LD28 December 13–16, 2013

Wow you guys make me feel bad

screenThis is the first time I’ve ever actually made something that is decently presentable that I am able to enter into Ludum Dare, and so I’m feeling pretty good about myself. Then I look on the website and I see some of the stuff that people are making, and I’m just thinking how these people are making a better game in 48 hours than I could in a month. Stop making me feel bad guys.

Have a screenshot

 

Woohoo trouble brewing <.<

I admit. Every time I made a game for ludum dare I end up scrapping an idea after quite a while. It can be everything from tecnical where my I lacked the skill to do it in the span of time, to that the game itself sucked…..

Well it’s gonna happen the same this time…

As some of you have seen I was making a mini-golf game, I had the idea that you was supposed to be a god that played mini-golf and the goal was to use magic to beat everything with just one hit on the ball with the club.

…Too bad I can’t get the magic to work to it’s playible and I doubt I have enough time to make that idea worthwile….

Oh well, I have to change it up. It most likely will still have something with golf to do so I don’t let my assets go to waste.

End of Day One!!

I have the core of the theme in!! You can only hold one item at a time.. mind blowing, huh?

Video here: VAMflax LD48 28 YOGO

Back from a day out :P – now to actually start the game!

Hello all!

After the slightly inconvenient day out, I can finally start my apocalypse-averting via space travel simulator 😀 but hey, I got a triforce wallet, so it wasn’t all bad! I’ve also seen some amazing amazing entries so far :)

Many thanks, and continued good luck to all,

Taha

A Golf Ball

22 hours in, and I have a golf ball. Right now, I’m building a minigolf game where you only get scored on your first time through the course. HTML5 local storage makes sure you can’t play the course a second time for score. If you have a bad first round, you’re a minigolf failure forever.

I’m learning about half of this HTML5 stuff as I go along, but I like the way aiming and shooting works. Now I need to add other objects, collision detection, courses, and scoring. I do have some music, but it needs to be worked into loops for being par, under, and over.

The current build is playable at http://hitstun.bakamostudios.com/ld28/ld28backup1.htm . Hopefully, it’ll even work on touchscreen devices.

Dr. Mo&#039;s minigolf game

My character model

Man it looks HORRIBLE but I made it in about an hour!

I will need to get him rigged up and animated in Blender in about 2 hours to keep myself on track.

character

Finally got my idea down

a preview of the lighting

I think I finally have what I want to do down (although it seems a bit late for that, eh?). Originally I was planning to do a platformer of sorts, but after wonking out some platformer code I realized that my idea didn’t really work in that form. Now I’m doing a top-down perspective. At the least the code is a lot easier, ahaha.

Tags: love2d, lua, progress

Reporting progress, wrapping up day

game

My game is a single-hit sword fighting game.

At this moment I have a AI that is dumb as bag of rocks, some blocks that can hit each other, one of which you control, and some background.

Tomorrow I’ll make actual sprites for the duelists, music and sounds and maybe local multiplayer.

This is way, way harder than I tought, half of the time I spend fixing bugs , I don’t think I can deliver this in the deadline, but I’m half-dead at this moment, gonna sleep, see you guys tomorrow.

Proto-a-go-go

http://www.stencyl.com/game/play/23122

Early prototype for “Batteries Not Included”

Pretty basic and maybe a little quirky, but it can at least give you a little idea of what’s going on. Hopefully I’ll give it a little update soon. Check the description for instructions.

Read bottom to top!

Jumpity jump!

Jumpity jump!

Now it is time to sleep. Good night! (sorry for the crappy angle!)

Tags: codekube, creation progress

Comments

h4tch
14. Dec 2013 · 22:25 UTC
This is a really cool concept.

It’s midnight in the UK, out come the caffeine and twiglets.

It’s just over 8 hours since I kicked off, and I’m neck deep in DSP, learning far more than is healthy for a LD48.

I’ve done no graphics, which actually means they’re almost done…

Also, no writing or recording lines as of yet, which is slightly more troubling. I’ll get round to it eventually, hopefully before the time is up.

Tom-

Working on Story

Hello,

im trying to make everything a bit enjoyable so I am gonna make a Story!

Heres a bit of a spoiler:

 

 

Now im going to sleep. Good night everyone!

 

The Existential Crisis of Modern Youth Generation

  • Name: Neon Knee-Highs
  • Engine: Unity
  • SFX: sfxr
  • Graphics: A crapton of Crayola markers, Sharpies, paper, and Paint.NET

It seems a few of those living in the dimension known as “… One With The Magic Number” aren’t exactly happy with the philosophical phrase “You Only Get One”, which has haunted their dimension for as long as anyone can remember…

What could it be that’s causing so many to be terrified of this simple phrase? Perhaps they’re more insecure with themselves as well as their future than initially expected…

NeonKneeHighs3

Finished

This was my first Ludum Dare and I didn’t know how much was realistic to get done in 48h, so I aimed small. After one day (13,5h) of constant coding, my small little game is done.

It was a fun experience and I might come back for future Ludum Dares.

Inverted in the Membrane

So, after making this game for quite a while, I’ve frankly grown sick of playing it. But now that I’m here, might as well finish!

The boss level shall have an inverted background. Enjoy constantly buying new ammo to fill up your one-at-a-time weapon.

Spooooooky....

Bright red duck says hi.

