LD27 August 23–26, 2013

Android version of ‘Got time for that?’ now available on Google Play!

Ain't got time for this promo!

Get ‘Got time for that?’ for Android on Google Play

Attention Humans! Anachronic Design’s ‘Got time for that?’ is now available for Android on Google Play.

Please act accordingly.

https://play.google.com/store/apps/details?id=com.AnachronicDesigns.GotTimeForThat

All earthlings who download the game will be spared appreciated. Have a good night.

Tags: AD, Anachronic Designs, android, Google Play, Got time for that?, Imminent Alien Invasion

LD27 game rating skirmish

Hello, LD community!

Like in a previous LD, I’ve used my LD crawler and some common sense to provide everyone who cares with a filtered list of links to mass download the games by platforms; and the full list of all the links, grouped by equal names.

LD27 all Links.zip – 729 different items.

LD27 filtered Links.zip – includes Windows, Win, Linux, OSX, OS X, OS-X and Mac variants.

Have a good time!

Well, my LD entry flopped…  I only had about 10 hours to work on it, and I’d like to think it looks pretty good for that amount of time.

I do intend on fixing Network Intrusion. (I wish I had named it Network Intruder and made a spin on Bed Intruder) I will keep fixing things outside of LD and post them to my ‘homesite’.

I don’t know if stuff links here, but below is the entry itself and my homesite:

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=27775

https://sites.google.com/site/sacrificespacegame/

What a crazy jam!

Well another Ludum Dare in the bag! Hope everyone had a good one!

My ludum dare started off pretty hectically, as I organized a local meet up for other developers in Calgary and had to sort that out before things got started.

I spent most of Friday chatting with some awesome folks, (sorry for distracting 😀 )

 

We had a pretty solid turn out; and from the looks of it everyone successfully made a game!

I’m pretty happy for everyone that took part! (It also sounds like most people are interested in joining again in December, which is great news!)

My entry:

If I had to sum it up it is like pikmin meets VVVVVV.

Anyways enough yappin’ here’s the link.

title

CLICK ME!

 

 

Why I chose car-chase style physics.

The physics I used for my space-ship game is extremely contraversial, so let me explain why I chose Car-chase style physics over asteroids-style physics.

Car chase style acceleration vs Asteroids style.

Asteroids style was slow and plodding

Asteroids is a great game and the controls are classic, don’t get me wrong. The game was originally asteroids style.

I even changed it to mouse aiming at one point.   I didn’t like it,  it didn’t suite my game.

You had to be really careful when exploring.  It was too slow and plodding and besides, it’s been over-done.

Not enough action!

I chose car-chase style physics with an accelerating throttle instead of the basic thruster mechanics from asteroids because it represented the game better.

It wound up being faster, more exciting,  more interesting to explore the world with.

It also makes the action remind me of one of my favorite games,  GTA2.

 

Click here to play & rate. Click here to view the time lapse.

Click here to play & rate.
Click here to view the time lapse.

So in conclusion, it’s not a bug… It’s a feature ;)

8

This entry was posted on Tuesday, August 27th, 2013 at 2:50 am and is filed under LD #27. 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.

Decay

gameicon-decay1

In “Decay”, you are playing as a radioactive atom which have only 10 seconds as half life. After that it Decays. You had to collect the atom’s 4 protons before it decays, to be able to move to the next level.
The current version now have13 level, as i used to make my demo games only 13 “i don’t even no why i choosed this number :)” The game have leaderboard which is broken at the moment. You can enjoy playing it, and keep an eye on the game news, lots of people recommended it for Tablets, and this is what am doing at the moment

You can access the game page HERE

For any feedback, or to keep an eye on “Decay” and it’s news, you can visit my blog !

screenshot-011

screenshot-04

Muhammad;

Card Smack: From 0 to Smack in 72 hours.

Firstly, it’s late and I’ve been kept up by all kinds of cross-platform build shenanigans, so I haven’t been able to play anyone’s games yet, but I really hope everyone had a great jam and had a lot of fun.

Now, however, it’s time to talk Smack.

Who wants to bring the Smack?

I don’t like to toot my own horn, but Card Smack was a rousing success. From flawless cross-platform support to AI that can outplay the sharpest of tools, Card Smack has it all.

Who uses Windows, anyway?

Who uses Windows, anyway?

In all seriousness, though, I am quite pleased with CS. While all of its advertised merits are entire falsehoods (it *does* in fact work on Windows – just not all at once), the game and its graphical representation work fairly well, in my opinion, and I think it looks pretty cool too.

