LD29 April 25–28, 2014

Moving along

Went to bed at 2am, got up at the crack of 9am.

The theme is “beneath the surface”, so my game is going to be about a psychopath who has to go about his daily chores while killing certain people he feels compelled to go after, and hiding their bodies.

You will be able to kill people by using a knife, and then you will have to drag their corpses to hiding spots. There’s still a lot to flesh out, so I’m hoping some it comes to me while coding.

Thing are getting good!

There’s no time to write a post! Just look at screenshot:

Procedurally generated dungeon + A* pathfinding AI. :D

Procedurally generated dungeon + A* pathfinding AI. :D

Now I need to implement some kind of fighting,  equipement and starts drawing sprites!

A*

After a few hours of coding I’ve made a little, little, bit of progress but it took a lot longer than I would have liked.

I’ve basically managed to make a world and some tiles in the world and we have a worker who can move around on the tiles and he can’t move on all tiles.

Pathfind around obstacles

Pathfind around obstacles


*Look! He can pathfind! But here the real coding begins…*

Now it’s time to do the dishes. w00p

Driller thing

Some kind of endless runner / driller thingie. No title yet.

What do you find beneath the surface of a passerby when you stop to look?

 

beneathtehsurface

That moment

That moment when you’re playing your unfinished game that’s not even a prototype; tilting your head, making sounds and adding sound effects then somebody passes by looking at you all weirded out. waiting for sleeping programmer / different time zones.

Mockup of my game

Done in photoshop, I know I’m a bit behind. Time to code now!

The game will be called “Underneath YOUR surface”. You’re a white cell fighting of bacteria and levelling up!

Let’s see if I can make it, now, onto html5 game deving madness!

LD29_mocka

WIP Day 1

Going to bed now (it’s just past midnight here). Here’s what I’ve got so far. Ignore the crappy placeholder assets:

Day 1 WIP

Here’s a vid of it: https://www.youtube.com/watch?v=R7WZvuAmsjI

Squidtastic

Ponder

Time to ponder out-loud.

I spent most of the day implementing pretty basic stuff that should have been in my base code already (input, movement, camera, collisions, gravity…). As I’ve been pottering along doing this my enthusiasm for my idea has slowly been draining away.
But that’s okay, I think. Tomorrow is when shit will solidify into something real. Probably.

The problem with the current idea (basically: rappelling/falling down into a place with messed up physical properties that kill you and using various tools to see how far you can get) is basically the same as the problem with my previous LD – it’s relying on me having enough time and energy and life in me after implementing all the mechanics and such to come up with a bunch of content for the actual game. And there’s no way that’s going to happen, especially at this pace.

Whatever game I make tomorrow, it needs to have only one core difficult thing to implement that the gameplay will revolve around, and the content should neatly wrap around that gameplay mechanic without needing to create a bunch of assets or extra code to give that mechanic meaning. If I can manage such an idea I think there’s a reasonable chance of success still. Most of the boring code should be out of the way now after all. For the rest of the night I think I’ll just add bits and pieces that might come in handy or try and fix some of the dodgy things happening at the moment.

The theme is cool, but so far I haven’t had any ideas that lever it to its full potential and are self-contained. Something about what lurks beneath the surface of people would be interesting, but short of making a game with lots of text and junk I haven’t had any viable ideas in that direction.

gudgid

gudgid

Beneath the surface, eh? :))

I’m in

I’m in, I’ll be using:

 

Audio: iNudge

Graphics: Inkscape, GIMP

APIs: Pygame

Good so far

Got a couple of things in place. Character moves has health and I have towers that shoot bullets. Had lots of errors in codes. One took me half an hour to fix and all I had to do is add 2d to the end. Using unitys 2d stuff but havent really coded anything this big before. Its really messy but it’ll do!

First GIF!

ld29_1

It’s all placeholder art at the moment. Not gonna talk about the main point of the game until I’ve got some more stuff working!

 

(Making this in Unity)

And Then Morning Came

Good morning,

Sorry no blog post last night, was very much falling asleep in my chair when I called it quits.  I was pushing myself so hard because I was unhappy with my progress so far, hopefully I can turn that around today.

My game idea for this theme is for an Atlantis-like adventure – swimming around among a procedurally-generated underwater city, discovering key facts about mythological puzzles in order to unlock your escape.

