LD29 April 25–28, 2014

End of Day One…

A mixed day…
+ Pleased with the concept so far.
+ We have dialogue.
+ Player animations done.
– Time wasted with Unity’s animation system.
– No gameplay yet!
– No music/audio.
– Originally wanted to do three levels. Think I might only be able to manage one.

screenshot

Love seeing what everyone else is creating, and how differently the theme is being interpreted. :) Keep going everyone!

Good night

Saying good night, with a somewhat cryptic image from the game:

Ludum

More to come tomorrow!

 

DayOneScreenshot

 

First time LD going pretty well so far got most of the game build ready for tomorrow when art is getting so love.

Been a tough day so far and ready for bed, however going to put another hour or two in.

Goodluck everyone.

LD29 – Progress Thus Far

So after learning my lessons over the past two Ludum Dares, I actually went in to this with a proper plan and work flow. Which so far has helped a lot with getting bits sorted and knowing where I’m up to.

Most of today was spent getting the core mechanics working, fleshing out the story and making a start on the final graphics.

Tomorrows work will mainly be working on the final graphics, implementation of the designed levels and getting the music completed. I might even do some artwork for it as well if I get the time.

 

Well thats me out for the night now, Have fun everyone.

Tags: 2D, ld29, unity3d

This is my favorite Ludum Dare so far

Not necessarily because of the theme, but because of my game.

I got up at about 6am, and an hour or so later I had an idea which I didn’t think to turn out as nicely as it does. Trying to learn from previous fails, I was looking for a very simple concept that was easy to realize in a game. Even though this idea is not as elegant as it could be, it’s not as bad as in the last few compos.

Bad graphics, it'll all change... I hope...

Bad graphics, it’ll all change… I hope…

This is the end of day 1 for me, and I really hope I can finish and polish it tomorrow. There’s going to be lots and lots of testing needed as I’m not very experienced in balancing difficulty and fun factors.

I hope your games are going awesome as well! I can see lots of great creations coming!

Forgot to say I’m in…

…but I’m in! This is my fourth LD, and also fourth in a row.. I’m hooked!

Day one wasn’t very productive, I started too late and was simply lazy, but now I’m back on track and I will have a finished game tomorrow! It may be very boring, but still a game 😛

Screenshot!

Skärmavbild 2014-04-26 kl. 23.39.26 Skärmavbild 2014-04-26 kl. 23.28.30

Massive setback

Well apparently Game Maker Studio has a limit to the number of objects you can create if you only have the free version that i wasn’t aware of. SOOOO… i’ll either have to buy standard or remake the entire game with probably LOVE 2d or Unity or something. so much lost time …

So I suppose I have no option but to drop out.

This is honestly one of the worst posts I’ve ever had to type out.

I have no option but to drop out. There’s no foreseeable solution to my problem, I have so little time to finish this game when even the very base code isn’t laid out, I failed. It’s also impossible to start on a new idea and have it done in time for the compo. This will likely be my last ludum dare, as it’s evident for my now 4 times attempted, and only one time suceeding, that game design isn’t cut out for me.

Comments

Rxanadu
26. Apr 2014 · 19:47 UTC
Just do what I’m doing and make a game in Twine. I’ve never made a text adventure before, and I’m liking the challenge this brings. If anything, it’s giving me a reason to stop yelling at games to have better stories and making me write one instead.
Linus Lindberg
26. Apr 2014 · 19:53 UTC
Pick a new idea that is small, pick something you can complete in 3 hours. LD is not about making a perfect game, it’s about finishing something! Now make a game! <3
Joseph Kun
26. Apr 2014 · 19:56 UTC
Join the Jam if you need more time, and never give up!

We love bugs :D

Throw some dirt at a weird grey quad and you will die.

LOGIC!!!

Comments

lambertjamesd
26. Apr 2014 · 19:57 UTC
Just say its a feature

20hrs in and I think I will do the 72hr ludum dare, I’m a bit more laid back about it this time. I have a rooms and walls generating from choosing 2 vectors and picking all the blocks needed from point a to b. which a and b are the opposite corners of the room. I think I will do a type of dungeon crawler game. I can implement random generation and add some combat with some ai. All of the voxels shown are hexagons.

Screenshot of an ugly textured room

2014_04_26_02

 

 

Some maths for the hexagons and selection of blocks for the room

DSC_0224

Playable Alpha of My Game!

Alright. I’ve now uploaded a playable Alpha of my game here (Newgrounds).

I’ve got further details and (very simple) instructions in the descrption on Newgrounds. So if you feel like it, feel free to check it out; it won’t take long 😉

Keep at it, all of you!

