LD29 April 25–28, 2014

Complete!

TitleScreenshot3

This is my third Ludum Dare, and in my opinion my most successful one. Gubble Quest is a point and click adventure game, where you play as a small green creature named Gubble as it tries to escape the home of its captor. After the game is over, compete for the shortest completion time, or search the house for the 5 hidden secrets!

This week is finals week for me, so I really shouldn’t have even done this. My original intention was to hold back and only make a very small and simple game. That sort of flew out the window as I fell in love with the game I was making.  Give it a shot!

Mobile Support (or: You can Touch This)!

Just wanted to tell you guys I implemented mobile support for my game! It reacts to touches (and mouse clicks aswell), yay! 😀

Try it now! If you touch the upper area she jumps. On the bottom area she runs to whatever side you touch. And it supports multiple touches, so you can jump and run at the same time.

Now, to the level design! The designer just made a sketch for the first area of the game. It’s more like Sonic and less like Mario – you have this huge area to explore, with multiple ways to reach your destination.

Kinda complicated, right?

Kinda complicated, right?

I hope to implement this soon – I’m so excited!

Mystic Castle – My First LD

About ten hours to come up with the idea, a few hours to learn how to mask in Unity 2D, and a few hours being disturbed by other stuff… and no time to add sound, music, menu, boss, more monsters…

The idea: You are in a mystic castle, where normally you would see is the “outer” castle. When you use your “see” skill, you can see the “inner” castle. But sometimes you shouldn’t “see”… Just be flexible with your skill to get through the castle.

It’s something like Castlevania/Zelda, what are my favourite ones.

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=34311

ss1

 

Forerunner: Complete!

Hey all!

First, I’m so glad to have been part of this massive game jam. This is my third Ludum Dare, and my second solo entry. The difference between Forerunner and Suddenly Ninjas (my first game) is…staggering. This competition has driven me to learn more about game development than I would have otherwise, and I hope everyone else feels the same way.

Without any further ado, here is my final submission: Forerunner!

forerunnerscreen1 forerunnerscreen2

I’ll be doing a post-mortem in the next few days, where I’ll go over some of the more interesting features and bugs that came up over development.

Finished my second Ludum Dare!

This is my second LD, and it was once again a lot of fun. I could only really spend 1 day on this unfortunately, but I’m happy with the results. Unlike last time, I actually ran out of time to finish everything for this game; sound, “win conditions”, and a few other things. Regardless, I’m happy with how it turned out. I get a kick out of the idea I came up with for this theme, I hope you do as well.

Please enjoy my game: “Cry Baby”

Screenshot 2014-04-27 21.16.27Screenshot 2014-04-27 21.23.31Screenshot 2014-04-27 21.16.51

Progress Report 6: Actually a Game!

I haven’t done a progress report in about a day, so here’s basically what I got done on day 2:

Firstly, I added 10 new things that you can dig up.

Secondly, I added a GUI at the bottom of the screen. It contains your bag, the time limit, and the ‘Run Away!’ button. Your bag can hold up to 5 things. It’s up to you to find and decide your five chosen items and run away before time runs out. If time runs out, you lose all your points. (My original story idea was you were an amateur archaeologist without the necessary permits to dig for artifacts, so you resort to digging up peoples’ backyards while they’re at work.)

day2_1 day2_2

Finally, I’ve added a scoring window. You get points based on the rarity of the items, how long the round took, if you had any yahtzee-like bonuses (3,4,5 of a kind, full house), and finally if you were “clean”. That means that you refilled every hole that you dug, leaving no evidence that you were there. (P.S. After some play testing, I’ve nerfed the clean bonus a smidge.) All these different bonuses mean that players have to plan their attack. They could hunt for one really rare item to get the basic points up and then find a four of a kind of something extremely common to get a big multiplier, or they could focus on getting out as fast as possible. I’ve been having a ton of fun building/playing it. I won’t have much work time tomorrow, but I hope to get in a title menu, some audio, and a how-to menu if I’m lucky.

Finished!

After many hours of work my game is finally finished and submitted.

Title 4

Overall I’m quite happy about how it all turned out!

I made the assets (code + textures) available on github.

 

And the game cen be found

HERE

Thanks for playing!

 

Tags: final, game, ld29, unity, unity3d

On Time.

This time I thought I won’t make it. Fortunately I was lucky and managed to finish on time.

You can play it here.

4

Beneath The Code

Just completed my first Ludum Dare, and what a ride it was! I lost possession of my house keys during the competition (of course something had to happen) so the game is extremely rough and only features about 30 seconds of gameplay, but I’m happy with what is here! Check it out and let me know what you think of the concept!

 

BeneathTheCode

 

Click Here To Go To The Entry

And thats all Folks…

I completed my first Ludum Dare! After years of following the Ludum Dare competition and playing all those obscure and enjoyable games from the past competitions, i’ve finally brushed up my programming and learned how to make Flash games and now its my turn to post my own obscure game. The experience was enjoyable, i can say that i have never worked so hard(and for a prolonged period of time) making a game as i have for this competition, this competition really put my skills as a game developer to the test. It is truely a positive experience and because of that i’ll be sure to take part in future Ludum Dares and also other Game James. The game i made is called Love Type Writer, it is a flash game utilizing the Flashpunk library (#youdabestlibraryforevanevababy).

ScreenClip[3] <– This is the first level(pss, you other there, collect the heart to progress to the next level)

 

Here is the game.

Finished!

I actually finished! I have attempted many Ludum Dares over the last couple of years but not actually finished an entry since LD22. Its not quite the game that I wanted it to be, but I’m really happy to have actually finished something.

deep_sea_salvage_3

As usual I wasted lots of time on drawing graphics, but I managed to work in just enough gameplay to ship it. I’m definitely getting better at pixel art, and I rather surprised myself with just how much I was able to produce.

Now to get some sleep!

Alienaria finished or so …

After two crazy days (a lot of pixel blood was shed) it is finished, more or less. But see for yourself.

alienaria

 

Check out the voting page of Alienaria.

At last!!

I’m so glad I could finish on time…. I couldn’t playtest it as mush as I wanted so it’s totally unbalanced but at least I have done everything I wanted and that feels grrrreeat!

You can try it here : Digable Planet

Digable Planet screenshot

Digable Planet screenshot

Hint to all Unity Users!

To all new and old participants using Unity:

Congratulations on finishing your game! Please remember that Unity can make
Native binaries for Mac and Linux! It is just a click away:

File > Buildsettings > PC, mac and linux standalone > target platform > build.

Don’t make Just a web version, many browser/system combinations don’t play very well with Unity’s web Plug-in.

Thank you, and hope to play your games soon!

