LD30 August 22–25, 2014

Joining October Challenge

Hey all

 

I’m a musician and I’m looking to get in on the October challenge if anyone is in need of some music! I’ve got plenty of demos up on my website, soundcloud, and newgrounds (under the name DamienFleisch). So if anyone is in need of some music please hit me up :)

 

Kyle

Pre-made GameEngines:

Helloo everyone:

I have been designing a game engine for around a year and have recently decided to restart it, i am thinking about doing December’s Ludum Dare, If i use a GameEngine i have built, how does it all work, because i know source code doesnt have to be uploaded anymore, but… as i am using something i have built myself unlike for example unity, is that aloud?

 

thanks in advance

Comments

07. Oct 2014 · 06:10 UTC
The current rules of ludum dare state:

2. All game code and content must be created within the 48 hours. **

4. All publicly available libraries and middleware are allowed.

6. Source code must be included.

October Challenge

Have a couple things that I can approach for this years October challnge

Been starting on a top down game, with some minor random map generation, somewhat like a rogue like, but more like an RPG with rogue elements. Going to build it with Phaser to give that engine more of a try.

Another thing is I could work on my LD29 game a bit more: http://projects.agmprojects.com/searchforhope. It’s something I would like to work on more, but i’ve held that off a bit as I’ve been working towards WebGL support in MelonJS.

Not sure which I’ll do yet, but new projects are always fun. Been a while since i’ve started one :)

3D building jams

Hi

I was wondering if there was any “game jam” style competition but only about 3D modeling and constructing around the web?

A bit like a demoscene but limited in time, not ressources.

Or like a break dance battle, showing off 3D skills and tricks on a short time.

Creating stunning environments and stuff and push it to the limit, use procedural or modular approaches!

Comments

16. Oct 2014 · 17:23 UTC
According to compohub.net – there is non, unfortunately.

October Challenge: Pix 1.5

About a year and a half ago, during Ludum Dare #26, I created a game called Pix. Pix was a 2D puzzle game that involved getting the blue square to the green exit. It was for the theme ‘Minimalism’ which I think I incorporated pretty well. It reach #100 overall, and higher and a couple of other categories. Click here to view its submission.

1

Level 27 of the original Pix. Minimalistic style.

I have decided to come back to the original idea and redevelop and expand the game, while keeping the same gameplay mechanics. Ladies and Gentlemen, I present to you…Pix 1.5.

2

Title screen of Pix 1.5.

I have been working on this for about a week now and I have made a considerable amount of progress. All the menus and game systems are in place. About 80-90% of the images/graphics have been made and implemented. I do, however, have a few more weeks of development to go through due to me wanting to polish the butt off of this game.

I am currently working on a level editor which will provide simple and easy to use tools to create interesting and unique stages. I am also working on creating new tile mechanics. There are currently 3 new tiles that were not included in the original Pix, and the teleport system has been re-worked to allow much more flexibility. I also plan on adding a much more complex system to the level editor known as ‘flagging’. This will allow a level designer to assign custom properties to tiles and make them behave in a unique and customized way. The teleporters will be using this flagging system as an example.

Below are a few in-progress screenshots of Pix 1.5 (Click them for full size). Everything is still subject to change. I plan to release Pix 1.5 between 24th of October on itch.io for FREE!! Donations will be appreciated though. More details will be released closer to the time.

3

First level Pix 1.5 acting as a movement tutorial.

4

More complex level displaying multiple different tile types.

5

Example of the new ‘Zone View’ allowing players to view entirety of larger levels.

Thanks for reading!

Comments

0Creds
06. Oct 2014 · 23:58 UTC
Appears to be shaping up really nicely, I look forward to playing the finished product. Keep up the great work! – 0Creds

October Challenge, a romans game

So, I decided to create a game with romans :) and an amphitheatre, dummies to train, swords, shields, yeah :)

 

I’ve used Google Play services as multiplayer platform, but it is hard to make it work cause I need to test a lot, so ,right now I’m making the basic, run around the amphitheatre, confrontate the dummies, and so on.

You can see it on twitch.tv too.

