LD28 December 13–16, 2013

5AM in the UK and I’m not giving in yet!

I just don’t get tired whilst programming 😛

foryou

The game is pretty much finished, I’m just need to finalize it and then it should be good to go! I started a day late and finished a day early 😛

okay i have tile-based map drawing and tile-based movement working, with my players’ delay set to 12 movement points, and movement points being added and AI working when and only when the player has insufficient movement points (so they don’t go until you go)

i still need:

    enemies
    loot
    end-condition
    random map generation
    cool abilities
    warping between areas
    art
    music
    sound

lots and lots of stuff to do because i was demotivated and lazy and spent hours reading dumb forum threads. i’m going to eat corndogs then get stuff done

Playable Prototype 2

LDScreenshot2

Click the image above to play. Football game controls are starting to come together, it is still not very much a game though. Much to do.

Level 9!

I’ve made 9 levels total now, tested and proven possible.  I need to make a few more easier ones though.  I’d ideally like to have at least 15.  I’m running out of steam for tonight though, it might be about time to hit the hay.

A little behind…

screen2

 

A little behind from where I wanted to be, but at least most of the hard stuff is done. Art probably won’t be as good as I wanted it to be given the lessened time. Will probably post more about the design later.

End of the day, for me…

Seven hours work… This has taken way too long, but at least I’ve finished the main idea. now all that’s left is polishing, and fixing my darn grammar… I think I’ll probably join in on these in future, as it has been fun.

Here’s a video to the project so far, there’s not much, but there’s another 5 choices after that first one I show (Not showing all because Spoilers. :3 ):

http://www.youtube.com/watch?v=e1sRugegZZY

Honestly, I’m happy with it — But I made it, so of course I’d be happy with it.

My flaws in game making are obvious, I’m horrible at making graphics. They only took me 34 minutes.

Here’s a time schedule so far:

Graphics: 34 minutes
Sound: 20 minutes
Writing: 50 minutes
Scripting: 4 hours
Tea breaks: 1 hour

End of Day 1

So we made some progress on Project Vita (name pending). The character is going around a lot of things are being implemented. Pressure plates and doors, random level generation, pathfinding, etc. We are far from done, but we are not losing heart yet! Now it is time to rest.

The rock is on the pressure plate and the door to the right opens.

The rock is on the pressure plate and the door to the right opens.

Team Ludusamo

My Life for the Past Day and a Half – Told With Pictures

photo 1

My “lair” for the past 24 plus hours. Cans of soda, food, messy floor, full trashcan, etc.

photo 2

My desk, with my midi keyboard used for making sound effects for the game.

photo 3

Here’s the desk. Littered with soda cans and munchies (my favorite). Still a mess from the past day plus of work.

photo 5

Meanwhile, outside my window… A SNOW STORM. Good ole’ New England!

Tags: desk, desk photo, development update, food, LD28, Nick Mudry, Play Nimbus, playnimbus, Silver City Entertainment, soda, Tumbling Towers, why am I still awake

Comments

15. Dec 2013 · 04:15 UTC
haha. nice. there is a snow storm here also in Montreal.

SDL Sound issue

So, I’m having this issue with SDL not able to open my sound device in Ubuntu. I haven’t found a way to solve it, so until now I haven’t been able to work on the sound of the game. I have seen a lot of people also using SDL. So I thought maybe someone has had the same problem and found a way to solve it.

Edit: Ok I have ‘solved’ the problem and I feel really stupid. For some reason SDL outputs that ‘there is no soundcard’. And because I didn’t hear my sound effects, and after some googling, I thought it was an SDL issue. But right now I was managing my assets and put them in another folder, but ‘cp *.wav data’ couldn’t find any .wav files. That’s when I found out the sound effect wasn’t loaded at all, because I load ‘explosion.wav’ instead of ‘explosion’. Now the sound works, but somehow there’s still the ‘there is no soundcard’ message. :/

 

You only get one shot! (or something like that)

Screenshot1

 

Less than 24 hours left and I’m a bit behind the curve. I’m making a one on one multiplayer game. I know less people will be able to try it out, but I love local multiplayer and couldn’t resist!

I’m thinking of making music by whistling. (Is that a good idea?)

 

Comments

Zambini
15. Dec 2013 · 03:53 UTC
As long as the levels don’t blow out, whistling would sound great 😀

I guess I’ll subit with a bug

I’m having one of those times where you have this bug and you just can’t track it down or figure out what on earth is causing it. But in this case I’ve got it to the point where it is fairly unnoticeable.

Anyways, here is a picture of what I have so far (or you can find the glitches yourself)

If you are reading this...then you probably can't see the picture here.

My current progress.

When you don’t have time for SCRUM

Use the next best thing! Google Keep stickies! You can even use them on your phone for when you’re out of the room and come up with another thing to do!

ld28_todolist

Tags: tasks

Comments

15. Dec 2013 · 05:20 UTC
Always good to keep track and note ideas. I use trello for it :)

Progress so far

We really made the right decision on make a simple game this time

here a screenshot of our character (unnamed yet) running around the level 2

 

Screenshot (98)

Halfway there, here’s an update…

Okay, so I just out an update up on my own blog, but here I am to do one for you guys and gals too.

So my game seems to be coming along nicely. I did all of the preliminary level design work in the past few hours. The scenario I ended up going with was that the main character is trapped in a mall and is trying to fight off the horde and make his way out. To get out, he needs to reach the security room in the bottom right corner and hit a switch, then go out the exit. It’s simple, but it works. Here is a glimpse of what it will look like:

CommentedMap

 

After planning the level i took some time to implement it in-game. I still haven’t added the win scenarios or anything, but the level itself works, and zombies are mostly spawning in the right places. Now I need to start laying down pickups, creating the events that allow you to win, and creating doors. Should be a fun time.

Anyway, I hope everyone else’s game is coming along well, and I’ll try to come back soon with the next update. :)

Game Progress: Main Engine Developed! Working on levels now…

Well this has been interesting so far…

Since I’m no good at art, I’ll be working with stick figures for this game.  My interpretation of the theme is “You Only Get One Second.”  Therefore, each level lasts only a second, max.  You’ll have to be quick (like a ninja) in order to make it to the end!

