LD29April 25–28, 2014

Title screen is better than nothing!

I’ve got my title screen done. Almost. That’s all. I’m excited!


(The moon moves around, oh my god.)

Here it is so far! If there’s a crappy ad/popup thing that’s because I use free hosting, you can close it easily. Sorry!

Frame work almost done!

Got alot of the framework for the game done, going to bed now (05:37am my time)

Good Luck everyone!

I’m in

I’m in and will be using:

  • Java
  • Eclipse
  • Paint.net
  • Notepad++ (Maybe?)

Tags: im in

up and running

I have a pretty rad idea that I think fits the theme.  The game will be called dig’em.  No mechanics yet just basic movement that is way too fast.

I plan to publish my updates to this page as I work them:

http://dig-em.herokuapp.com/

 

MARTIAL ARTS MINING

IN MY GAME, YOU MINE FOR THINGS BELOW THE SURFACE

BUT YOU MUST PANCH AND KEECK THE ORES TO THEIR CORRECT HOPPERS

OR YOU DISHONOR YOUR MINING DOJO

So it’s here now, ‘Beneath the Surface’

After several months, the LD come again :)

With ‘Beneath the Surface’, I think it will be interesting theme to toy with. Will start on a concept now, wish me luck :)

Report #1 – Slow but Sure

Time for the first report. Time is in Waktu Indonesia Barat, GMT +7.

After the theme “Beneath the Surface” was announced at 08:00, I brainstormed the theme over a breakfast. I decided to do yet another platformer, with two characters, one is on the surface and another one is ‘beneath the surface’.

I started writing the first code at 09:00 using my basecode (https://github.com/tkesgar/ld29), and am currently writing a code to integrate Box2D, box2dlights, Tiled, and Artemis into one simple framework for me to make games. I wish I wrote a better basecode and I wish I use Unity, but I don’t have time to learn Unity now and I’ll have to make it with what I know on LibGDX.

Anyway, one and a half hour later, I managed to create Box2D, Tiled, and LibGDX to ‘work together’. Quite a lot of boilerplate code, but I can easily create my level on Tiled and with running a script, voila, a working level. With such 48 hour constraint, we all need to have a comfortable devcycle. No progress on the art and sound, yet, but let’s leave it for next day’s work.

Capture2

Sorry for not streaming because I don’t have a good Internet connection, and I forgot to do timelapsing. Perhaps I will timelapse-ing this afternoon.

Target for today: most game logic and engine are working, and I only have to polish and add levels tomorrow. Still 14 hours left on today (here), and I’ll go doing business at my campus first. Will continue after lunch.

I’m In

my first LD!
– Haxe + OpenFL
– Photoshop
– sfxr/bfxr/Audacity
– BMFont
+ coffee
I got idea but I can’t imagine how make game in 48 hours haha.

LD 29 WIP Ruminations

So, I was gonna collaborate with Limb Clock on a Twine game, but some family stuff has come up that might pull me away at any time for an undisclosed period of time, so we opted to not work together this time.

That left me wondering what to do — I could still make a solo Twine game, but with the theme being Beneath the Surface, I kinda want to make a game that incorporates the theme as gameplay, rather than as a thematic element. That’s what I tend to do in my solo entries, anyway. So many people apply the LD theme as an aesthetic wrapper for their game genre of choice, and while that isn’t inherently a bad thing, I like to be a bit more creative than that. So the direction I’m going to take things is to have the player manipulate the surface to affect what goes on beneath.

Ideally, I will think of something involving looking down on the surface to manipulate the stuff underneath it. Right now, though, my best idea is a side view where manipulating the shape of the surface affects paths underneath, and you have to try and get the people/aliens/whatever on the left to their desires on the right. It would be a turn-based puzzle/strategy thing.

LD29 notes

Tags: progress

Some Sort of Surreal Shotty Screenshot.

ld29screeny1

OK, so I’ve got a platform shooting character and an enemy that doesn’t do anything. Later I’ll make the enemy move and stuff.

I’m not sure about where to go from here; It takes place in a cave so that counts as ‘under the surface’. I’m thinking the cavern will be about to cave in and there will be boulders and stuff falling from the ceiling.

LD29 – Wired

So I saw the theme “Beneath the surface” and saw “Microsoft Surface” so I decided to begin development on a Circuit Puzzle game. I think I am doing good 3 hours into the compo.

 

Pics (Definitely a pro artist)

LD29_Day0_10_24_pm LD29_Day0_11_38_pm

And here is a github for anyone who wants to look at some messy code: https://github.com/cyrus31/LD29

 

Happy Developing!

 

Characters designed!

Dearest of couples, ready to do coupl-y stuff, for the sake of a game!

These two characters will be the two characters in my game. As of now, the plan is to make it so you control our lovely redhaired friend, and provide guidance to our fabulously dressed purple friend.

Early screenshot!

