LD30 August 22–25, 2014

Take a break again!

I said this before and i say it again. Take a little break and go make something else… I, for example, love slashing k-on girls with salami wolverine claws in my freetime.

(sorry for my horrible english :D )

Sunblaztor is getting more done!

My first solo game I do and it’s getting more done! Here are some screens and a song I made for it.

logoheader

screen_3

Comments

Quetzakol
23. Aug 2014 · 15:04 UTC
I really like the song !
microapple
23. Aug 2014 · 15:26 UTC
What software did you use for the audio? It’s killer!

Assets progress

A little update from my project about the mythological character Charon !
Some more polished assets and decor elements. That’s how this looks like in Construct 2 for the moment :

hop

My objective is to finish the art today, and begin to work on the music and the mechanics. I still have the characters and the whole background to do, I hope I’ll have enough time !

Tags: styx

WIP : Artwork

The hero animation is coming along pretty well :)

idleidle_side

Time to add gameplay, right.

ldd

Now i just need, um gameplay.
Whatever that means.

Next small step

Okey, I was reached a deadlock for a little, but now after some hours of sleep I’m ready to work again.

This is what I have now:

somethingstrange

It seems not so beautiful as planets, I’m working on it 😉

basic game mechanics done

The mechanic for my game. You have to change back and forth between 4 worlds to collect everything and complete the level.

I have the basic character movement and world rotation working.

Progress Nr.1

After working for about ten hours Toon and I created half of the gameplay and already a first Level.

Please note that the earth and the moon Sprites are placeholders and will be replaced later on.

Next we will create an animation and a 2nd Level.

 

Unbenannt

 

Better late than never I’m in post!

Angry at theme, then got an idea but had trouble with my basecode. finally fixed that though so here’s a link to it.

Going to use html5/webGL for the code, the basecode handles initializtion, basic matrix math, wavefront obj and md3 mesh loading with textures and has some routines to handle collisions and very basic sphere intersections with the code.

For tools it’ll prolly be a mix of aseprite, photoshop, modo, gmax and possibly tiled for art, with deflemask tracker and audacity for audio.

I guess that’s it. Let’s go!

Early Screenshot

Cross-posted from brianmacintosh.com

Just starting the first real day of coding. I started off this jam thinking of making some kind of simulation game – something where you, in a relatively low-pressure environment, could build up a system or a network and watch it do its work, like SimCity.

Justin and I had a short brainstorming session when the theme – <b>Connected Worlds</b> – was announced. They say to never go with your first idea – however, after considering two-screen tower-defense games, games where dinosaurs are attacking the modern world, games with constellations (I really liked that one and I hope some other people do it), and meeting Kevin Bacon, we eventually went with just that. This will be a game where you build up an interstellar shipping empire, moving goods between planets.

I also wanted to try to make use of multiple windows or views, and that goes well with theme. We’re pretty sure we know what we are going to do with them. Early screenshot:

Ludum Dare 30 screenshot

Moves and shapes

I’ve added basic movement and started to put together some tiles for my heaven and hell theme. Obviously still a way to go, but I’m happy to see it’s progressing:

shapes

Level Design…

Level Design is pretty hard for puzzle games. You have to make sure to introduce the new mecanics in order, while having the player not feeling like it’s a loooong tutorial.

I found some things that are pretty hard to find, great for the last levels !

screen3

Gonna Finish 100%

I was very disappointed it didn’t work out as I wanted, but I guess I should be happy I get to make it in time!

Here’s a bonus pic:

Alfred Senior

First Steps

So… Connected worlds. For me that means an overworld and a shadowy underworld and the things that connect them.

The idea was to have a pretty simple game and then spend a lot of time on art. I really wanted to play around with some sweet low poly style for a while. Stuff like this:

From Heather Penn

From Heather Penn

So for now I want to finish the gameplay today so I have all day tomorrow to make this thing pretty. Currently it looks like this:

LudumDare30_1

Unity Screenshot

 

I’m not as far as I wanted to be because I initially struggled with the Unity Thirdperson controller. I fought with it for a few hours before I gave up and build something new from scratch. Chalk that one up to learning experience.

Also: You can watch the stream with me here:

http://www.twitch.tv/geelab

Level selection!

