LD29 April 25–28, 2014

Adding some screenshots

Currently, this is the state of my game. The player should pick apart the blocks on the screen in order to gain points. Blocks can be removed, if they are in the same color, and if they have the same value (heart, clover, spade or diamond), and only if the blocks are connected to each other (horizontally, vertically, or diagonally).

There’s also powerups that the player can collect, that removes blocks more quickly, and that can even help the player removing blocks that can’t be removed in the normal way. Currently, there’s a blast bomb that removes blocks in an area of effect.

Well, I have lots of things to do still, but here’s some screenshots anyway :)

Unity 2014-04-27 17-51-13-64 Unity 2014-04-27 17-51-28-63 Unity 2014-04-27 17-52-26-64

Finishing Touches

I’ve finished up the remaining particle effects, added automatic saving, added sounds and music, and did a bunch of balance passes. I’m hoping the easy difficulty ends up being easy enough and the hard ends up being hard enough. At this point I’m just making sure I didn’t miss anything before I officially call it done!

Gotta go fast.

Ninja Blobby, the Shrimp Vo Dao master

Here are the sprites of the hero, Ninja Blobby.

dude

He is a master of the Shrimp Vo Dao, a martial art he designed and practiced during many years in the core of earth.

His special ability is to throw deadly shrimps at the speed of light. crevette4

Space flappy bubbles, beware to the wrath of Blobby !!!

droid

 

Late Deskphoto

This is us.

Is ending the productive day. Tomorrow starts the day of work, and there will no way to do the hard work of the game, so these are our final hours.
We need to finalize everything and test without stopping and publish the game.

Nothing like the smell of desperation in the early hours of the night.

eu

Davi Santos, the Wizard of Code and the man far away from the party

20140427_200834

Adalberto Rodrigues, musician and the most beautiful guy in the world.

20140427_200711

Fernando Perazzoli, Artist and the reflection of desperation.

20140427_200812

Fernando Scaff Moura, Game Designer and coffee addicted

desktop

Davi’s Desktop

 

IMG_8571

Our desktops

Tags: deskphoto, party hard

Finally , a Story for Doug Diggz

Doug Diggz grew up playing console video games in the 80’s and 90’s.  Recently Doug celebrated his 40th birthday and is suffering from a bit of a mid-life-crisis.  Afraid that he will wind up old and alone, Doug’s mind wanders back to those games he loved as a child.  Maybe if he could collect enough coins, someday he could have his very own princess just like the heroes he admired all those years ago.

And thus began the misadventures of this miniature miner.

 

 

Nearly Done

After my last LD which was completely botched, I’m honestly really excited to finish this.  All of hte core mechanics are in place, level design is there, there’s a tutorial, menu system, sound fx, art, all I need is more content.ld29 2

As you can see, there are coins, hearts, and even spike traps.

ld29 3

The goal is to knock off each of the 4 pins holding the “surface” up.

ld29 4

The levels are picked randomly from a batch, so the game never ends.  They are going to be selected based on your progress, so that the game gets progressively harder.

 

FEED

OMNOMNOM

feed

[Announcement] Patient 283 – An Impossible Runner Through the Mind of a Serial Killer

 

 

One day to go till jam ends. We are tired but happy. This is the third jam working with Fernando Martínez Ruppel (awesome artist and friend of ours). And guess what. Our new game working together is shaping up really good.

“Beneath the surface” was not an easy theme. We thought about making something small, hard but rewarding and crazy difficult (Super Hexagon anyone?). After some initial brainstorming, we’ve decided on a vertical shmup without the shooting, an avoider. Player controls a ship on a layer and when hitting lateral walls, a deeper layer will be uncovered. When uncovered, something bad happens. In order to “cover” this deeper layer again, the player will need to hit the opposite lateral wall. This was the initial prototype we’ve made.

 

Initial prototype.

 

So far so good. Thinking about the prototype, one of us remembered Fantastic Voyage (you know, the movie and then a paperback novelization based on the screenplay by Isaac Asimov). We all love sci-fi, so we’ve started thinking about it and Fernando remember something about ”brainbows” (the process by which individual neurons in the brain can be distinguished from neighboring neurons using fluorescent proteins). Brainbows are awesome, so we knew how we want our game to look like.

 

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 50%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ Brainbows are great. Brainbows are great. Initial concept. Initial concept.

 

And what about digging deeper on the whole “beneath the surface” theme? We’ve started thinking about serial killers. We’ve read about John George Haigh (The Dissolving Vampire or Acid Bath Murderer), Albert Fish (The Grandfatherly Ghoul), Peter Kurten (The Vampire of Dusseldorf), Henry Landru (Monsieur Bluebeard), Seisaku Nakamura (Hamamatsu Deaf Killer), Nikolai Dzhumagaliev (Metal Fang) and Jeffrey Dahmer (Milwaukee Cannibal) among others. And we’ve decided on creating one.

