LD27 August 23–26, 2013

MetritronHF Release

I’ve only gone and bloody done it! I realise we’ve got the whole month but Metritron has had a lot of work poured into it since the Molyjam 2013 that spawned it. However, the October Challenge has definitely been the push I needed to get it out the door and it’s previous incarnation MetritronST did lose a lot of momentum.

As you can tell from the above animated gif, which I managed to not include the mouse pointer in this time, it’s an arena shooter where you shoot things in an arena… using either mouse + keyboard or a 360 pad. If you’ve played the Molyjam version – which you haven’t; I would assume you’ll appreciate my moving away from Robotron controls and more of a PC focus.

It has forty stages made up of 6/12/20 waves depending how deep you are into the game and 20+ enemy types – all of which can be upgraded into boss versions as well as having some unique bosses as well. Difficulty wise it starts of easy but assumes you know how to spin around in a circle firing at stuff. If you like this kind of thing then it’s neat.

Oh yeah, it’s pay-what-you-like (including nothing) here: http://tayl1r.itch.io/metritronhf

We Accept The October Challenge!

Hey guys!

We, Dixum has decided to join the October challenge. As we are a new game dev company  we see great potential in this opportunity. We are at the moment two persons at the company, me and my friend. I have participated in Ludum Dare challenges many times and I really love it.

We think that the October Challenge will be  a great way to get us kick started into game development. I have made a lot of small and fun games in the past. I have also published a few. My partner is a great friend of mine and his responsibility is to do the marketing and business.  We do this primarily to learn and have fun. If we will be able to turn this into a profitable company and make a living by doing this it would be awesome!

We have decided us to niche our products, our games that we will develop . We want to create high polished, friendly, safe and educational games on handheld devices for the Swedish market. Targeting young children.

For this challenge we will create a simple math game that we will release onto Google Play  and hopefully later to App Store.

The idea of the game is to help children learn basic math skills and how to make calculations faster.  A simple concept that you need to know if you want to improve you calculation abilities is the so called “ten buddies”.

For instance,  7 + 3 = 10, 9 +1 = 10 and so on.

 

Here is a screenshot from the current build.

The awesome numbers are created by : http://www.vickiwenderlich.com/

The awesome numbers are created by : http://www.vickiwenderlich.com/

It is a very simple game at its core and we hope that we will be able to earn a dollar.

I will try to post as much as I can and I will update you with other ways to follow us in the near future.

Cheers guys!

David – game devloper at Dixum.

 

 

 

 

 

Tags: challenge, children, diuxm, game, kids, math, october, swedish

Check out my game

I had a game made that i have been upgrading and i decided to publish the alpha soo people can buy it.

Something

You can but it here at sellbox

 

To check pogress of the game go to:indiedb.

Day 5: libGDX and graphics ideas

I selected the library I’m going to use. It’s Java, and it seems pretty complete. I managed to build and tweak a test application very quickly. I’m still confused whether to use Sceenes, Actors, and all the other features or build the stuff myself as I’m used to. The docs are lacking examples and explanation how to tie in some stuff, I guess I’ll have to google a lot. For example, there is no explanation how should you wire up the Actor and Sprite. And what if you have like 20 sprites with same graphics and stuff like that.

For this first project, I guess I’ll learn just enough to manipulate Sprites and then build the rest myself using my previous experience. For some future project I’ll probably be smarter and figure out which stuff did I build that was already there. I just hate learning so much up front and then figuring that framework/library is not flexible enough for some out-of-the-box ideas I might have in the future.

Here are some of my ideas for retro-graphic aliens. Most of the time I first draw stuff on paper. Maybe it’s just a habit, but it helps me concentrate when I’m away from keyboard and monitor:

(Copied from my blog)

October Challenge Day 3

So after  a bit of radio silence, and a fun late night session: I fixed a major bug with my GUI and menus! I know menus aren’t that exciting, but in the context of a finished game its great. I now have 3 levels with one boss encounter.