Someone’s about to deliver the smack.

However, I prefer to focus on the negatives:

  • The AI is horrendously broken. It wasn’t even intended to be good, just to look like it was playing, and it couldn’t manage that. It just sits there in a corner worrying its cards.
  • Abilities are purely decorative
  • Our soundtrack sounds deafeningly like silence
  • The user-interface isn’t at all informative enough – how much damage did I do?
  • And more!
  • With that glittering review, who could restrain themselves from trying Card Smack?

    Oh, everyone? Oh.

Captain Pico is Culturally Insensitive

PicoComma

I had a nasty bug in my game that prevented a good number of people from playing.  The issue?  It was how I was parsing floating point values from the level data.  I wasn’t doing it in a culture neutral fashion, so anyone that used a comma instead of a period as the divider between integer and fractional portions of the number would crash.  The solution was to make all the parsing culture invariant.

Thanks to everyone who helped me find the bug on IRC, and especially Deinonychus for getting me the stack trace of the error.  If possible go play his game because he is such a nice guy: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=19103

 

Also if you want to play my now fixed game, you can find it at http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=13960

re-uploaded OOPS.zip

I was missing some of my source files, also fixed a typo , and made it so that it no longer auto closes when you loose. Timer still counting down after you loose.. but you can now see your final score before you close and restart the game.

Left it like this so that i don’t break the contest rules , I will still be updating the game after Voting is completed.

Sorry for any inconvenience.
please look , read , download , play , vote
http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=23091

Watching Them Go: postmortem (now with extra win!)

Watching Them Go. V1.12

scrn4

—-

Some minor clerical errors during the haste of our final “wrap-up” led to our initial version being unwinable.

We’ve since gone through and weeded them out for your playing pleasure.

Be sure to check it out, play it through if you can take it, it get’s pretty hairy at the end. 😉

Be sure you let us (and everyone) know what you think of it!

–Davey @Irony Interactive.

Introducing: EcoStar vs Aeronox

TitleScreen2

Dream Team started as an idea to form a group of proven Ludum Dare vets and game jamming badasses in an effort to create world peace. In a weird sort of way, we accomplished that goal. With 7 combined Ludum Dare medals and 15 total competitions between us, we combined our efforts to create one large, frightening mass of game design ooey gooey goodness. We hope you like it!

So what exactly IS EcoStar vs Aeronox?

The evil Aeronox forces have sent our planet into hyper orbit, sending us spiraling out of control and fast forwarding our years at breakneck speed! You may think this is just another shooter, but that’s where our interpretation of the theme comes into play. The seasons change every 10 seconds, and it alters the entire world around you… the sights, the sounds, the foes, and even the power of your own ship. Each season has a corresponding elemental power that is absorbed and unleashed by EcoStar’s stellar charge blast. Combined with elemental enemies and shields, this creates a shoot-em-up unlike any other… where the focus isn’t always on shooting the fastest… but on making the RIGHT shot a the RIGHT time.

shot1

shot2

Play it! – EcoStar vs Aeronox

And please be sure to read the included HOW TO PLAY document for an explanation of the rules and controls. We also have Xbox 360 gamepad support, and we highly suggest that control scheme if you want to win!

We’ll be back at a later date to discuss what went right, what went wrong, and to deliver a radical post-compo version. In the meantime, we’re going to get some much needed rest. Ditto worked on squashing two game breaking bugs after the initial submission (Sweden vs U.S.A. decimals & commas? Really?!) and SonnyBone stayed awake for 36 hours and is now typing this sentence. He is going slightly crazy and is starting to refer to himself in the third person. He sure is attractive and very smart. XXXOOO

———-

Lead Programmer / Assistant Artist
Ditto
@Dittomat

Lead Artist / Animator / Assistant Programmer
Arne
@AndroidArts

Sound Designer / Assistant Artist
SonnyBone
@Phantom_Green

———-

Tags: complete, done, finished, reveal, screenshot, submitted

Play our Game – Mishlike

Mishlike is a simple time base rougelike game .
You have 10 seconds to exit the dungeon and your Actions will cost your time .. so be quick and think .
Left click to move or fight enemies ( fight one turn )
Right click on a enemy multiple times to multiple your damage in one turn ( but in cost of more time ) .

 

Play Mishlike

 

mishlike

Mishlike

 

mishlike

Mishlike

 

Mishlike

Mishlike

Candyland – story of sadness. Postmortem.