Tags: amphitheatre, arena, roma, romanos, romans

October Challange end of 1st week

October_challange - week 1

The first week is coming to a close. Let’s see what I’ve got done already.

Since the beginning of October Challange I’ve been only working on the UI. I made a mockup how the UI could look on mobile. Which looks like this:

Mockup

Setup

After that I wrote a short TODO list to get a general idea what needs to be done. To make things easier I setup git + bitbucket. After that I grabbed the Unity 4.6 beta because I wanted to try the new GUI for the October Challange. Also I installed the Android emulator Andy so I don’t have to use a physical device to do a quick test.

Progress

I got a little done in through the week. Mostly I’ve been replacing the old GUI with the new GUI which worked mostly like a charm. I got stuck here and there because I wanted to try out some stuff and because I didn’t know that Layouts weren’t under UI in the Component menu… I’m quite happy what I got done with the time I spent.

I’ve got the main menu done with no special art, which I want to change later. Most of the ingame GUI is done with a first draft of the final art(it might actually stay that way). What’s missing is the UI element when you click a planet and the upgrade costs at the Station.

Plans for week 2

I’ll finish my first iteration of the new GUI this week. This should be done before the weekend as most of it is already done. I might replace the main menu art so it all has the same feel.

I’ll have to think about how I want to make the planet UI as I didn’t like the original one. It was unnecessary that you had to type in how many weapons you wanted to sell. In most case you would want to sell as many as possible anyways. Also the information wasn’t where the player was looking. I’ll try to redesign this.

With this the GUI should be done and will need some testing to improve it further. After that I want to add some better feedback for the player to show what is happening. I’m thinking about throwing out some particles whenever something happens, e.g. when a ship sells weapons, when a ship arrives at the station, when a planet gets conquered, when a planet rebels. I’ll try to add effects to everything and if it is too much I’ll tone it down. Also I’ll try to look at the audio. Reiterate over the current sound effects and add new ones to the new effects.

This should be enough for week 2. I’m not even sure I can do all this but I’ll try.

Random Future Thoughts

I have some ideas how a trailer for WoCS will look like. I would love to make a little over the top trailer like BattleBlock Theater did. Short, hectic but the gameplay has to be clear. That’s what I have in mind. I’m not sure if this will happen before the end of october.

I’ll reserve the last week of october for all the organizational stuff like registering for Google Play Store and legal matters.

I’m still not sure how to spread the word about my game. I’ll try to keep up a weekly report on here to get a little visiblity. And maybe make a devlog on tigsource.

 

Opinions on Polycode

Recently, I have discovered Polycode (http://polycode.org/) and so far,  it seems like it will suit me perfectly especially because it uses C++. But I would like to know;  has anybody used it before and if so what are your thoughts on it ?

Thanks! 😀

Comments

JayPC
08. Oct 2014 · 09:11 UTC
I have used polycode before, it was relatively easy to setup and work with. I didn’t get much further to rendering some boxes and such, so I can’t tell how complete the software is, ALSO since I used it, the project seems to have taken a current focus on 2D development(he’s even working on a unity like setup for 2D) and 3D is still under construction(not 100% finished but working well enough)
Kristian Gibson
08. Oct 2014 · 19:02 UTC
Ah, awesome. Thanks 😀

Tips for Java games!

The first tip is to set your window to adjust to the operating systems’ default GUI text, buttons etc. the way to do this is on the line below.

{

UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());

}

 

The second tip is to make a fullscreen window. If you are unaware of how to do so, check below

{

GraphicsDevice vc;

GraphicsEnvironment env = GraphicsEnvironment.getLocalGraphicsEnvironment();

vc = env.getDefaultScreenDevice();

vc.setFullScreenWindow(JFRAME);

}

 

The third and final tip: Have a gameUtils package. It’s really annoying to rewrite code, so just write it once and access it from a gameUtils package if you don’t already!

