So far, so good..
Gameplay code is all done, if I have any time left tomorrow I’ll try to come up with some enemy stuff 
Time for the graphics! Guess I do all of that tomorrow.
Happy coding everyone, have fun!

Here is a small glimpse of our title screen 
Today we’ve made a great advance in the gameplay and the music. Now, it’s time to sleep !
See ya tomorrow, folks !
Alright, I’ve fixed all of the bugs and now the game is fully playable with music made by ME, animations by ME and scripting by ME!!
Enjoy, people.
(Yes I know nobody will ever see this, but I might as well try)
With just coming up to 24 hours of development completed, I thought I’d take a break from the coding to make a post and show off our progress
Our game takes you on the story of an AI, accidentally unshackled and allowed to grow and explore, hidden away on the worldwide network of computers.
Technologically, the first day has been spent building a lot of the background data structures and the network generation algorithms. It’s been slow-ish going, as it’s one of those projects that doesn’t really have much to show until a lot of it has been done.

An early iteration of the debug view
My partner, doing everything-that’s-not-coding, has worked out all the bits in our design, meaning implementation should be fairly straightforward from here on out. He’s spent the second half of the afternoon working out a story and writing a script for the campaign-come-integrated-tutorial. He’s touched on some interesting points, so I really hope we can realise it all before the deadline.

A later iteration, with preliminary render ability and additional under-the-bonnet work.
Hopefully, by mid-way through tomorrow I’ll have the initial gameplay down. Then it’s just a matter of tying in the remaining features while keeping up with the steady stream of art and sound assets that my better half throws my way.
See you tomorrow folks!
Tags: DevSocYork
Well, it took me three hours but I fixed my bug. It was a very insidious bug, very hard to root out. It was totally intertwined with my code and it took meticulous refactoring to fix. At least, that’s what I wish it had. That way I’d have been justified spending three hours fixing it. In reality, I replaced a * sign with a + sign. I spent three hours struggling, and then changing one character fixes it. 😛
So far it’s going fantastically!
Here’s a list of GIFs:
Early player movement and animation tests
Let me know what you think! The white square represents the character; it will be replaced with an animated character soon. 
Tags: ld #34
…is stop and go to sleep when everything is working as you want – then it’s easier to get started in the morning. I’ve had a terrible few hours with a failed road algorithm, but now I have another idea for tomorrow that will hopefully work out much better!
Wish I had started earlier.. now tomorrow is going to be a rather busy day. But well, I’ve got most of the gameplay and writing done, tomorrow is going to be about content/asset creation, polishing, balancing and stuff. Oh yeah, right, sound and music as well.
As you probably already derived from the name, this is less about growing than about a two button mechanic. Which is a bit meh, but also not as bad as it sounds.

Flappy Spaceship Screenshot #1
I hope you enjoy these cheap asteroids and the magnificent spaceship which looks like a fish. And of course lasers. Yeah!

How Dangerous
I went with ‘Z’ and the space bar for my two buttons.
Space makes you go up, gravity makes you go down. Z makes you shoot. It’s a pretty nifty.
The game itself is a bullet hell shooter, in the style of the ridiculous danmaku games.

here is my game so far: www.martinbeierling.de/LD34 (Unity’s WebGL export works well now. I was really surprised!!)
The procedural generation took the most time, again. There will be more to the game in the end (hopefully):
I streamed the whole day at my twitch: twitch.tv/mBeierling (there should be an on demand video live now, if you care to re-watch this 😉 ). I will create a complete time-lapse after day 2.
Now it is time for a little nap to start with a fresh brain with day 2!! Goodnight, y’all!
Hello all! Today is the end of day one for me! Right now I just have a ship that will fire rockets at you. The goal of the game is to dodge the missiles to grow your satisfaction!
Tools
:
-Java(Eclipse)
-Slick2D
-Lwjgl
Day 1 complete,
A two-button control game – left and right.
A platform-runner.
I could have accomplished a lot more for the time I had put in.
Yep! All the fancy things in this new update! I still need audio, but sadly I don’t know if I’ll be able to get any. I’ll look around online for some though.
Added some UI and an ice attack mostly, along with making the game 3d instead of 2d.
This is my first Ludum Dare, and here is my progress for my game! I’ve had a lot of fun making it so far! I’ll continue developing it on twitch.tv/chaseplayslive
It took a lot of convincing to work on something, but I got some assistance from a friend about my game ideas.. Which were pretty dull to be honest. I’ve already committed to the jam, using the code left over from my last attempt, which was just a pretty basic Java method to link and draw linked Joint objects (with x,y,image,offsets).
My first attempt led to some grass, which doesn’t do much, but blows gently around.
Autograss was fine and all, but I started developing this and made the plant so that we could change some of the things in there.. So there is a chance on clicking the bud that you get either a split bud or a split leaf at the moment, but I’m thinking that in the game you will be able to select what you want on the different buds. It keeps a minimum amount of buds in play.
Tomorrow, I might get into adding some more interesting selectable objects and natural resources so you can build the ultimate plant.. And add some bugs and creepy crawlies, because you’ve got to defend it from something! Maybe other plants? Badgers? Snakes? I have no idea.
left to make mmh.. a simple menu, and i have time yet… maybe i’ll add more enemies and levels.
Progress update (still no name for this game)
I’m working with Love2D
I had wanted to make a game about using a hookshot and gun to gather a giant ball of rope and climb to the stars.
The hookshot is just a line, and the gun fires off projectiles as large as the player (that little blue circle)
So far I have this:
TODO:

I have a playable game tonight! I can rotate my barren planet around using the left/right arrows (that’s two controls, check it) and the rain increases the growth rate of my plants (you heard the word growth, right?). So okay, maybe that’s a loose definition of playable, but it demonstrates the core concept, which is a bar I don’t usually hit by Saturday night. Sure I don’t have any levels, I only have one kind of plant, and a lame growth animation, and I’m missing numerous key game elements, and there’s no music or sound or menus, and there’s really no goal other than watching the plants grow … but screw you, man! It’s playable! Woo!
I gotta keep the energy level up in here before I fall asleep on this pile of candy wrappers.
wasn’t planning on joining, yet here i am.
two buttons, growing. got it.
the current idea is to have each button control something like a gun cylinder, loaded with action bullets (dash, attack, turn..) and hunt other weird gun creatures for their special bullets.
will be using unity and either inkscape or gimp for graphics
happy coding everyone.
Fictional posts added. Some of these people are quite rude, i must say. xD
While i have been working on some code to display graphs for scores. Percy has gotten the NPCs to now send posts. This game is beginning slowly to take shape. One more thing is that these messages are customizable via txt files. C:
Warning: Contains swearing!
So, unfortunately this year, very little time due to actual important future-deciding work going on, but there’s always a little time for your passion! Tomorrow will be better spent on this silly idea. Essentially, you have a fully functional plaformer… controlled with two buttons. One button does all of the actual platforming (ie. moving left, right, and jumping), but only one at a time. The other button cycles through what button 1 actually does.
Oh, and there’s a deadly spike wall coming towards you. That’s an important bit.
The main system is in place, impressive for an hour and a bit’s work, just have to do the following:
I’ll have a lot more time tomorrow, happily.
Yours are all amazing. I knew this wouldn’t be my best entry (certainly not my worst), but hot damn, I feel inadequate seeing these masterpieces. Damn you kids and your artistic talent!
Here’s a fun GIF of a demo level. Poor guy is in for a surprise:
Taha

Check out a quick demo of our game here!

Got started pretty late but managed to get something working.

This is what I have thus far. No real gameplay yet – that comes last, right?
Haven’t been posting a lot here, as its mostly been on my twitter. Follow me there for more frequent updates!
https://video.twimg.com/ext_tw_video/675857395835211776/pu/vid/1152x720/skrYbkCPWBYfSaKo.mp4
been busy all day and now i am very tired. but all that work pays off, with some basic unpolished gameplay features in place for this ludumdare. all though i still got a lot to work on for tommorow as the gameplay is really rubbish . anyways here is a screenshot.
and with that said, i am going to bed right know. night night.
Mabel has had a make over, and I have been getting things tuned.
A few more housekeeping things (loose and win screen updates), then I can have auto level design and Mabel will clean up! 😀 Feeling really good about this Ludum Dare (and only four hours of sleep to boot!) 😀
Uncle Chris
Hey, all. Hope your games are all coming along great and, more importantly, that you’re having fun and learning stuff!
I’m in the fortunate position (for now) of being well ahead of where I expected. The core gameplay is completely done, so hopefully now I can just polish and make it look and sound passable.