 

crimes

 

Patient 283 is a game in which you control a nanobot to retrieve specific memories from the mind of a serial killer. Because you know. In a not so distant future, memories retrieved by nanobots may be used in federal courts.

Tags: announce, beavl, brainbow, serial killers, unity3d

Getting there!

I still have to come up with a title!

a bitter end

I’m so mad right now … after all I did , I have to quit because of a bug I don’t understand …

Seriously I swear suddently on an object I made the conditions using a Boolean are fucked up .

I can’t understand why and it’s killing me.

Mabe a bug with FlashDevelop , maybe with Starling , mabe I’m just too fucking tired to see anything….

 

But brace yourself ludum dare, i’ll be back next time !

Comments

Photon
27. Apr 2014 · 17:01 UTC
Hey, just take a step back and come back in a couple hours; maybe after a rest things will be clearer. Maybe you can still make the jam!
27. Apr 2014 · 17:30 UTC
Go for the jam, you’ve got time! Start again! YOU CAN DO IT
howieV (binarygirl)
27. Apr 2014 · 17:37 UTC
i feel your pain.. i cant understand why mine is not working in the browser.. works as standalone.. keep getting a daft error.. im about to go mad.. mite just give up..spent barely any time on my actual game ;p
LazyParia
27. Apr 2014 · 19:14 UTC
Thanks for the support guys , i’ve patched it up a little and i submitted it , now i’m going to bed … I’ll do better next time XD

Reciprocal Transmission – My first LD compo

So Yaah. It is an unforgettable experience to participate in ludum dare. It is really great that I managed to finish “Reciprocal Transmission” for the compo.  It is hard to be solo :)

So please have fun playing it here

I tried to focus in making new mechanics in a platform game.

Thank you all 😉

ciprocal Transmission - alshirah - 48 Hour Compo Entry fig ciprocal Transmission - alshirah - 48 Hour Compo Entry fig2

I really need to spend more time on ludum dare

Screenshot (80)

Well, I’ve finished another Ludum Dare (I believe this is number 3 for me) and I am filled with that familiar feeling –

That I wish I had spent the entire weekend working on the game.

I’ve got kids and obligations and each Ludum dare only gets around 6-8 hours of actual focus, and I feel like there is a missed opportunity.  You can give it a whirl here: The Bored Room

 

I’d like to write more of a postmortem of my game (the Bored Room) if I can cram it in.

Can’t wait to play everyone’s game!  Good luck everybody!

Comments

27. Apr 2014 · 17:32 UTC
Great work for only 8 hours! I’m working with 12 over the 3 days and I’ve got Max to do all the sound for me – I’ve got no idea how you managed this!
28. Apr 2014 · 15:55 UTC
Thanks tripleVision! I use really excellent middle-ware (Construct 2) and cut many many corners.
28. Apr 2014 · 15:58 UTC
OMG – I just played Extreme Queueing Simulator and that is freakin’ awesome! Hilarious but an actual GAME! |

Bridge to the Abyss – Complete

Bridge to the Abyss is now finished! It’s the first game I publish in years so it’s a nice feeling. You can play it here. Enjoy and good luck to those still working!

Phew… DONE!

Oh My Oilrig!

So, my game is done, and here’s the final (and first!) screenshot of it! Although it doesn’t have nearly as much features as I originally planned, I’m quite satisfied with the results. Now to get some well-deserved sleep, can’t wait to get to play your games, people!

Oh, and here’s the music track, once again. Hope you like it. :)

Tags: done, music, screenshot

Comments

27. Apr 2014 · 17:26 UTC
this looks cool and that music is awesome 😀 if you want to send me a link, pop one my way on the old twittersphere @triplevisgames

Stroppy Swan – Finished! Mini post-mortem

menu-finalv1

By about 6:30 pm my Todo list was empty, and I could then do final tests on a range of browsers. Luckily, no awful bugs appeared so far (touch wood!). It runs fairly smoothly, but I don’t really optimise for browsers much.

I’ll admit I aimed fairly low for my first LD48, but saying that I think it was a good simple project to do; I didn’t have any new tech to learn, or new algorithms to work out. I could just enjoy watching it take shape. It has a single ‘level’ (randomised enemies), and 1 core game mechanic. Rather than try to draw realistic birds, water etc, I went for the ol’ retro look, but with some glowy filters on top (Inkscape). I did plan for more bird sprite animation frames, but I just went for the simplest approach.

I actually spent a lot of Saturday on graphics, whilst formulating the gameplay ideas, 90% of the coding happened on Sunday. I went for a long walk on Saturday and changed some key ideas before writing any (wasted) code.

