LD26 April 26–29, 2013

Finished!

After thirty hours of work, I can proudly say I finished my game for this Ludum Dare.

I called the game “Nothing is impossible”. Is a platform game where you must control two characters in a split screen, each screen represent the black and the white and this create a constrat between the character and the wall.

The game consist, as I said before, in the control the two characters dodging the boxes and stakes you will find in the way, all this while they run forward.

My intention was do the game very very difficult, but at the same time do a addictive game and I think I finally achieve.

But well, let’s cut the talk. You can find the game here.

Thank for read and play!

ScreenShot1

ScreenShot2

 

Sorry for no add potatoes, serious, i’m very sorry :(

Tags: #26, 2D, difficult, final, finished, game, hard, hardly, ld, LD#26, linux, mac, unity, unity3d, very, Windows

Pink Haze, done just in time.

Down to the wire, but its completed and I’m pretty satisfied with what I accomplished.

Pink Haze is a minimalist third-person shooter.

Run around, hide behind boxes, shoot some robots. Most of the rooms are shuffled around each time, but there is a final room you can only get to by beating the previous rooms in a single go.

Please enjoy it, rate it, and let me know what you think here!

Fire Test 1

So finally got a demo put together here it is controls are a little goofy, use wasd to move, hold p and the (a or s or d) to chose a build/destroy direction then you can let go and hit e to destroy a piece of wood and then q to place it. This is still very glitchy. Here a pic fire shot wow that turned out small. Oh yea the white box is the exit which is currently under construction and the workers never removed the lock on the door so you stuck.

Final Journey

Finally finished!

Loved participating this time. Seems like every time is better. This was my third time and more to come definitely. Again I made a browser game. Seems like I’m at the limits of the performance this time. Had to remove some features because of it. Still I’m happy with the final result :)

Begin Final Journey

Final Journey

Final Journey

-Markku

Comments

Xellinus
28. Apr 2013 · 20:08 UTC
Looks neat but those sounds REALLY hurt.
28. Apr 2013 · 20:12 UTC
Heh, work for me, have to control the volume 😉

Evening music session

It’s now midnight in Poland, and I am still composing music to ‘Neverending bricks’ in TuxGuitar – the track is called ‘Brick energy’ :)

composing-music

Oh the clock

I’m trying to update this as I go.  I’ve had lots of interruptions and this last problem I probably should have just skipped.  This is the kind of thing I love working on and it’s been a real brain teaser but also a real time sink.

I have to convert coords into local x,y and do a pixel transparency test in a line at an angle, plus the offsets of the images, plus I still might have some bug at the end of my blocks of ground to throw me off and more I can’t think of right now.  There are just too many variables to see how the math relates to the points on the screen in a simple way.  Anyway, finally got it.  The UFO’s fire their lasers at an angle and the explosion follows the point where the laser hits the ground as they move.  Sorry, that’s the best I can describe it at the moment!

wip7

 

This was quite awesome http://www.mikechambers.com/blog/2009/06/24/using-bitmapdata-hittest-for-collision-detection/

 

We have a game!

This jam is really coming together – it’s starting to look like an actual game. Now just polish like crazy! Until then here’s a screenshot:

typeFACE

 

frog.recurse(crash);

Goodness, I’m not sure I can deploy my entry to all the screens I wanted.

For some reason the rendering for my game is very wrong on Android, and Unity crashes when attempting to export a Mac build. All I really have is the web build, which isn’t quite as much fun. It does at least function correctly, but it’s still somewhat disappointing.

I was already going to submit it as a Jam entry, but within the 2 days alloted for compo… but the technical issues might push me out into Monday. Oh well.

Down to the wire!

 

 

My first Ludum Dare, and things are going.. ok.

After making the painful decision to abandon a not-at-all fun prototype yesterday afternoon, and having a rather hard time coming up with a unique idea to fit the theme, I decided to just go ahead and make a platformer and fit “Minimalism” into it somehow.

Well I have a “working” game now. I think. Don’t really have time to add music unfortunately (I don’t even know where to start on that! :s). All I need are levels! More levels!

Screenshot:

screenshot

You can play the current iteration at: http://1gam.hamaluik.com/ld26/

Thakns for checking it out! Any comments / criticisms are greatly appreciated! It’s my first LD48, so I have no idea how I’m actually doing :s

Comments

DustyStylus
28. Apr 2013 · 20:16 UTC
I just had a major flashback to Treasure Island Dizzy looking at that screenshot!

Feng Shooey delayed, but not dead yet!

Although I could probably rush something and stay up for another 4 hours, I want more time on it, so I’m going to sleep and go for the Jam tomorrow.

Here’s a tech demo (woo!):

https://www.dropbox.com/s/wusoiu4jf0ppntg/FengShooey_v1b.jar

Things to do:

  • Cat animation.
  • Fat monk karma decreases with disorder on screen.
  • Restart mode.
  • Cat footprints.
  • Raking animation.
  • Raking fixes garden.
  • Cat fleeing on person or dog.
  • Sound effects.
  • Dog render and animation (might be removed).
  • Title screen.
  • Stuff that gets in the way, like rocks.
  • Multiple levels (rocks in the way would make it harder).