Level Select
Finally got this effect working! Base gameplay is done too, now let’s add some levels and polish it as much as I can. ^^

Comments

lion123
23. Aug 2014 · 15:01 UTC
Wow, that’s awesome! Didn’t you spend too much time on this? 😀
23. Aug 2014 · 15:04 UTC
Cool!
Eli
23. Aug 2014 · 15:07 UTC
Nice effects!

I’m giving up

Hey everyone. So I had a great concept, and, well, development’s going well, but I’m both too tired and too unmotivated to do this. All I want to do is play Portal 2 this weekend. However, I might work more on this game later this year and release it then. But for now, I’m out for this time. Good luck to everyone else!

Progress #1

Started a little late, but whatever :)

Idea: Same places in different realities. Small change in one of them may have huge consequences in another. Puzzle platformer game.

Little steps with ThreeJS

My progress so far:

progress

I hope to finish all game mechanics (time & space traveling thing) today, so I can start modelling tomorrow \o/

I’m updating my github repository ( https://github.com/fourty2/LD30 ) regularly, if you want to follow my progress 😉

Tags: threejs, webgl

Joining in Late

Well, the compo is over a quarter over with, but I’m going to try to join in anyways. I have a quick concept that I hope will do well despite my lack of artistic (both graphic and sounds) abilities. Last night, I realized that the best connected worlds are ours and video games. I’ve made games that have broken the fourth wall in the past, and I plan to do so again with a simple game of Pong. 😉

ow my brain

So I’m going with my first idea despite all talk I’ve heard of saying NEVER USE YOUR FIRST IDEA. Because I like to live dangerously and because my brain hurts.

Concept is two planets are in a collapsing universe and they need to collide to create a new one, while avoiding the black hole that is expanding in the center.

The two circles (planets, whatever) mirror movement, and one they ‘collide’ they become the two primary colors of the background in the previous universe.

It’s really simple, and kind of a beat the clock type thing as the black hole will expand faster on each level.

I don’t know I’m just concerned with figuring out how to animate my black spiky things in the middle at this point. Here’s what it looks like so far:

 

Screen Shot 2014-08-23 at 12.54.33 PM

End of Day 2

Day 2 comes to a close for me, as I have wedding to get ready for and attend (don’t worry, its not my wedding).  I have completely started over with a simpler idea.  Hopefully I can pull it together on Sunday in time to submit.

 

SS Day 2

 

The goal is to connect the worlds of the same type to clear the map.  When a loop is formed with the nexus (the square), the worlds are removed.  Once all worlds are removed the level is complete.  It may be too easy, but most likely adding art, sound, menus and polish to this will take all of my remaining time.

 

Interaction Completed!

Hell yeah!

Better late than never(I was lacking of inspiration)

I’ve finished the interaction system with the environment.

Here’s a little shrimp of my game 😀

I hope that I can get the game done at time, since this is my first Jam.

RobertAguilar

Tags: enderargent, Ludumdare, rippergames, robertwiggin

Late entrant is late…

Frustratingly, I have only just had an opportunity to get started on my entry, so I think I’m probably going to have to go for something quite minimalist.

Speccy-style graphics it is, then…

wierd

 

Dutch dinner update

Beer and Carbs

 

Beer and carbs, it’s what’s for dinner!

So far so good, pretty pleased with limiting myself to realistic ideas and game mechanics. Feeling a little worried about the actual ‘fun’ presented in the game, but we’ll just have to see!

Dev on!

 

Tags: dinner, food, LD30, Ren'Py

Adding a Cutesy Touch

While designing our game’s protagonist, we started with a placeholder red cube. We later tried a burly miner dude, but it didn’t work out. Sooo….

flash-10-win 2014-08-23 12-51-38-31

 

… we went the “cute” route, with a girl spelunker sprite.  We’re adding an in-game shopping system now – and no, it’s not because our lead character is now female. It just fits the game.

Ok, that’s all for now. Back to work for me.

The beautiful early stages of game development

WhatTheHell

 

Screenshots of early development are always wonderful because they rarely make any sense at all. What’s even happening here? It’s a mystery.

 

 

Drawing the hero

Drawing our hero while listening to Foo Fighter’s “Hero” ^^

Damned ! we were too busy to introduce ourselves !

We are the team behind !

