LD28 December 13–16, 2013

Hourly Update 9 – Breakfast and work!

This period of work mostly revolved around me getting some light breakfast into myself, and then finishing up the assets for Stage 2. I’ve imported them all into the engine now:
chapter5-2

As well, I’ve gotten a start on Stage 3. I’ve completed the boss assets (as in, I already had made it.) All that’s left for that stage is to complete the ground animation, and then design the boss damage art. That’ll be loads of fun :D After that, I can start prepping the levels up for actual gameplay! I’m really excited.

Cheers!
Snapshot_20131214

End of first night

Going to bed, work today makes me too tired to stay up later. I decided on an ‘Adventure’ (the game ‘adventure’ on atari) style game. I’m feeling like I will not have time to finish since I will be busy the next two days. Maybe I can have a small prototype of the game by sunday night. The theme will encompass many of the gameplay elements. You can only have one item at a time, you will only have one key yet there may be more than one locked area, you can only get one life, blah blah. Trying to fit it wherever it will work. My large plans is to have multiple paths to the ending but I doubt I will get that far. Here is a screenshot of the first tile world. Goodluck everyone!

startArea

Makin’ all them progresses

Shifter

Last LD was my attempt at building a mood, but this time around I’m focusing on making fun gameplay. Look for rhythmic puzzles, minimalist art, and unusual player controls (you’ll only get once chance to move, after all). 

I’m making pretty strong progress so far, and I’m excited to see what happens over the course of the weekend

 

Making codress!

Well! I just made the tank movement and “shootment”… Look that! It’s prototiping programmer art!!!

scr1

About the idea…

The idea is: a tank that switches binary inputs in a logic circuit to get a 1 output… But there is other tanks trying to make it hard.The actual gameplay progress is a bit poor, but only 4 hours have passed and I have a strong idea :)

Idea!

After an hour or so of messing around and setting stuff up, I’ve finally come up with an idea!

My game will be based around escorting one thing to one point in one minute with only one life, one weapon, and one type of enemy (also with only one weapon). I’m thinking that a bullet hell styled game might be a good choice, but I’m not really sure. Any paths you can take are going to be procedurally generated, mainly because I can’t do level design at all, but also because procedural generation is awesome.

Now to start programming!

LD28, Part 1: Snack and Update

The first food eaten during ludumdare

The first food eaten during ludumdare

 

I decided that it was time to stop working and take a break. First things first: snacks!

Here’s a screenshot of the game as it currently is:

 

It renders!

It renders!

A lot of the groundwork is laid: basic tile maps, rendering, game structure and flow, it’s all there. I’m planning a jrpg where there’s only one of each type of item, and gear wears out over time.

I’m streaming over at http://www.twitch.tv/williambundy if anybody wants to watch this become a game!

There we go!

First of all, the game’s theme is: you only have one missile left on your spaceship, so use it wisely 😛

Finished off the core game mechanics, but it’s still a little bugged =(. Also tried drawing some sprites on Inkscape, but I’m sure they can be improved.

Houston, we have graphics!

 

 

Sprites of Evil Robots

So team [I have no idea] is hard at work, and at the end of day zero-point-five (The time when most people would go to sleep, but naaaaaaahhhh…), we have the beginnings of a game.

 

Sprite teaser!

Robot thing!

Evil nasty robots.

One Minute of EVIL menus mocked up

 

 

 

So here’s a shot of my unity project with all the scenes (menus) that I’ll probably need for this game.

menus

.Yeah I know what your thinking ; why start with menu’s its one of the least important things to my game play?  I’ll tell you why .. IM TIRED!!

I always say : Do what you *can* do.  Right now I can do this 😉

Begining

It’s 7 in the morning (Europe)  and I just woke up to check the theme and start working on my game. Got a lot of catching up to do…

You Only Get One is a bit of surprise, I was quite sure it’s gonna be corruption, but You Only Get One is much better any way. :)

I have idea that kind of don’t make any sence but that’s ok. 😀 Just hope I can get it to work in time…

 

Good luck everyone and let’s make some awesome games!

Midnight Progress

Spent about an hour thinking of a game idea after theme announcement as well as watching some livestreams and failing to set mine up properly. =( Talked to my girlfriend for a bit, then got started.

My idea involves having one thing that grows and becomes many things over time. Like having a seed, planting a tree, tree grows more seeds, etc. Not sure about the exact implementation, but that’s the general focus.

I “know” I want to have a top-down game for this idea, so I’ve implemented basic AABB collisions, movement/controls that feels right, and a follow-me camera to boot. Although, I may have the camera go a bit ahead of the player… so you kinda only see in the direction you move. Not sure.

Also, for no good reason, there’s a console system in my lil’ framework I nearly forgot about! Doubt it’ll be of much use, but it’s neat regardless.

Pictures!

AABB Collision

Sexy Console

WIP04-9h Enemy, Enemy AI, Shooting, Bullets, etc~~

Hey guys, another WIP after 9 hours
Probably going to take a short nap.

(Click to see actual size)
I’ll be back for more WIP
@hyungkim7
-Sakuyan

 

Alright, I’m in!

Four hours in, and I’m finally deciding to join. It only took me 4 hours to think of an idea. I’m doing something multiplayer, and as such it may reach a smaller audience, but that’s ok. I decided to not do a Siamese twin game (You only get one body), but that would have been great. Somebody else should steal that idea.

I’m using:

Unity 2D

Paint.net?

Audacity?

Other stuff?

Time for jam. (or maybe sleep?)

Update before bed

I have decided on what my game is about and some of the gameplay. Now i’m just trying to figure out how to implement it with Stencyl. I’m trying to apply my knowledge from Multimedia Fusion, but the process isn’t the same. Tomorrow morning after I make a big breakfast with bacon and waffles, I’ll sit down with my coffee and figure this thing out! Yay :-)

4 hours in…

Screenshot 2013-12-14 01.09.08
and this is what i got so far some what binding of isaac clone. i will post mechanics soon.

Comments

14. Dec 2013 · 04:36 UTC
Ouu sweet, an Isaac clone!

If you need some art for your game, I’m currently available
SlothSoft
14. Dec 2013 · 12:30 UTC
Doing the compo so thats a nono but thanks for the offer.