Well it sure was fun. I think that was one of my best weekend for the past two years. So how it was:

Снимок экрана 2013-08-27 в 14.08.35

It was our first ludum dare and first time working together. And of course we collected all possible mistakes =_=.

Team

There were four of us. 1 Programmer, 1 Programmer/Artist, 1 Artist and 1 Gamedesigner. We knew each other before, but never worked together.  LD27 was the perfect occasion to try.

Снимок экрана 2013-08-27 в 14.32.18

Idea

Actually we had the whole different idea at first. It was really complicated, but we thought that it will be fun. We started doing it and after 6 hours first wave of despair covered us. It was not good. It was boring. So we went to the kitchen and ate a pie. After 2 hours of brainstorming we got the new one and that’s when Knight of Ashes was born.

hero

New gameplay was known for years, but we tried our best to change it to something fresh.

Coding

Cocos2d html5 was chosen for coding and we still thinking that it is awesome.

Art

We wanted to make it looking oldschool so – pixelart. Here is some art from game

poringcatbugmint

 

startButton tryAgainButtonActive

 

Dialogues

We planned to make full dialogue system, but time was against us (bastard). So it is pretty much visual novel style.

3 text 2 text

 

 

Balance and music

Here comes the most tragic part. Actually we had music and balance, but at 3 last hours the project made KABOOM and there were SUCH a huge panic that we didn’t deploy it. After we saw what was submitted … well we wasn’t really sad. It was 6 o’clock in the morning and the only thing we were dreaming of is to fall into a coma. But here is the music (the funny thing is that we included authors into “thanks to” part =) )

Gameplay

Main menu

The same goes to balance

Снимок экрана 2013-08-27 в 15.12.06

 

That’s the most of it. But we will come back next time and we will be 20% cooler than now. Candyland team – roll out.

 

 

Apotheosis – postcompo version

apotheosis gameplay

Thanks to all the great constructive feedback I’ve received from you, I decided to make a postcompo version of my game.
It mostly adresses the default controls and tries to fix some of the collision bugs.
If you’ve already played and rated the original entry, give it a go at:
http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=11939

Tags: bugfix, feedback, postcompo

Good day, people ;)

So I made it. First time in Ludum Dare.

It’s fantastic experience. A lot of experience.

First I wanted to take part in the compo, but deadline came too fast, so I focused on the JAM.

More time to deadline gave me the opportunity to expand the game.

However, more expanded game == more bugs, and this are sometimes very hard to notice.

Most nerves brought me bug in the collision detection and I spent most of my time tried to fix it.

BUT 20 MINUTES BEFORE THE DEADLINE I DID  IT! :D

Now, after the patching game probably hasn’t too much bugs, I hope, and is playable, so I want show it you.

It is difficult to make a bright screenshot of the game because most of the game take place in dark, so I upload here menu screen. ;)

screen
Positions and scales of the pictures in the background are random.

When light is enable, you can look around, but you lose one life.

When light is enable, you can look around, but you lose one life.

Full description of the game is here :http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=21095 and there you can rate and give comment, please play and do it! ;)

HAVE A GOOD DAY!

PS Sorry for my english, it isn’t my language, google translate helped me :D

 

 

Tags: #10seconds, about, C++, dark, entry, game, house, jam, light, muciojad, sfml, silent, sleeping

Time slime arena Fan Art

Comments

27. Aug 2013 · 04:49 UTC
Loved that game.
TomCooper3D
27. Aug 2013 · 04:55 UTC
Omg omg Is this real? Did I just get fan art ? I love you so much right now man “brohugs”

LD27 : Post-Dare Reflections

Being my first LD, I didn’t know what to expect. Part of me predicted a sit-down-and-crunch-code session to go on throughout the weekend. After my first 6 hours, breaks had to be in order. Between copious amounts of testing during development and a wandering attention span, I’m proud to say that I did make it.

Without support from our artist (Matt), sound engineer (Ace), #Ludumdare for getting me past that KeyboardState hump, and my wife…we probably wouldn’t have a game.

This isn’t just 2xH Studios’ first release, it’s actually my first personal full release. In a mountain of unfinished projects and bad concepts, I suppose a theme and a deadline were just what I needed to get something done.

I’m proud of our team. I’m proud of our work. Yeah, it’s clunky…but its coded from the ground up. It’s a mess, but its our mess.

Here’s to many future Ludum Dares.

-Bryan