Comments

08. Oct 2014 · 22:13 UTC
hmm… to be a critic, java games usually dont use swing, but J2D (or some custom library), so that your first tip is useless. However ime thinking of inserting your second tip into my game library. Another way to get “fullscreen” is to Fully enlarge the window and then remove decorations) :)
10. Oct 2014 · 10:32 UTC
If you’re using libGDX, it’s a single line. Just set the fullscreen flag in LwjglApplicationConfiguration:

Beware the crappy GUI! (progress report)

Hmm… Not much game mechanics implemented… In-fact non at all! Well i take that back (see list bellow) But one thing ime ‘proud’ of is my GUI :) (suriusly, its creating an “optical illusion” on my monitor)

Untitled

 

About me: Ime an 13 year old male java programmer.

About the game: I made this game originaly for the TI-84 graphing calculator(download here), but now, almost one year later, i decided to make a pc clone. in the game you ” bounce a laser(s) to hit the target(s)” -me. The original got a 8/10 on ticlac.org.

PC version done list:

  • Most menus/GUIs
  • basic UI(mouse control, dragging level, zooming level)
  • some level file reading.

PC version to-do list:

  • Better/more mouse control (Id Est … auto move level while zooming … interacting with level)
  • finish level file reading
  • Sprites
  • And more…

sorry for bad grammar ime tired

Comments

RandomMan
10. Oct 2014 · 01:00 UTC
The TI-84 version looks awesome.

Creating a Game – A cautionary tale. pt2

In the beginning…

When I first started coding ‘Tower Block Builder’ I set about building up the game engine first. This was to check that I could code the game and to see if it was playable, so no graphics were created and the whole thing was wireframe using the basic drawing tools of Box2D (see attached pic).

First problem was compatibility for tablets and touch screens. Most of the clicks worked for both but ‘dragging’ shapes proved more difficult. Searching out problems on Google is always advisable, but you have to trawl around a bit to find the answer you need. Sometimes the answer isn’t out there and it gives you an idea how to solve the problem another way.

Because of the differences in tablet dragging with a finger and using a mouse I had to allow for both and created two sets of control techniques. Luckily Chrome has a simulation mode for tablets that meant it could be tested as I went – but final testing must be done on an actual tablet and I was lucky enough to have access to an Ipad and Android tablet.

A working game engine was completed and a playable level created. That proved the game could work but then I realised the full game would need a start screen and level select screen which needed the game engine embedded into rather than a freestanding ‘one level game’. This meant building a ‘game shell’ from scratch containing various game screens (start, info, passed, failed, level select) and would have saved time if allowed for from the start.

It was when I began to create the graphics and look of all these screens that the enormous task of creating a game hit me. Don’t forget that EVERYTHING that appears on the screen has to be coded in and created from the ‘Start button’ to the ‘Level failed message’.

With this in mind I began to look for a style for the game. More about that in my next blog.

 

Wireframe_TBB

Day 9: Picking cards and explaining how they work

I know players hate reading complex rules, so I tried to make a screen that would explain how the cards work without getting too complicated. Here are the basic rules:

At the start of each game, the players are presented with a deck of 20 cards and they take turns picking one by one until each has 10 in their hand. After that the battle starts.

When the first player picks the card, all the other cards rotate 180 degrees to face the player sitting across. It’s a two-player local duel game.

My Entry for the October Challenge 2014 – Between the Lines

I released my first commercial title, “Between the Lines”. The game was developed entirely by me, with the exclusion of the Achievement scripts, which were written by Jake Janzen. This game took me about 4 days to develop, it is one of my proudest works, and I’m very happy to release it to the public. I hope you enjoy playing this game, you can choose from playing the demo, which is a slightly stripped version of the original, which has a 10 minute timer. Hope you enjoy playing this game, and if you like it enough, please consider buying the full version, which is constantly updated with new features.

Between the Lines – itch.io

Thank you for reading. Also checkout a community user’s review.

I have made profit from it, so I have competed the October challenge 😀

Comments

10. Oct 2014 · 20:07 UTC
Well done!
punteroanull
10. Oct 2014 · 22:15 UTC
Looks great! Is the source code available?

The Making Of Galacto’s Intolerant

Greetings, programs!

We participated in LD30 back in August and made a game prototype that we were so happy with that we continued our work on it. That game is Galacto’s Intolerant and below is a record of us making the prototype from scratch. Ed, our artist, was kind enough to cut down 40 hours of footage (which we streamed at the time) down to 75min. Hope you enjoy!