Currently being made with GameMaker 8.1.  Hit a few roadblocks during development, but now it seems like it’s all coming together.

ludumDare

4th level modeled

Time to get this thing working in Unity.

I really like how the trees turned out.

Sorry, this one’s a bit blown out.
13 - level4 - mountains  modeled - 32.75 hrs

Which path will you pick?
14 - level4 - mountains  modeled - 32.75 hrs

Tesla Coil

Entering the Jam with teammates Eric on sound and Ian on art. This will be a 3D tower defense game about harnessing the energy of a tesla coil found by a magician’s apprentice, deep in the ruins of a long-dead civilization.

Using Unity3D.

Find intermitent builds at velro.github.io/teslacoil.html and streaming at twitch.tv/velro

Half-game ready for you to Half-Enjoy: FFirst Impression

So i’m halfway through with only 20 hours remaining and around 12 hour from now is when i’ll be able to pick this up again, i’m leaving this here for you all to check it out so you can get a feel of the game already. It is called:

FFirst Impression (Windows download)

halfLD48

The extra F was a typo at first, but it grew on me.

It is a game about preparing for a blind date without knowing what your blind date likes, but everyone else can tell you what he/she doesn’t likes.

Progress: Forest AND Trees

I’ve made a moody forest with some weird structures, and you have a flashlight. I’m not sure where it’s going yet. This’ll probably be a Jam submission after all. Some of this art is stock Unity and will be replaced (skybox). I did some gamma correction.

Screen Shot 2013-12-14 at 10.10.22 PM

Special Stage complete!

The first secret stage is finished – time to bake it and get it into the game!

Here’s a sneak peak

12 - leve3 - caves modeled - 28.15 hrs

Second progress update

With 19 hours to go I’m getting tired but still quite positive about everything.

Heres a screenshot showing opposition AI and combat:

Progress 2

Need to finish off gameplay, add sounds and music and really tidy up the UI.

Comments

15. Dec 2013 · 04:22 UTC
If this game plays anything like AC:Black Flag (hopefully better) then I’m in love already. Love the style. Keep up the good work!
ashen
15. Dec 2013 · 06:31 UTC
Thanks, I’m not sure I’ve quite got the time in the Comp to make Assasins Creed (17 hours left) but thanks for the compliments.

I Will Try

I don’t have anything set up I am half drunk but what the heck.

JMONKEYENGINE

Java

Gimp

Blender.org

Audacity

Making progress

I’ve not had as much time as I’d have liked to work on this so far… I didn’t even get started till noon today.  But I’ve got a simple text adventure game engine with navigation and simple puzzles.

Text adventure in Unity? Waaay overkill.

Text adventure in Unity? Waaay overkill.

The content is all place-holder, and the command parser is super strict.   I also don’t have any mobs/entities.  So the goal tonight is to fix those three things:

  1. Mob/entities that roam the rooms
  2. More forgiving command parser (“n” == “north”, “get key” == “get skull key”, etc)
  3. A decent level/story design >_>

And for theme?  You Only Get One Inventory slot.  :)

 

Comments

15. Dec 2013 · 04:26 UTC
I love it just for being a text adventure. Count me in for playing this…

Le’ Sleep

Well, time to end the day.

The idea I’m working with for this jam is ‘You only get one minute‘ to load up as many christmas trees as you possibly can by flying a helicopter out in the fields, pick up a tree and return back to a truck to drop it off. If you’d like to see my inspiration (and possibly some strategy ;)), check out this wild video — https://www.youtube.com/watch?v=08K_aEajzNA

 

IMG_2255

Overall, decent progress.  I had my share of curve balls thrown my way with Unity, but I’m happy. You can fly around, grab a tree, attempt to drop it off and dodge a few obstacles while you’re trying to do it.

Tomorrow I need to figure out how to add some rope physics, polish up some of these obstacles and put art/sound/ui/menus in place.

Stay motivated.

Not sure I’ll make it !

Even though I’ve tried to keep it very simple; 1 player avatar, and 1 enemy model (will be cloned of course) and about 1 dozen props .. I’m not sure I’m going to make it.

The real killer is going to be rigging and animation.

Hell I dont even have gameplay right now; trying to go ahead and get that done right now so I’ll have something even if its not animated models.

Looks pretty though:

lookgood

Saturday End of Day Progress

Headed off to bed soon, but first meet The Collector.

ld28_3rdscreenshot

 

With included Online High-Score table. My game is functionally complete, just a few small things to change, then add some sound effect, and music. There are four difficulty levels, each changed the speed that platforms go green, as well as the pickup spawn rate. The scoring is simple in that you pickup the pickups for 50 points, or wait until the end (or end it yourself with Enter) and that will give you 100 points for each green platform. You Only Get one theme comes in on that you only get one end to the game, one chance to collect as many green platforms as you can.

There are 255 platforms spawned at the start of the level. So a chance for a score of 25500 points if you manage to avoid all of the green platforms :) Plus whatever you collect from pickups.

The Scoreboard is Online and posted automatically when the level ends. On the main page you can view the top 10 for each difficulty (loaded when you select that difficulty) There will also be a webpage that will show all of the scores. (I’ll be resetting it tomorrow to clear out my scores)

 

That plan tomorrow is to finish up the help menu area on the screen shown above, add some sound effects, add some music, and then polish it in any ways I can think of.

Jam Playable – Polish Time!

The jam entry I’ve got going with my girlfriend (the same artist who did my last entry with me, :Fast :Food) is almost completely complete! I’ve got a little UI code to optimize and some menus to write, but otherwise, we’re just about set. This is great since she can’t work tomorrow on the game and I’ve only got a couple hours on Monday before submit time.

The game is a fighting game with a few characters (three right now, I’m pushing for a fourth to balance out everything) and only a single button. You hold that button to swing your sword, and tap it to hop in the direction of the arrow at the bottom of your side of the screen. Both arrows are random, so you have to account for anything coming your way. It mixes randomness and skill into one bundle and it’s great fun.

