LD27 August 23–26, 2013

First entry complete!

Howdy,

I just finished my first ever Ludum Dare entry! I wrote a game called “Lemon vs Lime” in 3 days with Java using the Eclipse IDE, the artwork was done in Paint.NET, you can play/rate here!

So I suppose I’ll write one of those what I did wrong, and what I did right posts! Let’s start off with what I did wrong…

What I did wrong!

  • Timing: I actually spent the final day trying to rush as much as I could since I had unplanned events, I also woke up pretty late after working on the game for the night. I suppose I should have just stuck to a normal sleeping schedule.
  • Graphics: I’m pretty appalling at graphics, although I have 3 talented artists in my game dev team, they we’re all busy during the jam :(
  • Gameplay: A few aspects of the gameplay I’m not exactly happy with. You can pretty much play lazily and just sit in the corner and spray, this also leads to a crash since the amount of entities spawned is massive and there is pretty much no way I can think of fixing that, I did try to fix this issue though.
  • Controls: I’m pretty terrible at implementing controls, for the time frame given I think I did okay, but when it comes to jumping physics I can never get anything perfect :(
  • Collision Detection: I despise implementing collision detection, it’s pretty easy to add it only took a few lines of code, but the collision is a bit “iffy” and you can jump through walls. If I would’ve spent longer implementing AABB collision detection or something it might have worked out a bit better.
  • Theme: I feel that the theme was pretty easy to make a game with since it’s something about an aspect changing in 10 seconds, or having to complete something in 10 seconds. My original idea was pretty different to the final game, it was supposed to be every 10 seconds the game evolves and you get a new weapon and the first level with be set in say caveman time, and then the second level would be set in medieval dates, and so on. Unfortunately, we actually came up with this idea halfway after I’d written every so it wasn’t really feasible to implement since it’s a complete re-write for the games mechanics/gameplay and we’d also have to redo all the artwork.
  • Weapons: I’ll make this one quick since I’ve just written a paragraph for the last item… there weren’t enough weapons! I could easily add more but I just never got round to it. Sorry :(

What I did right!

  • Code: I’m quite happy with how the code turned out, I’ve written quite a few games so I knew how to implement state system, entity hierarchies, collision detection and so on and I encountered near to no bugs when I wrote the game.
  • Performance: The performance isn’t exactly amazing, but considering I was using Java’s Graphics API and I can pull off a smooth 30fps on my netbook, I was pretty happy.
  • Gameplay: I really enjoy playing games that are pretty difficult (I wanna be the guy, Super Meat Boy, The Worlds Hardest Game… etc) and the fact that I wanted to make one and it actually ended up being pretty difficult is great. Although I think I went a little hard on the player, either that or I suck at my own game, haha.
  • Timing: Other than spending my final day visiting my dad, I pumped out game mechanics pretty easily in the first day or so of development… but as they say “the last 10% of the product takes 90% of the time”.
  • Tools: I am quite confident with the tools I used, I know how to use them and I think I can use Eclipse quite efficiently, but of course, I still have a lot more to learn about using Eclipse.

So that’s about it, I’ve finished my first game, I’ve written a giant analysis of the game and that’s it. I will definitely be participating in the next Ludum Dare (unless I have school or work or something comes up). I really enjoyed making a game it’s a great learning experience and pretty fun too.

Here’s a screenshot of the game:

The final version of Lemon vs Lime.

The final version of Lemon vs Lime.

And you can play it here.

The Unbelievable Adventures of Kamil the Cat submitted!

TUAOKTC Logo

 

Yeah, we’ve finally submitted our game. As always I think we could have done it 5x better ^^

We had a lot of fun creating this and I’m proud to finally publish it :)

Time for some credits!:

  • Kacper “kacperski1” Herchel – Coding, Graphics & Sounds
  • Maciej “MacronCPP” Ziółkowski – Coding & Graphics
  • Grzegorz “zabujca405” Bąkowski – Music
  • Arkadiusz “Victorion9” Victor – Sounds
  • Łukasz “Pecia” Pecia – Nothing really

Ooh, and the download link! Here it is – http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=17819

Things that went good:

  • We finished it somehow!
  • We had fun!
  • We learnt a lot!

And things that went not-so-good:

  • We didn’t make as long as we wanted to!
  • We were distracting ourselves from work too often!

That’s all I think. Happy Ludum Dare guys!

(oh, and grab that link once again – http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=17819 )

~kacperski1

 

So it’s finished!

That was a close call!
It’s 5.30 am here, and I have college from 8, dunno how I’ll not sleep through classes. @_@
Anyway, here’s our entry – Angry Guards!

And here’s a screenie!
screenshot102

The game is about controlling different characters for 10 seconds each to coordinate a prison break. Must admit, it was too ambitous, but then again, we did get something up and running, and we had a lot of fun with this, so yeah, all feedback is welcome!

I’ll get to rating other games after college today.

And oh, best of luck everyone!

Booooh done… more or less…

houbaWe go to sleep U__U First Ludum Dare, passed.