 

First Icon

 

This game will not be for the Compo, but for the Jam. I’ll be composing the music too! :’D

Comments

26. Apr 2014 · 19:50 UTC
Finished it, look’s damn cool!
johnfn
27. Apr 2014 · 02:49 UTC
Really nice concept, good twist on shift :)

18.5 hours in, Status update

pepsiconsult

 

Pretty happy with how things are moving along, though I need to finish wrapping up the mechanics and start moving on to art and level design.

I’ve got the basics of 3 weapons, 2 enemies, and going to implement the rest of the framework for the powerup/suicide machine system.  Felt like I lost a lot of time early on re-coding basic player and enemy code that I could have just taken from other projects if I’d thought to declare it ahead of time.

Dinner time!

So it’s almost the end of Saturday, things have gone well so far, perhaps a little slower than I like, and the idea of getting all my script done for the end of today is pretty much out the window. But hopefully I can get it done as quickly as I can to give as much time for art as possible.

 

dinnersat

As I never got round to baking my bread it’s chilli and tortilla chips for dinner, but it’s also quite a late dinner, I’ve just been so busy trying to fix annoying issues that the time flew by without me realising!

 

2D Animations

I have a very simple gameplay mechanic impelemented but spent most day creating free-form-deformations in Spine and getting the runtime to work.

But … I really like the result and some of the animations that I created today may be the most animated animations I have ever created in 2D :)

Now it’s time for sleep.

Wish you much fun!spine3

 

Edit: I would like to thank “Tomski” for helping me with the spine-libgdx runtime bugs although he was busy creating his own game :)

It took two hours, but we freakin’ did it

There was an incredibly insufferable and minute bug in our networking code that practically broke the game; We found it!

Not really much to report, just was happy enough to warrant a post.

Progress

So I decided to do a game where you swim around under the ground in a desert. I present… Land Shark!

progress1

Better late than nothing

Due to another code jam last night, I started the compo pretty late, but at least I got myself a game concept and started to get a working prototype.

Introducing Subsea War! The gameplay is probably not new, controlling a submarine under the sea and battling another submarines, using torpedoes, depth charges, or missiles. The only twist for it is both submarines cannot see each other. They have to use sonar ping echoing across the walls to find the possible presence of the other.

I’m using Phaser together with ROT.js for a randomly generated underwater cave.

So far this is what I have:

Subsea War initial gameplay

 

Comments

sntran
26. Apr 2014 · 21:39 UTC
Yep. I chose this because it’s very simple in term of graphics, which is in my capability. Simple pixels and that’s it.

First Screen

ludum_dare1

This is little screen of my first ludum dare game, after 10 hours of work, alpha version comming soon :).

the monster awakens… and tentacle prototypes

Spent the morning/early afternoon writing some enemy classes with Diana. While she’s been cranking on art variations, I got started on the tentacle prototype. The idea is to have the tentacle track the mouse path fairly closely and retract as you move it down. Still a lot of work to get the tentacle feeling right, but it almost feels game-like at this point.

 

Screen Shot 2014-04-26 at 5.48.22 PMScreen Shot 2014-04-26 at 5.41.15 PM

YAY! (for crappy graphics)

Time for a brief graphical update!

capture_02

 

Good news is that collisions are (more often than not) working.

Bad news is that, given the time it is, the whole idea of improving my graphics skills will be deferred to next Ludum Dare :-(

Tags: development screenshot

(Untitled)

Magnets Game

Really simple game, just happy that I got something done, was not sure I would get enough free time to do something this weekend xD

Rule Question

I have read the “Rules and Guides written for maximum clarity” and although it dosent say anywhere that I cant, could I download Mocap data for unity mechanim? or does this count as “art”?

Progress

Space to drill

Space to drill

The first bit of the game is coming together, but there have been a number of problems along the way. And I still have another aspect of the game to work on.

Quick and dirty level editor.

You can draw static or dynamic boxes with the mouse  which alters the current level.   It’s as simple as I could make it, but once I add quick undo button and a way to define the spritesheet region, I’ll be ready to work on the player and game conditions.  It’s looking like the gameplay will be swimming to the exit.  The levels will use the dynamic boxes as obstacles in a maze, so you might need to use a lever or push blocks to reach the goal.

screen2

Day 1 Milestone

Well, it has been a tough day, but I’m pretty happy with what I have done. I currently have a playable version. Tomorrow should be dedicated to animation of characters, and monday should be used for some polish and maybe some new features.

A screenshot of what the game is currently looking :

Day One progress

Day One progress

 

I may play a little before to go to sleep. See you tomorrow LD folks !

