LD28 December 13–16, 2013

Looks Like Minigolf!

31 hours in and the game is finally in a playable state. Hooray!

Minigolf Exam by Dr. Mo

Doing this compo in HTML5 is making me a better coder. Simple tasks like displaying images and collision detection took more involved coding than I’ve ever needed to do in Game Maker. Putting, walls, slopes, bunkers, and holes are all working well and the browser-specific issues are mostly better now. I still need to implement rules, but the system to enforce having only one scored run is already running. I’m shooting for 9 or 18 holes for the final version, and I’d like to get the music working smoothly too. As before, this build is playable here.

You only get one … Upgrade

You only get one upgrade in this game. I had to cut the list slightly and i’m still not sure I can implement all of these and still get everything else done, but i’m sure going to try (swaps allow you to swap your upgrade)

  • Scavenger – Find twice as many bombs
  • The Swapper – Find twice as many swaps
  • Windfall – Immediately gain two bombs, but you can not swap again this room
  • Versatile – Two immediate swaps but you can not swap to a different skill for this room and the next
  • Jack of All Trades – Four immediate swaps, but will be permanently weaker
  • Second Wind – Next time you die you instead have full health, but you then can not swap in that room
  • Bomb Technician – No damage from your own bombs, plus they have twice the explosive radius
  • Explosives Expert – Bombs do increased damage
  • Explosive Mitosis – Bombs explode in to two more bombs in random directions
  • Just Trolling – Health regenerates if there are enemies present
  • Vampirism – Regenerate health when enemies die
  • Doctor – Slightly increased max health, and health packs restore twice as much health
  • Super Tough – Big increase in max health, and health packs restore slightly more
  • Light Armour – Increases damage reduction
  • Heavy Armour – Half movement speed, but high damage reduction
  • Energy Shield – Shield that absorbs some damage, and slowly comes back
  • Magic Wall – RMB to bring up a wall that absorbs all projectiles, but can’t attack
  • Cloaking Device – RMB to turn invisible, but can’t attack
  • Blink – RMB to teleport to that location
  • Cool Speed – Hold the RMB to slow down everything
  • Stronger – Increased damage
  • Deadly ill – Highly increased damage, but half the maximum health
  • Unstable – The lower your health, the higher the fire rate
  • Sniper – High bullet speed, range and damage, but very low rate of fire
  • Speedy – Move speed increased
  • Monk – Melee. Ignore armour and has high attack speed and move speed.
  • Warrior – Melee. Very powerful attacks.
  • Penetrator – Slightly longer range and bullets ignore walls and enemy armour.
  • Frostmage – Bullets slow enemy movement
  • Pyromancer – Bullets deal damage over time
  • Machine Gun Girl – Very high attack rate and knockback
  • Shotgun Guy – Short range but multiple bullets in a spread at once.
  • Exploding Man – Explosions deal less damage to you, and you can RMB to explode
  • Searing Skin – Enemies that touch you take damage
  • Boss Hunter – Killing bosses give you trophies that increase your damage (max 5)
  • Combo King – Killing enemies increases the meter and fire rate, but getting hit sets it to zero
  • Focused – Focusing on a single enemy
  • Minecraft – Dig through walls or place walls with RMB
  • Charge – Holding down LMB charges to create a stronger attack
  • BOS – Holding down RMB builds up an effect that converts all bullets on screen to yours

Split-screen VIOLENCE!

Supporting up to 4 players, you have a pistol and you must kill everyone around you to win. Probably sounds like a lot of games :L

splitscreen-ld28

Enjoy a low fps gif of what’s in progress (keeping in mind I started from scratch this morning…)

Maybe I’ll Jam Instead

I think I had a good concept and made really good progress, for the first day that is.
The progress made today though, is almost naught. Of about 9 hours spent working on the game, I have reverted things and fiddled so much that the game is pretty much as it was this morning :(

So I’ll pull an all nighter trying to pull my shit together, if that doesn’t work, I’ll just enter the jam. I’m not giving up on this baby!

Here’s a screenie:

It's not actually called BoneTesting, I'm just lazy!

It’s not actually called BoneTesting, I’m just lazy!

I spent all my time on writing everything from scratch, because of the headstrong idiot I am.
I think my day yesterday went like:

  • Write basic line renderer so I could see bones (this started as a test to see if I could write a skeleton animation thing at all)
  • Make a rigged hand model (I love you MakeHuman for the arm x0x0)
  • Write lighting system
  • Implement BulletPhysics for movement and collision

While today went like this:

  • Fiddle with shit
  • Think of how great this product could be
  • Rewrite the lighting
  • Unimplement BulletPhysics
  • Create a dungeon generator that almost did what I wanted (too specific maybe)
  • Make a level, then delete it in anger x 3
  • Reimplement BulletPhysics
  • Fiddle with lighting
  • Stare at my code like its the matrix

Good use of my day huh?
Well I’m about to re-unimplement BulletPhysics and this time it will work!
Look out for my game if I actually do something with it!

Fight!

fight

Help me pick CGA color mode!

So, CGA has more color palettes than you’d think! Here are the default ones:

colortypes

First mode is the standard CGA mode as you know it, it’s most widely used because it looks best on b/w monitors.
Second mode colours are devoid of blue component, and appear much darker on b/w screens
Third mode is ‘undocumented’ but I actually stumbled on it by accident. It has some quirks but it looks nice.

Switching them in-game is quite tricky, so I’d rather stick to one. Which one should I choose?

Day2

Woke up at 8 this morning need to implement ai and implement more game mechanics. Ill try to get a nicer scine but that is my last priority! Looking good so far got multiplayer set up and some other stuff like shooting! Long day might have to stay up tonight. PS: I got blender wotking yesterday for those wondering!

One and done!

