LD29 April 25–28, 2014

It moveth! (and actually dies too!)

Our angry mollusc is more alive than ever, and almost ready to rock!

lilguy

Sleep deprivation is already kicking in, but we’ll persist! For Snaily!

First update

Hey everyone hope your days are going well and you are eating good:) having lots of  fun/stress and thought I would post a first glimpse of my game :) first-update

also had a quick look around the blog at other peoples and everyone’s work looks awesome:D Can’t wait to play them:)

Have a good day

SEN0RDIAB0

@RadStar_ : time for some music

I’ve finally got some music in here !

music

This game is gonna be awesome !!

Follow us on Twitter : @RadStar_ // @ynck_33 // @thomas_baudon // @sentsu_actu // @damrem

Follow us on Twitch : Ynk33 // paraplegeek // Sentsu_FR

A bit late but..

Here it is! The first screenshot.

 

Collisions, movement and basic Tiles!

ss (2014-04-26 at 04.15.34)

Had lot of problems with animation and physics but now it’s working. Hope I can finish this :3

Time to add some enemys!

Lilly and the Gang

Here is my main protagonist, Lilly, and her first two enemies.  Time to take a short break, then get movement and what not working.

(Link incase embed doesn’t work: http://s1.postimg.org/o6bfxog9r/lilly_and_the_gang.png)

 

 

How it is going

SS1LD

Well, actually I’m not very hopeful. Today and tomorow I will have my day full of anothers commitments besides the Ludum Dare. I maybe not even be able to finish my game…

But it is being good, I have been away of programming for a long time, it is good do something again.

 

Comments

Brian Stegmann
26. Apr 2014 · 13:27 UTC
Liking the GB/retro handheld style art :)

unity3d 2D water

I didn’t know I was going to join prior to the event, so I had to rewrite my 2D water code.
Feels fair to still share it with everyone though.
It could use some improvements, I’m moving the verts on the cpu since I can’t do shaders haha.

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using AssemblyCSharp;
//[ExecuteInEditMode()]
using AssemblyCSharpEditor;

/* Written by Martino Wullems, aka omgnoseat*/
public class MWater2D : MonoBehaviour {

public int width = 10;
public int height = 1;

public Mesh mesh = null;
private float textureScale;

private List<Vector3> vertices;
private List<int> triangles;
private List<Vector2> newUV;

private List<WaveVert> waveVerts;

public float segmentWidth = 1;
int segmentCount;

private MeshRenderer renderer;

float dx = 0;
public float waveRepeat = 10f;
public float scrollSpeed = 0.2f;
public float amplitude = 0.02f;
float theta = 0;

public float springToBase = 0.02f;

public float forceMultiplier = 1f;

public float spring = 0.05f;
public float floatValue = 1f;
// Use this for initialization
LiteTimer timer = new LiteTimer(0.1f );

public void Start()
{
timer.looping = true;
timer.onElapsed += HandleonElapsed;
timer.start( );

Build();
}

public void Build () {

mesh = GetComponent<MeshFilter> ().mesh;

vertices = new List<Vector3>();
triangles = new List<int>();
newUV = new List<Vector2>( );
waveVerts = new List<WaveVert>() ;

mesh = GetComponent<MeshFilter>().mesh;

renderer = GetComponent<MeshRenderer>();
//textureScale = renderer.sharedMaterial.GetTexture(0).width / width;
//textureScale = 1f / textureScale;
//print (“textureScale : ” + textureScale );
float tx = 0;
segmentCount = Mathf.FloorToInt( width / segmentWidth);

Debug.Log (“segmentCount: ” + segmentCount );

for(tx = 0; tx < segmentCount; tx++)
{
Vector3 tl = new Vector3 ( tx * segmentWidth , 0 , 0 );
Vector3 tr = new Vector3 ( (tx * segmentWidth ) + segmentWidth , 0 , 0 );
Vector3 br = new Vector3 ( (tx * segmentWidth ) + segmentWidth , -height, 0 );
Vector3 bl = new Vector3 ( (tx * segmentWidth ) , -height , 0 );

vertices.Add( tl );
vertices.Add( tr );
vertices.Add( br );
vertices.Add( bl );

waveVerts.Add( new WaveVert( tl, tl, springToBase ) );
waveVerts.Add( new WaveVert( tr, tr, springToBase ) );
waveVerts.Add( new WaveVert( br, br, springToBase ) );
waveVerts.Add( new WaveVert( bl, bl, springToBase ) );

newUV.Add(new Vector2 (0, 1));
newUV.Add(new Vector2 (1, 1));
newUV.Add(new Vector2 (1, 0));
newUV.Add(new Vector2 (0, 0));