We are :
François : Arcade game part developer
Sky : editor game part developer
Ludovic : Environment Artist
Dmeat (myself) : Character and FX artist

Let me describe the game quickly :
This is a asynchronous multiplayer game where you collect resources from your personal chunk of land and by raiding the other player’s land. With your resources, you can build up your home with a ludicrous amount of furniture, and of course deploy defenses to prevent enemy players from raiding your stocks !

The background story is yet to be defined, but the players will be able to play as a character from one of 4 enemy houses. You can share some of your loot with your clan and get some regular income, or keep it all for yourself, or even sell your fellow warrior’s garden location to an enemy in exchange of valuable resources !

signs

More details coming soon !

Dmeat

(Untitled)

Render of planetChunks
Delicious art renders, hmmm… The planet chunks wont actually end up this nice and spherical in game, we’re using 2d physics so all the chunks exist within one plane and orbit around a central point.
All Hail the Whiteboard!
and here’s us worshipping the almighty whiteboard.

In our game your hungry survivor group is stranded upon a planet shard and they will require ever increasing amounts of land to satisfy their needs.

the player needs to connect different planet shards via Grappling hook and make sure that those shards stay connected to feed the ever increasing population.

at-least that is the plan when we get around to working on actual gameplay ;)

and finally here’s a webplayer to our current build, There’s not really any gameplay to speak of. But it does set the stage for us to build on tomorrow.
Unity Webplayer

First prototype

Some development on the engine and setting up game data for what will in all likelihood be a noirish side-scroller. Still working on the story, but it won’t be a very long one.

screenshot1

Bound – Level Generation

After a late start this morning, I’ve spent most of the day working on procedural level generation for my game. You can see some of the results below:

boundlevelgen

In the final game, each coloured block will be a stand-alone module which can be moved around to open up the path from the start (the red block currently) to the end. Currently the path is pretty linear, but I have the individual blocks generating using a template system from eighty different designs. The levels vary in length and complexity.

I’m not sure I’m going to have time to finish the actual game, but learning this much has been pretty fun so far. I have a very definite idea of how the final game should work, but there’s a huge amount left to do. The blocks you see here make up a platforming level, with controls similar but not identical to Super Meat Boy. The screen will be split into two, with a character on one side pushing the blocks around while the character on the left tries to navigate through them.

Social Network Simulator

I thought it could be a cool idea to create a “social network simulator”. I had tons of ideas and possible features, but I only have a few free hours during the weekend, so I had to cut it down to a basic project. I could either make something about chatting with others with serious narrative … or I could do something silly just for fun 😛

So I’m making a game with little interaction and no specific goals, just something quick to have fun. I’m still working on the code, but I made a prototype with a working activity feed. I’d like to add a bunch of real or fictional characters with randomized messages. I’m open to suggestions, who would you like to see on bookface?(name not final).

Twitter

 

spaghetti mechanics

 

 

x

 

Reading up on orbital mechanics while eating spaghetti ala olio con bacon. Not convinced my game (a Ports of Call / Kerbal Space Program crossover) will be done before deadline, so I’m trying to dumb down the mechanics a bit.

 

 

A puzzle game… again…

So, I came up with some kind of puzzle game idea. Again, really wanna do something else some time, but puzzle games are simple.

So the idea is to create elements on one world and then combine the elements to a molecule in the other world… Really really simple graphics.

AsteroidChem

First time using pygame (never tried it before) and has only used python for about 5 hours before this JAM!

21 hours (incl ~7h sleep) to go for me (got other stuff to do). Looking good on the time aspect at least!

Comments

rd127p77
23. Aug 2014 · 15:20 UTC
Pygame is quite simple, my suggestion is keep files small so they can be easily debugged, and the game looks great for first time making one.

I still dont have anything…

I dont have an idea, any art/music, NOTHING! I may just call it because I dont know what to do…

Comments

WerewolfMage
23. Aug 2014 · 15:18 UTC
Give it until noon; take a shower, take a walk, open up, receive…

The Goal: Playable Within 24 Hours

We’ve got a couple of hours left and we’re planning to have something playable by the time we go to sleep (3am UK time – 25 hours after the theme announcement!)

The basic building blocks are in place, with trade routes for our ships, a moveable map and the beginnings of ports!

Join us on the stream to see if we can manage it, twitch.tv/literalgames AND have a chat (we need help staying awake!)

