LD28 December 13–16, 2013

Death & pseudo-leveling

death

Poc Poc Poc Bwaaahh…

Seems like i finally fixed the server but i need to see how it behaves with real players. I might be able to make a build in one hour or two.

Windows version

I have ported my game to windows. Took some effort but I managed to do it. Check it out here!

Now there is only an issue with the sound/music. It’s not playing. I think there’s something wrong with the .wav files. When I open them in audacity I can see that there is sound, but I can’t hear anything.

Things are wrapping up with the thing we’ve been doing.

Welcome to crunch time, boys and girls. Final hours, final touches. Everything’s coming together nicely, and it more or less works as a thing now. More or less. Just working on polishing up now, really, and then we have a release. All in all, it’s been relatively painless, and only about half of us broke down into hysterics, and only once or twice.

SB

Hide the baby

This is my 3rd Ludum Dare, and the first time I’ve tried doing the solo competition.  I struggled a lot with this theme, but in the end I decided to make a game based on China’s one child policy.  I had a vision for the game which was probably out of scope since I’m not an artist and the art took way longer than I expected.  But who needs sleep when there’s games to be made!

htbss4_small

 

 

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=21927

Have Fun!

My second ludum dare entry up coming right up!

So as the title suggest you can now check out my jam entry :)

I was kind of hoping i would be able to enter the 48 hour compo this time, but i’m still happy with the result + I find myself making way less silly mistakes that takes ages to debug (yay i’m improving!). Anyways you can download my game here :)

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=22618

4,5 hours left

Oh.. the end is near. Almost every game aspect is now in place, only the content remains.. 😀 (You know, maps, and things like that :P)

The game takes place in a desert. So we need something like a.. mmm.. SANDSTORM! So we’ve implemented a particle system in the game. We also put a small emitter in the foot of the protagonist, as she walks. The music is in place now, we have very awesome tunes. We also have sounds (they are sometimes a bit buggy, but still enjoyable).

snapshot12

When the character gets dehydrated, you’ll start to hallucinate. The surroundings will start to wobble, and maybe you’ll have strange illusions. I’d like to write more, but I think that’d be more productive to make content instead of writing a wall of text.snapshot13

Stay tuned! :)

Oh, and here is Melkon’s post about our map editor!

Last Call – Finished

credit

Hey there,

hope you had a great time jamming this week-end : )

Our ‘game’ Last Call is now finished: it doesn’t feature a lot of gameplay but we had a lot of fun making it, especially writting and recording dialogs (that are really stupids ^^).

You can find it there: http://inner-maze.fr/Games/Last_Call_1.0.zip

We didn’t spend so much time working on it though (maybe 12 hours all in all), but it was a great experience for a first Ludum Dare: thanks to everybody involved in organizing this event!

See you space cowboys…

SCUMBAG

Not you! However, you will step into the shoes of one. For this was a scumbag, right?

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You’ve screwed up. You’ve offended and hurt people. You’ve lost your loved ones. You’ve only got one chance to redeem yourself. Maybe. Perhaps not a good chance. Perhaps not a worthy chance. Who can tell? Figure it out. Play SCUMBAG.

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=6155

This is a depressive visual novel and text adventure sort of crossover. Just click around. Talk to people. It’s all conversations, this game. An easy game with a difficult objective. Play it a few times to figure as much out of the background story as you can. It only takes a minute or two or three each time, probably.

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Me, Ava, of Royal Railway, made this with my friend Mehdi over the course of the last three days as a jam entry. I did sleep a lot, too. I had to rush the end of it. Oh, well.

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Tags: ava skoog, depressive, fucked up, game, hipster, indie, LD28, LD72, mehdi forozandeh, melancholy, royal railway, sad, scumbag, swag, sweden, text adventure, Visual Novel, yolo

Quick Question

Hello,

This may sound dumb, but it’s only my second time entering, so…

After submitting, can I add minor things like basic sound effects and a menu screen? They’re non-vital things I’d really like to add but haven’t got time to do it today :( Any help would be greatly appreciated.