Pretty impressed with my progress so far and so I thought I’d take the time to show you all a screenshot!

Nexust LD29 Early screenshot

 

I went for a hand drawn approach rather than my usual pixel thing. I’m liking the results 😀

I hope all is going well for everyone!

Well this is done.

Main menu is done. I have a friend working on music for the game, and I’m working on the programming. We’ve also got another programmer, but he’s not available now. Oh well. Here’s a current screenshot. The menu buttons will change. This is of course, very early development.

The game is called “Aboard Prometheus 211.” It’s a space game focusing on problems facing the crew. I won’t say much more other than the fact that very little of the music is in a major key.
Screenshot from 2014-04-25 22:45:55

Adding A Little Voxel Art

I’ve been working in Blender3D and Photoshop to get some very basic voxel art done for the cubes.  My scene is setup and ready for me to begin coding the user controls.  I’ll probably be handling the rotation setup first, since it has the most potential to affect other aspects of the game.

Some quick, possibly temporary, voxel art done in Blender3D and Photoshop

Some quick, possibly temporary, voxel art done in Blender3D and Photoshop

 

Just an update

Hi everybody! Just a quick update of what I have at the moment.

hint2

Of course, have fun developing!

I wish luck to everyone!

First prototype

image

Paper prototyping! Feels good. 😀 #LD29 #SHLD48 #LD48

Let the in being commence!

This will be my 3rd Ludum dare. Due to school and such, I’ve decided to go for a simpler game this time. Good Luck!

Soo, first time doing this, at all.

Here’s the boiler plate shit I’m going to get out of the way initially and build on. Probably doesn’t as it’s not like I’m going to win. But yeah full disclosure go.

http://www.mediafire.com/download/i9wa18jpv3katzg/boilerplate.zip

Using SFML, because it gives me the least trouble. Not sure what I can do in 2 days other than try. The crazy ambitious part of me wants to try and make a game where you’re trying to find Atlantis and blow the shit out of it (revenge, duh) and along the way killing all the shit the atlanteans are sending to stop you. But I doubt I can make something like that in two days, but I got no better ideas. So in the words of some guy

“ONWARDS TO GLORIOUS FAILURE!”

Things are drawing and stuff.

I got things drawing to the screen. Granted I am using my engine (which you can get here), but I am fairly amazed with how quickly I got this working. Also, here is screenshot

 

art

(please excuse the terrible art.)

Ideas so far for Beneath the Surface

Tina: Ant colony resource management game. Manage soldiers vs workers and grow your nest. Unlock sections of the the nest as the colony grows. Fight the environment (weather, land conditions). Fight off invasion from other colony and creatures.

Victor: My game is a game where you play as a seal – The seal travels along the ice from air hole to air hole, avoiding the polar bears that lurk by the holes. The farther you go the more points you get, and you have to hold your air longer and longer because there will be more holes with bears by them or other hazards. Boom. Best idea. #firstplaceludumdare29

Derrick: In my game you play as a rock creature. This is a roguelike where you dig through the world to find gems. These gems are used to power you up so that you can dig to lower levels and fight stronger monsters.

Tanner: Sidescroller where you play a fish. Eat smaller fish, get bigger, avoid larger fish and threats from the surface: fishers, herons, eagles. Insects and fish near the surface make it more appealing, but threats make it more dangerous.

10170974_494320287362145_2595212597373450584_n

Getting a wiggle on.

Okay, slept badly last night, probably not helped by checking the theme when I drifted out of sleep at 4am. All that laying in bed not sleeping wasn’t entirely fruitless though, because I do have an idea now. Have a look at my janky mockup:

Mockup

Have a watch of my WIP worm wiggling:

Worm Wiggling

Day 1

So, today (well, the last 4 hours) I have a player and basic world display system going. Plus, you know, my game idea.

Speaking of the world display, have a map:

World Map

The rough world map of my game.

The small red dot is the spawn, but the rest will be actual terrain.

I’m In!

I am going to be making a Jam game with a couple collaborators this time. I’ve got an idea based on the theme, a kind of fan game of Welcome To Night Vale, one of my favorite podcasts. In the game you play as the underground city of tiny warlike giants that lives in a cavern connected to the pin retrieval area of the Desert Flower Bowling Alley and Arcade Fun Complex. A secret organization is sending in agents to make off with buildings from your city, and you must mount a defense of it in the name of your child-king and your malevolent god Huntokarr.

I’m building this with Cocos2D-x JS, it will be an isometric HTML5/Javascript game. It is maybe too ambitious for a Ludum Dare project, but I’m down to see how much of it we can get done by the end.

Finally, since it’s tradition, a picture of the first dinner of Ludum Dare 29:

Plantain and chorizo sandwiches

Plantain and chorizo sandwiches

Jeez! Finally can get jamming.

Really should’ve set this stuff up ahead of time it took me slightly less than 2 hours to get the core stuff all setup. Which includes sounds, asset loading, collision and other junk.