You’ll be able to pick what direction your arrow starts at, putting you towards offense or defense, and we might have something to the tune of Divekick gems in the game. We’ll see how tomorrow goes for me, because all the art is done!

We still need a game name! Help!

Here’s what a little battle between two of the characters looks like:
Fighting Game

Thanks, and see you all on the other side!

Approaching the end of day 1 (look, I’m a day late !)

Today has been interesting.  I made the decision to go with CraftyJS as my platform, which means … I needed to learn CraftyJS, get a thorough refresher of javascript, decide on the game, make a bunch of assets, and do a bunch of code.  I did everything minus the last one – after all the coding I did learning CraftyJS (on a demo project) I felt like doing asset production.  So that’s what I did.

You are a legendary warrior dog hero on a quest to stop the evil wizard from destroying the world.  Or perhaps I should say, you will become a legendary warrior hero after you stop the evil wizard from destroying the world.  If you don’t stop him, you won’t be much of a hero.

I worked a bunch on a basic tileset (I’m really bad at pixel art so it takes me forever) AND I LOST the BEST wizard sprite I have EVER done (closed photoshop without saving on accident).  Also, due to my total lack of competency as an artist, I made the decision to not do animation.  It’s a nice touch but it would take me the entire time to get the worst looking animations you’ve ever seen, so, screw it.  Here is what I am currently at:

Empty tiles

Tiles

You notice there is a distinct abundance of this “one of a kind” plant.  It’s probably just a glitch in the story.  It shouldn’t have happened in the first place, but well now that it has we just need to move along and pretend we never saw it.  Really, you only get one.

Thankfully I’m entering the jam since a friend of mine (an amazing composer) has offered to do some music for it, although he is time-constrained this weekend studying for finals.  The other major assets I finished (loosely, I need a few more sketches done) is the intro “video”/voice over.  It’s done in a sketchy style and I need to probably double the amount of sketches I have, but those go by pretty quickly.  I just haven’t decided what I want to show on screen during the voice over.  Here’s the imgur gallery with it and a link to the voice over on soundcloud:

Intro Sketches

Intro voice over

It’s been a long journey.  But you finally did it!  You made it to the evil wizard.  Considering how difficult just getting here was, and let’s be frank: it was literally a walk in the park, I’m not sure if there is anything you could possibly do to stop the most powerful evil wizard that has ever lived.  If only dogs had larger brains, you might be able to think of something.  But we both know, and it’s quite clear, you are just a stupid puppy with big dreams.  Oh well, I suppose you can throw yourself at one of his fireballs and delay the end of the world for a few more mere seconds..that’s heroic…right?

Implementing the theme has been difficult for me.  I feel like everything I think of is too broad and vague.  At the end of the day I’ve more or less settled on this idea of a branching storyline where you only get to make a single decision at each branch, and then you just have to live with it.  The only problem with that, the obvious problem, is the amount of content something like that requires…  From what I can tell, it looks like it should be feasible given how powerful CraftyJS seems to be.  I’ll have to make do in a lot of cases, reuse the crap out of the art assets (or perhaps use some cruddy place holders, pixeling just takes me too long) and figure out a good way to achieve gameplay that is mostly independent of the story – while maintaining the feeling of each story arc having an impact on the gameplay experience.  . . . Yeah, I’ll probably fail getting this all done 😛

You are hopelessly lost in this cave.  I warned you, I really did.  I said, “that is not the way the game wants you to go.”  I told you at least three times!  But no, you didn’t listen to me.  And now we’re here.  In a cave.  You haven’t forgotten about the evil wizard out there killing untold amounts of innocent people, have you?  I would hope not.  But what does it matter… it seems you will never get out of this cave.  You will fail, alone in a cave.  Oh, quite right – this is where I take my leave.  Farewell would-be hero, you stupid mutt.

I almost forgot, I also decided on a title:

Superly Major Questing Adventure Fun Times

Yep.  I think that about covers day 1.

Not sure where this is going

ScreensSatPM

I don’t really know where my game is going heading into Sunday, but I’ve been having fun experimenting and hopefully I can put together some decent gameplay before the deadline.  So far, my main character seems just as confused as I am :)

Progress Update 4

I am now 80% done. All major coding is complete, just need to add sound, some music, and polish but I will save this for the morning. I have some real nice reflections to share when I do my post mordem. All in all coding has been going smoothly. So I guess I’ll keep this short and sweet. No pic again this time but I promise to post many pics once I’ve finished the game. I may even post a gif of some action :). Now its bed time.

World editor now working sort of

Let’s just leave a screenshot. (Also, all the screaming about bugs in the OpenGL implementation? They were all my fault. I think.)

honk

Progress

Getting ready to turn in for the night, but I’m pretty happy with where my game is at.  Check out the playable version: http://madleedesign.com/misc/onlyone/

Tomorrow I’ll work more on the graphics, and hopefully add in one or two ideas I have to add some more strategy to the gameplay.  I would really love to add multiplayer support, but that’s lowest priority now.  I’ll probably end up using any extra time I have adding in more animations instead. We’ll see how ambitious I feel tomorrow :)

Game Update 2 – Mechanics (Paranoia)

Working on game mechanics has been taking quite some time, but with most of that done i can work on other things, like adding sprites to the screen better and dealing with the problems that occurs with making a 2D game in a 3D engine… its difficult but fun 😀
update2
as you can see, i have grass, two sprites (one is an NPC) and pretty much nothing else… so lets keep going 😀
and as always im streaming at www.twitch.tv/skully250

Late to the party

So I’m pretty new to this thing and didn’t notice it was going to go on this weekend so I kind-of missed out on the start.
I though I’d give it a shot anyway so I started yesterday, thinking of a fun gameplay element that would fit the theme.
I had a very hard time coming up with something so I abandoned the will to participate.

Just when I was about to get to bed I came up with a – theoretically – very fun game idea that I actually want to spend some time prototyping.
Since I’m not very experienced with gameplay programming just yet I probably won’t complete the thing at all before the jam or compo runs out but whatever.
YOGO life so why not try.

