LD29April 25–28, 2014

My First Ludum Dare

Hello everyone, this is my first LD that I’ve entered! I’m going solo and didn’t get a chance to start last night so let’s hope I can get it done in time!

Here’s the tools I’ll be using:

  1. Slick2D with Java http://slick.ninjacave.com/
  2. Bfxr for all sound effects http://www.bfxr.net/
  3. SpriteGen for procedurally generated sprites (because I’m terrible at drawing.) http://tmtg.net/ludumdare/spritegen/

So that’s it and I’ll try to stream as frequently as possible, check my twitch! http://www.twitch.tv/toasterknight

First Prototype is out!

Finally, I got the “main” gameplay loop working! I still need a bunch of stuff in the game lifecycle (such as loading levels, menus, game over, etc), but the game is at a point where it is possible to at least test the input.

What game? I am making a QiX clone – I think that the QiX mechanic (you have to cut away the play area) is very closely tied with this theme.

Have a screenshot:

If you want to try it out, you can find the binaries (for desktop and android devices) here:
https://github.com/caranha/LD29/releases

Thank you!

Tags: android, java, libgdx, prototype, qix

The basics

Getting the basics down.

Landing on Enceladus

Landing on Enceladus

I’m planning on having the game start off with a lunar-lander-esque section.

2metersbeneath: End of day 1

Sup’ guys!

I’ve decided to stop working for today.  This is how 2metersbeneath looks like at the moment:

2metersbeneath2

What I’ve done today:

  • getting a raw idea of the gameplay
  • drawing the whole tileset, a chair and two character spritesets (moving, idling)
  • character movement (it’s automatic, like a kind of tamagotchi, easy to copy for some ambient critters at the surface)
  • some weird kind of a HUD (yup, the stuff at the bottom left corner)

At the moment, I’m making some thoughts about the gameplay, because I came to a point, where this influents the further dev progress. Jesus! But I really like my very first “game”. For me, it’s some kind of a proof that I actually CAN work on a game, when I really want. But enough from me and my german dumbtalk.

Cee ya tomorrow! :)

ahhh

hungover .. not even thought of an idea yet..   going good so far =/

i do this everytime.. its like i enter my own 24hr ludum ;p

hopefully will start something soon *gulp*

:)

Shaken, not stirred

Today has been semi-slow, real life don’t stop even though you want to! Fortunatly, I managed to do some spriting, implement a camera and as the title suggests, I NOW HAVE SHAKE ABILITY! (The gif dosen’t make it justice)
I only need some particle effects and I have every visual effect to make the game itself!

shake

I’m starting from scratch

Well, I spent these last 6 hours working on a idea i liked (controlling dreams & nightmares of a character, his different conscience states, etc.), but the gameplay was really shitty, and I couldn’t improved it  due to my limited skills with construct2… At the end, I started from scratch this afternoon, and now I’m working on a basic roguelike… yes, it’s not very original XD I wanted to create a roguelike since months anyway, and I didn’t have the time to start one, so, afterall, this Ludum Dare is the perfect moment to do it.

I will set the roguelike in a gold mine during the XIXth Klondike Gold Rush. Goals? collect gold nuggets, fight grizzly, avoid ghosts of dead prospector, etc. that kind of silly things.

Graphics will be very basic (ascii tileset probably…).

Tags: LD #29, roguelike

0x1D, my work in progress game!

So I  started really late on this ludum dare. I felt very uninspired and everything that came to my mind were dungeon and cave games.

I decided to start working on this “hack the game” idea. Felt it was a nice way of looking at “beneath the surface” theme. I still don’t have a good idea of what I am going to do with it. I am still brainstorming something.

Well, here are some screens of what I’ve got so far.

First ( about 5 – 6 hours ago )

whatIvegot

Second ( about 2 – 3 hours ago )

whativegot2

Third and the most updated

whativegot3

 

Cheers!

Meet Chico

This is chico, chico is dead-ish, we added de theme in a more metaphoric way, You will understand when you play the game :)

player_stand

 

 

 

 

 

 

 

 

Keep going

17 hours passed… I have nothing… Look: I Dont Care! ‘Cause I dont give up!!!

Comments

26. Apr 2014 · 16:23 UTC
Hint – the theme is open to interpretation.
howieV (binarygirl)
26. Apr 2014 · 16:31 UTC
im in exactly the same situ man.. ;p

Schizokoa’s Stupid Mini Game

Very Release, Much Fun

logo

We needed a break from our ‪#‎LD48‬ game… So we did another mini #LD48 game… Also, intelligent people should stay away because they could be offended.

Play it there.

Day 1 Progress

Above the surface

And beneath the surface

 

Basicly the blue guy must help the yellow guy escape from beneath the surface. I didn’t get a lot of it done. Only switching between the two players and buttons and doors, since I ran into an issue in my shadow mapping code, so I’ll have to hurry up and make levels, enemies and add sound. At least so far this one’s looking better than my last two entries.

Kiyaku Update #2 – First progress

So i’ve been mostly working on the level generator so far. It’s very basic but it works, so that’s good!