(This is a reminder from a message that I posted last LD)

Tags: linux, mac, porting, unity

Uploaded my game : D

Wow it feels good to finally finish my second ludum dare game : D

You can play it right here:

Link

Gameplay Gif : D

LD29GIF3

Good night everybody : )

 

LD # 29 – Update 3 – More Deja Vu

Things are looking grim… I recall the last time I said that…  didn’t go well for my first LD.

So we got some functioning code with some rendering.  Still a lot to do and we’re definitely behind where we were last year.  Gonna keep at it, though.  What’s really sinking us, though, is the amount of assets we need.  Lots to do, little time to do it.  Oh well.  I suppose it’ll be a lesson learned.

Yay, another LD game finished.

Life Beneath The Surface is now complete!

Prepare for 6 minutes of breathtaking gameplay in a skin of a dwarf who lives under the surface.

Strike the earth and all the fun stuff we all love, right?

a548ea13e0a79d5c913b6ad5373c0a13ba2f4a16

PLAY IT HERE! (please)

*If you don’t play dwarf fortress you are considered UNcool.

I can’t believe it, i’m done…

…and here is the result:

An ARPG with a mole hero and different mole enemies, fight them all, to become the ruler of the underworld :D.

Main menu:

screen05

The game:

screen06

 

The ingame editor (new items and enemies can also be created via “.ini”-files.):

screen07

I worked alone on this game and my sleeping time was around 6h or so :D. 

Technical features: 
I implemented a tile-shader engine, which can show up to 4096×4096 tiles in realtime (zoom don’t effect performance). I also combined this shader with an 2d light raytracer to cast pixel shadows. 

Have fun!

 

“Submersion” Postmortem

So my first Ludum Dare  is over, I had a blast. I finished an entire game for the first time, so I am also writing my first ever post mortem.

Following a general guide, I’ll cover some things that went well and some things that went terribly.

Features implemented well:

  1. The general aesthetic. Yes, it is far from professional or even good looking, but I set out to make a dark, cold underwater word full of hazardous looking obstacles and winding subterranean tunnels. Aside from having to fix about a million ngons manually in Blender, sculpting the caves was fairly easy. I do have to say, though, that if I ever do caves again,  I will definitely use a different technique.
  2. The submersible model itself. I didn’t want to spend a lot of time detail modelling anything, so I made the submersible out of primitives, based partly on a picture I found on Google and mostly on my imagination. Yes, it is pretty rough, but I think it actually looks like what it’s supposed to.
  3. The menu system. My main menu is just a stripped-down copy of my main level, with each page located in a different spot on the map. The buttons are all 3D text. I really like the way it turned out, the only thing I regret was not taking advantage of the fact that the menu is in 3D space by making things move. If you look closely, the water is moving, but otherwise it might as well be a still image.

Features implemented badly/scrapped features/mistakes:

  1. The control scheme is awful. The only reason it’s still there is because it works and I’m a C# noob. It works- but not well. Any collision screws up the rigidbody, causing the player to spiral wildly. It takes some really fighting with the controls to stop the spinning. I actually wrote a script that lets the player press a key to stop all forces, stopping this effect, but I forgot to implement it and am only now just thinking of it.
  2. I’ll add a mistake I made. I’m more of an artist than a programmer, though I do both. On Saturday I realized I was focusing way too much on the art and not enough on the actual game. It got to the point where I was scrambling to debug the basic points mechanic 20 minutes before submissions were due on Sunday.
  3. Scrapped feature- fish. I really wanted to do this, but I couldn’t realistically see having enough time to write a swimming AI and flocking AI.
  4. I scrapped the story. Or, more accurately, ran out of time. I wanted the story to be dark, narrated by a scientist dude and the ship captain. Somehow the ship captain would end up murdering the scientist or something stupid like that. I was going to do voice acting. Just ran out of time.
  5. Interactivity- I was going to make a ton of things interactive. “Press E to nudge” and the like, causing the world to react. One scene in my sketches called for a bunch of mines to be around an old boat. The player had to knock down a boulder from above onto the mines, smashing the boat in half and uncovering the next tunnel. Scrapped.
  6. I could go on, but the last thing is something I may actually take the time to add in a future post-Ludum version- having to go back to the surface after completing the objective. My code for this refused to work so I scrapped it, but I wanted to make the player retrace their steps because it would increase playtime, and personally I think the tunnels look even cooler going the other way, what with the giant murky holes gaping in the ceiling.

All in all, I think I did well for my first Ludum Dare and my first completed game, and though I doubt I’ll be ranked high, I doubt people will outright hate it.

Anyway, see you all at Ludum Dare 30!

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=35904

161cc2d93f5272f22412a23a78b9e681 6595001588dbc33ee53c80e2f0cbf7e1 d1aaa386f4195c8b2d6593b08e4a34b1 e332298a8b9e760744f26492c5a56047

Just on time

Chassis Driller

One more hour and my brain would be toast. Time for some well-deserved sleep!

In-Game Screenshots!

We have an in-game screenshot! ^^ We’re trying to finish sometime tonight so that we don’t have to worry about it tomorrow, and it’s going pretty well. 😀 Adding some polish and trying to get music together right now. Excited to play some of the games for compo!


screenshot-2

game-over

Tags: ld29

The Monastery Finished!

What a crunch! I’ve practically been coding non-stop since last morning which was wait… what! 19 hours ago? At one point I was about to give up but I’m glad I made it. Totally exhausted but happy.

Oh, please check out my game. Especially if you are into oldskool tactical turn-based party-based roleplaying games you’ll love this!

Now I’m going to hit the bed!

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=35139

shot3

No time. =(

SPAIN:

Es un triste día para mi, no he sabido como subir el juego en Construct 2 a tiempo. Pero, estoy contento. He terminado el juego.
Seguro que la siguiente vez tendré mas suerte.

En fin intentaré subir alguna cosa al menos para que la gente vea de que trataba y eso.

 

ENGLIS:
It is a sad day for me, I have not known how to raise the Construct 2 game on time. But I’m happy. I have finished the game.
Sure that the next time I’ll have better luck.

 

PDT: Intentaré subirlo en DROPBOX a ver si funciona almenos.

 

Comments

Oye Beto
28. Apr 2014 · 00:58 UTC
Construct 2 es HTML5, no?

No se como funciona Construct 2 pero si vas a usar dropbox, sube el folder que tenga todo lo de tu juego a la carpeta pública. Usa el link público del archivo html y probablente funcione.

One Day Left

Done with day 2, but I still have one day left in the jam. I made good progress on improving the visuals.