Also, note to self: DISABLE DEVELOPER CHEATS DISABLE DEVELOPER CHEATS DISABLE DEVELOPER CHEATS! I know I’ll still forget.

Nearly done the main game, just need to add content afterwards

So… I’ve completed the core mechanics of my game… Whooo~

So this means all that’s left is content, polish and sound (sound kinda fits into both content and polish but it’s a big enough job to be seperate). Sound’s gonna be a challenge this year, not sure what I should use…

Polish-wise I need a menu and credits and ingame pause menu. Here’s a pic of the so character select screen:

screenshot110

Still a wip, gonna add carpets and banners and the king himself.

Content-wise: I need to make the final boss/es and once I’m done that, I can just keep adding! I’m thinking of adding random farms, thief wagons, wild animals, ect

And then if I’ve add sufficient enough content I shall work on mounts! Fun times. And it’s only been 23 hours, cheers!

Pic of thief and thief guard being invis, and a pic of thief’s dagger attack which upon killing an enemy, splits into four more daggers. Thief is quite hard to play, due to the fact that his attacks are slow and are only effective when used in someones backside, however, the invisibility is totally worth it.

screenshot111 screenshot113

 

Download

 

Comments

14. Dec 2013 · 22:41 UTC
That’s pretty cool! 😀
pirate-rob
14. Dec 2013 · 22:46 UTC
Thanks man!

One Memory – Final Update

So I was hoping to finish this game, but I was just recently forced into a responsibility that is going to take all of my attention. Long story short, I have to quit this Ludum Dare.

Good luck to everyone that is still going.

First day, done.

Here we are !

screen3

 

Well yet we have some actual playable game. Very pleasant after only one day, much better than previous LD.

Tomorrow,  non-eye-damaging screenshots yay ! \o/

 

HA! – NoSocks – Rongefilet

 

Te y De

So here’s a bit of a mash of the pretty pictures I’ve been working on. Code’s already starting to get written and we’re trying to figure out what to do with sound.

Probably gonna change the language button (not a button yet, just a mock-up) to something else, but not sure to what. Any ideas? should it just say “English” or is it alright the way it is (it’s the thing that says “Idioma”)?

bleh2

You Only Get One Javelin (Post #1)

Hi everyone!

So this is my first Ludum Dare, although I’ve entered other game jams in the past. My take on the theme is that you only get one javelin. You can throw it at enemies, but then you have to go pick it up, so the player must aim not just to hit enemies but to make the javelin easily retrievable afterwards. I’ve done most of the movement, a lot of the visuals and the all important spear-throwing-and-picking-up.

Javelin

Next up is the sprites and AI of the various monsters, and then as many levels as I can pump out!

 

Baby Sim 2k14 Demo 1

I’ve finally gotten the first demo of Baby Sim 2k14 online! Right now it has all the tutorial content and the basics of the game progression, but it’s still incredibly bare without the random events and alignment calculator. However, I feel that I’ve gotten a lot done already and that I’m going to have more than enough time to finish this game and polish it a bit!

0da73f0097bff7d61c177b270da60d12

If you could take a moment to give it a try and take the survey at the end, that would be wonderful! Right now I do have it set so that after the first year, the game will move a lot faster, so don’t worry when you start jumping a year at a time! Thanks everyone, and I hope you all are having good luck with your own games!

Builds for day 1

Alright, I’m quite happy with the current progress. I’ll have all of tomorrow to work on extending the gameplay and polishing it, so I can submit without (m)any worries.

playthrough-3-cropped

You only get one Pickaxe. When it breaks, it’s game over.

For anybody wo wants to try out this as of yet unnamed game, here are the current builds:

PHASECAR – Day 1 roundup

Evening all!

Here’s a short summary of my day and what I have accomplished. If it sounds vague it might probably definitely be because of tiredness

  • Woke up at 10:45AM.
  • Rode a bit on my bicycle, went to thrift store.
  • Had chicken wings for lunch.
  • Started coding after some brainstorming.
  • Decided I wanted to do a game about bike messengers.
  • Started making game about bike messengers.
  • Recorded some Vines of said game. [1] [2]
  • Took some screenshots:

screenshot100 screenshot101 screenshot102

 

Tutorial complete !

The tutorial level is complete, and most of the programming for the game is done, aside from unique triggered events. Levels should go quickly because it’s mostly drag-and-drop from here on out.

Should be able to model and light the rest of the levels in about 10 hours, and probably another 10 hours to finish the programming. This one’s going to be a tight deadline!

Well, time to get cracking on Falling Rock Canyon!

7 - tutorial level finished - most programming done - full guis - level transitions - 22.5hrs

First Ludum Dare, and a very late time start!

Heh, I didn’t think I’d actually be attempting this, since it’s nearly 00:00 where I’m at, and there’s only a day and 3 hours to go!

I’m not really sure what to put in these, but I figured I’d post it as marker of when I started, since I can’t stream or anything due to bad internet…
I also possibly have the most cramped work space ever!

Hopefully I can think of something original and compelling!