Many thanks,

Taha

Comments

Cosrnos
16. Dec 2013 · 19:55 UTC
Really you aren’t supposed to add anything after the compo ends unless you’re fixing a game breaking bug. Other than that, you just use your best discretion. If you’re participating in the jam and you’ve already submitted your game, you can still work on it until the time is up. You could always make a Post-LD version separate from the LD version~
16. Dec 2013 · 21:00 UTC
Yeah, I just make a post LD version and link it separately from my games page. So people can look at both.

So I finished my game!

it sucks.
yay.
but this is a lesson for me,
learn some game development frameworks and drop Multimedia Fusion like it’s hot. MMF’s got too much going on.
http://sta.sh/0glc5ai3ysd
DUCKS

[edit, oh right I got to explain my game first]

basically it’s less of a game, and more of a virtual riddle.
what you have to do, is see how the world works, and then use that to find the culprit.
it follows the YOU ONLY GET ONE prompt by only giving you once chance to solve it.

anyway, I’m going to go to bed because it took me 5 hours to write basic interface code rwaaaaggh….

Only 4 hours

hidden prison

No time! We are in a hurry. The plan of 4 levels will be reduced to only one, with every character of the game. This Ludum Lare edition is being very stressful, now.. I must continue work, good luck everybody!!

Tags: MechanicMoonStudio

At The Last Minute

Runner 2013-12-16 15-07-04-59

Inbetween voting on other people’s games i thought i’d post ours since it went up earlier today.

> Click here to play and rate At The Last Minute <

Comments

YourLocalFaxMachine
22. Dec 2013 · 20:52 UTC
I actually started making a clone of this game to test the new game engine I’m trying to work on (mostly for myself, but still) and it’s quite fun to toy around with.

LD28 Failure. First LD. Post Mortem.

(Sorry for the extremely long post here, it just ended up that way. I’m not sure the timeline was necessary, but I don’t see why not. :D)

Hello everybody! Well. Unfortunately, I didn’t manage to make my game for the competition, and what with school and all, there is absolutely no way I can complete the game for the jam either. My progress just wasn’t good enough to manage that.. I started the dare with a color palette, specifically DawnBringers 32 Color Palette (http://www.pixeljoint.com/forum/forum_posts.asp?TID=16247). Here are some screenshots of the game with slightly different things changed in the code, so you get different pictures (except that last one, which is a “victory screen”):

Screenshot 2013.12.16 21.33  Screenshot 2013.12.15 23.34  Screenshot 2013.12.16 21.39 

Now, I will write out what went well and what went badly, and then tell you, the reader, everything that I remember that happened during that weekend of madness.

The Good

  • My sprites looks bloody incredible, if I may say so myself. I am shockingly proud of how well they all, mostly, came out. Particularly that door and sword. I suppose the palette kinda helped, but they DO look good. There’s even a cheap animation going where the sprites sorta bounce up and down.
  • A turn based RPG was a good idea, I still think, even if it was basically impossible to do in two days.
  • I think the basic underlying structure of the program was rather nice. It was ordered into the following classes: Map (stores all the rooms), Room (which has a set of up to 4 monsters in it, which you fight), a specialized Art class (inspired directly by Notch’s code and stores all BufferedImages) and a specialized InputHandler class (also inspired directly by Notch’s code from a while back, and stores all key detection, and mouse detection).
  • For all the craziness, and terrible programming that it led to, I did have fun. It was a stressful, confusing fun, but it was some good fun.

The Bad

  • Priorities! Number ONE. My priority at the start was make something that worked. And for a while, I stuck to that. But once I had my brainwave to make a turn based RPG, I scrapped all that and for some reason, I prioritized a ton of set up of something that was far too big to actually be made. In hindsight, of course, that was a terrible, terrible, idea.
  • I didn’t actually have an idea until about 9 o’clock on Saturday. Which is really bad. And once I had an idea, I had to scrap what little I did have, which could have led to a game which I might have actually been able to make.
  • My entire concept from the ground up was flawed, in that it is essentially impossible for someone of my skill level to actually make to a decent standard in two days.
  • I have never in my life made a turn based RPG, and the entire process required to make one was (and still is) entirely lost to me.
  • I began to panic. The panic made my code erratic and illogically laid out, to the point where I can no longer understand most of the content code, and actually can’t finish the game. To make it, I’d need to restart.
  • I wasted far, far too much time making graphics. This is a constant issue I have with game development. Every personal game project I have is affected by this wierd obsession with making a good looking game, especially if it has pixels. Most didn’t even make it into the “game”. :(