 

I also started adding enemies (pink squares for now), a fog of war sort of thing, light (not used in the screenshot though) and you can go up/down floors.

When going up and down floors, it saves the enemies progress as well. So you can come back to a previous floor and the enemies will be exactly where they were when you left the floor.

 

 

As mentioned in my previous update, i never really played Roguelike games (except for Rogue Legacy, which is considered a Rogue-lite game). But man it’s fun to work on this!

 

The next big steps would be inventory, items and stats such as health, speed, attack range, etc.

 

I know this is ambitious and way too much work, but it’s fun to work on nonetheless :)

Two hours later…

… I have only a set-up system and a scaffold of a 2D sprite system.

This is getting hard. I have a nice and simple idea, but I’m too slow coder. Sigh. I’ll try to have a small submarine the player can control and few obstacles before this night. If I can’t, then I’ll not be able to finish. :(

Also, I see some stuff around and wow! Just wow!

First Pics of the Alpha

Alright. My graphics will probably suck. I’m going for the Jam this year, as I want some more time, as this is also my first time participating. I’m going to make a simple game with Stencyl. Can you guess what the main mechanics can be based of this picture?

Not the most original (look at SHIFT for example). Anyhow, have fun all of you!

 

Blog Pic

Comments

johnfn
26. Apr 2014 · 17:29 UTC
Nice! haha I’m also kinda stealing from a game I really liked :X gonna try to add my own spin hopefully.

Dig Thug.

Frack this.

DIG THUG is a game about fracking. It’s up to you to find the shale deposits, pump out the natural gas, and make Big Oil-money that’s just waiting under the surface.

Aquifers, lava pools, and fault lines have to be avoided or, perhaps, plunged through to access that golden natural gas. Protesters’ messages have to be spun into positive PR. And if your profits exceed your costs, who cares if their tap water’s on fire? Your kid’s going to Harvard and you’re summering in Monaco!

I’ll be using Unity Pro; probably with NGUI.

Comments

26. Apr 2014 · 16:16 UTC
Sounds good.

Night has come.

It’s already 1 am and we want to stay here for the night. But if we do that, next we would be like zombie game developers. With another zombie game 😀 So here is gif of changing day and night and we’ll continue tomorrow. Howerer maybe some coffee helps.

Day and night

Comments

01F0
26. Apr 2014 · 16:24 UTC
Wow, nice work with the shadows there!

First in game screenshot

I was finally able to render a scene! It took me way too long to outline the first few scenes, draw the first scene and make part of the screen render at x2 and part at x4. Now, it should smooth sail… until I have to write more stuff or polish my work. XD

gfm-ld29-ss0Now, back to work!

Not that bad!

I came up with a few ideas involving jellyfishes, so I started with art. Then I wasted like 5 hours on this fella because I’m a damned programmer, not a pixel artist. But hey, I like it :)

Jellyfish

FIVE HOURS into that.

 

I watched K-19: The Widowmaker. It was on TV and on my list of movies-to-watch… and Beneath the Surface, so what the hell.

00:15 and I have this bunch of jellyfishes in Unity, all animated. They are able to push themselves for swimming, but that’s for tomorrow. I still not sure about a few rules, but the game will probably play like an old one called eMotion. The second idea was also nice, but this one seems more fun.

Time to go to bed |o

Lots of jellyfishes

Probably this will happen this summer…

Tags: jellyfish

Drill? Drill. Drill!!!

I wasn’t going to do LD this time around, but then I decided to try and program a Mr.Driller clone as a programming exercise so here I am.  It’s coming along rather well!

I am using Brackets, HaxeFlixel, Renoise, CFXR, and Photoshop CC.

I wanna see if I can get it programmed and finished up before I go to Six Flags tomorrow :3  Not doing a timelapse this time.

Screenshot 2014-04-26 02.13.17

Update #2

Time for the second update! The game is still playable here.

Since the last update, I mostly worked on the player’s sprite and the background tiles. I got both the sprite and one environment done; I had a target of three, but I doubt I will even be able to complete the second one.

LD29_Some_Tiles

Some boxes, a shelf filled with books, and some tower of books which will act as ladder.

On the other hand, I am satisfied with the dialog box, which slides in and out nicely. The only problem is that using bitmap font with Phaser means I will have to wrap the text with some well-placed ‘\n’ -_-‘

Next: some more work on the player sprite, one or two enemy, and some audio! Maybe an actual level also, now that I think of it…

Ship/Driller Inventory

Currently working on an inventory system for my game, here is currently have.

 

Screenshot_1

Getting up to first playable!

Most jams I’ve done before, my biggest problem has been letting it go too long before getting to a first playable version. I tend to over-scope things, and let my designs get out of hand, and then it quickly becomes more than I can handle in the time frame.

This time, however, I decided to focus on a tight core loop that I could get up and running as fast as possible. I wound up going with a weird niche genre (Invest-Express) that I always find entertaining, and always wanted to try doing my own thing with. It also is currently allowing me to use absolutely minimal assets (Text-only) to test out my mechanics and the core loop, which has been great.