So here’s a quick overview of the concept:
– There’s only 1 arrow in the game.
– The player has to fend off enemies that want to take the arrow.
– Each enemy want to use the arrow to kill the player because they just don’t like him.

Also though of a fun 2-player, local, dual-mode.
That’s probably not going to be in for this run but I might add it later after this LD if the game gets fun enough.

Tools I’d be using:
– XNA4.0 with a custom base engine I’ve been developing for way too long.
– Photoshop or paint for art.

Quick paint

Here is a quick painting of the main char.

Time was running out

Huh.. time was running out, but my game doesn’t look some good…

I guess I must change the idea, for finish this game. More simple idea and this is some doodle for the game.

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ Doddle One Way Out Doddle One Way Out

One Match

Hey!
This is my first Ludum Dare. Last match to start a fire…
Entirely HTML5 based. I’ve learned some basics of Phaser. Music in Chirp.
Check it.
One Match by Tanner

One Dollar Progress

I unfortunately started very late so so far I only have one item. The game is simple. You start with ONE dollar and you have ONE year to make that value grow or shrink. Currently working on modifying the market algorithm to make it less chance and a little more strategy.

Hopeful features;

More items

Flexible market

 

What "One Dollar" currently looks like.

What “One Dollar” currently looks like.

Actual Progress

I am actually making progress, which is surprising, and the game is beginning to look like a real thing. I’m not expecting very many points on theme here, but the game should be fun nonetheless.

Screenshots:

Capture3 Capture2 Lava!

 

Capture4 Turn Powerups are visible here

 

Things that have been added:

  • Lava
  • Better physics
  • Level Progression
  • Winning
  • Losing
  • Sounds
  • Enemies
  • “turn” powerups

Things that need to be added:

  • More levels
  • A lot of other things

The game still doesn’t have a name. I plan on getting that done tomorrow.

 

Follow updates on:

http://www.alexdaley.co/

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

Bad weekend :(

Hello everyone, I’ve had a really bad weekend, starting with the selected theme that I really don’t like because I don’t think that’s a theme :/

But, anyway, here is what I have been working since the start of the compo:

  1. Saturday 03:00 AM: The theme is chosen. ·-· … NOPE! I won’t participate!
  2. Saturday 05:00 AM: Tse… Ok, let’s see if something comes to mind… (ummm… that will be done a thousands times… nope, too complicated… nah, too boring…)
  3. Saturday 07:00 AM: OH! Yeah! a good idea! … wait… mmm… damn it! It’s mostly graphics and I can’t draw sh*t! >-<
  4. Saturday 08:00 AM: Ok, I have to go to work. Yes I woke up at 3AM for nothing :(
  5. Saturday 10:00 AM: OOOOOOHHH Yeah! I have a excellent idea!!! YES YES YES, this will do! But… ok… need to concentrate on the work I’m doing…
  6. Saturday 02:00 PM: Arg… I’m too tired, work wasn’t funny at all (as if…) I want to start working in that idea but… I’m falling asleep :_ let’s get some rest…
  7. Saturday 07:00 PM: Ok, let’s get up and work in the idea, yes yes yes.
  8. Saturday 09:00 PM: Ummm, this code isn’t working, I don’t like javascript at all, pse… let’s do some art or something ._.
  9. Saturday 10:00 PM: Ugh, why? why am I having a stomachache? WHY NOW???
  10. Saturday 11:00 PM: Ok, I suck at graphics, music and almost everything, let’s give coding another try -_- (this pain is bearable but… damn if it’s distracting)
  11. Sunday 03:00 AM: ERROR ERROR ERROR ERROR!!!!! THIS ISN’T WORKING AT ALL!!!! (╯°□°)╯︵ ┻━┻  (ugg my stomach! ugggggg)
  12. Sunday 03:30 AM: F*CK IT!!!! I will start from scratch with haxe and haxeflixel (ノಠ益ಠ)ノ彡┻┻
  13. Sunday 06:00 AM: This is waaaay better, I have something playable! but it’s too basic and I don’t have enough time…
  14. Sunday 08:00 AM: I’m going to sleep. Let’s hope that in ~5 hours I can do something playable and funny (still with a stomachache, I hope I wake up without it :/)

So… yeah, not a good weekend, I wanted to learn something new from this compo but, at the end, I’d to stick with the things I knew… well then…

The only thing I have done so far:

test1

(and it’s not even complete :( )

EDIT: But wait, there is more! I’ve been 1 hour dealing with Internet connection problems :__ Not my day it seems…

Comments

15. Dec 2013 · 05:17 UTC
High five for the batman mustache! 😛

Good luck getting something done till the deadline. But since you’ve got batman on your side now, what could possibly go wrong?

Progress Update #4

So after a long morning (without caffeine), I’ve somehow managed to fix most of the gameplay elements.

Fixed:

  • AI
  • Collision detection for everything
  • Enemy spawn mechanics
  • Shooting mechanics

Broken:

  • Player rendering

To-do:

  • Fix the terrible rendering code for the cursor
  • Multiplatforming
  • Complete the objective system
  • Add some more variation to the level generation

 

I’m quite happy with what I got done between the last progress update and now. I still need to do a lot, but the majority should be done by tonight assuming that nothing pops up (something will).

As always, update history and progress screenshot:

LD28_4

The red dots are enemies that kill you if you touch them. They continuously spawn around the player and move along the gridlines each in a single direction. They die if you shoot them (the white dots are the projectiles), and they despawn once they get more than 32 (manhattan) blocks away from the player. The objective is a big green square that you have to get onto, and once you do it starts a new round with a new level and faster enemies. I can’t wait until this is an actual, playable game.

I’m also really loving what everybody else has done. Everyone seems to be putting in a lot of work, and it shows in their great looking games/art.

Bedtime update!

It’s 2 AM here, and I’m wiped out. I was tempted to go a little later, but I’m not operating under the assumption that if I get enough good sleep tonight, I’ll be able to work doubletime tomorrow.

Yaaaawwwnwnnnnnn.