The Ugly –  Day One

10:30 – 13:00 GMT

I woke up and learnt of the theme, “You Only Get One” at about 10:30 on Saturday, and immediately set to work thinking about something to actually make around this idea. For the most part, at the start all I could think of was a crappy rouge-lite where you played some guy who had to do something (I’m not sure what anymore), but only had one safe opportunity to do so, at which stage you would inevitably die. In hindsight, it was probably more doable than what I ended up trying to make, though.

13:00 – 18:00 GMT

I started to program at this stage, and very quickly set up a system where a Map class was able to read a graphic, and create a map. The map was made up of instances of a Tile class, and worked. You could then move around a square, and the camera would follow the coordinate of the player, so the player was always centered, except near the edges of the map. Also worked very nicely. Then I had a system set up where I could select a graphic in program and this would be rendered at the player. At some stage, I then had this be able to rotate to face the mouse, which was pretty nice. Hadn’t had something like that work before. I also had some rudimentary set up all done for general entities, and capabilities in the program for it to make the map up of a variety of tiles. Had dinner after that.

19:00 – 20:00 GMT

During dinner, I had an epiphany. I had a “great” idea that I could “totally do” in a day. I could make a turn-based RPG, with 4 characters against a randomized assortment of monsters! But each character and each monster can only have 1 item equipped! Yes! This is a great idea! And I immediately got to… Making graphics for this hypothetical game idea. I got quite a good deal of things made in this time, in fact, here’s a picture of what I had done at this end of this time period:

tiles

That is essentially, a set of weapons, some armor, a character base, some armor to go on top, a few animations and some random monsters. On the side, in orange, are a number of things I made relatively quickly, and ended up scrapping altogether, as I decided that it was too much hassle to make a number of graphics for an overworld of sorts, and ended up focusing specifically on this combat system of 1 item only.

20:00 – 23:30 GMT

For 3 hours, I went through the code I had and scrapped everything and anything that was useless. Including that map, those tiles, the player sprite system and all semblance of a game. Again, a terrible idea in hindsight. This took about an hour, as everything was reasonably well integrated. Then I started to program the underlying structure of the combat system, creating the basic structure of statistics, mocking comments that enemies and characters would make, and creating item files. This wasn’t done in a particular rush, but by the end of this time period, I had a reasonably good structure on which I could build a combat system onto, once I had items and statistics complete. No stress at this point. Then, I went to bed, as you do.

The Uglier – Day Two

10:30 – 12:00 GMT

I woke up, and started work almost immediately. Over night, I realized that I needed more graphics to make the game playable at all, so I made some more items, and created some 8-bit font, which probably wouldn’t fit in too well, but was pretty good for what I needed. Readable, and understandable. No real problems there, and I got that done in reasonably short time. I then started working on the combat system. This ended up being incredibly confusingly programmed and, now, I have no idea how I even got by with that mess of code, so I can’t really talk about it. It was a mess though, but it was usable, and actually worked. By the time I finished, I was able to create some rectangles that I would eventually call a floor and wall. Then, I ate lunch and cleaned my room, as one does.

14:15 – 17:00 GMT

For a few hours, I sort of flailed about, trying to set up a set of underlying programs. Particularly getting the underlying, statistics and text, working. Then I put some work into making the game into a game. By 3 o’clock, I had some sort of thing running, with the players set to appear on the screen, but without the menu you see in the screenshots, and some monsters on the other side. By 4 o’clock, I had their respective items also rendering, so you could actually see their item. To end, I made a door and a chest, and the chest was set to always render (it would’ve explained where all the items came from) and the door could be clicked and any player could get a stat upgrade. At this stage, I started to panic. There was only about 4 hours left, and I had absolutely nothing worthwhile. I then ate dinner. Here’s the tilesheet at this point, and where it ended up at the end of the day:

tiles

18:00 – 23:20 GMT

Now my code really got bad. So absolutely terrible. I rushed in two hours to get a game, of sorts, with a terrible sort of button detection and some ability to click on party members, and use them to “attack” enemies. You had an attack button, and three magic buttons, which I would later cut down to one single magic button to cut time. I also created more statistics for use in the game, and some sort of crappy algorithm to calculate damage. In my rush,damage ended up being calculated where the attackers weapons attack stat would be added to a randomized value between 0 and whatever the characters attack value, with the the defense and item defense of the victim being taken away. Again, hindsight tells me that this wasn’t the BEST set up in the world, what with the whole illogical poor structure, but it kind of crappily worked, I suppose. I did everything in my power to bring this to the point where it was even slightly a game. I barely managed to get the combat system done, when I realized, I hadn’t made something that even slightly answered the theme, because I had forgotten the most essential part of my concept. The entire inventory and weapons system.

23:20 – 23:35 GMT

Now, I was in a very clear and very disappointing situation. There was no way I could complete the game, and there was absolutely nothing I could do. So, I made a post just after that moment, and went to bed.

———————————————–

I thank you, fellow stranger, for reading this long-winded, non-spellchecked, convoluted and slightly repetitive essay going into every single thing that I can remember. I intend to improve a ton of that for next time (which I will be attending). A TL;DR is probably expected here, but, uh, I’m not sure how to sum this up.  Oh, I know.

TL;DR – I hope everybody had fun during LD28 and I wish the best of luck to everybody!

Tags: Desterrado, Essay, fail, LD28, Long, postmortem

Nirvana

Hello fellow developers! My friend and I proudly presents a game about success in life. All comments are appreciated. A huge thanks to the Ludum Dare crew and we are looking forward to ld29! 😀

Play the game right here!

 

If you idle you loose money.

If you idle you loose money.

YOGO SUBMARINES !

The game is online! This was a very interesting week-end.

YOGO SUBMARINES

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I hope you’ll find the game interesting. The sounds are a bit harsh (especially when you listen to them for 3 days like I just did). I’ve been considering several options : musical instrument, notes, spoken words.. Words are boring (too easy to recognize). Musical notes (where you have to identify pitch or instrument) won’t be manageable for everybody. The best solution I found was to use artificial sounds that do not exist outside of the game, and they also need to be very different from each other.

In its ideal version this game would generate new sounds at the beginning of each game.
The 4 sounds generated would always be beautiful, smooth, soft, and they would be very different from each other.

I also tried this Chronolapse thing but I often forgot to turn it on when working ! So I’ll have a partial timelapse to publish. I guess it will still be a nice souvenir.

I think “Sharing earphones” have a lot more potential than tiny cute submarine games. I plan to re-use this idea in interactive fiction, twine poetry, and all kind of artistry and general weirdness.

Thanks for Playing MagnetChan

This was my first Ludum Dare, and it was pretty fun. I must say i did not expect my game to get visited by so many people, so i wanted to make a thank you card!

MagnetChan

 

I think it’s pretty cool.

Traditionally i am an artist, i’ve been working as a game designer for a couple years now, but i’ve only just gotten into programming. I must say it was quite a challenge to get anything working in the time frame considering where i am at on the technical side. I wasn’t able to get a useable version of the main mechanic until about 6 hours to deadline, and then it was a mad scramble to build levels and a few interesting extra mechanics. The only reason the game has art and music is because i sorta gave up on the coding saturday evening and just did some random art and music hoping it would let my brain solve the other issues on the side.

Thankfully, there were some awesome people around i was able to hit up for technical help, and without them i wouldn’t have been able to get anything done. Anyway, it was fun, hopefully i can do more if i am not busy, and hopefully i’ll be better equipped on the coding side to actually get a side of content to go with the main mechanic.

If anyone is interested to see what else i do, you can follow me on twitter: @aylogames, or my tumblr: jillianogle.tumblr.com

I wish you all the best of luck for the competition!
Thanks again!

Tags: postmortem

Present Delivery

This was our first jam with my friend so we did a simple game with a simple story. Luckily we got time for everything needed for a release.

I hope you’ll enjoy it at least for a while.

You can play it here

screen1