(Don’t worry; the tentacles are just an octopus.)
Keep going! You’re doing fine!
We already have a HUD interface, we are missing only the missions panel.
The bar at right is the amount of water the cloud has. It must get more water to grow, and it will shrink when it has a small amount (not visible on video yet).
http://douglascaetano.com/bad_cloud_02.mp4I’ve finished most of my growth mechanics. Next up, level generation and AI. As you can tell, the current level generation is thoroughly complex (and definitely doesn’t consist of a one-liner like ‘(x +y) % 4’).
Also, I hope to have time for graphics. We’ll see though.
I hope everyone else is making even better progress than I am!
Day 1 is over and I’m going to sleep, but before I do here’s a picture of my work in progress Overgrow, complete with terrified citizen.
Tags: compo, Growing, java, two button controls
Hello there.
This is our first Ludum Dare Jam and we are enjoying it a lot. We do pick the theme “2 buttons control” and create a story about a girl that is looking for her boyfriend lost in the sugar cane field.
After that we create the assets:
Poorly we design the first level.
We name it “Jane and the Sugar Cane”. We already have some game play, and the very first level ready.
Now we are looking for new features and new levels. We are open to any critics, be welcome.
I’ve change most of the stuff I was doing… again.
So, nice stuff here. I played around in Construct2. I wanted a laser beam (or Ghostbusters Proton Pack… you chose). I managed to play with the width and distance, as well as adding a water effect to have so curves and random animation. Seriously, it’s been too long since I have done anything, so I forgot most of the stuff, it’s like learning again, which is cool at some point, annoying some other times.
So I have the basics, I can concentrate more on design tomorrow, wich is pretty cool. Dunno if I can complete this one, I guess we’ll see !
To play, you can move with QD (sorry QWERTY, final version will be QWERTY though), Space to Jump. Left Click to Grow/Right Click to Shrink.
Changelog:
Voilà !
I was using Construct2, but it got in the way too much. So I redid the game on Phaser, because it’s more flexible. https://t.co/l979CsbBwg
I can’t name my game but I can make an item store:

This’ll give the player some weapons and upgrades to slash better once I finish it.
24 hours to go! I’ll have to continue working to fully flesh this game out… it’s moving in the right direction!
Good luck with your games, devs!
So I haven’t discussed my idea yet. The idea is a mixture between The Incredible Machine and A Snowman is Hard to Build. Each level is a box like room with some pieces stuck down and cannot be moved and some which the user can place, move and rotate as they like.
The goal is to direction the coloured projectiles to the correct buttons. These buttons then power the next room. Over time you can see that the whole game is a larger system within systems (hence the growing part).
Originally each room was going to have exactly two buttons (to have both themes) but that’s a little restrictive on design with the game now.
Time for a break.
I have a couple of tiles to finish creating and then the mechanics will be ready and it’ll just be polish and level design – hopefully I’ll finish all of that up today and tomorrow will just be that.
Woah! Almost 25 hours gone, and I feel like nothing is done. However, I’ve built the shell of the game and added the core of the simulation system. Maybe I bit off more than I can chew, but it’ll be really cool if I finish it on time.
Good Luck everyone!
So now I’ve got two buttons. As explained before, button one changes which acorn our gnomish hero is pursuing (by rotating clockwise). Button two now plants a tree (provided you’ve got any acorns). Yes, I’m aware that acorns grow into oaks, not pines. (Although, pine cones are something I plan to add if I’ve got time.) The tree art needs replacing and I plan to implement different ages of tree to really get into the growing theme.
Next up, squirrels. Then it’ll actually be a game and not just a tree farm.
http://i.imgur.com/NTgnH8b.gif
Main animations are done but the thing is I have to make a 2nd version for each for when limbs are grown long, so the character will not throw his long limbs around like crazy. Not sure exactly how I will handle it but probably fade between the 2 versions based on how long the limbs are.
Here is the jump animations, the middle part is then a loop for falling: http://i.imgur.com/U7bXWQf.gif
These 2 buttons control everything in Santa’s factory!
+ bonus Christmas lights. You can climb these like ropes!
Progress


Making progress with growing :]
Last commit before going to bed !
One music done (SoundCloud)
Gameplay mechanism : 50 %
And some ugly drawings ( I just remember why i usually work with an artist …)
Good Luck everyone, i’ve already seen awesome games in this LD34 !
clear and nice consistency with the style 😀I think I made reasonable progress in my jam entry “Lumberjacks Must Die: The Story of Treesus”.
After playing around with Unity’s terrain editor I’ve got an acceptable looking clearcut forest. That Japanese Maple in the middle of the screen is you. Now all it needs are some lumberjacks to fight, and it’s done!
Pretty easy! The next step is playing Fallout 4 tonight and all day Sunday, then making the lumberjacks and their AI and everything sometime late Monday night.
So, I decided to tackle one of the game ideas I originally didn’t plan on doing – changed my mind after some quick prototyping.
Behold, rythm-based two controller input;
https://my.mixtape.moe/nisuri.mp4
You’re controlling a robot, which will have certain tasks to accomplish on each level. Your method of control are through word/nibble/4-bit commands that you enter with zeroes and ones. As you progress through the levels you’ll unlock/learn more opcodes and will also get level specific versions where you control different robots that have very specific tasks.
The current list of base opcodes – what will be the base OS of all robots – fill the 1 and 2 bit commands through the following list;
Three bit opcodes will probably be the ones you unlock/learn during the campaign, with four bit codes being specific to certain robots or certain levels, but we’ll see what I decide on when I get there.
You can find the source code on my GitHub and there’s a prototype uploaded for those who want to try it without having to compile it themselves. Windows only at the moment, but the code should work on Linux as well, I just haven’t sat down to make sure about that for a while so I can’t promise anything.
Also, fully scriptable and hot-reloadable. Going to make heavy use of that now that I have to make all the levels;
https://my.mixtape.moe/giwkgt.mp4
All in all, I’m very pleased with my progress, and I hope to be able to finish up at least a basic campaign before the deadline, as well as some basic menus and tutorials.
I certainly hope you’ve been having as fun as me so far too.
// Alexander “Ace” Olofsson
Tags: 2D, Angelscript, C++, progress