Anywho, I got one more minigame slipped in tonight, have a gif.

Piggy takes to the sky!

 

 

 

 

 

 

 

 

 

 

Good night everyone! Hope you have a great last 18 hours!

Late to the party: here’s what I have so far.

 

 

Below I have a pre-rendered first level of my puzzle game, and my sprites, along with a demo of the level rendering engine. Yay! I am writing my game in Processing (using eclipse of course.) I have only 170 semicolons so far, and I don’t expect to finish by the deadline, but has been fun so far.

ingame-previewtileset

Screen Shot 2013-12-15 at 1.07.13 AM

 

Infinite Fame wip gif day 2

 

Things to do
Unbug, die, miss, hit, code
Menu
Intro
Outro
Moar music
Moar sounds
BALANCING!!!!!
Maybe add coins and score.

wip2

Update!

Now I created a logo for my game. I couldn’t found a better name… 😛menu copy

Watercolor: Progress so far

 

TODO:

– Complete the rest of the workflow: Win/Lose

– Create new levels

– Explain how to play

Progress

Solitaire Bug

solitaire

Dat wave

A start…

Well, if I’m perfectly honest, I only realised there was a ludum dare this weekend at about 20:30 GMT last night :/. Also I had guests so I couldn’t really ditch them to make a game(Well  I could but that would’ve been rather rude). I managed to squeeze in about an hour of development.

SO, ONTO THE GAME:
The game is a very basic preview of a game I am developing called Stardef. I managed to get the game to run and render the player ship and the crosshair but that’s it.

First build available

After some time, the first build of my little game is available.

To try it, click here :

cover

Comments

Suese
15. Dec 2013 · 07:02 UTC
the original graphic was better in a way.

Attacks!

note-attackwip

^click for GIF!

I’ve got the movement and animation working for my character’s low/mid/high attacks now. I did some things with colors for this that I’m not sure about. It may be less pretty than before. Or it may just make her look more like an evil robot.

I’d better call it a night, though. We’ve all got a big day of compo madness tomorrow!

mamoniem’s Update#2 – GeoEatRical Teaser

Hey;

As I mentioned previously. I have an issue with my internet. But this will not prevent me from taking part in my beloved LD 😀
I decided to call the game “GeoEatRical”, and it might sounds a word without a meaning. But when you play the game, you will find it have a meaning.
Watch in 1080p 😉

sorry for the rush. I have no connection at the moment. and went to starbucks to upload something for you ^_^
The full time lapse and full making video of the game will be uploaded after the jam, I am recording everything to share. It might help someone :)
For more Tutorials, games and animations. I will appreciate if you subscribe to the channel, and follow the updates here :
Site:
http://www.mamoniem.com
Facebook:
https://www.facebook.com/mamoniemworks
Twitter:
https://twitter.com/MuhammadAMoniem

gameIcon-GeoEatRical
The game Icon for now.
of course will be changed
but I can not work without an Icon to the folder
It puts me in the mood 😛

m;

The cast is slowly arriving

Catty, Beary, Floppy, Mohie, Mustachio, Rabbie, Tuftie, Tuxie and Ladie arrived with their Posse and celebrity demands. Just in time for #ScreenshotSaturday.

Screen Shot 2013-12-14 at 8.48.03 PM

  • Finished writing the director class that manages and preps the scenes
  • tweaked pop up behavior
  • window reservation works better than OpenTable

Our artist just discovered that icon called AfterEffects and is flipping out.

 

Another time: 2 games for this 28 jam

You know, the last jam i coded my brother game and this time i’m doing a game for the 28contest and another with a friend for the jam version

:D

Screenshot 13-12-15 13-32-53

this is the scene in 3d so far, as designed,

ld28_sketch

for the first game

You only start getting one feature / gift in your life, love,health or money. Then, s** in life happens: illness / diseases, be deceived, bankrupt, robs, and so on , so you have to survive in the tunnel of life, to the end or die, this universe is a plane where people and things are affecting you. Will you achieve the final goal of your life? your desirees? we will see…

I think I might finish it

This is my first Ludum Dare and I think its going alright. The concept of my game is that you only get one enemy on the screen per frame, if more then one is in the room the sprites start to flicker.

I’ve had to have them fade out a little bit so you can keep track, but I might get rid of that.

I’m using action script 3 for the first time ever and I’m having to work out loads of trigonometry, it’s slowly diving me insane.

 

spriteflicker

Wahoo! The first boss is done!

The game’s looking very complete right now! All I have to add is shooting and some endings. And a title. Then I’ll have a finished game!

Play what I have so far here: http://bit.ly/1fv8tCi

And here’s screenshot of the aforementioned boss’s introductory cutscene.

Pitzik4's LD28 Game

He’s going to kill me!

One Red End

They only gave you one button. One big, red button.

Will you press it?

OneRedEnd

rogue-like-like O:

This morning I made some more particles (you can never have enough) and put a basic sand background in.

I hope I can make a functional game out of this during Ludum Dare. My plan was to make a rogue-like-like with multiple dungeon levels. On the surface would be a hub where you can rest and upgrade your rocket fist.

Getting all that in the game is going to be difficult though, so back to work!

ld28sand

27

This entry was posted on Sunday, December 15th, 2013 at 5:49 am and is filed under LD #28. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Hitpoints vs. instant death?

I’m  working on the collisions “enemies to player”. I cannot decide if my hero should have some hitpoints or healthbar or if he dies instantly on hit. Hmm….?

Screen Shot 2013-12-15 at 08.52.10

Comments

15. Dec 2013 · 06:32 UTC
instant dead!
15. Dec 2013 · 06:36 UTC
Update: I will go with instant dead with one exception: If the player is holding his hammer in his hand, he will loose the hammer and is invincible for 2 seconds. Played around with it and it felt nice.
Emme
15. Dec 2013 · 06:40 UTC
Sounds good !
15. Dec 2013 · 06:48 UTC
Emme? You’re already awake? 😉

AHA! Gotta love imaginations!

Alright, thanks to the marvelous noddy2006 from Reddit, I got a base idea. At first I felt a bit cheaty even though he clearly specified he wanted someone else to make it, but I have built off it.

