LD28 December 13–16, 2013

Lucky Lighter – Day Two

Hi there. Hope everyone’s games are going well. Even though I still have a few more hours to go tonight I thought I’d post a quick update on “Lucky Lighter”. The majority of the code is finished and just need to finesse a bit. The title screen is complete with temporary art and I’ll try to finish the intro tonight. Also all the music is finished! Here’s the track for the title screen:

Back to work!

 

Comments

Waffle
12. Jan 2014 · 18:17 UTC
man i cant stop bobbing my head! what did u use to make the beat?

first playable version of pet theft

Hello, I put here the latest article from the blog I created for the event (link)

Hi there!

Here is the link to the first playable version of my game, which I call pet theft.

http://fatprimate.free.fr/games/pet_theft.html

Any comments on this early version are more than welcome.

Here are the game rules:

Required material:

  • A headset
  • a web browser
  • a friend :)

Game description:

Pet Theft is a two player infiltration game. The first player (player1),  controls a red character . Its goal is to steal one of the three pets available in the map: a horse , a cat , or a bird . The actual target is randomly determined at startup, and player1 is the only one to know which pet is its real objective. On the other hand player2 alternatively controls 3 characters (green , yellow  and blue ) to prevent player1 from reaching a target. This task is hardened by the fact that the red character is invisible, unless a straight line, free of obstacles can be traced between the red character and any other character.

Possible actions:

  • Moving a character is achieved using the WASD keys or the directional arrows. It is recommanded for the player1 to use the WASD keys. An icon in the top right corner indicates which character is to be moved.
  • Pushing a crate is done automatically when a character walks into a tile occupied by a crate.Several crates can be pushed at the same time. Crates won’t be pushed into tiles occupied by a wall, a character, or an objective.
  • The red character is only visible if no obstacles between him and any other character. Obstacles can be:
    • crate 
    • wall 
    • an objective  
  • Once per game, player1  can press X and create a doppelganger on the tile he is currently occupying. This can be used to trick player2.

 

In-game walkthrough:

  •  Player1 starts. Before performing its first move, he must make sure his headset is on. After its initial move a sound is played. The sound matches with an animal and indicates to player1 its real objective.
  • Player2 plays after, moving the green, yellow and blue characters successively.
  • Then it’s player1‘s turn, and so on.
  • Player1 wins if the red character “walks” on the objective.
  • Player2 wins if any character “walks” on the red character.

update: Well with an unfortunate click I ended up liking my own post. How stupid am I?

I don’t think there is a way to remove it, but if someone knows it just let me know… :)

Darnit! Missed Mini LD#48

Well, its 11:07 PM on the 11th here, and I just noticed that theres a mini LD going on at the moment!

I would’ve totally been in it!

Would I be able to get 24 hours extra?

EDIT: Unless of course, our time zones are different and it just started a couple hours ago. USEastern time here.

MiniLD48 Starting Progress

So my game started out differently, and now has really nothing to do with the theme.  Trying to stick to NES rules mostly, simple 4 color sprites and a scanline & distortion shader thing.

minild48-2 minild48-1

Just a basic shump really.

Alot left to do

dogegif

 

Yeah it’s Doge! There’s a conspiracy that antivirus companies are the ones who create viruses to make you buy their software. You are Doge hired by an antivirus company to install a virus on the NSA’s quantum computer.  The gameplay  is somewhat like megaman. I don’t think I will get it all finished, or even what I hoped to get finished by the deadline. All I have so far is the basic mechanics and only 1 type of enemy.

 

dogeimahe

 

Tools: Unity 2D, Gimp, sfxr (haven’t even got around to audio)

MiniLD Progress

Well here I am, more than halfway through my first jam event, and I have to say, I’m loving every minute of it. I’m relatively new to the game development scene(this is really only my 3rd game ever produced), but I’m finding the jam to be incredibly stimulating, despite the sleep deprivation.