Screenshot of work space: (I need more monitors) – 23:58
LD28 - Cramped Workspace

UPDATE: (one hour later, I didn’t have much wrote for a post last time…)
Unfortunately I haven’t managed to get much done, a little music which you can hear at: -MEDIAFIRE LISTEN LINK-

Screenshot of progress: (I need to be faster!..) – 01:24
LD28 - SoFar01

Tinkering with Jenkins, again

I’m hoping this is the last time I feel compelled to add something to the Jenkins build process, but I think it’s pretty neat.  It now pulls down the latest assets from the FTP site, bundles them with the latest build and also generates a .tar.gz at the top-level /projects/ld28/builds directory.  There’s nothing to show as it’s been building the unstable branch (I’ll merge the player branch in a short while).

 

ftp://ftp.opengamedevelopers.org/projects/ld28/builds

Getting there, first day of work done ;)

 

Testing out

Box2D physics, collisions, sound, lights done. Gotta do some AI work now! ^^
You can test it on http://soulofevil.com/ludum

wasd – movement
left mouse – shooting
middle mouse – adding lights (for testing purposes)

TeamEC Update #4

Last update for tonight. We have Animations, Gibbs, Ragdolls and Blood!

Our level is coming along nicely as well.

killshot

 

For more info, check out our tumblr: http://teamec.tumblr.com/

First Day of Firey Island game

First every Ludum Dare, decided to make a 3D fire sim – spent a while researching after a lot of lying in, but been working for a few solid hours. Hopefully will get some “you only get one”-match-to-burn-everything-with gameplay going on tomorrow. Some screenshots – currently everything burns, including underwater stuff, and it doesn’t yet leave a black trail where it’s burnt. Pretty happy so far though!

Day1__0005_Layer 1Day1__0004_Layer 2Day1__0001_Layer 5Day1__0002_Layer 4Day1__0003_Layer 3  Day1__0000_Layer 6

Tags: burning, fire, fire simulation, island, smoke, water

More animations !

I have finish animations :

Bite : leopard

Shoot: hunter

Use knife : hunter

Comments

14. Dec 2013 · 22:58 UTC
hunter are so bad-ass !

Half the battle

Well considering I decided to dive in with just the library  and no framework this time around I’ve done pretty well. Basic combat is in place and most of the (shockingly bad) artwork is complete, the visual styling just as amazing as my last entry.

Capture

Beautiful. Well that is half the battle, only 1 more day to go! wish everyone the best of luck but I need some sleep :)

ld28 update 5: cheat codes and sell your soul

cheat code

 

In order to test a bug, I made a cheat code (boom = +$1000). Always a good sign when your game has grown enough that playing through game over and over to find a bug on sequence 4 is a bigger task than creating cheat codes.

Also YOU CAN NOW SELL YOUR SOUL. Or dignity, whichever you prefer. Still a few bugs on selling dignity though (the money gained through selling your dignity will give you back your dignity).

You sell them in the “black market”. This is a joke that will be substantial funnier when the descriptions come in and you find that it is literally a black coloured market. In fact it would be funniest if this was a graphical game, but time and knowledge forbid that for the mo. You’ll just have to imagine.

sell your soul

1 Minute Capsule “playable version”

It’s been one night and one day full of work…. I managed to get a “playable” version of my idea.

1 Minute capsule is a simple game: the player has to rotate the screen and the gravity using the arrow keys. You have to guide your capsule thtough the maze avoiding black holes and trying to get to the chequered flag in one minute.

It’s been made using Game Maker Studio (I will probably move onto actionscript if I can) and I have exported it to HTML5 (it requires a WebGL enabled browser)

To do:

  • Sounds
  • BG Music
  • More enemies
  • More block types
  • Better gfxs

Screen0

(CLICK THE IMAGE TO PLAY)

Good luck to all…. best regards from Chile!!!

Tags: demo, progress, screenshot

Update – Networking is working!

http://bitly.com/LostRobots

Badly, and locally only for now, and the camera broke… but it’s working!
Now I just need to make the movement smoother, and connect to remote servers, and fix the camera

and then I can continue making the game fun…

2 little fellows kicking trees

2 little fellows kicking trees

If for some reason you want to try networking, open 2 instances, in one you start the server, in the other one you join the server, and select “stage 1″

OMG, happy surprise

I was just going home from the ludum battle station at my office, and suddenly an unopened bottle of coke is in my pocket. I was so much into the coding that I forgot to drink it when I had my lunch.

A happy morning awaiting tomorrow! Good night everyone 😀

Day One Screenshot and Video

Here’s a screenshot for convenience. Click picture for video..

The glass box holds a feather powerup, which cancels your current weapon or powerup.. because….. you only get one slot!!  😀

The cubes are actually very scary monsters… (imagination may be required here…).


I‘m going to play some CoD now, to recharge!!  😀

Progress #4

progress 4

 

Level 1 & 2 close to being finished. Level 3 work in progress ^

Also more enemies added.

Tags: progress

Magpie, day one

Hello All,

As we are approaching 2 am here, I felt it was a good idea to show what Moose and I got thusfar:

We incorporated the theme in the way of only having one inventory slot, while there are a lot of interesting items that you’d want to carry around with you.

Looking on a map

Looking on a map

Magpie-man with a pickaxe

Magpie-man with a pickaxe

Magpie is slowly becoming a simple dungeon-crawler/explorer (enemies are planned!). The goal is to find the exit, guarded by a boss that is too strong to just battle with simple tools.
Luckily, the walls in the randomly generated dungeons are stuffed with all kinds of nifty equipment! You can however only hold (and therefore use) one item at a time. If you’d like to dig some tunnels, you’d have to drop your weapon to make space for a pickaxe. If you then so happen to stumble upon a cave filled with monsters, you’ll have to rush back for your sword!