}

int squarecount = 0;
for(tx = 0; tx < segmentCount; tx++)
{
//if( tiles[ty][tx] < 0 ) continue;

triangles.Add( (squarecount * 4 ) + 0 );
triangles.Add( (squarecount * 4 ) + 1 );
triangles.Add( (squarecount * 4 ) + 3 );

triangles.Add( (squarecount * 4 ) + 1 );
triangles.Add( (squarecount * 4 ) + 2 );
triangles.Add( (squarecount * 4 ) + 3 );

squarecount++;
}

refreshMesh();

if( GetComponent<BoxCollider2D>() == null ) gameObject.AddComponent<BoxCollider2D>();
dx = ( ( Mathf.PI * 2 ) / waveRepeat) * segmentWidth;
}

void HandleonElapsed ()
{
updateForce();
generateWave();
refreshMesh();

//set vertices to waveverts
for(int i = 0; i < vertices.Count; i += 4)
{
//update verts
waveVerts[i].Update();
if(i >= 4) waveVerts[i-3].Update();

vertices[i] = waveVerts[i].pos;
if(i >= 4 )vertices[i-3] = waveVerts[i].pos;

//print (“i ” + i);
}

//last one
waveVerts[ vertices.Count – 3 ].Update();
vertices[vertices.Count -3] = waveVerts[ vertices.Count – 3 ].pos;
//print (“vertices.count: ” + vertices.Count);
//print (“———–“);
}

void updateForce()
{
for(int i = 0; i < vertices.Count; i += 4)
{
int vID = i / 4;
WaveVert p = waveVerts[i];

if( vID > 2 )
{
WaveVert prevP = waveVerts[i – 4];
float dy = prevP.pos.y – p.pos.y;
//dy*= 0.3f;

p.velocity.y += spring * dy * Time.deltaTime;
}

if( vID < segmentCount – 2)
{
WaveVert nextP = waveVerts[i + 4];
float dy = nextP.pos.y – p.pos.y;
//dy *= 0.3f;

p.velocity.y += spring * dy * Time.deltaTime;
}

}
}
void generateWave()
{
theta += scrollSpeed * Time.deltaTime;
float x = theta;
float y = transform.position.y – ( Mathf.Sin( x ) * amplitude ); //sin x is y positions upon % normalized circle pretty much;

for(int i = 0; i < vertices.Count; i += 4)
{
//check wave Y
y = 0 – ( Mathf.Sin( x ) * amplitude );

//if( i > 0 ) vertices[i – 3] = new Vector3( vertices[i-3].x, y, 0 ); //not -=
//vertices[i] = new Vector3(vertices[i].x, y, 0 );

waveVerts[i].anchor = new Vector3( vertices[i].x, y, 0 );
if( i >= 4 )waveVerts[i-3].anchor = new Vector3( vertices[i].x, y, 0 );

x += dx ;
}

//last one
y = 0 – ( Mathf.Sin( x ) * amplitude );
waveVerts[ vertices.Count – 3 ].anchor = new Vector3( vertices[ vertices.Count -3].x, y, 0 );
}

void applyForce( int pointID, float forceY)
{
int realID = pointID * 4;;

forceY *= forceMultiplier;

int xForce = Mathf.FloorToInt( forceY ) / 2;
if(xForce < 0 ) xForce = 0;
if(xForce > segmentCount) xForce = segmentCount;

waveVerts[ realID ].velocity += new Vector3(0, forceY, 0 );
if( realID > 0 ) waveVerts[ realID – 3 ].velocity += new Vector3(0, forceY, 0 );

}

public void refreshMesh()
{
mesh.Clear ();
mesh.vertices = vertices.ToArray();
mesh.triangles = triangles.ToArray();
mesh.uv = newUV.ToArray();
mesh.Optimize ();
mesh.RecalculateNormals ();

//GetComponent<MeshCollider>().sharedMesh = mesh;
}

// Update is called once per frame
public void Update () {

HandleonElapsed();
//timer.Update();

if( Input.GetKey( KeyCode.P ) )
{
applyForce( 15, 0.3f );
}
}

public void OnTriggerEnter2D( Collider2D collider )
{
if(collider.rigidbody2D == null ) return;
waterInteraction( collider, collider.rigidbody2D.velocity.y / 50 );
}

public void OnTriggerExit2D( Collider2D collider )
{
if(collider.rigidbody2D == null ) return;
waterInteraction( collider, collider.rigidbody2D.velocity.y / 30 );
}

public void OnTriggerStay2D( Collider2D collider )
{
if(collider.rigidbody2D == null ) return;
waterInteraction( collider, collider.rigidbody2D.velocity.x / 500 );

collider.rigidbody2D.velocity += new Vector2(0, (floatValue ) * Time.fixedDeltaTime );
}

private void waterInteraction( Collider2D collider, float power )
{
float enterPos = Mathf.Abs( transform.position.x – collider.transform.position.x );
float size = (width * segmentWidth);

int point = Mathf.FloorToInt( ( enterPos / size ) * width);
if( point == 0 || point == segmentCount ) return;

applyForce( point , power );
}

}

Comments

26. Apr 2014 · 16:25 UTC
Aha! I needed exactly this. Thanks!

Progress Feels Good – Ludum Dare 29 Entry – Under The Earth

So im making a 3D game in java called Under The Earth for this Ludum Dare 29

and progress is being made :) graphics done in paint.net (day before drawn to save me time)UTE 1