So I thought I’d take a quick break and post a screenshot here. What I chose to tie the theme together is espionage, as I feel it fits well with deceit, schemes and conspiracies(facade not so much, but eh, can’t win em all). In this game, you have to examine various pieces of intel in order to determine which flight the spy plans to leave on, before your time runs out. All in all, it’s coming together rather well.

 

SpyScreenshot

Graphics are certainly a little wanting(I’m an artist by no one’s description), but I’m fairly happy with it so far.

Now, back to work for me. Not sure if that’s the light at the end of the tunnel I see, or if it’s the train…

Comments

keyboardmonkey
12. Jan 2014 · 03:21 UTC
Hey this looks neat, I’m looking forward to seeing the end result! What are you creating this in if I may ask?

Progress Report

Got a lot done today, nine items on my sixteen-point to-do list, in addition to three I knocked out yesterday, leaving me with four things left to do, music, SFX, menus, and particle effects. I plan to use SFXR for the SFX, which should take no longer than half an hour at most, and use a music generator for the soundtrack (I have no talent at creating music, and I still have to look into which program I can use). Menus I had nearly complete today when along came a bug and completely messed up my ball motion, making the game near unplayable. While it turned out to be that the ball was being launched every Update loop instead of just once, but that took me an hour or two to find. In the process, of course I smartly ended up deleting my menu and its code. Although it’s not too much, so it should be pretty quick. Particle effects are for extra juice, but it’s last priority. And all this is on top of doing homework for school on Monday. Here’s a new screenshot, demonstrating the new score display, the color change (colors lerp-change every time the ball hits a paddle), and the “Camera Spin!” effect, one of four “rule corruptions” that occur randomly every time the ball hits a paddle.

Screenshot 2014-01-12 01.15.00

Colors! Lines! Angles!

Project Pea Running MiniLD48

UPDATE FROM TINKERMILL:

We made significant progress today.  We have all of the art assets, both visual and audio done AND we have the foundations of the game’s engine working without issue! No more coconuts walking off on us! Tomorrow will be a polishing day.  Look for our finished game soon!

A suggestion for the Competition Tips

The amount of games with only WASD keys to move is too damn high ! ^^

I suggest to add this in the competition tips : “Some persons have QWERTY keyboard and others have AZERTY keyboard. So let the player choose his own keys to move or just set W AND Z to move forward, A AND Q to move to the left, S to move back, D to move to the right. Or, use the directional keys.”

Tags: suggestions, tips

Mini LD #48, my entry

You can play the game here for now (awaiting for a subscription form)

 

Not very inspired with the title, here is a small game named “Mini LD #48”
The goal of the game is to prevent traitors from piling the 9 explosive crates and detonate them.

Mini LD 48 - Title screen

Mini LD 48 – Title screen

You can use the arrow keys to move, “S” to investigate where any worker is going, “C” to drop and switch a camera (to see a piece of room where you are not present) and “Space” to arrest the worker you’re overlapping.

Made in more or less 48 hours, a small unpretentious game.

Mini LD48 - Rush hour

Mini LD48 – Rush hour

It is an HTML5 game made with Construct2, the GIMP, BFXR and Reason.
Best played in up to date Firefox/Chrome with up to date graphic drivers.

Mini LD 48 - Pile

Mini LD 48 – Pile

Don’t hesitate to leave a comment/feedback here or on my website.

You can play the game here for now (awaiting for a subscription form)

 

Comments

sam1373
12. Jan 2014 · 07:52 UTC
There is a submission form…

MiniAI?

AI

I have made some simple AI for our game (Blip Blocks)

It makes the game more challenging, because you both lose your color and one life. The AI may be used for Level 7+. I have added the help menu that makes you able to read about what the different blocks can do to your player. And then i have created some background music and implemented it into the game.

The Help Menu In Blip Blocks

The Help Menu In Blip Blocks

AI In Blip Blocks

AI In Blip Blocks

Things are shaping up.