We like the idea and we have most of the basics standing now, tomorrow will be used for adding lots of items, and some NPCs to fight against!

Update

Hello! Everything is going very good.  This time I bring the tutorial level of the game. 😀

You can play it HERE!!

 

screenshot01

Status Update: One Shot

Work in progress is playable here.

Basic gameplay is in place; use the mouse to guide your little guy around, avoid the enemies. Enemies will combine when they hit each other. Press space to detonate (you only get one shot, so make it count!). Enemies will chain react with your detonation. I have to give credit to Geometry Wars 2’s Pacifism mode and the many flash chain reaction games as sources of inspiration.

According to Rescue Time, I’ve spent just under 6 hours on it so far, including about 30 minutes of boilerplate prep yesterday before the competition started. Pretty happy with the progress so far, given the amount of time I’ve put in.

Todos:

  • Make it work with touch events so it works on mobile; gameplay seems like a good fit for touch
  • Scoring
  • Gameplay complications (maybe)
  • Visual polish
  • Help text
  • Social links

End of day one…

After a long day of work for my first Ludum Dare game ever I’m finally going to bed (it’s 1:30 am here in germany).

Few things are finished, lots of work is left for tomorrow (…or today, actually).

 

Here you can see one of  the two already finished games of the minigame decathlon I’m working on (DecathlONE).

Shooting Range

Every game will have its own “you only get one” theme, even though I don’t think that I will be able to make 8 games tomorrow, so it’s probably going to be a pentathlon or so. :)

Waiter Game Progress

post

 

Day one has finished for us. We are going to bed now for some rest.

Idea: You are a waiter who is one accident away from being fired. You have one trip to collect as many plates and tips as possible and make it back to the kitchen, navigating tables, avoiding hazards whilst trying not to drop your ever increasing stack of crockery.

All the main mechanics are pretty much working now. Really happy with game so far.

Play Verison Here (So far WIP): http://www.marty-green.co.uk/Waiter/Web/Web.html

Sloooow-ish

Oh boy. Very slow progression. After coding the whole day, I needed a change and wanted to do some assets.

Oh boy. I’m horrible at things I’m not used to, the output is -meh- and the invested time is gigantic.

BUT,the process is funny as hell:

Misfit Fighter

Guess which fighter was the role model for this . (Yeah i know, old fanboy I am…)

And if you don’t like the  character, there is never anything wrong with some Misfits content

You know you want it

And now go and finish your game. GOGOGOGOGOGO!

 

Some more progress

ld28_newscrYes, we’ve added choice system so you can decide what do you want to do. It’s almost 2 AM where I am, so I’m going to go to bed right now, good night everyone! :)

Tags: bcs, blackcode, game, still no name, studio

There is only one mother…

Yes, this is the idea behind the game I’m working on for this Ludum Dare. You take the role of a strange creature that must take care of her child carriying it on her mouth but at the same time she can spit her child to kill some enemies. It’s a bit bizzarre but here are my first steps:

screenshot001

And this time I finally had the courage to do it in Unity…

screenshot002

Comments

Algerator
15. Dec 2013 · 06:49 UTC
Ojo 3D!

Looks awesome! Gogogo!

Getting my bearings with a post to people

Steps to implement army managment

  1. Flowchart it
  2. Sub-flowchart it
  3. Refactor to fit flowchart
  4. Implement flowchart thingy

The plan with army management

  • Left-Click on armies to select them
  • Right-Click on armies to deselect them
  • Left-click on a square to start moving to that square
  • Left-click an adjacent enemy army to attack that army
  • Hovering over an army tells you what the army is made up of

Ok… here we go

Last update for today

Added some super cool particles effects, light grunge background, drain system between blue balls, first attempt to dynamic difficulty level.

It’s time to go to bed… Good night to everyone!

Screen3

 

 

Progress!

Progress comes in many forms…

screenshot116

“Blight” Day 1 Report

Screen Shot 2013-12-14 at 7.37.07 PM

The (still tentative) concept is that the Apocalypse is in full swing, the Four Horsemen have arrived, and you’re trying to outrun Pestilence’s blight. In each room, you have one minute to to get out before the sickness becomes overwhelming.

The character controls are in as well as weapons from all the horsemen (Death’s Scythe, Famine’s Scales, War’s Sword, and Pestilence’s Bow – all based on what the Horsemen are said to carry). There’s some super rudimentary chase AI, and players and enemies can hit each other with decent feedback. Blight VFX is there – the purple stuff in the screen grab. It looks better in motion.

The art is pretty terrible. :) Aside from the character, it’s all programmer art – the character is currently yanked from Silveira Neto’s character pack until I can draw something else.

Still only one room. Trying to hit feature complete before I hammer on content.

Made in Unity. Could push it out to the web player any time, but it’s not ready to show off yet.

And here’s a picture of my Unity setup… just for kicks:

Screen Shot 2013-12-14 at 7.47.11 PM

 

Decisions

Without an idea and my head to wrapped up in my current project I decided to not submit anything for this ludum dare good luck to everyone else :) Have fun !

It’s Going well

, I’m in it for the 72 of the Jam so I thought I’d post a demo

https://dl.dropboxusercontent.com/u/2083575/LudumDare/Build/Build.html

 

“Last Match” is getting somewhere

Here is another screenshot update.

