LD28 December 13–16, 2013

The One Tower

 

gif5

Chippington – Coder

eu & Niqle – Artists

al.quire – Musician

A hastily assembled team of rookies working on their first LD Jam. Fear us.

progress #2

game title: Wifes
almost finished implementing game engine. Player and women interact as they have to. Still working on bad guys :). No another screenshot , because all day I was working on deep engine stuff, preparing all framework from scratch.

Some more info: your target will be to reach point goal as fast as possible by marrying and divorcing with women. There will some challenges , like enemies – random guys from nowhere – who can take your place by marrying another women and not letting you to get enough points to win. Also there will be enemies-guys , who will be able to steal your wife :) and as you know – you only get one wife at the time :). Tomorrow top priorities: to finish bad guy class and start working on graphics and sound.

Good luck everyone.

Tags: as3, Celsyum, flash, starling, wifes

Enchiladas!

Dinner time has been and gone and I decided to go with making enchiladas again this Ludum Dare.

The game is ok…probably not what you’d call a game though, really a minigame, and sadly the main function of it, cannot completely function correctly, which is the uploading of an image. Instead I’m probably going to have to make do with taking a screenshot in game that saves to where the game lives and then give the chance of posting within the game itself.

enchiladas

It does feel like I should have just spent the weekend doing what also needs to be done as I’m stressing out enough as it is. But for now I’ll make the game look pretty and then upload it.

I feel I probably shoulda gone with my fast food/coffee shop idea instead of the one I went with.

Tags: foodphoto, LD28

Comments

Guennor
14. Dec 2013 · 22:44 UTC
Jesus Christ look at the size of that monitor!

I’m actually using my TV as a monitor which is pretty damn big too. hahaha. It’s funny because my alienware’s screen is so tiny.. so there’s some scale contrast here. hahah

14 Hour Update :D

I don’t know what it is about Ludum dare, but it always makes me over excited for particle effects:

14 Hours In

Honestly, in game, it looks pretty sweet. In the last 7 hours I have tightened up my car controls significantly, however there is still room for progress. I now have 3 different objectives, although one needs a little more work done to it. From here, tomorrow looks like a lot of UI, Menu and Sound Effect work – along with making the map bigger of course.

Welp, I’ll be heading home and sleeping soon, but thanks to those who stopped by on my Live Stream!

Comments

bradleypollard
14. Dec 2013 · 19:46 UTC
I don’t know why it keeps squishing my screenshots like that. Click it to see what it should look like >.>

First Room

Finished designing my first room.

Room_1

My main character

Everybody is posting game art and gameplay images, so I shall post one too. But you only get one. 😉

screen shoot

 

It is a wizard. On a quest…

post #5: UI loading + interaction

gameplay_1

A good chunk of today has passed, but the game is somewhat mechanically playable now. For native iOS development, I have a Photoshop script that exports each layer as its own image along with a buttload of metadata for where things are laid out on screen. I’m using the metadata to create a Dictionary of named positions on screen, which lets me do things like spawn a card at the position name “deck” or “dealt_card.” The actual background itself is one big flattend PNG.

Next steps:

  • wire up the text fields in all the correct positions
  • put in the logic for figuring out your finished attack/defense hands
  • add some sort of initiative display to this screen (thinking Final Fantasy style…ish)
  • create a set of janky low-res bodies/heads to use for player/enemy portraits (maybe in the style of Spaceteam)

Next next steps:

  • Intro/Menu screen
  • start battle / maneuver screen (with health progress bars)
  • you win and you lose screens

If I can get all that done today, that’ll leave tomorrow to focus on the economy/content and the store screen.

 

Game Progress

Decided to ditch the whole Unity/Java deal and go with pure Coffeescript and canvas. Here’s what I’ve whipped up in about 100 lines of Coffeescript:

Demo

 

It’s pretty lame for now, but I’ve got about seven and a half hours for work on it until I must go to sleep. 😀

Midnight Minigun taking shape

wip-1

It’s been an intense 15 hours, and now it’s time for a break!

Any comments gratefully received at this stage!

www.superfluidgames.com/LD28

 

Comments

15. Dec 2013 · 04:55 UTC
The list of features still to add seems to keep on growing 😉

“A Cat With Only 1 Life”, status after 1st day

CatWithOnly1Life1stDay

The first day is done for me. I managed to do around 4 hours of game dev today (from 18:00-22:00 local time). Installation of tools took some time and being a family man, 4 hours is what I had so the progress was limited, but this is where I’m at.

The idea is to build a game of a cat with only 1 life (when everybody else around him has the typical 9). How he still can beat the others is something that you will see day 2… (hint: cats are stooopid, but the cat with only 1 life has to be smarter than the rest).

The tools used: Visual C# 2010 with JyPeli game programming library. Paint.NET was used for drawing sprite graphics.