Recently, I lost someone very close to me. She meant everything to me, and I lost her due to my own actions. I will dedicate this game to her, and if I don’t make it by the deadline, I’ll continue anyway.

The base idea of the game, is you can only see one color at a time, but the actual level is made of red, green and blue, all of them opaque. You collide with all layers, including the nonvisible layers.

The story is about the nameless protagonist losing the only security he has. When she leaves, the puzzles begin as life gets more and more complicated. He weaves through life anyway, sometimes wanting to give up, but never doing so, to find his lost love.

 

whee gaems

A day later…

Really poor day yesterday, so many distractions just within these 4 walls.

Added character animations, walking, talking, items in an inventory, a menu system… all the right elements, but they’re blocking me from working on the story of the game.

offer_rose

At least the girl says hi to you.

Comments

15. Dec 2013 · 06:10 UTC
Quite like the style going on, both art and UI!

Guennor’s progress #2

  • December 14th, 12:00 – December 15th, 5:46

I’ve managed to program a lot of stuff, mostly minor stuff but things that usually I have no time to do. My two friends are making the 3D art, each one is modeling a room of the game.
Today we had some problems, like, one of them got really sick and then he lost his internet connection, and the other one disappeared and is nowhere to be found 😛

In the meantime i’ve managed to make two timelapses! And there’s one more that i’m uploading right now.

http://www.youtube.com/watch?v=iNoppW-gEWA
In this one you can see me still making some basic stuff. I tried to make an enemy, and failed. Then I’ve started making the menu screen. Then i’ve programmed the items you can choose (only one!) before every room.

http://www.youtube.com/watch?v=gp9zfgsN6P8

In this video you can see that I made some soon-to-be things that fire arrows at you. I even managed to make the arrows stick to the player! Made some blood particles and decals with placeholder textures.

Then my friends mysteriously disappeared. I got really boring of programming because I still didn’t see any of the art they’ve made, believe it or not. I decided to make the 2D sprite that we were going to use in the game.
I recorded it all, but when I finished it, I realized that i’ve recorded the wrong screen (the one I wasn’t using) so i’ve lost one of the coolest timelapses I was going to make ): That sucks.
Anyway, i’m uploading another timelapse of me trying to sort out how to work with 2D sprites now that Unity officially suports 2D mechanics. I’ll post it and whatever other timelapses I have on my next post.

Oh, and here are the sprite animations I did from scratch. :)

BlueGuy_Walking_frontBlueGuy_Walking_front_BLINKINGBlueGuy_Walking_BACKBlueGuy_Idle2BlueGuy_Idle_BACKBlueGuy_Idle

Gameplay achieved!

All right I have basic game play.   End condition doesnt actually end the game yet but that’ll be quick & easy tomorrow.

Still lots of things to do; rigging, animation, monster spawning properly , sounds & music :)

Screenshot :

gameplay

Giving Up..

I thought i can make it..it’s still 17 hours remaining.
But tommorow i have exam that i must pass it and some bussiness come up :(( and my progress is going nowhere.. i think my problem is with my ambitious plan and spent the time over it.
It’s my first time in LD but i feel excited XD, I will join up with you guys again later with more experience :)
Good luck guys!

Music!

Well, I did the best I could. At least it’s there. Woohoo!

Comments

viinnyk
15. Dec 2013 · 06:09 UTC
ugh

Progress 30%

Just got 7 hours of sleep, still tired, but I’m working hard!

Last night I decided to make it shorter than what I had planned out it to be as it is taking me ages just to do one conversation, I’m really not built for time limit game jams.

Still I can get it done today If I can keep this up, I probably aren’t going to post again so here is my final image of the current place I am at.Progress3

I should have worked more.

I like what I have so far, but I think I’ll have to leave out like 75% of the gameplay I would have liked to include. Hopefully what I have is at least good =) Ended up messing around all day instead of working so I didn’t get very far. Here are 2 GIFs of what I have. Intro and first sequence. Theme of my game: You live in a dictatorship where you only have one job, one leader, etc. You also only have 1, randomly assigned, button to control you’re actions with.

Intro

Intro

First sequence

First sequence

Comments

baton4ik
15. Dec 2013 · 06:23 UTC
That looks really cool!

Menu Music

Alright, we’ve already made a lot of progress for the jam. But I just wanted to share our Menu Music with you guys. Here it is!

Stuff

Considering I didn’t expect to even do anything, I’m surprised I kept at it this long.

I’ve learned a lot, but it was mostly useless stuff that I got caught up reading for fun.

I’ve finally settled on Unity, I have some UI in and I have my networking code set up. But I’m dead tired tonight so I’ll have to rush and do the brunt of the work tomorrow.

Here’s the current title screen.

[Title Screen]

Good day, Ludum Dare!

For me, day 2 has begun! I already finished random dialogues I planned yesterday. They are combinations of random phrases, like “- Do you go hiking? – If there is nothing to do.” or “- Do you like watching stars? – Not really, I think it’s boring.”. I’m kinda proud. :)

So, the thing I have left: graphics! I have about 10 hours to make graphics for my game. I am not an artist, but sometimes I look at pictures by other LDers, and think “That’s so simple! Why won’t I draw as good?”. I’m going to use Inkscape this time.

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

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

You Only Get One Upgrade

I basically finished it! But I still need to bug test and make one more texture(Background). The current game works fine, you pick one of the 3 upgrades(May add more) and then you’re stuck with it until you die. Try each upgrade out and try to survive for as long as you can. If I had more time I would probably add a weapons system(What I wanted at first) and a mini-building system where you could place walls to hide around or something.

In-Game

Main Menu

Graphics incoming

Okay, now it’s time to add some graphics and feedbacks to the game.

The IA is dumb but pretty tough to beat.

Progress

Still no graphics? We’ll see..

Have not done a single graphic, but I guess I like my games functional first of all.

ss (2013-12-15 at 08.28.31)

Señor Cuadrito 2: You only get one Glitch

Screenshot 2013-12-14 01.33.01

Click here to play and comment!!!

