LD34December 11–14, 2015

Update #2

Could not resist refactoring most of the code… Doh!

But I learned quite a lot and it allowed me to quickly fiddle around with the layout. I came out with a layout that makes more sense and is easier to code too so yay!

Better layout

Better layout

I cannot believe that it is 11pm already! I guess I should eat something :-)

We are made of coffee.

Some mechanics in place, some art. Actual gameplay, UI, and sounds tomorrow?

sugarbyte x johnicholas

sugarbyte x johnicholas

“Day 1” complete!

Unfortunately I forgot to take this weekend off, so I was only half able to work on my game. :( Hopefully It’ll be finished in time.

Basically, it’s a ridiculous over the top MOBA style game where you’re in a gardening competition (The International Gardening Festival) and big money is at stake, so your genetically modified plants have to pull out all the stops. I’ve planned out 20 individual abilities and 5 “ultimates”, which each player drafts from. Each ability should have accompanying graphical effects, though at this rate that may prove quite difficult to pull off effectively!

Since everything I have so far doesn’t really sell the idea, I have included a piece of “concept art” of the future gameplay.

The best thing I have ever drawn hands down.

The best thing I have ever drawn hands down.

Here’s a mockup with a placeholder flower, since the real game does not have any yet for whatever reason.

I KNEW YOU HAD IT IN YOU.

I KNEW YOU HAD IT IN YOU.

Note that your ultimate changes your flower head, so not everyone is Flow- eh, this thing. This particular setup is for the pure damage ult, there will also be variants for invulnerability and the speedy growth ults. It’s all in the master plan.

Here’s everything that’s done on the coding side. Literally only have a simple scene setup with no gameplay at all, though net multiplayer sync is working perfectly. I have a long way to go, so it probably won’t be complete for compo.

The calm before the storm 8O|

Comments

ambi
13. Dec 2015 · 05:30 UTC
I recognize that flower.

LD #34: Kitty McBlubberton !

I’ll be streaming on & off this weekend, during our game development on Twitch!  We are pumped up about the LudumDare #34 game jam, making a funny game called Kitty McBlubberton!  Catch me making 3D art & MartianGames programming, live 😀

http://twitch.tv/jenninexus

Watch us same time: http://multitwitch.tv/jenninexus/martiangames

Streaming this weekend for LD #34

Streaming this weekend for LD #34

Update!  Finished game: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=52875

Also playable on MartianGames.com: http://martiangames.com/index.php?params=game/545/Kitty-McBlubberton/

Tags: 3D, KittyMcBlubberton, ld #34, martiangames, twitch, unity3d

On to art…

Done most of game. Now I’ll make some art…on to art

Audio is Key

Audio really helps set the mood for your game. Mostly finished implementing the music and audio to my game. There are so many different things you can do with it.

If you would like sound ideas to help improve your audio, I found this video very helpful. Take a break from coding/drawing or what not, have something to eat and watch this.

We’re still at it!

We’re still at it, friends! :) We have the basic challenge and controls of the game done, and also some very basic menu code (there are upgrade selections between the comet waves). The two screens below are actually from a bug in the comet spawning function. Nightmare mode! It looks good, though, doesn’t it?

print2 print3

May be done with Jam entry, or new gfx to go compo route

I think the game is about done.  I’d like it to save the high score, but may spend my time tomorrow making custom graphics instead so I can shoot for the Compo.  Otherwise, it’ll have to be the Jam I guess.  Maybe Jam anyway because of the engine.  Anyway, I just want to submit SOMETHING this time.

ld34-screenshot4

Halfway done, and looking good

 

 

 

 

Screenshot 2015-12-12 23.16.24

The main idea behind my game is that every time you kill the opponent, it grows back as something bigger and stronger, and you have to kill as many as you can before they kill you. It also follows the 2 button controls, using C and V to move side to side and holding both together to shoot. I have 5 different monsters so far, and plan for a few more. I still need to add a start and end screen as well as some sound and some improved graphics.

Update: (A bit over) 24 hours done!