Yep, that was fast. I think I spent about 8 hours on this thing.

Screenshit

Check it out!

I may or may not throw the timelapse together tomorrow, we’ll see.

Anyway, can’t wait to play your guys’ games, but for now … sleep … (Keep it up!)

Little explorer friend and his big last match

I’m trying to get the navigation system going but I’m fighting with a game crashing bug that is difficult to debug (apparently). Here is another room though!Ashtom_LD28_05

Brisk but Tactical Monster-Smashing – Playable Link

It seems I’ve created a popcorn monster-smashing game!

Each level takes something like 5-15 seconds and it doesn’t waste any time getting right on to the next one.  But you’d better use the few seconds of break to study the layout of the next challenge!

http://ricefrog.com/LD28/WIP/3/hammercontrol.html

This build improves on the personality of the monsters and introduces two new ones, the snake and the skeleton.  And now you actually die when you get hit.

Pictured here is the recurring tension moment that I was shooting for in my design… when you’ve thrown your hammer across the room, and you need to get past the monsters to retrieve it.

ArtExample3

 

The difficulty ramps up quite a bit in this build and probably needs some real smoothing out.

 

TECH TALK:

I also really need to fix a bug where once in a while the hammer hit doesn’t register!  The hammer bounces off the enemy, but no OnCollisionEnter2D event is fired by Unity.  It’s occasional but very frustrating if it causes you to die.  It seems mostly to happen when the enemy is touching other monsters, as if the monster-on-monster collisions are crowding out the hammer collision, which gets skipped somehow.

Or it could be related to the way I toggle the hammer between a trigger and a normal collider.  That’s how I made the player able to carry it on his back, and why spinning around and touching monsters with the hammer while you carry it does nothing.

 

Comments

Kroltan
15. Dec 2013 · 07:46 UTC
Try simply disabling the collider component, instead of setting it as a trigger.

[Orchid] Codename

It’s kind of dark in here and Jim is sleeping.

2013-12-15 03.28.41-small

I’m here to announce our participation in Ludum Dare before I go to sleep. Well, this post is a bit of a late announcement, seeing how Ludum Dare 28 started hours and hours ago, but if you’ve noticed any pictures of people who were mysteriously not explained, that’s us. Specifically, team Whitesnake was snapping pictures of their members earlier and happened to catch some of us in the background in one of their posts. In the red is me, Darwin, and in the white shirt is Jim. Our third member is William, who had some sort of crazy magical psychic skills and didn’t end up in the shot.

Whitesnake is actually working at the same location as us and it’s kind of fun to bounce back and forth and see what shenanigans people are up to.

William and I are both Computer Science students at UT Austin and Jim is serving in the US Army. It’s easy to guess what William and I are mainly doing (programming). Jim is doing a smorgasbord of things like design, art, and music. We’ve decided to call our team “Orchid”, and since I like code names, super top secret (not really) shenanigans, and kind-of tautologies so much, we’ve also decided to code name the game “Orchid”.

We had to start late because William and I had to take an algorithms final exam earlier today, so the ball on this game didn’t really start rolling until 17:00  CST. I actually still have another final exam on Monday, so I’m going to have to take breaks from development to study foreign language.

Here is a screenshot of what we got so far. It’s mostly stuff I’ve worked on, since William seems to be too busy working at the moment. We’re making a world domination-esque game similar to DEFCON in some ways.

2013-12-15-0311

This is what the game map looks like so far. I have based most of the city locations off of cities that exist in the real world. There are also wonders on the map that you can defend or destroy and those weird box reticle things are where you can build units. The goal of the game is, well, to destroy everyone else. More on that later.

We decided to make the github repo public, in case anyone wanted to take a look: https://github.com/dpek/orchid

 

Tags: austin, orchid, unity3d, whitesnake

Done with Art

screen3

I have completed all the artwork I plan on doing for this game, and integrated the animation into the working code. Tomorrow I will make a game out of this.

Working demo online at:
http://www.monkeydev.com/unity/ld28/

Sick….

I’m kind of sick, and I probably won’t have a complete game….

I could polish it as it is, but the theme won’t be very apparent.

Should I still submit my game?

Tags: Sick, unfinished

Comments

renewable69
15. Dec 2013 · 08:09 UTC
Yes

First Progress Post

Finally I have something working. I have a menu and 2 characters on a platform.  I originally had a map with mouse clicking for movement and even a level editor for placing objects.  That idea went nowhere so I needed to think of something simplistic, fast.  After a few hours, I have this.  I’m fairly proud since I didn’t even get this far last LD.

Tomorrow (later today), I will work on the mechanics.

Hopeful for:

  1. Shooting with Bullet Sprite
  2. Enemy AI shooting (Never done AI before, make it shoot randomly?)
  3. Making the Player + Platform move up and down (Static, not done by player… but  maybe in the future?)
  4. At least 1 obstacle in the middle that either a) moves up and down statically to block the player, or b) free falling or both kinds.
  5. Keep track of score (best of 5? Player can select best of X?)

If I have more time and things work well:

  1. Character can jump and possibly move
  2. Multiple free-falling or static objects.
  3. Multiple levels that player can select.

 

tl;dr: Changed idea mid-gamejam. Last Ludum Dare failed miserably. First time having something to show for. After a few hours…

 

myscreenshot

Another DISC-MAN video

discman2

Throw disc at people, hide in doorways, retrieve disc, repeat. It’s nearing where I want it to be. The gameplay still needs to be balanced a lot and I need to add more to the level as well as adding in some wall jumping and more visuals for your combos. Good luck to everybody on the final stretch and to anyone else coding at 5 AM: GO TO SLEEP. PLEASE.

