LD34December 11–14, 2015

I’m a ProPogrammer

When I started playing Dark Souls yesterday at 2:00 in the morning I thought I was giving up but…

The game is close to be finished!! Don’t want to Hype you all but… Look at this AWESOME NEW BALL SPRITE:

ballcharacter

Working process

commits

Do you use version control systems on your project?

Comments

13. Dec 2015 · 18:37 UTC
just using github,

but rarely restore old version
Marthog
13. Dec 2015 · 19:04 UTC
git.

Just one roll back when I tried out more realistic physics and then went back to the more funny one.

I’m Done!

This time I’ve finished the game 7 hours before the deadline. This jam was very challenging because I’ve decided to use a framework that I didn’t use before – Cocos2d-x. So it took some time to do even basic things – lots of docs to read.

Anyway, the game is up and running, you can check it out here:

Hyperspace by Aleksey Dmitriev

The screenshot:

Good luck to ya all!

Almost done

I’ve finished the core game, here’s how it looks:

growing2

I spent many hours tweaking the timelapse effect, but I think I’m happy with it now. Getting some of the vine physics working was really pushing my buttons but I guess you can say the game’s grown on me. 😉

Busy working on music and adding menu items now.

Stickman Sam in Flight

Game not done yet by any means but getting close!  Title is work in progress.   Idea of game is to fly around using mouse button and avoid birds and pick-up bonuses.  As you hold down the mouse button to move, you lose stamina and when you run out of stamina the game is over.  Bonus hearts give back stamina as well as some bonus points.  Booster bonuses allow you to use a rocket for a short time that also causes your stamina to grow back.  Star bonuses give you a huge score bonus.  Letting go of the mouse button will cause you to fall and gain back stamina at 2x the degradation rate, but be careful not to fall off screen or it is game over!  A second mouse button control will be added for a yet to be determine offensive feature.  Here is a preview video:

12 Hours In

No working title yet. Main Character done. Start Menu Done. One (mostly) functioning enemy. Terrain (mostly) done. Plot shortened to fit time frame. Theme: Grow. Working on Second Enemy and cutscenes.

Now this is something new

My game is sin such done state, that I was able to add animated menu. Wow.

boberro - ld34 - gif1

Star Warrior

Hello!
Can’t wait for Star Wars? We’e experimenting with retro style. How you like it?

screen

Click image to see it animated :)

Good luck, have fun and may the force be with you!

Tags: ldjam34, retro, starwars, synthwave, tkgames

Comments

matthewd673
13. Dec 2015 · 18:49 UTC
I can’t view the gif

Update Post!

After so many setbacks today, the game is finally coming together! All the basis is ready, just need to polish some more stuffs! I’d be glad if you had a look ! http://nihilaleph.itch.io/ld34

And yet another gif xp

gif4

Going well, fixed the deploy issue

Right, all back on track. I have a STACK of stuff to get through to get this game to its full potential but things are progressing well.

Here is a shot of what I got on screen right now

takeoff

The player craft ready to leave the cruiser to help grow the human expansion of space!

and here is a shot of the cruiser

afaf

Terraforming Day 2

Still unnamed (jam) game, where you control a drone who in turn controls a terraforming ship.

Today I did further visual polish to the ship and trees, and some basic particles.

“Terraformed” 1440p wallpaper (click for full size).

buttonspanorama

 

Also some initial overworld /goal stuff where your progress is displayed in a hologram above the ship. Will see how I’ll utilise that tomorrow while tying things up. Thinking meteor events or something that destroys your terraformed sectors etc.

 

And finally background generation, which came with smooth transitions between screens while at it. (direct link in case the below webm embed doesn’t work.)

 

 

My first game are done

Hello everybody. I have ended my game before time-up. It’s a my first Ludum Dare’s game and i hope you will be enjoy. Have fun.