 

This represents the first mission of the game. As it stands now, I can release this game on Kongregate, and maybe my own web page. My plan for next week is as follows:

 

1) Post Demo to Kongregate

2) Finish enemy layout of rail yard level

3) Complete a second simple boss

4)create briefing screens for mission 2

 

It’s close. And I’m tempted to do more, but in the spirit of finishing, I will FINISH the project. This is the push I need to put this baby to bed. (For good, for now at least)

SCREEEEEENZ!

It’s amazing how something as simple as a main game screen can make your game look more complete.

Oct-new main menu Level 2 Turret-8-25

 

 

 

Game Update 1 – Terrain Generator

So far i have prototyped a terrain generator. Its similar to the one in terraria but MUCH more basic. This could serve as foundation to the real thing but im still planning out what to do. in the mean time, check out this picture showing the two different worlds it generated…

 

some_terrain_generator

Day 4: Working on a Triangular Coordinate System

Hey, all:

I don’t have any screenshots for what I’ve finished in the last couple days (due mainly to the fact that most of what I’ve been working on is actually for User Input purposes and have nothing to show yet).

Just like the title has stated, since I’m using a hex-grid system instead of a traditional square-grid system, I’m having to use triangular coordinates to detect where the mouse is in relation to each hexagon. I’m dividing each Hexagon into 6 isometric triangles and then doing a coordinate check on each one. Whenever I get this finished, hopefully, I can start selecting individual Hexagons instead of the whole group. 😉

Check this game out

I had a game made that i have been upgrading and i decided to publish it soo people can see it.

Something

You can but it here at sellbox

it costs $1

 

To check pogress of the game go to:indiedb.

Thank you guys for every ounce (Or 28.35 grams in your UK/Rest of the world) of love ive gotten!

I love the reception that the ludum dare has been giving me. Ive become a true ameture hobbiest in circuitry (I even have schematics!), Ive gotten around and finnaly been working pretty well with arduino, and I wish I could do game-making, but high school is too stressful. Miss you guys!~Mohammad

P.S. Ill try my best to squeeze in as much time to make atlest 25 cents for this challenge, even if that means mising 1 or 2 pages of homework. Having a 5.0 GPA isnt too easy to manage.

Comments

Photon
05. Oct 2013 · 02:25 UTC
Don’t skip out on the homework. It’ll probably help you out a lot more in the future (if only on your transcript) than doing this, as fun and productive as can be. Responsibilities first! 😉

Sym, october challenged

Sym
I’m working on this game since May/July, so I think it’s time to publish it! I’m planning to start pre-orders as soon as possible!
Also I’m seeking for help: I need beta-testers and an english proof-reader. My native language isn’t english and even in this trailer I noticed(to late) a grammar mistake:
Youtube trailer

Sym indiedb page

Lapsed the LD27 Timelapses!

Timelapses! More timelapses! Ok, LD27 is far behind us, but getting things done counts right?

Dubstep Hairdresser Timelapse

Love Your Pets Timelapse.

 

Chess Heroes is on Steam Greenlight!

Hey everyone! I’m just dropping by my favorite ol’ game compo site to let you know my solo indie project Chess Heroes is on Steam Greenlight! Please give it your vote, and if it really piques your interest, share it on teh twitterz and facebookin’s! Thank you! =)

Chess Heroes Square

Challenge Accepted

I wrote a blog post announcing my participation in the October Challenge, and explaining a little bit about my game concept. You can read it right here. I’m pretty excited!

Just Forget It

forget this post ever happened.

Day 6: First aliens and screen orientation

OK, I got some really retro aliens, and they are flying around. Sorry for no demo, it’s an Android game, all I got is .apk and you probably wouldn’t want to install .apk from a complete stranger. Basically, the background loads, and stars load, and stars slowly move. To scroll the stars I’m using setV() and setV2() on the stars texture, slowly increasing the timer. Like this:

scrollTimer -= delta*0.014;
if (scrollTimer < 0.0f)
scrollTimer = 1.0f;
sStars.setV(scrollTimer);
sStars.setV2(scrollTimer+1);

And then some aliens show up and they move to the right. That’s about all that works now. I’m still learning libGDX, so a lot of time goes into googling and reading tutorials or watching videos.