 

Here’s the video:

http://youtu.be/eJR-BYx1u9o

This took me waaaay too long…

But at least the selection screen is working. I need to get the minimum polish out of the way before I can start adding sweet, sweet content into the game. Or that is what I tell myself…

development_4

… so Tired…

Quick update

Second day of LD.screen
I’ve got almost everything programed I have to finish some things and then I’m going to do art.

 

One Cigarette

I can relate to Comrad Player some days…

This what happen when Comrad Player only get one cigarette!

This what happen when Comrad Player only get one cigarette!

Calling it a night

backstab

 

The player who doesn’t have a bullet gets a knife. Obviously they’re at a bit of a disadvantage, but if they can outsmart the other player maybe they can get close enough to knife them. The gun swaps to the knife player when the gun player fires their gun. I’m wondering if a successful knife should transfer the gun as well to make the victory even more sweet?

Watching this gif over and over is making me realize the knife hits at the wrong end of the animation. Oh well, something to fix tomorrow!

Beware!

this is the ugliest creature you’ll ever see – And you can kill it!

16 hours to go…

And after a lot of failed prototypes, I think I finally got an idea that could be cool. Hope I can make it to the compo, even if it’s a very barebones game.

Didn’t like the theme, but seeing what you guys are doing with it, it’s clear that the problem is my lack of inspiration. Good work, everyone!

Worst buffet ever

The clock continues to count down and I still haven’t added the buffet to my game-about-a-buffet. This is probably a bad sign.

What I do have is a title screen, the overall structure, a bit of visual polish, and a suitably ugly carpet. Too much time was wasted trying to get white plates to show up on white tablecloths, so I’ve reluctantly made the tables blue. Need…more…time!

Title screen

Title screen

Comments

15. Dec 2013 · 08:07 UTC
Love it, a huge buffet and only one plate allowed to be filled was one of the games on my brainstorming list. I imagined it as a physics type balancing game and figured it would be too much work. I look forward to playing yours!

Learned a lot today

I have used Unity before, but not for anything like what I’m trying to make for Ludum Dare this time.

At the end of day two, (2 am, guess I should sleep) I have a mostly working game. Scoring, a goal, enemies, etc. Most of tomorrow will be polishing, start screen, maybe additional levels.

All in all, like always, it’s been a blast so far. Look forward to seeing how much I can get done before 6 pm tomorrow.

And so I present the sample level from my game, “You only get one cookie”.

Sample map from my game. Tutorial level?

Sample map from my game. Tutorial level?

My game is the epic story of one child, parents who want him to go to bed and an endless pile of cookies. A No Kill stealth game of cookie thievery.

 

Tags: #NOKILL, 2D, compo, journal, LD28, progress, screenshot, unity, update

Items and inventory

You can pick up items and look at them in your invetory. You can also deal damage to monsters (and be hurt yourself), but there is still no death.

shot

Oh Sh*t!

Oh Sh*t, I kinda just realised its a Ludum dare(facepalm).

I hope its not too late, Well I just started this morning at 8:00AM GMT. I’m making some random Aircraft game. Where the player must land on aircraft carrier as pilots only have one chance, I thought It would be a pretty good game. It is a lot harder than I thought to make as its quite hard to detect when the plane touches the carrier but I just fixed that bug so I guess its fine! 😀

Anyway I have a countdown until I’m out of time to make this game. I have Approximately 10 and a half hours left to plan, Develop and distribute this game :O.

Oh well, No time to waste this is just a quick update on how its going so far. I hope your games are going good.

And Merry christmas! xD.

-James Foley(JT-Games, Co-Founder).

Chest is the key

We made a first public build of Chest is the key, our jam entry :

Controls:

arrow keys to move, space to attack when you have a weapon.

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=31298

 

level1

 

We are still undecided about the amount of explanation to give in game, since the surprise factor play a big part in our concept. So, it’s feedback gathering time! :)

cheers

 

 

 

Very sad and very bad

Here is some awful screenshots of crazy prototype of the “11111!!!..” game:

proto1

 

proto2

 

No time to explaine. I need to finish it!

You only get Glovecat’s First Day

Good Morning everybody. After a few hours of teamspeaking we started a some kind of graphic adventure where the main character must use one object at a time to escape from a locked room.

 

Some art and WIP of the room and main character

Locked Room

guy

Vector Guy

 

 

Tags: glovecat, libgdx, locked room

Sunday Update – Maze is underway

Here’s a screenshot of the room components stuck together and lit in Unity.  I’m making a maze, and the player will be rewarded for going down dead ends, but “you only get one” way out.

RoomsInPlace

Trees, Zooming, Z-Order, and a Game Over

Well, I sort of knew this would happen, but 16 hours left and I still don’t have any gameplay to speak of. But I’ve had a blast! Earlier today I was pretty stressed about not having any “worthwhile” results, but I feel a lot better after really thinking over why I wanted to participate in the first place(read: have fun, learn, have a first game). So I feel really good about the progress I’ve made so far. When I picked up Ruby a couple months ago to write web scrapers, I really didn’t have the slightest clue that I’d be doing cool shit like this! Seeing all these games from all these people around the world, at all skill levels, is really inspiring. Watching the live streams, playing the prototypes, reading all of these posts have all helped me keep going back to my code. From newbs like myself to veterans like Notch, everyone’s all working at(mostly) the same time towards the goal of making something cool and fun. Mine may not be fun(yet), but at least for me it’s as cool as hell.

Anyways, away from the sentmimentalities, today I implemented proper z-ordering(each tile calculates its distance from origin, and the player tile updates each move), a zooming system so you can adjust the camera, trees, random permutations for the floor tiles, and the enemy cubes now have detection squares that make you immediately lose the game upon touching. I also learned how to package .rb files as .exes using ocra, so I’ll be able to release the game when time’s up! My one regret is I wasn’t able to maintain focus for very long periods of time. I suspect I may have been able to alleviate that with better planning. But that too is part of learning.