Here’s my library that i’ve setup. Some of it was Frankensteined so I feel like i need to post it somewhere ahead of time so it’s not cheaty or whatever. The art assets in there right now came with dragonbones, are only temp. The audio (which im not including in the zip) was just ripped from another of my games as placeholder. The player.io is merely for show right now, it’s just pinging their servers and going nowhere with the return.

The robot is just temp art, it's from the Dragonbones api (i'm not keeping it)

The robot is just temp art, it’s from the Dragonbones api (i’m not keeping it)

And now, this is where the fun begins!

Good luck other jammers!

Tags: Carl Graves, flash, ld29

Our idea

Well, knowing we made the first steps into the core mechanics of the game I’d like to elaborate what we have so far.

Core mechanics:

You play the role of a dwarf with a gigantic hammer. You run around on a circle platform which is actually “earth”. Other dwarven miners are working in mineshafts to extract ore and other resources. However, these dwarfs are not alone. Some goblins don’t favour these dwarfs in their beloved territory. You protect these dwarfs by smashing your hammer on the ground, jumping around, etc. creating shockwaves ALL OVER THE DAMNED PLACE. Shakes are you weapon but like the goblins — also your enemy. The earth has a certain stability you have to take into account. If this stability breaks you lose the game. If the goblins eat your dwarfs alive.. Well.. You’ll lose also. It’ll be all arcade like and it revolves around getting the highest score possible.

Special notes:

We’d like to include different styles of play and we’ll attempt to make the gameplay as smooth and arcade-like as possible. Forcing the player to make fast decisions. Special attacks are a must with all kinds of crazy special effects.

That about rounds up our concept. NOW, BACK TO WORK. HOORAY.

Team Jamplifier, out.
(Fits pump up the volume, by the way.)

First two hours

There were several ideas, but in the end “There can be only one” (c)

LD29 Design Doc 00

 

 

Second :D

Screenshot_1Nemo fish

Comments

Jamcount
26. Apr 2014 · 02:21 UTC
I guess that’s the demo fish?

Serial Killer

So after looking at my themes, the one that really stood out to me was the Serial Killer one. I wanted to make a dark, gritty and violent game for a while now, so this sounds like a good opportunity to go a bit crazy.

My main problem right now is to make the part where you’re *not* a serial killer interesting. Since the theme is Beneath the Surface, I really want to put the focus on, well, the surface. As in “being a nice, normal guy”.

I also need to be very careful about the scope of the whole thing. My art skills got a bit rusty, so I won’t be fast enough to actually do something art heavy.

.
.
.

After writing that last paragraph, thinking about it a bit more and discarding half a dozen ideas, I think I’ve actually got one that might work.

Vision Statement:
Pacman meets Assassins Creed

Elevator Pitch:
You’re a predator in the urban jungle. Sniff out your prey, lure them away and take them down when the opportunity is there. But you have to be careful for there are others, and for them *you* are the prey.

Genre:
Top down arcade action

Platform:
Unity Web Player

I think I’m pretty happy with that for the moment. Now I’ll need to flesh out the mechanics a bit more and then finally get started coding.
As always, I’m happy to hear your ideas and feedback, so please leave a comment or message me on twitter @ThatCoderGuy
Alex Out

 

LD29_delve_1

The first few hours are coming to a close and I think I have an idea, tho not entirely sure how it’s going to turn out. Basically it is going to be a randomly generated, bright and colorful artsy fartsy exploration piece. It came down to that or a wallpaper removing simulator which I don’t think I’d be able to make in time, but really hope someone does. Anyways I’m calling it “Delve” for now. The placeholder title card is below. While concepting I was able to make some music and will hopefully save some time there. For now I’m stepping away from the computer to make some sketches then sleep. Full steam tomorrow!

I’m in!

Didn’t really plan on participating, but I got a very fun idea pretty quickly.
I finished most of the player’s sprites, here’s a small preview. I’m not an artist, but it was fun working on this.

I’m not gonna torture myself, just gonna sleep for 7-8 hours as usual. Tomorrow I will start on the programming using unity3d.

few frames

Streams

If anyone wants to join, you are welcome to join my stream here, I hope to see some people.

Comments

Triavanicus
26. Apr 2014 · 02:20 UTC
Okay, but I don’t think that you are going to like me…

Getting stuck in now

Ok,s tarting to get somewhere. got a placeholder map and character. Just working out the collection and main game mechanics and how I am going to build them…

here is a screen grab

. Working title is currently – “Kid Space” :)

screengrabs

Forerunner: Second milestone

Hey again!

First of all, thanks to jedeen who linked me to GifCam and enabled me to make the below GIF in about 5 minutes:

Forerunner Prototype Animation 2

Ended up playing back a little faster than the game actually is, but if that’s the difference of an hour of work I’m not complaining.