Something simple and powerful

I discovered PuzzleScript for a while and I’ll give it a chance for this LD48. It seems reasonably easy to learn and make a simple puzzle-sokoban-based in less of 48 hours:

You only get one direction!

After making the character (currently a box) go left and right, up and down, It’s pretty much estabilished that the core of my game will be choosing which axis you want to use. Do you want to explore left/right? So you can’t explore elsewhere, and so on. If there’s time I’ll probably add the possibility of going up, but it’s a bit tricky since I’m using a top camera. We’ll see.

I still don’t have a visual theme to go with the mechanics. Probably space, so I can use a simple hipster-y blue/purple background and boring gray walls.

Now it’s 4 a.m. ): Getting some sleep before my brain shuts down.

Tags: gamemaker, mechanics

Rotation; Almost There

With every rotation, it shrinks. Can anyone see the dot in the middle of the window?
Screenshot from 2013-12-14 00:14:33

Does anyone know a good way to create animated .gif’s from stuff on your desktop in Windows 8?

Because I don’t have the first idea. I wanted to display the freakin’ first animation I’ve ever made in my life here but FRAPs refuses to do any capture of my desktop.

I just wanna capture an animation running in Game Maker Studio as an animated .gif file. Is there any way to do this? Doing a Google search brings up a bunch of spyware, adware garbage that doesn’t even look like it could do the job.

Thanks a bunch,

Disease

Comments

viinnyk
14. Dec 2013 · 04:14 UTC
gifmaker.me can do it online and very effectively. I have no viruses from it thus far
jormungandr
14. Dec 2013 · 04:15 UTC
I use Licecap, its pretty simple to use.
viinnyk
14. Dec 2013 · 04:15 UTC
ohh you want a screencap, too. If you have Quicktime, that’ll do it, otherwise, I don’t know
14. Dec 2013 · 04:16 UTC
There’s a freeware program on the Game Maker Studio website called TilesetMaker; it lets you export .gif files. I don’t think it’s superior feature-wise to something like GIMP, but I’m just used to the layout and have bee using it for years.
disease
14. Dec 2013 · 04:19 UTC
Sweet, thanks for the tips everyone!

You Only Get One(s)

This was probably the theme I wanted the least, but I’m going to run with it.

https://dl.dropboxusercontent.com/u/116281983/LudumDare28/LudumDare28.html

Initial builds are up, but I’m nowhere near ready to actually submit. Need a title screen and an actual life system. I say life and not lives because, well, “You only get one”

Slowly but surely

I’ve made the mistake of having an inventory system in my game, so I’ve been awkwardly struggling with that almost the entire time! At least I also have a stick figure moving across the screen (with no redrawing background)…

ld28screenshot1

My Downfall

So far, it’s been 4 hours, and I’ve done what I thought was a fair amount, but it’s not, really.

The player can walk, there’s water, and mountains, but that’s it…

4hours 4hours-2

I’m too focused on the art… D:

But hey, my source code is available at GitHub if you want. (Requires Game Maker Studio)

 

EDIT: If you’re interested, streaming here

Our progress!

On this post i’ll share with you guys our progress.

  • December 14th, 00:00 – December 14th, 4:10

Me and my two friends Victor (@victoriousart) and Arthur (@onilolz) decided to make a game where you had to explore random rooms. When you start the game you would be able to get only one of three weapons/items (we still aren’t quite sure about that) to face the following room. The weapon can be perfect for that room, it can be somewhat useful or it can be completely useless!
Upon completing that room you can then choose the item again to explore the next room.
We still need to define some important stuff like level design, some core game design elements and the art style.
They went to bed some hours ago and I kept doing stuff. I was too excited for ludum dare 28 to be able to sleep! They told me that if we rest we can work things out in a better way.

Here’s my timelapse of what I did so far:
http://www.youtube.com/watch?v=n7gMmnrMen8&feature=youtu.be

I’m going to bed now. I’ll keep editing this post/commenting with new updates.

Sleepy Time

Made something – ish – asteroids / schmup with physics and a returning bullet. Nothing that original, but hopefully some spit and polish on the mechanics and graphics can help it along.

Stream –

http://www.twitch.tv/johnnysixed/b/487280880

shoh

Progress report numero uno!

After completing the mandatory code monkey task of “Get up get coffee” I sat down to brain storm some ideas.

At first I was all “You only get one!? I can’t think of anything for that!” but soon enough I was trying to narrow it down between 3 – 4 ideas I liked.

In the end I decided to go with a platforming game where you only have one button to control it. I’m currently hammering our some controls while thinking of possible game play elements for it, as you can see below, jumping and wall jumping are currently implemented.

wall jump

 

I was a bit worried about learning the new Unity 4.3 2D tools while participating, but so far it’s been plain sailing…..Famous last words I know!

Getting Hearted

I’ve got a repo with some bootstrap code (including twitter/bootstrap, I guess?) forked from sferik, and the Quintus javascript in my vendor folder. I waisted a ton of time because of a typo in one of the config files, but that’s OK!

Now its time to head to Ten Belles and grab a coffee, and then do some planning!

Ten Belles

Step 0: get coffee

Comments

arrogant.gamer
14. Dec 2013 · 04:39 UTC
Ha ha ha! What was I thinking: who’s open at 7am on a Saturday. Coffee will have to wait (exactly 1.5 hours).

I’m in – a bit late

Get up and saw the theme. It sprung many ideas. Since I want to finish a game and I’m very rusty, I will go safe and make a ‘one bullet’ kinda game.

  • Phaser.js
  • Gimp
  • Tiled
  • B/sfxr

I don’t know how to make music. We will see, if I have enough time at the end of the compo.

First Few Hours…

Here’s what I’ve accomplished in my first few hours: a basic mockup of the item select screen, and the basic gameplay for the actual game. Yay progress! Now time for a League of Legends break.

 

Starting off!

So it’s currrently 6:20 am here in England, and I’m just about ready to start on my game. I woke up about 20 minutes ago, and I’m currently just brainstorming through different ideas with a trusty notepad and pen. You only get one is certainly an interesting theme, and I think a lot of people are going to have a lot of fun with it. I’m thinking of a game where you control a spaceship that’s gotten lost during it’s voyage, and it only has about one year of resources left. You have to control the citizens on board and hope to hell you can reach civilization.

