LD29 April 25–28, 2014

New Group Blog, Post Mortem Video and more?!

Last summer, we entered our first Ludum Dare as a group. It was so much fun, we’re already getting hyped up about doing it again – so over the next month and a half, we’re going to be doing a whole load of preparation and somehow putting it out there for you all to see.

Our stream last time didn’t get above 15 viewers, and this time we’d love for that to be more, so we’ve decided to start drumming up interest now. We’ve started up a blog where you can follow our endeavours (although we’ll be cross posting most of the stuff we do here).  We’ll be posting, practising streaming, reviewing previous LD48 games and maybe even doing a mock 24 hour run, so stay tuned if you’re as excited as we are!

Links to: Blog, Stream, and our latest LD entry (LD27)

For our first update, we’re going to be doing a super in-depth video post mortem with the newest member of our group, which should be up sometime in the coming week!

I may just do this :D

Im a new programer. Ive done mostly C++ and java. No Unity and a game engine before. so im thinking ill try this and make something but at the same time, learn some things about game engines and stuff 😀 Thx for reading xD

 

Peace GMan1337

Looking for play testers for Grabitty

Hi!

I’m working on making my Ludum Dare #26 entry (post compo version, better) into a proper game as a side project. It’s starting to mature to a point where it would be useful for me to get feedback from a broad audience.

I’m wondering if anyone in the Ludum Dare community would be interested in participating. This would mean that I every now and then (less than once a month) will send you an email with links to the latest build for Windows, Linux and Mac OS X – and hope that you may take your time to try it out, and tell me how it works, if there are any bugs, what you like, and – especially what you don’t like.

If there’s anyone that would have the time to test, give feedback – I would be grateful if you were to contact me by email (trygve.vea at gmail) or Twitter (@kvisle).

Thanks!

Cool Pixelart

This is a cool pixel-art thing I found, also, don’t forget to check out my new blog HERE where you can check out my games and other cool stuff.

Pixelsuperheros

 

 

Coding Stomach with Butterflies in mine

Because programmers are like cows!

Okay, not really. Anyway, Gaeel‘s post showing how he voted in round one made me think about how I voted versus how other people might vote. How do you choose? Is it worth voting for more than one theme, really? This is my first Ludum Dare, so… I don’t actually know how each round even works — all I know is that there are many, many themes to pare down.

 

I kinda voted up things that sound actively inspiring, voted down things that I don’t feel like I want to deal with, and voted neutrally on things that I have no special feelings about one way or the other.

In other news, kinda nervous about doing this altogether. *murloc noise*

I only recently took programming back up again after some years of not touching it. I don’t think I can do anything web based and my computer is currently a Mac. On which I’ve really only been using Python. And I don’t know how to compile executables in it yet because I didn’t think about that until earlier today. I could see if I can get my old laptop running well enough to program in C on Windows, but I haven’t used C in forever. And to top if off, my game may end up being text based just from sheer lack of sufficient skills to do graphics.

Good thing I like adventures. *murloc chorus*

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MiniLD 53 – I’m Coming Baby!

Hello all you man-cave crazed developers.

I’m not too sure what to say here, but I’ll be entering the MLD next weekend. I think it will be a good break from my current Android game dev project, and this will be my first participation in the wonderful Ludum Dare (because life always throws a curved-ball when you least expect it). I’ve been following the compo’s for ages now and can’t wait to lock myself in a room, dose myself up on caffeine, and inevitably take a short-cut to future diabetes. It’s going to be bliss.

 

Seeing as the rules are pretty lax, I wanted to make sure that I could use my own game framework. It’s a simple LIBGDX project that I use as a basis for all my development projects. It has the basic launcher, renderer, and input controller classes already set up so that things can be plugged straight in and taken from there. Any objections?

 

My take on the theme will be dark. Eerie depictions of life as we know it, mixed with future business-y nonsense. We’ll see how it goes.

 

My poisons: Windows 7 (Arg … Need to set up Linux!), Eclipse, LIBGDX, Inkscape, OpenGameArt for sound effects. Java will be my platform (because I’m most comfortable with it at the moment).

My tools: Logitech K360 compact keyboard, Havit MS901GT gaming mouse, Genius G-Pen M712X tablet, Ibanez Talman acoustic guitar (theme music!), pen and paper (designs, and possibly some art).

 

IMAG2998

Oh and did I mention metal? Lots (and I mean lots) of metal. That counts as a tool, right? \m/

Tags: first compo, miniLD53

#crappygamejam

CrappyGameJamLogo

 

HI EVERYBODY! I’m proud to present you the crappygamejam!

Remember E.T. the Extra-Terrestrial by Atari?
WE CAN MAKE WORST!