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=62226

ezgif.com-video-to-gif

ELEVACUUM

Screenshot 2015-12-13 10.32.33

Screenshot 2015-12-13 10.32.39

Screenshot 2015-12-13 10.33.02

Screenshot 2015-12-13 10.30.08

This is really coming together. The player is limited to moving up and down, and must collect black dots coming in from the sides to gain points. Each time a dot is absorbed, the player slightly increases in size. White dots will cause a significant decrease in score. Grey diamonds will shrink the player back down to normal.  The larger the player is, the more points they will gain from black dots– but they suffer greater risk of losing points by colliding with white dots. Whether or not to collect a diamond is thus a careful risk and reward assessment. Players must consider: is it even possible to get through the next obstacle at their current size? If so, do they have the finesse to make it through without colliding with white dots, or would it be better to play it safe and get the diamond?

There is no real fail condition, the goal is simply to get through the level with as high a score as possible. Next up: further level design, music, and maybe sprucing up the background further.

Looks like I’m likely out… But I won’t give up!

I ran into troubles coding turn based enemies for the first time, so I’m switching ideas to something quicker to make since I have work in 4 hours. I will finish!!!

th

Finally added in a sprite (programmer sprite level)

There’s not a lot to look at, and that’s mainly due to the fact that it’s my first sprite (and boy, it took me an hour and a half for just this xD).

For my first game, I’m really happy with the results so far. I still need to polish up the endings and maybe make some more. Music is a plus too, but I doubt that I will get to there in time. Back to work >:D

Comments

SineGlitch
13. Dec 2015 · 19:35 UTC
I made a collective of my music free to use for the jam.

Snake On A Continuous Plane

So with a few hours to go, I might as well begin posting about my game, ‘Snake On A Continuous Plane’. It embodies both jam themes – “growth” and “two-button controls”. It’s multi-player, although I hope to add an AI by the time it comes to project submission.

The aim of the game is simple. If you’ve ever played the original and classic ‘Snake’, you’ll know what to do. But there’s a catch. This time, Snake is played in a continuous plane. Your snake isn’t restricted to a grid, and the game is multi-player. Here’s a video:

I’m planning on adding a better AI and a title screen next.

Should Have Prepared More…

Well, after working for hours and hours, I have almost nothing to show for my work. I upgraded to Unity 5 when I started my project, and didn’t realize how big a difference scripting is now. There’s always next year.

Progress

Gameplay is pretty much done. You can’t win yet, and levels can’t change, but that will be put in once I get my levels done.

The gameplay for this is simple compared to other projects, which will make it easier to create content and play test it.

I managed to make a level editor, so that will make level creation much easier and faster.

Level Editor

Level Editor

With only 2 enemies, badly drawn assets, and simple controls, finishing shouldn't be too challenging, even with only 7 hours left.

With only 2 enemies, badly drawn assets, and simple controls, finishing shouldn’t be too challenging, even with only 7 hours left.

Thank you!

Thank you for two very intense days of programming, thinking, struggling with art and sound and at the end – a submitted game! Thank you PoV for organizing all this, thank you to all the other devs for sharing your ideas! And thank you to all the gamers out there who don’t want to just stick to the mainstream titles of the big companies, but are willing to work through so many experimental games to find the gems. You are all awesome!

This was my first game jam and it went really well. Time management worked out very good (about 16 hours and 14 hours work, so I got enough sleep) and while I think I did not pick the most innovative idea (it’s actually very similar to Osmos HD) I am happy with the result. It turned out that I have absolutely NO idea about how to create sound effects or even music – so better disable it. 😉 On the other side it was a lot of fun to work on a green field project and be able to do things as I like to do them.

So here is what I’ve done:

final-posting

Play it here

Guys, wait for me!

I’m also in, and almost finished! Download your early access copy of “Sugarcane” here:

https://dl.dropboxusercontent.com/u/65227065/ld34_early_access.zip

It contains an ubuntu binary, as well as a 32bit windows binary. Please tell me if you experience any problems, as I’m quite new to this whole cross-platform development thing.

I used my own hastily grown engine (on github here) to make it this weekend. The next two hours I’ll be balancing the game, and making the purple blocks non-interactive. LD34 was once again a blast!

Multiple Tower Types!

Screenshot (13)

Feed the possum healthy food from the towers so it doesn’t get to the unhealthy food and get big!