I would love a tree to drop leaves everywhere, but that’s a bit excessive.

 

Submitted!

I present to you Squares, an avoider game.

Title Screen

Honestly I would never of had made a game like this had the Theme not been Minimalism. When its the final round of voting I write down all the themes and try to come up with at least one idea for each theme. I try for three but one will do. When I got to Minimalism, I was like yeah that ones easy. I can do anything… The original idea I had I scrapped in favor of this one. I’m really happy with how it turned out.

No major problems this time around. But then again with such a simple game, I didn’t expect any. I finished it Saturday late after noon and then began to tweak and polish till I was satisfied with the way it looked. I’m really proud of the Title Screen animation. Gives it that retro feel. I also liked the changing tempo music I added as difficultly increases and the sound that is made when you get a high score. I set the initial Best Time to 40 sec while my personal best is 126 sec.

Things that went right

– Everything

Things that went wrong

– Nothing

All in all this was a great Ludum Dare. I made many Posts and even took pics of my food! Can’t wait to do it all again in 4 months :)

Until next time…

Arrrrgggghhhhhh!

The game is faaaaar from what I have initially envisioned. I wanted to redo the character model and animations because this is the quick mockup I did yesterday but no time for that. I have 3 hours to create AI, add some sound and to make this actually playable…

29-04-2013_00-08_1

Obscure submitted.

ss1

 

I didn’t really want to post a blog on my game until it was ready, because it’s very difficult to communicate what it is just through screenshots. I thought it best to wait until people could actually play it.

Obscure is a minimalist horror exploration game. You are trapped in a pitch black complex, and must find your way out with what little light you have available. A monster is stalking you, and the only way to escape him is to close your eyes and run. Sanctuary is available to the south east, but getting there through the labyrinth will be difficult. You can find its page here.

The graphics are only represented by what your light is blocked by, but each area should be uniquely designed enough that you don’t lose track of where you are or turn around with realising it. This is the first time I’ve made a horror game, and I think it came out really well. It was also the first time I’ve tried a lot of things.

I never actually realised until I was making this game how easy generating collision maps was in Love2d. You can import an image and do a pretty simple loop to build up a 2d array with all the collision data you need. However, using this meant that load times became an issue. With the size of the game I wanted, importing and looping through an image that was the same size as the level (1 pixel = 1 pixel) would take minutes, which is way too long.

I managed to save a bit of time by making the collision map a two colour gif rather than a png, and also made the image much smaller (I then scaled up the array rather than the image), and halved the size of the level (in retrospect, that level was twice as big as it needed to be anyway). This brought it down to about a 10 second loading time on my rubbish old laptop, which seems reasonable to me, and anyone with a slightly more modern machine probably won’t even notice the load.

Because the graphics are so minimal, a lot is represented by the sound (the most important of which is the location of the monster). This is also somewhat new territory for me, but I managed to build up some sounds from the infinite source of foley that is my house to create what I think are pretty convincing effects.

I’ll probably have more reflections on the game when I’m a bit less buzzed from completing it, but I feel very happy with what I managed to create. If nothing else, it’s atmospheric.

Tags: exploration, horror

Done and dusted

Game Complete-ish I would liked to have made a level editor but on a account of being sick and stuff I couldn’t do it within the compo time limits. I might make the level editor for a post-mortem.

First level

 

End of day 2 – not entering the compo, but promise for tomorrow

Screen Shot 2013-04-28 at 23.08.33

This morning I had thought I would duck out of Ludumdare entirely, as I had scrapped yesterday’s idea and couldn’t think of a new one.  I thought of a new one around mid-day, and it’s starting to take shape!  Lots to do tomorrow if I want to enter the jam, but I’m really pleased to have something interesting.

Comments

drivers99
28. Apr 2013 · 20:22 UTC
That’s pretty.

DONE!

Its uploaded! YAY! Sourcecode coming very soon for now please give it a try everyone!!!

It’s Time to Go Sleep ;-)

Yes! End! I must go sleep.

This is my first LD, I liked it and I think that I’ll always be taking part in it ^^

In Any Time :)

What I do?

I doing game in JAVA language, but I don’t know how to use 2D graphics, and other cool stuff, so I made very simple game – The Clicker Game! :>

Player must click on “Click” text… Thats all? Yes… Probably yes… But.. I add easter eggs in to game 😀

Simple? ;>

 

Soo… I will go sleep…

See You at the same time, on the next Ludum Dare 😉

Have a nice day 😉

Comments

TheColorMan
28. Apr 2013 · 20:26 UTC
How to use Graphics:
Adjotur
28. Apr 2013 · 20:31 UTC
I actually prefer to have a seperate infinate loop running, that on each itteration pulls (in my case) JFrame.getGraphics();

I did it!

Yay! I’ve made my FIRST game in less than 48 hours. Just one level, no sounds, terrible graphics and controls, but I feel happy!

kindo working

 

 

I’m being realistic

There’s no way I’m going to finish in time for the 48h compo. So I am officially switching to the jam. I hope that’s allowed.

