LD27 August 23–26, 2013

Speeed!

Rushing too finish our first ever jam entry!

http://www.twitch.tv/aldian1

watch our programmer finish here. Sadly we couldn’t spend more time on this game so we have had to keep it simple.

 

Watch and learn ;D

Game actually works…

Quickly updated my game after submitting, as I realised the game wasn’t actually completable -_-

Here is my post.

Many, many thanks,
Taha

And… DONE!

We (OxySocks and Soulrot) just submitted our first Ludum Dare game, “Ten Seconds Second“. It is a puzzle(?) game in which one of your units has to reach the exit of the level within 10 seconds. Yes, very original. You don’t control your characters directly though. You give them waypoints in the ‘planning phase’. When you are done with that, the units will execute your plan and hopefully your ‘runner’ will reach the exit alive and in time.

It has been an incredible amount of fun to create and we are both proud of our accomplishment, even though the game is missing a few planned mechanics and is lacking the (audio)visual appeal of some games I have seen in the past few days. Next LD we will probably bring an artist who can take care of that aspect!

Now it is time to get some rest and play some other entries to see what kind of creative interpretations and games all you amazing people have come up with!

10 Seconds To Escape: (Levels preview)

Today I was doing the level loader and creating a few levels…

After everything was ready to update my entry I have encountered an error creating the executable file and not know if I can fix it in time.
I leave a video so you can see how the game:

http://www.youtube.com/watch?v=YloPubWfw-c

And the link to my Jam entry: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=27429

Tags: love2d

Warped is now ready for your viewing and playing pleasure

So another Ludum Dare has passed, also another Ludum Dare where I wasn’t a huge fan of the theme.

Either way it’s over and my game is complete thanks to it being a bank holiday weekend!

I present to you Warped, my take on the theme of 10 seconds. Warped was created in game maker and I also used sfxr and musagi for the sound and music.

Warped is the story of a guy who just happened to be in the wrong place at the wrong time, something seems to have malfunctioned, changing his surroundings, himself and many other things every 10 seconds.

For reference there are five environments (each with five or so environmental specific items), five enemy types, five players as well as 5 weapons types for yourself and the enemies. They’ve all been created as if they were from a set. I would have loved to have even more assets for the game to choose from but from spending a very large amount of time on the ones I created I believe I would still be working right now if I decided to make more.

At heart it’s an ever changing shooter (to a certain extent) and I had a lot of fun working on it…except for when I spent a few hours on trying to figure something out and getting nowhere. I did miss the compo entry which is what I was aiming for originally, but the game demanded more assets than I could create in the designated time -sleep and I decided not to cut any (what was I thinking!). I ended up using an extra 10 hours from the jam to get everything else sorted, although I probably could have done the work in 5 hours extra but I wanted to fix a few bugs here and there that took some head scratching. Either way I didn’t make the compo and that makes me angry, but I hope you like my game and I’ll try to get a post mortem done soon!

Enjoy,

Catherine Woolley

Tags: LD27

My entry to the LD27 game jam!

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=16998

 

It’s a shooter where an enemy spawns every 10 seconds. It’s more of a compo entry that I just didn’t have enough time to do in my busy Saturday and Sunday. I wish that it was Sunday and Monday for the compo, but whatever.

 

My art style is minimalism as an ode to last LD’s theme.

I had a lot of fun making Enemy Inbound, and I look forward to the next LD, whatever score I end up getting.

A small retrospective of this weekend

So, LD27 is over, the second LD I took part in.  I already played roughly 100 of your games,and they all are great, some even astonishing. Kudos to everyone!

 

But, talking about myself, I had fun this weekend, working with impact.js and html5,and even though I didn’t find enough time to put in all the content I planned out for my game as well as a deeper theme-connection, I am always excited seeing my ratings  outer go up and reading all of the comments.

 

I especially appreciate any bug reports you guys give me, though the current Web version won’t see any of the Bugfixes. I intend to fix the bugs – but not in  impact.  It was easy to use, for sure, but I just can’t wrap my head around JS.