So far, I’d say I’m about half of the way done. No screenshot of the game for tonight, but maybe one tomorrow morning. 😉

First Ludum Dare…

TheMower

Seeing if I can get something submitted this time. More than likely JAM as I have about zero free time this weekend.

Swarms of Arrows

Just found out I can post Vines here! My progress:

Artz and stuff

Again you can play the current version here: http://verra.xyz/2direction/

I have all the art done except for the player character… which may or may not be a big stickler…. lol. Anyways I didn’t get to much done in terms of more mechanics or levels. However I do have 10 levels right now, and I think I’ll aim for 15 – 20 in the end. Need to get some better sounds and music in also some screens in between levels then I’ll call it good!
Screenshot from 2015-12-12 22-36-35

GIFrecord_2015-12-12_223303

let’s do this.

ramen and coffee’d up. time for my round 2.

let’s gogogo.

Need for Seed: Open to alpha testers :)

Got 3 fairly carefully designed levels that should prove challenging enough. Let me know if it actually is fun :) Download (for Windows)

I need to still replace two previously used sprites and two musics but that’s for tomorrow. A gameplay gif is probably worth a thousand words:

Seeing a lot of great stuff here

Keep it up, and don’t sweat it :). Seeing a lot of impressive looking things so far. Carry on!

We’re in!

Submission post to come!

LD34 Update #2: The darkness is growing

I’ve polished up the movement for the player (the main white soul) and enemies (the black souls), and even added in some friendly white souls that you can protect. The player moves around with the mouse and can emit a pulse of light to repel enemies by holding down the right mouse button. You have to be careful though, you might send the enemy flying right into one of the other white souls! If a black soul touches one, they’ll be converted and join their ranks.

These mechanics will continue to evolve as I work, but it’s pretty fun so far. With how much time it took to work out some kinks, I may need to scrap the plans for an alternate combat screen when you actually touch the souls. For now I think I’ll focus on trying to make a fun game with the existing mechanics, maybe leaning more towards a bullet hell shooter. By the next update I intend to at the very least add a lose condition and some more variety to the enemy behavior.

Need a snack break though. I think I’ll grab some food and browse other people’s updates for a bit. Keep it up everyone! I look forward to playing these!

Tags: hope, jam, ld34, Ludum Dare

so….yea….

I’ve been making progress somewhat slowly trying to figure things out. It’s fun and all, especially the small victories I accomplish, but then I look on here and see things much more impressive. 😛

It just goes to show that I have quite a lot to learn. :)

Just a taste

If the video isn’t loading you got here a tad early.

Sneak peak to the first boss fight. Still have to tweak some values so it’s actually BEATABLE but here we go.

math nerds unite

Comments

eerongal
13. Dec 2015 · 05:21 UTC
Flappy bird style flying + bullet hell shooter? I didn’t realize satan was taking part in this ludum dare…..

My small progress

screen

You can click the gif to see the rough draft of my mechanics. I’ve been trying to use p2.js which has been rather time consuming… Here’s hoping I can make it somewhat less rough

Networking….

I don’t know what I’m doing.

I may have bit off more than I can chew with a two-player networked FPS.

Menu animation!

First time checking in with my progress on my compo entry

Heres a gif of the menu!

First LD Progressing Nicely

It’s coming along. I call it Asteroid League. It’s like a 2D Rocket League where you punt an asteroid into a goal area. Two teams of two players. Each ship is controlled by two buttons.

ld34-2

(It’s an animated GIF, click on it if it isn’t appearing to animate.)

Attack of the Squirrels

Winter? Actually this is a bug that’s triggered when your plant too many trees and exceed the size of the sprite buffer. The next tree you plant will crash the game.

shot6

As promised, squirrels are in and are after your acorns. Only about a third of their mechanics are implemented, but it’s a good start.

shot7

With just over twenty hours left, I’ve been coding for fifteen hours straight with only one break, so I’m gonna unwind for a bit. (I may or may not hack some more before bed.)