Finished. Game-play video.

I’m “done.”  Here’s a video of the game-play.  http://youtu.be/pLhMvZcTTP4

I’ll get it packaged up and submitted over the next few hours.

Submitted

 

 

I’m submitting now before it gets too late and I don’t end up submitting anything at all. I didn’t make a complete game but I learned some more bout libgdx and using Tiled, so that works for me. I really didn’t have very much time or energy to to put into this LD so I’m actually fairly happy with what I managed to get accomplished.

The gist of the game is to avoid picking up anything. You want to live a minimalistic lifestyle and avoid having “stuff”.

minimalism003

Second LD, first game finished

I’ve finally finished my first game for a LD.

And while the theme was hard at first it allowed me to do some things I haven’t done before. I had no idea what to do the first day so I just created features most of my previous games were missing: Sound effects, Achievements, Scoring, HighScore.

And today I had the idea to have lots of different minimalistic games. I was able to put five (more or less different) games in a single game. Have fun playing it :)

Breakout in 20 Seconds

LD newbie almost-done blues

Almost done…

 

 

So sick of working…

 

Longest time I’ve endured working on a project….

 

Just… A few… More… Assets

 

 

I’ve got another game idea that I could be working on instead…

Almost done

6586586_orig

Project status…less than ideal, but almost done. Can’t stop to eat, must finish on time.

Must  finish remaining maps, add a few more monsters. Still need an ending. Still, chances of it being done on time are high.

Must get back to work now.

Comments

TheColorMan
28. Apr 2013 · 20:22 UTC
If that’s a screenshot of your game I’m making extra accounts to vote for you

Finished (sort of)

See my entry! It’s still pretty rough but I can’t really keep working on it right now.

Good luck everyone! I’ll try to review as many games as I can 😀

Tags: finished, submission, submitted

Finished for the third time.

Some quick background stuff, I’ve participated 4 times and this’ll be my 3rd time finishing. Yay! I actually submitted this about 10 hours ago but I forgot to make a blogpost about it because I was too exhausted.

RUN: The Sprinkler Man Story

[Timelapse] Rocket Boot Camp

Well here we go. I set up one of those fancy screenshot capturing programs and had it running for the past 2 days.

An hour of rendering and uploading later, here’s the time lapse of my experience with Ludum Dare: The making of Rocket Boot Camp The game itself can be played and reviewed here: Rocket Boot Camp.

I had fun, I hope the rest of you had fun too. I’m looking forward to playing your games!

Antichromatic

The world has been fractured. Entities are scattered to one of two dimensions. A small group has been working to find the source of the fracture and restore the world to it’s former (admittedly more colorful) glory.

You’ve managed to infiltrate the source’s facility and obtain a set of armor allowing you to pass between dimensions at will.

Now all that remains is finding the source of the fracture and destroying it.

Play Antichromatic Now!

View The Source

Watch The Timelapse

Counting Down

I’ve got all 15 of my levels done, and now it’s time to add music and sound effects. FUN!

Engage ludicrous speed

Couldn’t sleep last night, so i spent even more time getting bogged down in UI stuff, since i don’t trust myself to program while sleep deprived.

Anyway, a new build HEREWhen going on a 623414 mile journey, you may feel the need to engage your cuisinart i mean hyperjets. Both of these have been removed in this build, and most likely will not be added in future ones.

Originally I wanted to spend all Sunday making new assets and balancing the game. But since i only just got all of the basic functionality down and have less than 4 hours, its clear I’ll only have time to do one. I hope you like the neon green ship. Its staying.

I hate it when this happens!!! DX

Dammit

Someone already made my game. And probably better.

You get psyched on an idea that you think is totally unique, and you start coding it… and bam, you see a video online, and someone already made it, and it’s better than yours (well yeah, ’cause you just started, duh).

Fuckers, dammit, fucking fuck, !$#@$^%&*.

Oh well, I’m’a keep going anyway… fuckers… stealing my ideas before I had them. ~sigh~

On the plus side, I’m learning a lot of new technologies (ones that I wanted to learn), like MVC4, and SignalR so that’s pretty bad-ass.

Anyway, as far as the “it already exists” thing goes, just *shush* don’t tell anybody, pretend it’s not there… and keep coding. XD

Good luck everyone, esp. all you LD48ers who are almost done for the weekend. :-)

Tags: .net, ASP.NET, C++, MVC4, SignalR

How It Do What It Do

We Dreamers is a [potentially] massively multiplayer online…thingy. It’s under 1,100 lines of Coffeescript and runs entirely on static files and Firebase. And for the purposes of LD26, it’s done!

Secret weapons:

  • Bacon.js: Functional Reactive Programming in JS/Coffeescript)
  • Firebase: A magic event-driven data structure in the sky that live updates across all clients in real time
  • Good old-fashioned HTML and CSS know-how (all graphics are pure HTML and CSS, not a <canvas> element to be seen)

Other stuff:

I’ll write up further thoughts when I’m less burned out. It’s been a successful but draining couple of days.