Meanwhile, have an explosive gif:

Xplode.gif

BOOM! (Pending a bit of boat jiggle to give impact)

Day one done

bfxck

Here’s what I’ve done with the game so far, the look and controlls done…. now to the actual gameplay.

Looks like it’ll be Art-sy this time!

After 18 hours of dicking around I finally have something to show for it…

GatekeeperScreenshotTreeGatekeeperScreenshotRain

I wanted to make a puzzler at first, but I think I’ll try go for story-telling and hopefully some emotional impact this time :]

#01 Getting Started

Hello everyone.

This is my first time taking part in Ludum Dare so I’m pretty nervous.

Wasn’t very keen on the theme so it took a while to decide what to do.

Here’s my progress so far:

Platforming...

I’ve managed to add the basic platforming now so hopefully this will give me a good starting point for adding in the ‘Connected worlds’ theme. I have a very rough idea of how I’m going to do this but we shall see if I manage to actually get it working.

Not sure if I should sleep or continue working into the night 😛

Day 1 Progress

Going to bed soon, here is a little gif of my progress:
Gameplay gif

So I’m making a puzzle game, the goal is to connect the planets to make them move in the teleport areas. I still need to draw a lot of stuff, make some levels, add tons of particles and polish the game. See you tomorrow! :D

Colors

I’ve written a color thing that took way longer than it should. It basically picks 10 colors that are distinct from each other. That way you can tell the difference between all the different civilizations.

ldscreen (3)

 

I might have aimed way, way too high with this.

Prototype working

I´ve implemented a lots of features and the core game is now working (you can´t loose but I´ll fix this I´ll promise 😀 ). I didn´t want do do another 2-world-puzzle game so i did some interpretation on the theme and voila:

Unbenannt-1

Entry for playable demo

You play as Marc Zuckerberg and manage a social network. Connections everywhere *yay*
Whats the game about? You want to create a worldwide social network with lots of features. But you also have to manage not running out of money.

So back to work, have to make you loose ^^ And i need to do lots of tweaking and balancing… And a menu would be nice… And highscores… So much work to do 😀

GameART & Story Update

After I thought about quitting & instead investing more time in helping other participants – and the encouraging words by you guys, thank you! – I decided to rewrite the story.
The player is helping a girl to deal with her depression, wandering around in her memories.

level1_a
level1_b

As you may have noticed, there will be quite a change in the levels look, as you progress.
This goes along with the story, which is told trough notes & childhood objects.

The player also is informed about depression in the progress – it’s causes, symptoms and ways to deal with it.

What do you think?
P.S.: Feel free to drop me a link to a WIP of your game :)

First set of physics tests

…I may be being a bit ambitious with this one. Oh well, I’ll see what I can get done before the end!

first-test

Note to self – Make stuff prettier. Also make lighting.

What I used my first 24 hours on

Hello, everybody! :D

I’m taking part in Ludum Dare for the fifth time. The game I’m making this time is a bit more ambitious than the ones I’ve made before, but my coding skills have improved a lot so I’m quite sure I can finish this on time!

Actually, it’s already feature-complete and mostly bugless. It only needs a main menu and some particle effects and sounds. I’m going to spend tomorrow making those and improving the graphics.

My game is currently called “Connection Chase” (subject to change). It’s a fast-paced tactics game with player vs player, player vs AI and AI vs AI (:D) modes inspired by Galcon and other similar games. Each player controls a single ship they can move between adjacent planets and conquer them. The first player to conquer 85% of the planets wins.

A WIP screenshot

There are four different kinds of planets: inhospitable planets grant no bonuses, and trade outposts allow the player to travel to other trade outposts under their control almost instantly. Research stations grant the player ship a passive 20% speed bonus as long as they are under the player’s control. Warring planets instantly turn adjacent enemy planets neutral when conquered (thus removing research station speed bonuses, for example).

The planets’ names are randomly generated (I’m going to improve the generator if I have time) and I’m planning to make the level randomly generated as well.

So, yeah, that’s what I’m doing. :D See you all tomorrow!

Video Game

I’m making pretty good progress; my game is starting to resemble a game.

The idea is that you make your way up to the constantly cycling portal above your world, in search of the one universe that doesn’t entirely consist of a bottomless pit with various hazards floating above it. Unfortunately, you don’t have much luck with that.

screen2

 

I’m going to try to add graphics soon, although it does look pretty nice already.