 

So my next steps now, is taking the game I made this weekend, recreate it in Java using libgdx and polishing it. After this, the next part is adding the features I had to scrap as well as balancing. Adding more Replay value etc. And porting the game over to Android as well as releasing it for free on the Store once I feel confident with the amount of content in it.

 

Please, continue and keep the critique coming,  rate my game, tell me what you missed/what annoyed you in it, whether here or on twitter, and just enjoy the judging time with all the great games!

 

I’m out for now, catch you guys in 3 weeks with a final retrospect or in December.

[POSTMORTEM] 10corp

Screenshot - 08252013 - 10:51:11 PM

View 10corp entry here.

Visit my website here.

Ludum Dare 27 has been my first ever Ludum Dare competition.
I was not sure of what was going to happen, if I were capable of finishing a game in under 48 hours, if I would have felt stressed or relaxed, et cetera.

To get an idea of what 10corp is, take a look at this gameplay video.

For the competition, I decided to use C++11, SFML, and my own framework, SSV, which is free, open-source, and always looking for contributions/critique.
My development environment was Arch Linux x64, using QTCreator as my IDE, and Sublime Text 3 as my text editor.
The development machine uses an Intel Core i7 processor, NVidia GTX275 and 10GB of DDR3 RAM.

My goal was producing a game that was worth playing in under 48 hours, with native Win32 and native GNU/Linux x86 binaries.
I’m very happy to have reached that goal, and I’d like to share my thoughts about the whole development process.

I worked on the game for about 30-32 hours. I slept, worked on a video for a friend’s birthday, and relaxed for 1-2 hours (played some Spelunky and browsed the internet).

The first thing that surprised me is that I felt constantly stressed. I do not know if everyone feels like this, but I couldn’t stop thinking about the deadline, about the end result.
I have to say that, as far as personal feelings go, I didn’t dislike the 48-hour deadline development process, but I didn’t find it fun either.
However, after finishing, I felt a great sense of satisfaction and reward, which kind of made up for the stressful coding hours.

The second thing that surprised me is that my framework, the SSV framework, was up for the task of creating a game from scratch.
It literally took less than an hour to get a prototype where I could walk around.

A big effort in SSV was put into development of SSVSCollision, a header-only pseudo-physics library intended for retro-style games.
It handles collisions very differently from all other engines out there, and, while not suitable for realistic physics simulations, it is great for retro-style games, where physical bodies do not interact much with each other, but have infinite stability and very precise collision resolution. Here’s a video of it’s performance.
It also lacks all sort of issues that would arise with a realistic physics engine, such as the common error where bodies get stuck between tiles in tile-based worlds.

Anyway, I also created a player sprite, which I had to divide in two parts (arms and body) to avoid repeating unnecessary frames. I used Pinta for the task, a Paint.NET clone for GNU/Linux.
I’m not an artist, and that is obvious by looking at the poor end result of the player sprite. I used the same tool to create all other graphics in-game.

I dealt with sounds by using sfxr, the free, open-source sound generator advertised on the LD website itself.
For music, I used LMMS, a GNU/Linux production software with an UI similar to Fruity Loops. I’m not a musician either, so the end result was poor here too.

I streamed most of my development process on my twitch.tv channel.

The game concept was actually created after the prototype version. I had no idea what I was going to make. I just made stuff and tested stuff.
Then I had the idea of this cool throwing mechanic, where suddenly turning your character would increase the force of the throw.
This is where stuff started getting interesting. I had to deal with my peculiar physics engine in order to allow the player to grab/throw/release blocks.

It went pretty smoothly.

screenld

 

This is what the first grabbing prototype looked like. I also had added the number on the crates but had no idea how to use those yet.
I also had no idea how to use the crates yet.