Progress Update #1

I’m really excited a theme I voted for actually won! This is the first LD that has happened :)

So I already had an idea for this theme, I’m doing a story driven shmup. I always start with the graphics and this time was no different. Having finished the graphics I’m headed to bed to get a good nights sleep. In the morning I will begin programming my game. I just wish I had a title for it, hopefully I will think of one while I sleep and wake up with it :) No screenshot this update but I promise to have one for the next update. Oh and I’ll explain my game idea further too. Night all, see you in the morning!

 

Playing around with vectors…

Having to relearn a bit of math, I wish paid more attention in linear algebra!

Going from this (click for GIF):

intersect

…to this:

light2

At the moment it uses a relatively quick line-intersection algorithm which performs pretty well with two polygons, but I’ll have to see how it scales up with some more of them, heh.

Tags: gif, light, love2d, lua, progress

Entering and Very Basic Plan

Hey! Wait for meeeeeeeee!
I forgot the compo started today 😛

Well, this one was quite the decision-maker. I’m a second-timer, and I wanted to do something 3D this time without copping out and using Unity. I was thinking about just using my old standby, XNA, but I also very much wanted web support. So, after long debate (Much longer than it should have been), I taught myself some basic 3D in LWJGL over the past few days and am using that.

Also, using (as stated) Java for programming and LWJGL for rendering, Blender for 3D modeling, GIMP for texturing, FL Studio for synthesizing, Audacity for recording, and Eclipse for IDE . . . -ing.

I will be livestreaming the development for most of tomorrow, over at my channel (ignore the render of a penis with a face, I can’t be bothered to change it :P).

I’m going to be making a horror-esque first person puzzle game where you are stuck in a corridor that defies the laws of basic geometry and perception. I decided to take the theme as an acronym; ONE stands for “Obscured Nonmodal Expanse”.

I need some sleep first, though. I wanted to get the basic code/engine done without having to be on Stream and reveal to people how bad I am at it 😀 Staying up late is not my forté.

Anyway, I hope you all have fun, and perhaps do something you’re proud of!

Comments

arrogant.gamer
14. Dec 2013 · 04:40 UTC
That’s clever!

Finally, an idea!

I finally got an idea for a game that fits the theme. I had an idea earlier, but I realised that was already a game (derp).

This is my idea:

A platformer, but you can only press one key once for each level, so once a key is released, you can’t press it again!

Comments

Calahagus
14. Dec 2013 · 04:41 UTC
Sounds really fun! Good luck!
y2bd
14. Dec 2013 · 04:50 UTC
Oh gosh, only one jump per round, hardest platformer ever, ahaha. Good luck!

Just begun!

I recenlt woke up, and just begun making my game! “You Only Get One”? Well, that was expectable.

I came up with an idea (yesterday, actually): there is a war, and, well, who knows when will it end. You, however, don’t want the war. So you disguise youself as an opposite team member, and try to stop the war by yourself. So, you get only one man to finish the war.

Here is what are you going to do:

  • You are not an assassin, as you might think. #NoKill
  • You use politics to solve the conflict without violence. So, you have to speak with people, find out things about them, persuade them e.t.c.
  • Each conversation is a mini-game. The type of mini-game depends on what are you going to do. So, you might want to find out about somebody’s interests, or persuade somebody to do something. You have different options.

Well, that’s everything. I’m not sure if it fits if 48 hours, but I’ll try! If possible, there will be multiple endings, like making peace or starting a rebellion.

My stream: http://www.twitch.tv/Rodzos.

Journal: http://dl.dropboxusercontent.com/u/53633853/LD28.txt.

Here’s an abandoned idea.

We’ve made some progress so far, though I’m not sure how this can be well related to the “only one” thing.

Meanwhile, here’s an idea we abandoned.

puzzle

Yeah, I know.

6

This entry was posted on Saturday, December 14th, 2013 at 4:41 am and is filed under LD #28. 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.

progress #1

first screenshot :)

screenshot

the idea is: you are soooo lazy – you do not have job, you do not make food and you do not have social life, but you have one thing – you are talented in getting married very easy – you just attract women. So, your target will be to get enough money , food and social experience by getting married with women.  There will be some competition and every divorce will cost you some money. Ha ha :) i hope to create unique gameplay.

Comments

14. Dec 2013 · 05:11 UTC
This is the strangest thing I’ve seen on here today.

Best of luck!

In!

Slightly late, I know. I blame time zones.

I’ll be using C++, with OpenGL and SDL to take care of the graphics.
I didn’t get that much sleep last night (seeing as my dad thought it was a good idea to text me awake wishing me good luck with the LD) but I’m pretty sure I’ll be able to pull through. Especially once I get some coffee in my system.

“You only get one” is an interesting theme that can go in a couple different directions. Honestly, I have no good ideas whatsoever.(EDIT: I just came up with an idea as I was pressing the ‘submit’ button.) I’m just gonna go and brainstorm for a while. (EDIT: No I’m not.)

I just woke up

oneDoesNot

Sorry, obligatory meme :)

So, I was expecting it!

Now, for this theme I want to brainstorm. And I am late, I know, I woke up now (wouldn’t won’t to make an all nighter yesterday and be tired) and maybe I start up working on this late.

I had flashback of a Zelda screenshot in a shop with three items the first time I heard the theme. I could go for the first thing that comes into someone’s mind, like take only one weapon out of three, which would be still fun. But I want to explore a bit more. Maybe there are some more original ideas that are easy to implement. Maybe I will just do the usual thing when time is over and I don’t have something in mind. Time is short..

 

11

This entry was posted on Saturday, December 14th, 2013 at 4:43 am and is filed under LD #28. 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.

Spoke a little too soon…

Had some serious bullet ricochet issues.  My math was bad.

It’s more or less working now, and I’m satisfied with the state of the code.  I’m going to sleep for a few, and then get to work on enemies, combos, and fun graphical stuff tomorrow!

Friday Night progress

You Only Get One is the theme that I was hoping for, I liked how open ended it is and think it will add variety to the resulting games.