I feel like I’m “cheating” a little by using an existing engine, however on the other hand I’ve never used JavaScript in my life, so I feel like it’s evening out a bit.

I’ve got the first playable version of Core up and running at http://robgiusti.com/core/, with more to come (like, maybe actual UI…)!

Just to make sure I don’t end up cheating

So I’ve been working on a game for 8 hours now and I’ve been using a few free packages from unity’s asset store to put a bit of life into the game but then it hit me! Compo says that I’m to do everything from scratch which lead to this post now. So as I already mentioned I’ve been using 3 free packages from the Asset store and are now wondering if this makes it impossible/illegal for me to to submit my product for the compo? Regardless I’m sure that I’m allowed to upload it to the jam 😀

Comments

feyleaf
26. Apr 2014 · 16:34 UTC
Yeah, it qualifies as a jam that way. But you can relax knowing that the jam allows you to keep working an extra day, to perfect your game ^_^

Stuff!

I figured I’d have a go at this one. Made some guys walk in unity! Love the 2D tools, haven’t had the chance to try them yet so it’s all pretty new to me but wow. Great stuff.

Guys

Also made some other stuff, here’s the full sprite sheet so far:

ss (2014-04-26 at 08.23.55)

Progress update

Finally making some good progress. Fun!

 

game

 

First Post

My third Ludum Dare and hopefully the first one I finish. I’m making a game called on both sides. It is a side scrolling shmup like game where the player controls two flying things in two different worlds. Each world is under the surface of the other. I started development with PySDL2 but I ran into troubles. Now I’m using Processing and it is going much faster. I have the first screenshot with temporary art.

Capture

First signs of life

Hello! How’s your game coming along? Mine sort of is! Not as much as I’d hoped though.

A lovely jolly bit of fun trying to figure out why the Flash compiler just wasn’t running today set be back a good few hours. Proooobably should have put that on my pre-flight check list….

Anyway, here’s the first screenshot, underwhelming as it is. It’s the bare but now functional bones of a turn based strategy game. Now to build it out into my idea! There’re going to be spies, government agents, aliens, the works. Potentially represented as just different coloured circles, we’ll see how rusty I am at arting.

Bed Time Very Soon

Came in roughly 10 hours late :/ got a basic concept and features down and soon will start level design

the aim of the game is to find your way out of a huge tunnel system while fighting off deadly creatures and traps once you make it to the top you win .

 

Its 4:30 Am here so i think im done for now :)

I want to be an artist for few hours :'(

Second screenshot !

ss2

Some art added but mostly a lot of code produced.

I wasted a lot of time to create a character but I’m so bad in graphics :/

Comments

Shinxs
26. Apr 2014 · 16:44 UTC
The blocks look cool, but the characters don’t
26. Apr 2014 · 18:10 UTC
Ah ah ah, don’t worry, it’s just a placeholder 😀

Hello World!

Hi Everyone!

We are UltraVal or in other words @ultrayoshi and @ReikVal (original, uh?). We are very excited with the theme this edition and we almost finished the brainstorming and started coding.

About the tools and programming language, we are giving a try to the Python language and the Pygame library. Learning new languages and tools are very useful for future developments. Also we are trying to finish a playable game with basic features at least. If we have time we are going to develop more cool features to the game :).

The game itself it’s very simple: collect money without dying.

The brief story: you are an adventurer and as usual very poor. Everyone wants money so you heard somewhere beneath the surface there are lots of treasures and jewels. Equipped with your grandfather’s pickaxe you are going to explore dangerous caves and collect lots of money!

Basic game mechanics:

– Explore beneath the surface with your pickaxe and discover treasures.

– Randomly a huge earthquake makes lava appear on the screen and you must return quickly to the surface.

– Improve your equipement on the shop  and buy useful resources.

We are trying to develop a crossover between minecraft and spelunky.

Good luck everyone!

Thought Reactor checkin’ in!

Greetings! My name is Michael DeLally and I am the lead developer at Thought Reactor, a veeery small indie studio in Florida, USA. We’ve been rigorously designing our entry for the 72hr jam and have been trying to keep our stream going to get some viewers!

Subvert

We’re working on a side scrolling sneaking game, SubVert, where you have to balance dipping ‘beneath the surface’ of various obstacles to avoid enemies! We’re hoping to start the prototyping fairly soon and start rolling out active builds!

Take a look at the live design document on Google Drive here: SubVert Design Doc.

We participated in LD28 last go around and had a blast. This time we’re looking to improve upon our inefficiencies and utilize a more narrow scope, so the game can be completed in 72 hours!

Watch us build, build, build at http://www.twitch.tv/thoughtreactor!

To keep track of the playable builds, give us a follow @thghtreactr on Twitter!

Happy developments to all! Now for some lunch and then more Ludum Dare, whoo!

“Beneath and Above” update

For now (22:31) my game lacks win\lose conditions, nice thingies, some sound and music (finally bought guitar for this purpose today). Not sure if i will finish the game today – i want to add more functional so “B&A” will have some drama. :)

Well, that`s the latest progress.

mockup3

Ahh… this is why we don’t stay up till 6am

I woke up at 1pm and now half the day is gone. Well, let’s talk about my game:

I am remarkably far into development. Most of the gameplay is done within the first night, and I feel like I could very easily finish up the art in the next few hours. This gives me an incredibly long time to polish up the game, including sound effects and music, and then create an Android version and put it on the Play Store.