Making headway

Morning number one and we have a ship flying through space! getting the mechanics on-screen is next on the to do list.  Meanwhile, here’s some eye candy that doesn’t involve the strangeness around our space.

flying blocks

Forest friends, chilling

chill

Aaaugh, what the D:

Finally getting some art in there.

Now worlds are indeed connected!

We’ve made some progress! Now planets are connected with working(more or less) portals and you can travel between them in a ship :)

Read more for more gifs!


Sorry for the white dots. They don’t exists in the game, it’s just a gif issue.

That’s how (for now random) portals work.

And here is how our ship flies.

The map is pretty big actually. Also it’s randomly generated :)

Most of it’s done.

I got most of the stuff I wanted to do done today, going out in a bit and I’ll probably be hungover most of tomorrow. Got a lot done though! Its a very simple game and pretty generic I think.

I’m in!

I’m going to use my first person and screen controller (unity): https://bitbucket.org/tapanij/samoojam-first-person-and-screen-controller

It’s public domain except some included 3rd party code. Basically it’s improved standard unity first person controller that includes a gun and carrying rigidbodies around; and hotkeys to toggle fullscreen, mouse sensitivity and mouse smooth.

I’m also going to use Archimesh blender addon. It’s an amazing addon to create room models quickly in blender.

Not sure what else for now. Have fun everyone!

I my game you play an old and awesome aubergine with a top hat and a nice ‘stache, take a look.   This was the first character that i felt like could be put in a game so have fun.My aubergine

 

here it is https://plus.google.com/u/0/photos/104818860747176307930/albums/6050815522130195393/6050815531900456226?pid=6050815531900456226&oid=104818860747176307930

Generic Progress Picture

I’m making progress on Little Jimmy and The Great Imagination Machine.  I think I’ll be able to complete it by the end of the competition, but I’ll need every moment I can get.

I’m bad at art, but at least I have some completed.  Gameplay is absent still, but I think the groundwork is there.

Yes, he has no arms.  I need to draw them still.

ConnectSimilar Compo Entry: first day

Because of anxiety, I could not really sleep tonight. After minutes after the start of the site hung. The tweeter has helped me to learn the subject. I never went to the computer more than an hour. During this time the idea in my head has got lots of details. A link between worlds is a General search in the flow of things. I was pleased to recall his childhood and the games in which my father played with me. We had to draw the figure from memory: those icons transistors. It seems to me that I managed to create something elegant and fresh, with a minimum of graphics and original setting. What do you think about this game?ConnectSimilar Compo Entry

ConnectSimilar by BloodJohn

Basic MP3 editor

Heya,

If you’re like me and you’re running around like an idiot recording messages with your phone you might want to edit them a little bit. There’s a neat little site that can help:

http://mp3cut.net/

Just thought I’d leave this here for those who want it.

 

 

Tags: LD30, mp3, sfx

I refuse to give up (just yet)

Progress has been slow to say the least! I am less than halfway to where I should be now according to my original plan… I am still having issue with getting things rolling the way they should both with the Windows 8 version of the game (which annoys the hell out of me but I can drop that pretty easily) and with my Virtual Machine for Windows development. If the virtual environment doesn’t work then I will not be able to complete this.

I am not giving up yet, but I may have to rethink what I try to get into the final game. I only have working 5-6 hours left, perhaps I can squeeze a couple more hours out of tomorrow but if I manage to complete it’s going to be tight…

Tags: compo, motivation, progress

Coming along nicely!

I set the bar low with this one, and I’m glad I did, because my basic gameplay is already technically done! Behold, the bad graphics edition of Networkaholics!

Runner 2014-08-23 13-40-07-79

Okay, it’s not a lot to look at, but the gameplay is still nice.

The gist of it is, you need to review all the mail and downloads people are sending to each other. If any of it sounds fraudulent/malicious, you need to delete it. If you delete an innocent message or download, or people end up receiving malware, you’re in hot water. In the screenshot, the message being reviewed claims that your version of totally-not-flash is out of date. Sound suspicious…?