What was produced in that 4 hours was 10 or so sprites and ~250 lines of C# code. (and then I spent another 1:30 to prepare the timelapse, screenshots etc., but where is the fun in LD if you do not share?).

If you are longing to see more of my process, see the timelapse:
https://www.youtube.com/watch?v=PmxUpGqhEfk

Tags: C++, cats, JyPeli, screenshot, timelapse, xna

First AI Test

 

 

First test of the goalkeeper IA. Still pretty dumb !
IA

 

Comments

DiEvAl
14. Dec 2013 · 19:52 UTC
Do you mean AI (artificial intelligence)?

Running behind…

I think I’m gonna have to enter the Jam.

SS1

88888888

ld28snapshot3

 

I’m finally starting to get to the game-play bits!

Things added:

-Locks (You need to destroy all enemy spawners before you can proceed to the next room)

-Enemies & AI

-Music ( Made in famitracker )

-The weapons now have unique attributes

Things I still need to do:

-Make the player able to die

-More enemy types (maybe)

-Score system

-Polish, polish, polish, polish, polish, polish, tweak, tweak, tweak

 

I should be able to get a demo out soon.

I like Visio

I work on the interface 1 set of 3

 
interface

Ludum Done, Mom

YOGOMom117YOGO Mom! is done; thanks for the support that everyone has offered on Twitter and here. I’ll continue to support you all in return, after I’ve had some well earned rest!

I’ve decided to release early; minimum viable product is the trendy phrase, but the truth is that I’ve been rather ill all week and I would rather release something than throw in the towel. #YOGO and #NOKILL were a great combination to get the creative ideas flowing; it has been a great experience!

Tags: 2D, compo, final, game, journal, progress

Slowly but surely

Assets would make this look  a bit better

Assets would make this look a bit better

Closing the gap for the GUI work, still tons to get done mechanically.
Right now you can build buildings and place units, but I haven’t even started on the core mechanic yet (oops)

Next up: a few assets and army management!

Done for tonight

 

 

I’m done for today. I made a lot of progress, but there’s still a lot left to do. I’ll probably be able to finish this in time for the jam, but I might not get all the functionality that I want.

LD2809

I shall name him Geoffrey.

Day one progress

Don’t think I’ll ever be happy with amount of features I’m managing to implement during the compo.

Not much has changed graphics-wise, but I’ve got a far-from-perfect but working landscape generator and some inter-level menus.

day_one map

Introducing Yogo’s Quest!

Let me introduce myself. I am known across the interwebs as Asix Jin (aka Jin Trigger). This is my 1st Ludum Dare and my 4th game jam taking part in. I’ve only finish one game jam, but I’ve been learning a lot since. I’m really excited to be taking part of Ludum Dare even though there is a big chance I may not finish with work and all, but I continue to move forward.

I’m (unfortunately) still not sure exactly what I want to do, but I have an idea. My game will follow Yogo (get it) on a quest to escape a mysterious dungeon that draws you back to the top if you don’t make it out in time. I was gonna use Mega Man sprites as a template like I normally do when I have to sprite up some graphics quick, but my lovely girlfriend suggested using the GB Pokemon games as a base instead.  I’m using Lavender Town’s Pokemon Tower as a base and I’m doing my best to not make it different (I think I’m doing an ok job of that). At the moment I’m using Red as a placeholder for Yogo, but I’ll probably worry about attending to that once I have the game mechanics down. Here’s a screenshot 😀

Tags: Yogo's Quest

End of Day 1

12 hours in…i have a fully working game with intro screen, game functionality all done (except for the special ‘you only get one’ power), sound, “you win” and “game over” screens.
really happy that i kept it as simple as possible – i’ve never actually finished a game before.
it’s a little bit limited in terms of fun gameplay but the original that inspired me (SeaQuest) had shooting submarines as well, and i thought it would be better without that noise!
so i have time to make it look nice tomorrow. i need to add a couple of animation frames and some special effects and stuff.

i watched a few peoples’ live streams today and checked out some stuff – great buzz guys! /A

http://antongerdelan.net/dolphin_rescue/

gamethiseve

introscreen

First day so far

Time for a little break.

Let’s start off with a link to the current version

The first day was fun so far. Idea finding phase was super fun and ended in the idea of “When Arthur found love”. A story about a little factory robot discovering what else there is beside his little workplace. Will he find love eventually or will he stay a heartless machine? Follow him in his quest and help him find the best usage for his limited abilities. But remember you can use his abilities only ONCE…per level. Set up your orders and watch him drive, turn, fly, magnetize and grab his way through mindblowing levels.

I hope I get everyting done I have planned. I’ll try to focus more on polishing the game this time and I hope I’ll have enough time to make it look fun to watch Arthur complete your orders.