As you can see, the ground is scrolling with a parallax effect. Aside from the camera rotation and the little swerves of the player ship, there is nothing actually moving on screen. I’m instead manipulating the texture’s tiling and offset values to merely create the illusion of motion. Why am I putting so much effort into illusory effects for this game? Who knows! But I’m having fun.

Tomorrow I’m planning on getting a quick skyline placeholder up, and then spending the majority of my daylight on creating the actual gameplay (imagine that, a game with gameplay). I really have to prioritize my art assets, though, since I’m not a very accomplished artist and even a small texture will take me quite a bit of time…That will probably be my evening and then some.

Oh, by the way, I’ve started collecting my animations in this handy little album. Enjoy!

Tags: ld29

Night everyone

5AM local.. Time for a 4h sleep.

 

 

 

Have a nice programming time everyone!

LD29: I’m in

Gonna hack it up. Probably some C++11 and GL and SDL or something.

Let’s start

So, I wake up not as early as expected this morning to discover the theme. Great, it is not the only one that inspired me. Not so surprised. After a quick breakfast, I’ve struggled with the theme, brainstorming with myself, realising how much “hard fun” is really a Ludum Dare.

I finally came out with an idea. Not THE idea, but one  that satisfied me enough to give it a go. Wrote a few line to fix what will be the gameplay, and try to organize myself a little.

I’m currently in the graphics creation phase, one that I really suxx at. But, i’m quite satisfed with one of the asset, so I thought I should share it.

carrots

Some carrots at various state.

 

I have to say that the other assets are FAR from that “good”, but I will have to do with this… And I should go back to them if I want some progress to be done !

See ya !

Okko

Officially beginning…

This is just another one of those generic “I’m in” posts. I finally have an idea for a defense game that really fits the theme well. The entire thing will be streamed from start to finish on livestream.com/stencyl

Resources:
Programming: Stencyl
Art: Paint.NET
Music/Sound Effects: Banging my head against a wall (am considering doing that literally just because I suck so bad at sounds… :P)

Simplify

A game within a game within a game is too complicated.  Not enough time to focus on one game, let alone three.

What if… humans left Earth to explore the galaxy… they stumbled upon hostile aliens… Earth is destroyed (think Titan A.E.), humanity is scattered… relentlessly pursued… by chance, they discover an ancient outpost beneath the surface of a rogue planet… accidentally activate the outpost’s power plant and discover a vast base carved deep into the planet (think the Krell city in Forbidden Planet).  It’s not long before they find devices of great power.  However, their pursuers have been alerted to their activities… and now it’s a race against time to exploit the ancient technology or face total destruction.  Initially, you have meager defenses (only what the humans brought with them, just a few missile launchers and precious few missiles).  As your scientists study the alien technology, they learn to tap its power, unlocking potent weapons.  You must defend the outpost and defeat the aliens by exploiting the outpost’s resources… the key to humanity’s salvation lies… beneath the surface.  Or… yet another Missile Command clone. =)

Tentatively In…

I will attempt to participate and see if the schedule allows for this as I go…

 

Tools:

Game Engine:    Unity

Languages:      HTML, Javascript

Sound Effects:   bfxr

Graphics:          Microsoft Paint

 

Progression

A snazzy purple rectangle of justice :)

A snazzy purple rectangle of justice :)

Its coming along alright.

Time to take a food break!

I know what I’ll be doing!!

After thinking a lot, I’ve decided on what I want to do and how. It goes something like:

Living through personas, one can easily lose track of it’s own identity. Interacting with others gets tough, but that’s a necessary skill to live in society without problems.If one is not careful, it’s mask might break and his true mind might be shown before others.

The game will be a simple visual novel. You’ll be given situations (like meeting a friend/co-worker, going shopping, etc) and, depending on how you act you may being to show your true colors to others. I don’t see the coding in this one being too complicated, but the branches on the scenes might be troublesome…

I’ve already started to code a VN-like engine over Flixel, so I can focus on content creation through the rest of the weekend… Let’s see what happens!

Second time enering.

This is my second time enering and I’m really excited for this aprils ludum dare. The theme this time is Beneath the surface(really happy with that :D) and I know what I want to do and I’m making progress(to early developed for screenshoot :/).

The tools I’m using are:

Language – Java.

IDE – Eclipse.

Graphics – paint.net(Maybe gimp).

Audio – sfxr(Maybe audacity).

Also making a timelapse with ChronoLapse.

Might be using more tools, but I’m unsure…

 

Anyways I’m in!

I’m in

I fell asleep before the theme was announced! 😀

But I’m in. I’ll probably be using mjEngine which is available through SVN here: http://svn.mexinetica.com/mjenginejava/

I might switch to Jam mode if friends want to join or if I run into unforseen events :)

Update number 1

Ok, it’s 5:30am and I’ve now been awake for an hour.