Originally I mentioned wanting lots of different power-ups (hence the different food colours), but I soon changed to just a ‘score dash’ type game for v1. Power-ups could be fun to add later.

I was pretty ‘lazy’ with sound effects, just a few clicks in cfxr and tweaks in Audacity, it suits the retro style I think. Music… didn’t happen this time.

The final game is ~400 lines of MonkeyX code. My Congo framework saves me a little time (available via my site + github).

PS my top score is 800… 😉

Quick demo of theme-related game mechanic

Didn’t make the best use of time this weekend. But I’m far enough along that I feel sure I will have a few levels ready for the prototype and at least some art and animation in place. Sound and music unlikely for today at this point.

DEEPER – Submitted!

Deeper takes you on a journey into darkness to uncover the truth. Will you find the truth? 

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=36034

deeper_screen03


Dark, CHECK! Moody, CHECK! Pretentious, CHECK! 

I wanted to do a lot more on this but won’t get any more time from now on to work on it so here is what I had so far! 

Made using: 
Unity 4.3 
Playmaker 

(I did this solo but Submitted to the Jam instead of the Compo due to using Playmaker.)

 

Comments

27. Apr 2014 · 17:17 UTC
Did Playmaker give you any textures, meshes, sound effects, music or other content?

UnderRiders

What’s up guys. Well, my game is UnderRider. I made this, thinking in the game RiverRider. But here, you need Oxygen and controls two characters. You should collect all the treasures and discovery a new place to end the game.

UnderRiders1Playing with the submarine, you can pass through fish and monsters. Playing with the diver, your oxygen will decrease. To recover your oxygen you need enter on the submarine. Now if your diver is outside the submarine and you choose the submarine to play, your oxygen will decrease as well. And your diver may die.

PLAY THE GAME

THE SOURCE

Game working

Finally, it moves.

Just adding some stuff (doors, oxygen, sharks…) and it’s done.

Tags: gameplay video

One working level

No where near where I’d like to be as far as progress, but it’s coming along.

– Running out of time

Last day

Only 6 hours left! Still to be done:

– Last sound effects

– Finish theme music

– Some images

– Hazard logic/lives

– Levels

– Menu/logos

– NPCs?

Looking and sounding pretty good though, the sounds are all base64 encoded .js files which is kinda awkward to manage but neat that it works!

screenshot

 

Finished my game! :D

For someone who’s only been programming for 6 months, I’m surprised I actually finished in time! Although mine sucks compared to how good everyone else’s looks, I’m still glad with how it turned out. Here’s a comparison of the concept art for the game I did yesterday, and the actual finished game!

Original concept art

Original concept art

I’ll be sure to continue this game after the competition, this current version of the game will be the ‘lite’ version. I used Bfxr to make my sound effects and for the music, a 16-bit rendition of Get Lucky by Daft punk 😀

Finished game

Finished game

Comments

27. Apr 2014 · 17:18 UTC
It’s rare that a screenshot looks better than the concept art! Good job :) send me a link if you don’t mind and I’ll play it when I’m done with mine (either on here or @triplevisgames on twitter)

After 28 hours my game is complete!

ludumdare294

 

Inferious is a 3D first person game that would fit into the video game genres of platformer, puzzle, FPS, and horror.  It was made in ~28 hours in Unity3D. There are Windows, OSX, Web, and Linux builds along with the source code available at the link below. 

Play Inferious here!

 

 

 

Offering Feedback

I wasn’t able to make a game this weekend, but I’d like to contribute anyway by offering detailed and honest feedback on as many games as I can.

If you want feedback on your game, give me the link in a comment on this post, or send it to me on Twitter, @nelson_nleroy.

I’ll be alternating between school assignments and playing LD games to keep myself productive. If I don’t get to your game today, I will try and continue this through next week.

I hope to see some great, inspiring games!

Well! This is going better!

I wasn’t certain if I would be in on this because of Graduate School stuff and other “fun”, but what I’ve got is going together better than I expected.

 

Information (Since I didn’t before. :3)

Platform: Java with libGDX

Art: Paint.net

Sound: Random Generator and probably http://abundant-music.com/

 

Idea: Big surprise, it’s a dungeon delve/exploration platformer. Basically with the player attempting to collect all of the dragon idols beneath the surface (Hwa hwa hwa, I didn’t like this choice).

State: I’ve got the basic platforming functionality done including ladders (Static placed at the start) and ropes (placed by the player), fall damage, collisions and the like.

td_0

 

Unluckily, the area I’m in has been having high winds and it’s killing my sinuses/allergies.