Señor Cuadrito is ready to be played. Currently has one Glitch, which is pretty ironic xD
Still have some time to fix it, but actually I’m not really sure if I should fix it… ’cause You only get one Glitch, duh!

This is an HTML5 game, made with Flash CC HTML5 Canvas.
The Music was made in Logic Pro 9, I used 2 instruments and a max of 3 voices.
SoundFX were made with Bfxr.

Click here to play and comment!!!

Screenshot 2013-12-15 02.14.37

Screenshot 2013-12-15 02.14.49

Adding some polish

I may not have finished the gameplay yet…

 

…but just look at this fabulous scarf!

Fabulous scarf

[Name Undecided] Level 1

It looks like level one is almost done! I have movement down, and text display working. All I have left for this part of the game is to add a working exit to the level. Hopefully I can create 4-5 levels before the competition is over!

Side note: Any name ideas? I don’t really have any kind of story behind the game… So I can’t really come up with anything. Something that sums up “You are a little glowy dude who has to solve puzzles to escape.”

So much for day 1

And so, my day 2 begins, and I have a hell of a lot of work to do.

I really didn’t get much done yesterday, even though I was working at it for ages. Spent most of the day tweaking a couple of features rather than moving on to the next ones, and I never really had a plan either.

Here’s roughly how it went:

  • Spent a couple of hours trying to get an idea I was happy with, which wasn’t easy given the non-theme (it’s a mechanic, not a theme). I didn’t want to do a roguelike or endless runner as they were too obvious and likely to be loads of them made, and my other ideas were far too big.
  • Took about an hour and a half to create a player sprite. Nothing fancy, just a single 32×32 frame, but I suck at art and I just couldn’t get it to a point I was happy with.
  • The rest of the day was taken up with creating a basic environment for the player to move about in. Again, this took way too long as it’s just a single screen with blocks around the edges (2D top-down). There were a couple of points that I focussed on far too much:
  1. When the player hit the blocks diagonally, he tended to stick. I’ve had this problem a few times on other projects, and stupidly decided that now was a good time to get it sorted. I eventually got the player sliding properly though, with just the occasional stickiness on the top wall.
  2. I wanted to implement darkness and have the player’s vision limited. This is quite easy to do in 3D, or even in 2D with other toolchains, but I had never got it working satisfactorily in GameMaker: Studio. I have now though! The bit that really took the time wasn’t the actual implementation, but getting a torch/vision shape that I was happy with. I started with a circle, feathered at the outside, and then struggled for ages trying to get a decent arc shape that was both bright enough and didn’t have hard edges.

So, after about 11 and a half hours of work, this is what I managed:

Torchlight

It’s not much, but I did have fun, and have learned some new stuff in GameMaker: Studio, so not all bad.

Today, I’m going to do things a bit more like I usually do:

  • Create an issue list of things for me to work through.
  • Implement basic functionality for each of the desired features, rather than polishing one or two.
  • Try and get a proof-of-concept or first playable build.

I may need to make this a jam entry rather than compo as I doubt I’ll have much by the end of today, but I’ll see how far I do get first.

Anyway, time to get to work!

Meet The Dino Gang!

DinoMode1_1DinoMode2_1DinoMode3_1DinoMode4_1

Choose your favorite! You only get one 😉

Fade in

 

fadein

MenuState -> PlayState over-exposure-ish-fade-in (you’ll have to excuse the banding from the GIF’s limited palette)

I may or may not have added day/night cycles, too..

Lets try not to leave the gameplay and plot down to the last 2hours like usual…

Phew

It’s been a long weekend, and amongst Christmas celebrations, I didn’t give myself much time.

That being said, I’ve submitted my game, “Seven Eagles, One Lantern“!

eagle

I decided to take the leap to Javascript/WebGL this time, as I usually code in Java or C++. The one thing i miss the most is the IDE. This time I used notepad++, as I haven’t bought a Sublime or WebStorm license.

I discovered AudioSauna, which is much easier than the usual MilkyTracker, though I think i spent just as much time goofing around with it.

Good luck to those who are still working their, I look forward to playing them.
I’m off to bed, its past midnight and I have work in the morning…timezones :(

Timelapse coming soon…

4 hours worth of art

3.5 hours were spent drawing faces I didn’t like.

Richie Rich grew up and became a popcorn magnate?

And now I’m going to respond to the time management lecture I’m giving myself in my head.

Yes, 4 hours was a lot of time to spend on drawing a head that’s going to be shrunk down to pixel art. Yes I know there are only 17 hours before I have to get this thing published. Yes I know coding isn’t done.

But you know what? That was all necessary. I had no idea what this game was going to look like before now, and now that I know, the minimum viable art is going to come together very quickly. This look will influence the tone of the game and the feel of the game. This little chibi swirly-haired man man defines the game. And those other 7 or 8 directions I went in and then abandoned? They are useful too. They define what the game isn’t.

(Also, the break from coding gave the coding part of my brain time to figure out how to organize some data structures and stuff. I told it to take a break, but it didn’t want to.) 

Monitor madness

We are monitoring the situation!

You can never have enough monitors! :D

It went not as I thought it would…

So, I went to bed at 10 PM last night, and I set the alarm clock at 6 AM.

Now it’s 10 AM.

I don’t know how it’s even possible, but I had a really bad night tonight. But! I am not giving up! I code until it’s done! I resetted my priorities last night for the game last night, so I hope it’s going to work.

LD #28 – Making Good Progress

My Game For The Compo, “One Spot” Is Going Pretty Well.

GoingWell

Thought I’d Upload A Screenshot Before Some Much needed Rest.

Sophie’s World

I decided not todo a traditional platformer or a pixelrated game this time. I decided to create a game for little kids and my wife is doing all the artwork :).