So far, I have the first iteration of basic movement down, and am well underway on building generation.  The building generation part is taking more time than expected, maybe I should have done a quick-and-dirty voxel engine, but that’s not the feel I was going for, so…

Floors, ceilings, and corner supports are generating for the buildings, now we just need some walls, doors, and windows and we can move on to the next part for a minute.

Atlantis Buildings - unfinished

The player’s basic ongoing goal will probably be “reach the next checkpoint before you run out of air”.  I’m thinking about having two endings – the “OK” ending where you manage to escape your predicament, and the “epic” ending where you do something, well, epic.

Well, back to it.

It’s all gone a bit ‘Pete Tong’

… which is cockney rhyming slang for ‘wrong’.

10 hours after the theme announced and I’m on a train, trying to think up ideas. The theme ‘Beneath The Surface’ is nice, and got me thinking about water surface and if there was something I could do with that. 20,000 Leagues being one of my favourite books, I wanted to do something where, like Captain Nemo, you ram ships but are vulnerable when you come to the surface.

plans

However, 6 hours later and all I’ve got in Unity is a quick Blender mock-up which moves around the surface of  a plane. No baddies, no AI, no real ‘game’ code at all. :(

To make it worse, I don’t have my Unity Pro licence on this laptop… and can’t access my other machines to get it. The Macbook keyboard makes Blender a nightmare to navigate in. The mouse also doesn’t have middle or right button. I feel like I’m working at about 5% efficiency at the moment.

Might have to conceded defeat on this one.

ship

Digging deeper

deep love in progress

Getting a lot of progress done with Deep Love. Spent a good deal of time relearning how Unity’s GUI works followed by setting up how I want the game to flow and implementing the stat increasing actions.

Next up is route writing and some jazzing up the interface.

RULES QUESTION (music/sounds)

Would I be able to make/generate music that contains sounds that I have not made and then use that music in the compo?

If so, then would I be able to generate music in my game by playing those sounds that I have not created myself or would that not count because I am loading in sounds that I have not created?

Progress so far…

To distract myself from programming, I braved the brilliant and pollen laden spring weather and took a train North. By shear force  of will, I managed to keep myself from bringing out the computer — despite having ample battery and access to power on board the train. It quickly dawned on me, that this struggle could not continue indefinitely, wherefore I sought further distraction and comfort from listening to Big Finish and reading literary criticism. I did concede, that I was allowed to make notes pertaining to games and programming, but only using pen and paper. This small outlet was, I think, crucial in making it through the journey without falling for the temptation of coding.

When I had arrived at my destination, I stayed away from good working surfaces, instead taking solace in my company, in looking at arts and crafts, and in a well-deserved (I  reasoned, after having been so hard at work at not working for so long) ice cream. The real challenge starts now, when I’m firmly sat in a comfy sofa, with the laptop in my lap. But! I shall endure!

Wish me luck!

Tags: BREAK!, ice-cream, LD #29, ld29, LD29. Day One

Basics done!

Basic NPCs and me!

The menu is ready

I changed my state machine, so now it works with StageXL and looks more simple.

I made a loading screen which can’t be seen because i don’t have stuff to load. 😀

I made a simple menu for my game. The tittle of my game is “falling”.

You can play with the menu here

github repo here

I’m really happy that my states works like a charm and now i can start working on the actual game play.

Something of a Start + Semi Spoiler

So the idea is that the current time is like the top of an object or the surface, and the past is like the underneath. Therefore you can reveal beneath the surface of time and loot/interact with objects in the past.

Here you can see me gaining some money (since you always spawn with 10 gold), but you only will have 10 days to complete the entire game… so suicide wisely if you choose this tactic at all.

Take note of the current day in the top right.

Reveal past lets you see what was in the room in previous days. (I missed a command.)

 

 

You shall not pass!

My mom is making me take a break so I thought this would be a good time to show you the level that I’ve been working on :3.

shallnotpass

ouch

I have a feeling that he’ll be back :D

Well here is progress

Using the Stencyl Engine I have made this little game up so far.

Mainly trying to get the mechanics working before dynamics and aesthetics but it’s a work in progress.