Entry page

Play the game

Aaand it’s done.

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

Click HERE for download

ss1

ss2

LD26 was just as fun as previous ones.

Now it’s time for two weeks of playing LD games. Woohoo!

Off to bed

My game is as done as it gets this time around.

level7

This was my first ever LD and while I certainly held ambitions low I’m pretty satisfied with the outcome: A simple puzzle game made in pure HTML/JS for desktop and mobile alike.

Play mine and I will play yours!

Good thing I’m doing the jam

Because I would have never made it in time for the compo. Still, I just completed my inventory and object interaction system, so all I have left to do is actually make the levels and hopefully create some crude art.

objectMechanics

DONEEEEEEE

Wow that took much longer than expected. I was supposed to be doing revision for an exam in 10 hours but oh well, I’m pretty pleased with how my game turned out in the end, although I’m do doubtful of how well it stuck to the minimalist brief.

BLoX!

BLoX, or “Blocks and a Lot of XOR” is the title for no particular reason, although if anybody has heard of Swing’s setXORMode method that might give you a clue…

And now is my time to go make some dinner…it’s only midnight after all :)

If you feel like looking at my entry, it can be found here.

Thanks Ludum Dare, I look forward to the next time we meet.

 

 

Submitted! Time for the Post Mortem.

Wow that was quite a roller-coaster of an LD. It started off awfully with me completely blanking on the theme, wasting time fixing a tricky engine glitch and then losing a load of source code. However by the end of the first day, I actually had a simple game that, with a few hours work, could be submitted. Sure enough this morning, I woke up and added sounds, built the levels and was almost done by about 10am. However naturally, this worried me. LD done? By 10am? With only about half the number of lines of source code I usually pump out? So I decided to add just one more feature… A first person view for my 2D game. Turns out that isn’t quite as simple as it sounds; at least not for a non-mathsy fellow like me. As I battled through the glitches, I really began to doubt if I was even going to finish on time at all. But then, with one more switching of a * to a /, most of the problems went away and I was once again on target. I relaxed, began to package my game, and I suddenly remembered that as this was to be deployed to HTML5 rather than Flash, I had probably check it in some browsers other than Chrome. Naturally none of them worked; and so began a desperate last minute scramble to implement cross browser compatibility. Having tracked the problem down to the audio, I was able to disable it in non-Chrome browsers. Not an ideal solution but at least it now runs. And now it’s submitted! Phew!

So given all that, what have I got from it? Well first off, if I was in any doubt at all about how small a game you should try to make, this prove the point for me. Despite being a game whose core mechanics I could hammer out in under 4 hours, I was still working till a few hours before the deadline.

For this LD, I was using my own home brewed game libraries and I have to say that I’m actually rather pleased. Given that they were new, largely untested, and written by yours truly, things could have gone much, much worse. In reality, I had an annoying glitch with the keyboard input early on, and then at the last minute discovered that my audio libraries only worked in Chrome. However aside from that, the only changes I really needed to make were adding the odd feature here and there such a gradients to boxes.

Ah yes and Dart. This game is written in Google’s new rival to Javascript, Dart, and so are the above mentioned game libraries. Now I have to say I’m not really a huge fan of Javascript, and particularly not with jQuery, as I think it seems messy. Dart is a little better. Not vastly better mind, but a bit. Having the trappings of real object orientation is certainly comforting for a programmer like me and I’ll certainly be using Dart again. However I did have a fair few problems with it. Very few of these were structural though, which makes me think that over time, it will become a much better tool than it currently is. My biggest problem was that try as I might, I couldn’t get Dartium to work at all (yes I tried launching it with a separate user profile so it didn’t clash with my Chrome profile). This is such a big problem because you can only debug Dart natively in Dartium, and so I ended up having to debug my code from the Javascript dart2js produced, and trust me it’s not pretty. This is a pretty standard error.
Error in Javascript generated by Dart
It’s not quite debugging your C++ in assembly but it’s not a million miles off! The problem is that the errors are always thrown deep in Dart’s own functions, and it’s impossible to trace back where they came from in your own code.

As I’ve already mentioned, I also had some problems with running the Javascript created by Dart in browsers other than Chrome, although I did eventually get something working. And the Dart editor itself is not very pleasing. It lost me some of my code early on and later, it just decided that enough was enough and stopped analysing the code at all. However for all that, I still think its OO structure is very appealing for larger projects and games and I’ll no doubt be returning to it, although maybe once it’s a bit more stable.

So there you have it. Another Ludum Dare is done and revision awaits. But before that, sleep! I look forward to playing your games in the days to come.

Nearly there…

screenshotfinally got a finished version with as much content as I had hoped. That last hour was extreme though ha-ha. Now some play testing.

Finished my game, time to sleep now!

So, my seconds LD but my first upload!!

I’am happy with the result, today at 16:00 (+1 GMT). I have to scrap my first idea with a simple multiplayer game. The server sided programming(NodeJS) take too much time to complete :( So i have to make somethings else. And this is my result, a game where you need to catch all the blocks (with 4 special effect blocks). And yes! there is a potato in it :) Have fun playing it!