Comments

26. Apr 2014 · 12:24 UTC
Nice. I guess your using the Prelude to the Chambered engine or something similar?

First builds, help me test

Hey everyone, I just got the basic mecanics of my game finished. I was hoping that some of you could perhaps try out the web version just to tell me if there are any compatibility/loading or whatever issues so I can fix them while there is time.

 

http://squaredcodes.com/data/LD29/Build2/Build2.html

Controls: A and D, Jump with space.

(Somtimes you need to click inside the player for it to actually work.)

status1

Rest

I made the decision to get some sleep last night rather than start my game. So; I guess I’m having a late start but I plan on making up for it. I think the rest will be helpful.

 

Basic game idea is that you control a robot submarine exploring the icy ocean of Enceladus; avoiding obstacles and “scanning” alien life.

Under The Earth Progress #3

Campsite is done many hazards added like lava and deep water official textures so the Prelude Of The Chambered texture placeholders are now gone :) its almost ready :) tomorrow is bosses, the end item, secrets, loot that adds score (properly do that today actually now that i think about it), more levels apart from camp and undergroundcaven, bug fixs

How you collect items is also showen (the gun sprite)!

UTE 3

Some Progress

This is what my game is looking like so far (no name yet):
screen1

 

The gameplay will essentially revolve around: Digging things up -> Selling things -> Buying better tools and explosives -> Digging moar things up -> ??? -> Profit

At the moment you can walk and jump around, and dig. The world scrolls downwards infinitely. The dynamite in the screenshot doesn’t explode yet, but thanks to box2d it bounces around and spins and looks generally awesome 😉 I’ve also started some art for tools, which isn’t used anywhere yet.

My code is utterly terrible 😛 Fields are being made public and/or static because of laziness… also my Tile class isn’t a class, it’s an enum.

It’s past midnight here, I think I need sleep now. Good luck to everyone!

 

It ruuuuuuuuuns! (sort of)

Roughly four hours in, I’ve gotten to the point where there is a proof of concept in place.

The game is about managing a group of deep sea divers (I am mister originality) hunting for treasure at the sea bottom. However, as their air supply is limited, it is up to the player to manage their resources soundly and make sure they get home safe. This part is not implemented yet. :-)

However, the little guys can now run along the sea bottom on their own and  hunt for riches. If their air runs out, they’ll panic and run off to the nearest diving bell.

divepoc

I’m pretty happy with the start. I made things a bit harder for myself by opting to use Impact++ for the first time. So while ImpactJS is warm and fuzzy for me, there’s a big unfamiliar body of code to get used to. Especially since it introduces concepts and classes meant to supersede the original Impact ones. It’s a good experience though, as the Impact++ code feels solid, and the documentation is amazing.

There’s still a ton of stuff left to do, but it feels managable:

  • Player interactivity (ability to drop supplies from above)
  • Victory/failure
  • Hazards and bonuses
  • Effects and eye candy
  • Making actual levels

All code is being pushed to Github as I go. :-)

Tower placement is working!

I’m making good progress with my game. Tower placement works now and they sink at a constant rate. I think I might actually finish this compo!

LD29-2

WOOOOOOOOOooo…

Oh god.

Half a day in,  and I’m just getting started.

That’s a nice theme, though – and I have an idea.

I’ll be making Rescue Rogue in Pressure Panic, using Unity3d, Gimp, Photoshop, Blender, some twigs, and a grapefruit.

But first – to the Google Docs! Time to make myself a plan.

–RoB

Daisy’s dog is dead :(

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 moves by herself. You move the post-its and make sure she can move safely to the goal.

This was the original concept. Now, you must help Daisy escape into her imaginary world, because what’s beneath the surface, is too ugly for her to know.

 

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

 

Little update…

After careful consideration I have managed to create the game idea and build up the first needed steps for the game. Currently it is quite barebones and looks something like horrible pixel artist would come up with. Yes… I’m slow and horrible when it comes to pixel art.

version 0.001

version 0.001

Well.. now I just need to draw some awesome art and build the rest of the game. And maybe some music. But now it is time to eat something.

Map Generator Works

Map Generation Finished now comes the Art 😀

Unbenannt-rrer5

More progress

I’m slowly getting an idea for my game.

Game will be simple platformer. I can’t tell you more about it, because it’s still bit of fuzzy even for me.

 

Awesome screenshot:

dot-renderer

One pixel in image is one dot on the screen.

