LD26 April 26–29, 2013

Lack of Motivation?

Hey, I have been making “games” (if you could call them that) for a few years now, and I almost feel like I don’t want to anymore. I started out simple, scratch, Unity, etc. Last year I decided I was ready for a bit more of a challenge, moved to Unity, I made some really cool stuff. Then I tried some stuff like C++, Python, Java, ACTUAL ways to make games. It has not been easy. I wonder sometimes if this whole, game, thing, is for me I don’t know if anyone feels the same, but I am in this weird place where I don’t want to make games, but I don’t know what else to do. I don’t really like making games anymore, that much. I really like film, and photography. but I don’t think I could ever turn that into something. I am only 14, so I have so much time to figure stuff out. I am very worried I am wasting a gift I was given. Like, if I don’t act soon, someone will snatch it from me. I am just looking for some advice from the wisdom of my elders. Thanks.

Comments

Peter
19. Jun 2013 · 04:18 UTC
If you don’t like what you’re doing, don’t do it. Most people are not born with ‘gifts’ for a certain field, they usually have to work up to it. You’re not losing opportunities and have all the time in the world to return.
sorceress
19. Jun 2013 · 08:05 UTC
1. Don’t keep all your eggs in one basket. Don’t invest all of your talent points in one skill. Diversify.
Almax27
19. Jun 2013 · 10:46 UTC
When I was 14 all I wanted to do when I grew up was make games, but I didn’t have the skills or motivation to learn in my own time (paying games was more fun!). Instead I focused on the things I loved to do, maths, music and playing games. I didn’t give up on my dream however, and went to uni to study Games Programming with no experience what so ever, and graduated after 4 years. I’m now working professionally and loving it!
zzForrest
19. Jun 2013 · 11:23 UTC
You will always run into periods where there isn’t any motivation. I myself just got out of one. Take a break, do something else, and come back when you are ready. It’s not harmful to step away from the monitor sometimes.
boxerbomb
19. Jun 2013 · 11:58 UTC
I am 14 and feel the same way i found making a sharing games with friends gives you some motivation
mohammad
19. Jun 2013 · 13:58 UTC
Nobody can snatch your talent. Only you can let it go away. With that said, chances are its the lack of creativity you see in making video games, as for us here, we love to just screw around and make millions of worthless prototypes with engines and just delete it all. You see, nobody is really serious about their work. When me make games, we ourselves ultimately feel like were making one, to see our outcome of success over the challenge that was behind us. We also tend to have lots of patience, because the factor of getting it done right on the first try is IMPOSSIBLE. THERE WILL BE DEBUGGING. CAPS IS COOL. ITS GETS YOUR ATTENTION. HI MOM. *Ahem* anyway, if your not happy, I don’t blame you, video games are not the fun that everyone had in mind. Just see what you can do, and if you get a brainstorm, just do it, no matter how useless it is.
numpad
19. Jun 2013 · 15:06 UTC
If you’re good at Photography and it is fun for you, make that.

As long as you are good, you can and will make money with it.
Chewynouget
19. Jun 2013 · 15:19 UTC
Just some sympathy, here, But I’m going through the exact same thing. I’m 14 and have been making games for the past few years, and have been feeling lack of motivation recently; And if your feeling like you wanna do something else, then pick it up! See if you like it and start experimenting with it! Good Luck!
19. Jun 2013 · 19:16 UTC
Well, being fifteen for the past three days, I do believe I fulfill the role of elder to all you lowly fourteeners. Listen closely, grasshoppers. :)
Cheezey
24. Jun 2013 · 00:38 UTC
As one of my elementary school teachers used to say, “potential is the heaviest burden to carry.” Don’t worry about it yet, you’re 14.
Osgeld
26. Jun 2013 · 03:19 UTC
everyone goes through their phases, dont force yourself at such a young age, theres plenty to do and plenty of time to come back when you get the game makin itch.

Buying a new laptop. Advice?

So I was thinking of moving to OSX over my 2 year old Windows 7 laptop, and I was wondering if any Mac users are here who have had any experience with running Python on Mountain Lion. Specifically I would be interested to know what version of the OS you are running, and what graphical module you use (I use PyGame). Please don’t suggest I use Windows 8.

Thanks in advance :)

-Topaz

Comments

tunnel
20. Jun 2013 · 20:43 UTC
I have a friend with a mac, he loves it as a developer. I don’t see how he likes it but it does have things to like. XUbuntu(Linux) is something I like, mostly because of the freeware aspect, however it doesn’t have the games support it needs for now. And I don’t know why you say don’t suggest Windows 8 but people hating on it are somewhat silly. While some people just can’t use it, it has some powerful gains for desktop and tablet. I really don’t know what would be best for you, but there is developing tools on all systems for almost all languages. I would try mac and even use mac if someone gave it to me, but its not worth the extra money to me. I don’t use python but it seems like PyGame is pretty good and is available for all OS’s. Running mac does have a higher ram usage, though I don’t know how it compares to windows, but Linux distros tend to use a lot less ram.

Watch people use their OS, it can give you incite into how you could use it, what features matter, and how the workflow is. Also maybe borrow someones computer or have them demo it to you. OS is a lot about how you use it, not the software support.
JoeCool17
20. Jun 2013 · 21:38 UTC
I’m going to second a linux-based OS. I find it so much easier to develop on than any other platform. Now, as for running python on a mac, or even developing in general, I honestly don’t think it’s going to be worth it. Macs are horrendously terrible for developing mainly due to software availability but also Apple’s boneheaded OS design moves (not UI). You’ll have no issue with Python but anything more and you’ll probably end up loading some other OS on it.
Vidd
20. Jun 2013 · 22:01 UTC
As someone who develops stuff on a Mac using both Windows and the base operating system (and who has spent quite a few hours of my time in OS X recently using Intellij IDEA), I can’t echo the statements of JoeCool17 above.
SuperDisk
23. Jun 2013 · 21:08 UTC
Hey, I have a Macintosh laptop and Python is my primary development language. Unfortunately, getting Pygame on it is a real bear. (Python is alright to install, though)

QbQbQb, took the game from LD#26 to the full release

Hi everone! I’ve actually gave up every single aspect of life to finish this game. It is not so big, but creating all the assets and polishing it took me almost two months of work every single day.

I have added many new features – but the most noticeable one is good old two players mode with split screen! Was not so fun until I took it to the real event where people made queues to play it :)

Online demo and humble store

and Original Entry

I will for sure write as many technical details as possible in my games from scratch articles.

Just a quick summary:

The game is done in javascript (html5) and ported to osx/win/lin using node-webkit
For music I have used FLStudio (you get the soundtrack with the game)

THANK YOU LD,
I would never finish this game without this extremely encouraging event!

Accomo – my first released android game for Free! :D

Hey all,

My first android game release is a fact, whoopy!

Get it 😉

Description

Accomo is a unique indie game with a beautiful design and relaxing music. Especially designed for smartphones and tablets.It’s free and easy for all ages to learn !

Collect 25 blocks to win.

Enjoy!

* Unique design
* Fast to learn
* Three diffuculties: Easy, Normal, Hard
* Relaxing music
* Free

Get it 😉

Comments

Sietse
23. Jun 2013 · 10:08 UTC
Looks pretty nice, it doesn’t work very well with high-res screens though. The ad is overlapping the controls en the instruction-things at the beginning were also reallyyy small. Same for all the buttons, the mute button is about 2mm (1080p 5″ screen).

Daft Punk game…. I hope!

I found some sprites online for daft punk megaman style, so I am hoping to make an awesome game.

MiniLD 43 announcement!

The MiniLD this month will be June 29-30th. Since it’s a MiniLD, it’s going to be pretty lax, so feel free to start at any time, and submissions will be open for a week or so after the deadline.

[ View | Submit ]


I have two themes! Yes, that’s right, two for the price of one! What a deal.

Music influenced gameplay

derp1

In a lot of games, audio is an afterthought. We can do better! :-) Music can really influence the player’s emotions – watch your favorite movie without any sound and see what happens.

Here are some cool ideas to get you started:

  • The Wind Waker – The Wind Waker does a ton of stuff with music, so I just pulled one example. Notice how when link attacks the monsters, the music matches the action! That makes the game so much cooler.
  • Chrono Cross [1] [2] – In Chrono Cross the player journeys between two parallel worlds, and a city in one world has a theme that’s interpreted differently in the other world. It’s a really nice idea. Check the links 1 and 2 to see the same theme interpreted in two different ways. (And can I just say that the music in Chrono Cross is so so beautiful!)
  • Leaf Me Alone – Even in the rapid development of a Ludum Dare game people still have time to innovate! In Leaf Me Alone the music gets quieter as you go higher, which gives a really nice responsive feel to the game.

However I can understand that writing music is not everyone’s cup of tea, for one reason or another. So I have an alternate theme for those people. And that theme is…

Dreams

derpina

Awesome art courtesy of Sarenji – www.davidpeter.me

Of course there are the surreal things that happen when we sleep, but another interpretation of “dreams” is hopes and desires.

What are your dreams? Why not make a game out of them? 😉

Some thoughts about dreams:

  • At one point in Golden Sun, you’re about to fight in a big tournament, where you really need to win. If you make a mistake and end up losing, then you wake up in your bed and someone’s telling you “you’re having a bad dream! Quick, the tournament is about to start!” I’ve always thought that was really clever.
  • Sound usually makes it into a dream world from outside. Hey, you could combine both themes that way! 😉
  • Dreams often have symbolic representations of what people desire.

Rules: Premade assets are fine. Teams are fine. It’s more about being inspired by the theme than following it to a T. Good luck and have fun! :-) 

In case you haven’t seen this, it’s pretty useful!