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=14891

Submitted

I made it!
After very slow progress yesterday (next time I’m using a pre-built framework), I made leaps and bounds this morning. The hard work was all done by midday and I could spend the afternoon working on the gameplay.

There’s still a lot I’d like to do, but I’m wrecked.

The balancing of the mobs is a little screwey. Squares are just annoying fodder, triangles aren’t that threatening, pentagons are utterly useless, and circles are killer-death-machines-from-polygon-hell.

Aside from that, I’d like to add friction and acceleration, give it some proper start/level/victory/death screens, add some nice sound effects, and improve the graphics with some smooth blending. Oh, and it’d really benefit from having mid-level spawning. At the moment it’s ‘kill the circles, mop up the rest, collect the powerups; repeat’.

But. I made a game, and it’s not full of bugs and I kind of enjoy playing it .

Best of all, this has given me a thirst to create more.

Thank you Ludum Dare, and I look forward to playing as many of your games as I can.

ld46_3

IMG_20130428_205043

The battlestation has taken a beating, but she did well

Entry Hosted (but not complete)

I didn’t think I’d have time to do an entry this year, as I only started about this time yesterday and I’m a solo team, but I’ve made some decent progress and hopefully I can finish the content, if not polish, in the next few hours.

Early Game

I’ve also worked out web hosting, I’ve put my entry on github and used a htmlpreview service, you can find it here:

http://htmlpreview.github.io/?https://github.com/therealbnut/LD48/blob/master/2013/index.html

Please keep in mind that it is nowhere near complete, going into some regions will cause an error at the moment, but hopefully not for long.

LD26 Minimalism

That right, its the title of the game : LD26 Minimalism

Its a JAM entry.

This is just a quick post to tell what we are using.

We are using :

  • All LD26 game creation screenshots (Auto Content generated via PHP developped web crawler)
  • PHP, Apache server, MySQL Database
  • Flash AS3
  • A physic engine for flash
  • Photoshop for art
  • Adobe Premier for videos
  • Audacity for music and sounds

In every screenshot we scrape from the web, we add the author and the game name AND a link to the author LD26 page so i hope everyone will be ok with this…

The concept and mechanics will be revealed last day :)

fond1

Tags: LD#26, lotusgame, minimalism

Comments

zerebruin
28. Apr 2013 · 20:45 UTC
Looks like Mondrian (except for the green bits). Cool idea!

Last Atlantis

I ran into a dead end with my first project, a Yaoi dungeon crawler (dungeon “master” *wink wink*). Something about minimal outfits being reveled?

Drawing the walls.
Took too long to crop and position in engine. I gave up having reached a draw distance of 0-2 despite having walls done for 0-4.
Some face practice.

With maybe a third of the time left I started on an Atlantis meets Rampart game.

Screenshot.

The story is that they are potato farmers. Hostile forces assault from the sea, the peninsula and air. The island shrinks (becomes minimal?) as it is destructible and if the bottom gravel is removed the whole column sinks. The player gains income from potato farms and some multiplier buildings, and may purchase turrets (fires like individual Scorched Earth tanks at end of turn). There are buildings and fortifications and other stuff to buy too.

Back to code/art/music.

Comments

7Soul
28. Apr 2013 · 21:16 UTC
“a Yaoi dungeon crawler (dungeon “master” *wink wink*). Something about minimal outfits being reveled?” That’s not my kind of thing but it sounds amazing xD

LD #2 in the can!

This game jam thing is addicting! This is my second Ludum Dare, the first being #25 in December where I made this game.

It was a fun learning experience and figuring out how to work best in a jam setting.

My new entry is The Road. It’s a minimalist looking game but has a high twitch factor arcade sense. You age and grow (get larger) over time and that makes it harder to avoid the dangers of life.

CLICK HERE TO PLAY THE ROAD!

Shot3

I would be really appreciative if you’d check it out, play and rate it. Leave a comment and that will direct me to your game. I try to rate a TON of games each jam, so no post-n-run here.

Tasl #7: Design a level

As you play you unlock more and more dancers, and then you go dance with them to unlock drinks!

drink

I’m done

My game just got finished and I am really satisfied with the results. 48 hours are quite a long time, even though I didn’t code the wohle weekend. I even added an additional feature in the last hours (passersby). There are 12 levels that are waiting for you. I’m looking forward for your comments. You can find my entry here.

Get outta my way! Finished

Game is done

There it is:

Gardener in Minimalism Spring

If anyone could give me a hint why the flash file scales up to browser window size, I would be very grateful. Found out a way around this with hosting it on my blog. The “music” are hand-recorded spring birds in our garden (and some strange auto-processing through file converting makes it sound pretty jungle like).

gardener_screen03

Tags: haxepunk, potato

Progress Minimal Theory

Just wrapping up the game adding in the voice acting and last bits of level design.

 

Things made :

 

Game Installer

Game Launcher

Start Menu

MinimalTheory (Core Level)

 

Random opinion :

This game is smexy

 

Thanks for reading … Good luck everyone and be sure to check out Minimal Theory!