EndDay2

The only thing clearly missing now is music, which I hope to generate before sleeping tonight. Then I’ll have the last day to focus on some small additions and polish.

Done.

Well, I’m glad there was an hour of respite to submit our entries after the deadline, because I started implementing the seals movement only two hours before the end, and was still busy implementing culling escaped seals right when I should have been uploading. Then beside risks of memory leak, it wouldn’t have made any differences.

So, here is my entry.

There was no time for testing, so I can only pray that no crashing bug sneaked in. The seals aren’t super clever with their escape route, but considering the whole seal movement and decision code was implemented so late it could have been much worse.  By copy-pasting the player movement code (no times for proper abstraction!) they ricochet on water surface just in front of you, which looks pretty good. I just wish they’d dive more often, and didn’t get stuck head on in the mud. But I was too hurried to  investigate why the code I added to take care of that didn’t yield the intended result. Anyway, I really wanted moving enemies, otherwise the game felt really too cheap, and I have them!

Here’s the lastest anigif of my game in action:

 

 

Still with no name, day 2 of the roguelike!

We’re two days into the Jam now, and I felt it was time for another bunch of screenshots. Most of the changes today have been under the hood, tidying up a lot of the more horrible aspects of the code and fixing loads of memory issues. We’re now in a state where we can easily add things to the game, and that’s what we’ve started working on now. We should be able to get something fun out over this day.

The shadows of what once were

The shadows of what once were

Firstly, I implemented a memory of what you’d seen before. Sadly, this is blue rather than dark grey if your terminal doesn’t support 256 colours. But blue isn’t so bad.

Lanterns are good

Lanterns are good

Then I added light sources. The player starts with a lantern, but unless you equip it, it does nothing.

Status area, random damage, and more enemies!

Status area, random damage, and more enemies!

And here are a couple of extra niceties I’ve worked on recently: there’s a little status box telling you what’s been going on, we have a new enemy, and attacking is a bit more random. Now we can get on with adding more mobs and items, and hopefully have something fun.

Comments

28. Apr 2014 · 00:51 UTC
Looks cool, also cool emacs style settings!

Finishedish

dthScreenShot

I started the compo on Friday knowing that something was going to go terribly wrong and I probably wouldn’t be able to submit, I just didn’t know it would be this frustrating. I wrote my game in java (yes I know it isn’t very good for games, its just what I’m most comfortable with) and I wrote it all in the 48 hours like we are supposed to using lwjgl and slick2d. When I got to 2 hours before the end of the compo I was thinking it would all go fine, I would submit my terrible game and be done with it and say I did it. The only problem is that java wants to be stupid with me. When I try exporting my game all it does is say “Main Class not found” or something like that. I thought “Ok, simple fix, I’ll just Google it” the only problem is that none of the fixes worked. I tried everything and now all I have is the source code and I can’t enter until I get this problem resolved. So I guess I’m just going to be submitting to the 72 hour jam instead (that is if I can figure out the problem). The list of problems I had with my game is very large, but a few major problems off the top of my head are this; collision detection needs an overhaul, AI is bare bones and needs reworked, art work is terrible, no background, optimization problems (locked at 30 so you don’t notice frame drops), only one spell to use (didn’t even get to put in spell selector). I still want to work on this project, but it almost seems like I need to reprogram the whole thing to get rid of these problems.

dthScreenShot

Although I had the problems at the end and didn’t submit yet, I did learn a lot from the weekend. For one, I learned I still have a lot to learn in terms of programming a game that I need to start making small but complete games. I have never actually completed a game before, I have made mini demos that I wanted to turn into larger games eventually but I wanted to try that other library or other programming language. So now I’m going to stick with SDL (I know its another programming language, but bleh) for making games and just go from there. For two, lwjgl is much harder to learn than SDL (which is why I am switching to it). I had a lot of problems with small things that I had to look a while for. I want to work with something that has good documentation and I can easily Google something for it. Three, I need to work on my art. Just reference the screenshot posted to see how bad I am. Four, don’t work on a weekend that family is in town. I spent a lot of time with the family instead of the compo which really put me behind and made it to where I had to rush some things and wasn’t able to get all the features I wanted in, in time. Five, I need to learn to work through the night. Right when I got tired, I immediately had to go to bed both nights. In some cases that is good, but if I need to do homework for school or a project for work, I need to learn to work through the night. Six, I need to do more prep work before getting started. When I got started I thought to myself “Oh, a dungeon game that you go down in until you reach Hell, that sounds interesting and like something I can do” that is about as much thought I put into it before I got started. I didn’t know what was going to be in it what the mechanics were going to be like. The only reason that didn’t screw me over completely is that I never got far enough for any of the advanced stuff to matter. The game at this point is just a bunch of simple mechanics that really don’t mean much.

dthScreenShot

This was fun and I learned a lot, but hopefully next time I will be a little more prepared. Hopefully I’ll have some more experience behind my back since I’m graduating from high school in less than a month and I will be free to work on more projects. I will do the next compo and hopefully I’ll have something to submit. Thanks if you read this far and good luck with your own games :).

COVERUP

I can’t believe I actually finished in time this year! I’m super happy with the state of the game, it feels nice and solid.

You play as a pair of Men in Black, looking for aliens who’re impersonating humans!

Have a go, I’m off to rate a few games then sleeeeeeeep.

screen3

screen4

My incremental clicker game is done-ish

Above the Core is the name of the game!

It’s an incremental clicker game.  Where you basically click to make the numbers get bigger, and you get upgrades that help make those numbers get bigger even faster.  In this game you Dig and Explore beneath the surface aka “above the core”.  Basically, no skill is required.  But for some reason it’s fun to click and watch the upgrades work out (of which I only have VERY few, but will be adding some more I think).

screenshot3

I even gave it its own URL: http://www.abovethecore.com

I just got the domain today, so it may not be working for some people if your DNS hasn’t updated yet.

And it was somehow submitted on-time: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=8142

I was able to make this game in a total of about 4-5 hours today.

Everything except the CSS reset is in the 1 index.html file.  I don’t like the way I did some stuff in there, but it’s that way because I had way bigger plans.  Yes.  I had only a couple hours, but way bigger plans. I sound like everybody here.

Keep in mind it could be way better.  Hope it’s a good enough start to get some feedback.

Comments

28. Apr 2014 · 06:25 UTC
Love it. Too bad I missed LD this time, would definitively rate this :)

I guess it wasn’t THAT bad ;)

HE04

Did you know that Hollow Earth believers, believe that earthquakes come from asteroids hitting the outer surface? 

About submission: Less than I wanted, although the last hours were pretty good. Managed to increase terrain resolution, fixed the normals (which now gives shading), changed the horrible colors and somewhat fixed the controls.