I haven’t progressed much on the core mechanics but while I think about it in a background process of my brain, I work on getting the look right.

I added a better tileset, particles, a slightly improved the player’s sprite (a more relevant sprite is in the works) and the beginning of a GUI to show when the match/torch will be consumed.

Ashtom_LD28_03

Tumbling Towers: Milestone Build – Feature Complete(?)!

It hit my milestone for the entire jam, which was to get the core mechanics of my game working. I’d say at this point what I wanted from the game is 100% done. I’m taking a well deserved break before getting back at it later tonight.

What is the game you might ask? 

Tumbling towers is a game where you only have one direction to build, up. You also can only choose one material to build with: Wood, Ice, or Stone.

Each material has their own attributes (weight, friction, and more). The goal is to build the tallest tower you can!

Right now you can find links to play the web version of the game on the game’s page on the site here: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=22629.

(Also, an improperly scaled Android version is posted as I work on making it look nice.)

What’s left? Well, I want to make the UI more usable. MUCH more usable. Also, a friend of mine should be helping me out tonight when it comes to art, so it might become a Ludum Jam entry instead.

Oh. When I’m back at it, my stream will be live on Twitch.TV too. Feel free to check it out (hit follow now so you get notified when I go live again), head to Twitch.TV/AngryFacing. Until I’m live again, check out this recorded YouTube video of me talking about the game’s progress. :)

Finally, development updates of this and my 1GAM project will be on my Twitter at @AngryFacing. Feel free to follow! :)

Tags: android, gameplay video, iphone, Mudry, Nick Mudry, Play Nimbus, Silver City Entertainment, Tumbling Towers, Unity 2D, Unity 3D, video, web

Comments

Suese
14. Dec 2013 · 22:58 UTC
The original “Jenga” game was called “Tumbling Towers”

One Cigarette

The 24 hour home stretch is coming up.  
I just woke up,  sounds like time for some Stone Temple Pilots!

i have a feeling my sense of humour might not appeal to everyone

test

Grenade Blast ‘Em – New stuff

Grenade Blast ‘Em

I’ve added another level and on top of that I’ve redesigned a few things. The platform you stand on has changed and the levels will be built with them too (don’t worry, they’re all batched so the draw calls aren’t that bad). I’ve also added a portal-esque box around the player. It’s meant to look like an observatory room.

We have sheep gravity!

Things are coming along nicely with melonJS. Unintentional sheep gravity achievement UNLOCKED!

progress

Tags: one_strand

Comments

scoopsy
14. Dec 2013 · 23:37 UTC
beautiful.

Evolution of Don One

I’m not Notch, but I’m streaming over here : http://www.twitch.tv/alvaro_as

My second game has come a long way. Well, at least in my standards. I started with this :

main sprite for now

It became this:

 

Intro screen CharRun2

And now it’s something like this :

cover ok0001 zombieYes, that’s a cactus-zombie.

 

Comments

xgeovanni
14. Dec 2013 · 23:16 UTC
I love it.

End of Day 1

I still don’t have a name for this one yet, but I’ve made some fair progress.

This is a little video of me playing through everything I have so far. The idea is in this little tutorial prologue you learn different powers: double jump, fast fall, air dash, water immunity; and then you pick one (it’s the theme!) and go on a fun platform adventure. The environment itself will be the same regardless what power you choose, but all four have unique properties that allow them to branch of into unique paths. Each should have its chance to shine.

The major thing I have left to do is come up with a fast way to author levels, currently I’m placing down stuff in Unity and it’s ugly. I’ve got some solutions that are crappy, but it’s a 2-day jam so I’ll probably go for them. Otherwise it’s mechanically all there as far as finishing goes, but I would like to add enemies, moving platforms, etc. to make it more platform orientated if possible.

Comments

14. Dec 2013 · 23:13 UTC
Love your tutorial, I bet it’s gonna be a pain making levels in balance with each skill. Good luck! 😀

Status Report: First Night

All in all, going fairly well so far!

I’ve made more progress than I expected to in the first day, despite slacking off a bit more than was strictly necessary (Curse you Hearthstone!)

ss1

My game, Glide, is about using ‘gravity’ to slingshot around bodies to get to the goal. Click the screenshot to try it out on my site (it’s signposted!).

I expect to be fully done by the end of the 48 hours, with a set of 15 or so levels. I’m pleased with the level of fidelity it has so far, but some form of ambient music and a little bit of MINOR ornamentation in the levels and menu certainly wouldn’t go amiss.

Roll on day two!

 

 

Comments

alvarop
14. Dec 2013 · 23:03 UTC
It’s pretty good man! I liked it.

Update!

I haven’t been working near as diligently as I should be on this.

About an hour ago, I realized my idea really wasn’t going to go anywhere, and if I did end up finishing it, it wouldn’t be near as fun as I wanted.

I had decided that the title of my game was “Naught”. It was to be made in Unity 3D, and is somewhat a child of “Portal” and “Antichamber”, two very good games. I spent a lot of today constructing the rooms and coding things I would need, but it wasn’t FUN, and I didn’t know how to make it fun.

I didn’t want to fall into the same rut as last LD, when I changed “6:1” to “The Worst Meeting EVER”. That was a drastic  change, and this time, I didn’t want all of my work to go to waste.