 

Towers (in order of strength (least to greatest)):

  • Lettuce
  • Yellow Pepper
  • Carrot
  • Tomato

The Almighty Spectrum – Gameplay Progress

With a 6 1/2 hours left in the LD34 Compo, I’m putting the finishing touches on my entry, The Almighty Spectrum!

Miraculously, I seem to have scoped my project perfectly!  I was able to get everything that I wanted in, and actually managed to make it fun.

Here’s to the last few hours of polishing!  Good luck everyone!

 

Gameplay GIF

screeny

First time making audio – thoughts?

Well with the gameplay mechanics all wrapped up and 6 hours to go I figured I’d take a break from level design to create my first ever background music. I’ve never done this in a Ludum Dare before (though I tried to make some sound effects for Temple of Light) and I’m not too sure of the result. The track was made with Bosca Ceoil which is awesome for audio noobs such as me! Without further ado: the official Burgeon soundtrack!!

I finished this time!

It can still use a lot of polish, but I made a plan to keep my scope small, stick to a rough schedule and here I am. This is a great feeling. Can’t wait to see what everyone else has been up to.

 

screencap1

 

Tags: compo, progress, screenshot

wooo hooo!!

Helloz~ I’m here with my very 1st try as LD jam. A little under prepared but here I go!

Made with Unity5

Screen01

Will put in more effort next time =D

Comments

13. Dec 2015 · 19:47 UTC
ReUpload your game, plz. 404

Enemy Flock Progress

FlockC FlockB FlockA

Finally something to Kill ! Or to be killed 😀  Combat testing area .

Battle for Bedroom

Here we are, doing everything we can to deliver the best game possible, like everybody else 😉 . We launched ourselves with the ambition to create a mix between a versus fighting game and a versus puzzle game. Yes, 2 players are required, yes, we are low on time, but hey Ain’t we all? BTW, as the saying goes, sleep is for the weaks!

The thing is, we’re having fun here, and we hope you all do too! Here are some concept art to tease you guys a little

perso sister cara perso dino montage ludum

Here it is, the first of many (3 or 4 max) post concerning Battle for Bedroom.

13VS25 is done!

I think this is a pretty good result for my first LD.

Might keep working on it after LD ended :)

Check it out here.

 

 

Quick Reminder

mosca1

Flies aren’t supposed to look like this, they aren’t harmless at all.

progress 6

heart

so you can shoot now and stuff

Levels Loaded!

Hi, Borja Here!

Afte rmuch fiddling with ways of importing Tiled maps into Unity, I have finally settled into a custon CSV Importer. No nonsense, total control, no drama. Here are the results, incorporating some of Alvaro’s really nice controls and camera.

LevelLoader

End of day 2

Yesterday I wound up sleeping for about ten hours, which was a bit more than I expected.  Once I woke up, there was a lot of subsequent rain which made me lethargic for a while, and then I was hammering out concepts on paper and trying to make concept sketches of UI at a local coffeeshop (hampered by forgetting to bring my eraser—I was using physical pencils for it).  Iced mocha for the win.

Today, I switched to Haxe all the way!  Suddenly.  While also having an overambitious, multiplayer game idea.  This… might be kind of foolish.  But it seems to be working acceptably from a technical standpoint, and I wasn’t keen on the idea of writing large chunks (larger, I realized, than I previously thought they’d be) of my code twice, and I also wasn’t keen on trying to use node.js without puking.  I’ve got a basic WebSocket setup going, and now I’ve been grinding out data models for the gameplay itself; I’m pretty sure I can make my core mechanic work at least enough to be playable by the jam deadline if I just keep plugging away at it.  The more experimental stuff… I don’t know yet.  Also I’m not sure how well the Haxe server side will handle many players.

Unrelatedly, I’ve now tried Pizza Hut’s red pepper crust flavor.  It’s not bad.

Sleep time once again.

3034 factory – finished and published !

Hello everyone !

It is now finished, so I’m releasing my first ludum dare game : 3034 factory !

It is a platformer, and on each level you have to press the two buttons in alternance, but the level become more and more difficult as you do it.

It also include a small story, that you can skip if you want. (you can also skip levels by just following the story).

