LD28 December 13–16, 2013

My progress so far.

Screenshot 2013-12-15 15.29.08

So far I have a fair bit of my script. The way I’m working with the theme is basically you get one objective that you must complete but is randomly chosen. (Currently working on that bit)

Ill probably rush the remainder of  the art since I wasted so much time yesterday watching The latest Hobbit film.

So far the music is complete and uploaded on soundcloud. (Gonna warn you now… it sounds a bit odd)

But I reckon that I’ll have the game done for midnight. (Won’t look amazing but at least it will be playable XD)

Good luck to everyone else entering. Not long to go now!

Comments

ryann
15. Dec 2013 · 13:36 UTC
I like the music, odd is good

Progress update – they can die ;)

Added more animations, particle effects and physics. The player can now pick up and throw stuff to attack. You can give it a try here. Use Left/Right to move, Space to jump and LeftStrg to pick and throw.

2

Fail post

Suddenly in the middle of the night I realised that game I’ve almost made is total bullshit. So was my previous one, but then my taste was worse I suppose.

I spent too much time on graphics (which is fcking trash anyway, lol), tweaking and bug-hunting.

I failed with mechanics which was rubbish from the beggining and I wish I could see it earlier.

I “thought small” but it’s still too much for me.

Basically I’ve made almost all rookie mistakes I could possibly make. It was like a great party that you’ve been waiting for 4 month and  then BAM! you wasted before midnight and vomit right on the floor and everybody watching. And all you can think is that you hope that your crush doesn’t see it… Oh, nevermind, there she is. Know what I mean? )

So I give up.

Fuck Ludum Dare.

No, I take it back, it’s awesome.

I hope next time I will not be such an idiot.

Good luck to all the survivors, and I’m gonna have some vodka.

Peace.

 

 

“ALONE/AWAKE” is done.. and so am I.

Done with my game now.

It’s a Twine experiment which I’m not that pleased with. But I’m in the compo and I rather be a part of this than miss out. Tried to work a bit with animations, but due to really poor skills when it comes to animation (I salute those who can!) it didn’t turn out the way I thought it would..

Anyways. Hope you’ll enjoy it, and that the “game/story/experiment” might provide you with something fun.

// PaperBlurt

 

Tags: astronaut, interactive fiction, space, Twine

mornign two

Still don’t have anything worth while to show, but i’ve learned a lot about Stencyl. I like it’s logic. It makes a lots of sense to some degree as I’ve started figuring things out. I’m going to work on this one game mechanic i’m trying to get working, and if I can’t do it I’m going to start making art and then come back and build a game out of the mechanics I do have.  I want to give a shout out to Sunrisekingdom on Youtube. His video tutorials have been super helpful and also made me a laugh a ton. It’s like if Timmy from South Park were teaching you how to program games. It was awesome. He is awesome. And he taught me a lot. I also see he has videos for Unity, perhaps I try this next???

Comments

tommakesgames
15. Dec 2013 · 13:44 UTC
Unity is a HUGE step up from Stencyl. You’ll want several months with it before you take it into a game jam.

Update 6!

* Added bombs, bomb UI, and bomb pickups.
* Bombs Kill dogs  :( (possibly more enemies? No time!)
*Added helicopter health and health UI.

Screen Shot 2013-12-15 at 9.34.20 AM

Submitted!

I feel like my game is finished, so I submitted it! The work is not yet done however. I still want to have a windows executable. I built the game in linux and at the moment I only have the source code online, which uses the SDL libraries, but I couldn’t manage to build a windows version. I hope people will be able to play/judge my game.

Screenshot from 2013-12-15 16:37:58

 

So I had an entirely new idea for my game..

A little tease.
Also I hate myself for not sticking to an idea
Probably won’t be able to finish this in time for Compo, so this will be my Jam entry.
Oh wells, probably gonna work on it a bit more before going to bedWIP3

First time..

decisions_demo

 

This is the first time I attempt to do something for Ludum Dare.

Inspired by my diary from 2002~, when I was 5. I had a Commodore 64 and a certainty, that computers have some sort of soul and they aren’t driven by the laws of physics.

check it here

 

 

Evening update

IMG_0365

As you can see sun is going down here in Germany, but we made quite some progress today.We started working on the music and sound effects and hope to be able to start creating some levels soon.

Already done:

  • Level editor
  • Character
  • Enemies
  • Platforms

To-do list:

  • music/sound
  • a lot of animations
  • title screen
  • level selection
  • levels

 

evolution_of_characters

Entering very late

 

12 hours is really not much for a ludum dare challenge but i had this seemingly fun idea for  a very simple network based game so I thought I’ll give it a try. All network related code is done and working, so I’ll have roughly 6 hourse left for gameplay, graphics and sound and then another hour deadline buffer.

screenshot

Tags: wow so late

I might actually make it!

2

I only have to save progress from individual levels to the world map, and I’m done!

Except for the other 20 levels I need to build.