Hello! I am here to tell you about a screenshot program that I found called Gyazo. Gyazo is very useful because of how easy it is to use! When you click the icon, your cursor instantly changes to a cross-hair  style cursor. with that you select the area that you want to be seen, then within the second your web browser pops up with the image on a Gyazo page. This is very useful for making very quick screenshots of games, rather than having to past the picture in to an image editor, upload that to the web, etc. plus you get to select how much you want to be seen! if you just want to show one line of code or a group of sprites, there is no need to crop! I love Gyazo and I just wanted to make this post to show you this wonderful and useful tool. Thanks! and have a picture of me writing this! http://gyazo.com/79ccc91e9dfc723e6060c5a1b7740a06

 

Gyazo download: http://gyazo.com/

 

Happy coding!

//Ion_

My personal LD26 postcompo saga, part 1: Fast Eddie Deluxe

One advantage of creating 8 games for LD48 instead of just one, is that people get to tell you which ones they like best.   Of the 8 games I created in Minigames Octacade, three came up as favourites, both by me and by the audience: Leaping Larry, Axis Invaders, and Roof Escape.  I am planning to create postcompo versions of each of them.

I’ve just finished Fast Eddie Deluxe, also submitted to 1GAM.  It’s available for Android and PC. Get it here:

http://tmtg.net/onegameamonth/fasteddiedeluxe/

https://play.google.com/store/apps/details?id=net.jgame.net.tmtg.jun2013

Comments

Zelen3d
23. Jun 2013 · 21:53 UTC
0_0 What kind of controls are those?

First Game Released!

If you would like to check it out go here, http://fleethecave.clay.io/ 

It is short, but fun I think. Thanks, ya’ll

Comments

baconbot
24. Jun 2013 · 17:21 UTC
Hey kcpunk, this is a really nice game for your first release. Its simple, efficient, and fun! Keep it up :)
zzForrest
26. Jun 2013 · 22:51 UTC
Very nice and simple game! It would be better, though, if the score popup would pause the game.

Broforce (Post Ludum 23) Development Continues!

We’ve got some new graphics, sound, enemies, playable characters, levels, blood, explosions, camera shake etc.

Thanks everyone who’s supported us from the beginning (and everyone else from Ludum). We’ve still got a long way to go (but hopefully you’ll like what we’ve done once we get there).

How do people make money nowadays…

… with games?

I have been making this puzzle game and had some really good feedback on it! I see that it might actually go somewhere!

I’m starting to think, even if it’s far away, how would I monetize it? It’s an HTML5 game, a casual one I would say. I am considering selling it on mobile markets, but I have no mac, no android and no windows 8. Since it’s html5, I can of course test it on my little iPod touch. The question that I am asking myself is if I should release a free online version AND THEN see what I could do. It seems that Flow Free did just that…

What would you think?

http://unsquareprototype.clay.io/

Comments

24. Jun 2013 · 19:32 UTC
I’ve played your prototype and I definitely think you could sell it for a couple bucks. Maybe put it for free on Facebook and offer purchasable “Puzzle Packs” of additional levels?
24. Jun 2013 · 20:15 UTC
First off, this game you have here is really, really cool. Just needs polish!

Android Help! My fonts look crummy :-(

So, I’m working on the post-compo version of my LD26 game: The Fair King.

One of the problems I’m trying to solve is that the game’s fonts look really shitty on android. Take a look at the original version, linked above, for the desktop and then take a look at the new android version here.

All the fonts in the game look flimsy and ugly, even when I tried to make them bolder (in the “Help” pages). The fonts look much better in my computer.

Does anyone have some suggestion on how I can improve this?

Thanks a lot!

Tags: android, font, help

I just saw a ludum game in humble bundle

Hi Guys.

This morning when I received a mail from humble bundle, I was like “Yeah, ok…”, so I read :

Hey there!

We just added three more games to Humble Bundle with Android 6! This bundle now includes McPixel (celebrating its first birthday with Humble Bundle-inspired levels!), Waking Mars, and NightSky HD!

… … …

What? McPixel is on HumbleBundle? This is ****ing good news! I didn’t buy it yet, And I remember it clearly from LD.

That’s how I ended up buying McPixel.

Enjoy.

Quick Questionnaire for Thesis

Hi Everyone,

As this website gathers a important number of game developers, I came here to ask you some help for my “Game Engine oriented” thesis.

To help me, you just have to take 5 minutes of your precious time to answer this questionnaire :

http://yct62.free.fr/mathias-theys-thesis/

Its main purpose is to gather information about video game engines and especially the multiplatform component.

It would help me a lot. I hope I’m not posting at the wrong place. Don’t hesitate to kick this post if necessary.

Thanks a lot in advance :)

See you later !

New Hint + Stuff!

So this game is turning out pretty well, I’m happy with how it controls and plays. I’m just about to start the heavy duty work on the combat system, so be prepared for a more action-oriented experience. Furthermore, I finished the cinematic trailer for the game. However I’m worried (seeing the other stuff on Steam Greenlight) that my game is not up to par yet. I know it probably has something to do with the art assets, but I’m no good at making super detail environments.

As a question for you peeps out there, what’s a good way to show off a game that doesn’t have impressive art assets yet? So far I’m drawing a blank. Thanks if you can answer, and here’s another hint on the theme and title of the game 😉

Hint3

Happy gaming, Ludum Dare!

Tags: game, unity, unity3d, update

Comments

26. Jun 2013 · 17:29 UTC
Okay, that’s clearly an enemy of some sort. I like the grainy diffusion on it. So far, we have this, propane tanks, and a column, all in black. Somnus is Latin for sleep. Sapienta means wisdom. In Terrorem is “a clause in a will stating that a beneficiary who contests the will shall lose his or her legacy,” (dictionary.com) the term understood to mean “to intimidate,” terrorem just meaning “terror.”

Fuzzy logic “Fuzzy Associative Memory” Ruby gem released

A Fuzzy Associative Memory (FAM for short) is a Fuzzy Logic tool for decision making. Fuzzy logic FAMs are highly applicable in Game AI.

A Fuzzy Associative Memory uses Fuzzy Sets to establish a set of linguistic rules , e.g.:

  • “If the orc’s hit points are a little low, retreat from the enemy”
  • “If the enemy is distant and my rocket ammo is low, the rocket launcher is a poor choice”
  • “If the enemy is near and my shotgun ammo is okay, the shotgun is a very desirable choice”
  • “If the ship is off course by a little bit, correct just a little to the right”
  • “If the bird is much slower than the flock, speed it up a lot”

The linguistic rules, and the fuzzy sets they contain, are defined by a human “expert” (presumably, you). That is to say, the rules codify intelligence and map this knowledge from the human domain to the digital.

After the rules are defined, a FAM is consulted to help your AI make a descision:

  • The orc retreats, attacks, strafes.
  • The ship launches long range missiles or fires short range guns.
  • The control rods are lowered into the reactor or raised out of it.

As you can see, the fuzzy rules are deliberately vague and use qualifiers like “a little” and “a lot”. Furthermore, the lines between fuzzy sets are intentionally blurry. This is the nature of fuzzy sets; they capture such human fuzziness in a way that extracts highly natural behavior from the fuzzy rules. When defining these rules, it helps to imagine interviewing a bona fide expert in the domain and writing down the skills necessary to be successful in the domain.

Learn more, and get the Ruby Gem for your own game:

https://github.com/cpowell/fuzzy-associative-memory

Tags: AI, artificial intelligence, fuzzy, ruby

Upgrade complete !

Hi everybody !

After the end of LudumDare #26, I told myself : “I can do better !”. Indeed, my game “Skip on Slabs” was too poor, only three levels and not very ergonomic.  That’s why I reworked a bit and add some stuff.

final

I added pictures  and some new gameplay elements. The game was too easy, but now, after adding “malus” and a monster, the game will not let you win easily.

You should wonder why  I took so long ? Encode the malus was simple and fast, but the monster was much harder than I thought. The monster must have known the pathfinding to reach the hero, otherwise he stuck himself.

You can play my game through my entry and “Web (After Deadline)“.

I look forward to reading your opinions. :)

Join the Social Planets experiment

Social Planets

Social Planets

http://www.newgrounds.com/projects/games/681865/preview

A while ago, I made a quick game for MiniLD #42, which was around “Hitchhiker’s Guide to the Galaxy”. It was just an adventure game where you hitchhike from planet to planet by holding a sign with the name of the planet. On some planets, there’s an alien that gives you clues about where to go next. I think it could have worked if I had come up with a good story, but I really just worked on the game for two days at that point. One question remained: What happens where you end up on a planet where there’s no alien (which will happen all the time since you can write anything random on the sign). Well, you end up on an empty planet. Quite boring, huh?

So before releasing the game to portals, I decided to use the SaveFile API of Newgrounds to allow you to occupy an empty planet. Basically, you find an empty planet, you fill out a “New Tenancy Application” (which is just a form where you update the alien’s look and write a monologue). So yeah, I outsourced the development of the game to the public ;-P

We’ll see how it goes. I’m also doing this project to learn the API and prepare to develop a new project with user generated content. Feel free to try it. The game is open to everyone for BETA testing at the moment, and will probably published next week. Make sure to play from a logged in account on Newgrounds if you want to create your alien and occupy your own planet.

I’m in! Game Face Activated!

I’m in for MiniLD 43!
That’s right!

My Arsenal:
Code->AS3
Engines->Flashpunk
IDE->FlashDevelop
Art->Paint.NET
Sound->SFXR
Music->???

Have fun and I hope to see peoples entries!