I didn’t have an idea at first for the theme (well I did, but some were very cheesy, and I had other goals) After about an hour I came up with a concept that would work with the theme, and my own goals with the game.

First Screenshot below shows the basics of the game. The world wraps around. basically you pick up pips, and avoid touching the green platforms. I have an idea of how I’m going to fit the theme in, but its late and that’s what tomorrow is for.  I still have a ways to go, but normally on Fridays I don’t even start the game before bed.

 

ld28_firstscreenshot

If you only have one, go pick it back up!

I think if you only have one, it might be fun for you to have to throw it to use it, and then go pick it back up, weaving through some trouble on the way.  You’ll also have to be careful where you throw it!

So a mix of realtime with some strategy.

If dodging around to get back your tool is the core concept of the game, the player will require some interesting movement options.  I am thinking WASD to walk, but an ability to sprint, and to leap.  Top-down graphics are the fastest thing I can produce, so I’m going with a control scheme for top-down, looking at the mouse, relative WASD movements.

I am not sure what this tool is, but I think something that can bounce off of walls.  This would give the player two interesting systems to play with.

The problem is that it will also require some enemies, which implies AI.  Maybe not, maybe some more mechanical obstacles would be enough.

I hope to have a guy walking around with WASD before I go to bed – but it’s nearing 2am here in Boston.

4 hours in

Got an idea I really like for the theme. Now it’s a matter of delivery. Already discovered that I need to upload all my music to soundcloud to get adts to a reasonable format. Other than that glad this was the selected theme 😀

Here is my github progress

First builds have been alright. Just need to keep cranking and remember that I am not an artist 😀

4hours

To all of you burning the midnight oil, letsa go

CodeMonkey Games

thendrix and I (MyNameIsNotTim) Have been talking about going into game development.

After one failed project we decided to try the Ludum Dare.

I’m not good at graphics and he’s starting to get the hang of programming. Let’s see how this goes!

Graphics:

ASEprite

PyxelEdit

Sound:

Undecided

Language:

Java

IDE:

Eclipse

Images:

World person TitleBackgroundtest2

Our basic idea is that you get one use out of a weapon. We have the graphics shown above down along with basic code, menus coded, and basic movement. Feedback and criticism is welcome!

Progress and Caffeine

So the theme is “You only get one”. Unexpected, but I’m happy. I plan to make a game where you have to fire a ball from a cannon through an elaborate “maze”, to reach the goal. If you fail, you have to start over, because you only get one. Not the most original, but I plan to differentiate it a bit by adding some crazy obstacles/enemies/powerups.

My Setup:

Photo Dec 13, 10 05 34 PM

After a solid 4 hours of brainstorming, coding, and caffeinated beverages, something seems to be coming together.

Capture The first level – not very challenging.

The physics are tedious in Love2D, but it wasn’t as bad as I expected. I plan on finishing the mechanics by tomorrow morning/early afternoon, so that I can spend the rest of the weekend making levels. So far, it has been smooth sailing. What could possibly go wrong?

You can track my updates on Github:

https://github.com/the-alexgator/LD28

also on http://www.alexdaley.co

 

 

So many great ideas!

But You Only Get One to make a game from.

And I think I finally got mine.

I’m In!

It’s finally morning here in Sweden and time to start working.

Coding: Java with LibGDX

Art: Paint.NET

Audio: SFXR, Ukulele

Source: https://github.com/eriksk/ld28

Good Luck everyone!

skoggy.se

Update

Screen shot 2013-12-14 at 12.57.47 AM

resource loading mechanics in place (finally) and man it already takes a long time to load. Hopefully I won’t have to load more than one font and I can keep that time roughly where it is. Hopefully. Now for real gameplay!

 

 

Comments

14. Dec 2013 · 05:05 UTC
You only get one font !

Progress Update 1

 

inprogress1

Well, the basic stuff is in place. Time to add some nice stealth mechanics and finalize graphics.

 

Anachron and Company’s Top 10 List of Brainstorming Ideas + Extras

Seasons Greetings. What a productive brainstorming session on this most pleasant evening. Here are the top results of our efforts, please feel free to use any, or any combination, of these ideas if you are having trouble coming up with something else:

10) – One Direction to Drive. Like Nascar, but cars can literally only turn in one direction. The player who turns left least wins; the others crash in a vortex of fire and metal in the middle of the race track.

 9) – Can’t Spare a Square. You need to clean up a mess, but you only have a one square of TP. Clean up progressively more disgusting messes to demonstrate your honed wiping skills.

 8) – But I Only Had One. A game about driving after only having one drink. Destroy your and other people’s families to further the cause of MADD.

 7) – Jump Forrest, Jump! A one-legged high-jumper game. Pole vaulting bonus level.

 6) – Worst Meal Ever. Eat with just one chopstick. It’s really hard.

 5) – Christian the Camel. Cross a desert maze to give little baby Jesus the gifts of gold, frankincense and myrrh on Christmas before your one hump of water runs out.

 4) – Special Snowflake. Protect a pretty unique snowflake as it falls from the sky on its journey to become a massive avalanche, consuming anything and everything in its path.

 3) – One Is The Loneliest Number. A math game where equations are made to equal 1, or players must input the correct number of one of the variables in the equation. There is nothing funny about math.

 2) – Don’t Give Birds For Christmas. Angry birds clone where you shoot a partridge out of a pear tree with a snowball. Technically the song includes twelve partridges, but who’s really counting?

 1) – You Only Get Juan. Clearly, anything built around a Juan-themed pun will be an instant classic.

 Other less fleshed-out, but nevertheless worthy ideas include games about having only one eye and no depth perspective, one of the five senses, one wheel like a unicycle, or one nut like Lance Armstrong. Games about protecting your our planet may be popular, as with games about binary or about a button being broken. Traditional two button games like pinball may find new life in one pinball/one flipper format, and a game about having only one match to light a fire could be interesting. A game about a one-eyed, one-legged, one-armed pirate is sure to be a winner, as would be a game about dolphin with just one flipper called Flopper. There are sure to be many attempts at FPSs based on having just one bullet, and surely someone will ask the dark question of just who that bullet is really meant for. Hopefully they can make it funny, but it seems unlikely. Perhaps someone clever can make a 1-bit game. Finally, a game about one reindeer pulling Santa’s sleigh would suit the season.