 

And do the art for.

 

And my housemates have just turned up with mulled wine.

Help!

Painfully slow progress – still optimistic

Hello,

as the header suggests, I’m not getting too much done, but no fear! I will get this complete! The GUI is repetitive and annoying to make on GM, but once I’m done with it, I can begin work on the rocket creation system!

I had some trouble with mining, the main trouble being that it was incredibly boring TO mine, so here was my only solution:

monsters

 

…many many monsters. It begins with only one of these glorified Pac-Mans chasing you around, but it multiplies over time, till you’re running around for dear life!

My only other problem is music, in that I have none XD. I can’t art, as you can clearly see, and it turns out I can’t music either. Maybe someone could, out of the kindness of their oh so pure heart could help me out? XD

It’s looking slow, but it’s looking good.

Many thanks,

Taha

AHAHAHA

AHAHAHA

10 hours left but haven’t started!

Think I can’t do it?

I’ll show YOU!!!! :3

Comments

15. Dec 2013 · 14:01 UTC
GOOD LUCK

Far from done, but lookin’ spiffy.

The idea behind Arrow is that Note will beat enemies into a stunned state and then finish them off with her one magic arrow. Enemies go to a different height depending on your last attack. The main features remaining are the arrow and enemies that aren’t spheres. We’ll see if I manage to add silly details like “dying” and “scores” in the next four hours, too ;P.

Good luck everyone! We’re close to done! Even if we’re not close to finished.

Robot modeled

The robot the player gets to control has been modeled here.  I think I’ll make slight variations on this for the robot mechs – perhaps there is no actual cockpit for the robots just a big brain box.  This still needs to be animated.

Robot1

[Update] Señor Cuadrito 2: You only get one Glitch

Screenshot 2013-12-14 01.33.01

Click here to play and comment!!!

I received some comments pointing that in PC is more natural to use arrow keys or AD keys instead of mouse pointer to control the hero.

So, I decided to do this:
– In iOS or Android, there will be no change.
– In PC, at the first screen you will have 2 options: Arrow keys or mouse pointer.
– Arrow keys are selected by default, so you can control the character with Left Right arrow keys or AD keys.

Please, play the game and throw some comments!
Thnx
* Still thinking about how to solve the collision glitch.

Click here to play and comment!!!

Screenshot 2013-12-15 02.14.37

Screenshot 2013-12-15 02.14.49

Demo Up now, almost finished!

I have uploaded a new demo, and would love to get any feedback.

Try the Demo

 

Polytonia Music is all about timing your clicks to progress the music. Every successful click contributes to a new melody. Finish each melody flawlessly to build a masterpiece!

New in this demo is the title screen, polished visual feedback, improved game mechanics and better guidance for new players, among others.

Polytonia Title Screen

 

Polytonia Gameplay

Scaling Back is Hard to Do

So my epic action game with some RPG and Adventure elements has now become a simple arena shooter due to time constraints. I guess all I can do know is make the best damn arena shooter I can with what i have.

 

 

More and more things start to work!

 

 

4

 

The planet becomes filled with the content. And the red dude can interact with them. :)

Time for another update

Now it’s as a good time as ever to post another update on our progress.

Pretty much every asset has been completed by now, so we are constructing the first definitive level (we are done with prototyping!).

Enemies are being spawned and perils are being created all around. AI is also being written right about now.

We don’t really want to spoil anything for you, but here, have this (hint: it’s an enemy)

enemy1

We are very happy with the way things are going… and team is lively and learning a lot!

Getting There

My game is starting to feel like a game finally. The core gameplay is in place and working.

Just need some niceties like sound, animation and then more levels.

I present Loot of the Forest, a bribery based forest treasure hunting game:

Loot Of The Forest

One Cigarette

Cognitive brick wall!!

My sleep cycles have been only 3.5 hours the last two days with white noise in my room. My cog can’t get -any- worse than it is right now, so might as well bite bullet and hope I get 6.5 glorious hours when I wake up.
Comrad Me is in having of no cognitive functions.

Comrad Me is in having of no cognitive functions.

Crew, A Futuristic Detective Game (I FREAKIN’ FINISHED SOMETHING)

screenshot4

HERE IT IS! I FINALLY FINISHED SOMETHING

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=27592

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. 

Wow, this is my first time doing a Ludum Dare, and I am pooped! 

I’m glad to have the game done, even if the gameplay needs some work, I’m so happy to finally finish something real. I noticed some small bugs I hope to fix before competition judging begins, but right now I’m taking a breather. Thank you all for the support and heart-ing while I worked on it, kept me going!

crewfinal

0RBITALIS

Ta-dan! This prototype is coming to an end! I am very pleased with the aesthetic look. After all, three colours are more than enough! :-) The game will probably be called “0RBITALIS”; no, not “O-RBITALIS”, “0-RBITALIS” with a zero. Don’t ask me why. What else is missing? Music and sound. Can somebody suggest me a good online tool I can use for that?