 

360 – Gravity based Puzzle Platformer

I just finished my game 360. It’s a minimalistic and more or less usual plaformer that involves gravity manipulation.

Due to me being a little stupid I had to finish the development of this game in less than 12 hours. But I still like the result. :)

It’s very accessible, kind of fun and doesn’t require an installation. Unfortunately it runs only on Windows (Dx9.0c) though.

Visit my entry here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=23164

 

Thanks for your interest and good luck everybody!

Time to Think

I finished up my Jam game.

It’s a first person experiential game. No hud, gui, menus, time, or defined goals. Lost but moving forward.

Going for depression as a game with it, and I got it more or less where I want it. I don’t think I have any more interest in expanding the game as a allegory for depression, but the mechanics would be fun to break out into a more traditionally styled game and continue dev. I may do that eventually.

Time to Wait

 

You can play the game here: [no longer live]

Tags: depression, LD#26, minimalism, screenshot, unity

First Time, and it’s in!

So, this is the first time I’ve put something together successfully for an LD (I started a project for LD24, but it collapsed in its own heap at some point on the Sunday, so I ended up aborting it).

This time round, it’s a fairly small arcade-style blaster (which tends to be what I think I specialise in ;p) – but after running into problems with my first one this time around, and starting again on Sunday, I’m really happy with it.

Anyway, check it out here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=15363

Meanwhile, I think I’m heading off for a well deserved break, before I get into some playing & voting 😀

aaaaannd done!

FinalScreen2

So I’m now done with my entry. Although it is just source code atm. I’m struggling to make it executable, If anyone has an suggestions for making an exe for a Python application using pygame for Windows and Linux please can you let me know.

For those who have python and pygame installed you can download it here and try to run it.

I Give! I Give!

Okay, you got me.

I’ve spend the last 24 hours working on this game almost non stop and I’m afraid I just won’t be ready to submit on time. That said, I’m incredibly pleased with what i came up with, and I’m oh so close to being able to show it off. It’s just not there yet. In the near future I’ll upload my completed work to Newgrounds so it has the chance it deserves to be enjoyed by people other than me.

Here’s a pic of the title screen/logo: I decided on the name “Tandoku”, which means “solo” in japanese

 

logo

Tandoku’s Quest Episode 12: The Lesson of Less

Coming Soon…

I’m Finished!

Hours to spare, lots of time to get some sleep before college tomorrow.
I’m not particularly proud of the game itself, but I’m proud of the fact I made it in the 48 hours and I’m happy with the lighting effect and a number of other things about it. But I think the idea needed to be stronger. I didn’t spend enough time on the idea. Lesson learnt for next the next Ludum Dare.

Hope you guys enjoy the game anyway, have a good rest of the night and good luck to everyone still working on their game, jam or compo.
I’ll post a full post mortem on my game afterwards!

My release is here:
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=17911

 

Done! Play “The Minimalist”

It was a long slog. I’m going to write up a more detailed report about how it all went, but all-in-all I’m happy with what I produced.

Play The Minimalist

The whole thing was built using just my iPad – I was worried I might have to cheat somewhere along the way, but it turns out you can do a whole lot with just your fingers! I was able to take screenshots by AirPlay mirroring to my iMac, so I’m working now on putting them together into a timelapse.

Rapid Tunnel Future’s done now

ten hours work yesterday, two hours tweaking today, twelve hours overall.

it’s here

there was a screenshot here

sadly it’s got a three colored black-grey-white thing so it’ll be hard to notice in the list and probably nobody will play it. from what i can tell the color themes that would stand out the most are red and yellow, while the ones that would stand out the least are grayscale and blue. everybody makes grayscale and blue games. i just want you to know: we’re  all terrible at colors.

please play my game though

 

Comments

28. Apr 2013 · 20:56 UTC
Bookmarked! Going to play it as soon as I wake up! Love the art style!

Congrats on finishing it man.

Doing Vocal Work With Professionalism: A How To

When you get to the point in your game making that you decide,

“Hey, I could add some voice work to really spice up my game”,

here are a few tips!

 

1) Be sure you have enough microphones. You don’t want to be the one person who has to share a mic with the person who doesn’t shower all weekend.

2) Be sure you have a quiet room. Keyboard clicks don’t make for lovely background noise for a touching narrative.

3) Proofread your material before you start reading. Punctuation spleling erors, plot ho  s, and just really bader wording can make it difficult to read once you’re recording.

4) Above all else, just be professional, calm and mature, and your recording session will come out perfect every time.

 

Oh wait….IMG_2674

 

I retreat !!

It’s been fun,  but i think one should know where to give up :) It’s not going to be complete in time, maybe tomorrow i’ll be able to get things done after work, but i don’t think so.  What is different than the other jam entries is this time i tried to write pretty nice code, instead of complicated one.  And this was time consuming, until now i could only finish, map parser, npcs, decoration parser, player control, camera control, npc conversations etc. but i haven’t thought about the story.

The game was about a community who is taking a temple as a shelter because of the pixelisation disaster happening outside. But as time passes, the temple partly pixelises. Our main goal is to build a tesseract and make it powerful enough to retrieve the world. in the screenshot you can see player can only see a little in its true from.