The Game

Title Screen

LD29 Day 0.5

Beneath the Surface… It almost invited me to make another game involving dirt and ground. I had an idea for a mine tycoon thingy, where you have to create a mine where tiny robots harvest for ore, and then you coud sell the ore. But sincie it was probably out of my bounds I decided to not do this. Now I’m planning to create a puzzle game much like Super Collapse! or Hoyle’s Gravity Tiles. I already have some fancy music ready!

Final update for the day

Sadly I’m having to cut today’s coding short. I’ve got a football match to go to! Then the family is coming round after that, so that’s my day done. I’ll leave you with a screenshot of what I’ve got so far.

Bubbles!

It’s going to be a day of hard work tomorrow, but I’ll get it done!

Good luck everyone and keep at it!

Lunch !

Hey !

Things are going slowly, but fine. Now, it’s time to eat.

It must be the burgers

Tags: foodphoto

 

Early windows build: https://www.dropbox.com/s/l5s6jk8ch1zr58q/rayHeyHey_Windows.zip

So floaty, much ray…

titlePreview

@RadStar_ is moving on

Hi there !

We reached our first goal : having a little pixel-made hero jumping and moving around in simple tiled map.

first step

 

Third and best Ludum Dare! Physics Sandbox-ish

Greeny here, back for my third Ludum Dare!

Last year I wasn’t too keen on the theme but i’m super excited this time around. I’ll let the gif below introduce you to my game :D

krakenSmall

 

Now some context. You play as the Kraken and some bastard pirates are trying to steal treasure of your island. With your tentacle (ragdoll physics) you have to smash them out the water. The physics are a little off and need work, but already it’s a lot of fun as it’s so unpredictable. If the pirates get away with the treasure you loose.

There’s lots of room for me to take this so im VERY excited: i think it would be perfect for touch screen gaming. Lots more to do, but the premise and main physics are there. Now to add gameplay and polish. Video here for those that want a closer look :)

Best of luck to all those still in, and if you feel like dropping out DONT! Keep going and submit what you have!

Good Luck LD!

-Greeny

Updates

lighter

Parallax background, lighting, more tiles.

No time to talk!

First screenshot. Direct from Stencyl to your screen; behold!

It's a picture, sorry.

A motley cast of characters. Whose that with the Elvis cut on the left?

First update

Work is progressing nicely…

screen02

The ship control sucks for now, but that’s mainly because I haven’t decided what kind of mood in the gameplay I want: if I want a faster paced game, the accelerations need to be more powerful, to negate the current direction and allow for faster reaction… If I want it to be more tactical, I’ll be able to leave it as it is, with a lot of inertia, which makes it mandatory to think before you move so you can do a safe landing.

Next steps are the pressure system (deal damage with depth) and the collision detection with the environment (should be easy, except for the “landing” code, which will probably require a lot of fine tuning).

Too sick to work any more on my LD Game.

Hey people, I just wanted to say, I’m sadly too sick to go any further, I’ve been puking, this time over my own desk.

I’m hopping in bed, stoppind my first Ludum Dare.Eventhough it was really fun, my body can’t hold up.

Have a lot of fun, and may you complete your game! :)

 

-DutchDerpyGuy

Comments

26. Apr 2014 · 11:12 UTC
Aw, that’s a shame. I hope you will soon be better! 😉

It’s *a bit* like a game

Something is definitely happening now, hoping the mix of 2D and 3D works out.

 

Progress 2: music

I feel like I should be more stressed. I don’t have a real concept, and I’m not really getting stuff done, but still I’m quite relaxed. This is unusual.

Comments

manabreak
26. Apr 2014 · 11:03 UTC
Cool, cavern-y music! :)

A screenshot

screenshot1Lots of identical pink NPCs. According to the big round thing, one of them is not like the others.

Ditched first idea…

I’ve ditched the first idea because after some  more though into it found out it had some severe flaws. I’ve came up with a new one instead that seems more interesting. The main idea I want to explore is that you’re SAFE beneath the surface. I will do a roguelike game with burrowing as safeness mechanic against enemies. Burrowing saves you but it drains air every turn. So you can burrow for few turns. But burrowing at the right time can cause enemies to clash and annihilate each other if they are the same, or one can eat the other base on some rules.