2013-12-15 02_38_28-lose_screen

 

The full progress is in this imgur album:  http://imgur.com/a/GK4q5

Crew, A Futuristic Detective Game (second update)

Made even more progress in the last five or so hours.

crewfinal

screenshot2

Crew is a futuristic re-imagining of CLUE, where you try to discover who killed the captain of your spaceship, where, and with what. The game-play includes narrowing down suspects with information and writing down info on loose pieces of paper. Not only can you solve who killed the captain of your ship, but you also get judged and graded on how well you’ve done and how few clues you took. I’m hoping to finish for the jam deadline, but we’ll see!

  • Dialogue / GUI text system with that nice typewriter effect implemented.
  • Random dialogue system coded, dialogue is complete but needs tweaked.
  • Named the Rooms, Weapons, and Suspects.
  • Suspect selection was added along with icons for suspects.
  • Weapon selection was added.
  • Audio on/off toggle was added.
  • Name-tags were added when hovering above suspects

java.lang.reflect.InvocationTargetException

This error has had me stumped for around 4 hours now… Does anybody know what it is?

Comments

JALgames
15. Dec 2013 · 08:32 UTC
I’m not a java programmer, so I don’t know, but somebod at stackoverflow will surely know and you’ll hopefully get an answer quick.
kibertoad
15. Dec 2013 · 08:40 UTC
“Use the getCause() method on the InvocationTargetException to retrieve the original exception.”
Flyinpig5
15. Dec 2013 · 08:56 UTC
I don’t think I’ve done reflections, but I might have done accidentally :p I’ll try the getCause() and see if that provides me with more detail. If not, I’ll try StackOverflow. Thanks guys!

Point and Click Heroine

Our heroine is taking shape

Our heroine is taking shape

A point and click adventure seemed like a good idea yesterday morning. Now I’m not sure sure. But we’ve made a ton of progress.

Our heroine Ann, is pretty much complete. The quests are in. Mostly we just need to prettify the environment.

Hoping to get it done before work tomorrow…

Tags: html5, playcanvas, webgl

WIP #2

I kinda dropped the name RUSH, changing the whole game into this “immersive” kind of exploration game.  In this game, you make choices and choices will lead to different outcome etc. You get the point of it..right?
RUSH_WIP_LD48_3

I’m back in the game! (hopefully)

So, after giving up last night, still wanting to enter, I decided to go easy on the game, and make a much simpler game.

Split screen, anyone? (plus placeholder art (apart from players))

attempt2-engine

Except of course, I only have half the time to make the game… Eeek!

Sleeping issues

Yesterday was pretty harsh. I guess waking up 6a.m. to work on Friday, then staying up until 4.a.m. with too much energy drinks  wasn’t exactly the smartest choice. After my last post, I started doing the left side of the game, but twenty minutes in I was still looking at a gray block with one eye and sleeping with the other. So I decided to call it a day, play some League of Legends and go to sleep. There was a small hope that if I when to bed 11:30 p.m., my body would’nt hate me if I woke up 5 a.m. to finish the game. Wrong wrong wrong. So I gave up and slept until now, 8a.m.

I wasn’t expecting that, besides the time limit, the most dificult part would be being so goddam tired. But oh well, I’m learning to deal with it.

Probably my next LD game will be a text adventure 😛

For now, let’s stop crying and start working.

Another Update…

More pieces done, programming finally started and  coming along great.

ss28_5

Boring post is boring

No, screenshot, no nothing.

I changed the idea. I was thinking of a simple 2d game at first. Then I end up coding a voxel landscape from scratch. I could have taken an old one I have somewhere but I thought it was a good opportunity to code a better and possibly more optimized one. I like Ludum Dare because it kicks your ass back to coding, even if at the end you don’t finish anything, you remember how good the coding spirit feels.

So, why did I wanted that landscape? Ok,. I could have done it with simple 2d graphics but I am not good at. Procedural is the way! Anyway, I wanted it because my idea changed from the generic select only one gun (actually I was thinking about 1 from 4 coloured keys in a labyrinth) to something else. You are a paranormal investigator and you have to take your only shot (photo) of shy aliens and UFOs. You only get one photo shot, else you end up photoshopping UFOs for your magazine. When I make the voxel look not that bad, have move controls easy, get int0 photo mode where you just move the crosshair and UFOs fly fast around and you have to not fail capturing it once, it’s easy gameplay concept to code. I don’t know how fun it will be, we will see..

So yeah, back to code, not enough time left. I may be easily tempted to do anything else, so let’s finish this first.

2nd prototype

Ok, now I’m going to have fun with effects and particles \o/
I’ll unlock user input in another prototype 😉

Still no gameplay on this demo :P

Still no user input on this demo :P

Puppy Quest – Day 2

Poppy!Our puppy hero is moving around and we´ve got our first enemy, that crazy skull. ;] There are also working doors, an item substitution system and HOLES.

 

Failure, Failure

So, my idea was a bust; I bit off more than I could chew. While my game concept was feasible within the compo period, I didn’t have enough knowledge to actually see it through in that time. I spent almost all day today just trying to get collision detection to work, and I have no clue about enemy pathfinding or a number of other critical parts.

I’ll be bringing the protototype to completion outside of the LD, just for the sake of the practice.

As for the LD, if I can come up with a decent game concept within the limited time left, I’ll try to race something out.

To those who know: what’s the difference between the compo and the jam?

Tags: journal

Comments

scheurneus
15. Dec 2013 · 08:51 UTC
In the Jam, you may work 3 days(saturday, sunday and monday) instead of 2 (saturday and sunday).