It was going to be an adventure kind-of game. But i didn’t have time to finish it. Maybe as a personal project i can move on with that :)

Here’s the screenshot i mentioned!
Untitled

Cheers!

Additional notes:
I’ve written in haxe with nme.
the code so far is here > https://github.com/onatbas/the-temple

And… relax

and play everyone else’s games.

So, that’s my second Ludum Dare and my third game made as part of a speed run.

Thanks to everyone for all your tweets, posts and general daring. It’s great to see #LD48 trending and so many people getting involved with this thing we all love. Really helps when your looking at some awful bug in your game and you want to do anything else but find it!

Special thanks to my partner, without her understanding and supply of peanut butter on toast, none of this would be possible.

The Despicable Caverns of Deadly Doom is now live and playable! here.

scottandprof

TITRE G1 G2

AAAAH  JUST 3 hours for adding MUSIC and SAVE GAME

What a rush this first LD maybe i need more organisation next time


PATCH

Done!

Game done, and I have 3 hours to spare! Smile I think it’s the first time I finish with time to spare and that I actually had time to create levels with some care (instead of just throwing things at the last minute). The game is a bit hard at the end, but keep at it and finish all levels with 100% completion and you’ll get a bonus level as well!

Fully tested, played through it one last time (so I don’t repeat the issues of last time)…

This game was really fun to develop, I got more out of the gameplay than I expected, although some elements kind of got lost in middle…

I’ll write a postmortem eventually, but not today.

Anyway, you can check my entry here. If you participated, vote for it, please!

screen13screen12screen09screen11

Looking forward to doing some voting, there was really interesting stuff going pass on the blog!

Good luck to all the jammers (and whoever is still working to finish the compo!)

LUMBER RUMBLE V0.2

Our first playable version! Tomorrow we’ll add some more features and fix bugs.

https://www.dropbox.com/s/gdjo90n9lze8zjk/Lumber%20Rumble%20v0.2.rar

Beaten

I think I’m going to have to admit defeat on this one. I’m really gutted about it, but I don’t think I can do justice to the game in 3 hours even if I could squeeze out something more rounded in that time.
( I’m going to keep going, I’m just being realistic and I think it’s time to face up to missing the deadline ).

I guess tomorrow I’ll post a link to what I finished with and the [ AS3 ] code + assets, as hopefully that will help someone.

My first time, and I’ve loved the community spirit here, it’s been a joy, and I’ll def be doing this again next time, maybe with more sleep under my belt.

Cheers ( And a massive well done to everyone who’s submitted something ),

Squize.

Show some progress

capture_m-g It’s done with Java and libgdx 0.98. It will be easy be ported to other OS.  Well, it’s a game based on gravity. You only need a mouse to control everything, actually a one thing to control gravity to move you around the area. Hope that it will be finished soon before the Jam ends.

Just Submitted MIN(Ball)!

Just submitted my game!  It’s been a good weekend, but I’m tired…

Please check it out if you get a chance: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20494

MIN(Ball)_Title

Here are my submission details:
A minimalistic puzzle platformer.
Get the ball to the Goal.
Try to get the LOWEST time and FEWEST switches.
Instructions are in-game.

Tools I used:
Unity
Gimp
Paint.net
LMMS
Audacity
Chronolapse
Bfxr

This was my first Ludum Dare.  Made a game, had some fun, learned a few things, and ate WAY too many tater tots.  The perfect weekend.

Cheers and Happy Ludum!
Cahman

Less is More?

Be very minimal: get rid of the color nonsense. Make those coloured blocks disappear from the screen.
Each block has a different behavior: it’s the beauty of diversity. We are sure that less is more?

My LD26 submission: Less is More?

“The Migration” is finished!

I’ve successfully completed my first Ludum Dare, and coincidentally completed my first game! “The Migration” is now available for you to play and I would love to hear your feedback!

Game Page

titleswarmtravellog

Suprema – fourth update

Argh. I have weird bugs and it’s 1am and I have work tomorrow. This has just turned into a jam submission instead. Check out the minimalist main menu 😉

screenshot4

Hopefully this means I’ll have time for sounds as well.

‘Finished enough’

Well… It could have been worse.

So many things went not the way I hoped, I couldn’t spend much time on development and in the end it turned out I can’t implement everything planned. Right now I’ve submitted the game and I can’t possibly venture to spend any more time on it, though I still have some hours before compo ends.

I’ve spent more than half a day on graphics and it was not enough, graphics is one of the weakest parts of the game I think.

On the other hand, I’ve managed to create sound effects, though music is kinda random, but I guess it’s fine, given that I spent not much more than 10 minutes on it.

One of the biggest problems (surprisingly for me) was platformer mechanics. If it wasn’t a LD compo, I think I’d use Box2D for it and it would work so much better. But, as I’ve mentioned before, I don’t like using any libraries during competitions like this.

Jam it is

Seems like ill be doing the jam. At least this means I can get a friend to do the music. Now I’m off to bed.

