jam.  I lost a lot of time since I scrapped my first idea and started a new one this morning (about 29 hours in).  Still, I’m quite happy with what I’ve got so far, and could probably finish it off in the next hour or two.

I’d rather just get some sleep tonight and get even more done tomorrow … or finish it off in the first couple of hours in the morning, and then slack off for the rest of the day :)

Anyway, good luck to those that are still aiming for the compo submission.

And my first Ludum Dare comes to a satisfying close

Here’s my entry:

The Sentient Cube

The Sentient Cube

It’s like Katamari Damacy and Crazy Taxi put together. Although I call it an Action game, it’s more puzzle-y than it looks. To spice up things a little bit, I did add a few power-ups and physics changes.

Also, obligatory potato screenshot:

Potato!

Tags: compo, cube, Katamari Damacy, potato, Potato Challenge, sentient, unity, unity3d

Square Quest is done!!!

title

 

wrgwgr

 

loooool

Not as complete as I wanted, heavy and very buggy, but it’s done, with five minutes left, after fixing a horrible memory leak during the last hour…

This is my first Ludum Dare entry: “Square Quest”
The basic idea of this game is to take the style of a Zelda-like game and strip it down to the bare minimum.

Download game: https://www.dropbox.com/s/bsvpsphx10qmpyg/Game.rar

Download source: https://www.dropbox.com/s/jbwdh57kda1ot2h/Source.rar

Dun, Dun, DOONE!

So!
After many, MANY LDs that I’ve witnessed but didn’t manage to participate (and one in which I spawned an abomination that will probably land me in the 6th circle of hell) I have finished my Magnum Opus:

Bunneh

The gameplay is simple:
Eat all the veggies, avoid the falcon.

And so without further ado, I bid you adieu, and give you my gameu:

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=1301

Bunneh screenshot

 

You’re the little guy about to be brutally devoured by a falcon.

Tags: Bunny, Falcon, game, LD#26

I’m done!

I finished my entry early, I think it turned out well.

Potato The Destroyer

I can’t believe I got this done. I was working until the last thirteen minutes and I made the title, the boss, the ending screen, the boss music and the ending music in the final three hours.

My game, Potato The Destroyer is up. It’s a minimalistic run and gun platformer where you play as a potato on a mission to make his minimalistic world even more minimalistic by defeating The Crystal Potato of Destiny.

Screenshot

This is a Flash game.


Play Now

Seed : Serious Pixel Gardening Simulation

Are you ready to do some pixel gardening?

I am polishing Seed, my LD entry.

It’s a game for serious pixel gardeners by a pixel gardener. But if you’re a newbie that’s ok too.

Choose a seed, plant it, water it and harvest but beware : time is playing against you and The Great Void will eventually eat all your plantations…
game 2013-04-28 23-01-12-30

Level making… My greatest weakness!

I think that I finally have all of the features I want in my game. Now it’s time to make levels. I have never been a good level-maker. This is my third game ever with actual levels, after Age of the Internet and Prophecy of the Villain. Neither of those had very good levels, which actually led me to give up on the former. If only I had chosen to make a shooter or something instead of a puzzle game.

Making Lots of Progress, But life keeps getting in the way…

I’m close to being done! Unfortunately I have lots of stuff piling up in real life, which requires my attention… This might be the end. I’ll keep trying though!

 

Here’s a picture of my progress:

Progress

Comments

GraphiteLeaves
28. Apr 2013 · 19:18 UTC
Same thing for me. :(

Pïxl is fïnïshed!

Almost out of time!

Pïxl is my 1st game for the LD compo. It is a procedurally-generated-isometric-minimalistic-platformer with stupid quotes.

-Can you find them all?

-Of course not! 😀

You can play it right from your browser here.

(Warning: remember to click inside the game window to give it focus!)

ScreenShot1

I hope you like it!

Done – I give you Potatoroids!

I submitted this with around 6 hours left in the competition. It’s not bad for my first, after only using the main tool for around 3 weeks. This has been fun and a great learning experience. I’d like to give a pre-thanks to everyone who votes on my little game. Good luck to everyone!

 

Here’s the entry.

Here’s a direct link to Potatoroids HTML5 web version.

Here’s a direct link to Potatoroids Windows EXE standalone version.

Here’s the Gamemaker source for anyone interested.