So far I’ve struggled a little bit with Blender and had forgotten more about Unity then I thought. So a little more warmup would’ve been nice, but I think I’ll manage to finish anyways.

 

This concludes my little recap of day 1. I’m pretty excited about the game idea. How about you guys? Are you excited for my game too? Are you excited for your own games? If so let me know  😀

 

Working on some music.

Whipped up some samples in SunVox and started work on a simple loop. The samples pack quite well.

It’s just the “chorus” section, so to speak. The bass didn’t come out very bassy though so I’ll need to chuck in some subbass, but it’s an FM bass so it’s still inherently awesome.

http://segfault.net.nz/~greaser/ld28/ld28-gm-song1.it (~96KB)

And my battery is running low. Should be home soon.

Done for this day

So, I’ve done most of the engine now, and since the game itself isn’t that complicated or story-driven or long, tomorrow will be mostly tweaking and adding the rest of the stuff in (which isn’t a lot). I made a timelapse of this day, here. Skip to 2:05 for the actual gameplay.

Comments

joserodolfofreitas
14. Dec 2013 · 20:20 UTC
the timelapse was awesome!

It’s been a while

Sorry for the long break in updates.

I’m working on the level select screen and the victory/defeat handling.  You’ll receive a cash score, a grade, and a title at the end of each round based on your performance.

The less of the bullet lifespan you take, the less hostages you kill, the better!

14th Update

Here’s stage 3 of the office area, i might just pump out the other seven, then move onto the factory area before posting again

So many turrets…

Unless something cool happens, see you in 1-2 hours

-Flatgub

About that level design thing

So instead of doing something playable, I just went with more graphics and “finished” the main menu, the vertical lobby and the horizontal lobby. Since it’s an open area but you only walk in one axis, the “indoor” parts will be more narrow.

2_mmacielm

main menu, with a button to choose to walk up/down and a button to walk left/right. title and credits button later

1_mmacielm

left/right path

3_mmacielm

up/down path

Probably changing the crystal in the menu with something similar to a flower, since the “bridges” endend up looking like petals.

 

Tags: gamemaker, graphics, menu

More progress

So, apparently ground generation was a bit easier than I expected it to. Now to fill the world with actual useful things though.


I have no idea what I want to do with the player, since I’m not very good at art whatsoever.

Test builds can be found here, for people who want to try it:
Windows 32-bit
Linux 32-bit

The controls are WASD with left click to shoot, R for reloading, Q for throwing the weapon away, and E for getting a new one (for now at least). The left shift can be used to move faster too.

Please test them, especially the Linux one since I have no idea if it works. And comments would be welcome too.

Couple false starts

After a couple false starts, I figured out stole from SO how to compute normals for a line. All I need to do now is get that ball on the left to bounce off of the lines and I’m pretty much set to go.
yo

normals

Half time

spaposer01

This package was suspicious.

If I don’t find a way to increase the fun of the actual gameplay, it’s gonna be the most boring game I’ve ever made (and this is quite an achievement).
Anyway, everything is working as intended. Tomorrow I should  do art and sound and try to create some challenge.

Creepy Smiley Faces and a Green Chile Cheeseburger

So, my placeholder monster graphics are definitely creeping me out.

Almost makes me want to keep them…

Smiley

In addition to making creepy placeholder graphics, we also made this Green Chile Cheeseburger.

It was delicious.

IMG_1067

Tags: food

Enemies from both sides and particles

The enemies come from both sides now and explode with particles :)

cannons2

More enemy types and cannons upgrades based on experience planned. I’d like to do the most of the gameplay today, because tomorrow I want to focus on composing the music.

ld28 update 4: pizza implemented

pizza to hunger ratio

 

1 pizza costs $6 and replenishes 10 hunger. All very well until the player eats 4 straight pizzas. Added 2 sequences and “sequence X” – a debug sequence to just muck around the game with. Then made a few new commands, including the ability to buy and eat pizza. Time well spent I feel.

All this pizza talk is making me hungry, so I’m taking a break and getting a snack.

Comments

Cheezey
14. Dec 2013 · 20:47 UTC
Pizza is the most important feature in any game.

Sleeping Pause

 

So.. After a long day of fun programming (I can’t remember the last time I programmed on something a full Saturday) I will go to bed. And my game hast some substance. And a concept. And currently 8 levels + 3 tutorial levels.

Unfortunately, I’m not the best level-designer. But hopefuly I will dream of some, during sleep 😉

Here are two final screenshots for today:

rnb_33304.083393657 rnb_49818.067147824

 

So.. Tomorrow I think I will make some new levels, look if I can optimize the engine at some parts and submit my entry.

Good Night. :)

I Actually Released Something!