 

Okko

Comments

27. Apr 2014 · 08:44 UTC
That’s what you call sucking at art? 😛 Nice job!

End of day one!

This is the end of the first day for me, at 12 pm. I don’t want to stretch the night, so I’ll be able to work better tomorrow morning.

I have most of the game completed, and will keep polishing and so on tomorrow, but first of all I’ll have to do some sound and music!

In the meanwhile, here is the screenshot of the main screen, an homage to an old game. :)

screen_title

My game so far

I’m quite happy with my game so far, here’s a screenshot.

My game so far

My main inspiration is a game called Dig-N-Rig, you are hopefully going to mine and find resources and build better tools but I’m not sure of anything other than that at the moment. I’m kind of just making it up as I go along. The last couple of LDs I could think of an idea I liked so I’m very glad I have this time.

I’ll post more screenshots tomorrow.

Screenshot!

Mental note to self: Less time on particle effects. More time on the actual game part of the game.

Screen-Shot

Tags: screenshot, three.js

Mind Reader

So my game is that you work at a strange shop were people come to you cause you can read their minds and give them what they need.
You’ll have to press 1-4 to match the by flying goods to the peoples needs…

screenshot

First day over

Got a bit side tracked with particles, everyone loves particles :) Will have to concentrate on gameplay tomorrow. Might start with the menus, don’t want to have to rush those at the end.

5

Some work done!

Hooray for productivity!

screenshot1

This seems like it’s coming along great! I have no idea where I’m going with this right now, but hopefully something will crop up.

Progress

Making another platformer, cause I’m uninspired

Got the controls and collision stuff working 😀

(this is a gif)

1

Late night check in!

Well, it’s been an interesting LD so far! Since we’re based in DDorf, Germany, the theme came up at 3am this morning for us so we opted the less stressful route of just taking it slow after we woke up. I’m doing the compo, and it’s been a pretty rageful day full of making the game do the thing, then do the other thing, then the first thing breaks and spending two hours figuring out why the thing did that.

My entry is called ‘Sneakeasy‘, where you play a devious bartender in the 1920’s prohibition era. You’ve got a reputable resturant, but you’re secretly sneaking boozehounds some tiddly in the backroom. Cops come in and eat at your restaurant & you’ve gotta keep the food coming, otherwise they’re gonna get angry and start pokin’ around in your business. It correlates to ‘Beneath The Surface’ because a lot of legit businesses at the time were speakeasies under the surface.

Other ideas I had included a game where you play as an oven and it’s your job to cook the food just right using ATEs (like, you don’t want it raw beneath the surface, do you?) and an undercover cop dance party.

ld2

Sleep now and more in the morning. Hope you’re all doing well!

Also, I’ll still be tweeting my pain and our location will still be streaming tomorrow. We’re prone to break out into song to sweet 90’s classics. Especially Spice Girls.

Comments

BobMorate
26. Apr 2014 · 20:55 UTC
Please not Spice Girls…

Late post but I’m in !

Hi to all !

It’s all in the title. My game will be a rythm / fighting game. Title : Under the Skin of a Martial Artist!!!

Tools : Unity, my very own TrueColor CP437 framework and probably SFXR for sound.

work_in_progress_1

 

-jujule

Motherloot tilemap working

So after a few outrageous gems problems with our tilemap, we finally got it to work.
But I’m afraid that the world – generator is a hard piece of work because it should and will be fully balanced.

While we are working on that, you can at least see some of our hard achieved progress.
Motherloot

Tags: Motherloot, tilemap

Game Update: John The Miner

Corel    

I’ve had a great experience so far I’ve been working on the  first game that i make 100% by myself.

This has been a new learning experience, and a chance for me to try new things.

My game ( work in progress) can be found here:—->>> http://www.stencyl.com/game/play/26055

Any feedback is welcome :) https://twitter.com/Theiceferret

I’ll update it as frequently as i can.

I am tired so i’ll work on it later.

Tags: flash, i should have used visual studio, pickle, so tired, stencyl

End of first day – progress

Well, I’ve managed to get the basic controls working. Now I just need to actually make the game mechanics and it’ll be done.

Game

You can find builds on my build page, both for Windows and Linux (Testing would be appreciated). Source is also available on my Github

The controls as they stand right now are;
Menu:
Arrow keys, Enter, Escape (Intro screen is skippable with Escape)

Game:
Rebindable – Both Keyboard and Joystick (Uses button/stick layout of the 360 controller when telling you what an input is bound to)

Digging in the game is done by holding the dig key and pointing in a direction with the movement keys, right now you can’t move and dig at the same time.

Tags: linux, progress, screenshot, update, Windows

First day finished

Today was a very productive day

– The GUI was almost finished.