It was a very good idea to use Unity for this. Lots of boilerplate nonsense no longer dealt with, most of the time spent making the game rather than preparing to make the game.

Crackerjack: Update #1

Well, I guess I’m in it now.

After some flip-flopping, some uncertainty and some sleep, I’m more then sixteen hours into my first Jam. I’ve decided against doing 3D Star Castle in favor of something a little simpler. You play as a crystal egg that has to avoid being broken, because you don’t what to release what’s beneath the surface.

Just doing logic right now, so not much to look at, but I have an enemy, a floor, and a player:

Crackerjack early screenshot

Time to get back to it.

Undermined

Image10000

So I’ve settled on making a game about helping a team of trapped miners maintain emotional health while waiting for rescue teams to arrive. I was a little less than enthusiastic about my approach this morning, but I think this whole crazy thing is actually starting to take shape somewhat nicely.
The core mechanics are actually all there, I think, so now it’s just a matter of sprucing up my currently abysmal UI. The screenshot above doesn’t show it, but everything is based on really awful text dumps, which is kind of lame for the user and fairly unintuitive to use.

Paranoia, Progress Update #1

My game (called paranoia until I think of something I like), is coming along a bit slower than I’d like, but its going to get done. No other way around it, won’t let myself have it any other way.

Have a GIF (gif optimizations make it look ugly, and gradients now aren’t gradienting):

Paranoia#1

Tags: progress, screenshot, update

So far

So far I don’t have a name for this game, but it’s a cross between nethack and SPACE.

Here’s what I have so far: This is my progress so far :)

There are three basic storylines that I cannot choose betweem:
1) You have crashed on a planet, you need to find resources else you’ll die, you detect caves with a recently updated signiture of supply crates using your tricorder, so you set off in search of the supplies.

2) You’ve crashed on a planet, unfortunately this planet is as close to its sun as mercury is to ours, so you need to get as far down into the caves as possible before daytime comes and you’re burnt to a crisp.

3) You’ve crashed on a planet, unfortunately this planet is far away from its sun , so you need to get as far down into the caves as possible before night comes and you’re frozen to death.

Hopefully I can get in some more of the game in before I go to bed tonight! 😀

Beware of low-swimming ships

finalCiete

 

So yes, it’s our first time to try our chances in ludum dare. We’re trying hard, to provide you with the best experience and gameplay possible to create in three days, trying to create the atmosphere and unique gameplay, it took us whole this day – but yes, it’s totally worth trying :) Hope you’ll enjoy the game, when it’ll be finally out.

Here is a part of our amazing background, somehow to apologize, for not providing you with more posts today, but we really need all the time we have, we’re trying to think of new ideas – and we assure you, it will be totally worth waiting.

We’re working hard on some new ideas to put into game, not to make it just another clone of other market games. Hope you’ll enjoy it, when it will be finally published, and that you’ll find all the easter eggs, we’re working hard to hide :)

We don’t want to spoil the final effect the game can make, so we’re not providing you with any gameplay right now, unfortunately :( But there are no more bad news, and the good ones – yeah, the game will be a final product in two days time, ready to get into, stay for a while – and will probably make you smile, more than once :)

Title

I have titled my game,

 

Deep Drillers

Tragedy

I started my game last night, and went to bed around 2AM Mountain Time. At 12:05AM, a family friend of mine was stabbed and killed a block from my house in a fight. I only found out just an hour ago. RIP Jesse.

Not sure how I feel about completing the competition… But maybe it’ll be good for me. Anyhow, here is the screenshot of my progress thus far.

Iceberg - Beneath the Surface

Comments

26. Apr 2014 · 16:50 UTC
Wow…That’s horrible. You have my condolences, and I wish you extra luck in the competition (whatever that’ll bring, but..yeah).

Break time

Well… after wondering for a long time why my spit balls aren’t drawn… it works. Also added the first enemy and drew him even with some cute but minimalistic animations.

Spit and enemy

It’s coming… slowly but coming

I constantly have the feeling that I made the graphics too detailed. The bunny is actually scaled up to look better. And I feel like I should maybe scale everything else down and add more scaling like 4x in the flash.

I haven’t implemented the deaths or anything like that yet. And the map system is still in the design phase. But at least I’m starting to feel that I’m getting something done in the Jam.

How a ladder could work.

Okay, writing this here to get down some thoughts for later (after a shower), and also in case it might help someone else down the line.

A ladder is a bit more complex a scenario than I originally anticipated. It’s not enough to just say so and so object is ‘nearLadder’ and allow them to float around on the Y axis. There are a few different scenarios that happen when a player gets near a ladder, which all need their own behaviors.

1: Player walks next to bottom of ladder

ladder_walk_over

In this most basic scenario, the player could have some kind of variable set that it is over a ladder and can climb. Being able to climb should allow the player to modify their Y location via input. The basic climbing stuff.