#crappygamejam is a game jam with the simple goal of making the worst game ever. It lasts about a week and may have a rank thing a day or another.

ENTER NOW HERE http://jams.gamejolt.io/crappygamejam

 

Mini-LD 53 – Team JoDa will compete!

In the last bunch of LDs, me & my bud Jod have both been making our own solo-games, but doing so in the same location/room for social support & pressure. Cuz we like doing our own thing.

Yet we wondered how a Team effort would work out, and agreed to try that next LD, with a tryout to see if we would not bash each others (creative) brains out in such a process. 😉

So lo-and-behold there is a Mini-LD planned next weekend! Great fortuitous batmans!

 

 

Use SFXR and BFXR sound effects in Unity games

Are you looking for a simple, easy way to create original sound effects for your Unity games with procedural audio synthesis?

As a preparation for the next Ludum Dare, I have finished adding all advanced sound synthesis features first introduced by BFXR to usfxr, my own port of the SFXR game audio synthesis engine for Unity. The new version is 1.2 and is available as a zip download on the GitHub usfxr repository (the asset store version will be updated later this week).

usfxr interface

usfxr interface

At first, I wasn’t so sure I’d like to add those features; I have to confess I always saw BFXR as a rogue fork of SFXR, and the fact that parameter strings were incompatible between the two projects always irked me the wrong way. However, after testing BFXR for a while, I came to really like its original features, and saw them as a very positive thing to have.

The new features are as such (as described by BFXR’s interface):

  • New wave form types
    • Triangle: robust at all frequencies, stand out quite well in most situations, and have a clear, resonant quality
    • Breaker: a little bit more hi-fiwave type; like a smoother, slicker triangle wave
    • Tan: a potentially crazy wave, tends to produce plenty of distortion
    • Whistle: a sine wave with an additional sine wave overlayed at a lower amplitude and 20x the frequency; it can sound buzzy, hollow, resonant, or breathy.
    • Pink noise: random numbers with a filtered frequency spectrum to make it softer than white noise
  • New filters
    • Compression: pushes amplitudes together into a narrower range to make them stand out more; very good for sound effects when you want them to stick out against background music
    • Harmonics: overlays copies of the waveform with copies and multiples of its frequency;g ood for bulking out or otherwise enriching the texture of the sounds
    • Bit Crusher: resamples the audio at a lower frequency, for that extra retro feeling
  • Expanded pitch-jumping abilities; good for arpeggiation effects

On top of that, this new version is still compatible with the previous version; instead of starting anew and breaking compatibility, usfxr accepts both standard (SFXR/as3sfxr style) parameter strings, as well as BFXR parameter strings. This means old code will still work, but you can also copy & paste effect parameter strings directly between usfxr and BFXR.

There are a few additional BFXR properties that I will have to add support for in the future, specifically property locking (for mutation). This is not a core part of the synthesis engine, however, so it’s not part of this update.

Preparing for LD30

Hey!

For LD30, I will be programming in Java. I still am working on mastery, and have not yet memorized certain things, like audio, and some graphical things. This is why I am creating a game engine of sorts. Something to make audio, graphics, and input easy and flexible to use. I will upload it somewhere, create some documentation, and make another post so you guys can download and use it.

My name for it right now is Yamanu. Other ideas are greatly appreciated!

I’m really excited about the next compo! Are you guys?

– Gandalf1209

Comments

Gameko
14. Jul 2014 · 15:28 UTC
You should consider using LibGdx. It’s a library for Java that makes it so much easier to make games. It has graphics, audio and input support. I think it’s better to use it than to make it yourself.
14. Jul 2014 · 16:03 UTC
or you could use my library. its got *most* things squared off, and will soon future a tile engine and improved input. other then that it currently has great customization (size, scale , fullscreen ect).
01. Aug 2014 · 16:30 UTC
wats up with the spam?

Jump : 48 Hour Game Made In Unity

I made this game in less than 48 hours, Please test it out and tell me what you think, it helps alot this game is an early access, alot more will be added, if you have any suggestions please tell me ! Play   HERE Pictures Thank you all and please enjoy !

Tags: 2D, 48 hours, game, jump, unity, video, Windows

Comments

15. Jul 2014 · 12:35 UTC
Its preaty great! :)

You should defanatly add more stuff and all :).

My only concern is that i could off made this game in java in like 3 hours… so are you new to unity or what?

Feedback on my Music??

Hey guys! I made some music for a game I am working on and would like some feedback.

It is on soundcloud and bandcamp

SoundCloud:

Bandcamp:

http://oobie99.bandcamp.com/track/so-many-squares

I am not asking you to buy it (it is not even that good!), just to download and or listen to it and give me feedback.