– Camera control finished.

– Event system is half finished.

– A lot of 3d models are finished.

 

AHHH! of course, the game is a Roguelike Submarine Adventure and the game is for the Jam.SubMarineCap

A screen of the day 1 progress and a Vine a few hours before of the screenshot.

vine.co/v/MvMpDTx3JDT 

 

PS: Sorry, i know it’s a short post but i’m soooooo sleepy.

400 lines and counting

Done so far:

– Planet geometry

– Rover controls to move, drill, and shockwave

– Crappy sprites for player and obstacles

– Shockwave and drill collision detection

– A few Web Audio sound effects and manager

Still to do:

– Enemy rovers & combat logic

– Neutral characters

– Music

– Most sound effects

– Most graphics

– HUD

– Menu and level organization

– Maybe some cutscenes or animations

Progress: Items, Beginning Mobs

So I’ve gotten all the items functional. I also started on the final boss:

Boss Test

I’m scared!

A lot more to do though! Like implement damage…

My Game (So far)

So I decided to make a game where you and 4 other miners are trapped underground. Part of the mine caved in, and you only have a limited number of supplies. You have to worry about giving rations of food and water to other people, using the medicine wisely, and other things like that. It’s sort of inspired by the decision-based part of FTL, and the keeping-your-family-alive part of Papers, Please. I’ve finished the graphics and UI, so now I have to worry about the actual gameplay. Here’s a picture of the game so far.

.project

Comments

TMKCodes
26. Apr 2014 · 20:29 UTC
Similar idea as I have, but mine are space travelers who crashlanded to frozen planet and they found themselves deep under the ice layers. Though I’m not making the player worry about food, but limited weapons for fighting against the frozen planet creatures and tools to move under the ice. Though movement possibilities will not run out if the player is careful to mine some frozen oil. The goal of my game is to reach the surface of the planet and send a sos signal with a radio which could not trasmit or receive a signal beneath the surface before they get stuck beneath the surface or the habitats of the planet feed on them.

Voxel Ducks

This is my first Ludum Dare, and I might have missed the point a bit – I’ve spent most of the day hacking around with a custom WebGL-based 3D engine.

…but it’s been fun, and at least I have a voxel duck (or 3) to show for it!

duck

The kind of interesting thing here is that the voxels are rendered entirely in GLSL – the only “meshes” I have in this are 3 cubes (one per duck).  The algorithm started off being based on this article, but is now heavily modified.  Models are just .png images – e.g.

Try it for yourself (you’ll need a recent browser – I’ve only tested in Chrome), or check out the code if you’re interested.

Tomorrow, I might try and actually make a game!

It’s not working out.

As it looks like putting more time into development isn’t going to cause this idea to turn into anything that could be called a game, I’ve decided to stop here.

Last version: http://wrongcoder.com/ld48/29/

Comments

26. Apr 2014 · 20:24 UTC
Quitter!

Hey there for the first time, Ludum Dare!

At first i want to say hi! This is my first ludum dare. And here is a screenshot (from two hours ago) what my game looks like after 3h of coding. (yeah, entered the compo 18 hours late)
Enjoy!
game

Beyond the Surface – Day 1

Title

So…time for a list…

  • Title screen is done
  • Title screen music is done
  • Introduction level tileset is done
  • Basic mechanics mostly done (75%)
  • Both movement types done
  • Web build testing partially done
  • Windows build is fully functional
  • Assets for level 1 imported
  • Instructional story written
  • Story monologue recorded
  • Pointless loading screen (Optional)
  • Timelapse for day 1
  • Twitter
  • Facebook
  • Tumblr

So, that’s all for today. More work to be done tomorrow.
If you want to see a 16 minute video made of 3-4 hours of game development, you can check out my timelapse.

 

Tags: 2D, game, jam, java, ld48, Ludum Dare, motivation, music, timelapse

“Resht, resht I musht… forever shleep.”

Hooray, we’re being shot at! This is good news, as there’s actually some skill required now, as opposed to just meandering across the pretty seascape. Currently, you’re given away by depth, and also ocean froth / bubbles produced by going too fast.

As stated previously, I started this LD wayy to late, so I’m wondering whether to try for 48hr or polish it up for a Jam entry. Anyway, time for a celebratory beer and a snooze.

ships_attacking

Mostly sidetracked today

Today I was mostly sidetracked for several reasons.

Anyway here’s a couple screenshots from the red blood cell model

 

erythrocyte

 

and a torus as an artery.

artery

 

Currently I am coding the ship movement and physics.

Half Way!

So finally half of the game is made, all basic mechanics (move, jump, shoot, physics, enemys, IA, death, effects, music..) and now its time to make the second part: The Gameplay!