So I’ve decided to end “Naught” with the Unity game as a conclusion to the JavaScript choose-your-own adventure beginning. Just like old times 😀

The start of a new beginning.

End of day 2

So much to do… Must sleep!

f0ab755f8533830a3818a0b4b9c68b59a359e9e6

CHOOSE W1SELY: Before and After

Here’s a quick picture of CHOOSE W1SELY with placeholder graphics,

CHOOSE W1SELY's placeholder graphics

CHOOSE W1SELY’s placeholder graphics

 

and here’s how it looks now.

Screenshot2

CHOOSE W1SELY’s current graphics

😀

Comments

Vi-King Games
14. Dec 2013 · 23:18 UTC
I’m still not entirely sure how I decided my character should be an apple. Oh well.

Twine Panic

Well, at least this way, I can rate other games. And that’s the important thing right? Right? Anyway. I’ve not been feeling very good lately. I really have no motivation, and I don’t have any ideas for this theme. I’m gonna upload this to kongregate in a minute. The story is about a programmer trying to figure out what to do for a game jam. I might do something else, but I doubt it.

EDIT: And here it is: http://www.philome.la/xhunterko/jam-panic

I can breathe.

…ok, I still don’t have an actual game yet. But the character can breathe.

honk

…I need to sort my priorities out.

Anyway, little tech demo – move the mouse around and the eyes will follow.

Comments

alvarop
14. Dec 2013 · 23:25 UTC
Is this going to be a you-only-get-one-tamagochi kind of thing?

getting started

 

I’m working on a swordfighting game where ‘you only get one strike’ to kill. Progress is pretty slow so hopefully I’ll have one level done by tomorrow at least to release.

stillness gamescreen1

Mini-Moon-Buggy is now complete!

The first game that can run on my one-button-computer is finished.

Maybe I will make some more programs for it. . . hmmm

Comments

Vi-King Games
14. Dec 2013 · 23:19 UTC
You should make a text editor; each letter/number/symbol requires a certain number of button presses. XD
Suese
14. Dec 2013 · 23:29 UTC
Hey how do you make these animations?
rprz
14. Dec 2013 · 23:31 UTC
You should make a program for your one button computer that does taxes.
oxysoft
14. Dec 2013 · 23:31 UTC
I think you win
BluShine
14. Dec 2013 · 23:41 UTC
If it had a text editor that could write games for the one-button computer, you’d win all the internets.

OH THE IRONY

You know before the contest started, I was going to use SuperPlay but had to use Monogame because I couldn’t get it working? Well, during one of my breaks, I fixed it. But now I can’t use it because I’ve already got like 75% of my game done. Ah well, maybe next time.

Comments

14. Dec 2013 · 23:37 UTC
Then again, you got 75% of your game done. So that’s something!

Actually managed to get something done today!

Most of the code and a little bit of the graphics are done. If I take the day tomorrow I should be able to pull it off.

Also, is it possible to submit to both the compo and the jam? Finish your game, submit to compo, then do a little bit extra (more music, nice graphics?) and submit to the jam?

Or is that stupid? 😛 First timer here, so I thought I’d ask!

 

Anyway, I hope everyone had a good run today. I’ve seen many great and creative things in the blog posts already, can’t wait to get my hands on what everyone came up with. The theme wasn’t all that easy after all. But vague enough to inspire some unique ideas by the looks of it.

 

PS: Anyone know how I can change my avatar here?

Murder in progress

Well, so far I’ve started from scratch twice on this. Mostly because I don’t plan out specifics too well! But yeah. Here’s a screenshot of my mansion so far.
wipGraphicsG

I need a break.

So after what felt like the longest day at work

Here’s  what I’ve got after a few hours, feeling a little brain dead and doesn’t feel like this is much worth posting but hay ho my computer blue screened as I went to build.

So far I’ve also gotten working:

– Walls

– Key & locked door

– Basic room instantiation (though I’m not sure whether I’m going random or set level yet)

Most of the core mechanics are already in place now albeit unpolished, tomorrow I have off so should get a good chance to work on atmosphere and sounds.

Anyways computer crash is the universe’s way of telling me to go to bed, night ya’ll

Tags: compo

Some Progress of Sorts

Got some basic art lying around (now arranged into a likely scene) for our assassination game. Meanwhile, guard AI has been established, leaving just patrol and civilian AI, importing the art, and making some music. The aim is to get yourself close enough, detonate your explosive vest, cause as little collateral damage as possible, and do so in as little time as you can.

Mockup1

First day done – with about two hours work done :D

Hello all!

I’m ending my first day behind yet happy, I feel my game is going great so far even IF it currently looks like a crappy MS Paint Terraria:

first scr

Yep. Don’t judge me. The blue stuff is Spoonite the orange iron and the other one that isn’t this picture fuelesium. The other ores are like iron but are the colour of their ore, and are purely aesthetic. I am so gosh darn tired, though, and getting the RTG working was pretty damn tough. Still, it’s working, and it’s working well! Good night for now, though!

Many thanks,

Taha

 

That is a byte crystal, and soon you will be able to experience grabbing it!

That is a byte crystal, and soon you will be able to experience grabbing it!

Wow!

The Second Post

Music! I hacked together a quick little song for the title screen. If I knew how to make music it would probably be nicer.

Also the main game is basically set up via timeline animations and event listeners. This is probably not the proper way to make a game, but it’s all I got!