Joining MiniLD

Working on a game, mostly the music part.
Engine: Unity 3D
Textures: Paint.net
Sound: BFXR
Music: FL Studio 10
Game will allow you to create your own levels on such, going to be a 3rd person game.

Can’t wait for Ludum Dare!

I am new to ludum dare and I am looking to create a game. As I said I’m new so it probs wont be good. I have many questions about ludum dare. How do i plan out the time so i will finish the game. I hope that i can do something worth showing. I know really, really basic programming such as Basic Java, A little BASIC, I am quite good in batch but i don’t really think that, that is relavent for ludum dare and if it will be good enough. As we know Batch is very limited. I know basic HTML5 and Javascript. But i hate making games in that language!

I will be live-streaming this ludum dare. As it is my first it is very important that i “Capture the moment” such to say!

I really want to go full out on this! So I will make a plan for the game(Obviously in the 48 hours) so that I should be able to produce a better game! I am not bothered which theme it is but I am half-way through making a small military game in game maker.

Another question is that will I be allowed to use game maker as an engine(There might not be code but can I still use it) As I am only good in Game maker Studio!

 

Thats It for this post,

Good luck if you are reading this and good look *handshake*  😛

Future of boxpaint and game development.

Future of boxpaint:

It is looking kinda dark. I kinda have lost interest in the project other than the fact that i have multiplayer working. It is summer for me so i haven’t had time to work on it with school and things like that. I have been trying my best to hang out with friends and such, so thats another excuse to why i haven’t been exactly “Working”. So boxpaint is looking kinda dull but i have these things done:

*awesome physics fix

*falling fix

*you can look up/ down

*multiplayer works but no gameplay

*toybox works better

*LENS FLARE

*Bunch of bug fixes

Boxpaint needs sound and stuff. But im thinking of realeasing another version sooner than later.

 

Future of game development and life:

I have hit 3,146 views on my blog! This is a major milestone in my future of game development. I have been learning some new lanuges on and off during the summer and cant wait to use them! I downloaded a fun art program called “Graphics Gale” and i found it incredibly easy to use. Multiplayer is difficult to program i have learned so i *COUGH copy pasted code from another person COUGH*. I have learned how to use sound properly in unity :D. I bought the ardunio and began using it to build a power suit i have been working on for a while now (Thanks MO for telling me about the ardunio!). I have been thinking about working on an  MORPG for a group of friends because they keep complaining “I wish mmos were smaller and cheaper” So im going to make a MORPG with unity :D. So Im not dead, just busy working on lots of projects learning etc. Bye and see you next time

 

My blog(updated frequently): http://ecoolsagamedev.wordpress.com/

my youtube (making a new one soon): http://www.youtube.com/user/ecool377

my twitter(getting into it): https://twitter.com/EVIL_ASE

sImagery: new take on an old boardgame

So, I’ve been working on this remake of an old board game my parents had lying around (it went out of print in the late 80’s, I think). The original version had the two players create symmetrical patterns using a set of tiles and a mirror, and while this was quite a bit of fun, I always thought that it would be great if the game could be expanded to handle more players, or different tile sets, or different symmetry relationships. As a first step towards this, I’ve just finished a prototype of a digital version of the game, with single player and multiplayer modes.

Anyway, I’m posting it here as it would be great to get some feedback!

Win
OSX
Web

Screen2

Tags: multiplayer, symmetry, unity

Comments

goerp
08. Jul 2013 · 16:00 UTC
Yes, I can see this game working. I tried the web version, but I think the other versions are virtually the same?

I haven’t played in multiplayer mode.

My Team’s MiniLD Entry

Hey, everybody, I just wanted to post something to celebrate the fact that after many failed MiniLD’s, I finally completed one. So huzzah!

Screenshot

Song of Sparks

I wasn’t planning on making a game over the weekend at all, but me and Michcioperz were talking to Finnbar Thursday when we confirmed that he hadn’t actually made a game yet, despite posting regularly on Idea Squish. Then I remembered that 22Jams was happening the 29th-30th, with the challenge to make a game with someone on your team who hasn’t. It was too perfect to pass up. But of course, 22Jams’ lack of any real theme was a bit too broad for our brainstorming, so we borrowed the themes “Music” and “Dreams” to end up participating in two jams at once.

I’m pretty proud of what came out. Finnbar came up with the whole idea in an odd music-drunk trance on IRC. (He later edited around what he said in that chat to make up the story.) I coded all the visual stuff and gameplay changes while he coded/composed the music. Michi just did whatever he felt like. :)

It would be great if you could check out the game and leave a comment. The whole thing only lasts about three and a half minutes. We had a great time, and thanks to johnfn for great themes!

Ludum Store

I have been thinking about this for a while now. How can we help ld’ers get some money for their efforts making games?

Ludum Bundle

With the popularity of indie bundles still rising, and considering the high amount of games developer for each LD, I believe this is an excellent choice. Why not pack a couple of entries together and sell them for an inexpensive price?

Selection

I know there are games are aren’t worth anything. Also I know there are developers who don’t care about their games (those who get 0 coolness in the competition). So only the post-compo or HD editions of the games will be qualified for the bundles, proving that the developer cared about his game so much that she released a new fixed version with improvements, and in some cases, new features.

Categories

There are some categories that comes to my mind, for packing games together:

  • Innovative. Games that present uniques mechanics (so the classic platformers are out of this category).
  • By Technology. Games made in Flash, Unity3D. HTML5, can be pack together.
  • Music. Games using music as a part of its mechanic are placed here.
  • Hidden Gems. Games that didn’t make to top ranking, but the developers released a new version based on the feedback.

As for the categories, there are obviously more to be explored. It’s important to keep in mind: as a buyer, what will I want to buy? What will I be looking for?

Can a game be in more than 1 bundle? Yes. If you have made an innovative game in Unity3D, it can be in both bundles. So a category is more like a tag for a game.

Pricing

How much to charge for these games? I think the Humble Bundle approach is the best, and let the buyer provide the amount. Some of that money should be send to Ludum Dare for the costs related to the store.

So, what do you think? Do you believe this is achievable?

Is my music okay?

I’m working on my first full game that I’m putting everything I have at. I’m only 18 and I don’t have a very good music background so I was wondering if someone could give me some pointers on my Level 1 soundtrack. https://soundcloud.com/jed-stevens/caves

I just don’t want to go ahead and start making a bunch of garbage music that sounds shitty and makes people feel shitty whilst playing my game.

Comments

goerp
03. Jul 2013 · 15:24 UTC
As a tune in itself I think its good especially if it is your first one.
03. Jul 2013 · 17:21 UTC
“I’m only 18” – that’s not really an obstacle. It matters more how long you’ve been developing games.

The basic bass line is a bit annoying – I would suggest to use another instrument for it.

Also, how good the song fits heavily depends on the mood you want to create.
VardGames
18. Aug 2013 · 18:14 UTC
it’s good but don’t use all of it as one theme use on of the chunks as each theme.

Sq16re

I improved my LD #26 game, “16”, and ported it to Android. You can get it for free on Google Play, here: Sq16re
There’s 4 levels, and I added an ennemy, I hope you will enjoy. 😉

Sq16re

Comments

Thijsku
04. Jul 2013 · 17:19 UTC
Hey, I remember playing this game on my live stream! Was a really fun game to play. Will definitely check this version out!

Had to sneak something in…

I just had to sneak this little game into the compo, I just couldn’t resist.

screen01

It’s about a nightmare, so that qualifies as a dream, right… ?!? :)

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This entry was posted on Thursday, July 4th, 2013 at 4:30 pm and is filed under LD #26. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

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99 Amazing Entries!

Well done everybody!

Fu(nky|ture) 2.0 in Montpellier, France

Who we are

Down here in the sunny south of France, we’ve formed a small group called “Baptême du jeu” (a wordplay on “Baptism of fire” (“Baptême du feu”) and “jeu”, which means game). So far in under a year we’ve organised two Ludum Dare gatherings, a Global Game Jam event and the initial Fu(nky|ture) 1.0 beta event, with 15 to 35 people per event, a great community backed by awesome-tastic people like Swing Swing Submarine, Eric Chahi and NaturalPad.

What’s going on

And now, we’ll be running Fu(nky|ture) 2.0, a game jam focused on making multiplayer games (cooperative and/or competitive, multimachine or local), on the 19th!

Yeah it’s a bit short, but we’re sure some of you guys can make it over here!

If for the holidays you’re travelling to France or haven’t decided on a location yet, swing by and we’ll make sure you have a place to stay, and get to enjoy the pleasures of the amazing city we’re hosting this event in.

When and where?

Location:
Cowork’In
19 rue de l’Ecole de droit
Montpellier, France

Friday 19th of July:
The doors open at 19:00 (7 pm) GMT+1 (local) and the jam starts at 20:00.

Sunday 21st of July:
The jam runs for 48h and we’ll be closing the doors at around 22:00

Details

Sign-up is right HERE

Ok, I know, it’s in French, but the questions should be easy:
“Nom” = “Surname”
“Prénom” = “First Name”
“Email” = “Enamel” (no seriously, but it also means e-mail now)
“Si j’étais un super-héros, mon super-pouvoir serait” = “If I were a super-hero, my super-power would be” (this is important, trust us)

Then there’s some important details, we can’t really host people if these aren’t fulfilled:

“Je suis majeur” = “I am of legal age”
(We don’t have the insurance and don’t wish to take responsability of minors, so if you’re under 18, we can’t accept you at this event.)

“Je ramènerai le matériel nécéssaire à mon art (ordinateur, câble ethernet, clavier, souris, etc…)” = “I will bring the tools necessary to my art”
(We can be laxist about this one for people travelling, but make sure you let us know what you need so we can prepare it.)