Thanks!
-Oobie

Comments

16. Jul 2014 · 07:11 UTC
hi oobie,
Woo Sang Hwang
17. Jul 2014 · 18:01 UTC
I would say the music is quite solid as it is right now.

Since the music is so light, I’m assuming this is just a mild bgm for the game.

What I would recommend at this point, is to make sure all instruments follow the beat.

It seems like you made piano play a bit off from guitar.

If this is just regular music that is just fine too, but for game music, I would say keep a solid rhythm.

Hey Guys

Hey everyone, I hope everyone is excited for LD30, I am! Hopefully I will be able to do it, and if I can it’ll be my 2nd Ludum Dare. I’m just here to remind everyone of my blog which I have recently made, if you like regular posts of game updates, pixelarts and some other cool stuff, just click HERE. Thanks guys!

Not sure if this is allowed, but my Look What I Made Weekend Game + Timelapse

Since a lot of people might not know, Look What I Made Weekend is similar to ludum dare except you can make whatever, not just a game. It’s hosted by one of the more popular game development streamers dvColgan. As a sort of warm up for Ludum Dare 30, since I’ve dropped out of two of them and completed only one,  I decided to compete in it and see a project through from start to finish. Though my result wasn’t pretty, I’m currently working on a post compo version of this with better graphics, better gameplay, and a ton more content. This is officially my second game in the history of ever that’s actually playable, and with this I’m confident looking to the future.

 

For those interesting in playing my submission: https://dl.dropboxusercontent.com/u/134125652/Game%20Jam%20Tycoon/index.html

For those interested in seeing me make the game from start to finish(Timelapse!) https://www.youtube.com/watch?v=rMw7E4HQrNY

Re-LudumDare #2 – Build, Raid & Rule

So I have been doing my second Re-LD (doing old LD themes in LD-comp time), an this is my progress on #2!

Theme:
Construction / Destruction

Concept:
You are a starting barbarian ruler, and you plan to build a grand castle!
Who has to pay for the expenses? Well, time to squeeze the peasants & raid the neighbors!
But at the end of the year they will come for revenge. But your castle should withstand that, no?

Mechanics:
2D Terraria-block craftyish, placing structures over blocks (throne rooms, doors), or outdoors (soldier tents).
Mobs/soldiers move in clumps and fight whatever they bump into (opponents, doors, etc) – if they get to the throne room / command tent you are dead!

Progress:
Started yesterday afternoon (CET, about 24 hours ago). Doing well, a bit short on time (I have got about 3-4 hours to go, maybe 8 if I shuffle some).
Engine: Unity3D, primarily in 2d mode. Most art is mine, only the wood/stone textures are free stuff, and NGUI for UI.

Todo:
Finish basic fight mechanics, balance them a bit. Then hopefully add some archers / more complex opponent units.

 

Tags: LD Catch-up, Re-LD

Yamanu Game Engine 1.0

Hey!

A couple of days ago, I said I would make a game engine to better help the creation of 2D Java games, which is what I make, and I can tell you, this engine is SO helpful! The download, documentation, and source can be found here: http://www.yamanu-game-engine.zzl.org

Take a look!

Thanks!

– Gandalf1209

Tags: free, game engine, helpful, open source

Comments

0bl1v1on
18. Jul 2014 · 08:44 UTC
Fantastic dude, thanks for the upload. I’ll check it out sometime :)
gandalf1209
19. Jul 2014 · 19:10 UTC
Thanks man! I’m glad you want to check it out! I hope it is enjoyable and the documentation is easy to follow! 😀

Mini Ludum Dare 53 Preparation

So I’ve set myself up for a weekend of mind-numbing code, art, and audio production – and things couldn’t be better.

Pictured here is my trusty workstation – headphones, dual-monitors, graphics tablet, keyboard/mouse, and a notebook for art designs, algorithm outlines, and other note-taking none-sense.

DSC_34412

I’ll be using my own custom libGDX framework as a starting point for my game. As it is, it consists of a simple project with separate Android and Desktop launchers, and basic input, audio, text, graphics, and logic processing, as well as useful debugging modes for memory, collision, and state inspection in real-time. Simple as can be!

I’ve also taken the time to set up a Chronolapse so that I can compile a sped-up movie of my development experience, and a handy Windows Gadget by the name of SphereTimer so that I can track my overall time (and pause when taking breaks).

Capture

And I’m good to go! Just need to grab some good ol’ RedBull or similar Jack-rabbit fuel and I’ll be good to go. Oh, and I’ll be using #MiniLD #53 for future MLD53 posts.