So, I’ve finally added the first batch of routes, with text, to the game! There’s even a somewhat coherent plot to this! So far, I only have two ‘good’ endings and a ton of bad endings. Right now, the bad endings are all the same, but I plan to make each of them customized. Other plans include adding a ton of different routes to this game. Art and music will come soon! 😀 For my first game, I’m feeling very happy with the results so far.



The Game Idea So Far:
It’s a tower defense game where the enemy is a possum (only one possum). When the possum reaches it’s goal (a food bowl), it grows and restarts the path with increased health, speed, money reward for killing, etc. If your healthy food bowl towers “kill” it, the possum restarts the path at the same health, speed, and money reward it had before. I’m thinking of having the food bowl towers eventually run out of food and you will have to replenish them with your cash. I’m also planning on having a “time survived” based scoring system.
How will I balance this so that the possum isn’t too powerful but that you won’t be playing for 30 minutes and the possum hasnt even grown once? Any ideas would be appreciated.
After 25 hours I think that one of our little games are “over”. Now we just need to polish.
Well… this game enters the “Two Buttons Control” theme, it was thought to be played in local co-op, but I think that it works well alone.
The mechanics are simple: the button on the right (‘a’) rotate in one direction and open the trapdoors of the left, and the left button(‘l’) opens the trapdoor on the right and rotate in the other direction. The objective is not to die, you die when one of the balls hit the spike on the top.
Don’t know if I upload the game now or just when I’m really finished…
Tags: 2 Roll, ld34, Two buttons Controls, Unity 2D, unity3d

Making 2 games for this is crazy hard. Lol.
It’s coming along though.
Heres a couple of our characters for one of our games.




time remaining is now less than twennyfor hours. if i know me like somebody who’s known me all my life and can read my thoughts, i’d say this is the timeframe in which i really start to shine. i’ll probably >sleep in a few hours because >creature of habit, but there are only roughly infinity things left to do so i think i’ll be ok. still hoping to make compo.
as to the game itself, i’m taking the voxel crystal idea to a sort of puzzly area. my big fear is it’ll be too obtuse. my second biggest fear is that i won’t be able to make shit for levels, and it’ll just be a sort of weak systemic demo (which is what it still was until an hour ago).
here is a screenshot:

ha ha what
if i don’t make it, tell them to play daft punk at my wake. at high volume.
Well, the compo is half over. The time certainly flew by.
This LD, I’m trying to incorporate both of the themes. In this co-op (or single-player) single-screen shmup, you control one of two buttons (of the kind that is pressed), and fight against viruses and other malware inside a computer. As you defeat enemies, you will grow. This mechanic isn’t finished yet. I’m going for a simple arcadey feel and visual style. Here’s a look at the art:
I still need to: add sound/music, add a title screen and perhaps a game over screen, balance the game, add a nice background, maybe add more enemies, and of course, finish implementing the growth mechanic. I think I can do it!
Tags: halfway, ld34, progress, screenshots, shmup
Made a lot of progress since my last update. My pong-like game is coming around.
I added a few different obstacles. This video shows one of the later levels that include static (red) obstacles, and the green ones are breakable, but grow back after 8 seconds.
Day 2 will be spent on adding some other random sounds, more random obstacles, and polishing.
First ludum dare. We got a late start, missing the 1st half of the 1st day to sleep, but we managed to get something going, time to sleep now. Less than two days to go for the jam deadline, hoping to finish it!
growing darkness wip #LDJAM #b3d pic.twitter.com/a1xRWMptQt
— roberto roch (@roberto_roch) December 12, 2015
growing darkness wip 2 #LDJAM #b3d pic.twitter.com/zbLOo7BXPx
— roberto roch (@roberto_roch) December 13, 2015
This is my Ludum Dare entry thus far, it’s coming along sorta nicely. This is my first entry into Ludum Dare so I want to give it my all in the finished project. It should be an animated gif.

Bud the gardener