Enjoy!

We have failed

We got a pretty rudimentary and playable game going, but no win condition, losing, or master server that anyone can connect to. We simply bit off more than we could chew (at least in 48h), or perhaps spent too much time listening to Madonna.

tumblr_mji1pqKvXQ1rxwigxo1_500

On the plus side, however, we have a working game that we can quickly polish up and be built into something better. Good luck to the rest of you on judging.

Here’re some pictures of better times.

WINEINEIWWINE

TheWiners

IMG_0633

Comments

28. Apr 2014 · 00:47 UTC
If you say “we”, that would mean it has to be a Jam game anyways. So why don’t you take the next 24 hours to finish it? Looks nice!
El Cabaro
28. Apr 2014 · 00:55 UTC
My friend’s going home tomorrow and he doesn’t want to work on it separately. In addition, tomorrow’s a school day and we wouldn’t have much time anyhow.

Actually finished!

Here it is: Space Frack!

In the not-so-distant future, collecting resources on Earth becomes prohibitively expensive. Corporations send out rovers to collect resources from faraway moons and asteroids. You are tasked with piloting the latest in space mining technology, and harvesting more resources than the competition. Your cutting-edge rover is equipped with a shockwave generator that will frack the resources deep under the surface, allowing the resources to be sucked out with haste.

Good luck, and watch out for enemy rovers! They don’t take kindly to anyone else infringing on their claims. It’s like the wild west out there.

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=31734

Space Frack!

This was fun! I’m definitely entering again soon.

My first Ludum Dare, but definitely not my last!

I had a ton of fun creating my game ‘Me & My Metal Detector‘, which took the approach of looking for buried treasure ‘Beneath the surface’. I was able to create way more than I thought I could and really enjoyed the streaming; it actually helped me keep going and I had a blast answering questions and getting live feedback.

screenshots

Looking forward to playing all these awesome entries and voting for them – I hope everyone else had a fun time. I am definitely going to do another Ludum Dare!

Time for the Final Day Push

Oh boy. As I mentioned earlier I ended up getting off to a slow start but I have so much done now. I really REALLY like the game I have going so far and I think it has potential. Can I push forward and make the jam deadline? WE’LL SEE.

Have a picture of the opening area. Only some 50+ to go, right? :O

CaveEntrance

 

“Blunderer”

This is my first Ludum Dare, The game I made portrays the theme “Beneath the Surface” because as you progress through the level you eventually riddle down each layer of color until you have collected Red, Green, and Blue.

I let my friends playtest and almost all of them said it was fun yet disorientating.. I’m in the polishing stag now so I feel I could add focal points to make sure the player doesn’t get sick when playing. This was very fun, I had gotten sick this weekend and needed something productive to do; so thanks LD!

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=36526

 

 

Tags: Blunderer, ld29, ld48

Persona is out!

gfm-ld29-ss2

Play it here!

The game comes in two flavors: with a pixelated overlay and without. I really like this type of overlay… but this time, I prefered the look of the game with big chunky pixels. Don’t know… it looks too messy like this:gfm-ld29-ss3

I’ll try to have the timelapse ready by tomorrow, already, and I’ll also write a postmortem. I actually wanted to write now, but I’d rather sleep…

Good night! (and good luck for those going for the jam!)

Finished

Finally finished the game! It is a 2D RPG game made with the Unity3D engine. You can choose from 4 classes to play the game.

You can view the post here.

KSJ1YDR  Pl4WWoZoszwCVe

Some Important Notes

Well, I’ve finished my game Beneath The Sea!

#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 */ ss2 ss5

(Entry Link | Kongregate Link)

In my blog, I described how was the process to created it, and  I copy some important notes summarized from my experience on this ludum dare:

  • Keep It Simple, Stupid! I didn’t followed the KISS principle when I was creating the conception of the game on Friday night. As a result, I’ve lost a lot of precious time.
  • Do what you know. My first plan involved too many technologies, mechanisms and techniques that I am not familiar with. You can’t learn everything in 48 hours.
  • Take a break, periodically. The lack of sleep and fatigue are your enemies. Without sleep, you can’t concentrate very well, so you need to take some breaks periodically to rest a bit.
  • Make TODO lists. Without concentration, you lose efficiency and time, so, make TODO lists to keep tracking what you are doing. Before starting the development of the game, create the TODO of the features. Before starting each feature, make a TODO of the tasks need to complete the feature. Before each task, make a TODO of simple changes and additions to the game.
  • Prioritize the features of your game. You probably won’t finish your game, so, prioritize the core features. If you finish the important parts and got some time, then you can do the fluffy things.

Good job, everyone! I’m proud of you all.

Tags: beneath the sea, notes

This sprite made my Ludum Dare

I haven’t done pixel art in quite some time, I really need to brush up, but I feel pretty good about how this came out. Consider this a first-draft until we get more time to polish (if at all)!

For Kraken Unchained

For Kraken Unchained

Things are looking good, except that it’s search light is coming out it’s butt.

ship-butt-light

This is for team Excalibur‘s entry, most-likely named Kraken Unchained.

Tools: Photoshop, Excalibur.js, bfxr, Visual Studio 2013

Tags: Excalibur.js, jam, ld29, progress

Hocker Jam Entry is looking Good

So we planned on building a Jam entry from the very beginning. We started with a very simple concept, Shapes penetrating the surface of other shapes and changing into the new shape. After two days of hard work, we have a very fun game that we want to expand on in the future. I am very proud of how well we worked together on this one. The kids played a great role play-testing and generating ideas. My wife talked me into keeping it simple, and boy did it pay off.

Here are some screenshots, the entry will be coming tomorrow. We are looking forward to using the next day to polish the entry.

You can always play the most recent Web version here

Team Hocker

 

in – better be quick about it (✖╭╮✖)

01

Hey hey

I’m joining late for my very first Ludum Dare. Hope I can make something fun in time.

I’ll keep posting progress on twitter. Wish me luck !

My first LD .. how did it go?

Well, I didn’t reallyget everything into it that I wanted to, but I guess you rarely do in so short a time.  But.. things like being able to shoot.. enemy bullets not following you around.. score keeping.. a menu.. this are things that are necessary.

I did accomplish my personal goal though, which was to get myself kicked back into gear.  I haven’t really done anything of note since the walking dead contest back in October 13.  Maybe this will help spur me on.

I’m ready for the next Jam!

unTouchable03

I feel like this guy right now!  Finished unTouched with an hour to spare but man I spent so much time on getting things to work properly and learning C# at the same time.  I was reading and watching tutorials as I went!  It was an amazing experience and I’m ready for the next jam.  Thank you!