In the Jam, you also can work in a team.
Novodantis
15. Dec 2013 · 08:59 UTC
The Comp is like playing the Jam on Hard Difficulty

Day #2 – Only One Torch

Just got up to another 15 hours of game development, looks like everyone else is either well under way with their game or keeps thinking of new ideas. Seen a few submissions already as well, made me wet my pants a little!

Dumb Waiter: Funny Progress

FunnyPics

 

Here is a funny image from the game. We are finishing most of the features now, progress is going really well.

Enjoy :).

I give up. Sorry

After some research, it was proven that there are more problems than I expected. After ~20 hours of coding, I don’t have nerves for fixing them, so I give up this time. Sorry.

Now either I’m gonna find out something new within 10 hours or simply won’t do anything; I don’t know yet.

Either way, here’s my abandoned project.

Alas, poor LD, I knew him Horatio

Hey so, due to some serious oversleeping and just lack of time, I’m gonna have to pull out of this Ludum Dare for December. It’s something that really aggravates me to no end, but It can’t be helped. The Project I’ve been working on won’t be completed before the submission deadline, and whilst the game will come out in due time this month, it’ll need more hours of the day than the weekend. I wish everyone the best of luck with this LD 28 and enjoy playing a ton of cool games from it, cheers! :)

Comments

Johnman
15. Dec 2013 · 09:05 UTC
Don’t give up!

Won’t finish this one..

Seems like I won’t finish this LD unfortunately. I’ve decided to quit a bit early and finish some christmas shopping instead.

What went bad:

  • Lack of progress – I have not gotten as far I would have hoped at this point. This is partly due to using Haxe which is a first for me. I started working on a framework to help me produce something quicker, but it didn’t get nearly far enough which means I had to spend a lot of time writing base code. The seconds reason is life in general. With a 4-month old son it is hard to just sit down and focus on game making.

What went well:

  • Haxe and OpenFL – Except for not having written enough base code (or having enough experience with the language) to be efficient right from the beginning, I’m very happy with the choice to use Haxe and OpenFL. It is a lot of fun to work in and by next LD I will try to have a better framework done!

This is as far as I got:

ld28

I tried to make something that really took advantage of the theme. My idea was a game where you play as a robot that can only load one “program” (skill) into his system at once. The loaded program would then be used to solve puzzle to continue in the game. The challenge would be to figure out which program to use at what point and in which order to use them.

Comments

d_0o_d
15. Dec 2013 · 09:06 UTC
I am also learning haxe + openfl, but decided to stick with love2d for this competition. But I’m very impressed by the language, I’m looking forward coding with it. Too bad you had to quit though.

Overslept…

Oh man. Went to bed and suddenly 9 hours just disappeared.

Oh  well, at least I slept better than I’ve slept in a long long time! I just hope I have enough time to pull the game together today, otherwise its off to the jam for me.

I’m still completely missing level design, and the timing system that pulls the whole game together. The time limit is super easy to pull off, but creating compelling levels is where this thing might fall apart.

Here is what I have going on now:

– Pushable blocks
– Hazards: Snakes, spikes
– Bombs and destroyable blocks
– Falling blocks
– Doors with switches
– Pickups
– Scrolling

test_Rom

Day 2 – BRING IT ON! Also, if someone could stretch time, that would be great

Good morning from GMT+1!

After waking up after seven hours of sleep (I believe it’s important to get some rest) had some breakfast with Joror, who described it better than I did:

http://www.ludumdare.com/compo/2013/12/15/gooood-morning-viet-uhm-ludum-darians/

Looked back at what I did. Mostly mechanics and layout. Decided to make a little animated gif to give you guys a peak at the (placeholder) intro. Couldn’t help but reference W40K.
(EDIT: Apparently uploading animated gifs to WordPress is Not Cool. Right, imgur to the rescue!)

 

Right. I have too much things to do. There´s a few layout issues I need to tackle. After that it´s content, content, content! Both writing, icons and music. Gah.

Right, werkze!

I’m in!

Well, I’m starting extremely late this time but I decided to give it a try.

It’ll be more like 12h compo for me though.

(tomorrow I need to get back to making game professionally – that’s right! thanks to LD I got my dream job and it is my first compo I’m entering as a Game Programmer 😀 )

I’ll use Game Maker or Love2d environment (as I’m out of time).

Also, as usual, I’ll bring my favourite set of tools, that is sfxr, Notepad++ (or ST) Guitar Pro and Gimp.

Please keep your fingers crossed for me :)

And also good luck to everyone participating!

WIP #2 [GIF]

Yep. So much progress.
Though I’m probably gonna submit this as a Jam entry, not Compo..

LD28_WIP_2

UI and Satellite View ready

Shot1 Shot2

Comments

BluShine
15. Dec 2013 · 09:08 UTC
I have no idea what I’m looking at, but it’s awesome
JT-Games
15. Dec 2013 · 09:13 UTC
Wow that looks trippy xD

Day 2 go!

It’s the beginning of day 2 here, so just how far did we get? Not nearly as far as I’d like.

The programming has been going pretty smooth – physics are in and now there are objects that can be picked up and poured by the player, and the physics is mostly behaving itself. And since we’re aiming for a surgeon simulator type of game it might just be fine as it is.

10 Liquid Collisions

There’s *loads* of things left to do though, I suspect we’ll run completely out of time, but we’ll see…

One Touch Music WIP

Hi there! Fixed my music generator and music checker, added some background music and ambient sounds, some animations and stuff, and it’s already fun to play (at least for me)

Need to change that ugly “Replay” button at the top and create some menu stuff.

Screenshot 2013-12-15 15.01.41

Screenshot 2013-12-15 15.01.55

Screenshot 2013-12-15 15.02.03

You can play current version here

http://ld48demo.herokuapp.com/

Press that “Button” at top and listen to the music sequence. Then try to repeat it with ONE CLICK tile sequence

Achieving something!