But beware, some levels are really hard :p

The game is here !

main_screen

level_3

Think I’m ready to submit for the Jam

I think I’m ready.  The game is done, playable, is fun, but will hold off until tomorrow to actually submit for the Jam in case I have some other ideas to implement first. I’m calling the game Nice Distance right now too.  And I accidentally lost site of the Theme along the line there.  Only have 1 button, but it does 2 things, soooo…. I’m not sure what to do about that.

ld34-screenshot6

Comments

aritzh
13. Dec 2015 · 21:47 UTC
Make the user press any other key to reset when you lose, and done!

Dare to Play (Streamers, YouTubers, over here!)

Here’s a thread for the Live Streamers, YouTubers, and any non-participant looking for games to play.

For everyone else, voting will open soon, so stay tuned for that. :)

DON’T POST YOUR GAMES IN THIS THREAD (add them to lists)

Post a link to your Channel, Show, or Publication in the comments below, along with a link to where people can suggest games to you (off-site or in a separate thread please).

If you have a schedule planned, please share it, so people can know when to tune in.

PLEASE DON’T SPAM THEM! Self promotion is encouraged, but these folks are going to get a lot of submissions. Be respectable.

DON’T POST YOUR GAMES IN THIS THREAD (add them to lists)

ProTip: Streaming Ludum Dare is not only for MAKING Ludum Dare games, but also for PLAYING Ludum Dare games! Give it a try! Many people would LOVE to watch their game get played.

NOTE: If your comment is awaiting moderation, feel free to poke Mike on Twitter.

NOTE: This thread is NOT for development streams.

Automatic Turrets are the BOMB!

Sixth update inbound!

After working on the automated turrets… I have to say they actually work too well!

As in… they have a 100% hitrate… so I had to make them worse… now they hit only sometimes!

Snazzy gif incoming!

GGPG_Auto_Turrets

(Gif looks kinda squished, click to watch in proper aspect ratio!)

Compo Submission Complete – Rosebud (Growing)

What do you do for a 48 hr game jam when you will also be looking after your kids at the same time?

Keep it simple!

Screenshot 2015-12-13 19.48.20

Rosebud is using the Growing theme and you play as a flower,a rose to be more precise. Surrounded by giant trees your only wish is to see the sun but to do that you are going have to weave your way through the thick prickly branches of the trees surrounding you. Your only help comes in the form of the rain and drops of sun falling through the canopy & a helpful Bumble Bee or 2, but watch out for the Acid rain as it will not help your progress.

aciddrop beedrop raindrop sundrop

I knew I wanted to keep things simple so I decided to take a basic Shmup control scheme and remove the shooting, I guess that makes this just a Mup then. Once I had built the controls I designed a basic leveling mechanic to allow the rose to grow not only in length but to blossom as a flower.

rose

I purposely kept the art on the simple side as I knew I wouldn’t have a lot of time to invest and as I mentioned in a previous post my intention was not to blow anyone away but I wanted to have a submission so I could play and rate other peoples games. The theme was not one that inspired greatly (just a little but more than the other one) but that said i actually really like the game. Plus the option to polish it up at a later date is always there.

Screenshot 2015-12-13 19.49.22

When I entered LD33 I submitted a game without sound and despite not selecting audio as criteria to be scored in I received a great deal of feed back about the lack of sound so I wanted to not make that mistake again. If like me you aren’t musically gifted I would recommend to website http://www.beepbox.co/ its a really easy to use Chiptune site and I did all the games audio with it (for better or worse).

branch

So please play, rate and comment on my game, I live for feedback! 

But while I have your attention please check out the non LD game I am working on right now which I am working towards a January release. Its called Mechonomic Boom and you can see a quick playthrough here. Its a management game of the Kairosoft elk (Game Dev Story et al). Where you are running a Mech factory in a 80’s cartoon inspired future and you get to build Mechs to your own design and rent or sell them. It is a 1 man made game and is something I am really passionate about and took some time away from this weekend to jam with you all.