I’m sure there are some people who do that a few times a year, but this is the first time I’ve actually got round to entering (and on a whim as well).

Just to be clear, this is actually a really rubbish Frogger clone, but it does have a twist to fit the theme, inspired by a conversation with a friend a while back.

Screenshot

The game was built using Unity, which I’ve never really done anything with before, and I have to say I’m pleasantly surprised by how smooth everything was. I was expecting much more screaming at my computer.

At some point I’d like to polish things a bit… maybe add some graphics, and uncrapify the textures, but I’m out all day tomorrow, so this is it!

Obligatory End of day 1 post.

so far in my game I have 2 basic enemies, basic controls and 2 powerups.

My game basically leads you through getting 4 powerups, then at the end you get to choose one to fight the final boss.

all my art is palceholder untill I can think of something better, only the enemies are what I want for the final product.

Tomorrow I will work on the last 2 power ups, the music art and final boss. it’ll be a long day. I’m gonna work a couple more hours tonight to take the load off tomorow, where I can spend most of it on arts and polishing. hope it goes well.

have some screenshots.

Enemy #1

Enemy#2

basic attack

Obtaining a powerup

my first go with particle effects

 

post #6: 193,536 characters and counting

mosaic

Spent a bit longer than I probably should have putting these combinations together. My character rig has 6 body parts:

  • face (never changes)
  • hat (28 options)
  • head/skin (12 options)
  • torso (8 options)
  • legs (8 options)
  • feet (9 options)

This image represents some of the possible combinations that will come up both as the player character and enemies in the game. I still need to do a variety of swords/bows/shields to fit in the hands, but overall I’m pretty pleased with the results. Without adding weapons yet, there are around ~193K possible enemies (but you only get one that looks like Tim Curry from Legend).

progress… MAYBE

 

Finally figured out how to do animated gifs, because all the cool kids were doing it. oh no robotGirl robots are impervious to cannonballs. Or, they are right now, anyways… O_O

Also, particles EVERYWHERE

Heh, gravity

I mean, who really needs it anyway?

Screen Shot 2013-12-14 at 10.25.06 AM

And why have one direction when you can have many!

WEBPLAYER

Day 1: Good progress.

Didn’t finish everything I wanted to have done today, but can’t complain.

You can play what I have so far here.

Gameplay is only half there at the moment. Basically the goal is to find the exit. Arrow keys for movement, etc.

If you wait a couple of minutes, visibility may become impaired. Oh no, what a problem!

LITH

Stuck in a room with one of these things right now

They may not look threatening, but a Lith will end your life if it catches you. And they’re faster than you are, so you’re going to have to outsmart them. You only get one chance to escape this labyrinth because if they find you, you’re dead!

Currently testing a confined space with one of these running amok. Actually kind of terrifying.

 

Tags: LITH

Heading to the jam!

1490364_10202517328840192_91790521_o

 

This time I was a little late to start the Compo so me and my friend decided to team up for the Jam event. We are both Game designers, I have programming skills and he art skills.

This is his first sketch of our samurai and his dog game.

Our Idea is that you must cherish your little friend. Although you can have as many pets/friends you want, each one of them is unique! And the game will make sure you remember that your little friend is unique in many ways 😉

We got ideas from the Hachi story (the japanese dog), shadow dancer, and other sources.

Good luck to you all 😀

We’re slowly making progress…

Our team of three is slowly moving forward.  Each member of the team is building a small microgame based on the theme.  As we progress forward, we’re hoping to fuse everything together to create a Warioware or Retro Game Challenge type experience.

Khoa is creating a racing, dodge the obstacle game where the player must navigate a unicycle through oncoming traffic.

Unirace_001

I’m currently working on a “find the hidden object” game where the player must locate a target in a large, constantly moving crowd.  I’ve had to learn software and Unity tricks to get this implemented, so I’m a little bit behind.  Getting to know Blender and Unity navmeshes has been an interesting experience so far.

Screenshot 2013-12-14 17.28.58

 

One Chance: Day 1 is over

 

 

 

2671 Lines of code wrote, a few bugs fixed, 20 levels prepared, 50 bugs occurring with level transactions, 3 textures done, a storyline is began to be made and all in just over 13 hoursscreenchot

 

The One Fork Restaurant (update #3 – playable demo)

One last update before going to sleep. Doing graphics and balancing gameplay is indeed way more time consuming (and less rewarding) than programming the proof-of-concept prototypes!

Anyway, I’ve been able to draw and animate four cartoon-like customers, and I started to tune in the gameplay to create a first playable demo available here.

The One Fork Restaurant - first playable demo [WIP]

The One Fork Restaurant – first playable demo [WIP]

You move the fork from one table to another by clicking on the tables. Each customer has to eat the content of his rice bowl before the end of the bar representing his own time limit (below each character). Each character type has a different eating speed / waiting time tolerance. You are allowed five mistakes before going to the game over screen. Aim for the high-score!