Orbital5 Orbital4

Orbital6 Orbital7

Deadline Pressure

I mean its cool to have a deadline, because it kicks your butt and everything, but usually I set myself under pressure to much. That results in an anxious feeling and unproductive behavior – with the cost of fun.

How do you guys deal with that? Cutting out ideas before time may run out? Having a neat timetable with calculated hours? Or maybe just stop whining and do stuff ? 😀

Anyway, i reeeeeeally hope I’ll finish this one in time, spend the whole night on these sprite sheets -.- . Never should have done this.

TwinsOrWhat?

 

 

Cars!

çars

Yes! Cars! Kamikazah cars! They have low “health”, and they’ll drive into your base and do a huge amount of damage to you.

Just realized…

So I just realized that since I’m only making my game for windows and I can’t make my game playable on the web, I’m probably not gonna get any plays…

*crosses fingers*

Comments

sam1373
15. Dec 2013 · 14:25 UTC
Windows is actually very popular, if the game is good there’ll be plenty of plays.
tommakesgames
15. Dec 2013 · 14:31 UTC
What tool are you using? Is your fear just based on resolution or on export functions?

Java problem

Does anyone know what this java problem is?

When I edit my spritesheet java is still drawing an old messed up version of it.

real

This is the current spritesheet it should look like.

oldFake

And this is an old messed up version with a green circle on it that java is drawing.

Does anyone know anything about this problem?

Comments

15. Dec 2013 · 14:35 UTC
Are you using Eclipse? If so, click your assets folder in your project view and press F5 (or right click and refresh), it should help.
Gaspard_
15. Dec 2013 · 14:37 UTC
I used to have this problem too.

I noticed that you have to be very careful and put them in the /src folder and not /bin…

I hope this helps!
15. Dec 2013 · 16:14 UTC
I’ve tried both of those things but no luck, thanks for your help anyway. It’s really weird because it’s drawing an old version of the image but if I draw a line or something on my new image it shows that line on top of the old image that it normally shows.

Update! Is sound needed?

First update but am finishing up whatever’s left of my jam.

I based it around You Only Have One Line and you have to draw a line from the beginning to the end, all using one line.

A puzzle game such as this I’m wondering if sound is really needed? Should I add sound to it or spend the time adding in a new feature which I have in mind which involves moving walls and such.

Any suggestions?

Here’s some screen shots

IntroScreen LevelShot

Comments

sam1373
15. Dec 2013 · 14:29 UTC
Sound really helps the feeling of the game, you should probably add it.
biggestgeek
15. Dec 2013 · 15:00 UTC
Added some basic sound. Any idea if I should be adding some back ground looping music? No idea how to do that within the time limit thou.

Progress Update 3

Making some progress, finally. I’ve started recording the dialogs and advancing the plot, but graphics aren’t going too well, probably since I’m a programmer and this is the first game I’m actually going to finish (hopefully). No screenshots this time, nothing new in graphics department. Oh, I’m going to do the Bieber challenge. 😀nm1LZwa

By the way, any artist wants to join up for next Ludum dare?

I like this guy

My main character:

main

 

I’ve made him in Aseprite.

P.S. I don’t think that I will finish my game in time but anyway it was very fun.

Day 2 progress!

We’re almost 90% done… tomorrow we’ll be adding a little bit more features and then polishing it!

Wow, its my first time ever done a game under 3 days! I guess the game was pretty simple, that’s why.

I need to sleep now, can’t type much… see ya all on the last day of Jam! 😉

New monster

hydra

So, I made a very simple labyrinth; I want to add keys and riddles but right now, all the texts are in pseudo-Latin, so I might be difficult to make non-verbal riddles :/ I’ll see if I have time to add them today.

Comments

Nelly
15. Dec 2013 · 14:35 UTC
Man, you are really crazy) it’s amazing art) I want to play you game right now)

Progress Update 0

I completely forgot that this existed.

Defend the Shire!

The One Ring – GreatLordMocuto

Progress is going good. I swear this fits the theme. Just need to link the different screens together, add music and sfx, and I’m pretty much done. More to come.

30 minutes in!

Concept 30 minutes in:

30min

 

 

 

 

 

 

 

 

 

AHAHAHA

10 hours left but haven’t started!

Think I can’t do it?

I’ll show YOU!!!! :3

Employees

The pack of employees that You will meet..

Employees

Wondering if You could assign them to jobs: test, administrator, sysadmin, security, boss, manager, cleaner

Made with Unity3d primitives objects.

Tags: LD28, unity, unity3d

Late Entry in 5 Hours!

A little late to the party, having decided to participate 5 hours ago, but decided what the heck; just go for something simple and fast.. you only have one after all :)

I really enjoyed making this tonight, it’s a very simple concept where you only have one cube that falls:

cubeone

 

And you gotta avoid other bad cubes. Only if it hits a bad cube it splits into 8 octants recursively up to depth 5, plays a sound, and bounces of walls:

cubesplit

 

You loose when there’s not bits of the cube left, and the high score (time) is recorded.