Then I combined the throwing concept/mechanic with a time-based constraint (10 seconds theme), and had the idea to make the game into a reflex-based, time-based puzzle platformer.
I designed some game elements and threw some test levels together. But I didn’t have time to create a level editor, or to write a JSON level specification. So what did I do?
Tab based in-code level editing. Dear god.

Screenshot - 08272013 - 12:36:40 AM

 

Yep, I used tabs, newlines and spacing to re-create the structure of the level in the IDE itself, so that I could have a rough idea of where I was placing elements.

Horrible? Yes.
Effective? Yes.

After making some levels, I created a menu screen, which was very easy thanks to the SSVMenuSystem module of the SSV framework. And that’s pretty much it.
There is a problem with level 5, which is almost impossible because I forgot a game element. But it is actually possible, even if insanely hard.

I’ll judge the game myself, now:

Innovation: I’d say the game is not unoriginal. The turn-based/jump-based throwing mechanic is pretty fun to use, and the game elements, while simple on their own, can be combined to create some interesting puzzles.

Fun: This is a very subjective point. The game is not easy, and can be very frustrating at times. Honestly, I find hardcore games pretty fun – I enjoyed playing my game, even if trying the fifth level for one-hundred times got frustrating quickly.

Theme: My interpretation of the theme is not very original, but I think the 10-seconds constraint that resets works well here.

Graphics: I’m not an artist, and it really shows. The sprites are of poor quality. I tried to redeem myself by creating variations of tiles that appear randomly and maintaining a simple flat look for the game.

Audio: Sfxr is a godsend. I love retro sound effects, and they work well here, I think. Music, on the other hand, is not catchy or memorable, and it’s just a simple loop. It was my first time ever producing music. Here I tried to redeem myself by adding a no-sound and a no-music option to the main menu. 😛

Mood: I tried to create a simple story/world around the game. Basically, you’re working for this company, 10corp, in a futuristic (I guess) setting where getting a job is very hard. In order to survive, you have to work for this company, even if they terminate slow workers to maximize their profits. I used in-game messages (broadcasts from 10corp) to give the feeling of the player being observed and judged during its tasks.

Overall: Overall, I am satisfied with the end result. I’m still not sure if the game is worth improving, but as a less-than-48-hour product, I’m happy with how it came out.

 

I really hope you enjoyed my entry and this postmortem. Thanks for reading!

Vittorio Romeo
http://vittorioromeo.info

Tags: 10corp, C++, compo, game, journal, LD27, post-mortem, postmortem, progress, screenshot, update

Got time for that? V1.0 – Human submission nearly complete.

You got time for that?

Includes three mini-games – ’10 Second Solutions’ – ’10 Second Button Masher’ – ‘ 10 Seconds to Score

Greetings Earth peoples.

For this LD contest we give you ‘Got time for that?- a game that is really three games! Please enjoy this interstellar contribution to your endless entertainment, in our mission to answer that age old query: Will you score?

We certainly hope so.

Tools – Unity, RagePixel, Asset Store UnityGUI skins, Creative Commons music, C#.  Source available.

Play on web or desktop. Soon for Android!

Please procure the diversion game here:

 http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=27481

Tags: 10 seconds, Anachronic Designs, C++, game, Got time for that?, jam, LD27, Ludum Dare, screenshot, source, unity

2 Hours left stream !

DelayedBanner

Hey guys, there is almost 2 hours left and I still need to implement several levels (and an end game) before I submit my game, come watch me, the more the better ! 😀

http://www.twitch.tv/jordo76

PS : Chiptune music in the background is guaranteed.

Almost made it…

I will not end up finishing my game this time. I decided to take my first steps into 3D land for this jam. I bit off a little more than I could chew. From flipping through pages in my OpenGl books to trying to figure out how to really implement some of my ideas I just didn’t have enough time… and I did the jam. However — I had a ton of fun building it and looking at some of the screen shots posted it seems there are a ton of great games that were built.

 

Here is the source code for my project: http://github.com/beersbr/ludum_dare_27

I’ll add some screenshots to the repo and an I’ll update the readme with what I wanted to accomplish.

