LD30 August 22–25, 2014

So that’s a wrap on Ludum Dare 30 for me

So I have just submitted my entry for Ludum Dare. This was my first Ludum Dare so I hope what I have made finds at least a few people interested in it.

Living in Australia the timezones have allowed me to get quite a bit of work done when most US/Euro people would be asleep on the first day; so I found that pretty good. Although now it is Monday morning and I have to head into work in a couple of hours; will try to get a few hours sleep before then though.

I ended up creating a resource management game where there is a dying society that needs to gather resources to survive. The gather the resources be taking them from another dimension connected via a portal.

End of Society Intro Screen

End of Society Intro Screen

End of Society Gameplay

End of Society Gameplay

First Screenshot!

It’s about time to post a screen, me thinks.

 

Screen Shot 2014-08-24 at 22.19.37

 

 

Flipside: Progress

I’ve completed development of the my game ‘Flipside’. I just need to compile it for windows (as I am developing on OS X).

Could someone help me compile the game for Windows as I am struggling to do so?

I’m finished.

Good TimeHandler::Time.GetLocalTime()!

Here it is! [LINK]

I had so much great fun doing that one. I also polished my skills a whole lot. I hope my entry will be welcomed with great feedback and I also hope it works for most of you. I had many problems running OGL applications on my friends PC, hence the concern.

I’m already waiting for another Ludum Dare 😀

-Yanthir

Failure is just another form of success(?)

So I was hoping that this Ludum Dare would not only be a fun and productive project, but that blasting through a new project might help unblock me on the game I’m already meant to be working on.

So the theme was announced, and I tried to think of an idea, started working on something, scrapped it, spent a while trying to think of something else, pondered that idea a bit, and scrapped it too. Tried and failed to come up with a third idea, but started having ideas for my existing game, and suddenly felt incredibly motivated to get back to work on it.

So yeah, I sadly resign from Ludum Dare, yet even tho I totally failed to make a new game, I succeeded in my other goal :) next time tho, I want to do the dare properly.

So I’ll start this paragraph with the word “So” as well. Good luck finishing up, everyone!

Tags: update

Good luck everyone!

Officially withdrawing :/ with only 20 hours of free time this weekend, and only six hours left, I have officially completed one level on a shoddy arcade game. Doesn’t even represent the theme yet.

However, it was still experience for me and set a realistic standard as to how much I can complete in a short amount of time!

That’s all this is in the end, a learning experience. I definitely learnt a lot from this!

Next Ludum Dare though, I will be more prepared. I will also make sure I get the weekend off work.

Good luck to everyone! I can’t wait to see some of your games!

Im done!

I made a stupid game, and it’s done now!

My engine was quite bad, so i had some problems with that, but overall, it was quite fun.

The game.

I’m out

Yeah, I can’t even get my thing close to finished on time. Plus I don’t feel like working on it.

 

I might make something crappy and joke-y to submit last minute though.

LD48 #30 entry – Mushroom Connects

Finally, I had time! This is my first entry for actual LD48 compo.

mushroomconnects

Mushroom Connects (between worlds) – an RPG (boring as hell, nothing interesting happens there) where you have to find a magical leaf to save all worlds. Yes, this mushroom was inspired by psylocybin. And the so called “weird” world was also inspired by psychedelics (that flashing walkable tile has codename LSD, check XCFs ;p).

So little time as for an RPG, so I used single layer (because I had no time for map editor, everything done by hand). 40 sprites, one map, 3 sounds, 3 midis, even more images and a lot of code ;x. Also I had no time (and energy) to make all the corners and edges of the map. But still if I had 2-3 days more, I would make it an actual game engine.

A short timelapse here: http://foofland.tumblr.com/post/95663338953/a-little-timelapse-footage-from-the-beginning-of

Entry here: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=28932

Tags: compo, timelapse

trading giving up for some sleep

I spend most of my day fighting with my tools. Pretty much everyone of them in one way or another.

My problem was to give update about their progress to every player and not everyone. It’s multiplayer. I haven’t thought about broadcasting progress, would have saved me half a day. In the end, turn out that flask-socketio provide an object request.namespace and it look like I can use that.

It was… frustrating.
Well, I learned a thing or two. It wasn’t that bad :)

Submitted … and sweat I did!

My head is spinNnNnNning!

This the intro screen, very blue:

info

I used HaxeFlixel + Flash again! Art was done in PS and Filter Forge! Music and FX in FL Studio.

Division by zero and null pointers were heavily used in the development process!!!

And now I will clean up my home, because things have been … neglected.

 

Lorries in SPAAAAACE! First playable version

Lorries in SPAAAAACE! is an interplanetary haulage management game. Buy space-lorries, and send them off to buy and sell goods between various planets. There’s no real goal yet, but I’ll be putting one in tomorrow, all being well.

Lorries In SPAAAAACE!

The game’s not done yet – I’ve decided to go for the 72hour jam rather than the compo, but the game’s done enough for people to play it (Unity web player). Enjoy, and let me know what you think! :)

Tags: browser, playable, unity

Finishing up my game, streaming it

For the next hour or two, I’ll be finishing up my game. For anyone interested, here’s the stream: http://www.twitch.tv/josh1billion .

In total, I’ve spent about 3 or 4 hours on the game so far. My plan is to only spend another hour or two on it before packaging it up and submitting it. A 5-6 hour game isn’t going to be a very good game, but I’m happy for finishing up my first entry in a game dev competition.

The plan for what’s left:

  • Finish up the enemies, by adding a little more variety in their sprites, and by giving them AI to chase the player
  • Add a “game over” condition
  • Improve the map generator, making it so the player won’t get stuck inside of water/lava/etc.
  • Add some more tile graphics, so that the worlds look a little more different.
  • Add some indicator as to which world you’re in (World 1, World 2, etc.).
  • Maybe add a title screen.
  • Add sound effects (won’t be audible in the stream, since I don’t have a microphone set up, but gotta have them for anyone who downloads the game)

The source code will all be on GitHub.

Testers needed

Only a few hours remaining and my game is almost done. It still could do with some polish, but I am in desperate need of some testing.

Uploaded here: http://oana.itch.io/multiverse-connected-universes

Please give it a try and let me know if you notice any bugs or if any part of it is too difficult. Any other thoughts and feedback are welcomed as well!

Comments

24. Aug 2014 · 17:53 UTC
I found it quite difficult (games with inertia/momentum often are), but I really like the concept and smooth motion of everything – great job!

Who doesn’t like jam?

Yesterday I thought I there was a big chance I wouldn’t finish, now I think I will, provided I enter the jam. In theory I might do it within the compo deadline, but it would physically be an irresponsible thing to do.  So the Jam it is!

I’ll never win prizes with this thingamajig anyway.

 
Yesterdays state:

screenshot midway
Current state:

screenshot day2

player interaction done

graphics done (except for ending animation)

most of the game logic is done, but still testing the winning condition (oh, my program just crashed! so really needs some work)

Some music is recorded, but a little mixing would be nice.

Todo:

make a todo list

stuff mentioned above

See you tomorrow.