So why not Take a look:

amy

Amy’s Rescue, Your Spaceship blow up into pieces when you were going to land in The Earth and your girlfriend Amy and both fell in a different place. Amy fell in the entrance of some kind of secret laboratory beneath the surface. You need to kill the humans and rescue Amy in 6 minutes before they dissect her. In your hands a gun, because you are a cute alien :D!

In the Black – Dialogs

In the Black Dialogs

Finally got a rudimentary dialog system implemented. It can support up to 3 different options per screen. Also working on the general game loop / week phases. There is a status update portion, a player choice portion, a random event portion, and a (potential behind the scenes) week over portion.

I’ve never built a data driven dialog choice system before so of course it is taking longer than I expected. I’m trying to stay calm though and enjoy the ride. It is fun to solve new personal problems of code design and I’ve been wanting to take a crack at some dialog stuff for awhile, so I’m succeeding there for sure!

I also continued to flesh out the design of the game stats. Currently I’ve got the following systems in:

  • Mine
    • profit
    • danger
    • efficiency
  • Workers
    • fear
    • unrest
    • happiness
  • You
    • greed
    • compassion
    • ruthlessness

I am considering not exposing the actual values to the player, but communicating them via the narrative text during the game.

I think it’s time for dinner here soon. I’m starving!

Not much time left

Things aren’t looking great, I had to scrap an idea late-ish as it was not working out. A little motivation was lost so I didn’t start creating anything new until tonight. When I go to sleep soon I will not have many hours to finish. I have a fairly simple concept in mind but I can’t create anything as big as I would have hoped.

 

Good luck to you all! I’ve seen some pretty cool stuff!

So not going to make it…

My first LD is going to have to be put on hold for a while, due to my Time Zone and Religious pretenses. I’ve been working a couple of hours and I have this little dude (You have to click on the GIF below for it to work):

WIP

WIP

I joined late and I have little time left, but, once home from church (about 2PM here), I’ll work like a mad man until about 10AM tomorrow. Maybe I can salvage this! D:

Comments

27. Apr 2014 · 04:23 UTC
I hope you get through this!

You had one job…

I’ve been making some progress on the levels. I’m going to finish the one I’m working on, make some kind of mini-boss level, and then go back through and polish the levels that I do have.

 

needfood

needfooddead

Im in

Working alone on an environmental first person mining thingie.

Probably going to use UFPS for controls if making a First person shooter game.

Not much .. but better then my last LD :D

Well, with the basic engine almost done I’m starting to add menus and a litle intro for the game 😀

 

1 2 3

I’m using OpenGL in Java(through LWJGL).

 

Now once more its time for a little sleep session.

Off to bed now…

I’m finished for today. Got everything into the game I wanted to achieve.

Tomorrow it’s basically graphics, sound fx, title screen and cleaning the mess up 😉

You can already play the current WIP here:

http://www.rightanglegames.com/ludum-dare-29.html

 

Good night,

Thomas

 

Almost There!

My first LD!

Now I have 7 Levels 100%!

Some bugs but Gameplay is fine (almost…)

Ok, Graphics are not the best and now I need some music!

It’s not what it looks :) Or it is?

Print1

Feature complete -> playable build

After 14 hours of work today, my game is finally feature complete!
This means I can spend almost all of tomorrow working on graphics and tweaking the game.

This also means that I’ve got a playable build ready. There’s no in-game instructions nor textures though, so it’s probably not easy to get what’s going on at the moment.

You can find the playable builds and a screenshot at my blog.

First track done and dusted!

 

We are really happy with it. Would really appreciate any feedback :3

Comments

oobie
26. Apr 2014 · 20:40 UTC
That is good!

End of the Day 1, Riding the waves

Albeit a bit of a distraction from the outside world, we’ve gotten a build working, physics going and pixels planted.
So far, so fun!

Good tip for all of you out there:

Make do with bare minimum of what you can get away with, get everything working up to a reasonable point and then spend a bit of time on polishing stuff! Half-finished features can sometimes do you worse than fewer features and better polish.
(AKA “Never half-ass two things, whole-ass one thing”)

I’m out cold for some sleep, so to everyone working through my night, keep at it and ride the waves!

Ride the waves!

Peace out!

Necronomicon!

 

Necronomicon

We made this, just for fun ^^

 

Tags: Cthulhu, gif

5

This entry was posted on Saturday, April 26th, 2014 at 8:37 pm and is filed under LD #29. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Approaching midnight…

Figures recap..