Game: Houba

 

Time Puzzle game. Get all three diamond keys and go through the portal. If your time is over you’ll die. Transfer time to the enemies to survive, but it’s dangerous…

See you!!!

 

We Failed

It came down to the las few hours for us, we both got to the point where we could’t operate without sleep, we set alarms so we could try and get 20 minutes of sleep so we could continue to spit out code. All alarms and their back ups failed, have no idea how but they did, we woke up with 50 minutes to go. Does not look like our game will be finished on time.

~TheAngryBr1t

Comments

Christina Nordlander
26. Aug 2013 · 22:13 UTC
I know what it’s like. I know how trite it sounds, but you have my support.
eduardopras
26. Aug 2013 · 22:15 UTC
That’s allright, we are on the same boat. But next time, we are all going to do better and faster!
TheAngryBr1t
27. Aug 2013 · 10:56 UTC
We will be finishing this game though as we put too much effort in it to just become nothing. Stay tuned to zelif.net and theangrybr1t.com for the near future

Cherry Bomber

SO this was my first time… Aside from the lack of sleep I had a cool time making this.  And i Think I have the start of something I can put out possibly.  I am now creating a demo video for how to play… and am too tired to type explicit instructions.  Those will come a bit later.

 

Synopsis:  Fire the Cherry Bombs at the evil cupcakes and try to get the cherry on top.  The Cherry bombs only last for… you guessed it: “10 SECONDS” before they explode much like my eyes feels like they might do.  Anyways play please.  More and more updates to come!

High Paced Action!

3 Hastily designed Levels!

 

Cherry Bomber

 

t.i.m.e

Screenshot 1 Screenshot 2 Screenshot 3

 

Greetings!

I’m Asar Dhandala, Co-Founder and Designer at Seven Summits Studio. I’ve made ‘t.i.m.e’ in 3 hours last night (solo) and tried to  merge with the theme as much as possible.
Do check out the game, comment and rate!

Aim: Collect 10 seconds ; Overlook 7 minutes ; avoid 5 hours.
Use control keys to move character.
Recommended browser : Internet Explorer (HTML 5)
The game would not work on Chrome / Opera. Safari and Internet Explorer are supported.

SOON.

Really gotta get rid of the placeholder bomb!

But UI GUYS….UI!…sweet…sweet…UI..zzzzzzz 😛

damnplaceholder GO splash2

Just beat all 10 levels

beat my game

My game is tough just beat all of 10 levels with over 80 deaths! (enlarge image to see) Turned out similar to super meat boy, now i have to upload the files

 

First Jam/LD attempt, no luck. Post-Mortem

Hello,

This was my first attempt at a jam, but it came at the worse time – my best friend came from out of town that I haven’t seen in a year so I only got bits in (very little on Friday once the theme was announced), a few hours Saturday and barely anything Sunday.  I was aiming for the compo since I’m doing it by myself with the jam to fall back on, but I’m definitely going to be ready for the next one!

 

I tried using C++ with SDL 2.0 (Only used 1.2 prior to this Jam and didn’t make much out of it since I just started learning this whole thing a couple months ago)

 

Pros:

-Learned what I need to do to prepare

-Should try to learn SDL 2.0 over SDL 1.2 beforehand so I could have concentrated on the game itself.

-Should have a music program picked and test it out (can’t decide between Logic Pro and FL Studio or others).

-Should have my workspace clean and ready to go

-Saved legitimate backups when things worked so this is preparing for good habits!

-Need to learn about Procedural Level Generation, I think that would help and save time.

-Need to learn Unity

-Took today off of work to try to get something in for the jam… 4 day workweek!

Cons:

-Need to save my backups in something like SVN or Github instead of locally, but it’s a start

-The compo/jam came at the only weekend my best friend came to town

 

I gave it a pretty good effort, but nothing to show for it atm mainly due to lack of time and still learning how this all works.  I’ll still work on it during my free time this week and I’ll definitely be ready for the next jam!

Comments

xplicitone
26. Aug 2013 · 22:24 UTC
Not to mention, my art skills are terrible and I need to brush up on them (pixel art). Definitely want to learn how to do better pixel art so the game can look somewhat presentable
wccrawford
26. Aug 2013 · 23:53 UTC
Sounds like a successful failure! What I love about LD is that succeed or fail, you’ll learn a lot about yourself and your skills. You seem to have taken all the right lessons to heart, and I’m confident you’ll do better next time!

Annnnnnd… Done

I never thought I would get the game to a playable stage 😛

 

Our game Unexpected Security is now submitted!

screen02

screen03

 

You can find it here!

We would greatly appreciate if you go play it and leave us a rating and perhaps some feedback :)

 

 

Thank you and thank you Ludum Dare!

It has been a blast!

So We Finished!

Its been a long ride, but I’m glad we finished. Out final project differs greatly from our original conception and I can point to many reasons why that was the case throughout its life cycle. None the less the experience of working with 4 talented and passionate people to produce something in such a small time frame has been an enjoyable and worthy experience one of which I could reflect upon for weeks.

A post mortem of the project will be the hot topic for us with lessons learned and things to do next time, but that can wait until after we play some of the other games!