Day 1 finished!

minions stress test

not much to the game just yet though!

play

I’m in!

Spent whole morning learning how to UVmap in blender. At least I know it now 😉

1

In the Black

In the Black

So I spent a few hours last night thinking about the theme and how I might make a game that’s a bit different from what genres I normally work in. For this game I’m going to be trying some narrative elements and trying to get some stat driven gameplay working.

For In the Black, you play as the newly appointed manager of a failing mining company town. You have been tasked to get the mine profitable again in a fixed number of weeks. How you choose to do that will be up to you. Do you go for profits at the cost of blood? Can you find another way to balance the worker’s safety despite your bosses greed? Will your own greed take over? I want to let the player answer these questions and more through a variety of dialog driven events.

I will attempt to track some different stats:

  • There will be stats on the mine itself, like “danger level”.
  • There will be stats on you, like “greed” and “compassion” perhaps.
  • There will be stats on the worker population too.

I’ve still got to define these systems but I think I can do something with this that might be interesting.

I’m going to be using Flash because I realized that some of the Unity plugins I use aren’t free so I couldn’t distribute them with the source. I’ll be writing everything from scratch this way using Flash.

So, that’s what I’m working on for this Ludum Dare. I’ve got my live stream up and running at http://www.twitch.tv/hybridmindstudios/.

Stop on by and say “hi” if you’d like!

Tags: mines, mining

Comments

26. Apr 2014 · 12:37 UTC
looks cool
theomnis
26. Apr 2014 · 12:39 UTC
This sounds neat…reminds me a bit of Oiligarchy perhaps?

Starting now

I’m still working on the idea. Maybe a escape game. Well. I will work with:

– Notebook Dell i5, 6g ram, 2g video, 14″.

– Wacom Bamboo Pen CTL-470.

– Gnu/Linux Ubuntu 14.04 – Operating System

– Android Development Tool (ADT) – Programming IDE

– LibGDX 0.9.9 – Game Library

– InkScape – Graphic vetorial editor

– Gimp – Image manipulation program

– Audacity – Audio manipulation program

– Krita – Image manipulation program

– A guitar to make a music and mouth sounds (with effects) to other sounds.

– Smarthphone Sansung S3 mini to capture sounds and music.

It’s all for while.

Gamelapse video

Hello,

I had a little idea for this Ludum Dare, and it was the first thing I implemented.

Instead of ye olde Timelapse, I decided to create something I decided to dub a ‘Gamelapse’. Essentially, instead of making screenshots of my entire screen, I decided to let my game make screenshots of itself every 5-ish seconds. I made a video of my progress up till now, and I hope some of you will have a look and tell me if you like this better or worse than a ‘normal’ timelapse.

Gamelapse

As for my progress, my original idea was for a Post-apocalyptic survival simulator. For some reason, that evolved in a red Imp (you can see it in the gamelapse) – so right now it seems more of a Dungeon Keeper clone than anything post-apocalyptic survival-esque, but what can you do. I do intend to add some survival elements, but it’ll probably be a hodgepodge of game ideas, and I hope it works out well.

Right now I have my imp running around and digging stuff, and I was just beginning on different tools for some base-building esque-escapades. Or something.

Little Footage

I’m not feeling well today, but I got a little result in the first level of my [still no name] game..
Keep da Spirit!!!!

ewewew

Progress!

ld

(Also, thank you, Twitch, for not saving my last two hours of streaming. Yeah, you’re stupid)

Little progress.

Now i have this… Platform movement and some basic lights… And small flesh…. I mean FLASHlight

 

The mole is moving

First success! I’ve got my little mole moving. He can dig through earth, which takes more time than running through an already existing tunnel.

Now I can add worms to eat, obstacles to avoid, timers to decrease and other pressure on the player.

Improving graphics, adding sound and all this other little stuff is coming later.

molemoves

Morning Progress

So we got our concept down, and are now looking at Phaser for our framework. Now the biggest thing is how to represent a pixelated first-person view of clawing through dirt with your hands…

 

DirtProtoSmall

RootProto

 

~CryptKeepers

Pathfinding done (for now)

So my initial pathfinding implementation is done. It’s basically a simple node graph with a very unoptimized A* implementation.
I was pretty annoyed by how long it took me to write the A*, but hey, it’s been a while since I wrote a pathfinder by myself.

The node graph is just manually placed nodes, nothing fancy there. The reason why I didn’t go with an algorithmic solution for node placement was mainly performance and time constraints. This way I can reduce the number of nodes to the bare minimum and placing so few nodes manually was still faster than doing it in code. It also means I have full control over node placement, so I can hopefully do some more fancy stuff like bridges and tunnels in a later iteration of the level map.

Now it’s on to the AI. Once I’ve got the basic behaviour down I’ll refactor things a bit and implement the AI as a proper state machine so it’s easier to expand the abilities.