“Je suis prêt à payer une participation aux frais de 10€” = “I will pay a 10€ contribution”
(This is for the food, drink, snacks and a few supplies over the weekend.)

International participants

If you want to participate, sign up on the form, and fire me an e-mail at sugardood@gmail.com so we can arrange your arrival, stay and departure here to/from Montpellier.

The second rule we can be wobbly about, depending on demand we might be able to even supply a laptop or tablet, but we need to know as soon as possible.

For accomodation:
During the jam there will be a rest room.
Before and after the jam, we have a tight-knit community, so we will be stowing you on people’s couches and in their guest rooms. Depending on how long you want to stay and how friendly your host is, we’ll have some other things to do (we’re a tram ride from the beach and have plenty of things to do in town).

GameBoy JAM #GBJam

Hello everyone! I am proud to announce the official launch of the videogame JAM based around making games with a GameBoy style. I have had this idea in my mind for a few months now, and really got motivated after seeing the success of Zak Chao’s NES JAM and Sh0pie’s Fishing JAM.

The GBJAM is a JAM were people will be developing games around the theme of GameBoy. To make this so great the rules are very loose and can be seen over on GBJAM.net

We hoping to get alot of participants. If you are not a programmer or you are a programmer, but not an artist head over to the forums on the site and go to the teamup section where you can list your skills and past projects and than see if someone will decide that they want to team up with you.

This is a community project, and I have really tried to base it around that. The official dates for the JAM is over a 9day period going from July 5th – July 14th.

7dRTS?

I’m tempted to join.

But…

My current project, Guardian II (See my development blog) could technically be an RTS, and other than that, I’ve never programmed an RTS before.

^ Screenshot of Guardian II

I also suck at GUI programming, and as that is an important part of an RTS, I’m unsure of what to do.

I’ll have to decide closer to the event.

HeroesGrave

I humbly submit “chem” – my 2d canvas-based game engine optimized for rapid development

Hello there! I am happy to finally participate in a Ludum Dare. I look forward to playing everybody’s games.

I thought I would share this project of mine called chem.

It is designed to rapidly prototype 2d browser-based games using canvas. Some of the features:

  • Automatically creates a spritesheet for your assets and then loads the assets at runtime.
  • Provides API for drawing animated sprites in a canvas
    • Supports anchor points and rotation
  • Write code in JavaScript or other compile-to-javascript languages such as Coffee-Script.
  • Uses browserify to compile your code which allows you to harness the power of code on npm.
    • For example, A* search
    • Allows you to organize code modules using require and module.exports syntax.
  • Everything from code to spritesheet is compiled automatically when you save.
  • Handles main loop and frame skipping.
  • Handles all the boilerplate for keyboard and mouse input.

Here are some simple game examples if you want to see how code using this project is structured:

In addition, the README has an introduction and the reference API documentation.

I hope it helps!

Love,

superjoe.

Possibly In

Realised I need to really know the tools before i can do something like this.

So I’m going to spend all the time between now and the MiniLD going over them.

If  I’m comfortable enough with them I might be in.

 

 

Just A Question…

Are you allowed to use unity’s prefabs like the first person controller in the 48 hour compo? Also is there any tips or anything that a first timer should know?

Thanks!

Tags: unity3d

Comments

zzForrest
07. Jul 2013 · 11:22 UTC
You can use any and all prefabs as long as you have the rights to them. If unity’s prefabs have open use rights on them then it is perfectly fine, so long as you announce before hand that you are going to be using it.
zzForrest
07. Jul 2013 · 11:28 UTC
Oh and as far as tips go, here’s a couple

1) Spend your first hour or so planning. You won’t regret it.

2) Stick to the plan.

3) Don’t include features that will waste time and aren’t important. The most important thing is getting a game out, not having eye-candy graphics and gigantic levels with intricate design and easter eggs

4) 48 ours is a long time. I managed to get my first entry in ( which due to C++ didn’t work ) in under 20 hours and it is a pretty well polished game.

5) Sleep is super important. Family is super important. Don’t make your game take up all your priorities or you will “run out of gas” so to speak.

6) Stay cool, and do what you know how to do. I’m good with platform engines and isometric engines, so I should stick to those. Don’t experiment if it’s going to endanger the success of your game.

7) Getting out a game is the most important part of ludum dare. Even if it’s not the best, even if it doesn’t look the coolest, the fact you got a game out is on it’s own an achievement.

8) Use your weaknesses. I am terrible at game art, so I make this a strength by using minimalistic graphics, which look very good without having much artistic depth.

Good luck, sir. See you on the front lines.
07. Jul 2013 · 12:32 UTC
Well, Unity’s prefabs (mainly the first person controller) come with unity. Would that count as open use rights as anyone with unity can use them?
07. Jul 2013 · 14:02 UTC
All right, let’s try to clear things up before the disinformation spreads:
07. Jul 2013 · 15:35 UTC
Thanks to all that commented!

I think I’ve got it all figured out now.

RTS JAM YOU SAY?

So… I’ve been throwing around an idea of an RTS game for a couple of months now, and have been avoiding doing it.

I’ll be practicing and taking down notes for this jam until it starts as well as playing cube world.

Good luck and happy Ludum Dare to you all!

Just a quikie update on stuff…

Multiplayer development on boxpaint!!!!!! http://youtu.be/zJNcgaLZ7JM I have been learning this thing called “Photon Game Server” and have been using and learning it. Its slightly difficult but, im learning.

Twitter! im learning how to tweet to! Im getting into this “Twitter” thing all the hip kids are talking about follow me :3. https://twitter.com/EVIL_ASE

Im updateing my blog frequently on stuff of these matters and such. http://ecoolsagamedev.wordpress.com

 

Im really liking this “game development” thing, its fun.

Comments

mohammad
11. Jul 2013 · 03:47 UTC
Hey eric how do you use a 555 or 556 ic timer? I try and try but I get no output to my Led. I’m not ding a blinking led project, I just wanna know how to use it. Plus, how do you get a 4gb RAM slot into an arduino? I don’t plan to use an SD card.

Gui graphic design?

Just a question: how to make gui s look nice and consistent? Is there any particularly tutorial that is good? I am particularly thinking about html(5) buttons and such.

Also, I’m searching for how to give a game a nice and consistent look and feel. On mobile and desktop alike. Any tips or tutorials?

Comments

09. Jul 2013 · 04:16 UTC
I don’t know of anything technology specific, but what I’d recommend is to make yourself a “style guide”, which can be as simple as a few mockups of screenshots with every widget that your game will need. Consistant design is more about making decisions and sticking to them, which is harder than it seems. Keep in mind “what is the user trying to accomplish” here, and minimize that friction, use appearance to provide hints and not just fancy eye candy. Try to reduce or eliminate text, even “in-your-face” instructions are often unread.

Hey guys!!

You know with MiniLd coming up it should be quite fun, I think it has motivated me to start programming again, (since LD26) anyway, does anyone have any tips on how to stay motivated? I lose interest in somethings so quickly, by trade I am a diesel mechanic, I work for a logging company… yet I like to program games, also design electronic circuits (mainly embedded/audio) anyways any tips or comments are appreciated :) Happy programming!

I think I might be dead. WhatUpDate #4

Hey guys, its Mohammad again and this time I think we all know what this post is for. Well since I got my Arduino I’ve been studying up on tech specific stuff. Like capacitors, transistors, LCD screens, sensors, and just recently, I’m learning how to integrate a circuit to a 556 Integrated Circuit Timer. Right now I never had time to upload videos, check the LD, or even check my email. I know I haven’t done anything for the past 2 months, but I hope I can at least show you something I have done, anything, before summer ends. As for games, I’m still working with unity and experimenting with HTML5. Ask me any questions about my projects, and I’ll be glad to reply to it here and now. Mohammad signing out.

Comments

ecool377
09. Jul 2013 · 05:48 UTC
get a Skype. So we can talk n stuff ;3

Any 3d/2d artists willing to collaborate?

Hey guys,

This is my first time participating in LD, and I’m super excited. I did a couple game jams in the past, but the 7dRTS theme is very inspiring.

A little more about me: I’m a game programmer for a mid-sized indie company in Montreal, but I always dreamed about creating my own games as a hobby. I have a lot of experience with Unity3D, code and graphics programming, but I’m a TERRIBLE artist!

So I was wondering if any 3d/2d artist was willing to collaborate for the 7dRTS (and maybe even more :))? It would be an awesome experience for sure!

My email: jeremie.stamand@gmail.com

Comments

Azlen
11. Jul 2013 · 01:13 UTC
You don’t need art to make a good game :)
jstamand
11. Jul 2013 · 10:42 UTC
I completely agree :). I just find it more fun to make a game with other people, and I want to try something different than my programmer art for once.

Greetings!

This is my first post! I’ll be updating all my shiz here so stay tuned!

Comments

11. Jul 2013 · 05:38 UTC
Hi!

First jam

Hello,

This is the first time I do a game jam, so Im really exited! I join the Jam with a friend of mine and possibly more people.

– Genecyll

Unsquare almost finished!

This is my game: unsquare.

Unsquare is an puzzle game made with html5 that should also work on mobile.

I almost finished it, and to be fair, I would like some feedback, positive or negative, on it. Whether it’s about the difficulty, appearance, usability on mobile, or anything else,  your experienced advice would be hugely appreciated. I am now at a point where I consider the game to be good, but a question floats in my mind: how good is enough?

Also, what do you think is better? having all levels accessible (like in B &W), or having to unlock them one after the other (like in Tristate)?  I’m going to remove the clear all levels button once I decide myself on this. I’m also not sure if I should keep the rainbow levels at the end of Tristate…

IF FOR ANY REASON YOU CAN’T PLAY, PLEASE TELL ME.