I am quite proud of what I pulled out of the mangled code of my game after what happened today. here’s a screenshot.

snapshotThe player is the one in black. You are an assassin, who has deceived your former employer and are now working for one who wants him dead.

I’ve got some work to do still. But I am really enjoying this!

My MiniLD48 “Facade” entry…

Only joined this 24 hours in, but love the theme so hoping to make use of some pre-existing game ideas to get something finished in time. Aim is to create a local multiplayer game where players must deceive each other as to their character. (It’ll hopefully make more sense in a bit!) Not much to look at yet, I confess…

 

MiniLD48 Jan 2014 Arena

MiniLD48 Jan 2014 Arena

building up

okay, i finally have a simple idea of how to turn my toy into somewhat a game. it honestly doesn’t sound that promising, i had to push a little. but we’ll see how it turns out. i’ll hopefully finish it till the night.

in case you didn’t see my first post, here is the last build i have posted (i didn’t really change anything though). qwer and asdf keys to interact.

cheers.

Comments

OhFiddleDiddle
12. Jan 2014 · 12:59 UTC
That’s really cool, keep up the good work. 😀

So, lesson learnt.

Yeah, my game won’t be finished. 😛
I decided to tackle relatively complex AI for my first time ever dealing with AI, which was a bit silly, but quite a learning experience.
Making a stealth game, there are a lot of things to consider, which I didnt consider at the start of development, which has lead to the game including MANY big bugs that are bein rather painful to deal with.
So, although i will have nothing for this mini LD to submit, thanks to the creator of the themes as I have started created something I love, and wish to keep working on now after this miniLD, and I will keep you all posted on a “post-compo” version. 😛

screenie

Anyway, spy man says goodbye, and hopes you all loved the games you created. 😀

 

Well its’ there

Hello to everyone ! 
I just submitted pet theft as an entry to the mld48 (link). The game and rules are accessible on my personal webpage (link). I don’t consider it as finished, and I’ll spend part of my afternoon trying to improve it. I’m actually waiting for feedback from my friends, and trying to make sure the game levels seem balanced. The problem with multiplayer games is that they are actually hard to test by yourself :). My little brother told that the sound gameplay was underexpoited; I agree with him and think that it’s an interesting idea that deserves more experimentataion. But using puzzlescript as an engine constrained me in this regard. I have one or two ideas to make it more interesting that I’ll also test if I have time. screenshot

I wish good luck to all of those who are working hard to ship their probably-more-ambitious-than-mine game on time.

Cheers,

Steve

 

Update: here is the link to my timelapse

Tags: infiltration, multiplayer game, puzzle game, puzzlescript

N . D

Untitled-3

Hello! Finally I found the main issue with the controls in my last two entries. I was using  GetKeyDown inside FixedUpdate… D:

Play the fixed version!playerStand1

 

And about the results… This was my best entry so far! 85th in audio.

result0

 

 

Compare with my past entries:

result2

And a nice graph showing a good trend. 😀

result1

I Quit MiniLD 48

Sigh, it’s now Sunday night and my game is still incomplete. I prematurely polished some parts of the game particularly the artwork and animation. It’s all because I wanted the art to be high quality this time.

I learned that good art really takes time. Or to rephrase it, art cannot be rushed. Moreover, A coder like me will take forever me to produce good art.

Honestly, I really didn’t have the free time. Gamedev time is not at the top priority this weekend. My job will always be the top priority because I love my family. So it’s time to rest for work tomorrow.

I’m Beat!

ndcH1mE

Wow, that’s the word I will use if anyone ask me to condense my experience during the last two days in a single word.

I learn quite a lot during this mini ludum, which incidentally is my first mini ludum dare attempt.

As a single developer working alone, I believe the lesson I mainly learn is trying to stop the feature train  and keep everything simple.

Also stop overestimating your own capability 😉

There are a lot more I wish I can do with my game since it have great potential however what I got is what I got

 

So, guys, please go over to the main mini ludum post and try out my game.

I hope you will enjoy playing it as I am when I am writing it down.