Play/rate/comment here:

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=26001

I streamed the 5 hour design & dev process on twitch (streams in the above link). It went according to plan with only a couple of minor problems that got sorted fairly quickly, and somehow managed a couple of hours polish! Very happy to have participated, and looking forward to playing your games tomorrow 😀

Night night!! @cwkx

2nd level

A little update :

https://dl.dropboxusercontent.com/u/167404663/ludumdare%2028/index.html

Became ill in the LD weekend

So, yeah.. bad things happens :(

Because I totally did not feel well, i quit this LD compo for this weekend. My game idea was a bit off the theme, i was busy with a game (like synthesia) but then music loaded from YouTube. But you only have one change to do it right.

Here a broadcast (http://www.twitch.tv/kevinvdburgt/b/487365658) of my game (starting the idea at 2h after starting the stream). The game is still unfinished, but i’m planning to finish this game when i’m feeling more okay. For now, good luck to all people with their games! Looking forward to play and rate your games :)

Finally Finished…

Well, this has been great, and I’m finally done!

I’d be lying if I said this hadden’t been a lot of fun, but I think I could of done much, much better — I just got a late start.

My final verdict of my own product is as so: It could of been MUCH, MUCH more…
Music: Average
Graphics: Horrible
Plot: Reasonable
Game-play: Crappy

You can take a look for yourselves, here:

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=31753

And you can listen to the music here, if you’re interested in that:

https://soundcloud.com/thestolenbattenberg/sets/theres-only-one-earth

Tags: game, Game Maker, LD28, Ludum Dare, progress, Windows

I’m out…

I didn’t have enough time to finish it, even though I came up with a really good idea. This is what I got so far.

captura

Well, it’s not bad at all for my first Ludum Dare, and I know I will finish it soon. Good luck to everyone :D

PS: As always, sorry for my English

Beginning to add ingredients.

Starting to add a list of ingredients to the game.
They will feature different flavours and the names will be absolute nonsense.

~K

Peasants are working the land!

progress-4

Phew- Now I just gotta implement building construction, turn counting, and barbarians and then I am finished!

Almost done!!!

I have finished the entire game (almost), enemies, menus, game over, all I need to do now is turn it into a “playable game”. I wanted to add A LOT more, but I had a lot of school work which I needed to finish.

Rating System

I’m sorry everyone, but i’m new here to the Ludum Dare. I have no idea how to rate people’s games, i cant find a button saying rate next to the game or anything.

Sorry for the nooby question

Nnnnneeeedddd :)

Comments

15. Dec 2013 · 15:03 UTC
I think judging begins when the compo has ended.
Nnnnneeeedddd
15. Dec 2013 · 15:06 UTC
thanks

After the Pit

thePitConceptArt

Well, this was the first time I entered the 48 hour compo by myself, which was a little scary, since I am not that much of a programmer, and I joined the jam only once before. But all went fine, and I even finished a few hours before the deadline! If I had to rate my own game, it would be something like this:

Gameplay: 2/5
Art: 3/5
Music: 4/5
Theme: 2/5

Which isn’t that much of a score, but that’s fine. I am still very proud of myself for making it in such a short time. It was my first 48 hour compo after all. I had a lot of fun making it, so I don’t really care much for the rating.

I want some feedback!

I think I finished my game! (Actually, I’m missing music)

Screenshot 7

You only get one man to bring the peace.

Now I want some feedback! Play the game.

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

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

Comments

WebFreak001
15. Dec 2013 · 15:14 UTC
i think a ingame help is missing because i couldnt remember how to solve that thing with the tetris blocks
15. Dec 2013 · 21:10 UTC
Wow, i think that you come up with two nice ideas even though I didn’t find a perfect agreement with the compo theme. I like the way in which you have to find the good “questions” and the “trade-off” that you have to make in order to persuade the characters :) I would have preferred an RPG top view instead of the point-click style but I guess that is something personal.

OooOOoh Yearh i guess i can start making some levels !!!

Hey !
i finally could draw my game and put my gfx ingame after struggling hours with code 😀

bandicam 2013-12-15 17-43-31-254

if i’m smart iç should start level design serioulsy, but… i need to draw mooore !!!
I’m sure you guess that you ONLY GET ONE BUTTON TO PLAY MY GAME !
GENIUS !

Comments

TeamFlare
15. Dec 2013 · 15:03 UTC
that graphic style is just awesome. Looking forward to play this game
jerombd
15. Dec 2013 · 15:09 UTC
pretty cool graphics!
Ravetcofx
15. Dec 2013 · 15:19 UTC
Love the style.
0bl1v1on
15. Dec 2013 · 15:32 UTC
Just wanted to drop in to say your art is incredible! Love the gritty, speed-painted look of it :) All best for the remainder of the compo
15. Dec 2013 · 15:57 UTC
THE COLORS!!!