I’ve successfully achieved breakfast and have also managed to settle on a game idea. It’s too early for coffee so I’ll ride this through with juice and water. Time to get started on actually making this thing!

Playlist for the next hour:
1) Japandroids – Celebration Rock
2) Danananana – Hey Everyone

Good luck everyone x

WooOOooo!!

Here we are doing the next Ludum Dare out of the TinkerMill in Longmont, CO.

No screenshots! No code blocks! No title screen! Just a great concept from an awesome theme.

STAND BACK! By the end of this weekend it will be playable prototype.  Stand by until then…

Us Sleep Deprived

Comments

herpdermit
26. Apr 2014 · 02:43 UTC
Man, I live in Aurora. I was going to go to Longmont but its just to damn far. Maybe next time…
Lacaranian
28. Apr 2014 · 06:13 UTC
Good luck finishing up your thingamabob! Ended up sleeping for 13 hours, and then just went back to Golden. Tinkermill’s a nice place!

BigRat SmashCode VS1.00 Question Exception Thrown Answer

Hello maybe Good Evening everyone i need your Support .Because i am creating 2d top down-platformer game i need to choose which type of prototypes to use in base of my rooms when you actually gets in the room to fight with enemies and get to another one to get some keys for your need =D.all the map will support top down and platformer rooms but i need to decide the basic room types not special rooms

And yea  Follow me  here i you can HAHA

Watch me Live Here And Follow please if you are interested

BigRat Files

Scuba Sam Progress Report 1 -Pure Java-

Hi! My game Scuba Sam has gotten pretty far so far. There is a player with an animation, pixel-to-tile levels from Paint.NET so I can draw custom levels, support for mobs (which I’ll add soon!), collision, screen scrolling to follow the character, and a bit of other things that I can’t remember about. Anyways, here is a screenshot! (Click the picture for the actual resolution which looks nice)

 

LudumDare Progress 1

My progress across 90 minutes: There almost wasn’t any.

After one hour, thirty minutes, I finally came up with an idea.

Since it’s what I’ve been doing for almost a month now, I’ve decided to go with an HTML game. I’ll be using Bootstrap for the CSS and jQuery to make the Javascript. It’ll be a mostly colorless adventure-style game, with the theme being implemented in that there’ll be plenty to see behind the scenes if you look close enough.

It’ll be mostly-text based, but that can be great if done right, and it also cuts down development time a ton. Most of the gameplay will involve entering commands to do stuff, but there’ll also be more incremental-like stuff to unlock, such as upgrades, buildings, etc.

I’m not entirely certain on every aspect of it, but for what I expected of myself, this is a great start – I’ve got an idea, and a terrifyingly unfinished plan. Let’s do this!

…Tomorrow. I’m tired.

Tags: slow, start

Late to the Party, but I’m in!

Yo dudes, I’m a little late to posting about joining Ludum Dare this time around, but I am going to enter and hopefully get the game finished.

Anyways hope everyone has a great jam.

-retro

I’m In! – Long time, No Jam

It’s been a while since I’ve done a Ludum Dare and while I’m not too wild about the theme, I had a goofy idea I feel like putting together. Basically, I’m ripping off the cult classic movie CHUD and making a body snatcher lurking in the sewer sort of game… yeah, I have no idea what the hell I’m thinking but that’s the fun, right?

For tools, I’m going to use Unity’s 2D toolkit and Paint.Net for making sprites. Depending on how far I get tonight, I might look into using Spriter for animated sprites and try my hand at making distorted, 8-bit era synthesized speech.

Well, back to work!

So far

hint

It’s been a rough night.. Pffh.

Update Log 1, 4/25/14 10:37pm

So far we have been working for some few hours(if you count the hour or two of us giggling at funny pictures we made “work”). I’m going to write a collision detection system and probably call it for the night. Tomorrow however our artist will be joing us and our game will look super sexy! Anyways good look with you compo’s/jams. And don’t forget to have fun!

ld_update01

MOM, WE WANNA GO CHINA

Hey there ladies and gentlemen.

After about 2 hours of wondering what kind of game I would do, I decided to risk myself into a simple Multiplayer Minigame.

I’ve now written the server & client codes, so it’s working with cubes right now, it’ll be up for 4 players and it will be a race between 4 kids to see who arrives to china first.

You’ll have to dig a hole in your garden (while the other players will do the same) and fall down, pick powerups, throw debuffs to other players and make yourself a victory!

So, there’s a lot of technical things to do even now, but I think tomorrow I’ll have something to show!

AHH man, I wish I had a good pixel artist :(

Wave power for the people!

Have been experimenting with the wave equation in 2D, and I’m really happy with how it turns out!

Wave physics

So my concept is that you generate electricity by creating waves. The supplied power will in turn generate “power tokens” for which you can buy both more generators and the no. 1 wave generator, Oscill-o-matic™ to help you generate even more power.

Unlock new wave gadgets and place them wisely to achieve world dominating power generation, like never seen before!