I’m OP

 

Not to say I’m good at programming. I just haven’t made my enemy very effective. See the small growth of lighter green squares?

mx3847F\

That’s my AI. It needs help.

So, tomorrow, I hope to give it some help. Also, it’d be nice to have some nicer art, so it’s time to start getting creative.

Yeah progress!

Stop!

stop

In the name of LD!

Core Engine Done

The two button control inspired me to go with super retro aesthetics.

Capture

 

Edit:  I just realized I forgot to mention that this is my first Ludum Dare.

Progress and getting Sidetracked

Due to my work schedule this weekend, I didn’t start coding until late in the afternoon. In spite of that, I made some progress with gameplay (though I don’t have anything incredibly significant to show yet), and then ended up getting sidetracked/bottlenecked with UI code. I think this is the first time I’ve ever realized how nasty, bug-ridden, and time-consuming basic UI features I take for granted is to implement. I’m not sure if I’ll be able to finish this Ludum Dare due to work and the last week of the semester, but I’ll try.

First Day Progress

Progress has been good the past 24-and-change hours, the game as I had sketched out and planned is complete, all that is left is to modify the artistic direction, because as it stands, there really, uh… isn’t one…

prev1

Oh and music, that also needs to happen. But the code is fundamentally done, and for my first foray into LÖVE2D, it wasn’t too bad, although there were a lot of things that I should have done better. But hey, at least that’ll leave me material to put in the Post-Mortem.

Screenshot (91)

Time to Rest

I’m getting too old for this… and I’m only in my 20s! Need to have another rest, maybe for the night.

Fortunately the core mechanics are basically in place. Hopefully I can bash out a short serialization system so I can use my editor freeplay mode to create all the levels at once (testing them as I go) and then copy the data wholesale into the editor outside of runtime.

So, jobs for tomorrow:

  1. Create the tile serialization system.
  2. Create all the levels at runtime and save the data out into a data file.
  3. Transfer the data file information into the editor objects.
  4. Turn off freeplay.
  5. Implementation level progression / selection / camera movements
  6. Sound effects
  7. Music
  8. Particle Effects
  9. UI and Menu Screens

Sounds a little too much for tomorrow but fortunately the game has a minimalism aesthetic so I may be able to save time in UI and the Menu Screens.

Power outtage

I think I’m going to cry. Seattle why…

D’:

Comments

13. Dec 2015 · 05:59 UTC
Wow, bad luck.
Halleflux
13. Dec 2015 · 08:24 UTC
I am so sorry.

First playable demo !

The first playable demo of our unamed game is finally here ! 😀

It’s a 2D platform game based on the “Two buttons controls” theme. In this game, you control an alien who crashed his spaceship in a big factory, and you must gather all the pieces from your spaceship in order to rebuild it and go home. In this demo, only the first “tutorial” level is playable. Obviously, the graphic part is definitely not finished. But it’s still playable and hopefully enjoyable 😀

Download it here !

Any feedback is welcome 😀

Tags: 2D, 2d platformer, game, gamemaker, jam, progress, Two buttons Controls

Hi Ian – Late to the party yet again?

Ian-Archer

Ian is back! I can imagine just how busy life can get for everyone participating. But it’s awesome how we still take the time to engage with the people we like being around, doing the things we enjoying doing most. Let’s make some games.

I just started, but I have a small quick idea.

Let’s do this! Ian Archer

Tags: 2D, compo, Game Maker, gamedev, jam, ld34, progress, screenshot

what’s done it’s done

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=65388

 

get to the end of the timer with a positive score.. 😛  XD

Done for the night…

All I have left to do is assets. I have to finish my art, music and levels. Other than that I’m close to done except menus. The game is very simple. I had to simplify a lot from the original idea because I had a really annoying bug that costed me half of my time (13 hours).done for night

Comments

Stuntddude
13. Dec 2015 · 06:18 UTC
This is really cool, but… I’m not sure if that’s how rockets work 😛

Red & Blue

honze

Rainbows!