Tags: java, ld29, libgdx, platformer

First ever LD

and I’m late. I just started this morning with 9 hours left. This first one isn’t going to be too great, but hey, at least it’s something. I got the main mechanics finished.

ld29dev2

 

Comments

27. Apr 2014 · 17:14 UTC
Just submitting anything is winning! Nice choice of colour scheme :)

Atomicle submitted.

So, Atomicle is submitted! My first Ludum Dare submission. Yay!
This is a simple reflex/strategy game based around the inner working of the Atom. The goal is simple:

You are Neutron (Circle) collecting the Protons (Squares) while trying to avoid the Tritons (Triangles). There are also Electrons (Red circle) which reverse your direction. Inspiration for this game comes from Hexagon and my love of science.

This game is built for WebHTML and requires WebGL. (Sorry IE users).

Web Link.
Ludum Dare Link.

( Yes I am aware that Tritons aren’t a real thing, but I had to make something up. :P )
( Also, it would be cool if LD added support for Gfycat embeding to reduce file sizes on the front page! )

 

Finished First Ludum Dare!

Egg Guardian

Was able to to get someone up running and working in the time, first time I have tried this kind of event found it a great experience.

I wasn’t able to get everything done that I hoped, however will 100% be coming back for the next one.

Time to implement multiplayer

~6 hours left, and it’s time to implement what’s expected to be the hardest part.

Also, the Tin system is in, so the engineer can collect and use Tin to build the blocks.

Comments

27. Apr 2014 · 17:18 UTC
MULTIPLAYER IN 6 HOURS, ON A PROBABLY BUGGY CODEBASE, ON PROBABLY LITTLE SLEEP!?!?

Playing whilst working

I’m a lecturer at Southampton Solent University, we opened our game development rooms for our students to participate (between 09:00 to 16:00 Saturday and Sunday) and I was there to supervise. Whilst helping the students with their own Ludum Dare Game Jam Entries, I decided to have a little play myself and enter the competition.

I’ve gotten a bit rusty with my coding, due to marking and writing course content for the degree so it was great to be coding (almost) solidly again!

It’s tough bouncing between working on your own stuff and helping the coders plus having my art being mocked by the artists in the room in the room, but in between I came up with this..

Oh S**T! A Shark!

ld29_01 ld29_02

The goal is to keep the shark (on or under the island haven’t decided which) to avoid it eating the swimmers. It plays better on Android but the windows version runs quite well too

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=37051

I hope you enjoy!

 

Comments

TheColorMan
27. Apr 2014 · 17:20 UTC
You guys have school-supervised-organized game jam events? That’s pretty awesome!
darkflamejam
27. Apr 2014 · 17:23 UTC
Well we do try, best way to learn! 😀

Progress update!

 

 

Things have been going well, if I can get a few more things done today, then I’m golden 😀 (I’m doing the jam)

(Its a gif)

update-3

 

This actually kind of look like a game now!

Off to lunch!

 

Not submitting this year

Though this whole thing has been pretty much disaster after disaster, I’ve enjoyed this years Ludum Dare. But the fact is that my game is not in a playable state, so I will not be making a submission this year. I will be playing and critiquing others’ games, however, so don’t give up anyone!

I think I’ll continue developing and polishing this until it becomes the game I envisioned I’d make at the beginning of this weekend. Good luck to everyone, and I hope you’ve had a good time as well!

LD29 Realtime Traffic Jam Simulation

That is MINI METRO SUBWAY TYCOON!

Added people in the town. Now there are 1000 people, every of them have home and his job and every day he travels from home to his job and back. And the most part of the travel these people are in huge traffic jam.

Now you can see how the traffic jams happen:

traffic_jam

Now I have to teach people use metro to shorten their routes. After that some simple economics and a lot of balance sould be done here.

Music and Sounds? 5 hours… Hmm… nevermind.

Comments

nilstastic
27. Apr 2014 · 18:00 UTC
Very cool, can’t wait to check out the final version. =)

This time, I give up

Hello everybody,

This weekend was my third ludum dare, at this moment i still have 5h40, but i give up, i am just not in the mood anymore for it…

So, instead of just throwing all the work, let me explain what i wanted to do, maybe one of you will be interested and may want to continue/finish it, i am not sure for myself, but i may trop to finish it myself later if the project interest some ou you.

With the theme “Beneath the Surface”, i wanted to make something different, and since i currently work on Android theses times, i wanted to do something with it and his sensors.

So the concept is simple:
When you start the application, it will locate your position (latitude, longitude and mainly altitude) with the GPS sensor, and at each tap on the screen, it will locate your new position and compare your current altitude with the starting one. If you have reached an altitude below 200 meter of the initial position (or the sea level), you win, and you can submit your path and “score” online.