2. Player climbs ladder

player_climb_ladder

For this scenario, some basic climbing animation could play. In my case, I am setting the gravity scale for the player to 0, but that has it’s own issues.

3. Player walks next to top of ladder

player_top_ladder_float

And here is the issue. If you set the gravity scale to 0 when near a ladder, coming from the top makes the character float! Instead, I think a variable isClimbing could get set if the player presses up or down while over a ladder, otherwise, the player falls as normal.

4. Player climbs partially up ladder then jumps

This should set isClimbing to false, and since I’m using grounded checks to allow climbing, ladders should ground the player the whole way.

 

So a state machine would be something like:

Screen Shot 2014-04-26 at 1.41.22 PM

 

Well that’s a start anyway.

 

 

Comments

CaveDweller
26. Apr 2014 · 17:00 UTC
I would personally set it up such that there are regular map tiles and interactive tiles, which each hold their own sort of “status effect” or some similar system. Maybe something as simple as handling input differently- in this case, that would switch over whatever you’re normally using to “ladder mode” where, for example, W increases the player’s Y and S decreases it.

More progress.

I have made some more graphics so here is a taste.

enemy

 

Exploding hipsters, what kind of sorcery is this.

Stage

The main level.

Many people must be saying  ‘ lol noob da theme is binit tha serfes lol noob stoopid’, well, the theme is open to interpretation.

I will spend more time tomorrow on the music because at the moment it is really shitty.

Good luck to all.

A bit late, but “We’re in”

Hello guys.

We’re participating Jam for the second time, hope we’ll finish this game.

DOME1

 

Tools:

  • Xna / Monogame (with port to html5 via JSIL)
  • Photoshop
  • Graphics Gale
  • Custom Level Editor

Efficiency

Or rather, the lack of it. It took me many, many hours to do what should have taken me one/two hours at most. Now I have doubts about getting anywhere near to finishing the game before the competition ends, but I’m going to try my best. And I really like the idea, so I may continue working on it after this is all over. I’ve only got basic movement and a key and door system going…This should have taken me fucking minutes not hours…I really hate computers.

 

A gif of key and door system

We’re in !

We’re making a Game using Unity, Photoshop

And we are quite busy at the moment !

Here’s our render target !

BTS_Concept_1

Progress post

Just a initial graphics picture post. It will be a shoot em up :3

sample0

Almost done!?

ld29screeny3

Yeah, I’m about 90% done with Escaping of the Cave (yeah, I’m REALLY good at coming up with names).

Unfortunately, I ran into complications. Today was the day I figured out that Flash does not like Google Chrome.

Apparently Chrome can make flash games really laggy, and it made my game almost unplayable. So, I followed the instructions on this website:

http://www.reviversoft.com/blog/2013/03/fix-adobe-flash-problems-in-google-chrome/

And that fixed it for me. Actually, it may have just been the fact that I reinstalled Flash Player. NEVERTHELESS, expect a release sometime later today.

First signs of life, and also I’m in!

Wasn’t sure if i would join this weekend but i’ve nothing to do next week so what I would have done today can wait till monday.

I’m using pixi.js again, used that last time and using Sprites etc like I did back in the days with flash is still quite nice. Graphics are created with inkscape again and music is probably not going to be here again.

My idea is to make a platform fighting game. Your goal is to become the mole king, and what other way to do that is to beat all the other moles to death.

 

Some graphics and working collision system/control learning system here: http://kutwinter.nl/LD/corne/Demo1/page.html#

 

Sketch finished

Game design completed in pencil sketch… it’s Photoshop time.

Am I too slowly? ^^

.

.

** SPOILER ** 😛

cenote-map

 

It has begun!

My flash environment is ready to start:

LudumDare29Begin

The concept is ready! It took me almost all day, but now there are just few more things to state before the work starts :)

I’ll try to cut the process into tasks or even do some sprint model work.

 

Now, it’s time to code! Cya until I got something working 😀

First Ludum Dare!

So excited, # Beneath_the_Surface =D

What I believe is that, any thing that has a volume has a surface

So general, will I make a game donnu!

Progress on Dungeon Grounds: Day 1 Finished!

Dungeon Grounds - Intro

The people of this world rely on ancient

technology driven by quantum refractors, a powerful energy source.

These refractors lie in ancient ruins underground

and in the sea and are sought out by explorers called Diggers.

But your goal is about to change as you go deeper…

Comments

26. Apr 2014 · 17:17 UTC
Very cool! Could you tell me which font you are using? It’s a nice one. :)

Vim and simplescreenrecorder

So, I just spent 10 minutes figuring out why I couldn’t redo in Vim. Ctrl+R just blinked the cursor, and I didn’t even notice for a bit until my game started acting odd. So, I looked in the Vim docs and found out that in Vi, Ctrl+R is “redraw”. I figured I was getting that behavior, because of the cursor blink, but setting nocompatible did nothing (and it was already set anyway). Restarting the editor also did nothing, nor did vim -u NONE, which skips loading all config files and uses the defaults.