Here are some shots of what I’ve managed to do so far (I have a grid and I can move the player :D)

 

GridInitial2014-04-26-1565

 

2pm Sat, update time

Backed up a new project name every two hours.

Kept a near hourly update going here and have been doing my best to take regular breaks and eat etc.

Hit a nice place to stop and give an update  so here goes.

I have changed to controls to be mouse and keyboard. Due to the nature of the character size and environment, using the “click to get there” method meant too much clicking. Due to this I have added back in WASD and arrow controls but have kept aiming on the mouse.

I separated out the metal detector from the player character and have added it as a pickup.

Next step will be placeholder pickups and unlock structure. This time I am going to make the core of the game before all the flashy bits. :)

 

WIP2

 

 

12 Hours down, only 36 to go

As the first 12 hours come to a close, I’m not feeling very good about my entry.  It could be anxiety or morning stress, or it could just be the amazing talent I’ve seen from other entries thus far.

Best of luck to you all.

Also, as an aside: sfxr is amazing.

My progress thus far.

My progress thus far.

Progress 3:

I feel that this concept is completely unoriginal, but I’m not going back now. At least I think I’ll be able to design some nice puzzles.

scr2

Belated “I’m in”

Well, I don’t have the full time to do something, but with the theme announcement I was in two minds as to whether to do something.

I haven’t participated since LD24, and I’ve learnt a lot since, so I’ll be using:

Language: Java

IDE: IntelliJ IDEA

Graphics: GIMP

Music: MuseScore

Other tools: git, maven, standard stuff.

I plan to make something simple, but easily expandable, so that I end up finishing the mechanics quickly and level design can finish when it wants to.

My first Ludum Dare

Hey people,

This is my first Ludum Dare and I am pretty excited. Since I am already late with one day, I decided that my first LD game will be something easy to make. The topic “Beneath The Surface” got me into the idea of doing a game about the most obvious things – Air and Water. It will be an infinite runner like game with very simple  touch controls. I already got something really basic running inside Unity, but for now I will share just a couple of screenshots.

Screen Shot 2014-04-26 at 4.09.09 PM Screen Shot 2014-04-26 at 4.08.27 PM Screen Shot 2014-04-26 at 4.09.18 PM

 

 

Good luck!

Mockup… swan game.

wip1

This is just in Inkscape, no code yet. My idea is that the screen will be full of swans grabbing coloured food items, each having a different ‘powerup’ effect, some good, some bad! Simple controls, just click/touch a position to whoosh there.

I use MonkeyX for coding, Inkscape/Gimp graphics. Probably sfxr for sounds.

I’ll use pixel style gfx just for simplicity (+ I can’t draw birds). This is my first ld48 so don’t expect a miracle 😉

baz.

Digulator!!!

4 Proggers and an artist working on digulator, the digging simulator.

Spent all our time on visual effects like particle emitters and bloom, but the gameplay is still getting there.

Much more coke and pizza left to get through.

Capture

ludumDare

Comments

pknowles
26. Apr 2014 · 11:24 UTC
Proggers?

Day 1 wrap up and day 2 kick off

So St0ven and I have decided to make a game about exploring a desolate arctic planet in an attempt to repair you spaceship and escape armed only with a metal detector, a shovel, and a gun. So far we’ve got a character, enemies, shooting, and a world to run around in as well as some early concept art. Live builds of the game are always available at the following url http://www.garagecoder.com/live/LD29/ also I’ll be streaming our progress all day at http://www.twitch.tv/garagecoder

Here’s how the game looks now

and hopefully this is how it should look in the future.

 

Tile concept

I’m bad with the theme but…

I’m bad with the theme but I have an idea about mycelium growing beneath the surface.

Maybe a game about real-time strategie, stealth, kind of tower defence..ave .
I’m not sure I have enough knowledge to make such a game. But for now, I have no better idea.

Progress!

Started to add animations to the player!

Climbing, jumping and falling are still missing though.

Here’s a video!

Comments

xenoputtss
26. Apr 2014 · 11:31 UTC
Nice progress. can’t wait to see more.

(Lack of) Progression

After about 4 – 5 hours of coding and creating some first-class pixel art we would like to present our WIP game in which

  • you can move forward
  • and backward
  • and have to ability to kind-of-jump!
  • (As you can imagine we are getting a lot of e-mails from well-known, big money publishers that simply love our original concept!)