I have no explanation for why my graphics make copious use of rainbows:

Screen Shot 2015-12-13 at 1.10.23 AMIt was just easier than making actually appropriate graphics. I think it’s time to go to bed.

20 hours left to go

20 hours left and the game is coming along really nicely! 20 levels, music, and some nice art!

Screenshot from 2015-12-13 16:05:47

Beta Test!

Screenshot (91)

Controls:

WASD – Move Camera, TAB/SHIFT – Zoom, LEFT CLICK – Build

https://drive.google.com/file/d/0B24WCyY_Q8ZLRTdOVXM3QVJ2N00/view?usp=sharing

Compo Entry

I’m doing both themes – two button control and growth. I’m surprised there aren’t as many infinite runners as I initially expected. So far I’ve locked down the art style and gameplay, I just need to finish implementing certain parts.

Hopefully I finish all of that tonight and get started on the level design tomorrow.

Click to see video:

2015-12-12 23_30_52-Greenshot

These are my concepts for levels. Realistically I probably will only be able to do these 2 areas with perhaps 2 levels each:

level1 level2

Added a Background!

I’ve added a background and updated the GUI a bit. Now it is on to creating some actual enemy sprites!

ld34 screenshot small

How does it look?

Tags: ld34, ldjam, pixelart

Comments

SagyDemn
13. Dec 2015 · 06:36 UTC
CRAZEEYYYYY!!!!!!!!!!!!!!!
SebHavens
13. Dec 2015 · 06:41 UTC
Looks nice!
Shadowescent
13. Dec 2015 · 06:58 UTC
really good, are you gonna stream again cause your game is swweeeeeeeeeeeeeet
Devark
13. Dec 2015 · 07:54 UTC
Wow, this is looking really nice!

I was going for Jam…

Centi-Snake

My first day of Ludum Dare is completed, and I’ve far exceeded my own expectations. Shown is a screenshot of my game from the end of today. The game mechanics are fully operational, and tomorrow I’m just going to be adding sounds and graphical polish.

My original plan was to just enter the Jam. But this is FAR more than I ever expected to have at this point, so I think I’m going to attempt to go for the Compo instead. I’m excited and thrilled with how well everything has come together. I think the key to my success was that I was willing to embrace the idea of putting a twist on a classic game. That let me spend a lot less time figuring out basic mechanics, and focus that time on getting it working well.

This is why we can’t have the nice things

Procedural

Spent the last 10 hours settings up my procedural generation.

To get the rooms connected I wrote my own implementations of : min-heap –> priority queue –> A* shortest pathfinding

Time to work on something fun… like combat! Hopefully I’ll have something more than just an empty random dungeon generator.

On the bright side, it should be easy to add in spawning of things in the rooms.

End of Day 1

Progress is going slow to say the least

On the bright side, I have two phases of my game nearly done.

I’ve recently started trying to make the game take more advantage of the 3D space, because up until half an hour ago the game behaved more like a 2D game with 3D models.

screenshot1

Flying as a seed

screenshot2

Growing!

screenshot3

a bunny

Goodnight all!

Progress report

Status of my visual novel, titled Beyond Happily Ever After:

The story is done.
The coding is done.
The UI is done.

I could compile it and submit it today, but there are two essential elements missing.

The sprites? Since there’s basically only one heroine in this game (and she’ll be silhouetted), I might have to produce one myself, or have a 2D artist just merely give me an unused 2D sprite (specifically, of a 25-year-old woman).
The music? I’ve wanted to take a break from using royalty-free music, so I’m attempting to get help from a composer who has enough time to produce just one song.

There is still enough time left, so if you want to lend me a hand, drop me a line. I’m in the LD Jam, by the way.

Day 2

Bon dia.

After a night’s sleep, I got some ideas. The first is that the game needs some simplification, the removal of some buildings/resources that are mere duplicates of others and don’t add anything to gameplay.

Then I’ll add advanced versions of the remaining buildings, a soft reset and a save functionality and the game will be ready for balancing!