Tags: #LD48 #LD29

Ray Hey Hey!

 

Went great! Way less time (and booze) than last year, very happy with the result. About 30 hours work, and had a headache for half the time. All desktop builds plus web versions and timelapse linked up.

Check it http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=21355

 

 

rayScreen0

rayScreen1

Comments

WeaselZone
28. Apr 2014 · 01:46 UTC
Timelapse video is set private :/

At least I did it this time

I DID IT

MY SUBMISSION

I have been wanting to make and submit a ludum dare game for 3 years it seems and finally I’ve done it

I stuck it out and worked all of the 48 hours that I could. With the exception of sleeping 16 hours collectively during that timespan.

I can’t say in all honesty that I feel my game is complete. But at least I got it finished and submitted.

I’d love to turn it into a full game in the future.

screenShot

Delph ops – Deployed

Yes! Delph Ops is deployed and ready for some action.

It’s a game about the everyday struggles of suburban life, in wich the dolphin is a metaphor for…nah. It’s a game about war dolphins. Inspired by the actual use of sea mammals by the US and Soviet military.

I’ve just added a few torpedo launchers and explosions in order to make this story more accessible for the masses.

It’s a bullet hell. Give it a try and rate it if you feel like it!

Here is the link for Delph Ops Jam Entry!

This was my first Ludum Dare and i will certainly take part on the next ones.

I’m looking forward to play your game (yes, your game, you beautiful person!). But first i’ve got some sleep to catch up.

Thank you all!

SC1

 

SC4 SC2 SC3

Obligatory post-dare post

Yeah,

So I finished my second compo. Submitted with 3 and a half minutes to spare!  I’m looking foreword to the next dare where hopefully I can devote the entire weekend. Will do a full post mortem later.

If nothing else, treat me we’ll with music, listen to the whole thing pls k thanx bye

Sean

Still shot from “Defy Hades!”

 

 

 

Escape from the Underworld

Here you are, flying through the air!

Look for our game around 2PM PDT tomorrow.

-Josh and Drew

First Ludum Dare – SUCCESS

Overall I’m very happy with what I produced this year.

Being in New Zealand, where the competition starts mid-Saturday and ends mid-Monday, I missed a bit of dev time due to work, but I still managed to submit a playable game. In my game you play as the legendary Kraken, and must destroy ships by smashing into them with your body and tentacles. My goal was to create a game that I would enjoy playing, and I’ve succeeded in that.

Have a play and vote for it here:
http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=4959

Screen Shot 2014-04-28 at 2.23.36 am

Comments

28. Apr 2014 · 02:52 UTC
Hey dude! I really like it. :) The controls are really fun to play with and attempt to master. Great job.

Finished My First Ludum Dare!

Wow, that weekend flew by. I’ve learned so much that my brain probably thinks it’s been a week.

Thank you LD for pushing me to finish my first game!

Things that I’ve learned for next time:

  • Packaging the jar. I’ve done it before, but had some issues with resources. Lesson: Don’t leave it to the last 15 minutes.
  • Get a functioning UI system before polishing (sounds, music, textures). My main menu and in-game interface look like crap because I left them too late
  • If approaching something new, such as creating music in this case, learn it before starting a game jam…
  • Plan and practice before starting. I decided to participate in my first LD only a few hours before it started, which gave me little time to write base code and get warmed up. I’ll know better next time.
  • Mechanics first, aesthetics second. I feel like I polished the look a little too much before I even had combat and gameplay.
  • Try making a game in a pre-build engine, not starting from scratch.

If you have a few minutes (it’s not very long) check out my game here:

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=36649

attach3

 

attach2

attach1

Sun Fusion for Web, Windows, Mac and Android

Phew! That was a intense weekend. But it was worth it.

Check out my game: Sun Fusion. You can play it on nearly any device you want, and online.

Made with Unity 3D, photoshop, texturePacker, Prime31 UIToolkit, garageband and audacity.

Congrats to everyone who finished on time, and everyone else too cause you most likely got something out of this craziness anyway.

I hope you had as much fun as I did.

Now for some sleep…..

Screen Shot 2014-04-27 at 8.54.02 PM Screen Shot 2014-04-27 at 8.53.59 PM Screen Shot 2014-04-27 at 8.53.41 PM Screen Shot 2014-04-27 at 8.53.32 PM Screen Shot 2014-04-27 at 8.53.23 PM

Interactive Music Video

Web version added.

Try to keep focused by hovering over the text areas.

Suffer alone if you don’t.

Surface of the skin. An interactive music video and game by Suese Click here to play and rate.

Surface of the skin.An interactive music video and game by Suese
Click here to play and rate.

Beneath the surface of time

I had a wonderful time participating in my first Ludum Dare! I am simultaneously impressed and disappointed with my final game — I feel great for how much I was able to make, but I was certainly a few hours shy of what I had hoped for with respect to polish. A great lesson for next time!

I wanted to explain my interpretation of the theme. I wanted to try and make a game that would be different than the others — I expected many subterranean and underwater games, as well as a large number of more abstract games like “beneath the surface appearance of a person” type of thing. I started considering what the “surface” of various other things might look like, and I became interested in the particular example of “time”. I started to think a lot about what might be underneath the “surface of time”. So my idea was to provide the player with a surface that represented a series of actions over time, and they would have to find the movements in a 2D or 3D space that were “beneath” this surface of time. A bit of an abstract approach, but it was one of my explicit goals to try and have a really unique interpretation of the theme (the first game jam I went to, I did what I thought was a clever twist on the theme, only to then create an almost identical game to two other groups). So I tried to think several layers deep, and perhaps even several layers in the direction of weirdness, but I wanted to try and make sure that no one else had the same interpretation as me.

A more post-hoc interpretation of this game also comes to mind, on a more metaphorical level. This game is also about this sort of “fake it til you make it” facade that many people experience in their professional lives — how companies or individuals project an image of confidence and competency, while on the inside they feel as if they are resorting to unsophisticated or unimpressive techniques to achieve their results. This company, the 4-D Design Studio, is the inside look — a designer who has no idea what he’s doing, and you — working on clearly obsolete equipment.

I am really particularly disappointed in the amount of polish this game has — as I mentioned earlier. It has (almost) no sound, and few animations that I had intended actually got done — swapping out the pieces of paper between puzzles, beeps and boops when the pistons move, etc. There is obviously a lot of room for polish, and I had hoped to use all of Sunday to exclusively work on polish — but probably many people reading this know how that best-intention based goal often ends up in reality. It’s a tough lesson to submit a game that doesn’t feel ready to be submitted, and perhaps it would have been better suited to just take the extra day and submit it to the Jam, but I felt very compelled to face my deadline of the actual compo, whether I had done a good job or not.