 

3 Cups of Tea

1 Cup of Hot chocolate+coffee

2 Pepsi’s

1 Bowl of coco pops

1 Cheese and ham toastie

2 Blue cheese burgers

5 full length NBA playoff games (half way through Mavs/Spurs right now)

Half a tub of pringles

4 hours sleep

1 crash that cost everything

1 hour rebuilding to get back on track

going to take a break and backup again. GOING STRONG!!!

WP_20140426_23_39_02_Pro

Comments

26. Apr 2014 · 20:49 UTC
awww thats a nice set up you using game maker??? it looks like it your layout is similar to my own :)

Untitled

 

I have to say, everything is going great!

I think I’ll have this bad boy, or should I say, bad girl ready for tomorrow!

Comments

27. Apr 2014 · 08:19 UTC
It’s good that everything seems to be going well! It’ll be interesting to play your game 😀

Well, Back to Programming!

Solo and ensemble today. I did pretty well, but I was away from the computer for eight hours, so it wasn’t incredibly productive. My parents brought me to a restaurant afterwards. My food took a bit longer to make then everyone else’s, and then the waitress completely forgot about it so I was sitting there for around ten extra minutes without food. Luckily, she was kind enough to buy me free desert. (It’s strawberry cheesecake.)Image

 

Back to programming now!

Status report!

My text-adventure is mostly fleshed (hehe, irony) out at this point, just gotta skoosh the bugs!

 

bf0783143223cc6dd89b671f400c42f6

Man, that sneaky table…

Too Many Fish

When your spawn timing algorithm breaks at a certain depth…

AI is amusing

 

 

So I have added soldiers (all the black dots), which move around, seem busy, and make my submarine functional…

The player will move around as the captain (the soldier with red in the middle)

Tomorrow I will have to:

  • add command giving
  • add sound effects
  • add bad things (so it’s actually a game)
  • add water
  • add music

submarine2

 

Seems almost possible! 😀

Comments

jujule
26. Apr 2014 · 21:06 UTC
This looks good. I hope you can pull it off !

My first Ludum Dare

Enjoying my first Ludum Dare entry so far. Here’s a WIP screenshot of what I have so far. I think I’ll have to submit it to the Jam rather than the Compo since I’ve used Playmaker and some audio that I did not create myself. My brain is turning to mush so I think it’s time for a break.

deeper_screen01

New office

I just redid the office. Most of it was simply swapping colors on the palette, made there are a few new additions. I’m still thinking if I’ll add some pictures and/or posters to the wall… it’s too clean as of now. But on to redoing the char!

gfm-ld29-ss1

I’m in

Started a bit late (about 10 hours ago) but I’m in.  I’m going for a minecart game where the aim is to traverse the bumpy mine rail road without spilling all the gems you’ve worked hard to mine.

sixOpt

I’m using Java with Java2d and JBox2d.  I’m also using engie, a small 2D engine I wrote in Java for doing LD entries.

I’ve spent most of the time so far (literally hours) optimising and tuning the physics.  If I’d imagined it would have been so time consuming I perhaps would have hacked together my own sketchy physics code, although perhaps that would have taken even longer.

Building the terrain from splines and then converting it into discrete concave polygons for JBox2D was a fun challenge.

crashOpt

I guess I’m pretty behind schedule.  There’s still no art whatsoever so I’ll have to slap something together pretty quickly tomorrow.  Then there’s actually building in a win condition and tuning the level difficulties.  First – sleep!

Break time

@_@

Sometimes, you’re so close to the code, and get obsessed with tweaking things to perfection, you forget you’re supposed to just be prototyping.

Starbound break.

D’en, I vill make deez tick sucka’ da’ blood.

tickvessel

Comments

jujule
26. Apr 2014 · 21:02 UTC
I love the idea !

Pawn – first day

I had this idea of a game, where levels would be inspired by verses of a poem/a song, for quite some time. And what is a better time to put that to test than Ludum Dare, especially when the theme nicely fits into that formula.

 

Good night and good luck to all participants.

 

First level

First level

Diamond Diggers

Current state of my splitscreen-diamond-hunting-game: 

Diamond Diggers

Plans for next Day: improve Graphics, add Sfx & maybe more

Good night :)

End of day one!

Phew! That was challenging, but I pulled through by playing Portal 2, messing about in Terraria and trying different people’s beers, and making some sketches when I couldn’t keep my mind off the task any longer. A really difficult moment came, when a friend of mine sent me a merge request for the git-repo for the game project I’ve been tinkering on of late, but after having explained my determination not to work on games this weekend, we decided that the merge could wait until Monday — no hard feelings. I’ve also helped play-testing my friend Local Minimum’s entry “Fistula Foragers“. Not much game play yet, but the controls are nice, and the graphics cute, so keep your eyes on it! It actually has a lot in common with the game I’m currently not working on, which was nice but also a source for temptation. Now I’m much to tired for any kind of coding, so I think I’m safe for the day. On-on tomorrow!