And I made it!

… choked on the compo, but made it to the jam.

 

My first ever Inform 7 Interactive Fiction game, “10 Second Defence” is up here. You have ten seconds before a killer enters your apartment.

 

Thank you to all at Ludum Dare for making this possible, and thanks to my husband Graham Dawson for hosting the game and documentation.

Can you count to ten? A simple party game.

Just submitted my very simple game, just in time. The name (CountToTen) says it all: players have to guess how much will it take ten seconds to pass. Must be played with friends for the most fun. It might be a good drinking game :)

To play you have to sign our honor code declaring that you will not use any “technological” assistance :) of course distracting other players is probably the best tactics. And distractions also come along the way “naturally”, so to say …

 

honorcode

player_selection

Robots Save the Day is finished!

rsd05

First of all, and most importantly, this has been a lot of fun to make! It’s not perfect, and there are probably horrible bugs everywhere, but it’s a complete little story to play through for our robot heroes!

What went right

This time, I didn’t fail. The game runs well (at least on my system) and there is real content. Last time, the goals were too ambitious and a lot of things went wrong during development. This time, and with the experience of LD26 to look back on, things went more smoothly even though I didn’t spend the entire 72 hours actually making the game.

Overall I like “Robots Save the Day” a lot. The graphics and the UI, although not spectacular, feel right. And I really love our two protagonists!

What could have been better

I had only time for one music track, and it’s not exactly great. Also, the sound effects are uneven at best, but at lest they do convey the humorous atmosphere like I hoped they would. Usability of the “programming” screen isn’t that great, and it will take players some time to figure it out. I wonder if anyone will bother to do that, but I sure hope so. If I had more time and energy, I’d probably invest it into more content and levels as well. As it is, the puzzles are so easy they hardly deserve the name. This is mainly to allow fellow LDers to play the game through to the end in a few minutes. It’s a trade-off though. Lastly, the level and robot graphics could profit from more refinement.

What didn’t work at all

I started the project in Three.js. Robots Save the Day was initially planned as a 3D WebGL application. But I didn’t look at Three.js before Ludum Dare, so of course that started to go very wrong very fast. After about half a day I scrapped the 3D ambitions and went basic 2D. VERY basic. This allowed me to actually finish the game, which I otherwise couldn’t have. But it’s a big regret. The game would have been so much better with real graphics and animations. For next LD, I vow to finally make a 3D game.

Also, next time I’m planning on using more of the development time. Running off to our pen&paper RPG round, and of course having a normal work day on day 3, all of that could have been spent making the game bigger and better.

Famous last words

This game was ridiculously fun to make, I really had a blast. I love what I made, warts and all. Looking at the other entries though, I also know it’s unrealistic for me to expect to make much of a dent. It’s absolutely humbling how many awesome games you guys produced. I can’t wait to play them (tomorrow, very tired now).

If you’d like to try out Robots Save the Day, here’s the link.

rsd-cubot-portrait

That’s it, folks. Robots signing off.

Save the forest! post mortem and I challenge you to pass level 10+

Well, this was my first time at Ludum Dare and let me tell you that was f*cking awesome. I don’t was expecting any prize, just to finish the game, because I was spending a lot of time creating unfinished games, reason why I wrote this article: 5 reasons why I never finished a game, until now, and now for me is like a f*cking victory to see good feedback in my entry, and to finish my game.

check the entry here: http://bit.ly/18e9Yig

Hope you like the game too, and vote in my entry if you want :) believe me that feedback is my absolute pay for this event.
Follow me at @everblind on twitter, sure that I will creating some others game-things and I will publish updates there.

Save the forest!

I challenge you to pass level 10!

Finally, I challenge you to pass level 10+, and again, thank you for playing :)
Jeff

Watching Them Go – Finished :)

WTG1PROMO
WATCHING THEM GO

GENRE: Platformer/Action/Puzzle
PREMISE:
Watching Them Go is an atmospheric, retro, pixel-filled platformer. We were really glad to do this project for the Ludum Dare. It gave us the motivation to jump right in and finish a game quickly. In the game you play as a more-than-average Pleb, fighting back against a much larger race of invaders known as “The Executors”. Help your fellow Pleb, and they may help you too! Use your Pleb’s shouts to command others to do your bidding, or use a bow and arrow to strike down The Executors, as well as maniacal Plebs that are lost in blood lust.
THEME INCORPORATION: To incorporate the 10 second theme, we made the player have only one health. If you are hurt, you will need ten seconds to heal before you can take any more damage. Also, Invincibility and Rage pickups last ten seconds. A stretch goal of ours was to put in time-stopping, but we were unable.

DEV INFO:
The game was made by (tw0) of us. The music is credited to our band in common, but again, is just us two. We wanted to do a lot more with this game, but we were both forced to work our day-jobs over the weekend; meaning we went to work, came home, worked on the game, and then went back to work, no sleep. :)

___

We are happy to report that the game is finished and we will be uploading it shortly.  We sincerely hope you enjoy playing it as much as we enjoyed making it.

-Irony Interactive

 

WTGPROMO2