Helpful tip: I noticed that some games built with libGDX have fixed screen orientation. If you flip the device, the game shows upside-down. I found a very simple solution to this in some obscure comment in some SO thread. Just replace landscape with sensorLandscape in AndroidManifest.xml and device flips the screen automatically.

(Copied from my blog)

Comments

05. Oct 2013 · 08:58 UTC
I wonder what’s the best way to include source code snippets in the posts?

Unst: Coming to Android

I’ve decided that I’m going to take my minimalist puzzle from LD#26, Unst, and turn it into a game on Android. I think the actual programming of it should be relatively straightforwards, since its mechanics are very minimal, but naturally, there’s a lot of content creation to be done – I should probably pay special care to the puzzles, since the main feedback I got on the original was that the difficulty increased too quickly, but I think using a combination of friends and having a fairly good formula for determining how difficult a level could be (I am a mathematician after all), I should be able to make a nice set of levels. It seems easy enough to publish things on Android, so I’ll start there. If I have time, I could easily write it for iOS as well.

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[LD27] Warpzone

Still doing work on Ghost Robot Time after its initial launch during Ludum Dare 27. Added a new mechanic to the mix which are warp zones. They allow the player to move one directionally through walls and will add to the complexity of the game.Other items are in the works which should be written into the program soon. Keep checking back for updates and feel free to leave comments below.

This was cross-posted from my development blog at wally2069.blogspot.com

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I might give the october challenge a go.

A match three game I first designed about 7 years ago seems to be of about the right scope. I do still need to find an artist and a composer somewhere though. Doing it all myself in one month might be too much of a challenge for me.

match

Comments

12. Oct 2013 · 22:04 UTC
Thank you both! Sorry for the late reaction. I´m not used to getting comments after the post leaves the first page and I really thought I checked back before…

About Men & Guns

Hey there,
We are making a new game for the LudumDare October Challenge.
The first game concept is pretty simple but if people like it we will add a lot of things that is in our minds.

Name: About Men & Guns
Genre: Tactical Shooter
Theme: Western
Players: Single Player
Engine: Flixel
Platforms: Windows, Mac, Linux, Android

Overview

You are a nomad gunslinger who found a city full of outlaws and decide to take their heads off(for money of course). You will find some interesting and weird folks to help you all the way.

Combat System

The Combat System is pretty simple:

You have Life, when your life is zero, you die.
You have Energy, energy is used for all actions like Skills and the Default Attack (except items use).

Your Default Attack is based on your Minimum Damage and Maximum Damage (you can upgrade them).
When you attack, a dice will roll a number between your minDamage and maxDamage, the enemies will roll a dice with their Minimum Defense and Maximum Defense and the damage will be calculated.

 

Some enemies will just shoot you and others will have items and equipments during the battles.
So you will need to adapt your strategy for a bunch of different enemies through the way.

Current Challenges

– Add more enemies and AI
– Add more backgrounds
– Add more levels
– Do the skills animations
– Add some story through the game
– Other minor things

About the Android Version

We are really working to get a good performance on Android Devices but the game is made with Flixel and Adobe Air so it’s almost impossible to get it PERFECT, but we’re trying.

Hope you like it, thanks for reading!

You can track the game at http://www.indiedb.com/games/aboutmenandguns/
Our site is http://beardfishstudio.blogspot.com
Our Twitter https://twitter.com/BeardFishStudio

Comments

goerp
07. Oct 2013 · 16:29 UTC
It looks nice. Something I noticed: you have nice pixelgraphics combined with nice smooth graphic.

I think it might work better if the style is consistent.

Day #7 – 2 weeks Remaining!…

Till the IGF submission I mean.

Yesterday was the release of Wind Waker HD. My initial thoughts(I didn’t play the original): Great Game, Beautiful Graphics, Camera is a bit irritating, Hero mode is definitely hard, story is pretty good and it’s going to be a distraction from working on my game. grrrrr.

But I did manage to get some work done. I’ve got the concept and direction nailed down. I know how I want dungeons, events, enemie encounters and… Other kinds of encounters to turn out.

I wont go into it to much right now, but tomorrow I will post a video here  to showcase the game! Wont that be exciting? It better be…

Happy Ludum Dare