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

first time participating!

hey guys this is my first LD48 and i have no idea if i’m gonna finish anything in time :)

screenshot

Comments

Chemical_Studios
26. Apr 2014 · 21:02 UTC
It’s my first ld too! Good luck, shaulor! You can do it, just do your best!!
shaulor
26. Apr 2014 · 21:06 UTC
thanks! at least we have some fun and learn a thing or two 😉

team tremor day one

OK this is our first post and our run down of day one.

Our game is going to be a survival game where you have to collect food etc. (Don’t starve) but your being stalked by an unseen predator from underground like in the film tremors hence the team name 😀

We’ve made  Good progress and gotten the design done and most of the technical parts working in unity, hopefully well have everything ready for polishing by Monday.

 

We’ve gone through :

1+1\2 pizzas

2 candy bars

Several drinks

A bag of bon bond

God knows how many songs

3 episodes of the boondocks

And a few hours on knights of pen and paper

 

Hope everyone’s enjoying the jam as much as we are 😀

Team tremor

Michael Little (M-man)

John Forster (Ursidae)

 

Lim progress

lim2

Fun so far, 21 hours to go

Day 1

Click for animated gif!
fish

So this is what I have so far… A jumping fish and some people walking back and forth. Still not exactly sure what the gameplay will be… I had a few different ideas which may or may not be compatible, but if all else fails I at least have some relatively fun (pseudo-)physics.

Progress!

So this is my second LD and although I don’t have that much time on my hands this weekend I still wanted to do something this even if it’s just a really small thing. And thats pretty much what it is shaping up to be. Which isn’t too bad I guess. And it’s already way more enjoyable then my last years entry I’d say. So, jeah, consider this my “I’m in” and “I’m done soon.” post. Two in one. Even my posts in here are more efficient this time around.

ld29

 

(Terrible image compression is terrible.)

Day 1 Recap

Howdy everybody!

Holly cows, this day was insanely full with lots of things! And lots of fun too!

First and foremost, the main idea for our game was concieved during an early morning chat and it was amazing, as it included an interpretation of the theme only a few (or maybe none) have probably thought about. This boosted our wills and excitement in insane heights. Then we all met up at the university to start brainstorming on how we would actually morph the idea into an actual game, while setting up equipment.IMG_20140426_121759

(This is a picture of our CS Labs Room that we work in)

We also happened to have an increase in our ranks be gaining two more members: Kostas and Thanos. That sudden entry shook our organization and planning a bit, but we successfully managed to pull this through.

Unfortunately, the university was closing down at 4 o’clock and we had to move to Giannis’ house (thanks for the hospitality mate!) to continue our work and meet up with the new memebers. We had quite an adenturous car ride to get there, since none of us could navigate properly and the faulty GPS of our driver was much more harmful than useful. However we managed to get to the house safe and sound and thus continue our work there undisturbed.

IMG_20140426_143752

(A small brainstormed preview of our game!)

Most of the work went without problems and we got a headstart on our artwork using Pixel Art through Gimp and on our coding (specificly on A.I. and Inputs). However we had some serious problems while trying to use GiT to share our code with each other by using various plugins on Eclipse, but we solved this issue by installing the GiTHub software on our PCs and laptops. Another major problem we encountered was how to implement the story we came up with, into the game. After a lengthy and exhausting discussion (during which we even considered removing key features from the game) we finally came up with a solution and we redistributed our roles to balance the work schedule even better, resulting in better communication and finer work being done.

All in all it was an exciting, fun and crazy day for every member of Team Java. The best is yet to come, as we delve deeper into the fine art of game dev. Good luck and keep up the good work everyone!

P.S Shout out to our fellow Team Javascript also competing in this Ludum Dare, good luck guys!

LD29 Day 1

Phew, what a day! It took me the first half of the day to come up ith the theme. Although I came up with this idea in the afternoon, I searched till 6pm for a better alternative, which I haven’t found. So that’s when I started to implement the Super Collide!-look-a-like. But it has to sides, a field where tiles will fall from above and a field turned upside down, to create the Beneath the surface-idea. All mechanics work, except for the removal of multiple blocks due to inefficient coding. Tomorrow I will fix that and probably do some polish, since I’m pretty sure I don’t have much time tomorrow. And as extra: here is a link to the theme song: fayl.in/ld29ogg.

I’m in! (4 hours ago.)

Hi all. Late to the party! (again.)