After spending over 20 hours on development I think I got the base for a good game.

I’ve changed the graphics style since previous screenshots, made more levels (4 so far) and lots more.

The game mechanics is as following:

Each level has a goal which you have to get to. You die by getting stabbed by guards.

You can only press each button once per level, if you don’t get a powerup which resets a specific key.

For example: If you already walked north (upwards) and then released the key, you can’t walk north again, unless you get a north powerup (arrow pointing upwards). Of course this only applies for that level.

If you press space you fire you’re laser, which kills guards and picks up powerups. The laser goes through guards but not powerups. Of course, you can only fire you’re laser once per level, unless you collect a laser charge.

Here are some screenshots for you:

Level with guards:

ldss5

Level with powerups:

ldss3

Menu screen:

ldss4

 

Things I want to add, change, improve:

  • The graphics has to be improved.
  • More levels.
  • Music.

 

Comments

rustbyte
15. Dec 2013 · 09:19 UTC
Hey mate, looks promising!

15 Hours to Go!

Here’s what I have so far, still nameless as of yet:

game

 

Mechanics are implemented as I think they work best; playing around with them in this test level over the last four hours or so has allowed me to work out any defects and improve the general feel of gameplay.

The remaining, parts I’d like to get done, in order of priority:

1. Create fun, interesting levels (hopefully with some interestingly challenging puzzle elements)
2. Update graphics slightly (that doorway is hideous, I don’t know what I was thinking)
3. Create Music (sound is already taken care of)
4. Create Title Screen
5. Create Ending Screen
6. Create Splash Screen

We’ll see how it goes.

 

At last!

After many years of frustration (3 or 4 really, but whatever), I managed to finish my LD!

Click on the picture to go to the submission page

I’ve had no more than 24 hours for this one because of work and various other things. But I finally managed to submit an entry! And as a reward I get to play hundreds of awesome games!

I stated in my “I’m in” post that I would abide by all sorts of crazy limitations, but I ended up changing a lot of things over the course of 24 hours. I basically chickened out on what I said in my “I’m in” post. I have had a hard time finishing stuff in past LD and I decided finishing this one was my top priority, so I adapted the technical details of the game as I needed to.

In any case I’m extra-happy and I’m going to eat some pizza.

Cheers!

There Can Only Be One… Ninja! Update!

Our Team Logo!

   Our Team Logo!

I came up with idea this morning and we finally decided to use it! I love this logo, haha.

Throne room level

Throne room level

Here’s a quick screen cap on one of our levels with each of the ninjas in it.

Progress:
Some of the issues with the controller data was keeping us from having a fully functional playable build. Now those issues have been resolved and the only thing we have left is fixing that there is only one shuriken in the level and who to give it to. All the art assets for each other ninjas and their silly animations have been imported and all of our menus are finally done. So tomorrow we will be play testing and implementing all of our polish features, which include sounds, announcer, possibly a player tracker through playthroughs and among other things! We’ve been playing a little bit as we can and it’s definitely a ton of fun. We will post our playable build tomorrow when we finish wrapping it up!

“Left” done

I don’t have anymore time today but I added sounds and its done.

boat4

There is only one level but it’s a proof of concept.

ENJOY: http://toto.thd.vg:3027/

(if it doesn’t load with a black screen try refreshing a couple times)

Comments

Johnman
15. Dec 2013 · 09:17 UTC
Very hard, but very cool.

You got me with at the “yaaay!” sound.
timotei
15. Dec 2013 · 12:02 UTC
Some feedback:

– The reload of the game takes way too much. Can’t you skip it if we press R or ENTER?

– Sometimes the game resets from itself , like after rescuing the 2nd man.

And…I’m out

Been feeling rough since I woke up yesterday, and it’s hit the point that if I do the work I need to get this game finished, I’ll not make it into work tomorrow. Was worth getting this far, though, I learnt a lot about working in Unity, implementing third-person shooters and switching between different camera modes in the same scene.

The idea I had was originally for the Corruption theme, but worked as well for You Only Get One – I wrote three mini-games, a third-person shooter, a sidescrolling platformer, and an isometric puzzler, but after you played the tutorials “hackers” broke in, corrupted all the game files and you had to play through a merged version of all three, switching between viewpoints whenever you wanted. Each game view had it’s own abilities, so the TPS character could shoot in 3D and clear away rubble, but the sidescroller character could jump, and in the puzzle you could re-arrange the tiles that were cover for the TPS character, and platforms for the sidescroller.

Drill arm

I just bought this drill arm from a shady dealer with a big nose. O:

ld28drill

Update #2

So having only 15 hours left I decided to not add more stuff to the gameplay and just start creating more levels.
Actually there are keys opening locked doors, different keycards opening each different doors and codes opening safes.

First I wanted to add enemies but that would take too much time.
So here I am working on new levels for the puzzle game.

For those who don’t know: the game is about a boy getting ONLY ONE christmas gift so he decides to go steal some more from other children. It’s a puzzle game where you have to collect all the gifts spread in the house.

title

yogog

Almost forgot to submit :p

Hi everybody !

I was so on fire since the beginning that i totally forgot to submit my entry ^^It’s done now, but my game isn’t still finished.

By the way, i wish everybody the best :)

screenshot_1

Starting now…

I will start now my game. I don’t know if I will have time enough to finish it and, really, I don’t care. Let’s have some fun. I will use: Linux Ubuntu 13.10, Android ADT, LibGDX, a guitar, audacity, gimp. I will have no time to prepare something to capture desktop while I work, so… Let’s begin.

Comments

BrainSlugs83
15. Dec 2013 · 09:34 UTC
Man, and I thought I’d started late. I’ve only got 8 hours on you, but damn! — good luck man. :-)
SojaBird
15. Dec 2013 · 09:51 UTC
In the same situation, we’ll do just fine as long as you’re having fun!