The gameplay seem to still need a lot of balancing, especially in mid-game (around 300-500 points I have the feeling that it gets too hard, after 600 points I think it starts getting too easy). But it’s hard for me to balance the game as I’ve been somewhat accustomed to it. So any feedback regarding the gameplay flow and balance is very welcome!

To do tomorrow:

  • Finish the graphics : draw a background, a title screen and a proper game over screen, and do some general polish
  • Fine-tune the gameplay balance so the game delivers an interesting difficulty flow :)
  • Add in some sounds and music (seems like I gonna play with sfxr!)
  • Add some basic tutorial / instructions

It’s a playable game – so far!

This is the first Ludum Dare I’ve done so I thought I’d keep it simple. The ‘plot’ goes something like this:

This year, you have been very naughty and Santa was only going to give you a piece of coal and an orange (and not even a good orange!). However, he accidentally dropped one and you are now trying to protect it as Santa throws rocks, pieces of coal, and oranges down at it to destroy it.

 

The following video is the first time I thought it was a game and not just a thing.

http://www.youtube.com/embed/9XHwJs2ZGIg

It’s better now but only in gameplay and not graphics.

This game was made using the following:

  • C++ (Programming Language)
  • SFML (Graphics/Window/Audio Library)
  • Sublime Text 3 (Text Editor that is AMAZING!)

It works on Mac and Windows (and probably Linux too but have not built it yet) so everyone should be able to play it!

Tags: 2D, C++, compo, LD28, linux, mac, Mac OS X, sfml, Windows

Betcha Can’t Only Get Just One

I am starting LAAAAATE and I’m all AAAHH. Which is perfect, because that’s how I started last time, and the end result was splendid. I am using some personal code, mainly a custom first-person 3D controller, which I used last time around as well. Here’s a link to the code.

Let’s get this party started fashionably late!

AmyRPhoto

Splashscreen.

cover

I suck at drawing, but this is the best I could do. The graphics of the game and the game itself are not great, but given the fact that it’s my second game ever, I guess it’ll do. I kind of lie this image, though.

 

Urghh… :(

Not feeling confident with this compo after the first day, entered my first one in the summer and that went quite well (better than expected). But this one has just been a flop, I spent most of the day on the tile map collision – which is still utter crap. I have the basic idea for the game, but I still need to find a way to make a maze game interesting while traversing through it. While making it hard. Anyone else’s compo not gone to plan?

I’m sorry. I’m out

The theme really isn’t working for me. Plus I’ve had problems with Game Maker Studio, some obscure bug where if I change the order of the objects on the left panel (that are not even in the room) it messes up how the code runs, so I had to switch to Game Maker 8 half way through, losing loads of time.

However, this is what I had so far. I would definitely like to continue making this game, just not for this Ludum Dare…

Also, if you want the source code (has both GMS and GM8 source, but AFAIK the GMS code doesn’t work), you can find it here

screenshot100 screenshot101 screenshot103

Comments

Coblynau
14. Dec 2013 · 20:51 UTC
Sorry to learn you’ve had problems; good luck with continuing beyond the compo. :)
14. Dec 2013 · 21:44 UTC
Too bad! If there’s any chance, don’t give up!

title screen track

Our musician composes a stunning track that will send you off on an epic bloody adventure.

I broke unity.

This will probably cause a major delay in my game. I’m not sure how it happened, monodevelop just stopped working. I do have a super early version built, so I may just need to release that if I can’t get this to work.

First post

A little late I’m afraid.  Here’s a screenshot:

 

screen1

The art is pretty poor and the gameplay is really simple.  It’s multiplayer though so it would be awesome if people could jump on and help me test it real quick:

http://www.heychinaski.com/ld28/game.html

Arrow keys and spacebar.  The aim is to shoot each other with the bullet (white square). There’s only one of them.   Aiming is automatic.

I’m using:

Javascript/canvas for the front end.

node for the backend

Sublime text for editing

Inkscape for graphics.

 

Comments

Novodantis
14. Dec 2013 · 21:04 UTC
This is really rather cool!
14. Dec 2013 · 21:08 UTC
Thanks for your help guys! Things I’ve learned:

Not going too fast

We have goats.

hmm,

But we have beer too, that makes it much better.

1495445_10202254541341421_686268786_n

Comments

14. Dec 2013 · 21:39 UTC
It has goats! Has to be a good game!

Second Lundum Dare – Heist!

Evening Lundum Dare.

Greeny here, second Lundum Dare and it’s going well. Was stuck for ideas when I first saw the theme but I’ve got a solid idea and progress is coming along nicely.