Comments

23. Aug 2014 · 15:48 UTC
Cool idea! I like it.

When you realise you probably won’t improve your graphics…

The game has been making some good progress. It’s just that the game is taking much longer than I thought. The major problem is getting hung up with minor bugs. As it stands I won’t be able to improve my graphics… so I’ll have to make the game extra good…

Eveything is coming together nicely

Sewers

We have a working player, simple enemy, great art and marvelous audio in the game after the first day of jamming.

Tomorrow it is a content day. We are aiming for world filled with paths and connections all around – Dark Souls style.

 

I’ll also try to get Oculus Rift DK2 support, but I don’t have Unity pro license on this computer so I need to see what I can do about that. 8]

 

It’s going well!

I spent last night adding in jobs and a few hours this morning fixing some bugs and making it so you can now do the jobs. I also made another planet. Placeholder button textures 😉

I’m doing this differently next time.

Okay so there’s no hope of me finishing my game, even in time for the Jam, so I’ll just explain what I did wrong.

I planned around the theme, but I put the theme in the story, not the mechanics. That’s fine, if you’re a walking IDE. I barely finished the basic physics of the game a few minutes ago and there’s no gameplay at all, let alone storyline! There’s a very, very slim chance that I’ll still make it by coding from early tomorrow morning. I doubt that’ll happen though.

I should have made all the mechanics and gameplay today, instead of focusing on graphics, and then I should have done graphics tomorrow. Oh well. Next time.

So a list of things to avoid unless you’re certain:

  • Your game looking good on day 1. (if this happens by coincidence, that’s great!)
  • Your game’s mechanics being unplanned when you start graphics.
  • High-resolution pixel art (I killed myself with this one.)

These may or may not be painfully obvious but this is my first dare and I just learned them the hard way.

Comments

NRathbone
23. Aug 2014 · 16:07 UTC
Hey, don’t give up! You can still get this done, maybe not in the same way you wanted to, but who cares! Give it all you got and don’t give up. Finish something!
laaph
23. Aug 2014 · 16:17 UTC
No hope of finishing? You have a day left, two if you do the jam! I haven’t even started yet! (Although I might be skipping this one.)

And the coding begins…

Taking a slightly different approach this time around.  I’ve spent the last 16 hours (with some sleep in there!) designing out on paper what I want to create.  I think I have everything to the point where I mostly know everything that needs to be coded, though I’m sure I’ll find things I’m missing along the way.  The general idea here is that since I can’t do art at all, to take the time that would have been spent on art assets and spend it in design.  I guess I’ll find out how well this works over the next 10 hours of coding :)  Hopefully I’ll have the framework fully in by tonight so I’ll have a good solid 10 hours or so tomorrow to refine and bug fix.

And like that, it’s a game

progress03

Finished adding a bit of game logic with consequences, and suddenly I have to actually play the game when testing. Getting there! :)

Update 2:Problems

well I have a few spawning and destruction problems you can have a look at them here:http://gamejolt.com/games/rpg/ld30-untitled/32936/

source is here: http://gamejolt.com/games/ld30-untitled/download-distribution/35192/?os=windows

if you want to take a look and help

 

 

If you have any ideas how to fix that would it be appreciated as I have reviewed old code and the new code is exactly the same but it wont work

First update

So I have been working on it for as much as I can since I got up and I am happy with my progress. Lots of animation and programming done. Still need to finish the player sprites then animate them though. Tomorrow/tonight is enemy AI then if I have time I have a good idea for a possible second level of co-op funscreenshjot1 Trying to focus on fun couch co-op mechanic based game play this time round as usually I try and do story to a certain extent:D

Hope all is good for everyone

a little progress

LgloD

 

starts to look like a game – but it is not really yet 😉

Redo, redo, redo

dude and friend

top: main character bottom: common npc

Today I’ve spent a lot of time wasted on modeling and drawing, and being too picky.
I’ve finally settled on a look for the main character, going from a fully rigged mesh(scrapped) to a sprite.

The final look is pretty simple, but I think I like it. :)

I hope I get around to actually making a game with them in it now!

I’m in you.

A little late but what difference does it make since I won’t finish.

Good. Now that I have my positive attitude out of the way:

TOOLS

DISTRACTIONS

  • Food & Drink
  • Twitter
  • NES emulator
  • Space Giraffe
  • LotRO
  • YouTube

Already have an idea that might not be unfun. Thanks to @JasonCecrle for the inspiration.