Edit: Just for LOLZ: I had a problem where adblock interfered with my game since it prevented the clay.io api from being downloaded.

http://unsquare.clay.io/

Screenshot9

Comments

davisdude
12. Jul 2013 · 02:34 UTC
Fun and challenging game! I personally like having to earn the levels more, but that’s just a matter of personal preference.
mooskagh
12. Jul 2013 · 11:35 UTC
It’s a good for game to show surprises as playing goes.

Based on that I think that having levels locked is better idea, and I wouldn’t even show thumbnails of unavailable levels, making “discover what next levels look like” one of the points which keeps interest.
bentog
12. Jul 2013 · 21:09 UTC
It takes forever to load here, for some reason. But I have seen this game before in its early version and I think it is pretty smart. Now that it is polished, it must be great. (Using the latest version of Chrome, in case you are wondering).
Zelen3d
13. Jul 2013 · 20:57 UTC
Try it now, your problem might have been caused by adblock!.
namuol
13. Jul 2013 · 04:46 UTC
Fun puzzles, but I’m already stumped at level 6! I can solve it, but only in 10 moves. I must be st– nevermind just solved it. :)

Any Switzerlanders here?

Hey Ludum Dantes!

I’m wondering whether there are any more Swiss game developers here, because I feel quite lonely… I know Germany is greatly represented in the (indie) game development scene, but I haven’t succeeded at finding anybody from Switzerland.

Comments

wombatica
13. Jul 2013 · 13:06 UTC
yeah I wouldn’t describe myself as an indie dev but I take part in the LD jams and I am in CH. Go Switzerland!!!

A new infection!

Germies!

Germies!

Waaay back in December 2010, I cobbled together a horrific ten hour entry for LD19 – http://www.ludumdare.com/compo/2010/12/20/germies/
It was garish, had horrific sound, and played a bit like a mule. However, there was an idea in there… a nice little variant on the usual Gems formula popularised by Bejeweled and co.

So, in January 2013, I revisited it for One Game A Month – http://www.arcadebadgers.co.uk/projects/1gam/january
I rewrote it in JavaScript, utilized ImpactJS, and cleaned it up a bit. It still wasn’t quite there, but was showing more promise.

Several months later, and with Arcade Badgers now being incorporated and officially trading, I’ve released Germies! as a more commercial offering; albeit an ad-supported Mobile/Desktop Web version – http://germies.clay.io/
This time, we’ve got a leaderboard and some achievements added to the mix, as well as general clean-ups throughout.
I’m also working on a native JavaScript binder to get it released on more platforms – so the work’s not over yet!

We’ve only just released it as of yesterday, but it has been a chaotic journey to get here, and proof that if anything, Ludum Dare – and by extension One Game A Month – are incredibly useful for iterating over ideas!

Oh and yes, we will be taking part in the next Ludum Dare! Here’s hoping that anything interesting that we produce doesn’t take almost three years to come out again 😉

Infection!

Infection!

Tags: post-compo, SuccessStory

Team mates wanted

Sup guys. I’ve never done one of these ludum dares before but i’m gonna do this one. I’m a programmer, gonna use C++. Anyone who wants to help is welcome to join my team. As it stands there’s one guy with me but he’s in denial about it. Thx 😉

Comments

Pixel_Pants
14. Jul 2013 · 05:15 UTC
I don’t know any coding languages, but I may be able to help with art :)

I am okay at pixel art and if you want I could do some for you.
crumpeted
14. Jul 2013 · 14:01 UTC
I’m interested! I have a reasonable amount of experience with C++, among other languages – though I’ve never attempted a game in C++. What kind of libraries/platform/etc. are you interested in using?

Community Controller! – A New Game Jam Made To Bring Devs Together!

Hey Everyone, I’ve been brainstorming for a while now about a Game Jam idea that I had, and I’ve finally decided to bring it to life, it’s not perfect yet, but it’s up and running, and I can’t wait to get started! Here’s some info.

About Community Controller

Community Controller is a community driven Game Jam dedicated to create much larger titles than the average Game Jam by bringing developers together in large teams to create incredible works in a short amount of time. “The More The Merrier” describes the spirit of Community Controller perfectly. By allowing developers to come into contact with others who share similar ideas and passions, we believe we give them a much better shot of creating a full fledged title than any other Game Jam to date. Community Controller is all about bringing people in the ever growing community of Indie Game developmers together, and about helping people bring forth true works of art in doing so. The Game Jam occurs once every 6 calendar months, and a similar competition takes place within the remaining 6 month break. Both the Jam and the Compo have the same process at the core, the difference being that one gives the developers a chance to earn some cash for there works, and the other is purely for practice, portfolio building, and above all us, to have fun and meet new people with similar interests. Developers (All of those involved.) Can claim full ownership of the works produced, and can even continue those works beyond the Jam itself, with the other’s consent, of course.

If all that sounds like something you’d be interested in, swing on by http://communitycontroller.tumblr.com/ and become a part of the community!

 

Thanks,

 

- 0Creds

7

This entry was posted on Sunday, July 14th, 2013 at 1:30 am and is filed under MiniLD #44 / 7dRTS, Uncategorized. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

My two LD entries now working on Android

My entries to LD25 (Under a bloody sky) and LD26 (Not Complex) now have touch support, and work properly on my Nexus 4 Android device. Those two project use WebGL so few thing where realy necessary to make them working. For an unknown reason,, “Not complex” only work with firefox, not with chrome. It’s the same with every THREE.JS samples i could test.

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=18943

Screen04_b

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=18943

Screen_01

“Under a bloody sky” use the framework PlayCanvas, and was very very simple to port. In fact, nothing needed changes except adding touch control. It work on Firefox beta and Chrome on my Nexus 4. The layout is prety simple, with only one touch event supported, dragging horizontaly will rotate the camera, and if you are above half the screen, you will go forward, and below 1/4 you will go backward.

“Not complex” was, well, not so simple to port. First, chrome doesnt seem to handle THREE.JS webgl, and some graphics bugs were visible in Firefox (changing an alpha value from 0 to 1 magicaly fixed it) and the control are a lot more complex. I also needed to attach keyboard event receiver to document, and touch event to the welGL canvas to make it work properly.

The controls use two distinct hidden zone. When the mobile is vertical, it’s the top and bottom, while horizontal use left and right, so you can put your left thumb and your right index. Draging on the bottom/left zone will make the character start moving in the specified direction, and tapping will make the character jump. The top/right zone make camera rotate by dragging, and tapping will make the character punching. The control are a little bit slugish for now, mainly with the jump, and it realy need a GUI to be user friendly.

Here is a small abstract of the layout for “Under a bloody sky” and “Not complex” horizontal and vertical.

Layout

If you have any advice or tips about touch handle and layout, it’s realy wellcome.

Tags: android, webgl

Yea going to try to stream…

again. Just a little recap >>> I am pretty busy during the 7dRTS challenge and have almost no spare time. So I tried to stream making an rts game last night, I finished the main class and  then my mum and sister came home from shopping so I had to help them and literally as I’m walking back to my room my girlfriend came in with no notice and decided she wanted to play videa games with me.

So I’m going to try and stream again for a couple of hours, again:

  • Music: Smooth McGroove
  • Streaming Quality: Will not be the best
  • Language: JAVA
  • Goals: make a fun game, don’t mess up

My body is ready, See you there.

http://www.twitch.tv/castlegreysky

Space Lord on Kongregate

Space Lord is now on Kongregate! Finally! 😛

I’ll be curious to see what people think of it. 😉 Kongregate can be a tough audience to please.

Last time I mentioned that I was working on a major new feature for Space Lord. Well, now it’s time for the big reveal!

*drumroll*

Ladies and gentlemen, I present to you… Space Hero!

I thought it would be cool to be able to play as the hero ship, against all the shmup levels that people design by playing Space Lord. So now you can! When you beat Space Lord, you can submit your score to the Hall of Fame, and then anyone can click on it to play against it as Space Hero! Cool, huh? :)

Here, try it!

Unsquare released

Hey!

I submitted Unsquare to the clay.io site for publishing. I also posted a link to html5games.com, but they usually take about a week to respond.

Let’s see how it goes.

promo2

 

For the 7dRTS challenge, I would have loved to team up, but unfortunately I will be absent half of the week. Maybe I will get an idea for something simple before I get back.

Streaming more :)

So yesterday I live streamed coding of my early 7dRTS (I dont have any spare time for the dare next week),  for 12 hours 0.0

I feel the twelve hours went super  well. I only stumbled apon one silly texture glitch and thats about it. The game is aimed to be a “Pikmin/Rogue Like”. I’ve got the Pikmin part in the bag with the exception of a few unit selection Problems and adding enemy units.

So I am going to start streaming about 7 until about 12 tonight.

See you there :p

http://www.twitch.tv/castlegreysky/

Hello Guys!! I need a little help!

Hello, and good day,

I would like to know if any of you folks know how to run Pyxel Edit on Ubuntu ? I know you need Adobe Air but the last supported Ubuntu version of Air is too old to run Pyxel Edit.. I really like that program and would like to have it on my Dev PC thanks!