My entry this time is Heist! You are a robber, you have stolen a load of gold & diamonds and you have to find your way out. You can’t see much and only have 1 IR blast to help you find your way.

I think a gif here will help explain:

heist

(The gif above is at a strange ass size for some reason. Click it to view the original)

Hopefully it’s clear how I’ve incorporated the theme and with some more complex levels (the one in the gif is a test) I think it will be quite challenging. The time limit is there for score. The quicker you finish the more score you’ll get. You also loose some of your loot if you bump into stuff.

Still lots to go but it’s a solid end to day 1. I have uni work to do!

Cya when I check back in tomorrow sometime. Goodluck devs!!

– Greeny Out.

 

 

I am right proper knackered…

So far…
– Recorded audio. A few keywords and random cockney rhyming slang.
– Speech interpreter is ‘kinda’ working.
– Wrote some incredibly naff music… featuring Kazoo! (you’re in for a treat!)
– Replaced quicky art with some new Monty-Python-esque assets.

So… so shleepy. ;___;

ld28_wip_2

Day 1, not so good

I hoped that my first Ludum dare would go better than this… The Day started off well, until, after few hours of work, I got the BSOD (Blue Screen Of Death, for those who don’t know) and lost most of my work. But that wouldn’t be the biggest problem though. I don’t have a solid idea for the game yet. The theme didn’t ring a bell, no great, or good ideas…

Ok, I’ll stop being pessimistic about this, I still have a day left. Lesson learned for the next time though.

Oh, and here are some screenshots, not going to reveal too much:

Untitled1

Untitled3

Going to sleep now, the start was at 4:00 am for me.

(UPDATE 2) – Graphics :-D (need tips :X)

screen2

 

Hey 😀

This is my second update for this LD. After almost 5 attempts to join LD, everything is going fine. I think that finally this time no unexpected thing is going to mess up my schedule.

As you can see my game is about some pretty angry penguins and your fortress got only one tower left :(

Most of the engine is done and it just need some playtesting and bugfixing  hours to get ready.

However, I need to work in those messy flashpunk hitboxes…. I really can’t master it’s positioning  system :/

I think as the game starts to look better I’ll post more frequent updates.

Hope you guys are having fun 😀

Images from Hell Byte

And here is an Image of my Game where you only have one Charakter, one Tutorial and one finish

a look from the ground of a level

a look from the ground of a level

finishthing

I’m working with Paint.NET and Unity3D

Tags: 3D, Hell Byte, LD28, unity

Getting a little stir crazy…

But we are in the middle of a snow storm where I live, so what else am I going to do? :)

My game is called One Chance, and you play a new step parent trying to make a good impression on your new step child this Christmas. You have to talk to him for clues as to what he wants (one of three possible gifts, maybe more if I have time) and go purchase the correct present. You only have one chance to get the perfect gift and buy your new child’s respect and love.  Be careful, the other shoppers exist only to make your life miserable and will steal your gift unless you employ pepper spray.  In this screenshot you are pepper spraying the child for some reason.

screenshot

What is wrong with you?

Progress Update 3

inprogress3

 

So I woke up this morning sick, and I don’t think I’m going to be able to finish. Damn it.

Instead, I have attached above an accurate, in-game representation of my condition.

Update #3

Things are going swimmingly! Got all weapons down and the weapon selection screen! If I have time I might be able to implement random terrain generation, but for now I gotta work on the enemies.

But you guys probably want some screenies:

screenshot112 screenshot113 screenshot114 screenshot115

See you guys in ~2-3 hours!

My 4th Ludum Dare

Camped out here for the next month at least.

Camped out here for the next month at least.

Screen Shot 2013-12-14 at 4.20.47 PM

Although this is my4th Ludum Dare, it’s the first one I’m doing from a beach in Honduras. I live in San Francisco. The internet is abysmally slow and quite expensive, but I’m having a blast :)

 

A Gravity-inspired game

Hey! Up to the last minute I wasn’t sure if I could join this Ludum Dare or not. However, even with 12 hours late, I managed to put together a nice prototype. The game is slightly inspired by the recent movie Gravity, and is based on the concept that you only get one shot to adjust your orbit and survive. If you want to know more, feel free to follow me on Twitter (@AlanZucconi).

Orbital

hot damn, this is my jam

so basically i withdrew because i couldn’t think of an idea…

i then came up with something about 3 hours ago… so introducing

logo

 

that’s right, nick clegg is now game.

 

The One Fork Restaurant (update #2)

I’ve spend the last few hours trying to work on the graphics for the game. I really suck at graphics, but I think this little anim will do the trick for the customers eating with the “only one” fork:

The One Fork Restaurant - Eating Anim

The One Fork Restaurant – Eating Anim

Now I’ll try to make some variations of this guy to add some graphical variety to the game, and I’ll also try to define several related “customer profile” to start balancing the game!