    Our game, working title “Surf Ace”, follows a young, adventurous and famous ace surfer. During his surfing trip he encounters dangerously high waves, hostile animals that attack from ‘beneath the surf ace’ and other obstacles that might mean the end of the surfer if he does not manage to dodge or defeat them in time.

    First publicly released screenshot:
    LudumDare29FirstWIPScreenshot

    As you can see it is not much yet, but to be honest we did not manage to come up with an interesting and/or original idea, so we decided to go with something relatively simple and potentially humorous. After all, the most important thing for us is to have fun during the development of the game!

    Hopefully we will be able to post something more interesting, something more fun and especially something more finished at the end of the day… Progress is definitely slow this time.

    Comments

    Dominator_101
    26. Apr 2014 · 11:41 UTC
    Oh no! I’m not the only person to turn Surface into Surf Ace :O Not that I’m surprised 😛

    Saturday afternoon, progressing…

    While working on creating programmer sprites, first game objects, level generation and stuff like that I completely missed the lunch my wife prepared for us and the kids.

    So I went down from my coding chamber and created a quick meal (eggs sunny side up with some bacon) and a huge cup of green tea. Yummy.

    Below are the pics (lunch and first screenshot with placeholder art).

    Lunch Saturday FirstScreen

    First Day Success!

    For this being my first Ludum Dare, I think I’m doing pretty well!

    I know that I have spent more time on art than most people would, but I really need to see what I have to know where I’m going.

    Last night I was able to get a basic world set up, including a movable camera and clouds (to tell that you are moving).

    I was also able to set up a continuous integration server! So check out my game live here!

    I’m streaming all of my development as well, so say hello if you get a chance!

    My main idea is an underwater explorer/treasure seeker, with some silly controls. We’ll see how it turns out!

     

    LD#29 6 hours and 1 sleep later

    Having some light food right now, after a long bed time, looking at what I’m doing, sort of merging FF7 and Pokemon, hopefully I’ll have enough time for some RPG conversations into the mix if not a partial JRPG it’ll be!

    Current problems JRPGs are GUI heavy, oops! But that’s ok I had been training that prior to LD, just slow as hell 😛

     

    I’ll also be using @DarkMeatGames awesome toolkit for world creation because it is awesome, grab it while you can!

    Progress !

    So far we have  made some cool pixel art, Level design is on Visio, Core mechanic is working and so far we are satisfied with our progress.
    We call it an off and start early morning tomorrow :)

    BASE_LEVEL_ASSETS_ HELMET BASE_LEVEL_ASSETS_ SKELETON BASE_LEVEL_ASSETS_ROCKS PICAXE

    Team Ganesh

    Boulders

    I have the basic walking around and digging, and also some gems and boulders that defy the laws of physics and float in the air…
    Next up: gravity! Also: actual levels, not just random stuff.

    shot

    Midday 01

    What a day. Almost nothing has been done, but I still woke up at 7 am (it started at 4 am in my time zone). I have ‘an’ idea, we’ll see how our plays out. Anyway, I’m thinking I’m going to finish this evening because I somehow ran out of inspiration to make this game. I’ll try to somewhat finish it, but workout pretty graphics, because my friend, who was supposed to help with graphics, isn’t helping.

    Sorry, no screenshots, but if our helps the main characters name is Steven and the game is a 3D side scroller, with weird movement and the ability to stick to walls (unintentional).

    -ThePirateDuck

    Hunt for Happy Potions!

    Welcome to the Land of Happyness. Everything is great.

    Screenshot1

     

    Yes.

     

    2 Meters Beneath – First level design

    So far so good.
    After 2 hours of work i’ve nearly finished the level design for my Vaultsims. I’m not really that satisfied but hey, it’s my very very first game at all! The next step is to draw the lone vault inhabitant and the first ambient critters. Theeeen it’s time to implement some “busy” animations and behaviours, just to make the game a little bit more living.

    For now I feel like I’m good in time, even with 10 hours deficit.

    2metersbeneath

    Hayo!

     

     

    TotEMoC

    Sooo, I was a lot more lazier than I expected, I have a nice rest after every feature, and it’s coming along good (ish). But I feel like I should have done a lot more. I still don’t like my graphics. At all.