Two Players

ld28twoplayer

 

I hope you guys don’t mind sharing a keyboard.

I think im done

Ok i missed the sound but atleast I could submit my game. It was the first time I participated at Ludum Dare! It was a lot of fun and next time I will be totally do it again! Good luck for you others :)

Pew Pew Ludum Dare.

Hey there Devs, how are you doing?

I spent the middle of yesterday working on a hard idea I had, but I collapsed and I started fresh with my current convincent entry.

Yestarday night I worked on the Mechanics, and they’re done, so this just lets me to do programmer Art for the game, I made some sprite animations for the Player Character, but there’s a lot of work to do in graphic terms.. Let’s see if I can make a good Wild West-like scenario!

Pew Pew LD, Pew Pew.

Update!

No time for a big update, so just a screenshot!

The dreaded Imperial Penguin Guards!

Tags: LD28, penguins, Ren'Py

Some more lava! (and that’s about it)

5h64q

Spent the whole weekend drinking beer with friends, which probably makes it official that this is my most casual participation ever! Still, had some fun playing with lava and physics. If I manage to make a game out of this tomorrow, it is bound to be something super simple. Which is fine by me! :D

 

Time’s a ticking!

I’m not sure if I’ll finish or not, but the experience has been a memorable one!

The story of my game is that Santa’s Elves have been locked in the Amazon warehouse and have to escape the maze-like corridors, whilst also rescuing the overworked Amazon employees so that they can safely get home for Christmas.

The concept is that each level has a certain amount of elves and employees to rescue and you have only one elf per go, so for example, out of say 3 elves, you have to rescue 6 employees.

Game title:

game-title

 

Game screen (purple area is where the maze bit will be):

Clipboards: Careful now

Lots of progress today, or at least it seems like it because lots of art has gone in. :)

Since the game is basically Surgeon Simulator vs. Papers, Please, of course we have to have clipboards:

19 Clipboard

Chemists: Please feel free to tell me how the compound described would melt somone’s face off. :)

There is still two huge gameplay systems to write, and a bunch more menus, but it’s getting there…

The Last Bullet

intro preview

You only have one bullet left. But not to worry. As a super spy you’re a qualified field surgeon and plucking the precious bullet from the guts of the fallen death-pinch-robots shouldn’t be a problem. But don’t get cocky. Too many robots can overwhelm you and reloading that bad boy can feel like an eternity. You might as well just toss it in a pinch. Not as effective, but f*ck it! There will be no pinchy business today!

So many bugs, though… so many, many bugs…

 

Comments

0bl1v1on
15. Dec 2013 · 15:26 UTC
Such a great concept!! And you art direction is fantastic. All the best with the remainder compo!

Progress when 3-4 hours remaining

Ok, I am gonna complete shop system quickly and add some missions, not planning anything new, I would like to make long test for bugs, to be sure that everything will be Ok.

Added half of shop system, buying remaining (that will be done very fast), helmets, names, experience and money.

Last progress report

Last progress report before releasing

Tags: progress

A Crowd. A Shield!

I fixed some bugs and added a crowd to watch the gladiators.  I also added (only one) shield.  As long as you hold the shield the sword can’t hurt you.

screen4

 

It’s multiplayer so you can help me playtest it here:

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

Move with the arrow keys, fire with the spacebar.  The aim of the game is to grab the sword (You Only Get One) before anyone else and fire it at another player.  Aiming is automatic. First person to a score of 5 wins.

Make sure to click on the canvas to give it keyboard focus … need to fix that :)

First build is up

FirstAlpha

The first playable build is up. Basically it will connect to a random room, so if noone else is playing, too bad :(

I’ll keep a build running on my desktop for a while if people wanna play someone. Lots of network bugs that I’m not going to solve :)

Still wondering how I’m gonna fit the theme in – oh well….

LINKS:

WINDOWS:

OSX:

Comments

15. Dec 2013 · 15:45 UTC
It was pretty fun! My only complaint was that the mouse wasn’t captured, so when I rotated the player to shoot, I would click but the mouse was on my second monitor so the game would minimize. Other than that its good!

Chain Reactions

ld28chainreaction

 

Added some red exploding barrels for chain reaction possibilities.

 

4

This entry was posted on Sunday, December 15th, 2013 at 3:29 pm 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.

Update 2

So we have the most of the gameplay developed (character, enemy, bullet,etc) including slow motion movement when the player shoots and also an strange feature:

Pausing the game slows the action of the game but it does not pause it completely.

sombrillaGameplay

 

Next step is to add the animation of weapons and check some colliders and platformers stuff, but we are working on it!

the purge of sombrilla

So Far Behind Schedule

Yes I am about where I was expecting to be 8 hours ago, got gameplay and music but no level design yet.  This happens every single time, I always think “get the game working and design levels at the end”, and then the end usually means about an hour at 1:45am.  Oh well, I can always resort to the Jam and finish up tomorrow.