Recap day 1

A late recap of my first day 1. After the Ludum Dare 33 I set the goal of making a platform game that is must better then the ld33 entry (if you want to learn from a bad game, then you must play it here and take notice of what sucks). Between LD33 and this LD I wrote a framework within Unity for making platform really fast. This framework comes with a core that is tested via unit tests. If I brake something in those core classes, then those unit tests fail. If they fail I should not release a build. That should be obvious. The core functionality comes with the basics of a 2d game. I can write a book about it, so I want go into details here.
But in which ways is my current work better then LD33? Well, the framework saved my a lot of time spending on writing code. Instead I could work on assets or think about the game-flow during the day. Even better, I had time to take a walk without a big todo-list of unfinished code waiting for me.

So, what did I make? A little game about my little princess in angel-form. inspired by Kid Icarus (we really need a good Kid Icarus game!). The mouse position will make her walk left or right. She jumps if you hit the right mouse button.

Screen Shot 2015-12-13 at 7.41.37 AM

The core game-loop is working. Now I need to focus on the growing theme. I did had a plan for it yesterday, but I am not going to stick with it. I will let this little angel grow in power somehow.

But there was something else yesterday. I went to the Dutch meetup of Ludum Dare at @gamestad. It was really nice to meet Dick Poelen and Ruben again. Also met new lovely people! Too luck too all of you.

Thank you for reading and have a great day!

Broken Cowboys and Ninjas

There’s a lot more broken than I’d like, and I’ve had to make more changes than I’d like, but at least there are cowboys and ninjas.

sommer_devScreen3

Progress 2 (29 hours)

Deceit Logo

 

I’m sharing my progress again before I go to bed! I’m super excited with everything that has been done! ATON of new sounds have been added, new levels, some of the storyline is being introduced, and I think I’m doing well giving the game a eerie feel. Here are some photos of the game.

Capture1

Capture2

Overall, I am really liking the feel of the game! Can’t wait to start working on it again tomorrow, or today actually!

 

Here is the theme track for Deceit! (Listen to the last 20 seconds of it! :D)

Please check out my Soundcloud page!

Unintended purposes

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=38616

 

I was originally going to make a tower defense game. Halfway through (actually 12 hours later) I realised I was going in the wrong way. It turned out to be a Tamagotchi thing.

The game teaches you how to control yourself. But it doesn’t teach you how your ‘pets’ or ‘children’ behaves and works.

It makes you feel like a new mother. I don’t know why.

Just before the all-nighter: Finishing up levels

 

For the first time in a long time, I actually knew what I was going to do from the get-go. Alas, our hero is but a mere square, and there aren’t many sounds or any tilesets. BUT, I managed to create a tutorial, one level, and I’m working on the second and third levels, hoping for maybe a boss. I feel quite accomplished, given this all happened in the middle of a final and me moving a friend out. There’s about 18 hours on the clock…so no time to nap! COFFEE COFFEE COFFEE!

 

39 90 5

 

 

 

 

 

 

 

First Day down!

 

Working on a game with my Brother Nathan

Here is a screenshot of what we have so far:

FirstScreenShot

The unity particles are pretty sweet:

Screenshot2

Yay Explosions!

Progress at Saturday End

First Ludum Dare going well.

Screen Shot 2015-12-13 at 2.28.46 AM

After taking a long time to decide upon a workable idea, I went with a multiplayer 2D Asteroids version of Rocket League. Players work on teams to try to knock an asteroid into a goal. They control their ship thrusters separately with two buttons.

I made the ships, asteroid, and arena using Unity primitives. I got the physics working well enough and wrote some scripts to control gameplay. I added a bit of visual polish.

Tomorrow I mostly have to do the goal scoring, then all the audio and UI. Hopefully there will be time to improve the controls.

Music!

I finally actually got started on music tracking. Not very good at it as of yet, but I can work on that.