Next up, the instruction screen and adding random thoughts for the “subject”…

[Whitesnake] Day 2: “It just spawns a bunch of cubes….”

Day 2: #Rope Physics

 

#yogo Day 2:  #ropephysics demo featuring theChris

sigfig is putting some test levels together and is animating some of the enemies:

Level Geometry

The interns are getting the AI cracking:

The interns learn the #ropes

#Headdesk count at 1900 hours: 4

“Please, please let me undo… Why won’t you undo plz VI mode plz” -theChris

IMG_0118[1]

 

Tags: #wow, aomeng, free, intellectual property, LD28, mac, PC, rare, sigfig, thechris, unity, whitesnake, work, yogo

Screen Shot 2013-12-14 at 8.19.59 PM

Die die die you robot army scum!

I’m making some progress. Right now you can drop a bomb on the robot army, and if the blast radius intersects with something explosive, that also explodes.  Now it’s time to get the jeeps and robots patrolling about.

I wasted a good chunk of time dealing with particle emitter bugs I introduced into the library. (Oops.) When the explosions start chaining it makes Flash chug a bit, but I have to tweak the particle effects later anyway; I’ll probably trim the particle count and add some pre rendered bits. Another time waster was fiddling with the art instead of just using temporary art. If I had placeholdered instead, I’d be at the halfway mark with balanced game mechanics instead of just starting that. And I also wasted energy putting together a random level generator, which is cool, but it’s not very balanced, and it took several hours to do.  Someday I’ll learn…

Now that it’s 8:30pm where I am, here comes the difficult decision: Do I caffeinate???

A quick clarification.

I can use a font I didn’t make myself, right?

Comments

Piscythe
14. Dec 2013 · 23:45 UTC
Yes, if you have the legal right to use it.

Harvesters – Nom nom nom!

Got something going, soon enough the theme will become relevant :)

Progress Update 1

So far its going well, saying that this is only my second game.  This is event is my favorite thing ever and I am sad that there is only 19 hours left.  But I do feel that my game is going well.  The controls feel okay and the graphics are better then horrible.  So it seems I might get something done.  I am still hoping to add more levels and a boss Fight.screencap

A roguelike with perma-wield

onlyone

 

I thought it would be fun to make a roguelike where once you pick something up you’re stuck with it for the rest of the game..  You’ll still be able to fill out the standard equipment slots, but will have to make some hard choices over when to commit.   It’s turning out nicely,  although I’m going to have to cut some corners to implement actual gameplay in a day.  If you want to take a look it’s up http://selfsamegames.com/LD28/

Looks like I’m really making this game

screenshot2

 

I’ve been a bit busy today so I could not devote so much time to Ludum Dare…but I’m pretty much done with the gameplay mechanics of my game (it’s a surprise).

As you can see, the graphics are still very bad and I do not really plan on improving them.

Did I mention the fact that there isn’t any animation outside of the Construct 2 fadeout stock effect ? Wow.

If I have time to polish this game, I may pay more attention to sound and music.

The game is a two-player seated game and I couldn’t play with anybody yet, but I would still say it’s a lot of fun.

Comments

lilinx
14. Dec 2013 · 23:51 UTC
Ho I forgot to say it’s 3 am so I go to sleep, goodnight

Time for sleep!

Oh boy, I’ve actually managed to get stuff done today. Not as much that I planned, but considering that I already have something playable that can almost be beaten or lost (as soon as I add damage to weapons), I can’t really complain.

On tomorrow’s agenda:

  • finish weapon damage & hit collisions
  • fix the weapon swing
  • add more enemies
  • add a new item type, implement inventory
  • add game over/victory screen
  • add point counting
  • replace temp graphics with something nicer
  • add sounds
  • implement boss fight
  • add collidable tiles to the map

Out of that list, I expect to manage the first few, especially since I’ll be enjoying a concert in the evening and probably won’t get up early. But it’s good to plan anyway :)

 

fencing

Here’s a screenshot from earlier this night, the guys are happily whacking at each other with their swords. Only, there was a slight problem with the weapon scale. Can you spot it?

 

I’ve been up for about 19 hours, so it’s time to catch some sleep. From what I’ve seen (been peeking at people’s streams and posts every now and then), there are some really promising projects cooking. Good luck everyone!

Whooah, we’re half way there

24 hours in and despite the tricky theme, I’ve got something going that I’m pretty happy with. I’m using Love2d, SFXR and Paint.NET for everything. Here’s what I’ve got so far:

You’ve Only Got One® home planet! Defend it! (Not a metaphor for global warming)

Blow up the incoming asteroids with your gun. Yep, that’s all there is to it (baby steps).

More to come when I wake up tomorrow hopefully.

You Only Get One Ludum Dare 28….so get those creations submitted!

Hey everyone, I’m proud to announce that I just submitted my entry for the Solo Compo.

I couldn’t devote the whole weekend, so I made something short and sweet.  I hope you enjoy it.  This is the first time I have ever done anything like this.  A whole project, code, art, animation, music, and sound effects.  What a great experience.  I look forward to playing what you all come up with in the next few weeks.  Jam on Ladies and Gents!  I sleep now…zzzz

OnlyOneLudumDare28

Play Here:

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=29848

End of day 1 for me, not so much progress though.