Anyway, have a screenshot which has a lot of mistakes in it.  Mainly that there is no Unicycle:

Screenshot1

Got Menus and More of the Second Story

My friend is testing it and having bugs that I’m not, but other than that development isn’t really all that bad anymore.

Screenshots of Main Menus

Shot6 Shot7 Shot8

Sick of programming

 

I am sick of programming so I am making some music. I hope it fits and is not annoying after the third time playing.GarageBand

The game is playable but it could be much better but I am starting to begin raging over my code and play testing sessions…

 

Tags: garageband, ld48, music, progress, screenshot

Comments

gmfk07
15. Dec 2013 · 15:48 UTC
I’ve experienced something similar, don’t worry, once all the good graphics + music are in it’ll seem much better

Coming in hot!

Just about 8 hours left, and there’s little chance of me finishing all of my original features. The game’s also not much to look at yet, and there’s no music or menus…Crunch time!

SRCROOT-dungeon from day 2

Yay, filler sprites!…

 

Do not get shot – playable

An update since my first post yesterday about the prototype of my game. Now I’ve made a basic editor for the level and implemented all the basic stuff for the game.

donotgetshot

 

It’s quite raw, I need to add all the fançy parts (menu, end screen, maybe a scoreboard.

The game is hard, it’s the way I’ve designed it. For the moment it’s only the start of the level. I’ll finish the level design more close to the end. I wanted to add some features to the editor to add moves to the ennemies but I might not have the time for it. Will see.

You can try the game here: http://maxgun.fr/ld28/

If you get shot, the level restarts.

Any feedback is welcome :)

Infinilist

ld28-ss1

My inability to wake up to my alarm suggests I haven’t slept for the last month; it appears I’m doing a 24 hour game jam this time.  Add to this my complete inability to come up with a novel way to use this compos theme, and I’m running on fumes here.

Yesterday was productive though.  I’ve got the main character mouse control smooth and responsive, shooting works, a test arena built, an enemy built, the upgrade menu working, and hooks in place to handle those upgrades.

The list to the finish is daunting though…  enemy weapon, enemy ai, character death, a couple more enemy types, special ability implementation, flesh out the arena, object textures and shaders, sound effects, audio, and a victory condition.  Not in that order.  And I know I missed something.

8 hours huh?  Better stop blogging and get back to work.

Playable Demo

Got opening and ending screen done. Got some sfx made with sfxr and music made on Chirp. Now I will try to add as much enemies as possible. My final goal is 7 samurais, but I dunno if I can make it haha.

Flash Version (download the SWF)

Comments

15. Dec 2013 · 16:14 UTC
Woaw, this game is so beautiful! I really love your art style!

Torpedo on the way!

Hello All;

This was a real challenge and quite a thrill! C2 is giving me an easy ride so far. I think for 2D I will settle on C2 now that XNA is dying. See below random images of works in progress!

Screenshot 2013-12-15 19.43.33 Screenshot 2013-12-15 19.43.49 Screenshot 2013-12-15 19.44.20 Screenshot 2013-12-15 19.43.54

 

Now, if only I can get some sounds up, and some levels made, I will be ready!

Music break

spaposer02

Some space vector station.

I’m entering the last phase of LD, the one when I’m just a sleeping zombie trying to press a button after another.
It still remains so much to do (what ? you don’t like my fantastic unicolor vector art ?), but for now, it will be the music theme writing. It’s usually a bit relaxing.

I hope everyone is doing great and keep going.

Porconepine: Characters Art

Here’s some of the art we’re working on: our new best friend (a still to be named balding porcupine), and his mortal enemies (a very pissed off pack of wolverines).

PorcupineAndFriends-01

You basically have to avoid geting eaten by using your only spike as a projectile. And of course, once you shoot it you have to go get it in order to shoot again.

We have the mechanics working and are animating the characters now, so pretty soon we’ll update with something a little closer to the final thing.

PS: We are taking suggestions for the character’s name! And the game’s name too!

Upgrades

Today I’ve implemented some experience and upgrades system for cannons and created some really nice background music. The game is starting to look and feel very nice!

upgrades0

You get experience when you hit enemies (of course you get only one xp point per hit 😉 ), and when your cannons level up they shoot faster, and every fifth level they get one extra bullet per shoot.

Still left to do: other enemy types and high scores (maybe I would add some global leaderboard if time allows!).

Coming along mediocrely from a time perspective, great from a progress perspective

Since my last post, I have not gotten much further down my todo list, because I found a shortcut that literaly made my game more than 10 times faster. I also found out that completly regenerating and rerendering everything is faster than a single disk read, so my games savegame data is now extremly small instead of entire Megabytes. As an added side effect it also made speed up the game noticably and removed the awkward stuttering. Unfortunuatly said computing shortcut also contained a typo, flipping the entire chunk grid around like crazy everytime you entered a new chunk., which has cost me a LOT of time to find. Damn you x and y, why you look so similar!