Comments

Fanatrick
23. Aug 2014 · 16:06 UTC
Good to see more people from GMC 😉

Good luck!
Kinta
23. Aug 2014 · 16:15 UTC
Good to see you here, xot! (Rebusmind here)

Hope you make a great game, but what can go wrong when you got GMLscripts.com on your side?

Also, what are you playing with your fancy NES emulator?

To start over or not to, that is the question!

I have been wrestling with my networking idea for a while now.

The game idea seems cool, and outside of the box but I don’t know how to make it fun or challenging!

I don’t know if I should start over and try to think of a better and more simple game!

What do you think? Start over and finish? or keep trying and possibly not finish? xD

so hard to think of ideas, might just go into the jam so I can finish this!

SwipeFastStudios Swiping out

Comments

horatiodante
23. Aug 2014 · 16:49 UTC
keep going

Getting nervous

Here’s hoping we can get the spaceships in the… well, space soon enough. You can’t really connect those worlds without spaceships can you?

Comments

Piscythe
23. Aug 2014 · 15:59 UTC
Giant. Space. Elevators.

New camera modes and traintracks

I had to go film someone be soaked with a bucket of ice water so I lost a fair bit of time today, but I’m still mostly on target. I’ve got the train following paths and now with a 1st person mode for firing the lasers and a 3rd person mode for watching your train. The trains now also depart and arrive at stations on the planets. Tomorrow I need to program some enemy waves, and the system for choosing destinations and buying/selling supplies.

Some screen grabs:

ThirdPerson3

ThirdPerson2

ThirdPerson

FirstPerson

 

PacJeweTris development begins!

The idea of ‘Connected Worlds’ game emerged just after theme announcement, but making it bright took a while.

But there it is! The PacJeweTris!

Now let’s develop it…

Too much 3D, switching to 2D

I’ve been toying around with 3D graphics and JBullet, coming up with this rotating colored ball universe thing:

plastic_ball_universe

However, turning it into the game I planned to (space trading) seems like too much effort for the time left, and my brain objects to more 3D math at the moment.

So I’m switching to a 2D pixel-graphics fantasy-themed trading game instead.

Probably dropping out

Am overwhelmed with ADD and don’t have the motivation or mental oomph to do this.

Adding to that I didn’t at all expect the theme that won to win.

Probably not going to do this this time. Maybe later I’ll have another go and try and make something really tiny but I just don’t have it in me right now.

I wish Ludum Dares were more common. :/

How many games am I playing here?

I decided to make a game based on controlling up to 4 platformer games at once with a single keyboard, all of them sharing the same inputs (left/right/jump). Quite hard to manage so many things, but at least it’s fun so far.

LD30 platformer

Try it here

An Idea is Dissolving

Yeah…. no. That’s not going to work at all. I had an initial idea that seemed cool but there’s really no way I would be able to get it done in time and, damn it, I want to get it done in time! So now I have even less time to think of something and actually do it. Probably not gonna happen, but I’m not ready to give up yet. So, back to the mind palace.

Comments

23. Aug 2014 · 16:26 UTC
You can do it!

It’s tea time !… Hum… I’m hungry..

..But just take a look at this beautiful BAT :

Bat

She’s so cuuuuuuuuute <3… Oh wait, She sucks. I think I’ve something really worse than that.

playerF

My current player :X Yes… It sucks. But I’ve no time to draw again his body :’/ Maybe tomorrow !
I’m really on the road, don’t worry about that ! The game is on the rails !
PIZZZZA !

I have cramps in the fingers: X

The little things

The littlest things tend to annoy me since I’m typically a perfectionist. However this trait gets me into trouble here. The light map has issues and its driving me crazy, but I can’t worry about that in here.

 

The start of the empty building all textured:

progress2a progress2b

Lighting will have to come later. I think it’s time for me to get some sleep though. 😛

You touch my tralala

We’re in with Teter, and we are doing a panda who wants bamboo.
This guy will be in the cave of the panda :
Cavator

Some Progress

After several hours, here’s what I have so far. I feel like the process has gone smoother than my last ludum dare, but I don’t want to get too relaxed.

progress

 

It’s a puzzle platformer with a slight twist, being able to control multiple players from different worlds. Still deciding how I want to make it different from other puzzle platformers, that’ll be the hardest part.