I have to say that overall, I am really satisfied with some of the puzzles, and some of the visual art. I really like the scrappy paper that the blueprints are on, and some of the puzzles are pretty challenging. So there are certainly some positive takeaways from this project.

So, all in all, a fairly bittersweet experience for my first Ludum Dare, but it was really fun and very instructive! Thanks for checking out my game, I hope you enjoyed it!

Windows port!

After the engine changes of the last weeks did just compile and work fine on Windows I created a new Visual Studio project for my game “Adventures of a Little Cleaning Robot” and 2 hours later after finding the correct settings and dependencies it did just work :).

The colors where wrong at first and I learned that the function parameter evaluation order in C++ is not defined.

Also the visual studio 2013 redistributables are needed to run the game as well as an up to date graphics driver. Shadows are broken on my MacBooks NVIDIA card, but look fine on an older AMD card I tested with.

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=35658

Since I did not manage to make a screenshot on Windows 8 here is one taken on OSX:

robot_6

LD29 Post Mortem

another LD, another list of lessons learned.

 

First though, here is my game creatively titled “beneath the surface” . Its supposed to be a 2d rogue-like, similar to Risk of Rain or the Binding of Isaac.

 

BeneathTheSurfaceScreenShot

 

Making this game taught me a lot about game development, and about myself (as cliched as that sounds).

First, on a personal note, I think I have a tendency to focus too much on building an engine sometimes, which I’m trying to break, especially for short contests such as this.

Second, and much more generally, I’ve discovered that if your game is heavily numbers based, its important to devote a fair portion of your time to tweaking and playing around with said numbers. Beneath the Surface had a lot more numbers than I was expecting (fire rate, move speed, chance to spawn, etc.), and in the end, had I spent more time tweaking those numbers, maybe my game would have been more fun.

 

Still, I had a great time, and I’m looking forward to seeing what other people came up with!

Comments

deathray
28. Apr 2014 · 03:01 UTC
I’ve gotten caught up in the numbers thing myself! Last miniLD I spent forever just getting basic movement to feel right be tweaking numbers… I almost fell down that hole this dare, but then switched focus. Your platform engine came out nice though.

Oh, he is coming for you!

The ogre is coming for you, better start running. Use your flares to escape.

sc06

(GIF)

Working on the AI and map generation. Compos looking great!

PS: I <3 Unity3D

The bots have become intelligent…

A bot by the name of sombongbanget has been posting stupid Game of Thrones series “WATCH FOR FREE” kinda crap. But with titles along the lines of “Ludum Dare 30 Revealed!”.

In short, they have become intelligent, and have bypassed the city walls!

Make this post known!

And prepare the Ban Hammer!

RockHound

As I figured I would have to extend to the jam time. I still had to do a lot of packing and moving helping out my sister. Otherwise the game has made a lot of progress, the second main game element is finished, mining asteroids/collecting crystal. The first element having been movement. Finally I need to implement upgrades/refueling/items/enemies it sounds like a lot, but it honestly shouldn’t take to much longer. I added a bunch of particle handling today it makes the game look pretty! 😛 Gotta do all the other game elements and add sound then I think I will be done. For now here are some screen shots until I release!

Linux porting?

Hello!

Am I allowed to use external help in porting my finished LD48 game to Linux? My game is running on Windows and would definitely like to see it on Linux as well. The game is pretty much Lua only and video and audio uses SDL so porting work should be straightforward for one who knows the platform (not me unfortunately).

 

Comments

doos
28. Apr 2014 · 11:33 UTC
I know you can port after the 48 hours.. might increase your rates

The end result

The game is here, in case you’re curious. It might take about a minute or two of your time to master it.

What happened in development:

  • the game was done at about 50% of what was planned, which essentially means that even smaller or better researched games must be made for these competitions – both aren’t really my thing, though
  • some SGScript’s xgmath library bugs were found, all of them fixed
  • found some minor SGScript/sgs-sdl issues to be resolved, as well as ideas for potential improvements I could follow up on
  • wrote a very simple particle system that also appears to be quite effective
  • found something that appears to be a bug (or two) in SDL2 – “mouse button down” events are being sent right after start, when they’re not triggered in current window; there might also be some timing issues with events – will have to check that out too
  • as far as game art is concerned, this specific style is very simple
  • had to build a WYSIWYG editor for tilemap (press the “~” key – I didn’t remove it from the uploaded version, other controls – cursor keys, backspace, ctrl+s)
  • got bored several times in the process, slowed down development – hard to make something I know so well

The bottom line is that this has been a great experience, it’s been pretty much proven that the tools work quite well and now I’ll disappear for some time to make them even better.

Diamond Diggers

Hi there! Don’t miss the action – this is my Ludum Dare compo entry:

ARE YOU READY for some SPLITSCREEN ACTION?

A splitscreen game which you can play against your friends!

The mole brothers get glints in their eyes when they hear about diamonds! Dig your way through the cave to find lustrous treasures. Jump to reach higher positions – if you are in the air, you can try to climb the wall. But remember, climbing is cumbersome and there’s no time to spare. You ate dynamite again by accident – although you actually dislike dynamite: Why not pass it to your opponent by touching him or just wiggle arround fast enough to drop it. Be careful though, because an explosion can be really stunning! You can take a little rest during the action and choose another cave system. Enough said, battle yourself with your friends for those thousand of diamonds beneath the surface!

Play Now!

Membrane

MembraneScreen

What do a ball bearing and a thin sheet of plastic have in common?

They are both hanging over an endless void in: Membrane!

The plastic tears easily! If the ball falls, you lose!

Controller support.

Have fun :)

 

 

 

P.S. Some music by my friend Ian Gillus

End of day 2 – progress update!

I didn’t get as much work as I would like done today, but still got a sizable amount of work done.

The game is almost releasable as it is, but I would like to add a few more game play features before I’m comfortable calling it “done”

I’m pretty excited to add the stuff that I originally planed, hopefully they come to come to fruition!

(this is a gif)

update 4

Also congrats to everyone who finished the compo! Hopefully everyone had fun.

Bed time. Tomorrow is the homestretch!

But in his cage they put a young panther (A Hunger Artist post mortem)

First off, here’s the game if you are interested.

goodscreensot

 

So this game exists now. That’s amazing. I’m amazed. It still feels weird to me that I managed to do that.

About the game:

This game is based on the Franz Kafka short story A Hunger Artist, which can be read here or listened to here. Wikipedia has an article here. It tells the story of the Hunger Artist, a hunger artist who wants, even needs, to be understood by people who cannot understand him.