Comments

Sillyapple
14. Dec 2013 · 21:51 UTC
Legs. 😉

Going to bed!

After deving the entire day I’m finally going to bed. I’ve done lots today and I haven’t been posting a lot so here’s how’s it going.

Completed:

  • Working menus
  • Basic gameplay features
  • Nice looking graphics (according to me, with a pixel art skill of 1 out of 10)
  • Sound effects
  • Enemies
  • The list goes on.

Left to do (what I’m aware of) :

  • Moar levels!
  • Fix guard pathfinding bug
  • More mechanics?
  • Music

Progress report 02 21h

So as of now I’ve worked about 3h total on this game, got reminded that a repo might be useful…

I’ve got a walking, shooting player with a spaceship that can fly and shoot stuff.

No stuff to shoot yet 😀

makdaam ld 02

Demo available, 1st day progress.

I’m really happy with how this concept turns out so far – everything is about music, and as you keep on playing you unlock new instruments.

Finalize your masterpiece to impress the emperor. Are you ready?

Try the demo I got so far at:
Polytonia: http://robinerd.com/application_files/Polytonia/

Polytonia Screenshot

I welcome all feedback highly, and I’ll work hard to polish this and add more content tomorrow. Please tell me any problems you run into :)

Good luck with the second day everyone!

Tags: demo

Destroy ALL the training targets!

You have a happy trigger finger and want to shoot something? Here you go:

a space fighter shooting some training targets, esplosionsTry to get them all down!

 

Seedling 1st Playable

http://www.invisiblespaceship.com/lab/

Instructions:

The object of the game is to grow the plant in the middle, you can do that buy increasing it’s water and sun. Your minions are very sensitive to the needs of the plant and will change color depending on it’s state. Blue if the plant needs water, Yellow if it needs sun, and brown if it needs more of both.

W- makes your minions perform a rain dance

S- makes your minions perform a sun dance, doesn’t work during the night time.

You might have to click the game window so that it gets the keyboard focus.

screen003

Progress Update 3

I’m about 60% of the way done. I have the main mechanics coded, as well as the intro and several cutscenes. I will finish the remaining cutscenes before moving onto the last few stages and the ending. I hoping to finish the bulk of the coding tonight so I can focus on sound, music and polish tomorrow. We’ll see how it goes, I’ll update once more before I call it a night.

Till then.

We already started? Ah, still a day left!

I knew I had only Sunday, so I did some prep. Now it’s time to get things rolling. ‘Multiplayer’ RTS Space Game in less than 48 hours! You Only Get One Chance To End The Universe >:)

Probably a bit too ambitious but eh! No Risk No Fun.

Dont be afraid!

This lil fella wont do any damage XD

snako

2nd Update today – YouOnlyGetOne

Well it’s been a long day but a very productive one, but I’m tired now so rather than put in the same blog post in two places the update blog post for LD28 is over at http://www.moon-gate.co.uk/

and this is the Playlist for the video updates. I hope you enjoy.

http://www.youtube.com/playlist?list=PL10LxPUwMq5aY4f1ibKMghAB8xdE1PBms

Tags: LD28, Moongate Games UK, OneGameAMonth, YouOnlyGetOne

Day 1: Progess Report

Most importantly: I decided to draw all the graphics by hand. Here is the first screen-shot of “Heart”.

Heart

Kirby vs the meat-boy.

Important note: there are three hearts in the screen shot to demonstrate how hearts work (and to make us all a little nostalgic). When you play Heart you will probably never see more than 1 heart (though other people will. This is fact.).

I have a _long_ road ahead of me. Quintus is a great framework, but definitely not as polished as I’d like. Tomorrow I’d like to implement enemies, animations, and the such like; make a _very_ small number of screens; and most importantly I want to get the “gimmick” working. I realize that without my weird gimmick I’ve got little more than a (relatively attractive) buggy zelda-like.

Tomorrow… will be EPIC.

z.

Water

And now, we can even collect the water. It gives us completely new possibilities 😉 But now I need to take some sleep. Still 1 day left, I think it’s possible to finish a playable “something”.

 

3

Hey, it looks like something

 

Okay, it’s time to sleep for a while! But now, here what i’ve done the first day :

LD28_sc_2The picture show almost everything i finished. The player will have ONE spear, that he can plant in a wall to create a platform (did you say Volgarr?), throw to activate switch (WIP) or use to smash enemy. This spear can do ANYTHING, but just one thing at once, so think twice. The screenshot show an ennemy (no sprite yet) with basic IA (predefined route), and a lever associated to a door.

Tomorrow i will improve the enemies, add some levels and we will see!

 

Check it out! Some more progress!