    Transfiguration of the Eternal Monster of Crypts

    Transfiguration of the Eternal Monster of Crypts #2

    An update on my game!

    Hello everyone! How are you?

    I started my project about 5 hours ago (I live in Spain, and the compo started at 1AM here, so I decided to sleep first)

    I’m planning to make an old school fps in GameMaker Studio. It’s the first time I actually make a 3d game in this IDE, so it might come out pretty buggy and stuff. But, oh well. Here’s a little video of the game as it is right now (all the graphics are just tests, not the actual ones in the finished version):

     

     https://www.youtube.com/watch?v=N3DvptUrkGk&feature=youtu.be

     

    I’ll be livestreaming here: http://www.twitch.tv/mrrosso

     

    Well, see you all and good luck!

    Enough planning already!

    Quick update – 4 and a half hours in.

    Our idea is now set. You play a demon of middle management, trying to sort out the souls coming into hell, making sure justice is being done, but also that the punishment demons aren’t getting too bored. We’re going to try to keep the theme very tongue in cheek, and hopefully not offend anyone too much. For now, it’s time to stop doing concepts and start bashing Photoshop. Here’s a shot of the current artist workstation:

    SAMSUNG

    Working on Animations

    Completely behind right now. Still not sure what I’m actually making, but I’ll be damned if something doesn’t get done!

    idlefin walkfin

    I’m in

    Just woke up and ready to go!

    Graphics: Paint.net & Inkscape

    Audio: SFXR & Soundation

    Language: Java

    IDE: Eclipse

    Hot Diggity Progress

    So, good part of a day in, where’s everything at?

    Well I figured there’s so many mining games out these days that they could do with a good speeding up!

    Honestly I’ve no idea what this is.  Thus far it’s sort’ve Thrust-meets-Terraria with a gradually extendable vessel.  Still to add some kind of heat management to stop you exploding and something to force you further underground, balancing grabbing ore, heat management and getting as far down as you can.  Pondering a boss battle at a certain depth…

     

    Slow and Frustrating First Day

    Spent the entire first day trying to get eclipse to work with Java 8, so that was fun. I have the basic movement and sprites in, now time for the GUI. After the GUI, we’ll actually get some gameplay in. 😀

    Best of luck to everybody else!

    Untitled

    Mushroom Game

    So,  I’ve started working on a game.  Not sure what I’m going to call it yet, but it’s about a mushroom bouncing on other mushrooms.  I’m planning on having different mushrooms that will have different effects.  This one bounces the player back to the same height it fell.  Still deciding on what style I want to go for with the tiles.

    Anywho, back to work,

    -toaster

    Morning progress

    Got some sleep and continuing work on Altered Realities this morning.

    Got some basic UI elements done and working, and can move the character around the screen now.
    I did encounter a bug with my gamepad input not working correctly but can fix that later.

    I also finished up some concept art for the player character.  Very quick sketch but gets the idea across.

    Have some stuff to do with kids today, but all other time is being devoted to progress. 😀

    Alice-sm

    first of first things

    BTS_Dig

    conceptualized

    and coding has begun !
    using dem luaz in love2d with middleclass, hump lib, aaaand some classes i glued together yesterday

    first time in the ludumdare and first post, more images to follow

    First Dare!

    first

    I was actually lucky to find out about this Ludum Dare. Wanted to do one for ages, and randomly checked my (rarely used) Twitter account.

    My immediate thoughts turned to a game I was working on at University, simplifying it down to some sort of mining simulator. I have a feeling there will be a lot of water or mining-based entries.

    Always been a fan of simulation and RTS games and this will be the first time I’ve attempted to create one.

    Using Unity so should be able to prototype something quickly!

    – Chris (Twitter)

    Ye Olde Screenshots

    End of day one. Here’s some screenies of a battle beneath the surface. The gameplay is still sparse.

    #gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ 2014-04-26 13-07-11-122 Editor Screenshot 2 2014-04-26 13-21-59-955 Editor Screenshot 7 2014-04-26 13-20-28-168 Editor Screenshot 2
    2014-04-26 13-20-34-641 Editor Screenshot 4

    There’s a rock in there which I didn’t make & a few textures, but otherwise it’s all within the ‘from scratch’ rules so far. Might even turn into a compo entry.