We called it ‘Sophie’s World’ named after the famous book!

sophies_world4 sophies_world5

Handy Capped: My Jam Entry to be

I just finished the base for my game. The point of the game is to make the picture on the left match the picture on the right(5 in total) by moving the white square around. The catch is that you have to choose on of the handy caps, but non of them are implemented yet. I though it was a nice twist on the theme. Here are some screen shots.P.S. It is supposed to run at 20 fps. twoonethree

Day two well underway

Hi all,

I hope you are all still having a great time as we enter day two!  My timezone is GMT+2, so I will be having a long day/night working until the submission time of 04h00!  I think my idea is pretty solid and I have the core mechanic done, so I am hopeful of completing something fun!

Here is my workstation:

20131215_105952

 

Can you believe it?  Only one screen?

Good luck to everyone!

 

My Ludum Dare (Jam) game coming along well.

 

Untitled

I have changed the name to One Island, Two Kingdoms. Also started to work on the cut scene’s etc… After my break I will come back and start on the actual Village/Castle scene.

Hoping to get somewhat of a game done by tomorrow!

*I’ve also seen a Santa sprite, think I will use that to make a santa-battle Easter egg.

This post is from my Tumblr, keep up with all progress their… http://jamesflwilliams.tumblr.com/

Rigged D: Late

Well… at least he is rigged D: Now need to animate, if I have some time will work a bit more on textures

Game is going terribly slowly, got the movement working, but to get attacks working need the animations, will call the attacks from Mecanim Events, so… yeah, stopped coding and went to do character/rig/animations. Hope I have time to finish the game, but I hoped to have accomplished way more by now, so not sure… Hope to have something playable tomorrow D:

Time to sleep! 1.5 day update for Wall of Fingers

This jam started about 6 hours after my last class of the quarter, so this has been a nice transition into my winter break ;). I decided to go for a “wall of death” style platformer where the player has only one life to outrun the wall through 5 levels (I’d love to add more later, I’m thinking of polishing this up later for a sequel or something).

Because the small amount of levels I was able to write a song for each level! They’re short, around 40-60 seconds each. The MIDI data is almost done, and after that I will use VOPM for sega genesis-esque weirdness.

In the levels the player can also pick up masks that enhance their abilities in some way. The purple one allows the player to move faster, jump higher, and wall jump, while the green one grants the player flight. When the player picks up one mask, the other mask vanishes, and the player must use their selected mask throughout the entire level. There are different paths in the levels, some requiring a specific mask.

SS_02

I finally decided on a name! I was getting worried because I couldn’t think of one until I started designing the wall of death sprite. I thought a wall of twitching fingers would be kinda cool and weird and creepy so I went with it, and now my game is called Wall of Fingers…

In these situations any excuse to do something weird is good in my book.

WOF_FULL_ANIMATED

Good luck y’all!

Here Goes Nothing…

I recently started a blog about game creation programs called Comparative Creation (though I’ve been busy enough lately I haven’t had time to update as much as I’d like.) In one of my first posts to the blog, reader Zenic Reverie posted a comment asking if I’d given any thought to participating in Ludum Dare. I’d been aware of Ludum Dare before, and it’s something I’d always sort of wanted to get into. I’ve participated in a number of other limited-time creation activities: NaNoWriMo, 24 Hour Comics Day, the 48 Hour Film Project. (Well, okay, that last isn’t a solo activity, but I wrote the script and composed the score for a completed entry in the project.) As I posted in response to Zenic Reverie’s question, “the main reason I haven’t tried Ludum Dare is that I don’t think I have enough experience in game creation to be able to work fast enough to create a game in 48 hours.”

But then, I went on to write, I shouldn’t let that stop me… I succeeded on my first attempt at 24 Hour Comics Day despite never having created a comic before. So I decided that yes, I’d go ahead and do it, “[a]ssuming it doesn’t fall on a day I have a commitment I can’t get out of”.

Well, I thought I was subscribed to the site and would get updates about Ludum Dare, but apparently not, because I didn’t find out till a few days ago that Ludum Dare 28 was taking place… this weekend. As in, right now, as I post this. And unfortunately, I do have several commitments this weekend.

Also not helping matters is the fact that for some reason I’d assumed Ludum Dare started Saturday morning, when in fact it turns out it started Friday night, at about 6 p.m. Pacific Time. Had I known that (and really, there’s no good excuse for my not having been more assiduous about checking the website for the exact starting time), I would have had a good extra evening to work on the game. As it was, I checked on Saturday morning to find that it had already started. Not that I had time to work on it that morning; I had several commitments that day, and while I was able to think about game ideas while driving to and from the places I needed to go, I wasn’t able to actually get started on the game until around 6 p.m. Saturday. That means a full day lost.

And really, it’s more than that, because I’m not without commitments Sunday, either. I have to be at a movie set at seven a.m., and then I’ve promised to come to a Solstice party in the afternoon. Which means really my window for working on the game ends before 6 a.m., and even if I stay up all night (which at this point I guess I will; there’ll probably be coffee at the film set) I’ve really got less than twelve hours. (There’s a chance I may have a sliver of time to work on it between the movie shoot and the Solstice party, or after said party, but it’s not something I can count on.)

And of course that’s not taking into account the time I’m taking to write this blog post, I guess.

What have I got done so far? Well… I’ve got the graphics. They’re not great, but they’ll do, I guess. That gives me a few hours to do all the coding.

Underequipped graphics

The graphics for my game. Pixel art is not my forte.

Oh… and as for what program I’m using to create the game, well, I’m not. I’m just coding an HTML 5 game. I have worked a little with HTML 5 before, but never created a full game with it. So my attempting to write a full game in a few hours is… probably unrealistic. And yes, it has crossed my mind that this may be a hopeless cause, and that I should probably just give up. But… I want to do this, to set a precedent for myself. If I make excuses for not participating in Ludum Dare this time, even if they’re really good excuses, then it’s that much easier to make excuses for not doing it next time, too. But if I forge ahead and do my best to finish a game despite all my commitments and obstacles, then I’m that much more likely to do it next time. I don’t expect to do well in the competition. I’m not sure I even really expect to finish the game. But I’m going to try. Yeah, it’s possible the game won’t get done. But if I don’t make the attempt, it definitely won’t get done.

The game will be called “Underequipped”.

And, in keeping with the subject of my blog, it will include a level editor.

When and if I get it done.