Best of luck to all those dev’ers out there!

Tags: MiniLD #53, workstation

Getting ready for Mini LD 53

 

This is the first LD I can take part in for a while, so I’m glad the theme is something I can work with. I’m debating whether to use Game Maker or Java… which probably means I’ll wuss out and use Game Maker.

 

Really looking forward to making something, and to seeing what everyone else can do. Good luck!

Comments

0bl1v1on
18. Jul 2014 · 19:59 UTC
Good luck! I’m going with Java. And null pointer exceptions are making up the bulk of my code (^^)

I’m In (MiniLD 53)

Hey guys i doing the mini ludum dare i am using:

Eclipse – As usual

LWJGL/OpenGL with Java (as well as slick-utils.jar)

sfxr – soundeffects

if i have time i might make a really bad song on FamiTracker.

And thats it really looking forward toi it im starting at 6:00 a.m London time tomorrow morning

Good Luck everyone 😀

What I’ve Been Doing

Due to school and personal drama and other projects I have been absent from the game developer gig for a while. While I’ve stopped making smaller games and doing game jams I have been working on larger, non-game related projects.

Unfortunately I do not have screenshots to post, only this to say: Hopefully soon I will be back in the business when I have more time and motivation to do game Jams. Currently, I lack the motivation to host a mini LD which I am supposed to do in a couple of months. If things aren’t looking good, I might give up my placement. In that case, any one of you can take it… Or maybe I will do a contest or something 😉

Anyways, what I have been working on are short films, animations, larger game projects that will never be complete… etc. I might make a post soon about what I learned recently with third person game development and animation…. Sorry for being such a downer lol

Anyways, happy gaming <3

Comments

0bl1v1on
18. Jul 2014 · 21:50 UTC
Hope things look up for you dude. Life can be chaotic some times.
19. Jul 2014 · 03:24 UTC
I remember your stealth game. Hope to see you back again soon!

If you decide you don’t want to host the miniLD and I’m around, I’ll be happy to take it off your hands 😉

My team and I are in to MiniLD #53

Hooray for being able to use the word team in that title! I’m working with two others in this project, which should be a fun experience.

We’ll be using Unity, which is not only awesome already but should help our experience in using it. Blender for modeling and probably BFXR for sound. Not sure how we’ll do music, but if nothing else there’s always abundant-music.com.

Still in the planning stages of a game, though something pretty good is starting to shape up. Going to stream to Twitch and drink many sodas. Best of luck to everyone!

Tags: mld53, start, Team

Calling It A Night

So I’ve spent the last 09hrs: 28min: 12sec at work on my MiniLD entry.

So far, so good – but it definitely needs a lot of work. I have some artwork done, a reasonable control scheme, and a number of reusable world-object classes for map creation. I still haven’t implemented all the textures that I have drawn, so please forgive the giant coloured-boxes that are meant to be trees, as well as the paper-white ground and no backdrop. These things are in the works. Oh, and there are some texture-splicing logic errors here and there – so things aren’t lining up all too well at the moment. Minor issues though.

Capture

After this, I next I need to focus on getting player/NPC interaction in place so that I can start implementing quests. Shouldn’t be too difficult – some simple x/y coordinate checks (to ensure the player is in range of the character), and some booleans to track quest progress. Hell, the code doesn’t have to be efficient after all! As long as it works I’m happy.

But that is a worry for later today. The sun is rearing its head, and my mind is numb. According to my trusty stop-watching-o-meter, I have a further 38.5 hours of time to work on my no-name-game. I just hope that I don’t waste too much time on sleep – I don’t want to hit the deadline with time to spare.

Off to bed with me. Happy coding everyone!

Tags: MiniLD #53

I Need Some Help with the MiniLD, Please!

So, you know that game, Mad Libs? Lately, I’ve started doing something very similar to get my game ideas.
Here’s an enticing screenshot from the last game I started with this format and input from tacospice. It’s not yet finished:
The youthful minister she references is, in fact, Titan, one of Jupiter's moons.

… and then zaniness ensues when the Jolly Borg come to spelunk the world!

Here’s what I need for my MiniLD game:

authority figures (such as “police”)
adjective x 6
event
location
noun x 4
pluralism (such as: bunch, group, herd, gaggle, flock… )
proper noun x 2
title
verb x 3

[via IRC: awsumpwner27 “accidentally” submitted vitriol, sorceress submitted bouncers and constellation, and Bcadren submitted Congress after that, so not sure if I can use it but I’ll try]

[Update: DONE! Woohoo! Thanks Jacob123, drnick, oranebeast, Pitzik4, awsumpwner27, sorceress and Bcadren!]