 

Edit: Never mind I figured out how to, for anyone on Ubuntu wanting to do this, all you have to do is use the software center install Wine, download the installer for Air 3 from Adobe, install it with Wine, then get the PyxelEdit.air file, right click and hit Open With Adobe AIR Application Installer

 

Gods Will Be Watching wants to grow bigger

Hi Everybody! Do you remember Gods Will Be Watching from last #LD26 “Minimalism”? We got tons of incredible feedback from Ludum Dare and ranked 2nd place in mood and overall! That encouraged us to go for a huge remake and try to take our chances on the commercial scene and become one of those “Success stories”. Since we want to improve our development power and aim to create a really huge polished game for several platforms (Including PC, Mac, Linux and Mobile devices -iOS and Android-), we launched a crowdfunding campaign to get a little push in our way.

We talked in another post here at Ludum Dare about our work on the remake of Gods Will Be Watching. But, along with this crowdfunding campaign we are showing in depth what the game is going to be about. You can check it out here:

http://www.indiegogo.com/projects/gods-will-be-watching/

Ludum Dare gave us a lot of joy and interesting ideas (Ages of Irving, a torture simulator!), thank you, truly, you helped us to grow as game developers.

Gods Will Be Watching on Indiegogo

Tags: adventure-game, Gods Will Be Watching, pixel art, Point'n'click

Space Lord on Newgrounds

Space Lord is now on Newgrounds!

spacelord_icon_newgroundsI haven’t added any Newgrounds medals for the game, since it hasn’t been doing too well on Kongregate

We’ll see how the players on Newgrounds like it – I’m hopeful that it will do a bit better than it did on Kongregate. Doesn’t look like Space Lord is going to get any front page features, in any case. 😛

Well, here – want to check it out?

Anyone use Crafty or HTML 5?

Binge

Hey everyone! I’m working on my first real game called Binge! and it’s almost finished. I’m just trying to work out a few bugs and I could use a little help with understanding how the browser handles resources with the Crafty engine. I use faucets and pipes to shoot streams of water around the screen that create barriers that block the avatar. The avatar is supposed to solve puzzles to get around them. It works great with just one or two faucets in a level. However, if I have more than a few of these faucets on the screen everything starts to really slow down. This causes the water droplets to spawn unevenly, with lots of space between some of them that the avatar can just walk right though.

Any advice on what is causing the slow down (too many things to draw on screen? too much memory used? too many entities trying to create simultaneously?)

The faucet entities call a component that has a timeout function that calls itself every 100 ms. The timeout function creates a water droplet entity that switches directions when it hits a pipe, and destroys itself when it goes off screen. The water droplet entity has a component that blocks the avatar from passing through it. Any better way to do this?

Thanks!

Comments

jhinebaugh
17. Jul 2013 · 15:02 UTC
I’ve only barely dabbled in Crafty, but I have some generic javascript advice that may apply.
18. Jul 2013 · 06:03 UTC
you can also try using the javascript profilier that is built into google chrome. It will tell you which functions are chewing up the most time, and give you call stacks for them.
18. Jul 2013 · 17:16 UTC
Thanks I’ll give both of those a try. I’d never used Javascript before, I just learned it for this project. I’m using Crafty.timeout which is built on Javascripts’ setTimeout, I think. I’ll see if I can figure out how to make it work with setInterval instead. Thanks for you help
Fritzendugan
19. Jul 2013 · 00:48 UTC
I’d recommend, in wherever your update loop is, to track the time since the last update. If the time since the last update is longer than some critical period, only process that much time in the game simulation rather than actual elapsed time. This will cause the screen to be really “laggy” at times of critical lag, but will prevent the scenario you’re describing (where there are large gaps between droplets and the player can go through them).

Community Controller Theme Selection!

Hey Everyone,

Community Controller, a new Game Jam is in the middle of the Theme Selection Process right now! It’s not too late for you to sign up, and become a part of the community. For more information on the Jam, and to become a part of it, head on over to http://communitycontroller.tumblr.com/

 

Thanks,

– 0Creds

I’m in…annoyance with procrastination

I have been trying to work on a game engine. For the past…while. But that is really hard to do when you’re playing world of tanks :( Maybe I can finish.

Tags: annoyance, procrastination

Comments

bs_dev@hotmail.com
19. Jul 2013 · 08:56 UTC
good luck 😉

DEF-JAM #1: DEF-JAM #1: PROCEDURAL REAL-TIME RPG

Facebook Event: https://www.facebook.com/events/144638439066663/

TIME LIMIT: 5 Hours
RESTRICTIONS:
– Must have gameplay elements synonymous with RPG’s (EX: Stat tracking/Level System/Character Development)
– Must have SOME procedurally created element (EX: Random Skills/Dungeons/Graphics)

Submit when you finish or when the time limit is reached. WIPs are welcome.

NOTE: There is no restriction on when you can start! This isn’t a competition, just a pretty lax JAM! 😀

Text Adventure gamejam from afar with IGDA DC

The DC chapter of IGDA is doing a Text Adventure gamejam this weekend at the Westwood college:http://sjklevine.com/igda_dc/textjam/

I no longer live in DC, but I thought I’d jam along with them!  If you want to join me, I setup a Facebook event: https://www.facebook.com/events/611843362194465/

Resouces:

—————–
Recommendations for tools:

Twine:
(wiki) http://en.wikipedia.org/wiki/Twine_%28software%29
(tutorial) http://ryanscasey.com/twine/

ChoiceScript:
(dev wiki) http://choicescriptdev.wikia.com/wiki/ChoiceScript_Wiki
(dev tutorial) http://www.choiceofgames.com/make-your-own-games/choicescript-intro/

Inform7:
(wiki) http://en.wikipedia.org/wiki/Inform
(gamasutra article) http://www.gamasutra.com/blogs/DanCox/20130304/187702/Learning_Inform_7_Part_1.php

An alternative for those who think text games might be too boring, and want a meatier game experience while still fitting the theme of the jam, would be to try an “Idle” game:
(candy box) http://candies.aniwey.net/
(a firelit room) http://adarkroom.doublespeakgames.com/

Tags: IGDA, IGDA DC

Any tips on programming boss battles?

Hey guys! I’ve been working on my first real game called Lil’s Big Adventure. Right now I’m stuck programming the boss battles. My game is heavily physics based and I’m not exactly sure how to program the different states of a boss while also not messing with the physics engine too much. Does any one have any tips on dealing with states (for example; idle, melee attack, ranged attack, etc.)?

Comments

sorceress
20. Jul 2013 · 10:02 UTC
You’ll probably need a cooldown timer so that boss attacks don’t happen all at once. The same timer can also give an attack action some time to occur.

We’re in! … in spirit

My roommate and I are in! But we already have an RTS-ish game that we’ve been working on for a while, so we’re going to use this week as motivation to pump out a lot of content and get the game to a playable state, but there has been too much work already done to submit it as an entry to 7dRTS. This game started back in LD 24, although we never actually finished a game we could submit. Since then, the game has been fleshed out and rewritten to work with the engine I wrote to use for LD 25 called Fission.

So the game is a multiplayer, sidescrolling, shmup RTS in a procedurally generated 2D universe. You colonize planets, build your drone army, then fly to other planets to conquer and expand. Much of the base game is functional, we just need to get the content in. There are many buildings that still need to be implemented, and right now there is only one type of drone. Enough chitchat – screenshots!

screeny8

Build!

 

screeny9

Gather!

 

screeny10

Conquer!

So the goal for this 7dRTS jam is to add in most, if not all, of the structure and drone types, bringing the game to a playable state. The game is operational now though, and we’d very much appreciate some testers to help us stress test! It’s only built for Windows now, but we’ll build it for Linux and Mac in the future (all of our 3rd party libraries are cross platform).

Grab the current build here: https://dl.dropboxusercontent.com/u/17256312/WinClient.zip

EDIT: Controls.

– Hold W to move, you’ll move toward your mouse cursor.

– Left/Right mouse buttons to shoot.

– Up/Down to zoom in/out.

– Press T to chat, enter to send a message.

– Press the structure looking button on the HUD to bring up the structure menu to build.

– Hold space to use RTS controls. Click and drag to select drones, right click anywhere to perform an action (move, attack, gather).

Free 3d assets for your 7dRTS game

Since 7dRTS is right around the corner, you may want to prepare your art assets.

Here’s a collection of download links for free 3d assets you can throw around for prototyping and whatnot.

 

 

Maelstrom Asset Bundle

Free 3d assets from Digital Roar Studios

About 100+ 3d assets of characters, terrain textures, props, etc. courtesy of Digital Roar Studios. These are from a canceled RTS game. They are free, even for commercial purposes, but they do require attribution in the credits.

Take note that the 3d models are unrigged and unanimated. Characters are in .obj file format, but the props have been saved in Torque .dts format so you may need a converting program. See: http://gamedev.stackexchange.com/questions/21038/which-tool-can-convert-a-torque-dts-file

Download link: http://www.indiedb.com/downloads/100-free-fantasy-assets-by-digital-roar-studios

 

 

Ryzom Asset Bundle

Ryzom-Asset-Repository

An MMO with freely available art assets licensed under Creative Commons.

Note: Characters are rigged and animated, but saved in 3dsmax .max format. This may be problematic for those that don’t have a 3dsmax license.

Download link: http://media.ryzom.com/

 

 

“Medievil RPG Style Game Assets Pack”

Some free 3d props coutesy of MrSmive from the Unity game engine forums.

Note: The file is compressed in the .unitypackage format and will need the Unity Editor to extract the files.

Note 2: The original download links are dead but some digital stores are now hosting them for free.

Download links: http://www.unity3dart.com/shop/100-medevil-rpg-3d-models/ or http://www.burgzergarcade.com/product/3d-models/rpg/100-medevil-rpg-3d-models

Original thread: http://forum.unity3d.com/threads/74921-Free-Unity-package-100-Medevil-RPG-3d-Models-with-Diffuse-Normals-and-Light-Maps

 

If any of you guys know of more free assets suitable for the 7dRTS, feel free to share the links!