For the technical part every tap will be stored in a SQLite database, and if you succeed, this database will be sent to a server with some id to recognize you, to permit to draw a path on google map or another for example.

Actually almost everything was done for the android and sqlite part, only the identification part missed and maybe some better design choice. for the web part, everything was working for the database part, and only the display and some interaction with google map or other was missing.

I am not sure if i explain well what i wanted (or if my text is correct, if you want to correct me don’t hesitate), but this is what i wanted to do.

Everything is available on dropbox here (the web part and an eclipse project)
I hope some of you will like the idea.

Good luck to all of you for the end of the compo and the jam !

The one thing you should not do

If you only have two days to make a game, if you plan to eat/sleep/poop during those two days, if you want to succeed, the one thing you never do is try to make a story-centric game with multiple endings.

I am trying to make a story-centric game with multiple endings. It is not going well.

LD Day 1.8

I haven’t done very much this day, but at least all mechanics are working! Yay! Now I’m just polishing things up eith animations, but the game, called Ore Genesis, probably won’t get super fancy graphics, since I have to school tomorrow. As extra here is the finished theme music: https://soundcloud.com/purplelum/ld29.

Beta Finished, Main Menu Too! My Game Has a Name!!!

 

Alright. Since I’m joining the Jam, I’ll finish the game tomorrow (I’ll still make new levels today, but most of the coding seems too be done). Tomorrow I’ll compose some music, as well as see what I’ll do for sound effects. After that comes the polishing…

The menu looks like the picture below, and you can see the full (simple) animation for it by clicking this.

 

Menu 1

 

 

I won’t upload a playable beta (Be patient [if you exist], I’ll be done pretty soon :D).

However, I already have an old (yesterday…) playable alpha!

There are more instructions and additional info for those who are interested, when you’ve pressed the links :)

 

Thanks, and good luck (or have fun, if you’re just here to play XD)!

Paper Mario font!

I think I found the font that’s used in Paper Mario: Thousand Year Door! 😀

http://www.kevinandamanda.com/fonts/freescrapbookfonts/hey-gorgeous/

And I believe it’s free to use :]

Totally using this! Best decision ever.

Comments

ViKing Games
27. Apr 2014 · 17:53 UTC
I just compared the two fonts, and they’re exactly the same! 😀

Hopefully it has a lowercase p in it. Darn it, Doo_liss!

First Screenshot

Here is the first screenshot of our Jam Entry worthy of being posted:

 

progress

We still are working on some code and the UI but it is coming along nicely. Let us know what you think!

Start of Devblog.

So yesterday I decided to enter the Ludum Dare 48 hour contest. Originally I started this game for the Game Maker Community Jam that is taking place at the same time, but it is 72 hours. Combining both themes was a little hard, but I made it work.

The game is mainly about using fatness and thinness to solve puzzles.

gmcjam14screen02

I only have 5 hours left to create the menus and perhaps some more levels, (I have 1o levels so far,) so I am going to end this post. Keep Jamming.

-DP

Horribly unfinished…

… but alas I am too tired and my family have been tolerant enough as it is. :)

PLAY IT HERE

stickleback_4

 

And here is some incredibly and obnoxiously loud title music courtesy of Soundcloud’s inability to include a volume control on their player. D:

Beneath and Above – done

scr1

I think the game is done.
You can play it in your browser or download an app for windows, linux and osX.

This game is not mine. I mean, that is totally not my graphic style, not “my” mechanics and genre. But this is really great experience and new emotions. So… Yay! Yet another interesting Ludum Dare!

What is done this time:
New mechanics learnt;
Flat design style… probed;
An electric guitar bought for ingame music;
Nice weekend spent.

Thanks again, Ludum Dare, for what you are.


Fill yourslef with emotion and spread a full aura by holding one of 3 emotion buttons. Gather emotion icons inside your aura. Refill yourself with another emotion when you are out of points. Have fun and live a good life.

Tags: submit, yozz

I’m done!

Feeling like crap, but not because the game is crap (not that great, but also not crap IMO), but because I somehow managed to get sick. Yay. Not. Will post a post-mortem later, but for now, it’s time to go to bed early

Have fun everyone!

I’m out.

Too many false starts, too many social obligations, some things I’d rather not remember right now and incompetence all conspired to make this one not happen. Kind of a shame, I actually had a story and some art, and I may revisit the theme in the future.

Good luck to everyone still in it, and good on everyone that finishes!

Sneak Peek 5

I finally finished my game’s song! Now I have about two hours to publish the song on YouTube, type the Video ID into the game’s source code, and I will be done. I am so happy Famitracker can output songs as WAV files…

Sneak Peek 5

Hell Zombies

The idea of the game is that zombies are climbing up from beneath the earth and you’re trying to push them back down by heaping extra dirt on them.