It‘d be totally was awesome if that a bunch of you swooped in and each contributed several of these in the comments until there‘s were none left. The fate of my game is was in your hands, Ludum Dare! 😀
Thanks!!!

Comments

Jacob123
19. Jul 2014 · 02:24 UTC
Run, Obama, llama
19. Jul 2014 · 02:35 UTC
Adjectives:

Cribriform (“shaped like a sieve”)

Ethmoid (also means “shaped like a sieve”)

Piriform (“shaped like a pear”)

Interstitial (located in the space between two objects)

Parasympathomimetic (that acts imitating the effect of the parasympathetic nervous system, responsible for sexual arousal, appetite and other “feed and breed” behaviours)

Communitary (pertaining to a community)
oranebeast
19. Jul 2014 · 02:47 UTC
Adjectives :

Orange

Spiritual

Freindly (Its also an adverb, Kind of a trick word.)

Malformed

External

Nonexistent
19. Jul 2014 · 05:17 UTC
Authority figure: Caligula. (You wrote “figures”? I don’t know how many you mean, so I’ll stop at one.)

Nouns: Finger puppet, towel, compound crossbow.

Pluralism: I don’t think that’s a type of word…

Title: Friar.

Plug.dj

Hey guys, Yahar.alc made a plug.dj community for djing whilst people create ludumdae games!

Go check it out!

 

http://plug.dj/ludum-dare-unofficial/

Space is the final fronteir, by that i meen you will like my game.

So ime done with the miniLD#53 , and ime overall pleased with the resualt (not so much with the dev part)

any way, if you guys cant master it (ive got to the point where a had so many guns my CPU could no longer handle it) i will make a sort of a  “walk-throe” (although the controls kind of have to come naturally).

*pc runs out of juice*

I defianayly will be looking  at polishing it up and release a post version with a more advanced upgrading system more enemies (along with better AI) and better graphics.

The problems i had while making this game: overall the development went smoothly,  and my 2 weak old game engine helped alot. however the engine lacked some things

  1. alpha values (hard fix)
  2. no way to render text(there was a way to combine java2D with the graphics used by my library, but not all functions worked(including drawString()) wich is sorta a 20 minute fix (hove never got around to it)

link:

http://www.ludumdare.com/compo/minild-53/?action=preview&uid=38420

MiniLD53 – Team JoDa kicks off!

This is the first time we (Jod & I) are doing an LD together, been doing compo’s separately, but decided to kick of some real Team Action!
Also the first time that we participate in a MiniLD, but that shouldn’t matter much. We’re keeping to Jam-rules within Compo time.

Concept:
The theme is pretty OK! Unlike some LDs I saw good possibilities immediately. But with two people it takes more time to crystalize one. We looked to combine our strongest points: Storytelling (Jod) & Simulation (Joror).
We settled on a time-travel game where you try to prevent a worldwide apocalypse! You can make three small changes to the timeline, and see how that impacts the world over a 100 years, hoping to prevent the Bad Stuff(tm). A mix of simulation of world-powers & storytelling events to steer the outcome, and a protagonists’ perspective to boot!
So what happened 100 years ago? Well that was when the first human Awakened.

Work work work:
First thing: time is limited, ideas are grand. They collide. So we work hard and cut where we can at first. And key to that is a good work environment! Did I mention it is over 30 degrees (86 Fahrenheit for the imperialists ;)) over here and we’re in a loft appartment?

Snapshots:

photo 3

Jorors workplace

photo 2

Jod’s temporary workplace



 

 

 

 

 

 

 

 

 

 

photo

Nomrific support. Jod’s a great cook!

photo 1

First notes. Do you see the great evil?

Tags: food, notes, workplace

Comments

19. Jul 2014 · 13:13 UTC
Nice sandwich

MLD53 – Team JoDa is go!

Competing in the Mini Ludum Dare #53 this year. Daan and I decided to work together on this one, keeping to Jam rules in Compo time.

Check out his first post here! It includes sketches and pictures of sandwiches!

http://www.ludumdare.com/compo/2014/07/19/minild53-team-joda-kicks-off/

Tags: mld53

Comments

0bl1v1on
19. Jul 2014 · 10:48 UTC
Good luck guys! I’ve been going for nearly 14 hours now. Slowly but surely getting there. Looking forward to your product!!! :)
19. Jul 2014 · 10:49 UTC
Thanks, good luck to you too!

Progress report Mini Ludum dare 53

Just a quick report. Despite almost melting, we are still creating a game! We took a quick break next to the Spaarne, which kept us from melting. I don’t mind the heat, but trying to work in it is really taxing!