I’m slightly behind my schedule, but so far I’m not worried. I’m pretty sure I can get pretty much all of the initial gameplay done by early tomorrow morning, then get a few hours of sleep and spend all of tomorrow on Sound and Art. Hopefully the very core mechanics will be done by around 6pm so I can get a bunch of testers to try things out.

pathfinding

Alex Out

It finally works

For some reason mouse input wasn’t working for my game. I tried for a good hour to get it working last night, and I just fixed the problem. However there’s a new problem. I had Solo and Ensamble at school a couple weeks ago. The judge gave me a perfect score and now I’m going to state Solo and Ensamble. Which is today. Great. Looks like I’ll be gone for about five and a half hours.

Some slight progress

I’m starting to get some things actually happening. I’ve got a very basic dragging mechanics in now. I’ve got the start of a minimap, if I have time, I’ll have it render different visuals to make it easier to follow. Going to try and make it a little better, and then make some dynamic dialog messages.

Derpy – The next gen dungeon crawler experience

So heres my first screenshot of the game , been working since 6am BST and finally have decided on a game name and to make it a dungeon crawler! , yes it seems mine-crafty or voxely but when its done you probably wont care due to some rediculous mobs! .. Streaming development too so look out for me on the side thing 😉

Dungeon Preview

Comments

26. Apr 2014 · 13:06 UTC
reminds me of delver

Next Progress

Added stones and light

Zrzut ekranu 2014-04-26 o 16.52.24

 

Bot

Bot

 

This is Bot. He’s a bit primitive yet, and a little dinged up, but he’ll be going into training soon.

A close-up

shot2

All well and good so far. Today’s topic is resource management. First you play at different sites to collect notes which unlock things, and then you blow those notes on a chaotic jam phase where you attempt to adapt your improv to people’s tastes (and will most likely fail, hilarity ensues).

For now, any Hancock wannabe should try out the keyboard-only build: https://dl.dropboxusercontent.com/u/75065952/jamkeys.swf (controls obvious, except Shift toggles drum loop). Getting seamless loops in Flash was an interesting exercise, but will be most useful in an audio-heavy game.

Additionally, the crowd rejoices as Jiggawatt delves into character design again. Meet The Leeway Brothers, who will be supplying you that funky music, once they haul their asses into the game.

band

Drawing status: unfinished

Color status: not so funky

Corgi status: green

corgi1

I AM GREEN

YOUR ARGUMENT IS INVALID

corgi2

WHY’D THESE CRAZY PEOPLE WANT ME TO PLAY THE DRUMS

I’M A FRIGGIN DOG

corgi3

I’M EVEN HOLDING A FUCKING SPOON

Tags: and now i'm in the tags goddammit

First Ludum Dare as a team!

So, after a quick brainstorming we decided what kind of game we would do. After 8 hours of programming, composing and drawing the mechanics, the first level were almost ready. However the game was not what we were expecting so we are starting a new one right now. The idea is simpler and all the elements seem to fit to produce the atmosphere we want. More news as soon as the first level is complete!

Discarded. The idea shall be used to a future game however.

The game that was discarded. The idea shall be used in a not-so-distant future however.

Team Work

Yves, Malvina can’t stay after saturday 6PM.

Damien, MokuJin will carry on.

 

Good morning

6 hours of sleep is surely enough to get cranking again.

Troll Bridge

We had a slow start (due to other commitments) but now have a basic concept for our fourth Ludum Dare entry, we have a prototype quadruped Sheep character model, some music, and a game name. Next tasks are a Troll model, level design with bridge structures, sound, texturing, menu, and win scenario.

LD29 Boneloaf Sheep LD29 Boneloaf Bridges Sheep

Tags: boneloaf, troll, troll bridge

Neath: Surf Ace – Update 2

As promised in my last post, here’s some gameplay where I get to Be Neath, the Surf Ace.

neath surf ace

(You may have to click the image to watch the gif. Also, there are still placeholder graphics in there.)

End of Day 1

Spending the first half of the day outside and the other half getting into a framework I have never used wasn’t such a bright idea but at least I got a few sprites moving and some ambient sounds going.

Settled on Phaser.io as everybody was raving about it. Crafty next time maybe?

As far as first entries go this one is not completely derailed just yet but maybe I can find a few more ways to sabotage it tomorrow.

Hopefully I will have something playable up before noon (and pictures before that if I can get those shaders going).

Just another progress update

Coding for ~ 2 hours and I have the idea and basic mechanics done :)

Here is a screenshot (Be prepared for epic art):

DiggingUpSS1

Slow start to Sonar

Use sonar to dodge icebergs beneath the surface.  No Icebergs or sonar yet but it’s a start.

sonar1

I probably shouldn’t have spent the last 2 hours playing Salibandy(Floorball) but at least I’ve had a break from the screen. Here we go again.