G’luck!

Bloopie Can Fly!

Bloopie Can Fly!

So, about 8 hours in now… kinda fuzucked, since tomorrow is family time all day — and super behind on work — really don’t want to make another unfinished game — might just stay up all night and see what I can make bloopie do!

Tags: yogo

Unknown name game

We still don’t have name and because of tons of other things we had to do we have done very little work …
After all we are in and we will continue as far as we can reach for the time we have. :) The main idea is in, we know what we want to do, it is just matter of time and work now… Here is work in progress screenshot from the main menu.
The game is about magic, runes and will be hopefully some sort of puzzle.

previewtwo

 

(Again, the title is still not in!)

gif time

seeing many posts with gif in it, make me want to create one,

here it is, my lastest build

tes2

Tags: animated gif

GIFs

Since everyone’s doing it, I figure everyone must know.

How do you make a GIF of your game?

Comments

15. Dec 2013 · 09:39 UTC
I use GIFCam.

nearly there gameplay wise…

finshing up the last bits of gameplay and the ending. Then i can get the intro sequence running and the front end and finally audio!

Think I am on track with this one. Last LD I made the intro early which slowed me immensely as I had to skip it or work around it each time it played. Leaving the beginning till the end… deep.

WP_20131215_11_29_59_Pro

 

here is a dual purpose photo! Both a food shot and a game screen! It’s a bacon sandwich btw. mmmm

 

Im done! Time to relax

So its been an eventful two days, my game has  been posted here. Be sure to go play it, I will most definitely be playing your game at some point.

In the next few days I will post a more details post mortem but for now i will say the biggest problem this time around was my perfectionism.

I made two games this weekend because I hated the first. Now I finally finish the second game and I still don’t feel happy. I must tell myself that what I did is good. My complaint is that because I had little time the game is not fleshed out and is very small. I tell myself that this is ok, because the game is actually fun, heck I spent nearly an hour playtesting by accident because it’s addicting, or at least I think so.

You know just writing this is making me feel better, if you read it, drop me a heart so I can be made to feel even happier.

Here are some screenshots, oh and by the way Ludum Dare community, Thank you, I had a great weekend!

Star7

Star6

 

 

Explosives added

 

Explosives have been added to the game. The rocket launcher and the poop both explode on hit. Don’t ask me why the poop explodes. But poop is not that dangerous.

Explosions

Currently there are eight weapons but the two melee weapons are boring because there is no firing effect.

I will now do some polishing, like a “game over screen” with scores, add another bar for the power left for running, make bigger blood splash on impact, lower the height of particles about one half of a block etc.

If time left: art polishing, new enemy type, more weapons.

 

Tags: java, progress, screenshot

Rage quit

That’s it, I’m done with this LD. Something must be wrong with my laptop or windows or who knows, because Unity is not able to create working builds. Webplayer builds are just 32Kb and won’t run, obviously. Window builds sometimes work, but I get to see squares instead of Sprites (is there something wrong with Unity 4.3 and Vista? My laptop is a bit old…)

So, too much frustation accumulated. That’s not the point of a ludum dare!! So I’ll enjoy this sunny sunday instead. Then I’ll play your games. See you next time!

Quick Screenshot

Screen Shot 2013-12-15 at 3.43.04 AM

I think I have the vast majority of the code in place. Now it’s just a question of story, art or sleep. I think art.

Tags: screenshot

Submitted!

Firstly, I hope everyone is having an awesome time. Ludum Dare is something I always look forward to!

I submitted! I actually did it 3 hours ago, but I’ve been tinkering since, to see if I could do anything else fun with the game, but I think keeping it simple is the way to go..

Check it out!

Submission page is here

screenshot.416

screenshot.417

screenshot.418

 

 

Progress

So almost 1,5 day have gone since the beginning. We had a very rough start (we wanted everybody’s opinion about the game’s idea), so we only started after several hours. The roles were quickly decided, Shannen makes the art, zsomkovacs makes the render related things (bars, menus, etc..), Melkon makes the mapeditor, Hexal’s job is the implementation of the sound system to play the music that HavocS makes for us. And after all, I make the ingame things (entities, physics).

We make the game in Java, and the editor in C++, but the whole rendering engine is written from scratch (that means, everything will run on CPU :D)

I will update this post, when I have more idea what to talk about, and maybe we’ll upload a pre-release soon =)

Oh, and here is a screenshot (made after 14 hours since the theme announcement):

You only get one

Playable Build for the night

Visit my blog at www.acheronstudio.com

I said I’ll go to sleep when my macbook’s juice ran out (I unplugged it, just because). It’s currently on 25%, so I’m going to call it.

Just threw up a work in progress build. Still a lot to do (levels, basically). Spent the last half of the day getting the damn boomerang to work.

Posting this as is. Will finish and update tomorrow.

https://dl.dropboxusercontent.com/u/91162278/FPS/FPS.html

 

Comments

JohnnySix
15. Dec 2013 · 10:50 UTC
I played through, I couldn’t pick up the shuriken/boomerang thing in the box sadly. :(

Robot Animated

Pretty rough but usable in my game, the robot is now animated.  It will be fun to ride in this and see what the viewpoint is like.

Sequence 01_5

Giving up

TODO: pick a less ambitious idea next time.

Theme response

My style of response for the theme “You Only Get One …” is ” You Only Get One Move” and I intend to make this a puzzle game.

First Version

It is broken but you can see where we are going.

http://thomasle.info/ld28/alpha1.html

You only get one shot and the weapon will bounce off as many ships as it can within a certain range.

TODO:
Scoring system
Reload level for next wave of ships
Ending screen

and more. We have all day Sunday to finish. I am confident we will get it done.