MBlogoBGArms

If you are interested in it please follow me on twitter for updates about it, you can find me @cynicalmonkey and any help spreading the word is always appreciated. Or if you prefer CynicalMonkey99 onTwitch, please follow & subscribe.

message

but for now I am off to play and rate some of your games, might even stream some of the games I play, so if you are already finished drop me a comment and I might play/stream yours. I will also play and rate anyone who does the same for me so make sure to leave a comment on Rosebud after playing and I will get to yours. Although if you get past level 10 keep quiet about what happens in the comments, that’s a suprise.

 

Tags: 2D, compo, CynicalMonkey, Growing, ld34, Ludumdare, Mechonomic Boom, Rosebud, twitch, unity

[Team Danecan] Streamin’ and workin’

We’ve added quite alot of features compared to yesterday. To many for me to list off my head. One of my (Member1221s) great achievements is the graphing system that uses Texture2D’s to render.
Other than that. You should catch up with us here!:
multitwitch.tv/member1221/shramper/percyqaz/monstercat
Percy might be streaming later. And David? he just randomly dissapeared yesterday.

Nightly update!

Last screenshot for today… It’s time to rest my poor eyes… See you tomorrow for the final rush!

Screen_02

Day 2 progress

Comments

Duobix
13. Dec 2015 · 20:30 UTC
I think the GFX looks super neato! Can’t wait to see this one finished. :)

Some Progress

this theme is really hard, just got the idea this morning and i guess many people have similar idea in this jam.

This game is about some astronaut growing crops on mars and some alien trying to steal the crops. You have to blow up the alien ship with remote-controlled missile. use Key-A & D to aim the missile.
Can’t come up with a good name, any idea?

destroy the aliens

destroy the aliens

stealing crops

stealing crops

Comments

zzorn
13. Dec 2015 · 20:29 UTC
How about Aliens Are Stealing My Potatoes? 😛
13. Dec 2015 · 20:30 UTC
Martian Farmer or The Cropper … haha

Woo that was hectic

First time doing the Dare and I feel I may have set myself a bit too big of a task. Next time I’ll have to plan these things out beforehand! It’s been a fun experience but I fell I may be outclassed now that I’ve seen what the rest of you guys are doing haha!

Don't Look Back

BetaTest

title_screen

Just made a first pass beta test of the game.  If you have any comments let me know in #ludumdare irc room!  Checkout the beta here

Peon is finished!

I’m going to go ahead and call this one “good enough”. I had fun and learned a lot, that’s what matters, right!?
screenshot1
You can play it here.
I also documented my progress briefly on my blog, which you can find here. If you like Post-Mortems then check back in a few days.

Grow – small puzzle game about trees and triangles

Hello. It’s the first time me participating LD. This is WIP gif of our project. It’s about trees and triangles. I think tomorrow we’ll show you playable version.
gif

jpg

Comments

Eshford
14. Dec 2015 · 01:56 UTC
This shader looks awesome. Can’t wait to play it!

A quick update

Finished the minimum number of levels for submission, decided 15 was a good number to aim for in the end. Which only took a few hours to design(paper and pencil ftw!) and build. If I have time tomorrow I might try and put a few more together but for now 15 will do. Now to find some sound.

Oh, and here’s a particle effect:

ParticleEffect2

Codegobling watches you work

We caught sight of the elusive codegoblin! When we finally found him, he pointed out a few very important errors he put in our code. Bad codegoblin! Bad!

codegoblin1

codegoblin2

 

Back to work! Slay your codegoblins!

Tags: codegoblin, ld34

Finally Done!

Ok ppl! I got the bugs worked ALL THE WAY OUT

iScroll is getting better and better, I re-modeled the spaceship in the intro to not look ugly af.

Also, since the animations on the intro are repeat scripts, and I’m to lazy to put a stop all script in there, DO NOT USE THE DEV CONSOLE DURING THE INTRO!!!