So far working together is turning out to be fun, but it does require a lot of communication! I can’t wait to see the moment where our work comes together and turns into a game!

I’ll leave you with a quick screenshot of the story in progress.

 

mld53

 

Tags: mld53, progress

MiniLD 53 – Battleship Transfer Protocol

For MiniLD 53, I’m making a Battleship game which can also transfer files.In the future, you can copy a file from one computer to another.

https://digitaldoge.duckdns.org/battleship/screenshots/1.png

Transferring battleships

Comments

19. Jul 2014 · 16:28 UTC
Picture doesn’t load :(. Was very curious about your BTTP! :)

MiniLD 53: Block breaker gets invaded!

So, thats my very first LD and I am gonna to make something easier for the first time.
For some time I wanted to modify classic block breaker in some unusual way like magnetic walls or something, but now I got a brand new idea. What if you had no pad to bounce ball back to bricks? What if you had only a spaceship which prevents ball from falling out of screen with it’s laser beams?
At the moment I already have basic logic and levels finished, but gameplay needs some improvement and so do sounds, music, scores and stuff.

screen

If anyone cares, the work is done in C++ with combo SDL+OpenGL and my own crafted libraries for easier setup, loading and blitting. And it works only under Windows (I have no linux installed so even I actually can compile it for linux, there’s no way to test it).
Signing off, so best luck to everybuddy!

I’m terrible with A.I.

It’s really bad.

So that was a few hours ago, and since then the A.I. has improved. It’s still not good, but it’s following the player decently.

Outside of that, we’ve gotten an idea in and started working on it for a while, having spent the majority of the day figuring out how player movement will work. Not much is getting done, but it’s nothing to fuss over. If nothing else, valuable experience will be gained working with Unity and each other, and in my case using Git.

Next up is working with raycasts to figure out a good way to accomplish base construction. The plan in the game is for you to be some guy in a field who needs to build a base so he can fly into space to get away from baddies. If time allows, you’ll also have to fight space baddies before getting away by upgrading speed.

Odds are, the full idea won’t finish in 48 hours, but we’ll see what we can do. Also, in addition to my stream my friend is also streaming development occasionally. Find him here if you want to watch!

Tags: artificial, base, friend, intelligence, mld53, stream

Cell automata

Suprisingly, during development of my minild game, (not finished yet) I created accidental cell automata. Although unpredictable it works and it uses a specific trick. Due to my limited range of gamemaker knowledge, therefore the inability to create a “is this over there” function made me think outside the box. Literally.

The trick

The cell creates a “drone” of sorts that goes either left, right, up or down until it collides with a specific block, if it’s the right block the drone deletes itself and turns that block into the new cell. All of this happens whilst the drone is invisible.

 

so that’s my little trick and my “go” at cell automata. It’s not really cell automata but it does what it needs to do.

 

– orane

 

MiniLD Progress Report: Our Future

So I’m 24 hours into my first MiniLD and it is going pretty good so far. I decided to do something different than I normally do with a more story driven game but it is going well so far.

  • Animations are done
  • First scene is done
  • Basic Mechanics are done
  • Story is incomplete
  • Narration isn’t done
  • Dialogue isn’t done

No spoilers on the story but I’ll give some screenshots 😉

Our protagonist standing at the edge of the first level/scene

Our protagonist standing at the edge of the first level/scene

Our Future Dev Screenshot 2

Tags: MiniLD, Story Driven

Comments

dkkarate
20. Jul 2014 · 02:15 UTC
I just noticed that he looks like he’s falling over in the first picture. He’s not I promise lol
20. Jul 2014 · 08:19 UTC
Looks cool man! Is he gonna shoot some hoops? :)
dkkarate
20. Jul 2014 · 12:34 UTC
haha nope. You’ll have to wait and see 😉

The story so far…

It is a period of nonexistent civil rights. Piriform bouncers are trying to maintain the Congress, but the Ethmoid Constellation are having none of it! They keep running the whole of Space! Our hero, the malformed Rutherford clone, must use his parasympathomimetic compound-crossbow to defenestrate the bad guys!

The final friar, Jiggawatt, uses his friendly vitriol to contemplate some serious llama!

I am back and totally in!!! :D

Ay – up, fellows Ludum Darers!!!

Just lettin’ you know I am back from my 10 – day trip, just in time to make MiniLD #53 game ( I had few hours to make it!!!), and I made it, so check it out:

The quest for the capsule!!!