I hopped on #vim and tried a few things with mapping, but still no luck. Someone suggested the terminal emulator was eating Ctrl+R, but I wasn’t in the terminal (although it did happen there as well). However, I could redo on another tty. At this point I assumed it was GNOME’s fault (I had updated recently), but Google had nothing about GNOME using Ctrl+R…

Suddenly, out of the corner of my eye, I noticed simplescreenrecorder had a checkbox marked “Enable recording hotkey”.  And guess what the hotkey was set to? That’s right. All my attempts to redo in Vim were toggling my live stream on and off while I flailed around trying to redo something in my editor.

On the plus side, I’ve got a good platforming mechanic down with some character animation and a level editor:

ld29-1

A Title and the Basic Gameplay Concept

I just hit that point in my concept work where things are really coming together to look (and act) like a game.  The cubes are not disappearing yet, so you lose sight of your main character while digging, but it at least proves the idea behind the work.

Player controls and basic concept example

I’ve also gotten work done on a logo and title.  Not sure I’m sticking with the title, but it works for now.

My Logo Concept for Doug Diggz, my 'Beneath the Surface' Game

My Logo Concept for Doug Diggz, my ‘Beneath the Surface’ Game

 

Comments

eatsleepindie
26. Apr 2014 · 16:57 UTC
PS. If anyone can tell my why this gif doesn’t animate in my post but does animate when you click to view it, I’d really appreciate it. Thanks in advance

My First Proper Ludum Dare :D

Soooo… My first proper Ludum Dare is going pretty good. Went simple and just went with a cave exploration 2D game using Unity. Only 16 years old so I don’t have the most knowledge of game design but I’m happy so far :)

Managed to create a snazzy looking lighting system for 2D unity and its going swimmingly.

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You can’t think on an empty stomach . . .

the game seems to be coming along nicely. I would hope so. Minus the sleep it’s less than 24 hours left.

 

Development Plan status:

– Asset creation [completed]

– code up basic platformer mechanics [complete]

– additional gameplay mechanics – make it challenging [ongoing]

– levels and bad guys [ongoing]

 

Pizza for dinner plus more sugar intake to get the mind going. You can’t think on an empty stomach.

Menu & Style ready

mainmenue_press

Comments

Scipio Xaos
26. Apr 2014 · 17:07 UTC
D: Someone else did a cute little animal with a pink bow! XD

8pm. Meal time and update

Well, it’s all going quite well. I would like to have the core game made and finished before I turn in tonight and then I can spend tomorrow playing with graphics and sound…

we will see where that plan gets us though!

here is a shot of my screen and me, just about to backup and go for dinner. I have blue cheese burgers…. mmmmmmmmmmm

Also, Pacers Vs ATL is on and looking close!

 

ballin7pm 7pm

@RadStar_ first battle

Hi again !

This is our first battle in the game !

first combat

This may not be obvious, but the hero is on the left and the ennemy is the mauve thing by his side. First kill for the hero ! Congrats !

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

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

 

Progress Report

I have created a few animated tiles… not functional yet… ugh. Stuff to do…

recorded

Uhm.. the gif looks kind of broken lol… hmm
Ignore the weirdness on the right tile. The red thing is the “player”.

Rocky Road

Looks like the last few hours weren’t entirely for naught! I decided to test out my pathfinding system, and throw some difficult terrain at it too. Works like a charm! Blue is the area that particular unit can reach, purple is the path to the grid space I have highlighted (no mouse visible, sorry!), the darkness of the grey terrain indicate the difficulty in passing it (either a 3-space penalty or a 6-space one).

 

screen2

Progress – explosion

Explosion animation and Game Over is ready.

Zrzut ekranu 2014-04-26 o 21.03.15

Zrzut ekranu 2014-04-26 o 21.05.37

Our First Ludum Dare

concept4malefaces

Hey all, Jason here with Etherframe Games.  We’re currently working on a dialogue-driven game tentatively titled “They Beep”.

The premise of the game is that you’re an average-Joe office worker going about your job when you receive an email that changes everything.

“Someone at this company is secretly a robot.”

With this new revelation you embark on a quest to discover who this robotic infiltrator is, all the while trying to avoid creating too much gossip about how much of a weirdo you are.

Above are some of the concepts for the characters that will be in the game, drawn by the talented Jesse.

Time to Plan B

I’ve just realize that is pretty hard to program a good platform game within 48 hours, specially when you have no idea how to do pixel art, more specially yet when you don’t follow the KISS rule.

So, it is time to plan B. I’m going to do the classical “contain the invasion”. It’s not an original idea but it is a game that I can handle in 24 hours. Check it out the first scratch:

d1b3a

As a consolation due the failure of plan A, a delicious master piece of the Brazilian culinary. Brigadeiro:

d1b3b2

Don’t you just love it

When you’re struggling through the bugs and errors, only to complete the basic “gameplay” within the first day?

Time to ditch these programmer’s graphics and to get some nice pixels in there.

Pre-Progress #1: I have no idea.

It’s like I’m on a Point & Click adventure and now, stuck, I’m browsing through all the items in the room for clues. And the developers seem to be making fun of me:

What’s beneath the surface?