Starting to replace placeholder textures

9bd5f5482915af3d0acdaebe43b19556

The game concept is you’re a videogame character who hasn’t been fully developed yet and only has 2 controls. You must invade the Evil Developer’s Base to retrieve your beloved movement commands! (This way you have 2 button controls and the possiblity for growth ^-^)

You start out being able to move to the right and jump. Jumping also shoots at the same time, but only on button release, so you can aim (kinda) . Given the short amount of time the only additional control you can get is moving to the left, but who knows, I might develop this further in the future.

How’s everyone’s development going? Hope everyone’s having a blast! 😀

Update – Playing well, but not deploying…

Good morning all from the UK!

Well its been a productive evening on GGC but it does seem as if I am going to need to solve one HUGE problem. For some reason nothing I bake out in Unreal is running. At all. I can make a new project in UE4 from scratch OR template and bake out the exe, and it just wont run. Tried it on multiple PC’s so I am guessing it is my install…

Good news is that at least it is working and playing well in the editor. Took a shot whilst I was building and made a logo for the game. Included here for “wow!” factor. (I hope)

GGC

Progressing & visuals

With some of the game mechanics in place, I’ve decided to work on my sprite skills. Here are some promising (in my eyes) results: bee flower

 

Time to get some sleep before the final push!

Comments

13. Dec 2015 · 08:03 UTC
That bee looks awesome, well done.

Devlog 1: Five hours in and making good progress!

devlog_1_LD34

Here I am with a late start, and progress is actually going surprisingly well! I coded a smooth grid-based movement system for the first time and have some basic mechanics in like growing. I still need to work on developing the turn based combat involving lumberjacks, but they’ll be kept simple so it won’t be too difficult to work with them.

Comments

vortex
13. Dec 2015 · 08:44 UTC
That poor tree looks so sad… especially once it’s tall

more buttons

teaser2 teaser3

 

couple more teasers before i get some sleep. see ya tomorrow!

Ian Archer – Two Button Contorls

Ian-Archer

I’m thinking because I hardly have that much time left, a quick and simple game that most gamers would be able to play is the way to go.

Plus, I could always improve on quality and features of the game on later dates.

Let’s do this, I’m pumped!

BTW, anyone else that’s created a persona character type for ludumdare challenges? just curious :) happy game dev

Tags: 2D, compo, Game Maker, jam, kidando, ld48, Ludum Dare, progress, screenshot, update, Windows

My entry to the LD34 compo: Gravity Flip

Hi everyone, here’s my entry to this Ludum Dare, a 2D puzzle game with two buttons and a rotating world: Gravity Flip. Controls are very simple, right to turn the world clockwise, left to turn it counter-clockwise. use these two motions to get a crystal bal to the target without breaking it. Simple and challenging! 😀

gravity_flip_screen

This version is an early alpha, with place holder graphics, no music or sounds, and lacking more levels (there are five for now). Please download the binary from the link below and let me know in the comments what you think. Or, if you prefer to, please send me a message at @pvwradtke.

http://chienloco.com/wp/wp-content/uploads/2015/12/gravity_flip_source.zip

I’ll work to add more levels, and better graphics. I’m very happy with progress so far, and if I can have some beta testers to let me know what they think this will be one of my best entries so far :). Anyway, I’m gonna catch some sleep. Thanks in advance to those who can play the game and share their thoughts!

gravity_flip_title

What to do when in prison? Tear it up!

tear_it_up

Get meaty goodness from the bodies of the fallen. Femur spike? SURE! Tendon bow? ABSOLUTELY! Synovial slime? YE-wtf?!

Looking for a Song

Anyone want to compose a song or two for my Jam game? I’ll give you a steam copy of space engineers in return.

Art! Music!

Spent the morning getting some background music together and the rest of the day working on art. The music I think turned out pretty well, though it’d be easy to spend ages more tinkering with it; the art’s looking all right, but there’s still a lot of visual flourishes and whatnot I plan to add if there’s time. Onward!

Screen Shot 2015-12-12 at 11.57 p

 

Tags: art, love2d, music

Progress update: 30 hours in

I probably should have gone to bed a few hours ago – I definitely hit a wall today and my productivity wasn’t been great for the last several hours. Still feeling optimistic about my prospects for having my entry ready for the compo.