In this game, you play as the Hunger Artist during one of his performances, which lasts a maximum of 40 30-second-long game days. During the day, interested people from the town come in, sometimes bringing friends, and watch you not eat. The Impresario will try to keep the crowd interested and maximize your profit, while you do what you can to try to make the audience understand your art.

With the exception of a few buttons mixed in, all of the controls are controlled by hovering. Hover over sprites to see information about the characters. Hover over the action buttons to perform those actions. Audience members are persistent, so do your best to make them want to come back.

Observations and Lessons Learned:

This is the section where I’d put down all the mistakes I made this Ludum Dare and tell you about what those mistakes taught me for next time. I’m surprised at how short this section is, but this weekend went surprisingly smooth.

My only really identifiable mistake?

  • I feel I failed to make it cute enough to properly contrast the Kafkaesque story. I would have had an easier time making the game style match the story. As it is, it’s kind of in the middle of nowhere.

Oh, and

  • Saturday morning, I discovered that microwave pot pies with chunks of potatoes are really dangerous.
  • I ordered way too much sushi on Saturday night, especially since my tongue was still swollen.

As for things that went right,

  • I didn’t get stuck working on assets. I did two dresses for the women as proof-of-concept on my random sprite generator, and then I moved on. I generated some mediocre abundant-music music Friday night after I stopped being functional, and experimented with different ways to independently adjust settings on it, and then didn’t use that music in the end, but I didn’t waste good time on it.
  • I was fairly reasonable with respect to scheduling. I woke up surprisingly early on Saturday (three hours before my alarm, even) after working late into Friday, so I got tired fairly early Saturday night. I had planned to get the game playable before bed Saturday, but when I started getting too stupid to code right, I didn’t try to force myself.
  • I got the scope exactly right. The game as it is is only a small part of of what I imagine the game to be, but I came into this knowing that this was the probably form the game would take.

This type of section is really boring when everything goes right. Sorry.

Things left to do:

  • Fix the graphics. The background image is a bunch of colored rectangles. It was supposed to be a bunch of textured rectangles. I never got around to giving the women hair that is not a copy of the men’s hair. I never got around to making a title card with a cutesy Franz Kafka face like I wanted to. And I wanted to make a wall clock. I should probably get an artist.
  • Fix the music. At the very least, I should find a sound font I like and spend some time choosing better instruments.
  • Add animation, or at least movement. Did you know that the audience members have faces? Well, they don’t, but they do have front-facing sprites with more face skin showing. The relative stillness works with the game’s theme, but the plan was to have audience members walk in and out, and only stand in the general location of their assigned seating. The alert bubbles also only appear for a fraction of the things they are designed to, and sometimes linger after their parent object teleports off the screen.
  • Implement talking. One of the best ways to influence the audience is by talking to them. Talk to them when you are too incredulous, and you might say something offensive. Let kids touch your scrawny arms and they’ll tell all their friends. Talk to the Impresario to let him know what you think will be the most useful. Talking was something I was looking forward to implementing.
  • Balance the hell out of it. As is, the game is fairly luck-based an allegory on the inability of man to self-actualize. There is some strategy to getting the audience interested, but the main trick is just not doing things to upset the Impresario and hoping the Impresario handles the audience well.
  • Add in campaign mode, endless play mode, and play as the panther after you die at the circus mode. A campaign across time and space! Well, across a few decades in the early 20th century Europe. You build your fame, watch the world’s interest in hunger artists wax and wane, drive off the only person who is looking out for you, and shrink until you disappear.
  • Add more in-game text. The story it’s based on is in the public domain.

Little observation I like that I would like if people noticed but they won’t so I’ll mention it

Despite the fact that every NPC thinks you’re probably sneaking food, it doesn’t even come as an available action occur to the player character that that would be something to do.

 

What’s to come.

I had a lot of fun with the theme and the jam, but unfortunately due to time restraints (I won’t be home all day tomorrow) I won’t be able to finish my game in time for the submission goal. My game became something much larger than I originally anticipated and now I’m planning on making it my first major self-published game. It’s a concept I’m really excited for and can’t wait to work on more.

I wish everyone else the best and I’ll be sure to play tons of your games!

Good luck everyone and I’ll catch you next time!

Nith the surface is finished for now, except for bug fixes!

Ok first off there are a few Access violation bugs with the JVM running it on JRE 8.0, I would love to know the fix for that but I could not fix it – will update it if bug fix is found!

 

Windows/Mac/Linux

Screenshot_1 Screenshot_3 Screenshot_2

 

Controls: A,D,SPACE,E,CLICK

Use e when near a chest to open it, chest’s give you a random chance weapon or health. Current weapon will be over ridden with the new one.

Goal of the game:

Evade and kill all the purple demons while trying to make it to the end gate, you’ll know it when you see it!

Thanks for playing,

Demetry!

 

Taking over the world one brain at a time

 

 

 

Screenshot

 

What’s up!

First Ludum Dare Jam.

We still got a few more hours left in the jam. That we’re going to use to add more JUICE!

A simple puzzle game where you’re an alien trying to change the brain structure of a human by changing their neuro path ways to TAKE OVER THE WORLD

Coming soon to a web browser near you.

Tags: aliens, brain, puzzle game, take over the world

What lies Beneath Mr.Perfect !

Here’s my first ever Ludum Dare attempt and it was pretty intense having to finish a game from start to finish in such a short time (Considering the fact that all kinds of distractions occurs during that exact time, opportunities & work comes up unexpectedly, unintended guests arriving, friends coming to play, power failure due to bad weather etc etc) .

Logo_mrperfect

 Play Beneath Mr.Perfect

Anyway the Game “Beneath Mr.Perfect” is a sidescrolling, narrative sort of adventure(?) game where you play as the Mr.Perfect who thinks himself as a noble man, have a hatred for those around who he thinks as bad. The Game takes you to the journey through his life’s changing phase where he confronts his own hidden emotions and his attempts to repair the damage.

Ss2

The Game was inspired by many of my own experiences and also inspired by many psychological research papers regarding self delusion, beliefs, ego etc. I may have gone a little too literally about the concepts of mind and self esteem, might even have generalized a bit (but actually its about one guy, Mr. Perfect). Have a go at the game and let me know your thoughts regarding it, or similar kind of experience you’ve faced.

Tags: adventure, compo, ld29

Comments

28. Apr 2014 · 04:38 UTC
That sounds really interesting! I love the metaphorical take on the theme. Will give the game a shot for sure!