But I introduced a screenshot button, so I’v got that going for me, which is nice 😉

screenshot0

I might have overdone it a little with the trees and the resources during the world generation process, so I will have to tweak that a bit 😀

My placeholder art is so ugly I want to cry, but I don’t have the time to do something better or something Isometric, so that will probably only change in the post-Compo version. Also, does anybody else want to cry when he sees all the awesome screenshots everybody updloaded D: ?

Comments

15. Dec 2013 · 16:02 UTC
If it’s any consolation, take a look at my ACTUAL art. 😀 Good luck!

Touch (Afterthoughts)

TouchBanner

 

Finished with my first Ludum Dare game! I had so much fun doing this, and want to thank my friend Chris for suggesting I participate. So, without further ado, Touch.

Touch is a minimalist exploration game that is designed to only be played once. I highly recommended experiencing this game with sound.

Link: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=31841

Continue reading after playing for my thoughts on development, early ideas, and more.

Since this is my first game jam, I wanted to make something with a reasonable scope. I had a few initial ideas after the theme was announced, but a lot of them were too complicated to reasonably pull off or required a lot of assets. I decided to make a minimalist game that could play to my strengths as a developer. With a background in music composition, creating a powerful sound space would be the easiest route.

Once settling on a minimalist game, the theme “You Only Get One” had a fresh new context. Though I felt like it was low-hanging fruit, I immediately clung to the idea that the player only gets one life. From there, I brainstormed ideas to make that one life feel impactful and satisfying, rather than an excessively punishing mechanic when lost. When playing with particle effects in Unity, I accidentally made something that looked like the player’s sphere had a heartbeat, and everything clicked. This particle effect is still used in the final game.

Symbolism really interests me, and I tried to inject as much into the mechanics as I could. The panning out of the camera is meant to symbolize one’s expanding world view as they grow older. Eventually it pans out far enough to see the path that the player has taken and the paths their interactions have taken, representing nostalgia and reflection. The uninteracted grey spheres do not change color at all- the background does. Initially they look cold, lifeless, and uninteresting. The player is a brilliant white light, and the world they live in is also bright and beautiful- the spheres don’t belong, and by converting them to blue to make them belong a bit more. As the player “ages”, however, the background grows dark, and the grey spheres become like stars- beautiful, and at this point, have become very interesting. But they are now harder to reach, or at least seem to be. The player always moves at the same speed- the only thing that changes is how large the world they are moving in appears to be. The trails were not part of the original design, though when I discovered that feature in Unity it was pretty much a no-brainer, and gave a visual payoff at the end.

The inclusion of the Twitter interaction at the end is something I debated heavily, but in the end decided it supported the symbolism of the game and reinforced the sense of an infinitely sprawling community of lives touching lives. The downloaded version includes a feature where it automatically saves a screenshot of the finale, and the idea is that people would post their “lives” using the hashtag “#IWillBeRemembered”. This may have been a little too convoluted though as most players will probably experience the game through the web player, which couldn’t do this functionality.

A hidden feature of the game is the “soulmate”. Each game, 1025 lives are spawned, and only one is the soulmate. The only difference is that the soulmate leaves a different colored trail than the other lives. Since the odds of running into it are so tiny, I wanted to make sure that it maintained metaphorical depth regardless of the way the player interacts with it (most likely not at all). If another life runs into it, it is still revealed as the special one, though no indicator of what it is would be provided to the player. It might pique the curiosity of the player, though.allowing them to draw their own conclusions about the strange colored one. I made sure that the soulmate’s path wasn’t colored in a way that one might assume it is a bug, however. Running into it counts just as much as any other life, however the actions following the encounter could create a unique story for each player. If the soulmate is slow moving, and the player passes them by too fast to notice the different trail, it could have been a story of ignoring someone truly special. If the player sees the trail and pursues it, it could end up as a story of sacrificing their own potential to touch lives by following another. The soulmate was another reason for the twitter/social interaction: I want to see the paths players took on their journey, especially the few that encountered this special spawn.

One of the scrapped ideas was floating text that would quickly fade out indicating what life the player had touched. Initially these would be things only a child could make an impact on: a parent, a sibling, a grandparent, etc. but as the player aged, these would become things like “teacher”, “neighbor”, “son”, and so on. This idea was scrapped to maintain the minimalist feel and to preserve one of two potential outcomes: the “wham” that comes with the end screen, or the sense of satisfaction of realizing it before the end. Hinting it too heavily before hand would cheapen the sense of figuring out the game for those who did guess correctly, and would lessen the impact of those who didn’t, turning a “wow” into an “oh”.