This is my 2nd attempt at Ludum Dare. Last time i didn’t finish because i developed really bad flu which forced me to give up. I had the beggings of a fun game, but at the last minute i failed at uploading my entry because i had no web space to host it.

This time i haven’t got the same excuse. But i am no more prepared.

This is the results of 4 hours work:

screen1

Windows C++

SFML 2.0 (Learning as i go.)

Paint.NET

I really hope i can finish this time, but i’m lazy, and it’s slow going.

Almost-24h Update

Finally, time for some well-deserved rest! It’s 20:11 here and my designer left. I’ll get to eat something while watching Family Guy.

She spent the whole day sketching here, making vectors there and playing around with Photoshop. Here’s (more or less) what cane out:

fire squad, ready to attack!

fire squad, ready to attack!

&quot;rescue us!&quot;

“rescue us!”

the mighty hero

the mighty hero

Meanwhile I spent the whole day trying to figure out how to make smooth controls for the platformer. You can check that out here.

Tags: html5, MelonJS

Diver game sneak peek

Hi,

This is our first entry to Ludum Dare so we’re very excited. The prototype works and the art is almost finalised. We are working hard to finish our game in the next 2 days. In the meantime here’s a sneak peek of our game.

TriumphOfTheDiverFromTeamBrookvale

Tags: adventure, isometric, steampunk, unity

Lunch Break!!! Here’s My Progress.

After considerable tile work, I think, I might be done with all but the player sprites and the subspace item aaaand sounds/music.

SSSS2

Who knows what the player will find beneath the surface and beneath space time.

done for today…

… I’m done for today.

Here is the game as of now:

http://jppresents.net/static/ld29/deepDown/index.html

gameoversubdamage

Planned but missing features:

Fight against enemy submarine (sprite is done)

Underwater mountains as obstacle (sprite is done)

Schools of Fish (sprites are done)

 

Completed features:

movement up/down

shooting torpedos

sharks attacking (growing larger)

sharks exploding

submarine damage

bubbles (bubbles! BUBBLES! … my bubbles!)

gameover screen

loading screen

sound on/off button

music on /off button

 

Good night and good luck!

 

Skolgbor

 A mysterious individual that chooses to name itself Skolgbor.

What is it? What is it’s tale? Why is it in hiding? You’ll find out if I decide to finish it.

Skolgbor...?


I was pretty busy today so I couldn’t get the game started, but I did come up with a interesting story to tell. I’m hoping to make a short story-game for a change this time, see how it goes. Nothing too hyper!

The game will take place in the same universe as two of my other games, Protocol and Tercon Major. These games have nothing in common right now but maybe you should wait and see in the future…

I finished this piece of art over on my Twitch channel. You should follow it so you’ll know when I’m live again!

Tags: art, journal, update

I’m DONE!

Yeah, I’m done… and tired…

Can’t be bothered to type much more so go play it for yourself: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=29135

Goodnight! zzzzzzz….

Calling it a day

Tired. Unity …. annoying … MonoDevelop crashing …. had bugs … don’t use Animators with Rigidbody2D when you want to animate the whole GameObject…

Sound effects and new art assets

Getting thereYou can play the new build here. Requires Unity Web Player. Arrow keys control your digging.

I don’t have a title for the game yet, other than “To China!”.

 

Nearing 24h mark

Here’s my game as it nears the 24 hour mark. Went for a fantastic voyage/infinite faller theme. Its pretty much a game at this point, just needs art + polish + sound.

http://www.transfixedgames.com/ld29/Builds.html

I also am keeping a track of my activities by the hour, might be interesting for people to learn how to (not) schedule time:

 

6:00 Figure out what the theme is at 6:06
7:00 Brainstorming with Chris, figure out nanobots theme
8:00 Watching Breaking Bad
9:00 Writing up stuff for other people to do.
10:00 Emailing people stuff at mcy D’s
11:00 Sleeping

5:00 Get up around 5:30
6:00 Got a box moving around in Unity
7:00 Having trouble with collision detection in 2D, but have bones, cancer and level generator.
8:00 still no collision, adding blood veins, tweaking level generator, fiddling with android settings.
9:00 Napping, showering.
10:00 Oh, box collider AAAANNDD a rigidbody. Innntterrreessstttiinnggg
11:00 Gave veins, cancer and bones basic functionality.
12:00 Made left and right veins, a sky that falls back, added cancer counter.
1:00 Made zooming out effect when you collect enough cancer, taking break for food.
2:00 Got back from lunch
3:00 Added person that you zoom out to, fixed bug with crashing into bones.
4:00 Added barriers on sides, fine-tuning item placement + cancer counter position, showed Chris game + The fencing game.