But hurry up.. don’t let your friends beat you to it!!

 

Hammerhead in the sea of monsters – Progress

Very first and full of placeholders screen of my entry – Hammerhead in the sea of monsters.

The player drives a submarine that research and hunt weird mutated sea creatures.

Hammerhead1

Up and running!

Got back from the airport just 20 minutes after the competition started, so I didn’t really lose any time at all! I’ve set everything up and have some basic platformer code running now! I have a mechanic in mind that I will try and explore, but I won’t tell until later!

Just now a friend of mine knocked my door and had bought me a waffle, SWEET! Thanks Barbra!

Here’s a picture of my shitty setup! (waffle included, I put a lot of Nutella on it, yuuum!)

IMG_20140426_123802[1]

And heres a shitty screenshot of my “progress” thus far!

screen1

 

 

Comments

26. Apr 2014 · 18:26 UTC
DO IT TO IT

WAFFLES

I HAVE ONLY WAFFLES

In.

Well, I’m in. I guess I should mention that. In fact, WE are in. After three compos last year, I’m entering the Jam with my designer Sam and my artist Jessica. We’re making an endless faller thing. With an octopus. This is really happening.

 

whiteboard

Progress Report 1: Pretty Squares!

Well, I’ve been at it for about…two hours now, and things are going much better than expected! By this I mean I am actually heading somewhere in the proximity of where I want to be going. 😛 My game is going to be a tile-based digging game, where each tile of dirt can hold a unique item. Right now, I’ve got this:

grid1

It doesn’t look like much, but every time I press the space bar a new set of tiles is generated. The different colors represent what the tiles will contain (fossils, treasure, rocks, etc.) and eventually each tile will be replaced with a uniform texture, so the digger is unaware of what is underneath until they dig up the tile. I’m probably going to call it a night soon, but for now I’m having fun just mashing the space bar.

gif

 (This is a gif, by the way!)

Going to try my best to have an okay product by the end of this jam.

This is my first LD! Even though this is a virtual event, I can certainly feel the atmosphere. (not as strong as a physical event, but still). I know I’m going to have a lot of fun!

I’ve been to a couple gamejam/hackathons and have a reputation of not getting things done. I’m doing the jam, since it gives me more time.

My goal for this LD is to have something that someone can call “done”. Probably not going to be anything amazing at all.

Hope everyone have fun coding/drawing/designing! 😀

 

 

WINO: 4 hours in.. and we’ve got a title screen.

WINEINEIWWINE

 

This is going to be a game about WINE! Or, more accurately, engineers dueling each other to extract the most amount of natural wine from the ground using technology. It’s like a 2D wine-fueled Infiniminer.

Oh yeah!

Good Morning

I’m in. Awesome theme.

Using Flashpunk, FlashDevelop, Adobe flash, Photoshop, msPaint, sfxr, maybe vmml.

Good Luck & Have Fun, everybody!

Fallout Update #1

So, I’ve got an ideal with the theme. Busted out some work tonight before bed. Kind of pumped for it, but I’ve got A LOT to do art wise which is kind of scary.

Either way, super pumped, and it’s already forced me to learn a couple things.  I’ll be an MS paint god by time I’m done though.

Screenshot

 

As for the theme, I’ll get into that more later with another post. For now though, the name is.

“Fallout Run, the Game of Nuclear Survival”

Because seriously, you want to be beneath the surface when that crap happens.

Getting started….

Well seems like I remember less about ImpactJS than I’d like. It’s not easy to just jump right in. Also, I’m used to grabbing graphics that look decent from OGA or something so this is…. embarassing :)

Screenshot 2014-04-25 21.49.17

 

also, first time using Twitch, hard to tell, but I don’t think anyone is watching

Smile

  • Initial project setup
  • Input handling hooked up
  • Very simple movement physics
  • Very simple collision detection

It’s behind this game!

A bit deceptioned by my begining in the jam, I was playing Teeworlds a while… Playing Teeworlds I thought: what’s is behind this game?

Of coursc! My solution must be a game where you get into the game!!!

I will try exploit this idea… At least, is something.

Comments

alexdantas
26. Apr 2014 · 02:59 UTC
A game where you get into the game? I’m confused 😛
yetatore
26. Apr 2014 · 03:08 UTC
Can be something like…

I set up some levels, and the player has access to the game and a console with some commands.

The first level can be something like:

>spawn hero

and the player can use the hero

Hello, World!

Hell yeah, my first Ludum Dare entry!

I’ll be making a simple HTML5 platformer with melonJS. I fell in love with this library and want to make some games to get the hang of JS.

It will be completely open-source, I’ll create a GitHub repository as soon as I figure out a name for it.

Tags: html5, MelonJS

The longest period of programming was fixed by his impresario at forty-eight hours.