Lots of changes to Xtreme Crop Duster Simulator ’82, but hard to show in a screenshot. Here’s a shot from level 3, showing some new gameplay elements:progress8

From my to-do list in my last progress post, was able to cross off a few things:

  • More level entities – clouds, buildings, variable height terrain, etc. This will all be is super easy with the level loader in place.
  • Other air traffic. Probably just a few types of planes that fly at different heights and speeds from right to left.
  • Some sort of particle effect for the crop dusting itself (I’m considering this optional at this point.)
  • Actually designing levels (Partially done – I have 3, will be happy with 5 but am aiming for 8.)
  • Program flow – life counter, title screen, win and lose screens, moving between levels.
  • A whole bunch of play testing (and bug bashing!)
  • Making some music (Took a few cracks at this, but nothing’s really sticking. I’ll manage, I’m sure.)

I do have to step out for an hour or two tomorrow afternoon, so if I get 6 hours of sleep now I’m looking at about 10 working hours remaining. I feel pretty good about that.

Tags: ld34, progress, screenshot, unity

Starting to look like a game

After working hard yesterday our team did produce something that’s starting to look like a video game!

Time to start connecting the building blocks and make it work!

UnityTeaser

Something with music

Sound pretty well…. i think…

Code Progress

 

Object pooling/spawning down.  Need better visuals so the mechanics make more sense.  Almost time to switch to art mode.

LD34_WIP000

Not doing that badly for once.

Normally I leave all the graphics and sound until the last five minutes. Or spend all my time working on the graphics and leave all the programming and sound to the last five minutes. But I actually have the game at a reasonable state, gameplay wise. Which still gives me time to do the graphics.

I’m probably going to leave the sound for the last five minutes, though.

Mid LD Beta

Controls: a/d or left/right

Play

Rocket-Beta

Comments

Strike
13. Dec 2015 · 08:54 UTC
Thanks for posting your demo. I really like the clear art style. It seems like it’s the slowest rocket, but I also understand that a faster speed means more space between the crates. The level will surely look too empty and reaction time would be too short.
13. Dec 2015 · 09:13 UTC
It’s very polished. And
vortex
13. Dec 2015 · 09:32 UTC
you should rotate the rocket…

another idea would be not to limit your level to a corridor, but a cargo hall or something…

and please make the rocket faster… It would be way more statisfying

Progress

After spending hours on the character, looks like i fucked up. It looks so promising

char

Too bad i won’t be able to use it :/

Last LD, i tried to approach from art standpoint and failed. Hope i’ll be able to let it go and focus on the game this time

asd

Hope this turns out decent :)

Entropy!

Now the cells have a limited number of energy, to use to move and maybe atack(why not?)

video here

Hope I have time to end it to the Compo! Probably won’t, but what if?

Day2 – Complete core loop

Finally got out of my Drag&Drop + Collisions usual problems
its now possible to play a whole loop and have a game over if
you touch a falling spiky-block or if you collide your 2 buttons

Animation 0

remaining things :
– manage a score counting logic
– change ennemy spawn and speed overtime
– putting a button off-screen will lead to gameOver too
+ Sounds / VisualCoolEffects
(Maybe a button to restart but dont want to spend time on this)

Progress on the engine

I finally got my LWJGL engine working, now I have to start making a game with it :)

Multi-textured terrain (Texture3D), VBO index based rendering, lighting + normal calculations.

engine2

Yes sir : local multiplayer !

LD43 progress3

The game is kind of done, I even felt crazy enough to split the screen in up to 4 😉

Now it’s time for the very painful part : art, music, and mostly find a name to this game !

Night 1 Wrap-Up

Technically, this is night 2, but I only had about an hour to work on it last night, so I’m not counting it.