Midnight Minigun is live :)

wip-2

 

wip-1

 

Here it is – for web, talk about intense, hope you enjoy it, any feedback appreciated!

Link

We have music :)

Another day and we have level music now:)

And last night I made obstacles to our race road to look it more alive.I wish it could be animated, but for now this is good as well.

Wish luck to all teams.

we have some more background layers as obstacles.They didnt do anything, Just the toys goes under and makes it look pretty.

we have some more background layers as obstacles.They didnt do anything, Just the toys goes under and makes it look pretty.

More screenshots from codename Rags to Riches!

Here is another screenshot from the management game we’re making!

Those black squares over there are sad customers going back from the hot dog stand, since there are no hotdogs left :(

Those black squares over there are sad customers going back from the hot dog stand, since there are no hotdogs left :(

We’ve still got a long way to go. We hope to be able to put everything we want to in the game. See you soon!

And the coding has begun!

A little late, I suppose, but I’ve finally started putting the game together.

I’ve only just decided to make use of NGUI for Unity. Is that ok? I know you’re meant to declare this at the start, but it was a recent snap decision after frustration with Unity’s default UI system.

Anyway, I also have a preliminary screen shot for you. Now to go make fart sounds!

firstscreen

Tags: dinosaur, fart, game, ngui, screenshot, unity

Bonus points for whoever can name the war and the train derailment.

While I’m rebooting the computer I was doing graphics on, I’ve got these characters who need, like, names and bios.

Here are the bios.

Meet C1

He is a master prizefighter, but his clinical, precise fighting style and his no-nonsense demeanor don’t win him many fans. His brother-in-law recently died in a train derailment in Russia, and he would like to help support his sister’s six children, but he can’t make enough money in a clean fight. If only he knew how how to excite a crowd…

Meet C2

He’s a confidence man on the run from the law after he accidentally started a war in Sudan. He has a scheme to raise money so he can buy passage (and, more expensively, the captain’s silence) on a boat to the Americas. The only problem is he doesn’t know how to fight.

Now I just need some good late 19th century names for these two gentlemen. And I’ll probably put their names in the game title, so it’s like some sort of killing two things with one thing.

Progress!

The game is starting to take shape! I have another day and a half to finish it off. Feeling good about it!

Comments

Johnman
15. Dec 2013 · 10:18 UTC
Something’s terribly, terribly wrong with the screenshot. I see it all stretched vertically.

You Only get one Die — Music

I spent the morning writing some nice music. This is still WIP, since there is no mixing and many repetitions, but the idea is quite settled:

http://bit.ly/1df1V8D

 

Greetings and keep all that amazing projects going!

Good lesson.

I should really make a platformer next time :/ strategy and interactive systems are hard to work on and even harder to balance. I am now exhausted to work on it any longer.
But fear not, I leave you with a video.

The game idea is that you can only have one system running e.g. Only miners, only turrets or only base(which heals near by units and buildings).

Unsuprisingly, I bit off more than I could chew.

Well, if you read my previous post, I started the compo 3 hours late after being unsure whether I would participate at all. I was making decent progress, but running really low on sleep, so I overslept last night. I just don’t think I have time to put the Majora’s Mask-esque timed elements that make the core of this game, let alone the intro, endings and sound effects before 9PM, and I’ve got stuff going on tomorrow, so, unfortunately, I think I’m out. Though, I have made a post like this before where I came back a couple of hours later and finished, so we’ll see what happens.

Here are some screenshots of the work in progress:

LD28 screenshot 1 LD28 screenshot 2 LD28 screenshot 3

Tags: Failure, LD28

Progress Update 2

I have finally started messing with dialogs and a question came to my mind – should I record all the dialogs or subtitles are going to be fine? I really don’t know if I will be able to record everything, but it’s probably going to be better though. And for some unknown reason lights are going through walls:

Untitled

Edit: And for other unknown reasons the lights look like shit in screenshots :(

Haven’t made any real progress today, just been fiddling with the subtitles and squishing bugs, and brainstorming about what to do next. Here’s what I got:

  • More things to do (puzzles, etc.)
  • Audio
  • Textures?
  • Story
  • Main menu

Will see how this goes, and tomorrow is monday, and that means school, so not a lot is going to get done tomorrow.

Quack.

Not so easy to pilot

Might take a while to get the hang of piloting a mech.  :D

Sequence 02_6

progress #3

OK , engine is done, gameplay is almost finished. Now work on graphics and sound. 13 hours left , i guest its enough time to finish :). No I will push more updated , because I will have what to show now.

 

 

Wifes, wifes, wifes, wifes….

On the second day of Ludum Dare, my programming gave to me…

… only One achievement screeeeeen~!

progress4 - achievements

And here I thought I’ve seen it all…

Anyway, after a good amount of sleep and breakfast I was able to code in a menu, more persistent data and this highscore screen!

I’m thinking of changing the gameplay so that there is multiple levels of increasing difficulty instead of one big map that gets more difficult the further you move down. That should add a better sense of progression and more of a goal to work towards, but it might also “force” me to add more of a story and a final goal to work towards, other than a highscore.

I’ll probably continue polishing for now and decide within the next few hours so I have enough time to implement these changes if I’m really going fot it.

THIS IS PROGRESS

 

Today has been super productive for all of us! Apart from the fact that we still haven’t chosen a proper character sprite, we now have at least five of our eleven levels complete and ready to go. Our player now spawns at proper points defined in Tiled and can DIE. WOWZERS!

Screenshot from 2013-12-15 23:06:52

Chris has been finishing up a few enemies and Josef has been cleaning up the code, including his complicated map importer. While the game looks fairly standard, it’s been very fun to make and we’ve almost finished coding our special element to comply to the theme. Stay tuned!