 

Tags: Potatoroids

Dehumanizer almost done!

Wow!! I joined the competition like 30 hours late and still managed to churn something out.  😮

Hopefully it’ll be fun!  It’s got co-op mode :]

scr2

Some progress

Now to actually make it work somewhat decently

Alala…

  • Man
  • Infrequently
  • Nervous
  • Inside
  • Most
  • Advanced and
  • Large
  • Invented
  • Ship
  • Test ( or trauma )

That’s what I planed to call it but family matters decided otherwise. Compo is over for me, I’ll never have the time to finish. Seriously, someone should come up with a “occupation-for-wife-or-girlfriend-during-ludum-dare”-dare.

Anyways, my game was to be a bullet hell style shooter without a shooting button mixed with a block puzzle. Basically, bullets have color. When you’re hit, you accumulate charge. If the next hit is from a bullet of a different color, you fire and start charging the new color and so on. The goal is to accumulate as much as possible charge of one color to destroy incoming blocks. Not very clear, isn’t it… Here is a screen shot. You can also try the latest builds here : Mac / Win / Linux

Good luck to those still fighting through the final stretch and congratulations to all who already posted their contributions ! Can’t wait to give them a try !

– jujule

msc1

Almost finally done!

As my first attempt at a Ludum Dare compo, I honestly never thought I’d actually finish the game!

Here is my main menu – I don’t actually need it, it’s just so that the intro doesn’t start straight away:

screenshot103

If you think this is good, my level design is absolutely horrendous! The best designed level is actually the tutorial level, and after that are only two other levels ._.

Also, the music would work absolutely wonderfully, if Game Maker’s audio engine wasn’t so annoying and stupid… It’s too late to go and add an external sound thingy now, so it’ll have to do :c

Sweet tea and Monster

They make an oddly good combination.

On an unrelated note, I’m out of Monster… and sweet tea. :(

I’m out.

It just didn’t come together for me.  Level generation was too complex, I got a cold, and my library gave up on me halfway through.  Sorry, guys.  :(  See you next MiniLD.

 

Good luck everybody!

There are lots of people trying to make the Compo deadline, but I’m not going to make the it.
I’ll review tomorrow if the Jam is achievable. If not I may try my backupidea.

I’ll post something anyway, because I want to rate all those games!

screenshot game prototype1

 

Screenshot: the potatoes are growing! It’s a lot of nothing.
And I can edit the rules somewhat (edit screen not posted, nobody would be bothered).

Status Update #3

Number three if you include the Ugh post I made last night.

Work is going well on my interactive collection of pixels and art. I’m glad I’m sticking this through. I may not have a fun, challenging, or uninspired game but it will be a game!

Speaking of a game, I’ve got the gameplay and the first ten levels done. With a little over four hours left, I’m going to take an hour to hour and half break to walk the dog, grab a really unhealthy partially caffeinated sugar drink and come back swinging to get this ready for release.

Done (I think)!

I think I’m done with my entry. I’ve made five levels that are quite fun to play through, so not too bad.

My biggest problem has been getting it to play in the browser, will most likely have to skip that part.

The game can be played here.

screen2

Tags: cyan, finished, LD#26

Castle Defense Simulator Deluxe – E3 :

Hello guys, for this third episode we have the probably final screen of our game.

About the new content : A panel appeared with some features like buttons used to upgrade or destroy the selected building. For text informations (name of building, price of the upgrade ), they  will come in another update with the monstruous…CastleDefence 2013-04-28 23-12-32-96

CastleDefence 2013-04-28 23-08-07-08

Game during the day and the night.

Tiles are not definitive for the dark mode.

 

 

Minimaul- 0.5 Alpha release!

I’ve just barely got something playable, but it is finally worthy of being posted!

Minimaul is a randomly-generated platformer inspired by Mega Man and Contra.

Move with the arrow keys, jump with z, shoot a star with x. You can double jump and retrieving your star gives you another double jump.

(Please don’t mind the crappy screenshots)

http://sandbox.yoyogames.com/games/216168-minimaul

 

I’m done!

So this was my first time trying any sort of game jam, and let me tell you, this was freaking awesome! I loved every minute. So I’m relatively happy with my game, seeing as not only was it my first game jam, it was my first game, and only my second time even trying to use the HTML5 Canvas.

You can check out my game here: click me!!

ss

Mockup

bordersmockup

 

A mockup.