We certainly will not be able to implement all of these ideas, so they are free to a good home.  Enjoy and good luck.

5 hours in and I have part of a face

So this is where I go all artsy and focus on making my game look good.

As some of you already know, this is highly unlike me.

awwwww

Note, my internet at the moment isn’t amazing, so don’t expect me to linger too much.

First timer

Will be using Gamemaker

It is a post about my game so far!

So, I’ve got a simple platforming thing working. The jumping’s floaty, I’ve already fixed that in my version, but here it is: http://bit.ly/18rmbGJ

The guy has blue skin. Wowwwww, colorful. He’s also bald, but he wears a cap to cover it up. I wonder why his hat has a plus sign on it.

Time to get started!

Good morning everybody,

I just woke up and it’s time to get to work :). This will be my first LD, but not my first gamejam.  First time I will be doing a 2D game, a story and audio. What scares me the most? Creating music and a story.

My main speciality is programming, so all other content in a game scares me, really.

My toolset

  • Unity3D  (with Visual Studio as IDE) with NGUI for UI.
  • Pulseboy for music (http://www.pulseboy.com/ web based sequencer)
  • MSPaint and GIMP for graphics (and possibly inkscape)
  • Notepad for story development ;).

Good luck everybody!

 

 

Hello world!

Even if I fail this time again, I will have something useful from this. I made reusable, general-purpose window-drawing routine.
shot

Theme Ideas!

Here’s a list of ideas I came up with this morning: (Maybe one of them will inspire someone?)

YOU ONLY GET ONE… Bullet, your worst enemy is suicide (see “The Consuming Shadow”)
YOU ONLY GET ONE… Bullet, it’s a puzzle game, and you have to ricochet the bullet.
YOU ONLY GET ONE… Gun, and you have to earn other guns from enemies (CS Gungame).
YOU ONLY GET ONE… Enemy per room.
YOU ONLY GET ONE… Inventory Slot (Hotline Miami?).
YOU ONLY GET ONE… Umbrella, also you’re a cat and it’s raining.
YOU ONLY GET ONE… Second to beat levels but you can slow down time. (My favorite)
YOU ONLY GET ONE CHANCE… to make a 48 hour game.

We Decided

That we are going to base our game more around the fact that there is only one, “Box Lord,” and that is Jamal. We will be posting a whole bunch more on Jamal and his whacked out adventures with bosses like, “the Sheriff,” and enemies such as Baby Mobsters.

After almost 5 hours.

After spending the first hour thinking, acutally not at the computer I’ve reached my first goal, get something on the screen that I can control.

I’m making a 2d exploring type game where you control a ship and have to decide which single island your settlers would have the best chance of surviving on. Once you deploy them on the island you need to then aid them in survival by finding resources on other islands until they get to a target goal population and you win.

Here’s a in progress screenshot:

First progress screenshot.

Lot’s more to do, not too far behind where I wanted to be. It’s been fun so far but it’s still just 6pm where I am so not tired yet.

Progress update!

Hey it’s all good! I came with an idea for the game relatively fast(20min+-), and soon started working on it, BUTTTTTTT, I realised it wasn’t that much in the theme (damn, i thought it was “you only HAVE one”, but actually it is “you only GET one”)

Anyway, the idea was you were a general, that had plenties of soldiers, but then everyone died in an attack and now you had just one soldier to control. I’ll see if i change the idea but continue with the dynamic, thanks god i didnt made a lot of art involving the idea.

 

Here are the assets i created:

 

pickleTile character

Here are some screenies:

000009-05-08-55 000010-05-08-57

 

I need new ideas ):

 

 

Target chosen

Idea is here, planning is (almost) done, time to get to implementing the core features, assets, then fleshing it out a bit.

Graphical style will be very minimalistic. Sounds will be virtually non-existant (except for some background stuff to set the mood), and the gameplay is going to be pretty simple.

All things considered, this game shouldn’t be that hard to make, but I know it will be fun to play.

Hope I can get it done in time.

An update with a screenshot and some details will come in the morning.

I’m seeing some really excellent stuff here already

Keep at it, everyone!

Rick: the guy you’ll be haunting.

Dear potential ghost

Hey looking forward to your field test tomorrow, I’ve attached an image of Rick, the guy you’ll be haunting.  Don’t be late.

 

Shelly Greybottom

T.G. Phillips Ghosting llc.rick

Comments

14. Dec 2013 · 05:22 UTC
looks amazing. 2d or 3d ?
14. Dec 2013 · 05:28 UTC
I believe that Rick is an ape.

The beginning

After a really long nap I’m back to start working. I woke up at 3am and briefly looked at LD website to find out what is the theme.
I was nice to see You only get one. It was probably my favourite theme from all the choices. I think I figured out the core basic mechanics. Oh, yeah, it’ll be in some simple 3D style. But now I’m going to code prototype and see if it is fun. See you.

First Game!

 

 

Hi Guys,

I picked up the Ruby Gosu graphics library on Monday on a whim, and as I was browsing reddit’s gamedev for resources I found the Ludum Dare! What timing! I’m not too sure if I’ll even have something you can call a video game by the end of this, but I’ll give it my full attention for the next day + 18 hours regardless.

Anyways, this is my entry so far:

2013-12-14 00_02_48-

I have isometric level rendering and player motion(the cube) implemented.  After some painful bug  fixing, I added some slightly nicer graphics to make myself feel better. My plan is to make this a simple stealth game where you have to weave through a huge swarm of enemies with complicated movement patterns. My next task is to implement level loading from .png files(Currently it’s an array I edit by hand) and figure out what the enemies are capable of doing. I’m not too sure how I’ll incorporate the theme(maybe a special item you can only use once?).

Comments

14. Dec 2013 · 05:22 UTC
I meant to say, if you are using Ruby.
takemikazuchi545
14. Dec 2013 · 08:09 UTC
Hi Burtlo,

One Breath

onebreathI think that aptly describes the direction I’m going in. :)

You Only Get One Wizard Hat

Ok, I’ve settled on an idea at least. Let’s hope it’s at least partially attainable!