So I’m basing my game on Kafka’s short story A Hunger Artist, a story which, on the surface, is about a performance artist and his hype man trying to build and maintain an audience at a time when interest in watching people not eat is starting to flag.

If you haven’t read this story, it’s in the public domain and available here, or if you are for some reason really busy developing a game this weekend or something, librivox has an audiobook version available on youtube.

Here’s what I have so far.

You play as the Hunger Artist (the red rectangle labled “HA”) and are joined by the Impresario (the green rectangle labled “IMP”) in entertaining the spectators (the rectangles of various colors labled “SP”).  Audience members will all have different personality traits that affect their behavior, including, most importantly, whether or not they come back to watch you later, and whether or not they bring friends. You will have 40 days to maximize your ticket sales.

 

If I have time, I’ll make a campaign mode where you travel around Europe circa 1909-1924 putting on performances until you slowly but surely drive away your only friend and advocate by showing a complete disregard for your own health. There’ll also be an endless play mode set in a circus, where you play until you get lost in the straw and replaced with a panther. I might also make the panther a playable character.

Day one

squarish

This is how it looks right now, hopefully this will improve…

Still trying to settle on a game idea, I’m uncertain whether “mole people” is the way to go.

Progress: Almost 4 hours in

Really like this theme, and managed to get an idea fairly easily.

So far I have implemented basic movement and collision detection as well as creating the character model (All hard coded vertex by vertex, which isn’t exactly time effective)

screen

 

Early Screenshot

I documented my brainstorming session over on my site; you can read that meandering brain spew here.

Then I got down to coding.  I just have a bit of rendering down, no interactivity or notion of game world yet.  Loosely inspired by a combination of Minesweeper and SpaceChem, I present to you hex-grid cells with channels:

Tags: compo, game, ld29, progress, screenshot

First hour of progress

So this weekend is somewhat busy for me, I have other work I have to finish but in between when I have free time, I’m attempting to work on my jam entry. Not even sure if I’ll finish, but I’ll most likely submit what I have at the end of it. I only began an hour ago, 9 hours after the jam began.

I did some pixel art (I use that loosely), since it’s my first attempt at art, completely going in blind, I haven’t even read on any pixel art techniques, just attempting from an image in my head to pixels. The approach I’m taking to the game however, is that of a JRPG, mostly including the turn-based order of actions in the vein of Final Fantasy IV for example, with a simple Active Time Battle-esque approach common in the series. The simple premise is that you’re in a nuclear shelter beneath the surface, which I am going to expand upon and saving the details as a surprise for when people can hopefully play it and how the gameplay relates to being under the “surface”.

Here’s a basic character and punch animation, first pass.

attackanim

 

Here’s the character placed in a quick concept of a wall/corridor, testing the palettes.

ss (2014-04-26 at 11.40.20)

And here’s a piece of the wall in-engine using dynamic lighting for the pixel art, I haven’t created the normal/light maps for the rest of it, so it only shows the wall canvas as a test. First pass and still requires a lot of tweaking.

ss (2014-04-26 at 11.38.30)

 

Action menu for a battle sequence, still using an old palette I haven’t changed yet. An in-engine concept, supports both keyboard and mouse control.

Tags: bunker, jrpg, nuclear, pixel art, turn-based

craftyjs setup, now i need a concept

I am going to use Crafy (http://craftyjs.com/). Just playing around at the start i found a nice “beneath the surface” property of combining a floor and the “fourway” input controls.

My entry will be massaged into readiness here:

http://www.nikolajbaer.us/ld29/

Now to ponder how to make a game from this..

 

Design Doc Online

Just a quick notice for the people that don’t follow me (@ThatCoderGuy) or the #LD48 hashtag on twitter.

I threw together a quick design doc for my game. If you fancy taking a look, here’s the link:
https://docs.google.com/document/d/1sUT_fwg0ny5iarbvLfVuQKPO5mBtSxPu7NukPjxAkCg/edit?usp=sharing

As always, any feedback is more than welcome. And now another coffee and I can finally start coding.

Alex Out

Base done

After a late start I can now render pixels on the screen.

Screenshot from 2014-04-26 08:03:18

Now I can get into the actual game.

Basics in place for “Lost Beneath”

The very basics of my game is in place such as:
– Screen flows
– Main Menu
– Buttons/Options
– Level and Player classes
– Physics

Here is a screenshot of the main menu so far.
My idea and planning of the game is also becoming more and more clear.

Image1

4 Hours in.

My Idea is a space sim, similar to FTL but more like a 4X. The game will see you colonise and discover what is ‘beneath the surface’ of the solar systems. What I have now is a randomly generated universe which gives you one solar system at a time with a max of 5 planets. I am going to tell the story like through an event system. Here is the obligatory screenshot:

I can't wait to do the music for this!

I can’t wait to do the music for this!