BordersWIP

 

What really transpired.

 

Slept way late!

Woke up at 3pm! Fortunately I think I’m pretty far ahead this time, being mostly done last night and just polishing and wrapping up today. But still, skipping shower and food – gotta work!!!

I didn’t have much trouble with the theme and took it literally. I went for a really minimalistic visual game where things are reduced as far as I can go, and the controls are minimal as well with left, right and jump. The gameplay is pretty run so far. You run to the right and avoid obstacles and see how far you can get. Trying to get it to where it has that “just one more try” feel.

Pretty happy with this entry as it’s more polished than my last due to be knowing my tools better and that generating more time for actual work. I just want it to be fun to play. That’s my #1 goal.

Here’s a peek at the game via Vine:

https://vine.co/v/bxgv30rnA65

I already see some great looking games. Some of you guys are way too talented :)

Submitted

It’s a first for me, submitted before the deadline :)

Declutter!
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=8352

Not much you can do with a theme like minimalism (still can’t believe that THAT won 0_o),  rather than art I went with the decoring/lifestyle take on it:
Start with too much stuff, work to have less stuff…MINIMALISM!!

Though admitadly the theme did lend itself well to a quick project. It’s definately my most complete submission yet.

Well, looking forward to the judging.

 

Dexter

Third times a… fail.

Third time attempting Ludum Dare, third time I’m not completing my game.  What really sucks is, if I had been able to get off work Friday night, and not lost those 12 hours of LD time, I probably would have finished the compo.  Oh well, hopefully I can finish for the Jam.  This teleportation code has been kicking my ass! lol.

My first #ld48

I’ve submitted my first #ld48 game: Min!

I had a lot of fun making it and now I’m looking forward to your feedback!

2013-04-28_19-42_ludumdare26

Cheers!

Heart Attack – carpal-tunnel edition

The Paris “Computer Human Interaction 2013” game jam was very… different. Researchers are odd people, not at all like most jammers.

Anyway, we played around a bit with a heart-beat monitor. Or rather I made a prototype which worked with the keyboard using processing (first time, but pretty easy to pick up) while the others got the Arduino to work. This evening I’ve polished up the keyboard version a little to submit as my compo entry.

Yeah sue me: the game logic is all mine, with no external code or assets, and done in 48 hours. It’s also plenty minimalistic, and not unintentionally 😉

screen

Not like this entry is going to win any medals, but I thought I’d put it up anyway: failures are just as important as successes, they teach us what not to do next time. As for what exactly it is that I shouldn’t do next time… well I think I may have to sleep on that 😛

 

Submitted

grr2

Very unfinished, but I submitted anyway, though I nearly abandoned the whole thing. There isn’t much actual game play. It has a plot for about 40seconds or so and then that gets abandoned leaving the rest of the game to feel like a whac-a-mole treasure hunt with no narrative. Going to bed now, but I’ll make a linux build of it tomorrow and may do a small write up on some of the more interesting concepts I tried out.

Link to submission is here

Almost done

…and dead too, I want to sleep, also I would like to ckeck out the games people have made, and also at least add some music but it’s getting difficult to make and we’re running out of time.

Anyways I am glad with what I have made so far, it was exhausting but definetly worth it.

feethegame

Abstract and Minimalist at its best

My working title ‘deflate’ is still in the works and will not be able to finish on time :(. I worked non-stop (to my best) until saturday evening then I got forcefully dragged into a house party. Rest I dont remember :P.

I tried to make a game about escape where there are several monsters each trapped inside a container. Every monster desperately wants to get out of the container but they cant jump high enough. The walls of the container are higher than their maximum jump height. You play as one of those monsters. You start small in the beginning. Your size determines how high you can jump, it is my core mechanic. In order to reach the black hole on either side at the top of the level, you gotta fight all the trapped monsters. Once you manage to kill a monster you gain their size. As a result you get bigger (which mean now you can jump higher) and will be able to leave the container. If the monster wins the fight, he gains your size and escape the container. This is not considered as game over, this is where the twist is :)

During the combat you shoot shrink potions to the monster and the monster shoot shrink potions to the player. Your goal is to shrink the monster until he is completely invisible before he shrinks you completely. At this stage, the monster is considered as defeated. Both player and the monster will auto grow to their original size at the fixed rate once they got hit by a shrink potion.