35464-shot0

Progress report mld53

Some progress to report:

  • Simulation of world powers is running.  Needs some tweaking and initial values, but it runs. Excellent work by Daan.
  • Graphical representation of the state of the world with regards to the largest powers (Russia, China, Europe and America) works and is a surprising amount of fun.
  • Main storyline is written except for the endings.
  • Story events and outcomes written. Needs tweaking after being run through the simulator.
  • Some simulation events written.
  • Graphical interface to show event-outcomes still needs to be done. Fingers crossed!
  • Ctulhu is surprisingly cute.
  • It is a lot cooler today. Thank god. Back to work!
Ignore the fact that China controls the middle east. Or don't.

Maps! Controlled countries!

Tags: miniLD53, mld53, progress

Comments

0bl1v1on
20. Jul 2014 · 09:23 UTC
This looks great dudes! 😀
20. Jul 2014 · 09:46 UTC
That looks awesome as, is there a video? I really want to see it in action. 😉
20. Jul 2014 · 09:59 UTC
Thanks! If we have time we will defenitely post a video/gif thingie, but that might have to wait for the post mortem.
0bl1v1on
20. Jul 2014 · 12:21 UTC
Ahh, that sounds fantastic! Good luck guys :)

So, please, Move! Post mortem

I know the event is not finished yet, but I’ll write it anyway.  I have nothing else to do at the moment 😛

It is the second time I hit the “submit” button and this time I think I can consider myself proud of this. My first game didn’t go very well. Lots of bugs, missing levels, features not present due to the lack of time. Things that happen to all of us during our first experiences. But this time I think it is different. I used a different approach. Instead of hard-coding the game for two days without any break like the nerd-est person in the world, I prefered writing a book-like game. No more advanced breath taking bind blowing physics (ha-ha) and graphics (double ha-ha, but it actually took me half a day and a lot of energy just to draw the player animations, lol).

Just THREE simple images(I drew them in two hours) and text. A lot of text. It was pretty simple to display it on the screen, since I was using my beloved SFML library (I fell in love with it at first sight 😀 ).

So… what is the text all about? Knowledge, my friends. Knowledge, and a bit of quantum physics.

Will we ever run out of new things to discover? I think it is the same question as “will we ever run out of new music?”. I don’t know. Who knows. We just know that everything, every discovery, even the “impossible” ones, like finding out more about the dark matter, for example, CAN be achieved.

They say our imagination is our limit. I don’t think it ‘s true. Maybe it’s like knowledge. Like music.

All we know for sure is that we have to keep moving, never stop, don’t look back for too long, since maybe we are the only human beings in this universe who can take the full controll of it.

That’s all.

Oh, and yeah, I quoted A.Einstein in the last part of the game, regarding the implications of quantum phyics in the macroscopic world.

I hope you like this entry and please, the most important thing: let me know what you think.

Thanks.

See you the next ludum dare 😀

Comments

Doomista
20. Jul 2014 · 11:07 UTC
I like the story of your game. But I think you could add some gameplay in it. I code in SDL, with my own engine, because SDL is very user unfriendly (unlike SMFL, but I never got used to it) and I can guess, that rough coding of So, please, Move! could také only 2 hours tops, so you got plenty of time to add some very basic adventure features like exploring the room of young child and the study room of old professor, allowing player to use some object and be rewarded with brief information on what it is and what the person in the room thinks about it.
0bl1v1on
20. Jul 2014 · 11:58 UTC
A little more gameplay is never a bad thing, as Doomista said. I haven’t played it yet though, so I can’t judge! I’m still coding away – got about another 10 hours. I’ll definitely let you know what I think though!
Available0xFF
20. Jul 2014 · 16:17 UTC
I used SDL for a while, but then I switched to SFML because it has more features ( e.g it has more control of the vertex and pixel stages of the pipeline which, if I remember correctly, you can’t use directly in SDL).

At the moment I’m not going to modify the game, but you gave me a great suggestion. Maybe I’ll add some gameplay, more levels, more things to do, in the future. Oh wait, but… the future is now!

Time Constraints and Coding Complaints

Hi all. So we are approaching the end of our allotted time – midnight. Correct me if I am wrong though, but we can finish up later than the 21st at 00:00, right? I have about 10 hours of my 48 left, and I would love to ACTUALLY use all of them.

My game (which still has no name) is coming along though. Lots of dark elements, world exploration, and deep(ish) quotes. The basic framework is solid – it’s basically down to hardcoding each worldspace and its logic. Oh, and some final pieces of art; all this hand-painting is taking its toll on time though. My approach to the theme may not be to everyone’s taste, but then again it’s my game so you can all shove it . 😛

Coming Along

A strange version of our world, where you play as a small bird on a quest.