Progress Report 3: Buried Treasure*

I’ve now implemented a system for assigning various items to be contained in each block of ground. There are 4 lists of items at the moment: common, uncommon, rare,  and very rare. When a new map is generated, each tile is assigned an item. Items in the “common” list have the highest chance of being picked, all the way down to “very rare”. If no item is picked, the tile is assigned “nothing”. I will absolutely need to tweak this, as in my last dig I dug up two holy grails. 😛

revealing

Now that I’ve got the framework laid out, off to learn how to create decent textures! Away!

After 10h-ish

Comments

flatgub
26. Apr 2014 · 13:13 UTC
After 10h-fish?

Update #1 12:37am

Progress is going great!

Tiles are loading correctly, can switch levels seamlessly

And the Secret Service men can take bullets for the president! hoorah!

Hope the rest of you fellows are going good!

Update 1

Progress-iation

So, almost a day into the compo and I’ve gotten myself done with the basic game looks. Going rather well I’d say then.

Game

I’ve still got to add proper physics, proper digging, resource management, buildings, etc, etc, etc. But it’s still going rather well I’d say.
Plus, I’ve somehow managed to actually make the game look okay, which I’m the most surprised about. I was expecting it to look horrible at this point, and all it does is look unpolished.

You can watch me creating it on my twitch page, though I’ll be breaking for some food right after this post. Look back in an hour and I’ll be back, hard at work again.

Tags: C++, progress, screenshot, sfml

14 hours in…

…and I have an improved title screen…

2587 1

…and a random planet generator!

2587 2

Progress up until now

After some hours of work, this is what a part of my game, “Nesty Fall”, looks like:

 

NestyFall

Update 2

The gameplay is 70% done, I also rewrote some scripts, now I can make way more different puzzles. I will take a break now, but will get back to work in 2-3 hours and finish the gameplay. If there is some Time left today I will already start with graphics.

Slow progress

Progress is slow because I’ve spent too much time on prototyping. But I’m satisfied with the prototyping result. I’ll make a single-player game that makes you feel like playing a multi-player game.

Unity 2014-04-26 23-02-10-54

The game starts with 2 players.

Greenshot_2014-04-26_23-00-58

 

…soon, new challengers join in!

Greenshot_2014-04-26_23-01-18

 

…and may ends like this:

Greenshot_2014-04-26_23-01-52

Now with background graphics!

LD29WIP2

Today did not start off too well; I got to sleep around 4:30 AM and at 7:00 AM my neighbors downstairs started tacking in new carpeting.  I’m going to be happy when I move to my new house.

In any case, I have all the background graphics work done at this point.  Now to start making treasure.

What’s done so far…

  • finished the concept, got a clear idea how the game should behave
  • made some game art (7 textures – though the number’s misleading, one is a tilemap)
  • made a small-ish part of the level
  • wrote some code (player movement, level loading, some graphics stuff)
  • made a soundtrack theme loop which I’m listening to for hours now because it seems to fit so well

how it looks now:

1-ingame-wip

and here’s a bit of the code:

2-code

 

let’s hope I’ll have a chance to hit the AI/interface today, there’s still a lot to do

art

Actual in-game screenshot.

 

SS!|

screenshot

Screenshot!

Time to Lunch

I’m little late in my schedule, I’ve just finished the tile system to createjs but there is not physics at all yet.

d1b2

LD 29 I’m in + WIP

So yeah, I hadn’t (yet) made a “I’m in” post.

As usual, I’m using Construct2.
So far I used Gimp and Inkscape for the placeholder graphics.
I intend to use Reason, Audacity, maybe bfxr for the sounds and music.

Quick update you can have a playthrough of where I’m at following this link.
This is a HTML5 game, so make sure to use a decent modern up to date browser (meaning Chrome or FireFox) and control the character with the arrow keys, WASD or ZQSD.

Still no ending to my game/level at the moment, but I felt like posting and taking a quick break nevertheless.
Any feedback appreciated and good luck to all contestants.

 

Tags: im in, ld29, update

First Day is Hotpot!

The 12-hours mark of our Jam has passed. Few first hours was strangely quite without a lot of activities for our group. However, we managed to start and now start to increase the pace. A lot of crazy ideas came and passed by and in the end, we chose an idea that maybe the craziest idea we’ve ever think of!

After doing some works, we decided to cook a hotpot for our dinner! It was full of ingredient ranging from meatballs, instant noodles, egg, sausage, onion, tofu…. Basically, we throw everything there! Then, half of the team went to concert. We’ll try to do a lot of works tonight. No promises though.

This is the first time that our group join LD with full team members. Not to mention, we also try using Scrum for our planning project. We still learn how to use it though. Really appreciated if you can give inputs of how using Scrum properly.