I tried a few combat styles but unfortunately none of them felt as fun to me. I gotta try few more. Thats where I failed in this jam. Also, the platformer AI is more complex than I originally thought it would be. This ludum dare turned out to be a failure for me but I am glad I tried some new things and I have a game in the works which I’ll certainly try to finish at some point.

Here is the screenshot of the only level I manage to make.

Screen Shot 2013-04-28 at 5.11.54 PM

Final Rush

I’ve been in THE ZONE for 5 hours. 

 

Best Coffee rush EVER!

I may finish my game.

Journal2

 

Tags: inthezone, rush

Almost There..

I guess I will post my game in a bit. I want to really polish it, and there’s some sort of sound bug I’ve been trying and trying to squash. If I don’t get that out of the way, I may end up having it uploaded with odd sound glitches. Really hoping I can get these fixed and overall polished till then.

About the game. The game is called Pixel Burst, and it’s pretty minimalistic, gameplay-wise.

I guess I should describe it this way.

You fly around in a city with seizure-filled skies, blasting the crud out of dull and boring people with your colorful and fun projectiles.

That’s it in a nutshell! It doesn’t really have multiple levels, or anything of the sort, as it’s more of a high score centric game. Like in arcades, where you wanted the high score. Like that. After the compo, I might consider expanding on it.

Maybe a silly question

I have been looking but could not figure it out. How do I change my profile picture?

Comments

martijn
28. Apr 2013 · 19:47 UTC
Thanks
lightsoda
28. Apr 2013 · 19:47 UTC
Mine is from my gravatar.com account, connected to my email I presume.

I got my entry done!

I am not too proud of it though, I screwed up on design and mechanics.

Time to learn programming better! Also can’t wait to try out everyone else’s games!

Why not check it out?

Screen3

Ludum Done

And I’m done.  Well, I’ve been done for 2 hours, but I was getting my timelapse together in that time.

SPEAKING OF!

HERE IT IS

Finished

Here is my submission. Enjoy!

final_shot1

HELP!

SOMEONE PLEASE HELP ME!

I can’t publish my game in game maker. Can someone take my file and make all the versions? (ie: Mac, Windows, Linux) If you can do more that’ll be fine! My game maker just doesn’t want to do it! here is the link if you can help me: https://www.dropbox.com/s/txi0swzneg82kox/Ruins.gmk

Complete!

Colorbellum is officially done and submitted!   Avoid projectiles that fly at you in time to a non-digitized (for once) score played on a real instrument by yours truly.  With lenient hitboxes, and no way to die (your score just ticks up slower if you get hit) it should be a lot more well-received than my last LD entry.  Give it a try over at

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=9992

Im out.

I’m out. This was my first attempt at any coding or game making compo ever so I think I’ve achieved quite a lot considering I haven’t got a single game finished and under my belt. I’m definitely in for the next one, I’ve had a great time although my framework did decide to die on me quite a few times. Will get my game finished within the week. 😀

Comments

28. Apr 2013 · 19:56 UTC
No worries! 😀 This happened to me and everyone else plenty of times before. What’s important is that you had fun. 😀 Do you at least have some WIP screenshots, at least?

First LD Post Mortem

Well, I didn’t make it.

I did learn a lot of lessons.  First, I should have stuck w/ an engine I know (UDK) and ate the limited release availability rather than trying to learn something new.

But I haven’t given up hope.  I’m going to take the next couple weeks and focus on learning Unity & sharpening my C# coding skills/knowledge.  Then I will release “My World.”

 

My idea was simple.  Your world is pure.  Clean.  Empty.  Then THEY start to invade.  Trees, bushes, flowers, animals, and *GASP* other people.  Your goal was to destroy them before they could attach themselves to your world.

Gameplay wise this meant that the enemies would spawn on an edge of the screen.  They would travel a random distance from their starting point.  Then plant themselves.  Once planted they became much tougher to kill (3x hp).  To clear each level you had to defeat all the enemies.  As you progress the level spaces get larger.  And you will find levels w/ enemies already planted.  Final level would be you vs. the colony ship as it spawns more enemies.  You lose if more than 1/2 the enemies in a given level manage to plant themselves.

 

I thought it was a neat idea.  I have all the art, sounds, & music done because they’re my weakness and thought the code part would be the easiest.  But man, was I wrong.  Oh well.  C’est la guerre.