Because this is my first LD experience, I have come to a a few realisations – the main one being that I am far too pedantic about performance-oriented and neat code. I can’t tell you how many hours I’ve wasted  code blocks because they are simply unneat, or wasting time of non-gameplay breaking bugs/control issues. If it doesn’t feel perfect, it bugs the hell out of me. But I’m learning to ignore it in this case – there’s no time for OCD-esque behavior here.

 

Happy coding everyone. See you on the other side.

Tags: MiniLD #53

Comments

20. Jul 2014 · 13:43 UTC
Good luck with the final stretch!
0bl1v1on
20. Jul 2014 · 15:26 UTC
Same to you guys!

On not finishing…

 

I had a lot less time this weekend than I hoped I would, so it looks like I won’t make the deadline. I learnt a lot about some of Game Maker’s more advanced features and I’ll continue to work on the game until its finished. Looking forward to seeing what everyone else can do!

Comments

20. Jul 2014 · 17:41 UTC
Better luck next time, hope you had a good time!

Progress (and bugs)

inprogress1

So in the process of preventing the enemy from tripping backwards and suffering a gran maul seizure, we’ve apparently given him the ability to glitch through walls. Like I said, I suck at A.I.

In other news, the base construction and terrain are coming along nicely. The basics of building is done, and what’s left is to allow for multiple block types and defenses. On the front of enemies, we’ve got to create spawning, give them health and actually make them dangerous.

In short, we’ve got a long way to go and a lot to do. Even so the knowledge gleamed learning to not suck at Unity will really help in the long run, and will prove valuable come August’s Ludum Dare. Besides that, watching the A.I. I wrote fail miserably was incredibly funny. Hopefully we’ll pull this off, but even if we don’t, fun was had.

Oh, and I am so including an option to ‘un-fix’ all the glitches on the A.I. – there’s no way I’m restricting that fun!

Tags: AI, glitch, mld53, Team

Yamanu Game Engine 1.0 – Video

Hey!

There were some people who downloaded and used Yamanu 1.0, and so I thought, if the documentation wasn’t thorough enough, then a video would be okay to show! Here it is:

http://youtu.be/K9EKy0dB_BI

(Sorry, couldn’t embed it the way I wanted)

You’re welcome!

– Gandalf1209

Exit : Escape from the bunker

Hi folks. I am proud to present to you my first project available on Desura. It is a small-scale FPS based on the old-school pixelated style. To start this game I have used this crazy source, but I have changed many many many aspects – it’s totally different now. In random mazes the player must find his way to pass through 20 levels filled with aggressives creatures to reach the surface (LD29). In crates we find ammo, supplies and health – also some skulls which we can throw in the face of our enemies (find the golden skull)… I have some keys which I distribute for free. If you want try my game, send me a private message by Desura and I will give you a key. You will be friendly if you post a review on my page. Thank you for you support my friends ++

http://www.desura.com/games/exit-escape-from-the-labyrinth

Future Summer

I made a game over the weekend for Mini Ludum Dare 53rd. The theme was – The Future Is Now.

The name of my game is ‘Future Summer’.  It is a combo of first person platformer, 3rd person mouse click to move, and cinematic scenes of the camera moving.

The game was made with my usual process – digital painting, 3d modeling, texture painting, and finally game design with Unity3d.

Go play it at GameJolt – Future Summer, and get more details/process at BroBeurKids – Future Summer

snapshot16 snapshot15 snapshot13

Tags: future summer, linux, MiniLD #53, unity3d

Real World Ludum Dare 30 Gatherings [37]

While Ludum Dare is typically an online event (make a game from the comfort of your home), many real world events happen around Ludum Dare. Here’s the list:

If you want your event on the list, post a comment letting me know where your event is. Be sure to include a link to further details (either here on the blog, or elsewhere).

[solved] Can someone make sure my game runs?

update: solved

its just some realy stupid people did not know how to extract .rar files.

thanks,

German Kuznetsov

So it works fine on my PC, but some guy commented that it did not. So please here is the download.

near the bottom of the page it will say “IRS WARS CAMPO VERSION” to the left there will be an blue arrow.

click on it to download it. next extract its contents and double click on the jar file!!!

thanks,

German Kuznetsov

Comments

W3sT3rNw
22. Jul 2014 · 18:25 UTC
Работает, даже на не рабочем компе где ничего дополнительно не установлено (никаких jdk, обновлений)

Works
tokw
22. Jul 2014 · 19:42 UTC
Hey your game works but is very buggy what did the other guy say? exactly.

Ion v1.1.1a[Update]

Hello Guys! And welcome to Ion v1.1.1a!.  In this update we added the following:
-The ability to shrink you player as well as grow back
-Coin blocks
-Coins
Game Play Video!










download now!
Note: Stay Tuned this game will be updated regularly! 😀