 

Tags: RPG, rpg maker

End of day 1

The boulders are falling and rolling, the gems can be picked up and you can die crushed to death.

shot

Level Generator :)

Hey guys,

After I was thinking for a good concept for a long time I got a final idea. I want to create a 2D Miner Game with different stages which have their individual difficulty. To do so, I need to create a useful and complex level generator. Here are a few screenshots showing my actual progress:

12 hours in

Twelve hours in (eight of which were sleep and sundry) I present to you:

BUBBLES!

bubbles

Progress: Minimap/Lighting

So far today I’ve implemented a minimap and a basic lighting system.

It&#039;s so dark in here...

It’s so dark in here…

I wonder how I&#039;m going to cross this river?

I wonder how I’m going to cross this river?

Now, I suppose I should work on actual gameplay.

@RadStar_ : The first version of the main theme is now complete !

The title tells everything :)
Can’t wait to you guys hear it !

main theme first version

Follow us on Twitter : @RadStar_ // @ynck_33 // @thomas_baudon // @sentsu_actu // @damrem

Follow us on Twitch : Ynk33 // paraplegeek // Sentsu_FR

Smooth movements

We finally got some nice moves from our hero June. Monsters on their way too. This feel awesome!

First LD project is going well

This is my first Ludum Dare and this is a screen shot for my game… I have only been programming for 6 months, so I’m more in this for the fun of it than the competition. Everyone’s posts look very interesting, makes me feel bad about how mine is so far but, that’s something you have to expect for a beginner!

Anywhere, here is the screenshot…

Screenshot for Projectominer

Screenshot for Projectominer

Good luck to everyone else!

Finally An Idea

So after nearly 12 hours I finally got an idea that I thought would be interesting enough to do. I am currently toying around with some retro inspired minigames where you can manipulate certain properties of ingameobjects to reach your goal. So my interpretation of the theme is something like “Beneath the “visual” surface”.

Here is a first WIP screen with very, very bad placeholder graphics:

1

 

cheers,

Marcus

Progress!

 

 

Had an 6 hour break, and after finished off the male android.

maleandroidrun

 

runpast

 

Next onto AI for the male android.

More progress

moles

Lanterns, mole people

Progress!

After long considerations, I decided to go with MonoGame after all. I have worked with XNA for about two years, because it is the main tool of the studies, but I dropped it when I figured out it is too much of a hassle to distribute. MonoGame was still in its early stages back then, but it has grown to work quite alright now and I am pretty sure it will be alright for this project.

My game will be a puzzle game, which means level design will be a huge part of it. That is a decision I made beforehand, but it is something that will make this project not too easy. The gameplay mechanics will stay quite simple, though I have some really cool ideas to make some tough puzzles. Actually coming up with a format to create and load my levels might be a challenge as well. I looking into Tiled, but I am not entirely sure if it fits my uses. Right now levels are loaded from plaintext, but that will not be sufficient later, when things have to be more connected. I might go with manually writing JSON, as I do that a lot for other projects as well, but I might also look into some other tools as well.

Here is the current work in process. It is not a lot and really simple, but it already contains the core mechanics of the game. Graphics is going to turn out to be a real challenge, because pixel graphics have never really been my thing, but we will see what I can make from it.

Right now it’s time to take a break, eat some food and clear my mind. After dinner I will get back and continue streaming as well, so make sure to check that out if you want to see what this screenshot is all about!

Cireon - Work in progress #1

 

Because you want to know what I’m going to do

Here’s a screenshot of my project:

ld29_01

The project is called “while(true);”. What it has do with the theme, you might ask. Let me tell you something: beneath the surface, there’s not ultra-hot core, nothing like that, instead there’s an endless loop. Once one get caught by the loop, there is no way back. But the loop is filled with treasures! Of course every adventurer wants some diamonds, right? But it’s not that simple: the loop is also habited by dangerous black squares and fireballs!

The game will be simple score hunting game, but wouldn’t it be mad to try to make a 100-hours long epic role-playing game in a single weekend?

I have currently finished almost all graphics, but gameplay is still in very early stage.

Obligatory food pic

Progress is going good. Working with my artist Pichu to make a cool marine biologist simulator thing ^U^

I phoned up my consultant and he told me that it's coke not pepsi :P

I phoned up my consultant and he told me that it’s coke not pepsi :P

Last of the Slime Lords: Update 1

scrn-01

Okay, “Last of the Slime Lords” is coming along, still no gameplay though, but basic tile code and animations are in place. And a long way to go!

The code repo is at: https://github.com/Udo/ld29

I’m reasonably pleased, but since I’m off to play some Warhammer now for the rest of the evening, the whole thing has to come together tomorrow. If it doesn’t, I’ll be aiming for the Jam instead (sigh, as always).

Happy coding everyone!