It’s time to get out this world

i think i’m on the right way…

concept

 

the planets have something i need, this will take me to another planet…
a long journey ahead until I get home…

Epic Retro Epic progress! :D


Hey everyone! We’re a bit late to the posting party but here is an almost end of day update for our entry. We’re making a third person arena shooter! Here are some pretties to show you what we’ve been up to.

Can you smell the earthy aromas of the tree?

We did some basic level layout with abstract shapes. Our current theme is fantasy based, so this will become some form of elder tree with roots.

Panny. Convict #38201

Meet Panny, our player character. This could change in the future if he doesn’t behave though.

That’s it for now. We’ll do some more updates tomorrow.

 

Happy  jamming everyone! :)

 

Salvation – Adding numbers and Spaceships!

Ok, so after a mini heart attack because I accidently must have deleted one of my scripts, I managed to get it back. Thanks to the people in IRC using logic for me and telling me to check my recycling bin. Silly mistake. I now make backups more often than anything else!

Anyhow, so far so good. I planned out how to tackle the next part of my game. The stats tracking. I jotted down a very simple class diagram to get a feel for my overall games construction.

classDiag

As I note in the little diagram, it makes a lot of sense to use my Building_Instance class to also set all my building stats. This class sets the current selected buildings vector, and calls the kill method in the OverLoard class. Pretty much all things I do with a specific building is dealt with here so why not add all the stats? So I did!

void setRedHAB_stats(){
int populationIncrease = 50;
int buildingCost = 50;
tempBuildingManager.setPop(populationIncrease);
tempBuildingManager.deductCash(buildingCost);
}

void setSolarArray_stats(){
int moneyIncrease = 100;
int buildingCost = 50;
tempBuildingManager.setCash(moneyIncrease);
tempBuildingManager.deductCash(buildingCost);
}

Once they are added here I have a fresh new class where I manage all the buildings effects on the game world. Things like the overall population/current funds etc. I use the Instance class to add each specific buildings stats upon their instantiation. The Manager class then applies these stats to the overall global stats. I added in some debug GUIText to keep track of the global stat numbers.

Next up I am adding spaceship! I keep telling myself not to as they will take a lot of time to get working the way I want them to but then again THEY ARE SPACE SHIPS! D: The plan is to have each spaceship, depending on what world they come from, to add 5 population to the current overall population. The population is going to be broken down into 4 sections, 1 for each worlds race.

So every x amount of minutes, a spaceship or a few depending on things, will dock at the facility. If you can accomodate the refugees (have enough HABs built), then they will be added to your global population. If not, they will not be added, and I plan on adding some more ships that leave the facility. These poor, sick, unwanted refugees will be on those ships :(

spaceships

 

Back to coding now!

Hobo out!

 

 

18 Hours and this is all I have? T.T

Screenshot 2014-08-23 20.04.59

I wish it were more but what can you do :/

What I have is a basic combat system with switchable weapons, local mutliplayer(no game pad support… yet…) and different enemies. The general flow of the game is there, activate generator, kill enemies, kill mimics, get items, next level, rinse and repeat. Currently I’m working on adding all the new weapons. After that I’ll be adding passive items + maybe some enemies. After that, I’m not sure what I’ll being doing, hrm… Maybe touching up some of the art or adding some nice decor.

You can have a go at the game here: Demo

It’s quite hard currently, the onl 2 weapons other than your fists are a spear (pretty good) and a double sided knife (damages yourself, but has 1 hp lifesteal, so hitting multiple enemies is a good idea). Probably ideal to play with a local friend, tho there is no respawning.

 

Hope You enjoy, have fun and good luck on your entries!

 

Some more screenshots

Example worlds to test enemy’s behavior.

2014-08-23 20_14_58-LD30
2014-08-23 20_12_45-LD30
2014-08-23 20_13_22-LD30

Adding now game play elements.

We laugh about the accidentally programmed game end. :-)

Some changes and level 3

I’ve added outlines to indicate where the other world’s platforms are (also you can’t change wodls, when staying inside an outline = stuck prevention).

Oh. And this level is not easy:

level3

Flight demo

http://www.stencyl.com/game/play/27933

There’s a demo of the space flight. The 1 through = sign are the keys to fire sixteenth note bullets. No enemies or real gameplay yet :(

Tags: journal, LD30