My 2D platformery game will see four wizards stranded in strange lands, striving to reach the portal that can take them home (or at least to some place where things won’t try to eat them). Unfortunately, they’ve lost all but one of their magical wizard hats oh nooooo! Each wizard can cast their own special magics to help you reach the goal, but only the wizard currently wearing the hat can cast spells. The player will control the hat-bearing wizard, while the other wizards will run around frantically and try not to get eaten by terrible beasts.

Why did I pick a game idea that involves A.I. programming for enemies AND allies as well as multiple magic spells? I don’t think I have a good answer for that question. But here we go! 9_6

(For a time I wavered, considering more “serious” ideas like a branching platformer about lost opportunities or a game about only having one parachute. Then I decided I was only being somber because I’m sleepy, and that I didn’t want my Ludum Dare legacy to start off with a grim siiigh. Also those ideas sounded like they’d involve a lot of one-off content creation and special cases. So…wizard!)

Only One Tool

I really haven’t gotten much done in the 3-4 hours I’ve been working on things so far (not counting the couple of hours it took to settle on an idea).

I decided on a top-down Zelda-style adventure game that incorporates the “You Only Have One” theme with the player having only one weapon: a magical staff. In order to overcome obstacles or attack/defend against enemies that have various magical powers, the player will need to set the combination of elemental magic that their one tool–the staff–will be giving out. For instance, the common situation of encountering a fire enemy. The player may switch to water or ice magic to attack with, or switch the staff to fire magic and block with it, preventing the player from taking the elemental fire damage.

This will be a big learning experience for me, since I haven’t ever made an action game before, even one as simple as a Zelda-style adventure game. Presently, I only have the controls (which currently require a gamepad, like that of an Xbox 360) implemented to select the elemental magics, as well as a life/magic bar in the form of blue pips that circle the center. I’ll get into the meat of this project tomorrow.

Goodnight, darers!

Tags: journal

Grenade Blast ‘Em – You Only Get One

Here’s the start of my Ludum Dare 28 game, Grenade Blast ‘Em!

Grenade Blast ‘Em

The goal is to use your single grenade to solve a puzzle on the level. Later on there will be more grenade types and more levels.

Let’s fun begin

Ok, it’s time to start. I have a idea now, quite good idea..

For this game i will use following things:

  1. Code: Eclipse(ADT actually), LibGDX, and my own engine built on top of gdx, which you can find https://dl.dropboxusercontent.com/u/17815739/proj/velPE/VelPlatformerEngine.zip
  2. Graphics: GIMP, maybe aseprite and inkscape
  3. Music: Ardour, Hydrogen, Phasex, QTractor, Audacity, and my lovely bass guitar :)
  4. Misc: Glapse for timelapse, Rhytmbox for music, and http://www.doitmotherfucker.com/ for motivation.

Start your engines, folks, and let them burn!

A sudden change of plan

I was about to make a game that emphasis on gameplay and level designing… However, I ran out of idea on what to do, and my AI logics don’t work well, so I had to change plan…

This time, I will be focusing more on the story and graphical part of the game rather than coding. It is going to be a very short game, but with a pretty decent story. I might also focus on music, sound effect and voice acting if I can finish this earlier in the Jam.

Its a game about guardian angel… one shot… to save one life… This is going to be interesting 😛

Status

What I have accomplished so far:

Find an idea: I am going to make an arena-battle game where you get only one weapon each round.

Setup: github repo created, engine files copied and basic configuration running.

Spinning wheel: I made a spinning wheel which appears each round but at the moment it just picks a random weapon and does not spin.

Map: The map is generated because my engines (shitty) map editor only works under windows and currently I have not installed BootCamp.

Art: I tried to do some hand drawings but I failed so I use pixel art. The images are heavily oversized at this resolution and I don’t know how big I scale them.

Bildschirmfoto 2013-12-14 um 08.12.02

 

Tags: java, progress, screenshot, status

First time entering.

I’ve been thinking aboat a good game idea to work with this theme and i finally got one. This is how the game looks right now, still don’t have a good name for the it though.screenshoot

tools:

IDE: eclipse.

Language: java.

Graphics: paint.net.

Sound: sfxr.

My Idea: Powerup Panic!

So I have my game idea.

It’s a platformer where the gimmick is that you get a single ability in each level and it can only be used once.

That’s right! You will have one of a few different abilities in each level, but you can only use it once! 😀

I’m going to use a GameBoy-like style for the graphics along with a GameBoy palette that I got from the internet. (I’d link to it, but I honestly forget where I got it from. 😛 )

So there’s a thing. It’s almost 2:30 AM where I am and I’ll be getting to work at around 4:00 AM.

Peace, love, and high hopes,

– Henry

After a little chat

we are in to participate in the jam we, after much talk and turning we have reached a good concept for our game, now begin the development stage, the tools we will use are

Construct 2
Photoshop & Sai
Reason 5 & FL studio 11

Now is time to sleep, tomorrow will continue, I hope we can have a playable prototype soon: D

concept_1

Day 1 (13 Dec, 6pm start time – 11:30pm current time) progress

I’ve decided I’m making a roguelike game. As with most roguelikes, you only get 1 life.

First lesson: making a real time system work with turn-based code is not easy. Making a pixel-perfect system work with grid-based code is also not easy.

It seems as if my grid-based problems are solved with arrays, but this also carries the problem of doing movement animations of some kind a la the Mystery Dungeon series or Fire Emblem series. A delay to the player’s actions registering, for the length of the animation of the previous action, would work to allow me to do animations if I have time.

As far as making it turn-based… I think I’m going to go with a movement point allocation system. Basically, the player, and all enemies, have X delay points.

If the player has more delay than they have movement points available, they cannot take action. The game sees this, and allocates 1 movement point to each player and enemy. It then checks if the enemies can take a turn and takes available turns. It then checks player turn capability again; if the player is still not capable, then it continues allocating and checking turns until the player is capable.

Enemies will have higher delays than the player, so the player is taking, say, 1.5-2.5 turns for each 1 turn of an enemy. An ability that stops time, for example, would automatically give the player X number of movement points so they may act freely for a few actions without running out of movement points and therefore triggering enemy movements.