Only at my sexy title menu (press 0)!

titel

Milestone 8: graphics

View post on imgur.com

I’ve started working on the graphics., and I promise they look better larger than they do here, which is disappointing. But I don’t really have time fix them. May not have time to get them animated, and the bug where the coloring of things, that might not get fixed. We’ll see. On the upside, I’ve got everything planned, and have a good idea on how to get the mechanics working well.

o/` stop talking gibberish or just stop talking now o/`
  1. Get tiling in fission_engine to work again
  2. Get physics working in fission_engine
  3. Add mystic tree to back ground
  4. Parallax mystic tree
  5. Add enemies
  6. Add weapon attacks
  7. Add mystic tree growth
  8. Add levels
  9. Add level completion/movement
  10. Draw MC
  11. Draw mystic tree
  12. Draw each level’s variation of the mystic tree
  13. Draw souls
  14. Draw backgrounds/environment
  15. Add end game state
  16. Add lose game state
  17. Fade between levels
  18. Randomly spawn souls
  19. Show the repulsion field
  20. Polish Mechanics
  21. Animate stuff?
  22. Polish

My game is finished!!!

Finally the game is complete. I’m checking it again for bugs and uploading in a few hours. It’s been a hard but very amusing weekend. Thanks to Ludum Dare and Ludum Dare Community!

A bonus picture for you!

libroglass

 

Double Jump or Wall Jump

Hi I am trying to decide which game mechanic I should add to my game to make it more fun!

The point of the game so far is to touch two buttons that control the unlocking a door while the Levels grow in size!

Here is an image so far of it:

progress2

I am doing a voting on twitter here:

Tags: ldjam, poll

New mechanics – free time is awesome

So as I’ve said before, everything has been going incredibly well and I actually have some time to spare – meaning as many levels as I can muster (its harder than you would guess to make clever ones). Apart from level design, music, and writing this stupid posts I’ve found time to add a new gameplay mechanic! Buttons that open the exit door. I would love to have locked doors that open via a different button but that would be much harder. Anyway: BUTTONS!

super cool button gameplay

Basically Finished

Well, I have basically finished my game, I don’t see any more things I can add, here are some cool pics!

2015-12-13

Those are the basic rules of the game.

2015-12-13 (3)

There is a pic from gameplay.

2015-12-13 (2)

And here is me dying since I am bad at my own game.

I hope you guys all have fun making your games, I will put this up sometime tonight!

Good Luck!

Game Basically Working

It basically works! Four players can each use two buttons to score goals on each other.

5 hours to go, time to work on some audio. Then more polish and tweaking.

Screen Shot 2015-12-13 at 3.52.18 PM

Boxes are Falling on my Head

Here’s a quick gif of our game in progress. The hard part would be figuring out what you’re supposed to be doing in the game from just this short animation – I can probably guarantee your guess is wrong.

We’re having a blast, but with only a little over 24 hours left, it’s already crunch time to get everything working as intended.

Tags: ld34, unity

Comments

i_am_pat
13. Dec 2015 · 21:06 UTC
stack boxes past the red line

It is done

2015-12-13_20-49-46

My first Ludum Dare jam completed.

It has all the core features and plays somewhat decently (I hope :)). Check it out now!

SPACE BRIX extereme

I had a great time this weekend and I look forward to next Ludum Dare!

Tags: compo, final, ld34

Droplet

I’ve officially run out patience. Here’s the first build of my game, Droplet.

It uses both themes – you’re a growing droplet of liquid AND you can only use A and D to move.

http://metabog.itch.io/droplet

blob 2015-12-13 20-59-39-55

blob 2015-12-13 20-59-41-14

I have finished the game.

My first time in Ludum Dare and to create a game by myself.

 

About code is so difficult​ and I still not very understanding ​.

Nonetheless, it’s a very good experience​ for my life.

 

Just enjoying​ creation​. Well, super simple but I’m love it.

logo

:3

Disassemble!

It’s true that collecting parts from fallen enemies will result in much greater firepower. But it will also make you more exposed to incoming fire.

Sometimes it’s nessecary to disassemble all your parts and go back to square one to save your life (do this by pressing both buttons at the same time).

ld34_6

Comments

ORECROS
13. Dec 2015 · 21:14 UTC
that is a really awesome mechanic. digging this game so far. and it LOOKS really good too.

Progress! And Death.

death

Whoops, cropping. Anyways! Stamina and health are implemented in the game… and dying!