 

I am making a planet builder/sandbox game in which you have a list of actions to choose from and the order you choose them in affects how the world grows and develops. This is not something that hasn’t been done before, and, in fact, I’m drawing inspiration from a game I played a very long time ago called Sandbox of God. Ever since I played that game I’ve wanted to make something similar, so I’m doing it now. Anyway, on to the actual night 1 wrap-up.

 

So far, I’ve finished the first “era” of actions. However, now that the groundwork is set, I should be able to finish several more eras before the deadline. I originally intended to have about ten eras, but that may be pruned down to about five for time. Hopefully the end result is a game people have fun playing.

Making everyone’s entries easier to play — the download queue

My entry for LD 34 is itch, a simple launcher for games hosted on itch.io — read the intro post to learn more!

My goal for today is to have a public release ready to make sure it works for everyone once the compo/jam ends.

One feature that’s going to be very necessary for people who want to rate games by the dozens is the download queue — previously the client just downloaded everything you told it to, getting quite slow when you were downloading 20 games at once.

Now it’ll only download a few at a time, here it is in action with a limit of 2:

Another important thing is for the app to be able to open `itchio://` URLs, so that, maybe… there could be buttons on web pages that let you install any itch.io game directly in the app with a single click? Anyway, here’s how it looks (old gif):

Getting a custom protocol like `itchio://` to work requires entirely different methods on Windows, Mac and Linux, so it took me part of the day to get it working :)

Everything’s going according to plan, yet as the deadline looms closer I’m sure it will all degenerate into mayhem! Follow me on twitter at @fasterthanlime to watch me slowly drift away from sanity, or hop into the forum thread and post cat pictures to cheer me on!

P.S: In the download queue gif, the bottom-left ‘Broken’ is because the game uses .dmg, which I’ll add support for soon

I am in! Late, but in!

So yesterday I had family obligations and didn’t really do much work. Today, I am in! My 48-hours challenge got to be a 24-hour challenge but that didn’t stop me last time  and it won’t stop me now!

I’m working in Twine, which helps me cut down content-creation time (text only, huzzah!) and is a pretty easy interface.

Let’s see where we get!

Tags: ld48

More than 2 Defense: Night 2/Day 1 Progress

Hey, everyone! I’ve been working on MT2D practically nonstop(with the exception of breaks and 5 hours off with my friend 😀 ), and am very happy with what it is becoming. This is a list of stuff I got done today and tonight:

-New waves system with difficulty, each wave gains in difficulty and spawns harder, new enemies(other brand controllers)!

-Better ark work, I completely remade the grass and trees. Grass now has 3 different types, normal, rocks, and flowers.

-95% finished enemy AI. They now travel across the path they’re spawned on to kill your units and and eventually destroy your walls, and you buildings. 😮 I just have to make them destroy the buildings which will take like 5 mins max.

-New “boss” enemy. Not much of a boss, but a SUPER powerful enemy unit. All my enemies in the game are controllers(as mentioned above), and this one is the Wii Remote! Or, Yii Remote, as it’s called in game. It’s pretty YII-vil! sorry i had to. :( Has 550 hp and does 30 damage per hit to your units and walls! I am going to have a super huge explosion that destroys all enemies in the area when he dies. He also plays a roar sound when he spawns.

To do list:

-Intro, instructions, and menu.

-Price balancing.

-Upgrades!

-finish Yii(super explosion, and a few others)

 

HOLY YII REMOTES BATMAN

This is what happens when you put the difficulty to 5(Yii Remote spawn difficulty), and then turn the rate at which they spawn really high. Yii Remotes are one of the main reasons I’m making upgrades, and the other is for replayibility. (also, don’t mind the console in the bottom left, it’s off!)

 

Goodnight all! :)

Some Progress…

 

GIFtastic

Presenting Trick Shot (Two Buttons). Using 1 button for power and 1 button for angle try to do both at same time. Rules are a bit relaxed, its more of an “if you set angle and power at same time the game notices” than a mandatory thing. Otherwise its just a wee simple puzzle thing. Got most of coding done with tester assets. Just got to make some new assets ( sounds too), couple more objects and created some more designed levels. Coming along nicely.