Feelings: I have a feeling I have no idea.

Ground: I can’t dig for ideas right now.

Lava: It’s hot! but I still don’t have an idea though.

Water: I can really use a drink right now.

Midgets / Dwarfs: They really prefer the term “little people”.

Sewers: [humming] “…tam, tam, tam, tam, Ninja Turtles! tam, tam, tam, tam…” [humming continues].

Back. <–

 

23 hours in…

…and I have terrain generation working will lots of pretty colours! Heres a .gif for you viewing pleasure.

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What’s with all the spam posts?

Yikes.

Anyhow, I have made some small amount of progress! I decided on using Twine to make a little game where the goal is to escape from a flooding ocean base. There’s a lot of structural damage, so most of the paths that would otherwise have been there are blocked off. The idea is that you work your way through a maze of rooms, encountering obstacles that’ll vary depending on how much time I have to implement them.

Most of the rooms look kinda like this currently:

Screenshot 2014-04-26 11.53.49

Though I did get the mechanics for stuff like drowning, flooding, and swimming to work all right.

Screenshot 2014-04-26 12.02.16

Screenshot 2014-04-26 12.02.30

The little HUD with the numbers won’t be in the final game, it’s just a debug thing. You’ll have to rely on the ‘you can’t hold your breath much longer’ type messages.

Update #3 – The Updatining

Finally, I have atmospheric currents:

screen05

Still need some fine tuning, regarding strength of the effect, etc, but it looks good and behaves as expected…

Though this was going to be easier, until I couldn’t find anywhere a Bezier/Point distance function…

Basically, the currents are 4-point Beziers (randomly generated)… To gauge the force of the current at the ship position, I was going to see the distance to the Bezier, and if it was smaller (and finding the parametric position), I’d compute the 1st order derivative and use that as the force… But finding the distance was a bit harder, so I ended up by having to decompose the Bezier in 10 pieces or so, and do a line/point distance function… It works surprisingly well, to be honest, but it’s a dirty hack!

Next on my work list: the squid enemy (or jellyfish, haven’t decided) enemy, which just moves in simple patterns, unaware of our ship… I think making the asset will be the hardest part… Smile

Progress!

So, I was pretty lost for a while yesterdays but I finally managed to gather myself and think of a concept. I will be be interpreting “beneath the surface” to mean that things aren’t always what they are perceived to be. I am making an adventure-style side-scrolling game that follows a man’s reaction to his wife being murdered.

Tools that I’m using:

– Dreamweaver

– Photoshop

– Javascript

-HTML5 Canvas

Here is the first scene that I managed to get done last night. The character’s movement and animation is working as intended and the framework for the game is pretty much set.

 

First scene for adventure game.

Beginning scene… man’s house.

I have a lot of work to get done today, beginning with my art assets and backgrounds. Update soon.

Happy coding, everyone!

~11 hours of work in, here’s what I have to show for it!

00 01 02 03

First day of work and have some screenshots for you! Game play wise is reminiscent of the Berry Picker mini games from Pokemon X/Y, your roots fill with water and you supply it to the points of your tree that need it and help it bloom over time, but you have to do it quickly otherwise some of your leaves will die. Really happy with the art style direction, definitely got a lot of polishing to do all around though, especially in game play balancing.

Updated graphics

I updated the graphics of the first level a bit.

I will try to get at least four levels done by the end but I wouldn’t be surprised if it ends up being only three…or two.. : / 2

It’s technically a game

4 26 14 ld29 1

 

Halfway through the first day, I ate some Stupid Wings (remember that episode of Man vs Food?  Yeah, Adam wasn’t putting on a show.  3 hours later, my mouth still hurts).

I have a game, you pull up 4 pins and the paper falls, then you do it again.  Exciting, I know.  I’ve got a lot to do, but I’m glad the core mechanic is present.  I also love the paper effect going on, looks exactly like I wanted it to.

 

Making Physically Accurate Bubbles

I’m building a submarine dogfight simulator.

So far I finished the underwater physics and basic rendering.  And also pretty bubbles!

CrushingDepth_so_physical_bubbles_03

The physics got pretty complicated — apart from normal gravitation and velocity updates there is buoyancy that depends on the density of the surrounding fluid, and the density in an ocean changes very slowly and non-linearily when going deeper, based on the temperature, salinity and pressure.  In the end I approximated the density formula based on looked up values.  The drag depends on the current velocity, density, object front area, as well a shape dependent experimentally discovered drag coefficient (can be approximated as 0.04 or so for streamlined shapes).

Where things get really hairy are in the bubbles though – the volume (and thus density) of an air bubble changes depending on the surrounding pressure and temperature.  Fortunately it was easy to recalculate the density (and display radius) for bubble entities on each frame, which can then be used by the rest of the physics system.  So the bubbles expand in a realistic way when they get close to the water surface, and larger bubbles rise faster than smaller.  There is also some turbulent sideways movement (in addition to prevailing current) for bubbles, which I approximated with some noise functions.