I haven’t made as much progress as I’d have liked by now. I struggled to settle on an idea on friday, yesterday went quite well, but today hasn’t really been great. I’m still a bit of a beginner with Unity, so I always spend more jamming time than I should trying to figure out basic stuff.

I’d like to add some scoring and sounds, and re-orient the whole thing to landscape. I’m not sure why I went this far in a portrait layout, just habit I guess, but I think it might work better the other way around.

Here’s the link to try the current build.

The 9pm (GMT) update

Ooooookay….time’s a ticking and things are looking a little tight.

Here’s the screenie for the built level using a int matrix:

level-1-programmed

And here’s a gif showing the boundaries working on the top area:

boundaries

It’s looking good so far (just hope I can finish in time)!

An approache to Little Black Hole

An Interdimensional Black Hole arise from the surface, an older monster want to escape and you must stop him.

Enjoy this concept

Video

An approach

Image

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ Monster

 

Magnum: Finished!

Gif

Hey Everyone! I’ve finished my game, Magnum! It’s super weird and you’ll have no idea what’s going on unless you’ve seen the movie Zoolander, so go play it! And watch the movie if you haven’t, it’s fantastic!

5 Hours? I can do that!

5 hours left and my game is almost done. Only thing I’d like to do before release is fix a horrible bug in HTML5, that works fine in the desktop release, where reflections are messed up. Other than that, I think I can call my entry, “Beneath The Mirrors’ Surface”, complete, which is pretty good since I’d lost internet and didn’t know what the theme was for the first 8½ hours. So, yeah. Screenies! It’s only a short game, but a may extend it after the Dare, depending on how well it goes.

CAPTURE_27_20_16

CAPTURE_27_20_17

CAPTURE_27_20_27

CAPTURE_27_20_31

CAPTURE_27_20_33

 

My game is replayable

My game sucks, but at last the first level is replayable. Finally my state machine can make it work. Now i have an endless first level.

You can play with it here

Github repo is here

Unity has been baking lights for 40 minutes. :O

Will I get done? Yes. Will I be in time? Probably, maybe, possibly. I accidentally made a really big map. Funny thing is, I made it actually five times as big, but the lag became a problem. I started turning off areas, but eventually just had to cut it all down. Which is lucky, because lightmapping is just about done and it’s been going on forty minutes. I’m on a laptop, but even so. Jesus. I should have just just the ambient lighting to sort it out. Now my laptop is sad. :(

Progress: Bugs. Literally, or not?

So I’ve implemented mobs and combat, and most everything else I need for the game.

However, stage 2 of the final boss had a bug (or a few, depending on the interpretation):
They're everywhere!

They’re everywhere!

Done!

Can you beat my high score?

Can you beat my high score?

t-5h

 

 

And I have something! This time I started 24 hours later, but the result still pretty good!4

Not this month..

I really hoped i would be in the compo not the jam for my first Ludum Dare, but due to timezones, i won’t be able to :/ i will do my best to be in the jam at least. And, can you vote on Jam games or only Compo?

How I can rate the game???

I really don’t know how to rate the game.

So,  can you explain to me.

Comments

27. Apr 2014 · 18:15 UTC
You will be able to rate once the competition ends (4hrs 44 minutes from now). You can only play and comment until then 😉

Slow but steady

Finally I can show some progress!

I have a quick reference of controls before starting the game.
You will be able to interact with terminals such as the one at the bottom in order to understand the story.
Also, added interaction with pipes through pipe wheels. And a sliding door!
Next up: flood the water and make the player rush towards the surface!
And of course, fix glitches, and so on.
I still don’t have any graphics for the character yet, though. Will get to that soon!

Terminals to tell a story

Good luck to all of you who haven’t finished yet, and congrats to all of you who have!
Until next time!

MechSpider #2

Just a quick video about my game.

Cheers

I always seem to miss LD!

I always seem to miss LD — maybe I’ll see what I can do in a day?

43 hours in…

…and I have more graphics, aliens and the AI, more terrain gen, and parallax!

2587p

Aaaand we are back!!

Hey, there!

We are back for our second Ludum Dare Jam! Same 2-person team, same procrastination, same looooong brainstorming process and cheetos and coffee, and so we are LATE! The theme was a bit hard on us, but that’s alright, we like challenges.

Here are some progress pics. We are working on something that is taking shape as we develop/draw so it is hard to say what it is about. All we can say is, the truth is beneath the surface. It’s a bit of a parody, a bit of an interactive story, a bit silly, but fun! We are also learning a lot! And hey, I’ve never done pixel art before. And I’m damn proud of my little pixel guy!!! 😀

More to come! Good luck to everyone! 😀

 

BmNomLcCYAEGa0F.png-large

pixel guy

Jupi Wants to Play YOUR Game!