 

Way to go everyone!

Deka Sektor Submitted

Huzzah!  We (Nega Drive) have finished our game for the Jam compo.  Feels good, man.

justthetitle

Windows XNA VersionWeb JSIL Version | Ludum Dare entry

A stylistic twin stick shooter where you have 10 seconds.  Except not really, because killing enemies adds time to the counter, and getting hit takes time away.  How long can you last?  Probably longer than me, I’m bad at games.

Use WASD to move the ship around, use mouse to aim and fire.

Tools used:

  • Visual Studio 2010
  • JSIL
  • Adobe Flash
  • Adobe Photoshop
  • FL Studio
  • BFXR

To sum up, this has been an interesting experience.  Nothing gets those creative juices flowing quite like an ever-approaching deadline.  There were two of us making it, me (Rich) on the graphics and music, and Matt on the coding.  This isn’t our first project together but it is probably the most intensive.  The whole thing has gone shockingly smoothly though, and the final product is pretty much what we had in mind.  There were only a couple of negative points really.  We couldn’t get 360 controller support in, and the collision system isn’t very accurate, so there are no player ship/enemy ship collisions.  Other than that though, it’s turned out pretty decently I’d say.  I hope you agree!  AGREE NOW.  plz.

Seriously though any feedback is appreciated.

– Rich, NEGA DRIVE GAMES PRODUCTIONS STUDIOS MEGACORPORATION INC. LTD.

Done! Game of Throws is now out!

poster_01

That’s it for this LD!

It’s been quite a weekend, stressfull but incredibly fun to be a part of this event.

We were hoping for something else than the 10 seconds theme but I think this turned out pretty good anyways. We managed to create an intense and action packed game that’s quite fun to play against your friends in just 72 hours. We’re all satisified with the result, even if there are still a few bugs that needs squashing. Hopefully nothing game breaking managed to slip in… let’s just call them features.

 

Game over, post jam thoughts

24416-shot2

 

So i finished my game yestoday:
http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=24416

Going back i would do a few things different, namely ‘time management’ related as i did not get all the features i wanted but it basically works so i am happy.

Building this game i got a bunch of ideas for a standard game lib i should build up and also some additions/changes to my current homebrew-libraries that i am using which should improve my productivety. Also i need to be less picky about my graphics and prioitise features 😛 i spend waaay to much time on graphics still since i am not very good at pixel graphics… yet. Something that bothered me was that i did not have time dor audio tho, oh well there is always next time! :)

But enough reflection, i had a rocking weekend and i very likely gonna do some post jam development on my game to add some more features i had in mind,

Over and out!
//Sebb

Lodestar

… is finished.

As much as it could be finished anyway. There are sadly no sound effects. Or balancing. Or the level of polish it really required.

But it’s playable and I gave it all I got.

#LDTD represent!

Good times.

First game done!

Even though my game is very humble in it’s design, it’s playable and i’m still very proud for finishing it :) I had tons of fun, the entire weekend was an absolute blast!

I will play as many of your games as i can tomorrow. But now for catching up on that lost sleep…

Here is the link. Enjoy! http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=22618

LD:27 Jam Mr. President! – Inauguration

Wooo — Rick Flair outburst.

LD 27 is a rap and I had a lot of fun with this theme. Was able to try some new stuff with Physics / Mecanim / Ridiculousness.

Play our game Mr. President! and take a bullet for the big cheese, and let me know what you think :)

Mrpresident9

play here   — > http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=16170

MrPresident2

Tags: Mr.President, president

One Way : Last Night

A quick/WIP post (also a good reason to have a code break) 😉

We had a pretty rough day after this week end as we were going back to work. But tonight we are recording some sounds and update the game. We really really need to sleep (meetings early tomorrow -_-) but we are glad to be only minutes left from finishing it !

Here is Marie (graphic designer) recording some notes helped by our friend Peter.

OneWayMusic

 

Good luck for the last jamers ! Looking forward to test the results !!