All actions that take a turn deplete movement points equal to the delay of the player/enemy doing it. The actions that count as taking a turn are meditating to restore ability points, checking the current square for items (looting and dropping items; “Nothing” is an item with no stats, and if an equipped item is swapped, that slot is unequipped), using an ability, or attempting to move (interacting with NPCs, walking into walls, and attacking enemies). Checking current inventory, saving the game, or switching equipped abilities do not count as taking a turn. Enemies treat other enemies, and NPCs, as walls for the purpose of movement.

This comes to my next problem: randomly generating dungeons. I will be using an array and a tileset, but I know next to nothing about procedural generation. I know I need to make a start room with a warp to the previous area, an end room with a warp to the next area, I need to create a dungeon maze that eventually connects the two, and I need to populate it with loot and monsters. The town will not be randomly generated.

Even more progress!

Just on one note, if you want the first half of the library I’m using to make this game, you can download it here: http://puu.sh/5M6Fd.zip. The other half contains all the stuff for the physics, map loading, etc. Which will come with the game once it’s finished. My upload speed is terrible right now and I’d rather wait.

Very unorganized and was hacked together, but it works and does what I need it to do, which is exactly what programming things for Ludum Dare is about.

Anyway, here’s a screenshot of what I have right now:

Basic physics, you can jump again, it’s coming along pretty well. I might upload a testing build here in a bit.

Progress Update

Completed:

  • Decided on the art style – simple and geometric
  • Done the core graphics and input handling
  • Forgot my tea (brb)
  • Commited and pushed to my git repo
  • Planned out what the enemies and landscape will be like

To-do:

  • Fix the graphics and input handling (they’re a complete mess)
  • Work out how to handle multiple enemies at once
  • Projectiles, collisions, and other physicsy stuff
  • Level generation
  • Fix the bad code (all of it)

Hopefully I’ll be able to fix the terrible code before the evening so I can work on handling all of the enemies and the physics too. I know that actually giving the enemies decent AI is going to take a while, so until everything else is done I’ll just make them move slowly along the gridlines towards the player.

Here’s a screenshot that shows what I’ve done so far:

LD28_1

TeamEC Update #1

TeamECProfile[This is us, failing to act cool]

4 hours in and we’ve had a great brainstorm session. Further details on our progress can be found on our Tumblr here: http://teamec.tumblr.com/

The theme gave us a blank start but we quickly came up with the idea where you play as an archer, but You Only Get One ARROW… (not to the knee, but as your equipment). We will be using the Razer Hydra for navigation and combat with an Oculus Rift for that nice immersive touch. Don’t have an Oculus or a Hydra? No worries, our secondary targets include a web-build, CAVE deployment and possibly even Android (time permitting of course).

Design document is on its way and Livestream begins tomorrow.

Getting started

I’m working on the game now. The main idea is “you only get one life”. I will try my best to learn Phaser as fast as possible.

Enter Game Here

I gotta say, not terribly enthused with our current topic; it’s simultaneously very cliche and very broad.  I guess that’ll promote more diversity?

This is my 3rd Ludum Dare.  My last two times, I spent a bunch of extra effort trying to go for something novel.  The results were generally well received, and most people appreciated the sideways think.  This time I think I’m going to fall back on the classics, and try to slightly modernize something retro.  My biggest difficulty in the past has been making something fun.  My results would be games in context only; not particularly fun to play.  My other failing is always project scope, but that seems to be the Achilles of most participants.

Let’s get this party started.  Good luck to all!

Am I cactus yet?

You’re witnessing the creation of a gotta-go-fast sort of game with lots of mayhem. You launch the player out of a cannon (you only get one) and break things for points (you get quite a lot). There’ll be a jury that comments on your mayhem with glorious speech synthesis and certified Jiggawatt humor.

The player should have some influence on their trajectory, which is the part that’ll introduce some of my usual esoteric gimmicks. It’s coming together suspiciously well for the first few hours.

Oh yeah, and I’ll return to streaming in a bit when I have something more to show. I get that it’s boring just to watch me code.

Tags: stay tuned

We are in

So after myself and Kelvin Put pondered the theme a bit we feel that we have finally pinned down something we are both happy with. We will be making a fairly simple tamagotchi-like where you only get one pet and if you kill it that’s it, no more for you. The one twist we both really like is that closing your browser window kills the pet for good.

We want to keep the game play fairly simple, feed your pet, clean your pet, a few mini games etc. and just focus on seeing how much style we can make this game bleed and how polished of an experience we can make as that will be really good practice for our current project.

Checking in for the jam

Hey y’all, this is my second LD and my first time working with a team. We’re very excited about the theme, but will not start work until tomorrow morning (it’s been a long week, we need our rest!). So far, we have brainstormed about the theme and come up with some strong options involving exploration aided by a tool “you only get one” of. We’ll probably have more details tomorrow after we’ve had a chance to sleep on it, looking forward to having some screenshots to share sooner than later.

Tags: LD28

First steps

Alright, here we go!

It took a couple of hours of brainstorming but I finally have an idea I can work with. You are now the proud owner of a piece of land (ground, really) and you get one pickaxe to mine from it what you can. If (when) it breaks, the game is over. You might be able to use some of the stuff you find to partially repair it, but I’ll come up with the specifics as I go.

I have the basic mechanics of mining implemented. The main goal for today is getting the game to a state where it can be played from start to finish. That way I basically have a finished game and can spend all of today polishing (animations, sound, title screen, etc…)

progress1 - mining

 

Good luck to everyone else!

Oh, also, because I didn’t make any intro post yet, these are the tools I’m using:

Señor Cuadrito meets Ludum Dare

 

 

It seems that Señor Cuadrito just hacked his brand new PS4

Señor Cuadrito

 

This time I started making the cutscenes and music first, while I think about the mechanics, controls, etc.

This is going to be an HTML5 Canvas game, using the new Flash CC HTML5 Canvas documents.  I must say I feel like working in the old old old Flash 5 IDE 13 years ago, which used AS1 (that was basically JS).

By now I think I have a defined idea about what I want to do in this game, so let’s hope I finish on time.

Finally, I have started the work.

 

 

It’s very hard theme for me. I thought I’m ready for everything. But this theme..

Workplace

DON ONE, update.

So here I am. It’s almost 3 AM and I’ve come up with some ideas for my game.