Giving up on the web version…

Using libgdx, I expected to port my game to a web version when it was done. Apparently it isn’t that easy, so I’m abandoning it in favor of finishing the desktop version decently…

Less than 3 hours! x_x

first ludum dare

this is my first ludum dare game. i did a ms-dos game.

https://dl.dropboxusercontent.com/u/92974620/1365350509299.jpgsorry, i dont use any other  sorry OS(i dont have no money for any other os). :( but i did include the source code so if you want to port the game to some other os or system go ahead!

 

 

btw. this site is kind of buggy on my ms-dos lynx-browser. could you do something about it?

Finished my first Ludum Dare!!!!!!!

Good luck to everyone participating!!!!
I had a blast making my first LD game! I have uploaded the game for playing HERE:

PLAY
PLAY

I also have the Timeline there (soon) and a demo video. As well as all downloads

The game features an ending as well, Let’s see who finishes it first! I will give a shoutout to whoever does in the game post.

COLORFORMsnapshot

PLAY IT NOW!!!

Made it! (oh also, I’m in!)

Started off the first day working on a game that in the end was way too difficult in 48h. I thought to switch to a runner-type game, but in the end made something entirely different: Line Surfer.

You can find Line Surfer here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=8435

my “Ten Levels” is done!

Made it, now i can go to bed -.-‘

title

Started thinking and reading about “minimalism” etc.. then I decided to take it litteraly and came up with this simple idea.

level

 

There is no level, no player, no enemies and no goal

gameplay

It all happens in the loading screen

 

I hope you’ll like it, there are also some potatoes at one point.

 

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=12028

 

Throwing in the towel for the COMPO, finishing up for the JAM.

As it was my first time doing anything more than clicking the editor on Unity3D, and probably the only real game project I’ve ever worked on, it’s no surprise the compo’s deadline crept up on me. I manage to do all basic assets and player interactions, but I just started developing the “core” of the experience, the AI.

I’ll stop trying to rush it and focus on getting it done in the next 27 hours for the JAM. Even if THAT isn’t enough, I’ll spend the next week finishing up the game. So hail or storm, this game is coming out.

This is my tech demo of assets and character control:

https://dl.dropboxusercontent.com/u/6322731/build_280413_1602/build_280413_1602.html

Controls are standard fare First Person:

WASD – movement

Mouse – look

CTRL (Hold) – crouch

Space – jump

E – activate

esfiera demo is now complete

This is not a game.

If it was a game it would be funny, have defined objectives and give you a sense of accomplishment when you finish it.

But as with any stories in life, deception is always around the corner.

esfiera4

esfiera contains:

– about 5 minutes of gameplay

– no sound :(

– minimalistic animations

– 2 different endings, one open and another closing (read the text carefully)

– life-changing phrases

esfiera3

Feedback would be greatly appreciated :)

Flame Quest!

Right now everything is sorted out feel free to try out my game! Its a final fantasy 4 style Mini rpg, it should be very difficult but very very addicting and fun 😀

Battletest

Signed, Sealed, Submitted

My 2nd LD48 is over :)

My Game: SimpleWorld was an attempt at distilling open world sandbox survival gameplay down to a minimalist core….unfortunately I ended up spending so much time on the upfront engine implementation, that I ran out of time to implement all the features I wanted.

That being said here is what I did achieve:

* Working sandbox with deformable terrain (Dynamic mesh building using the LibGDX Mesh class).
* “Chunk” paging: Chunks are loaded and unloaded from/to disk.
* Multiple “Biomes” and terrain layers.
* Working (Though intermittently buggy) collision detection.
* Player physics.
* BAD NPCs, Bad AI, AI Collision Detection and Physics, “Attacking” (Basically reduces players health by some amount on touch).
* Player health, inventory, limited UI.
* Day/Night Cycle.

And what I would have added, had I the time:
* Trees!
* Better terrain generation.
* Procedural Buildings.
* Player combat
* Underground enemies and structures.
* Doors <_<
* Non badguy NPCs
* Audio and Music

Still, I came up with a playable and functioning game that is quite complex in implementation, so I’m happy with that :)

Some details/observations:
* LibGDX is powerful and super easy to use (I’ve never made a game with it before).
* I really like having as many variables as possible pulled from config files, then distributing those values throughout my application. I feel like it can allow people to “Mod” the game really easily, as  well as allowing me to do balance stuff super quickly.
* Dynamic mesh generation is pretty simple once you wrap your head around how to build things out of triangles made up of verticies and indicies (I’ve been playing around with this recently outside of LD). I imagine this could be easily translated to native OpenGL once I get the hang of the syntax and displaylists or vbos.
* I really need to read up on physics/collision detection. I was rushed and just kind of hacked it in.
* I still have problems with scoping my game jam projects.

All in all, this has been another rewarding experience, and I look forward to seeing and playing what other people have come up with!

Keep on Trucking!

screenshot01

 

Nice way to start the game right?

This has been a wild ride! Crunch Time, I only had to use Unity3D in C#, along with GarageBand for some sounds. I will stop an hour before and start uploading Builds and Source.