Tags: FWG, fwg game, galacto's intolerant, kiwi soft

What I’ve got so far…

I think I’m almost finished with my game  for the October Challenge! It’s a text-adventure I started during last March Break, because I was really bored. I thought it would just be a short little project that I would finish in like a day, but I all I had was the beginning of the story  before the break ended.

 

The beginning of the story.

I came back to it around August, and fixed, and edited a bunch of stuff. Before I knew it I had a decent plot, and a lot of writing. Now I think I’ve pretty much made it to the end of the story. All I have left to do now is write the end, and edit the story. I plan on putting my game up on itch.io and selling it. I’m not sure how much I will sell it for, but it will probably be under a dollar. This is the first game I’ll be charging people money for. I’m kind of nervous actually. I just hope people will enjoy the story. But even if you don’t like it, I’m planning on donating most of the profits to the ebola outbreak in Africa. So at least you can be happy your money’s going to a good cause!

Here’s a little description I wrote that pretty much sums up what my game, Cheats is about:

Gambling is all about strategy. You know this well. You know when you should bet a little, and when you can play around the rules, to rake in the big money. You play with cheaters, but you don’t care. You’re smarter than all of them. But when one of your own goes over the edge, all of a sudden the stakes are raised, and what used to be money lost, could now be your life.

Random bits of the story.

Yeah so that’s pretty much it. Thanks for reading, and good luck to everyone else who’s participating in the October Challenge! I hope you all succeed!

Started to update my LD30 entry

I finally got a chance to work on my LD30 entry.  So far I have replaced the placeholder primitive shapes with some sprites to make the game easier to grasp.  These are sprites that I sourced from the ole’interwebs, if I continue to work on this I will have custom assets built for me.  I still want to hack together some sort of parallaxing background and clouds for heaven, but before I do that I want to put a nice UI in the game and do some game ballasting based on feedback I received.

The updated build can be found here: Click Me!

Pics:

Update1

Update2

Matt

 

Comments

JayPC
12. Oct 2014 · 06:55 UTC
“U A Demon…. Yo”

Can someone Test this??

Hey, after my last few..urmm..unsuccessful ludum dare’s using java i thought i would try to learn somthing new. So i tried to learn python and pygame. So today i made a quick game called catch the fruit – its pretty self explanatory. Can somone here please try the game to see if it has been packaged properly? I need this to work especially after my last humiliating ludum dare entry involving a resource error

It should look like this Catch The Fruit SS

thanks in advance

 

https://www.dropbox.com/s/p4xn57ksz6ez0k5/Catch%20The%20Fruit.zip?dl=0

 

version 2 test:

https://www.dropbox.com/s/rcqc6mjbk3sqt9k/Catch%20The%20Fruit%20V2.zip?dl=0

 

Comments

12. Oct 2014 · 15:08 UTC
I think you forgot to package the assets with the game, also you should use relative paths when referencing files. This is what your log spits out when i try to run the game:

Traceback (most recent call last):

File “Game.py”, line 15, in

File “Game.py”, line 18, in Player

pygame.error: Couldn’t open C:/Users/Barney2000/PycharmProjects/Dodger/Player.png
12. Oct 2014 · 16:05 UTC
Works neat! Funny graphics by the way.

Check out the brand new trailer for Nevado (English)

A promise is a promise,

Here is english version of the trailer for my October Challenge game Nevado!

What are your thoughts about it?

Tags: 2014, ld48, october challenge

Between the Lines – New Update 1.5.6

Hi, I’d like to make a post about the newest update my LD October Challange.

Be sure to check out the game’s itch.io page.  Between the Lines

Below you can find a video by my friend. SpaceMyName going over the update.  Check it out.

 

Here is a text version going over the update.

Update 1.5.6:

  • Added new Time-Attack mode.
  • Play button now has a sub-menu.
  • New Tasks added.
  • Menu Sounds
  • New Powerup: Bomb
  • Added Powerup details at the bottom of the screen.
  • Updated Demo
  • Joypad support. (Basic)
  • Demo is now 5 minutes.