 

-Dogma

Done Early

Only really got to spend about 12 hours on the project over the weekend, but I’m still done early somehow. You can check out the web version of the game here. (Windows standalone incoming, and possibly Linux/Mac if I can figure out a way to test them).

Anyway check out my game here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=14165

1

P27

Has sound and lines!
Needs more levels.
Screen Shot 2013-04-28 at 5.48.50 PM
Code
Play

woo

Well, we are quite far into our game! Always a nice surprise.

potato
Anyway, potato. These are the most vicious enemies in the game, ruthless, high spawn rate, and there’s a whole secret room dedicated to them.

Tags: potato, Potato Challenge

“Pretentious ’em Up!” is DONE!

Against all odds I attended! Later I started to create my own game, really at 7 pm on Saturday, because the ideas were scarce and did not know how to take the theme: (
But in the end, here is my entry, is a classic shoot ’em Up minimalizzato to the fullest and with a moral and a metaphor that I hope many of you will catch at the end.

Immagine2

Immagine3

I really enjoyed myself this time, I think I’ll do a post-compo version of the game to add layers and features: P

Good luck and I hope you enjoy mine!

LINK: PRETENTIOUS ‘EM UP!

So much to do.

My inexperience is showing. Soooooooo much audio and music to do. What makes it worse is this nervousness I’m feeling about my game. Oh well, there’s no stopping now!

my head hurts

i got gameplay working, and a loss condition (no win condition because infinite spawning, so i might allow for high-“score” or something)… however, the problem is that i have no idea how to animate. i also still need sound and music and a front menu.

devil’s in the details, and there’s only 4 hours left :(

Entering the last 4 hours…

So, only 4 hours remaining. finishing off my coke and coffee reserves, still getting high on nicotine…

Glancing at my TODO list, i still got two vital points of the game left to finish. It’s gonna be a close one. I need those four hours… gotta start, can’t write… See you later..

 

media-20130428

Update

 

We have Audio and a Splash Screen now (and at least a working title, if not name )! 😀

I worked with one of my friends (not sure what he wants to go by on here, and he’s left so i’ll just be sure to give him credit when i submit) on the audio and setup a splash screen, improved the physics and then started expanding the level. I also added messages displayed at the top of the screen and a timer.

More on all of that later; I have more to do.

Splash screen works. :D

Splash screen works. :D

Tags: C++, jam, sfml

Midnight Inertia – my first finished LD entry

So, I finished it. It’s awesome and amazing and everything 😛

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=10103

I’m too tired to write anything more…

My clock says 3 hours remaining

Am I getting gypped or is there something I’m missing. Because I see posts about 4 hours remaining D:

Comments

lulzfish_4
28. Apr 2013 · 19:58 UTC
I’m seeing 4 hours here, which is 9 pm local time, and I can confirm it started at 9 pm Friday.
Adjotur
28. Apr 2013 · 19:58 UTC
Alright thanks. I’m getting 3 hours, which will be 6PM my local time. I was away the first few hours it started so I’m really confused.

RogueOut is done

And there you have it. RogueOut is done, at least as much as it is going to be. I had hoped to give it more Rogue-like features, with your character levelling up, using their better weapons and skills to defeat harder monsters, but that’s probably a game for a week-long competition. But the game is certainly very playable and has a feeling of completeness about it. I think this is mostly because I took my wife’s advice and kept myself focused on the features that I’d written down on paper, rather than disappearing down rabbit holes of “wouldn’t it be cool if…”

Enjoy the minimalism of the ASCII graphics and hi-tech, sampled sound.

RogueOut

RogueOut

 

Ablaze Mk. VI

I think I can. I think I can. I think I can.

ToDo:

  • Add asteroids, so the shields have a reason to exist
  • Prevent repairing the hull from permanently short-circuiting the reactors
  • ADD THE PASSENGER. Eeek.
  • Possibly also tweak the difficulty level so  the game doesn’t descend into mad-screaming-panic within seconds.

Oh yeah. You can now destroy the rocket, by pushing it too hard, forgetting to repair something critical, or looking away from the screen for a couple of seconds. Hmmmm. One of those shouldn’t belong in that list …..

ablaze7

Fail.