     

     

    Tags: unity

    Comments

    27. Apr 2014 · 23:13 UTC
    Oh, BTW I should add – the placeholder rocks and textures were removed & replaced with my own from scratch versions for the final submission.

    Bathyscaphe11, Day 1 progress report

    So, I had a hankering for some oldschool top down shootin’ so that’s what I started doing! The game will be set in a submarine where things have gone awry. You know, mutants, demons or something along those lines.

    Here’s what I’ve got currently:
    bathyscaphe11

    I’ve got the basic things down now like health, weapons, simple monsters, items and a very cheaply made LOS (the shadows are just tall black boxes on top of the walls and the parallax of the camera handles the rest). I’m almost at my goal of getting a “shippable quality” game on day 1 so after just a few functionality enhancements like game over and level change tomorrow morning, I can mostly concentrate on content creation and polishing. I hope I can bring in more of the compo theme then too since it’s currently almost completely absent at this point. :)

    Next up: Sauna, supper and rest!

    Jacket potato time!

    Progress is going well on the game, had a slight hitch that I was caught up on, but got it sorted now so I get to eat my lunch. Which happens to be a jacket potato with the chilli I made last night.

    jacketStill got lots to do though and as per usual I’m planning on getting as much script finished today and get the majority of art done tomorrow.

    Full steam ahead.

    Update #1

    Time for the first update! You can ‘play’ my ‘testmap’ here.

    I struggled a little to find something interesting to do with this theme. Since I failed at this, I chosed to do a platformer (again >_<), because I am at least a bit at ease with how you are supposed to do those games.

    Phaser is helping a lot, especially when I compare to what I did last year with libGDX in java. I already have most of the features I need working, even if they are not pretty at the moment.

    I will now start to do the graphics (cause the placeholder I am using are from my LD27 entry…), and I still have to decide on a name and background music …

    May I help you ? End of day 1

    Here is a little update about what we have done since this morning.

    Maxime have been working 2d assets. As you can see here, getting the right references is always important!

    ld29_day1_d

    Meanwhile, Paul was discovering pathfinding and variables on Game Maker and I was trying the tiles system :

    ld29_day1_a

    But as we are not planning to have an open world, but (luckily) a couple of levels, we might just drop the tile building and layout and use a background image. Yes I know, but today with all the ram we had, who cares?

    Here is a preview of the current line up of characters. You play Georges, the other ones are NPC.

    ld29_day1_b

    About references, Tim here on the left might be inspired by another famous Tim :)

    And finally a sneak peak of one of the gameplay mechanics we might use: an old fashion dialogues boxe with multiple choices ! To be able to fullfill your bloody pulsions you need to have the people alone in a room but you also need to prevent the others to find out what you have done. This is where the dialogues came in to make you try to influence the NPC behaviors.

    ld29_day1_c

    Good end of day one to everyone out there ! :)

    Cheers

    Maxime, Paul and Flavio

    Tags: Game Maker Studio, ld29, May I help you?, wip

    End of Day 1 – In Too Deep

    So far today, I’ve managed to finish two out of probably 11 scenes, and set the ground work for the entire game, it shouldn’t be too difficult to finish from here on out, the main problem will be getting the art to a standard that I’m happy with.

    I also managed to decide on a name, I’m proud to present:

    In Too Deep

    Here is a screenshot of scene 2 finished:

    12 Hours

    Now I’m going to sleep for about 7 hours and then I’ll be back at it.

    My First ludumdare

    Skjermbilde

    Skjermbilde0

    im making a game called SUPER GOBLIN UNDERGROUND HOUSE EXPLODER 5000

    its a game were you are a goblin trying to explode all the houses the ppl create

     

    got all the basics done

    all i have left now is trying to get the game m0re balanced and try and fix so that a house cant overlap another house :)

    First sprite

    I’m having some troubles coming up with a story, so I began to draw a sprite:

    gfm-ld29-base-char2It’s far from perfect and I think it needs more shadows (or maybe a few highlights). But it’s a start! And now, with a base, drawing others will be easy! Animating this will be really annoying, though. >_<

    Progress!

    After spending quite some time trying to figure out why my collision wasn’t working (pro-tip: Read the documentation!) I got ‘inspect’-action working.

    inspect

     

     

     

     

     

    Might finish something!