An Epic Start

Oh what a mistake. I woke up at 05.00 when my girlfriend woke up, she’s working early today, and went to the bathroom. After I was done, still pretty tired, I made a big mistake. I checked the current theme for Ludum Dare 29: Beneath the Surface and guess what? Now I wasn’t tired anymore.

So I got out of bed, at 5!, and wrote down some ideas. Now, almost 2 hours later, I’ve had a battle with my makefile and I’ve written a lazy resource management system and a simple state transition scheme. A bit annoying as my previous fast prototyping framework already had all those ready, but in the end I got a bunch of coding done and it’s not that big of a deal anyways.

My idea for the theme is far too big of course. Hopefully I’ll have something to show off in the end. But now I need to eat some breakfast and maybe go sleep an hour or two…

first break

Made some great progress, got a solid idea down and first playable bits and pieces. Worked out a reveal mechanic and considering the implementation of it all.

Not sure whether to go with an 8-directional character who fires circular blobs OR… an analogue “mouse facing” character who moves to a click and fires a “cone” of scanning…

I am going to take a break now, watch the end of Rockets VS trailblazers and then sleep for an hour after that

6ambreak

 

Start

working doors, working with Haxe Flixel

working doors, working with Haxe Flixel

Im thinking of a game inspired in the movie Sphere http://www.imdb.com/title/tt0120184/

Scientists have good aspect ratios…

I’ve started work on my game, with scientists!  They have good aspect ratios, you know.
Scientist_anim

 

 

 

 

 

I’ll be streaming all the dev. of this game on my TwitchTV channel http://www.twitch.tv/technocf/.  Tune in to see the scientists.  I am also using the game engine that I created yesterday, it’s public for all of the peoples here: https://github.com/technocf/Ultraviolent.

Ludum Dare Checklist

Just so that I know what I have to do (not necessarily in this order and subject to change). Feel free to copy.

[X] Have a checklist (4:20 hours into the compo)
[X] Come up with an idea (3:30 hours into the compo)
[X] Sketch the idea on a piece of paper (6:00 hours into the compo)
[X] Implement the game (starting 6 hours into the compo, finished 1:30 hours before the end)
[X] Create a winning/losing screen (43:30 hours into the compo)
[X] Create a menu (43:30 hours into the compo)
[X] Have a name – Castle Engineer (4:00 hours into the compo)
[X] Write a description
[X] Post the game
[X] Advertise the game
[X] Write a progress report before going to sleep
[X] Write a Post Mortem
[X] Play and rate at least 100 games

Inspiration is a harsh mistress

I woke up 20 minutes ago, learned about the theme, and sighed. It was one of the few themes in the list I didn’t quite like.

 

Well, anyway, after some thinking, I may have an idea based on another idea I had for another jam. Maybe I’m being a little claustrophobic, but all I can think for when I read “beneath the surface” is: “deep waters”, “darkness”, “lack of oxygen”. I kinda know what to do with that, but I’m afraid it will be long to develop. No time to waste; let’s get to work!

Dev Plan

So here’s my dev plan for now:

1. Build Level

2. Player controls and collision handling

3. Pathfinding

4. Victim and win condition

5. Vigilantes and lose condition

6. Citizens

That should keep me busy for quite a while. I’ve got a good couple of additional features in the design doc that I’ll prioritize and implement dependent on how much time I’ve got left and what feedback I get from my testers (yes, that means you guys). And now I can finally get started with coding.

I’ll try and leave music and art for tomorrow so I have a whole day to focus on that while the core mechanics are already nailed down. Let’s see how that works.

Again, the link to the design doc is
https://docs.google.com/document/d/1sUT_fwg0ny5iarbvLfVuQKPO5mBtSxPu7NukPjxAkCg/edit?usp=sharing
so feel free to take a look and give me some feedback.

Alex Out

Struggling hard, going to sleep

Basically I have a shark, and it blinks green when it eats fish.

I honestly spent at least 1 hour on the rotation of the shark, and it still doesn’t feel right.

No fucking clue what I’m doing next, I’ll figure that out tomorrow/today.

Screen Shot 2014-04-26 at 1.24.16 AM

Comments

26. Apr 2014 · 03:28 UTC
Now that is a one awesome shark.

I’m in

… for the first time.

I’ll use the following tools:

  • Godot Engine (a nice open source game engine http://www.godotengine.org/wp/)
  • Pinta/Blender/Gimp/MyPaint (depending on what kind of graphics I will want to create)
  • lmms/sfxr

Now all I need is some good ideas …

Multiple interpretations are fun

“Beneath the surface” means a lot of things to me:

  • Beneath the thin veneer of sanity
  • Beneath a system of rooms
  • Something living beneath your skin

My whiteboard is filling with flowcharts already…

I’m in too…

After think a lot, I already have an idea for my game, but I’m not sure how to do. I hope to get finished in time..

Language – AS3

IDE – Flash

Graphics – Photoshop

Audio – i don’t know yet

More progress

And cropping

 

progress_2