So, I’ve got some pretty bubbles, and placeholder submarines.  Still one day to add actual gameplay and all the rest… :)

So far, so good

Enough for today, I have the main game mechanic running, but tomorrow I plan to add another constraint. Half of the tunnel is actually filled with Unknown matter or water, that will take from your energy when you are under it, so the player will need to balance how much time he spent “underwater”, on the other end, the “water” part of the tunnel will have less obstacles. And may be I have to come up with a name for the game?

screen0
screen3

screen2

My Game so far

Screen Shot 2014-04-26 at 3.14.43 PMGame’s going pretty well so far, except for the fact that I can’t draw. I decided

to be extremely original and make a diving game, and I got most of the mechanics working. I still need to add enemies, collectibles,

and a proper scoring system. And a title screen. And make levels. And instructions. sigh…

 

Better get back to work…

Day 1 over

Well day 1 is over for me. Fairly productive day.

ld29ss004

It’s game screenshot time!

I finished creating the game mechanics and animating all characters, here is a screenshot of the current progress!

I’m thinking about a name for the game… I’ve got an idea that will pay homage to an old classic. :)

screen2

It’s Coming!

itscoming

(Click on image to view GIF)

Getting rolling!

getting going

 

Our game is getting off the ground… or should I say underground!

Anyway, we have some basic artwork done and now to work on sound and mechanics!

It’s the Snakeformer! Half Snake, Half Platformer.

This was not my original concept. It somehow happened! I am innocent!

The movement rules are:

  1. When the head isn’t resting on the floor or another snake part, the head will move downwards.
  2. When the snake isn’t touching the floor anywhere, the whole snake falls down.

Tags: animated gif, progress

Progress Report 4: The Surface!

Alright, after some hard work I’ve made a ton of progress!

I’ve replaced the temporary tiles that I had earlier with actual grass and dirt, created somewhat-randomized hole generation for when you are digging, and added a few possible things to dig up. This is my first time doing any pixel art, so most of it’s pretty rough. :)

newgraphics

Now I have to draw some more things to find and figure out how to turn this into an actually challenging game. Oh, and I should probably remember to blink as well.

This game jam thing is more work than I thought it would be.

Cards, cards and gold…

The game is already playable. There are no points yet, and no ultimate goal 😉 But it’s possible to play for a while. Cards and underground adventure? Sure, why not :)

 

progress2

And I remembered that I can’t do graphics!

So I’m making a text adventure!

 

 

Relevant comic: http://ars.userfriendly.org/cartoons/?id=20070623

Comments

eugman
26. Apr 2014 · 17:37 UTC
I approve.

Hard Work

I’ve spent literally the whole day coding and it feels like I’ve only done a small parts of the actual game mechanics… I know this isn’t going to end well.

I can allow myself a small pause I feel...

I can allow myself a small pause I feel…

Not sure where this is going to end, but I’m having a blast anyway!

Slow but sure ;D (Well not that slow to be honest)

Dwarfs&amp;Goblins

 

Up here, a little preview of what’s coming ;D
The name of the game will be Dwarfs & Goblins.

Can’t wait to see this game finished as it’s our first LD!

Let’s rock on! Team Jamplifier out.

Frozen Solid..

My first Ludum Dare game basic functionality is working.. You may understand why I call this game Frozen Solid from the following screenshot.

LD48-pic1

 

This my first platformer game ever. I know it sucks, but it’s kind of cool. The goal in the game is to reach the surface of the frozen planet. The player has 20 uses of fire to melt some of the ice. Reaching the surface can be quite easy as the planet has quite low gravity, but if you run out of oil you will stay beneath the surface and never get out. There is another problem. You have only limited amount of ammunition and spooky ice golems will haunt you.

Progress:

  • Map generation is done as you can see from the picture.
  • Player movement is done, but kind of buggy..
  • Player can melt ice by using his torch.
  • Player can collect more oil from teh dark frozen ores.
  • You can collect closest oil ore if you do not have oil for torch.
  • You can swap your torch to pistol and assault rifle, but there is no weapon sprites yet or bullets flying.
  • There are no monsters lurking around yet.
  • I also may build it so that there will be water when the ice is melted and it will freeze soon back.
  • I may give the user more characters to play with, but that’s if there is time enough.
  • There is no GUI yet, because that will be rushed when the clock is running out of the competition.
  • The world loading is not yet complete, because currently it loads only 3×3 maps where you can fall off.
  • No audio yet either.

Anyway I’ve had quite fun programming my first Ludum Dare game, even though twitch streaming script keeps crashing and my microphone keeps crackling.. 😀

 

Update 2 of Steam Punk Pirates!

Lots done in terms of game mechanics:

  • Different monster types – bats, zombies, poisonous mutant fish and a leviathan! Each with different abilities
  • Different pirate types – swashbuckler, rifleman, grenader and a healer

Not much to look at right now, but here ya go (gif):

SteamPunkPirates-2

 

Next on the todo list:

  1. Gameplay tweaks and pacing
  2. Reduce overlapping characters
  3. Might make an early start on the visuals

Ruby!

screenruby

Currently included: Stone, Iron, Dirt, Gold, Ruby, Emerald, Sapphire and Diamonds.

Tags: dungeon, level, ore

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