Another scrapped idea was the original gameplay was about spreading a finite amount of light to the world, and then watching the other lives spread your light after you ran out. Spending more time next to a specific life would allow you to fill it with more light, but spending too much time would have diminishing returns, so a balance would have to be struck between quality and quantity. There are many reasons this was removed, but the primary one was again to optimize the experience for the person who only plays the game once. Mastering the balance of light-giving would require the player to play several rounds of the game, and to little payoff since there is no clear way to maximize the number of lives touched. Even if a player figured out the precise amount of time to yield the best effect, I didn’t think it would be satisfying. The system in place where all touches are equal and display the “blown off dust” effect was much more satisfying and also respected the fact that among probably hundreds or thousands of games, I could hope to get one or possibly two plays before someone would move on to the next game.

The suggestion that the player only play the game once is more of a metaphorical tie-in than a gameplay suggestion. While I did frontload a lot of the design into optimizing the first-time player experience, this isn’t to say repeat plays aren’t fun. In fact, they are, and especially to the crowd that would play again- the players that want to try again and touch as many lives as possible after learning how it ends. These players aren’t concerned with getting the “wham” experience again. Granted, it is impossible, but the point stands is that the repeat player wants a high score. Their motivations would have shifted away from the emotions I preserved for the initial play.

The end result I am very satisfied with. Touch was a blast to design and create, and I will definitely be participating in future game jams. Thank you for playing and reading.

Here Grog.

grog walk

Whew! Finally Done!

What a rush! This was my first LD48, and I was pretty sure I was doing the JAM… but as the weekend came up, I became more and more emboldened! So I worked my ass off alone to be done in 48 hours, beat the deadline by 8 hours, and submitted my game to the compo proper!

First time I used the new 2D tools in Unity. (Thank you google!)

First time I ever made 2D graphics for a 2D game.

First time I tried to make a game in the style of all those experience-games that have always inspired me.

I hope this can make someone …feel… something other than irritated.

Best of luck to everyone still working in the final hours!

A Rose in the Rain

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=29355

Tags: A Rose in the Rain, BuddyDoQ, Mayberry, Steamburger Studios

Comments

joserodolfofreitas
15. Dec 2013 · 16:01 UTC
That’s pretty neat!

MediQuest

Tentative title, tentative character sprite too. There are nice sounds (generated from sfxr), but they’re hard to show visually. We will post a video soon.

Screenshot from 2013-12-16 04:46:56

The important thing is that everything is running so smoothly! I believe that’s partly due to how much we’ve been using Trello to synchronise our tasks. Nevertheless, we couldn’t be happier.

 

I think I can finish this!

OnionJump

 

This is my first Ludum dare, and I’m glad I’m going to finish the game. Of course I never expected to make a polished game in 48h, but I think I’ll even have sometime to add somethings.

I hope everyone is having fun!

 

Almost there!

Whew! It’s been quite a competition! My first Ludum Dare, and I am having a blast, and I’m sure even more so when I play your excellent games!

Right now I am in the final stretch of my game, with only the menu and sound effects needed! Just feeling really excited about it 😛

Development Update

Well, I worked on One Dish quite a lot now. You can now scroll around in the cupboard and pick up/add ingredients. I still have to do levels, score, ingredients (waiting for K on that), finishing dishes, people. I am going to work really hard on it tomorrow.

~Q

MasterBait

MasterBaid Walkthrough – here is a link for a walkthrough on youtube.

imgMasterBait

Hello guys! here is the gameplay of our game, we enjoyed a lot doing it and hope you like it and would mean a lot if you could play it.

Here you are a fisherman and should fish the most amazing marine creatures from the depths of sea, this MasterBait – The Master of the Baits, this is our game for Ludum Dare 28.

Unfortunately we had some trouble on the web version of the game, so it has some fps trouble, but you can download the windows version to enjoy our game at its the most.

Hope you like it 😀

YOGO Chance To Destroy The Universe — Progress update

I originally had a whole different concept in mind, but it wasn’t feasible, nor fun. So I changed my gameplan from an RTS to an Action genre. I practically started working on it 4 hours ago, and I think I made some nice progress.

So far there is a universe to fly through and items to pick up! Now on to assembling the destructive device that will put an end to this crazy universe!

ld28_you_only_get_once_chance_to_destroy_the_universe_dev1

Nearly done!

I’ve almost finished with my game for this time. Just a couple more things to perfect and 3 more levels to make, and that’s all!

Nearly finished Nearly finished2

Playable Prototype #4

Alright, here is another prototype with 8 hours to go. Still needs a lot of work! Click the image to play:

It’s almost done!

Now I’m only missing a few more levels!

Unbenannt

enemy 2, copters

Since the last update I’ve got the upgrade purchase system in place. You can buy and use all the upgrades now. :)

Also implemented a new enemy, the copter.

copters

A few changes

day2_02

Added a variable fire grid resolution – hopefully I will be able to have multiple fire grids interact, and more materials than wood! The match now has to strike itself against the rock to start burning, and run around catching everything alight!

 

Intro gif

megagif

Ultra gif combo breaker

AHHHHHHHH

SO MUCH TO DO, SO LITTLE TIME, SO MUCH FUN!!!

Seriously, this is getting intense! Loving Ludum Dare so much! <3