For the past couple of LD’s I have recorded as many games as possible, getting to only a few hundred. This time, I decided that I would have a spread sheet for people to enter their games into if they want them played.

That is here.

The most recient LD that I have played is here.
Here is my YouTube Channel.

I can not wait to play your game!

Tags: Jupi Plays All The Games, Jupiter_Hadley

Mars Station 23 – Day 2

What a day. As expected we’re quite good in time with the assets and started integrating them.

As i started with the scripting stuff i realized that we have quite a problem with the different contexts in all our callbacks (we used an EventChain mechnism for ImpactJS).

After 3 hours of digging i decided to go for a straight forward classical approach. Now all entites have easy to figure state machines without any context hassles.

4 hours wasted. One should not rely on third party scripts/snippets on a game jam. Especially in JS where the different contexts can become a mess in no time.

2014-04-27 21.56.10

We’re back on road now, have all the assets. What’s to be done tomorrow is more scripting, level creation and some spritesheet composition. As the last 24 hours are a working day here, there will not be much time. But we’ll get it out, maybe not with full content but playable.

 

What about some flares to make your life easier

Now you will be able to shoot up to 3 flares to illuminate  greater areas.

Music – check

Pause- check

Adventure mode logic – check

To do:

-infinite mode (autogenerated maps)

-enemy: Ogre

-name :S

flares

flares

Thar she blows

I got a pretty polished little ditty this time!

Skärmavbild 2014-04-27 kl. 21.27.57

This is my third time participating, and it seems like I get more efficient each time. This type of thing would have been absolutely impossible for me back in august. 😉

Dive into the endless sea, collect loads of treasure and use that to buy better equipment with which to get more loot. It’s like Diablo – except there are no monsters, and no weapons, and the only thing you really do is swim and pick up money. But hey, I’m pretty sure none of the Diablo series were made by a single person in under 48 hours, so I’m happy with what I got!

This could actually be made into something more real with a few additions. One: procedural destructible undersea terrain. Two: monsters. Three: weapons. Four: weapons and equipment as findable loot, and five: loads and loads of fun stuff to buy off of Santiago. And hey, whoever said diving was restricted to the ocean? How about “skydiving”? 😉

Maybe I’ll revisit this sometime in the future, but for now a packed schedule stands in the wings, waiting to assault me. I’ll make time to see what the rest of you brilliant boys and girls have been up to, though!

Everyone good luck – I’m off. :)

Participating from a cabin in the woods by the sea

Hello! I am entering Ludum Dare for the first time (I tried in the past, but didn’t manage to make anything playable). I’ve been working from a cabin with limited bandwith, so that’s why I’m posting for the first time now. In my game you control a professor who, for reasons you’ll have to find out, is trapped underground with a very special/cool gun. The only thing I have left for my game is the intro and ending (and possibly some music/sound if I can), so that’s what I’m doing for the last five hours! Oh, and I need to come up with a name…

Screenshot:

2014-04-27 22_18_26-Unity Web Player _ 29

Under the Shade – working on the shelter building

Currently getting the shelter building mechanics in place. The idea is that you need to build a roof or something that gets you under the shade. Otherwise you lose too much energy and will perish.

And yeh, at survival situation you gotta use the materials you have. Such as a boat.

screenshot_2014_04_27-11_11_36

Burn a Moleman getting close..

So, in spite of starting almost a full day late, it looks like I will be able to finish something. It’s dreadfully simple though, unfortunately. It’s called Burn a Moleman, and is essentially about blowing up the mutated monsters hiding under the ground. I am in the polishing and bug fixing stage right now.

screenshot

As you might also be able to tell, I am not a very good artist either.

Tags: flash, galdon, game

Content time!

Level select screen, game over and win conditions are all rocking now!

Time to make some levels!

 

Quick pic of the first level:

 

 

So happy !

I’m so happy, I finished Unminor, the game has a start and an end, I really enjoyed to develop it and I had time to do other things than coding (graphism and map creation, unfortunately I had no time to create a music).

Haxe and HaxeFlixel are really good tools to quickly develop a video game. But they still lacks a big community.

Capture d'écran de 2014-04-27 21:57:47

You can play here : http://docs.bernery.eu/gamejam/Unminor/ .

Have a good evening and good luck to everyone that are still working.

Time to rest

Ludum dare 29 is over for me. It was fun, but its time to get some rest.

My game is called “Escape From Beneath”. Lean more and play it here.

screen1

 

If I had more time I would make the levels more complex and interesting and I would add some sounds.

I hope to make touch controls for mobile devices tomorrow, as part of the porting to different platforms.