Having more fun making little sprite animations than I expected. It’s pretty satisfying.

Need to add in more dungeon content, moving from floor to floor, and menus!

….also sound effects. I REALLY need to get some sound in there.

Bug’s destroyed.

Well, it took me three hours to find a game-breaking bug, but it’s behind me now. So, let’s balance the difficulty ! 😉 Oh, and here’s what it looks now…

Commit: Added some more features

screenshot

After our second day, we got almost our game finished. Amy managed to handle every request from me :D. And we got this, it’s kind of an endless runner (platformer)!

 

P.S.: Added screenshot taking feature, just press Up.

Way behind, but hey

What the hell am I making here?!? I have no idea! Yesterday was a mixed bag and I just didn’t hit gameplay that was enjoyable so I started rebuilding the ruleset… I’m not sure what I’ll have finished by 6PM, but I’ll get what I can in.

Arkham Madness:  You play the mad cultists who travel the ley lines to summon elder gods into the world. Beware of intrepid adventurers who are trying to stop you.

Another Snake Game

So a few hours ago, I decided I was going to try and enter a mini entry for the competition.

All I could get from the theme was something similar to snake, and as I’ve never actually made a snake clone, I thought I’d give it a go.

So I’m making Serpentine (just so it’s not called snake), using SpriteKit for OS X. It’s nothing special, but at least it helps me become more familiar with SpriteKit!

Here’s a quick GIF:

Comments

Bjarnovikus
13. Dec 2015 · 21:30 UTC
Actually, Snake is the perfect game that follows both the themes equally well. It’s a snake that grows, and you use two buttons (four actually, but you can’t reverse and tapping the direction you’re already going is worthless: so two are actually disabled = 2 buttons).

So it’s done.

Standalone versions are being uploaded as we speak. My simple clone of TRON is done and submitted.
Play it while it’s fresh!

boberro - ld34 - title2

PLAY IT HERE: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=14299

Comments

rplnt
13. Dec 2015 · 21:27 UTC
What’s up with the font rendering in Unity WebGL builds? The spacing is all wrong in the UI. Actually, it’s on Linux as well, so I guess it’s an OpenGL problem. I’m having the same issue with my game. Luckily I’m not reliant on text, but could be a real PITA if someone were.
Boberro
13. Dec 2015 · 21:43 UTC
Linux and Unity really don’t go well with each other, I’m afraid. Either on my Mac and Windows there’s no problems with font in WebGL version.

It’s finished!

My first entry, “Defend the Earth”, is a simple and horribly drawn game. You control a shield, and use it to defend the Earth from meteors. It’s not really all that creative, and I’m not too happy with it- but I’m incredibly proud to say I finished a project and completed my first Ludum Dare/Gamejam in general.

 

I’ll see you all in August- hopefully with after some practice!

 

ld34

On second thought . . .

I might not be able to participate. I’ll put up what I have but it’s more of a rough draft than anything else.

https://www.dropbox.com/s/0pcgvndpq8ttw4l/ludar34.gmx.zip?dl=0

It was either gonna be a theme fusion or just Two Button Controls, but either way:

Charge meter == Spacebar
Reset meter == Enter

metertest

Updates On Our Little Protest Game

Hey guys, here I am again!

Well, our development is running well so far. What can I say, we’re putting a lot of effort in the details, to make a impact through the few minutes of the expected gameplay.

Our artist (Christine de Vieldmond) already accomplished a big part of our goals, the programming duo (me and Thiago Kozusko) are working well too (already implemented all the mechanics and began inserting the final sprites a few hours ago). Now, today we worked a little more “distant” from each other – we now what we have yet to do and we now our schedule, so there’s not so many things to talk during the day.

In the morning, we decided to re-do one of the three acts storyline, changing the player point-of-view and trying to do give to it a more realistic tone. Our to-do list, for the next hours, is something close to this:

  • sfx and soundtrack;
  • search for free photographies for our three acts;
  • implementation of  messages and transitions during gameplay.

Although our work today is being done in a nice rhythm, we now that a lot of things will need to be done tomorrow. The details of our work, which we hope that are going to make it cool, will be the last thing that we gonna do.