:(

Done

You can see it here

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=828

Not the most awesome fun game ever, but it is minimalistic, and challenging. I had a good time writing it (though god help anyone who looks at the source cause its by far the worst copy/paste  job ever!) and I am glad to get one in this round.

Good luck to anyone else wrapping up their game, and I cant wait to play as many as I can for voting

Thanks, signing off for now

Osgeld

After staring at a screen for hours…

I bring you, [ ]! Yes, that is the name. Anyway it’s and arcade, twin-stick shooter and blah blah blah… Here’s some screenshots

1 2 3 4 5

 

If you want to play it and stuff, here’s a link: Butter

So yeah, Ludum Dare was fun and stuff, Good luck to anyone not finished by now or anyone who is doing the jam!

See ya!

~Yukon

Yukonw.com

The Time Saver – Finished !

My Console/Terminal game , The Time Saver, for Windows and Linux (using Mono) has very simple graphics (the blocks of the terminal/console screen), and comes with simple audio (windows only).

These 2 days were a really good learning experience for me, and the result is a really nice game, written in C#, playable on both Windows and Linux !

Tomorrow I will upload my time-lapse video  to YouTube, so you could see how I created the game.

Although I spent a lot of time trying to get the audio to work on Linux, I did not manage to do that :(

BTW I saw this post about the added glory (windows entry, source weighs less than 4MB…. – my entry+source weights 357KB !), and I could not figure out where to submit my game there. Anybody knows ?

Canon – My LD 26 Solo Entry

Woo. I’m finally done with my first Ludum Dare entry! The game is called Canon. You can find the LD entry here.

shot1 shot2 shot3

Screenshots don’t really convey the game very well. You can watch a gameplay video I made of some of the later levels. Or just play the game on Kongregate. (I’m doing a couple more rounds of bug testing before submitting it to LD.)

It’s a very simple “run and jump” game with a small difference: the game takes place on a square. Instead of moving in a straight line the obstacles move around the sides of the central square, and you control a jumper block on every side. So in essence, you’re playing four games at once, each slightly offset from the other.

A canon, if you will.

And to reinforce the idea of a canon, each jumper makes a nice little tone (same note, different octaves) when it jumps. So what started as a simple idea of “hey what happens when you change the topology of an autorunner?” became a crazy mix of run and jump and rhythm and music and patterns. I suppose that my interpretation of the theme (beyond the minimalist graphics) was that I took a very minimalist genre and added lots of repetition to it.

Oh and it has Dvorak keyboard support and Kongregate stats, because I am crazy.

Inspiration

This game was definitely inspired by Canabalt, and the working title of the game was actually Canonbalt—the last level of the game is still named Canonbalt as a tribute. Other inspirations came from weird musical things like handbell ringing and shape note singing. The arrangement of the octaves actually comes from a somewhat obscure American vocal music tradition, and having them arranged this way means that you rarely get successive octaves being played and so things don’t sound boring. The ideas of a finite number of repetitions per level, a practice loop (for the relaxed difficulty), the music happening as a result of player reaction instead of a built-in metronome and some of the level designs were inspired by my long time obsession with American folk dances.

Ludum Dare

This was my first LD and my first real game, though it’s my second game jam and probably my twentieth game if you count all the joke games and fan games (using/referencing other IPs/assets) I’ve made. Oh and I guess I made some crappy Visual Basic games decades ago but those don’t count. The theme definitely made the competition much, much easier as I’m pretty bad at art and music composition and being able to finish all my art in less than five minutes meant I had more time for other things. I’ve slept more than I’ve been led to believe that LD participants should partially because of the theme and partially because Stencyl 3, the toolkit I have been using, is stupidly fast and powerful. Perhaps I will learn what it’s really like when the next theme is “Fancy Art and Full Orchestral Music”.

Post-Mortem

Not that I’ve gotten much feedback yet, but I think the biggest issue I’ll run across is level design. First of all, there were definitely not enough levels. I find myself wishing for more when I playtest the game, and I definitely have ideas for more varied and challenging levels. The problem is that I’m not very good at the game myself (I had to cut out about 50% of the footage from the gameplay video because they were of me failing) and so it’ll be tough making sure any more levels get tested properly. That brings me to the other thing: I’m not very good at games like this. A lot of time was spent making sure that all the jumps and levels were possible, but that meant that for people who are really good at the genre the hardest levels would not be too challenging.