    First mock-up!

    Came with my idea way too late. But anyway, here’s a mock-up!

     

    Work in progress

    Hi! This our first jam, first video game. We’re three (doing code, design and sound). Cheers!

    ecran-copie kaboom under xater

    Progress Report 2: Diggin’ Away!

    I woke up about an hour ago, and I’ve been focusing on getting the tile selection and digging mechanics working. Right now, the map is just placeholder color tiles, but they will (hopefully!) be better pictures soon. Here is an untouched generated map:

    dig1The box surrounded in white is the tile that the player’s mouse is over. When he/she clicks a tile, its health parameter goes down 1, with a lower limit of 0. (Tiles have varying strengths.)

    dig2 dig3 dig4

    For now, the only way to show a tile has been dug is its darker value, but once I eventually get some textures going it’ll give the illusion of depth better. Good luck everyone!

    Nom

    My roommate made 4Cheese Pizza :D! YAY!

    pizza0pizza1

    Daisy’s dog is dead (but she doesn’t know it yet)

    Your father asks you to bring a packet somewhere. You don’t know what’s in and you’re forbidden from looking in it.

    But you, the player, know it : it’s Daisy’s dog. He just passed away.

    You must help her get to places, in this kid-themed game with a dark-ish undertone. Reveal what’s beneath the post-its to show her the way.

    Daisy (the green screen for now) moves by herself. You move the post-its and make sure she can move safely to the goal.

     

    Very buggy, very unstable, very frustrating… looks horrible for now, but that’s all I got, folks. Wish me luck.

     

    Here’s what I got for now (all placeholder graphics)

    The graphics will be set to look something like this, but like they were drawn by a child. It will all take place in Daisy’s drawn universe. Everything is childish and nice, but, underneath the surface, she must cope with her pet’s death.

     

     

    How to submit???

    This may seem a stupid question, but how do I submit an entry? I’m no way near finished with my game but, I worried that when the deadline comes/I finish that I will not be able to submit. so do I need to host my own website? How do I make a download link, (“C: LD29 Untitled game.jar”). Sorry but this is my first ludum dare entry ever. Please help!!

    Comments

    hamrath
    26. Apr 2014 · 12:07 UTC
    You need to upload your game to a public site. Do you use Dropbox? Then you could put it in your public folder (or a subfolder of the public folder) and copy the link from it (right click on the file and “Copy public link” or something similar).
    Photon
    26. Apr 2014 · 12:07 UTC
    Depends on the type of game.
    26. Apr 2014 · 12:10 UTC
    Another solution is github. You can store your code and host a web page too (using a branch named gh-pages).
    ParaPup
    26. Apr 2014 · 12:13 UTC
    You don’t have to host it yourself.
    burny123
    26. Apr 2014 · 12:28 UTC
    Thanks, I can now concentrate on actually making my game instead of worrying about submitting. I will probably upload it to drop box,as I don’t really now how to use git. Again thanks, you have saved me!!

    First progress

    No wonder. I’m making classic snake game. Sure it will be have some uniq features for current theme but…

    F-ck this. Here I’m tried to make letters ‘LD’ with my snake. I hope future progress pics will be more instersting.

    jokerden_001

    First Screenshot

    After a bunch of problems, I finally managed to get the very basic mechanics of my game down. Here is a screenshot:

    First Screenshot

    There is still a lot to do before this can become a game, but I’m happy that I’m finally getting into my rhythm. I’m not completely sure if my control scheme is good, so I need to put out a prototype as soon as possible.

    Back to coding!

    Tags: android, java, libgdx, mechanics, screenshot

    Comments

    snowyowl
    26. Apr 2014 · 12:17 UTC
    Looks cool. I can’t wait to see what game you put on top of this.

    (Untitled)

    foto

    Update!

    Update!

    player (3)

    Hey guys, this is our first jam together, check it out!  The first image is our alpha test.
    In the second image there are a few elements, and the third pic is our Dwarven hero: Urist!, things are looking good so far!

    Basic unpolished test level is running.

    Screenshot 2014-04-26 16.02.09

     

     

    Collisions are pretty much working. Player animation is spot on.

    Time to add some enemies :3

    Still need to make a shit ton more tiles. Sigh.

    Dinner

    IMG_20140426_175604