Hi Ludum!

This is my first post here, so I just wanted to say HI to the community!

I’m determined to join the LD27, and I just can’t wait until it starts :-)

I still don’t know if I’ll go for the compo or the jam with some colleagues. But i’m guessing it will be so much fun, and a great learning experience.

See you around!

MiniLD 43

Hey people,

as the MiniLD 43 is about to end (I guess…?), why don’t you check out the games that were submitted there ?

 

You might find something cool to play while waiting for 7dRTS to start… :)

 

derp1

 

http://www.ludumdare.com/compo/minild-43/?action=preview

0

This entry was posted on Sunday, July 21st, 2013 at 3:53 am and is filed under MiniLD #43. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

I’m in.

I’ll be working in a team of 2, both of us coders. We’ll make the game in libgdx, most likely using the Oryx Design Lab sci-fi sprites. Neither of us has ever made an RTS, and I haven’t played many of them, either. So this should be interesting.

I’m ready

Its going to be a tough week. I’ve never programmed an RTS but more importantly, I haven’t actually finished a game yet. Hopefully the competition will force me (in a good way) to finish this. I’m going for a gameplay based on the awesome board game Carcassonne, with some major changes to make it doable as a real time game. There are 3 of us on the team, me programming and 2 friends who will be doing the drawing, choosing the music (none of us can compose) and collecting sound effects.

The idea is to use SFML as the game engine writing the game in C++. I bought the SFML book (this will be my first SFML game) which I would recommend for anyone who’s beginning game development (like me :P).

So good luck to you all, I hope you finish and I hope that I also finish :). And most importantly, have fun.

I’m in

I’m in for the 7dRTS. I’ll be programming in just straight java with 2D graphics to create an interesting dynamic. I work full time, so I’ll be able to work for about 3 hours a day during the week, so I’m hoping to hammer out most of this game on the ending weekend (and saving the optional, but cool, content for then as well). If I can’t finish the game in time, my plan should at least have me creating a nice skeleton to finish it in the future!

Yea, it is going to have Programmer art, so beware!

I’m in

Hello LDers! For the LD26, I made an awful 2D shooter. I originally had big plans for it but time and technical constraints got in the way.

For the MiniLD 43, I’m hoping to make an AWESOME RTS! I think that it will be a lot like The Space Game, but with the ability to design your units’ AI.

  • Language: JavaScript with HTML5
  • Library: None! I’m a bit of a purist when it comes to JS. EDIT: HowlerJS for sound
  • Beverage: Orange juice. Most pulp. I’m weird.
  • IDE: Notepad++. I’m too lazy to get a proper IDE. Actually, maybe I should do that right now.
  • Art: I’ll avoid ‘programmer art’ and instead do programmatic art – very abstract stuff drawn in the code (no assets to load!). If all goes well, that will look a lot better than anything I could draw. Also, I lost the stylus to my tablet.
  • Music: FL Studio, Express edition. Since Express Edition sucks and is discontinued anyway, I should probably fork over another $59.99 to upgrade. Some other week.
  • Did I cheat?: Yes. Life will definitely get in the way over the next week, so I started on the GUI yesterday. So far, I have just over 200 lines of (highly padded) JavaScript. My apologies to all those who will spend the entire week, starting tomorrow, no earlier, with Red Bull and their computer. Don’t worry, I probably won’t finish.

I’m very excited! I’ll probably stream it on Twitch. See you there!

 also I’m 12

I’m in!

Looks like next comp is a go for me

Im in indeed.

Hello guys!

im very excited for this MiniLD seeing as its the last one before school and we get 7 days.

wish everyone luck.

 

Programming language: Lua

Frameworks: Love2d

IDE/TextEditor: Notepad++

 

Artist: BlockedHeart

His Image editor: Paint.NET

 

Others credits:

some of oryx open source sprite are being used

 

Also i will be steaming the programming at twitch.tv/GasQuake

hope ill see some of you there.

my name is gasquake and i am out.

So I’m in…

My plans to visit family where canceled and that is equal to me being in this Compo.

I started to make a pikmin-esque game as a make up project for not entering this week. It was Pikmin but with robots. I really like it but I didn’t have time for it at all last week, so it’ll remain unfinished probably for a few weeks.

My plan this week is to make a RPG/ RTS/ Rogue-Like that feels like the original legend of zelda but with a modern steam punk-ish theme. (Pretty damn ambitious)

Goals>>

  • Manage my time well
  • Keep under 64kb total file size(to avoid over-expanding)
  • Stream ALL of it
  • No losing interest
  • FINISH THE GAME!

I’ll see you at my stream :) >> here

I’m in! (Possibly)

I may have time to enter in the 7dRTS this week. If I do the tools I may be using could be:

Blender

Unity3D

Paint.NET

Scratch

Notepad++

And/or

PyGame.

I might write the game in HTML5/PHP/JavaScript, Python, Scratch, or in Unity with JavaScript. Now to think of RTS ideas!

Tags: im in

In

I’m in.

Tools are haxe/haxepunk, Tiled for the map, and Gimp for graphics. Nothing too fancy, I think.

I’m hacking the code from my other project which was languishing in the depths of apathy into something that can be used for this. So far the test map is displaying. Shouldn’t take much to get the rest of the basics up and running. From there I’m keeping my hopes and expectations low..

I’m In!

I’m going to do the 7DRTS! It is my first MiniLD but I have done several LD. It sounds like it will be great fun!

Language: Java

IDE: Eclipse

Library: LibGDX

Art: Paint.NET

Good luck everyone!

Strat Souls: Prepare To 7dRTS Edition

 

“Maketh thy pilgrimage to Stratholme… Thou must stroke the Fender Strat of Awekening so that thou mayest know thy purpose…”

SloweRTS

I actually have an old experiment lying around. I called it Slower Real-time Strategy (SloweRTS). The idea was to bring Final Fantasy’s idea of the ATB gauge into a real-time strategy game.

The reason for this was that one of my weaknesses in playing RTS games, is that I can’t micromanage that fast. So I thought, what if we slowed down the pace of the game on-purpose?

Here’s how it works: All units have an energy bar. Anything it does consumes energy. When it runs out, it stops and waits for it to fill up again.

Since enemies will play by that same rule, all activities in the game have a sort of periodical rest-period to them.

My hope is that it will lessen the frantic pace in an RTS.

 

To The Jam Mobile!

I heard about #7dRTS from the IRC chatroom for the Unity game engine.

Once I saw it, I immediately thought of SloweRTS. Perhaps I can use this opportunity to flesh it out more?

 

I had been wanting to make some sort of Dark Souls demake, and I thought the energy bar system of SloweRTS is very similar to Dark/Demon’s Souls’ stamina system, so I thought of making a parody of Dark Souls.

 

So here is the first WIP screenshot of Strat Souls:

Those are not Capra Demons.

 

 

You can play around with the web demo WIP here: https://dl.dropboxusercontent.com/u/25260770/StratSouls/Web.html

 

Controls:

Left-click: selection (drag for marquee select)

Right-click: context-sensitive command (right click on ground: move there, right click on enemy: attack it)

WASD: move camera

Middle-click drag: rotate camera

Mousewheel: zoom camera

Tags: progress, screenshot, Strat Souls, unity, unity3d

Comments

22. Jul 2013 · 12:22 UTC
I like the idea of sloweRTS although my worry would be that it introduces another thing to micromanage. It would add realism if there were advantages to an army marching, then camping, then attacking over just marching to your enemy and then immediately engaging them but that might make it more work to do things like send out skirmishing attacks or scouts if you actually had to tell them when and where to have rests (because you wouldn’t want your troops to be resting while the opposition forces have full points and are able to attack you) Wouldn’t it just mean that the best players are the ones who “game” this system the best.
22. Jul 2013 · 14:07 UTC
I probably shouldn’t aim to eliminate the requirement of fast clicking skills altogether, I just want the game to have less emphasis on that.

I’m In!

I think that’s how it works….

 

So, this is my first LD event.  I found out about it around LD 24 when I watched Quill18 make “Pinbology”, and I’ve been following the competition since then.  I finally made an account for the last 48 hr compo, but haven’t been able to enter until now.

So here I am!  I love the RTS theme, and have an plan in mind.

Programming – Game Maker

Art – Paint

Scope – … yeah.  The game I have in mind is pushing the limits of what can be accomplished in 7 days, and what I can do even in more time.  I know that goes against all advice I’ve seen on here, but we’ll see how it goes.

 

Good luck to everybody!

GarrickWinter here, ready to start my #7DRTS as soon as I wake up!

This is madness!

This is MiniLD #44!

The goal is to make an RTS game in 7 days, and I love RTS games.  Not to mention we are allowed to use pre-existing code, and have 7 days, so unlike a normal Ludum Dare I actually have a hope in Hell of getting something done.

Once I get up tomorrow, my 7-Day RTS odyssey will begin!  I hope to blog a little about my progress each day, though it’s hard to say whether or not I’ll have the time.  I will also be cross-posting on my personal blog.

I will be using some code I wrote previously for handling importing graphical assets and moving sprites around, as well as some code for playing sounds and for generating Voronoi diagrams. My first order of business, tomorrow, will be pulling that code together into a seamless whole for use as the base of my game.

My Game

Insurrection, a space-themed RTS game about taking down an Empire while managing public approval of your rebellion.

My Tools

C++, using the SFML library
Code::Blocks as my IDE
Paint.Net for the game’s art
…LMMS for sound?… we’ll see.

So starting tomorrow morning, it’s full steam ahead!  See you on the other side!  Good luck everybody, and have fun!