Rating question…

So I just realized that in the majority of the games I rated, I set the ratings, went through the comments, wrote a comment, then hit the save button at the bottom.. which saved the comment but not the rating, leaving my ‘coolness’ a significant ways behind.. would it be bad to rate all the games in a short period of time while they’re still fresh in my head? I don’t want to get stuck with an L label :/

Comments

pythong
28. Apr 2014 · 06:16 UTC
there are 2 comment boxes, non-anonymous and anonymous. You have to write your comment in the non-anonymous box (seperate save button), elsewise your rating will not be saved

Hero Arcade Edition

 

 

This is our game for Ludum, try it out!

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=23927

hero

Please help: seeking clarity!

The Rules specify:

  • Fonts, drum loops, drum samples, and sampled instruments are allowed IF you have the legal right to use them.

This covers royalty free music right? I’ve seen some games (incl. my own) use music that wasn’t recorded over the weekend.

Please leave a comment!

Comments

28. Apr 2014 · 04:52 UTC
Yes, I guess.

Used on my own, and if it turns out to be forbidden, I’m screwed

Out… and in again

Hey guys!

This week-end has strangely been really harsh with my body. Although I slept before the start, I have been tired all the time despite sleeping 23 hours out of the 48h compo. Some things went bad with some tools I wanted to use, but deepnight saved me with his own implementation x)

I didn’t like the theme, either. Couldn’t find something I wanted to do (or could do for the graphics part).
So I gave up yesterday.

But I’m in again for the JAM (alone), making a little game today. I really can’t end up with nothing 😛

Quick’n’dirty gif o/

Ludum Jam defeateth me

20140428-075859.jpg

Sadly after perhaps 12 hours of toil (all I could fit in!) my attempt to make a massively multiplayer iPad RPG ended in an utterly predictable DNF 😉

However I’m happy with what I’ve created so far- gonna keep working on this one …

Congrats to all who entered !

Tags: iPad, iphone

Comments

JayPC
28. Apr 2014 · 05:12 UTC
Hey why not keep working on it and try to get it in for the Jam? It looks really cool! (Sadly I don’t have an iPad so I couldn’t try it…)
28. Apr 2014 · 05:23 UTC
Hi JayPC thanks very much for that, means a lot!

Fly as a little bird

I did it! against all odds, I could finished something in the 6 hours I have to make my game for LD.

 

Try it, there’s a little surprise at the end :)

Fake Zoo

Hello Ludum Dare from Indianapolis! We are Vision 3 Games.
Our Team is 4 programmers Greg, Kyle, Nate, and Tyler and we have been working on Fake Zoo for the Jam.
Greg: Ragdoll Rigging, SFX
Kyle: UI programming, Digitizing/Colorizing, audio

Nate: Sketching, Gameplay programming

Tyler: programming forces to controls, Ragdoll rigging

To build our entry we are using:
Engine: Unity3D

Libraries/ Plugins:
Daikon Forge
HotTween

2D Art:
Photoshop

Audio:
GarageBand
AudioBus
Audacity

Editors:
MonoDevelop

Organization:
Whiteboard
AIM
Post Its

This is our first jam (and first game) as a team, so fun is the goal rather than rank.
That being said I think what we are working on should rank pretty high in humor. This was our whiteboard with our original idea:

Fake Zoo Whiteboard
This is our opening screen laid over our game screen:

Fake Zoo
We are almost complete with our fake animal simulator (Giraffe complete Dolphin hopefully in by 9pm)

Lumbricidae : done

Mon premier jeu fini! (Et le premier sountrack original). Il est inspiré par des jeux comme serpent ou de flux de Thatgamecompany et par les films de SF comme Dune ou Star Wars

Lumbricidae

nourrir le ver des sables en l’aidant à manger les humains, d’autres vers de terre ou des cristaux et éviter les mines terrestres. 

Lumbricana

Contrôles: -> Le Sandworm suivre le curseur 


Niveau 1 (score = 0) 
Niveau 2 (score = 10) -> clic gauche pour faire une course d’un endroit et à manger des petits vers de terre facile 
Niveau 3 (score = 30) -> clic gauche pour faire une course d’un endroit et de briser le pierre 
Niveau 4 (score = 60) -> Vous cassez la pierre 
Level 5 (score = 120) 

Je suis fatigué

(Je suis français, désolé pour le potentielerreurs en anglais! : D)

Okay, game is at MVP. Need sound effects and instructions screen.

I think I’m going to skip adding sharks/hazards for now.

Click the image for a GIF!

gameplay2

Hey and good morning LD people!

Had a bunch of fun this time, long weekend of coding with a break to play Middle-Earth-Quest, that game takes an age, but we beat Sauron … just… anyway…

Please check out my game http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=20788

If you rate or comment I’ll rate you back where I can run the game, gonna take a while to get through all 69 pages – wow!

 

Tags: audacity, bxfr, ld29, screenshot, unity

Submitted

I think I’m essentially done so I’ve submitted my game for the jam (view entry here). I may make some more changes and additions, but probably not until I get some sleep.

Here’s a fun little gif of the current game.

NearlyDone

Click to view animated version

A little gif…

aTreeGameplay

I know that LD users loves gameplay gifs 😛

 

Day 2: Programming is ‘ard!

Hi

Well, now it is 1am and the end of “day 2” as I’ve been calling it. The compo ends in 17 hours and we are all a little exhausted. Today was one of those “why did I decide to implement my first collision engine during the dare?” days. I started out using a small red square as the hero of our mushroom filled flight of fancy, and collision detection was done using the four corners of the square. Easy enough to just look up the tile based on the position of the pixel, and then collide. The problem arose when we got the wild idea that our main character should be able to “grow” after eating a certain variety of mushroom. A 32 pixel tall plumber can get hooked on 16 pixel blocks, and somehow this was just too much for my sleep deprived brain. Fortunately a team member’s suggestion shattered the bonds of my preconceptions just in time, and as of tonight we have “working” collision.

Lots of other stuff works, though! Transitions from level to level, sound, destructible terrain, and animation are all a big part of the kind of storytelling we have in mind. With a little luck, and a long early day tomorrow, we should be able to give you all what you really deserve: super plumber brothers!

See you tomorrow!

z.

Video Playthrough – High Hopes

 

Had a few requests for a playthrough vid so I made this quickly. Its a bit choppy in places due to the machine I used but you can see bits of the game in motion.

 

unnamed

 

Full game here – http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=21374

 

please give it a go and if you enjoy it, leave comments :)

 

G

Submission!

You can play “Beneath the… hey, look, shiny things!” here! Try to find all the “jewels” (blue squares) as fast as you can!

Also, can you find Marty, the skull?

(A post-mortem is in the way!)

Comments

xhunterko
28. Apr 2014 · 07:11 UTC
You, you pulled off THAT lighting in flixel? *applauds*