At first,  the player was going to control at car. Somehow, he now controls a cactus… in space.

CINEMATIC1 gameplay

The first image is from the cinematic. It will be an intro for the little story Don One (yes, it says DON JON, wtf? It’s 3 AM) tells his son. The second one is in game.

Now, back to work!

I’m still on www.twitch.tv/alvaro_as/

I’m late, but I’m in for the moment

In the previous 3 Ludum Dares I’ve done, it wasn’t that hard to find an application of the theme. This time, I pretty much decided I wasn’t gonna enter because I couldn’t figure out what I wanted to do for several hours after the theme went up. Finally, though, I’ve got a very rough idea for a game, and I’m gonna stream myself working on it starting in a few minutes at twitch.tv/solidplasma. I may end up doing the jam instead, if I feel it doesn’t turn out too well, but hey, you never know until you try. There’s always a chance I’ll give up in the middle, but to be fair, I’ve managed to submit something for the past 3 compos I’ve done. Wish me luck!

Hey!

I thought you fine people would like to like to see my progress, so here you go!

After 6.4 hours of work, i have made this madness:

Poorly coded bad guys everywhere!

So far they walk around and do their best not to fall off of things, but it’s not perfect. Also a background is needed but i can do that later.
Thats all for now, see you later!

-Flatgub

Comments

alvarop
14. Dec 2013 · 05:46 UTC
Looks interesting!
loggs2
14. Dec 2013 · 05:48 UTC
Keep up the good work. That looks pretty sweet already.
flatgub
14. Dec 2013 · 05:56 UTC
aww thanks guys, i’m working on it ^-^

-Flatgub

One

[4][2013-12-14][0141]

Initial concept idea.  First hour.  First time using pixel art.  Sleeping now.

Comments

14. Dec 2013 · 05:56 UTC
looks nice!
flatgub
14. Dec 2013 · 05:58 UTC
This looks really interesting, i’d like to see where it goes! =3

-Flatgub

Progress at almost 6 hours

Came up with an idea that at least in my mind fits the theme. :) After about 6 hours I have some art done and just started on code to add the sprites that I have so far to the engine. Starting to debate when to fall asleep and for how long. Decisions decisions.

wip_loggs2_6hr

Alright, I’m in!

Not sure what kind of game I’ll be making, but it’ll come eventually. So far the theme behind it will be “choosing one or the other next-gen console”. (I guess)

Tools:

  • Unity (2D or 3D, most likely the former)
  • Photoshop CC
  • Chirp or SFXR
  • tea

Comments

postpunkpl
14. Dec 2013 · 05:55 UTC
Go Spierek! 😉

Post #4: design done-ish, sleepy time!

Getting a shuffling deck set up took me a bit longer than expected (one more reason to do something as simple as a card game!), and my old man energy is flagging for the night. I also did a sort of logo/card back which turned out kinda fun:

card_back

 

I also roughed out a design to get cracking on in the morning… probably a bit too ambitious even for tech I know well, so we’ll see how far I make it.

sketch

 

The basic structure is a dungeon-less arena combat solitaire game (Gladiators?). Maybe more like Infinity Blade without the generations? You start as a lowly peon with a wooden sword and shield. You fight other peons by playing solitaire. Different poker hands map to different defensive and offensive maneuvers, which are affected by your base stats (armor & damage). The fancier your maneuvers, the faster you level up those two independent stats. Instead of having a single XP level, you have an attack level and defense level… these levels control how much damage/health you have as well as what kind of armor/weapons you can buy/equip.

Defeat an enemy (while hopefully doing fancy maneuvers to level up) to earn coins, which you spend on better gear. Repeat until you die.

I have five screens mapped out, but there’s quite a bit of UI in there — progress bars, a few FX for combat, the actual gameplay screen… but the scariest screen by far will be the store screen (if I make it that far). On top of that will be coming up with the content for the store screen (say, 20-50 levels multiplied by 2-3 interesting pieces of gear at each level… yikes!).

6 hours in – Stuck?

I didn’t allow myself to start working on a concept before I had at least two other concepts so I had something to choose from. So now I have thee concepts.

The problem? They all have huge downsides!

*One Takes so much work
*The second had a charming story, but i can’t think of a good ending, i can’t even think of an ending, at all.
*The last is a sad story with a nice ending. But I can’t think of any gameplay.

And since the last two problems are absolute dealbreakers, I have to go with the first.

Which will be an RPG.

Here we go again…

Comments

GravityScore
14. Dec 2013 · 06:15 UTC
Good luck! I’d have gone with the second one and just make up an ending – even if it was crap. Just come back to it after the compo if you want to do it justice.

Hourly Update 11 – SOUNDS!

This past hour I’ve been working on sound effects and music. I’ve gotten two pieces of music roughed out enough to call them finished, as well as a number of general sound effects thanks to sfxr. I’m now working towards getting the additional art assets ready for the final stage, and then I can start building up a demo. I’m really happy to be at this point in development. By the time of the next update, I hope to be done all of the damage art assets for the final boss of this chapter, and working on the ground animation.

HAMSTERS!!!

HAMSTERS!!!

Comments

caribou
14. Dec 2013 · 06:24 UTC
PyxelEdit REPRESENT !

The Top Down World Of PixleDuck.

Hello We’re PixleDuck.

 

We are a small team of quite new programmers sitting around listening to strange music and eating pizza. This is our first official Lundum Dare, so thanks for the opportunity.

Okay, so lets cut to the chase. we are a small team of friends coding in python + pygame. We went into the Jam thinking we would make a game where you can move and shoot. But in the theme, you can only do one, so here is our idea. Your Shooting is your movement. In the world of PixleDuck, you have been abducted by the evil corporation of DyeHard ( where you Dye tee-shirts for a living ). So, your in the basement, strapped to an office chair.. with nothing but a pistol in each hand. You have one way to attack, move and survive, get from one side of the room to the other using just the recoil of the gun, take the elevator, get to the top level and find out who locked you down there in the first place…and why.

~PixleDuck Studios (Loc, Eden, Claude, Josh, Ash)

unnamed

Comments

flatgub
14. Dec 2013 · 06:02 UTC
A very interesting form of movement to say the least!

I can’t wait to see what comes out of this ^-^

-Flatgub