Here is another sneak peak from the second act of the game (“1970 – Brazil’s Dictatorship”):

Captura de Tela 2015-12-13 às 19.25.01

For those who didn’t read our last post: http://ludumdare.com/compo/?p=515393

See you guys soon o/

Finished?

Amazingly I my be finished ahead of the deadline – there’s possibly enough time to add music although I have far too many things to figure out before that’s going to happen. The game really needs a guitar track but none of my recording stuff is set up on my laptop so let’s see what the procedural tools have to offer!

Behold – X-treme Snowball!

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=2011
ss1

WordUp

Screen Shot 2015-12-14 at 01.48.06

I’ve finished a prototype for a game jam for the first time in 33 years in the video games business.

Since leaving PlayStation, Ludum Dare 34 came at the end of my first week as an independent developer since I was last making games in the early 1990s.  Naturally, despite being rusty, I went for the “hard mode” of the compo.

WordUp is a simple word game prototype for the Mac using the “growing” theme. I plan on extending it. It’s brutally hard and I’d be staggered (but not surprised!) if anyone scored three figures without cheating!

In WordUp your aim is to grow a word more than the computer can. The computer places a letter. Then it’s your turn. If the computer can’t continue the word on its turn, you win and get a point for every letter placed. If you choose a letter that creates a word not in the ENABLE word list, you lose and start again with zero points. That’s it.

I’ve rated the game as mature audiences because the word list contains offensive words and could be chosen by the player or the computer. Future versions might well change this.

The game prototype for the Mac uses:

Messy, quick and dirty C++ code, the game written from scratch starting for Ludlum Dare (growing theme) solo in under 48 hours

The ENABLE word list

The Cinder Library

The Apple San Francisco system font

Tile graphics created in Acorn

Sound effects created in BFXR

I plan to continue developing this prototype into a full game. This is the first playable, original game I’ve created since 1988.

You can download the demo here:

http://shahidkamal.itch.io/wordup

I’d love your feedback,

You can get the source code here:

https://www.dropbox.com/s/v1t1tg1d9uzu3je/WordUpSource.zip?dl=0

I made this game alone, from scratch. It’s not much, but I feel great about completing something within the allotted time, and allowed myself time to package and “distribute” it. I can now proudly say that at the end of my first week in a life I chose above a highly successful career at PlayStation, I made and released a simple game prototype from scratch.

Tags: C++, compo, Growing

Late. Very late ‘I’m in’ post

I forgot about Ludum Dare. Just started making game right away after I seen that Ludum Dare has started about day ago. Much to do. Here’s the list:

  • collision system,
  • music,
  • powers,
  • enemies.

This time I’m joining Jam. Right now I’m not using my computer which means I can’t code here. I can just write of my ideas.

Weeds

Screenshot - 12132015 - 04:28:49 PM

Out

Unfortunately, this will be the second time that I am not able to finish.  I wish you all luck in the remaining hours!

I’m in!

Worked hard yesterday to complete my very first game! Very glad with how it turned out.

Check it out here

LD34_screenshot

commit: boss

i’ve made a boss!

boss

Going well..

growing fun_death

(the background should be dark blue, pico-8 gif capture does not get the background change color)

Lot’s of time spend on the growing algorithm and burning effect (which originally was a particle blast, but something happened)

I am happy enough with the result, will continue with the rest. Maybe a start screen, level ending, harder difficulty and some sounds/music.

And additional background, gfx details,. I have a hard time adding easily things because of the way I programmed it right now. I draw the edges of the plant as they evolve, never deleting the previous greenies, just copying/scrolling the whole screen one line down. Alternatively I should have kept previous plant points in array but I thought it would be too much for pico. Or I found it easier to scroll. But now I can’t just render stuff in the area or I delete old plants. Maybe render background stuff while I check the color is not on the greenies.

Oh, the sea. I have an idea for 3-4 lines of sea effect at the bottom. So that you can’t rotate your plant and go down (will go out of the screen for the moment). You will die.

Better finish this up, I don’t want to go for the jam again.

p.s. Click on the pics, I don’t know why they are not animated by default.