Good luck to all of you!!!

 

P.S. Think of all tge games we get to play :)

I think I’m done…

It feels so weird, but I’m pretty sure I’ve finished my entry well before the deadline. I guess it’s just a matter of continuing to test and tweak, now.

Here’s a screenshot of it right now, since that seems to be common around these parts.

screenshot0000

It’s about comforting trapped miners so they don’t all loose hope and kill themselves. Fun times!

Undermind is finally done!

I finally made it!
I completed my first solo game for the compo. It was difficult, but suprisingly i didn’t hit too many obstacles.
I planned the game to be something completely different. However the first night i got inspired to make it into an atmospheric first person game. I used UFPS as middleware for better FPS controls, i did all models, sounds, textures and audio (also reused some sounds i had permission to use).

I have participated in plenty of game jams so far, but this was my first effort at doing something by myself.

So, check out my game, Undermind:
http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=20830

scratching

Beneath the Mushroom exclusive Beta!

I now have a playable version of my game, for those of you out there who have Linux.

https://www.dropbox.com/s/z9tlr3gjqdzjpym/Beneath%20the%20Mushroom-Beta.tar.gz

LD29-screenshot3

 

Controls and stuff:

Select the circle thingy with left mouse button, control it with right mouse button.

Your goal is to absorb/collect/consume all the resources.

 

In the top-left corner you can see the selected circles energy amount.

The 3 buttons in the top-left corner are actions you can assign to the circle thingy.

You can see each actions cost. (first action is nothing, second action is dig thru wall, third action is dig thru enemy mushroom)

 

It costs energy to spread, but going on a white area is free.

The mushroom turns resources into energy and gives the circle thingys energy eventually.

Finally, you can restart the level at any time using the spinny arrow button.

Im probably gonna submit this after some feedback, thanks! :)

teaser

screenTitle

Finished my first Ludum Dare

So yeah, i finished my game. Not really happy with how it turned out, as plans were much bigger, but hey, it doesn’t look too bad :)
Grab it while it’s hot!
http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=36140

lumberjackscreenlumberjack

Thanks for all the fun,  Ludum Dare!

Cutting it close!

Just about 4 hours left and still have to do part of the intro, the end and THE GAME ITSELF!

When I stopped yesterday I had a game mechanic, I had a game mechanic working, but found that the game was insanely difficult and NO FUN AT ALL!

So I decided to quit.

But this morning I had a different idea to make a little silly game. Of course it turned out not to be that little. My usual mistake: wanting to do animations and thereby losing lots of hours.

I don’t want to go into Jam-time, but one day for this game is very little.

 

If I finish it will have music the kind I’ve never made before and a silly story.

Just a little more rest and then go for the end line!

 

Good luck all others trying to make it too!

“The Roots of Evil” is DONE

I only had 12 hours this time so I decided to go for a Gameboy aesthetic to save time and focus on testing gameplay.

I really surprised myself with the result, specially with such a hardcore deadline. I got enough time for music, FX, polished mechanics, animations… but then again, I guess that’s part of the awesomeness of ludumdare: learn that you are capable of more than you think of.

You can play “The Roots Of Evil” here. Just try to survive for 3 mins…

0x1D – Finally done

I am finally done! I had a lot more expectations for this game, but time wasn’t on my side, sadly. I really wanted to add music and more levels, I also wanted to take more advantage of the core mechanic.

Anyway, I feel very happy with the result. It’s my first time entering the compo, so now I feel more like an extreme developer.

Good luck to everyone! now I am off to bed, I got to work in 4 hours. shit…

My Game:

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=13148

And a small gif:

final

 

Cheers!

Felipe

Problems with sources

I’m experiencing some problems with GitHub, I have school tomorrow, so the code for my game will be available tomorrow in the afternoon :

Anyway, I hope you are having fun with your game! Good luck if you didn t finished yet :-)

The sky is blue, my eyes are red

It’s done, I submitted my “game”, modestly called “Hi It’s Julian“. I let you judge of the quality of my game. luv. Also, I think that spending all this time in front of my computer screen is starting to make me loose my eyesight.

Oh, and a few screenshots for the sake of it :

 

You can play it here, if you’re lucky, and I wish good luck to yall <3

Comments

baykush_figtree
27. Apr 2014 · 18:53 UTC
Looks terrifying in a “real” way haha.

I’m saving it on my favorites for later (in case i don’t lose my eyesight too)

Submitted!!!

Well I just submitted my game:) Its pretty basic, has no sound, is only one level…..but hey it was my first time and I at least think its fun:)

anyway, try it out and let me know what you think:)

 

Adobe Flash Player 11_2014-04-27_11-03-19

good luck everyone:),

Nico