I turned the island into a cave! I added a starting cutscene and a second character! I added a sparkly microchip! I added an inexplicable bug under the flash platform that makes everything hover one pixel above the ground! I didn’t add a “Back” button to the Info page and I didn’t add a tileset! Exciting!

Try the current version out here: http://bit.ly/1bPzMGS

A screenshot

Oooh, a screenshot!

Comments

Alexbrainbox
14. Dec 2013 · 23:26 UTC
Right after this line you should put in something saying “You hear the muffled sound of someone facepalming in the distance.”

So close to having an actual game!

such closenessWell, this is the farthest I’ve ever gotten. All of the core mechanics, graphics, and sounds are done. Now, it’s all about adding content!.

 

Woo!

Working hard

 

Twenty six hours left, and I think I will not sleep today.

 sadrobot

Comments

alvarop
14. Dec 2013 · 21:41 UTC
Avant-garde is a thing, man!

For those of you who are jealous looking at the good artists’ work,

now you can look at my stuff and feel better about yourself :)

Nothing but placeholders, unless I don’t have time to make non-placeholders, in which case, fuck yeah pepper boxing.

My OCD has been winning most of the battles about where I spend my time, which sucks. It spent way too much time last night trying to fix a glitch in some abundant-music stuff. The rational part of my brain did win a victory today though; the timing indicator on the left is a second png that’s a duplicate of the one on the right, because the first few things I tried to flip it didn’t work, and all the solutions I knew would take a little more work.

For now I’m going to work on getting this thing working in fight mode with one button per character, and then I’ll add in campaign mode, then flesh out the story (I don’t care what you say. That shit’s important, yo.), and then work on making the fighting mode more complex at higher levels. But for the immediate right now, I’m going to work on making this thing less ugly.

Progress Day 1

We finished the player animations, a lot of objects and 30-40% of the logic.

Tomorrow is going to be a very long day: Peasants, a Drakkar, map generator, lifebars…

Viking

 

EDIT: The image is a gif, but i don’t know why if you didn’t click is stop.

YOGO-Cookie Progress…I think.

I’ve gotten 6hrs of sleep, regular meal breaks, and I’m feeling good about the game so far.
by Andrew Adams

by Andrew Adams

First LD Progress : One Bond…

Hi all

First time doing LD, but not my first Jam. I’m finding it much more relaxing at home than being in a building full of people all working hell for leather. Nice glass of whisky and some Erik Satie. Loving it :)

Anyway, progress. I normally just work ‘stream-of-conscious’ and see what pours out, and this one is no exception. Started with simple graphics, and found my screen looked a little like atoms and particles, so that began to direct the project.

So, this game is called One Bond, and is about colliding charged particles using one bond to link them.

Screen Shot 2013-12-14 at 18.26.45

 

Time for bed!

S

Dropping out

This theme… It has left me so uninspired that i still have barely anything to show for after one long day. I am going to be true to myself and just admit i will not finnish anything, so i will be stopping here. Hope everyone else has a great time!

Still Jammin’

So we’re a day and a half in… So far we’ve got two new team members, a programmer and a sound-man, a nifty title screen, a main character sprite, a tile set for the levels, and the majority of the game engine code. Here’s a shot of the title screen!

Title Screenshot

Getting Things Done!

I got a bit of a late start, but I knew exactly what I was going to make the moment I heard the theme, although the “Two Colors” theme would have fit a little better.

Anyway, I’ve gotten a lot done so far. I’ve got all of the moving, jumping, collisions, dying, scene transitioning, and player animations out of the way. Yay!

Here is what my game looks like in it’s current state:

ellis screenshot 1

The white blocks are platforms, the gray blocks are spikes or something (Water/Mist maybe), and the little guy in the middle is the player.

You advance to the next stage by getting to the right side of the screen.

Dying brings you back to the beginning of the scene.

 

I still haven’t added the part that is based on the theme, but that’s a surprise 😉

 

73453 #111

teasing2

Progress Report

ld28mining

 

Guy can mine dirt now.  It’s like I’m actually Notch.

Done with core programming

Now to fix gameplay issues, polish and then I can finally get to add art! Can’t wait! This is the first time I managed to ignore art and didn’t spend almost any time on it up to now. I don’t have a full day tomorrow, but hopefully I’ll be able to finish.

I managed to do the networking quicker than ever before. Really happy about that.

Click to view in motion.

Click to view in motion.

My final 7 steps to success

Currently around 70% finished. Check out the demo if you want to see

Step 1: Sleep to get energy to do the other steps!

Step 2: Disable target momentarily when hitting a wrong key.

Step 3: Polish by adding more visual feedback and basic tutorial elements.

Step 4: Title Screen

Step 5: Basic Credits Screen

Step 6: Composing more tracks for the theme music – in Polytonia, success is all about playing music with great timing skills.

(optional) Step 7: Polish graphics further.