Just woke up, thought I’d post yesterday’s progress before getting back to it

I spent yesterday night working on the physics mechanics and control scheme, pictured is a hurriedly modeled sub. This is my first LD + I’m also very new to coding and gamedev in general, but I hope I’ll be able to finish something fun by the end! After I perfect the mechanics, I’ll be spending the rest of the time making the environment and visual effects.

7a99ad91636beb7629655a027c5cdce8

Finished making icy tiles!

 

 

 

 

 

Whew. That took longer than I thought it should, but I like the result. Now to bring those boxes into the game and try to balance the gameplay, to make it interesting

 

IceMap_Squares2

Beneath The Surface . . .

Game Title: /bɪˈniːθ/ /ðə/ /ˈsəːfɪs/ – Beneath The Surface

Game Idea: A one screen platformer beneath the surface from point A to point B to finish a Level.

Development Plan:

– Asset creation

– code up basic platformer mechanics

– additional gameplay mechanics – make it challenging

– levels and bad guys

 

Current Screens:

asset creation

Asset creation – Color palette to be used and tiles

Title screen

Title screen

First step

We entered the competition with my friend some hours ago.

I develop the game with unity.

My friend Meka will do graphics with photoshop.

The idea is a 2d game with two different phases:

  1. The player is falling in a hole and has to dodge blocks around him. He would have to grab some weapons and ammo.
  2. When the player reaches the bottom of that hole he must fire as many blocks as possible. At some point, the ground will break and the player will fall again in a new hole and goto step 1!

Progress Report #3 – End of Day One.

15 hours in. Now 2am. Progress has been sporadic. I added the thorns beneath the surface of the flowers:

The flowers on the surface

The flowers on the surface

 

The thorns that lie beneath the surface

The thorns that lie beneath the surface

I also added another experimental theme:

Treasure of Justice

Treasure of Justice — will kill you.

 

Spikes of corruption

Spikes of Corruption (under world version of treasure) — will kill you.

Of course, to avoid this pitfall, you’ll need:

Boots of Vertical Aptitude (unlocks jumping in the overworld)

Boots of Vertical Aptitude (unlocks jumping in the overworld)

And of course, you can catch me on the tweetbox. 😀

 

I’ll be back tomorrow. 😀

@RadStar_ : Hero chara design

Chara design of the Hero DONE, now go to animate him :)

LD29_hero_prez

Follow us on Twitter : @RadStar_ // @ynck_33 // @thomas_baudon // @sentsu_actu // @damrem

Follow us on Twitch : Ynk33 // paraplegeek // Sentsu_FR

I should be studying

I’m going to try and make something until the feeling of “why are you making a game you have an important exam on monday” is too strong to handle.

Untitled_015

Good luck to everyone!

Comments

Recon
26. Apr 2014 · 13:53 UTC
I too!

Progress..

I’ve got a ship flying and some obstacles!

animation

 

 

He who controls the spice controls Ludum Dare – first day

Hello follow devs!

Dick and I had a great first day, after almost 17 hours of development and two pauses of 2 hours. There is a worm, a hunter (or hunted) and a lot of sand.
Our day started at 6:00 in the morning. Dick shared his idea for this Ludum Dare and I told him about Wormhunter. We both became more and more enthusiastic about Wormhunter. So, we made a TODO list and start working.
We did not really had any setbacks. There was a bug in my code and I was search for it in the wrong part of the code. Not really a setback, but an unnecessary waste of time nevertheless.
Tomorrow will be dedicated to the game mechanism. After dinner we had a little discussion about how the player fights and find the worm or is found by the worm. How the hunter can win or loss.

I hope you all have/had a great day and make good progress.

Wormhunter

A cocktail ?

What are you fine gentlemen drinking ?

barman

GuppyShark progress

This game will be pure awe-some!!! In this game you will play as a Guppy and your mission is to avoid the Sharks! And umm, yeah, that’s pretty much it. (Don’t forget the balls.. there will be probably lot’s of em because they give … points?).

First GuppyShark Example

First GuppyShark Example

Had to reinstall OpenFL/HaxeFlixel because of strange compiler errors. Now first level is up and running. This is about 6 hours of work from scratch (and lot’s of help from HaxeFlixel TiledEditor demo sample).

Oh hey look!

They’re holding hands!

Mechanically speaking, the game is almost complete. My shedule leaves me the rest of today to finish level design. Should hopefully be doable…

Progress

I can haz Spritesheet!

Screenshot01

Ennemies finished !

So, i’ve just finished the mechanic of enemies. Here is the 5 different kinds !

radeau

canoé

gunner

witch

missile

I’m In (A little late)!

I’m in for my first Ludum Dare!

“Beneath the Surface” has a lot of interpretations, but I’m looking into the more figurative interpretations. My project is going to be an exploration inside of objects in a room. Puzzles will be solved, and lessons learned from going beneath the surface of everyday objects.