Tags: MiniLD #44, RTS

Seagull RTS for 7dRTS (I’m In!)

So I’m getting together with a group of friends and we’re doing an RTS for 7dRTS based on seagulls.

No I am not kidding.

Basic idea is that you control seagulls and move around the room trying to collect fish from the water.

Stream will be on www.twitch.tv/trojanhorse711it will start tomorrow at 6AM PST

Control Support: Controller, Keyboard, Mouse

Players: 1 or 2

Language / Engine: Game Maker Studio

Graphics are being done by my friend, BeGamer

We’re In!

This is going to be fun!

I’m keeping tight-lipped on what the game is going to be about until I finalize some details, but you’ll be hearing from me. Expect my stream to be up throughout the week.

Team comp:

Music: Omar @OmarTAbdalla
Programming/Design: Kyle (ME!) @TehSkull
Design: Mitch @mitch_orcino

Tools:
Articy:Draft SE (just purchased from Steam Sale)
Unity Free

Assets:
http://tf3dm.com/ Because I don’t have a lick of 3d art capability in me.
http://www.freesound.org/

Stream Link

JAIAIP

Just another I am in post with some details on my plans.

Planning to do an

  • Online RTS that is played by AI vs. AI.
  • You can only influence the game by playing cards (similar to a CCTG)
  • Cards could for example allow you to give the AI an order to attack globally. But others could just be a damage boost for all “your” units or could allow you to spawn a huge robot in the middle of your opponents base :)
  • Playing cards will probably cost you the same ressources that your AI uses to build your base and units (classy approach here) so you can’t just spam powerful cards
  • Trying to do this in real time as opposed to round based as the AI vs AI concept might actually help making the network stuff easier due to its deterministic nature.
  • Besides the network stuff AI is going to be the toughest challenge for me I guess
  • The overall scope is probably far too large but I’ll try to make a minimalistic prototype that I extend into a more complex game

Hope you all have some fun reinventing (or re-implementing) the RTS genre :)

Guess what…

.. I’m definitely in!

RTS is one of my favorite genres, but I’m thinking I’m gonna try to mix it a bit and not do the most basic RTS game.

Probably there’s going to be pixelated robots, a lot of them. And some upgrading and some minimal resource gathering, but no base building. I only have a vague idea so can’t really go into detail yet.

Although its a normal working week for me, I think I’m gonna make the game finished enough because it’s 7 days and not 48h. This is my first Mini-LD.

I’m gonna use:

Unity
3ds max 2012
Photoshop CS2

Have fun everyone! Can’t wait to see the results. o/

Count me in!

Hello!

 

I am most certainly in. First jam so it’s going to be interesting. I’m all alone ;_;

Ideas: None (I will have some don’t worry *cough*)
Music: ME!
Art:ME!
Programming:Me!

That’s all I’ve got right now :\ I’ll be back though. Just you wait!

 

Oh programs I’m going to use:
Photoshop
Eclipse
Articy
FL Studio
Spotify

Itunes
(I need music ok)

And I’m happy for those who are actually organized and not leaving everything to the last me (the good ol’ procrastinator me!)
Can’t wait to see the results! \o/

Comments

TehSkull
22. Jul 2013 · 15:27 UTC
Good luck, man. Articy will definitely help you plan everything you need.

I’m in

I’m in for the MiniLD#44 :)

It’s my first time and I’m alone.

I will use the Javascript language (canvas element) and no library except mine.

Tools :

  • Sublime Text 3
  • Paint.NET
  • Inkscape
  • Browsers for tests

I’m in 7drts

Yay 7dRTS!

I want to do this upcoming LD and I’ve never done a Mini before, so this is my warmup!

I have an idea for a theme, and some of the mechanics for an RTS/sim game that I’ve been thinking about for years now, but have so many conflicting ideas and real doubt over whether the game can ever be made to work, or be fun.

So for this 7dRTS I’ve decided to just throw a few of the ideas into an RTS/Sim/Tower Defense/Zelda mash-up and see what sticks.

With any luck I might even have a few hours to spend on it this week :)

Comments

22. Jul 2013 · 07:26 UTC
I will almost certainly use Unity, and have a 3D world viewed top-down with very abstract little characters similar to the creatures in my last game… The flying saucer from my last game may also make an appearance but the terrain will be completely different.

Let’s do it!

This sounds fun. My RTS will attempt to answer the question, “if you only have one unit, is it still an RTS?”

Going to be using HTML with my own networking library . Using it for a real game should be a great chance to improve it.

https://github.com/robin-allen/net.js

Clarification on my entry “Strat Souls”

Hi guys,

 

Just a clarification. I saw the submit entry button for #7dRTS, and I thought it was used for submitting your entry at the start. So I went ahead and made one.

Turns out it’s for submitting final builds.

Whoops.

I guess you can chalk it up to staying up too late. This is also my first time participating in anything that is Ludum Dare.

Well, there’s no option to delete the entry, so I renamed it “work-in-progress”.

 

In any case, I’ll still continue working on it even if I get disqualified or anything like that. And you can use that to always see the latest build of the game while it’s in-progress.

Tags: progress, Strat Souls

Comments

22. Jul 2013 · 10:56 UTC
I don’t think you need to worry about being disqualified, as this is just a mini LD. My advice would be to update regularly and make sure it’s clear that the version that’s there is WIP. A lot of people release early and then iterate, even in the main LD and it’s not uncommon to make a submission page and update it may times before the deadline. It’s a good idea for both drawing attention to your game and getting feedback.
22. Jul 2013 · 13:49 UTC
Hey thanks! Yeah that’s true, this isn’t a competition.

Goat Mechanic for iOS and Android

Earlier in December 2012. I went all out in my first Ludum Dare, 25 themed “You are the villain” which sparked all kinds of ideas… especially sub-themed with a goat. I went for an overhead traffic game where you play as a goat working for a corrupt mechanic, dropping objects into traffic to create accidents to earn more money and unlock new items. It was an amazing experience! I almost panicked near the end of the compo, due to several physics bugs and strange Flash issues. Titled “Goat Mechanic”, it earned 15th place.

barb9

I have completely redone the entry, adding new items, levels, polish, and pushing it to the Apple App Store and Google Play! Tokens are earned over time and creating accidents eventually unlock more items and levels.

screen1 screen5 screen3 screen4

logo

Tags: android, final, iOS, post-mortem, postmortem, SuccessStory, You are the villain

We’ve started.

We have started.

we are currently working with 2 persons on a multiplayer RTS hybrid. soon the third person will join to do our 3d moddeling.
luckily we have a summer break and lots of time. we will create the project in Unity 3D.

and we will be using the following software:

Unity 3d – duh;
Maya
Visual Studio
MonoDevelop
Word
node.js – maybe

you can see me/us on the stream.

goodluck to every one.

 

#7dRTS log: Days [-1,0,1]

I’ve had to start this challenge a little early, albeit all the early stuff I did was prep and foundation work.
<<Cross-posted from TiltTheWindmill>>
Welp, officially taking part in 7-day real-time-strategy challenge, a.k.a 7dRTS. (More info)
This is the first dev-log from the first three days. I’ve hard to start early for reasons stated below.
This is really the last chance I’ll get to make “full” game until December thanks to my silly decision to do Honours research.

20/07:
Laying some ground work in advance since I lose a whole day during the challenge.
Working on a dragbox because you can’t have much of an RTS without one. Have two different control methods as well, one more suited for certain ports (provided this gets done.)
Still working on some design decisions such as resources and their allocation, flow, maximum etc.
Still have no title.
Dragbox is now working perfectly. Marvellous.
Everything is a unit, unless it’s a building.
Tomorrow, the town will be born. Possibly some more back-story and narrative stuff.

Song of the day: Strands Of Golden Light by Seirom

21/07
Most of the day was spent out.
Added ability to issue commands in a basic fashion.
Working on basic pathfinding for units.
Basic pathfinding done. Units can now move around neatly.
Haven’t had all that much time to work on it so far.
Progress in gif form: http://i.imgur.com/DnZHqou.gif
Whiteboard:
Whiteboard: Day 1

Song of the day: Solarfall by Immortal

22/07: The official start of 7dRTS. [Day 1]
Fixed a weird movement bug for the hero character.
Started some of the unit nitty-gritty.

Screen is now divided. Having resizing issues though.
Resizing issues fixed. Still working on town. (Plan)
Progress in gif form: http://i.imgur.com/YEUCKVN.gif
Whiteboard:
Whiteboard: Day 1

Song of the day: Arise In Gondolin by Emyn Muil

—-

So, how is it going so far really?
Well, despite a whole lot of doing nothing to writing a lot then scrapping most of it and writing it again, some progress has been made at least. Not as much as I would like but hey.
I think tomorrow night I might disclose my design and goals for this challenge. I would right now, but alas, I’m still finalising some stuff.
The majority of the stuff done so far has been setting-up and design decisions. By Wednesday evening, most of that should be done. (HARHAR).
By Friday evening or Saturday midday, I plan on having the bulk of this done so I can spend the weekend working on music, story and (HAJSKHKJASH) art.
Will be posting a more detailed post tomorrow (hopefully.)

(I hope you enjoy the song of choice for each day along with progress GIFs and whiteboard crap and other images. Tomorrows post will hopefully be filled with much more…)

Menus & musings

Let there be ugly HTML menus!

Capture1Capture

Pretty basic, but everything you see works! My game’s going to be a learning project for me, in which I learn to code multiplayer stuff. So, hosting, joining and chat are must-haves.

Still working out how the actual game will work.

Comments

Cheezey
22. Jul 2013 · 13:04 UTC
Actually, that UI looks really nice. Good job.