So, day 1 is over at 4 AM for me, and after 6-8 hours to sleep I will need to rush 70% of my game if not more! This day wasn’t much of productivity, got really annoying bugs that came from Unity’s native but somewhat raw 2D API. Learned few new tricks with C# totally accidentally though, which is always nice! And game is at least got it’s looks, and main mechanic, though it’s a little raw, as of yet. Well, time to sleep, tomorrow awaits, and I will need to code in all other features, as well as, add additional content (levels, tilemaps, sounds and music!).

I wish everyone luck, fun and good night for those who are going to sleep as well.

it's a gif

He is looking suspicious …

 

Crazy people need motivation too!

After almost an entire day of cleaning and more cleaning ahead, I’ve started to lose some enthusiasm for this project.

So I made a crappy video for you all to enjoy watch! (It really is very crappy and I’m sorry, OK?)

http://youtu.be/tb8aISeQrjw

Hopefully, you’ll tell me how much you love the idea and how I need to finish it for the jam because you want to play it so badly!

update

It’s getting better. I wish I knew how to make and post gifs… so screenshots.screenshot

DemoDemoDemoDemoDemoDemoDemoDomo

https://drive.google.com/file/d/0BzyMN5S2kRTHdnhRRlJiU28wclE/edit?usp=sharing

^ That’s all I’m going to do for tonight. I’ll polish and add instructions & enemies tomorrow

-WASD to move

-Hold down left mouse button to shoot

-Destroy all the enemy spawners to proceed to next room

ld28snapshot3

There can only be one…. Ninja!

There Can Only Be One...
So this is our first game jam! We are a team of 5 students, who just started this fall. We are programming in python with our school’s in house engine.

Yesterday…

It took us about an hour – hour 1/2 hours to get our idea concept. It’s inspired by the days playing Golden Eye 007  with Golden Guy, the one shot and one bullet gun.
We’ve been struggling getting controllers throughout the process, since it’s our first time any of us are using them. But we finally got everything working properly with the controls.
Now the only problem we are trying fix is the setup for players joining with keyboards and/or controllers.

The Game:

You can play up to 4 players in this arena duel. The goal is to be the last ninja standing. There is one shuriken that randomly is given to one player.
They throw the shuriken at the other players to try and kill them. If the shuriken hits a player, they will die. Players can take the risk of ducking under and catching the shuriken.
Ducking is for a very brief time, so doing it is very dangerous. Otherwise when the shuriken hits a wall it can be picked up by any player. The game is played till the number of kills you specify. You can also add number of rounds that are played, so to win you must win the majority of the rounds specified.

Progress:

Once we get the joining system working, we will have a fully playable build. We have four levels with assets, player assets are done but needed to be added and animated into the game, working on a few sounds to add. Another teammate has finished with basic AI pathing and now tweaking it, so you can play solo or fill in any empty slots with bots when playing with friends. We should have a playable build by the end of night hopefully… and tomorrow will be play-testing, balancing and polishing if we are on track.

Thanks for reading! Best to luck to everyone!

ld28 update 6: 24 hours down

So it turns out that my (very limit) base code is awful for stats or events, but marvelous at creating elevators. Huh. (No screen cap, because I’m not sure how one screen cap’s a majestic text-based elevator.

Done today:

  • created an outline
  • implemented events/aims/triggers
  • designed 4 new commands
  • created a money system
  • created the story; sequences 1 – 4 and areas 1 – 3

Need to do:

  • more story
  • possibly design a couple more story related commands
  • add description
  • formatting?

Planning on continuing for anther hour or so, just adding to the story line

Tomorrow is going to be… difficult. I will definitely be doing the descriptions, but I have plans/life/girlfriend/chores ect.

By the way, I’m in.

Yup, once again I’m participating. It will be my 5th time, and still enjoying it greatly. So far, I had the time to brainstorm a good idea, model a character and animate it with all the needed movements. Now I need to make the Map, finish the look of the shaders, and actually code the gameplay.

It is the first time I am using Unity for real (I was just getting ready for larger projects), and so far I am really loving it.

ludumdare28_2

The theme inspired me a crazy idea, and I hope I will make it in time as I will need to make a LOT of features into it, breaking again my own game size record.

Wish me luck 😀

You only get one… More day.

Oh dear it’s 24 hours in and my game seems like it will never work.

However that’s just my tiredness and stuff coming through. Anyway here’s the run down on day one and a little info on my idea. So I stupidly decided to make a point and click game (reminiscent of monkey island, D.O.T.T and other classics) . As for the theme? That comes into play in the story , forming the entire premise for our hero’s adventure. So I started work in unity this morning and it took me two hours to get into the flow of things working on the character movement and animation system. After that I had to go out for around three hours. When I got back I finished up my movement/animation. Then I began work on an inventory system which is clunky and inconvenient but shall do for the moment. The inventory caused a few troubles with picking up items but it worked out eventually. Then I started work on the dialogue system which looks like it will work out surprisingly well once I have some of the actual graphics and story in. I think that brought me up to abut two hours ago. Then I worked on some art which I’ll put under this post. I like the style so far and cant wait to get up and continue working tomorrow.

This burger joint is one of the main places in my game. I still have three or four more scenes to make.

This burger joint is one of the main places in my game. I still have three or four more scenes to make.

Not so smart joe

This is the main character.

itemsPhew I’m tired night guys and to all you in different time-zones have a good day/ evening/ afternoon. ZZZZzzzzz