Decided to try new engine Defold, result = simple mobile runner with 3 characters: trigon, rondure, tetragon. You can transition between them by gathering magic plants. Coming soon on Android. First gameplay:

Tags: #mobile #runner
Decided to try new engine Defold, result = simple mobile runner with 3 characters: trigon, rondure, tetragon. You can transition between them by gathering magic plants. Coming soon on Android. First gameplay:

Tags: #mobile #runner

Logo is done! We’re making a lemonade stand type virtual reality game called “Sidewalk Empire” for the HTC Vive. 
Join us on Twitch and watch a VR game come to life in real-time!
Hi everyone 
My first ludum dare, and i finally almost finished my game for the jam… it was hard.
Pretty proud of the result, altought there is still a little work to do, but I hope to finish it before the end of the Jam.


Hey guys !!!!
Here is my first timelapse on ludum dare I hope you ‘ll liket it 
you can check my entry here: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=62205

We have finished our Jam Entry with time to spare. This theme has defiantly been one of my favorites from the past few Ludum Dares. Check it out! PEG

Finally delivered my game, I’m too tired to search for more bugs, hopefully all of them have been squashed!
Making a rhytm game was much more fun than I thought!
Follow me @kodingnights – Don’t forget to vote!
I started Friday with hope. Having looked at the possible choices of topic I was certain which theme would be picked. I had spent the whole of Friday dreaming up my game and its mechanics. I was ready to come charging out of the gate with code firing out of my finger tips … but then the theme was announced and it was not what I had expected….
Lesson From Day One my Dear Dare-I-E : Themes picked will be the least hated, not necessarily the most liked.
So, I didn’t finish my game in time for the compo, and my brain is pretty done right now…
Anywho, this is the timelapse/game demo as to what I have done. Pretty good for a first Ludum Dare, I’d say.
Hopefully will finish in the future!
Finally finished.
That was definitely a lot tougher and tiring than I thought it would be.
I can finally go sleep
for anyone that wants to try the game out, heres a dropbox link:
https://www.dropbox.com/sh/ziosa8sm6xdeof3/AAC56chDqUCXIUYyPbXj-09ua?dl=0
(if you’re having issues starting up the .exe, some people have had success right clicking and “running as an administrator”)
Please let me know if you like it, hate it, have critiques, anything, id love to hear feed back!
Thank you everyone and goodnight!

My game, Seizure Sneaker, is finished. It is a maze game with stealth mechanics. You change form to sneak past guards. But watch out for the steppers and the saws!
Ludum Dare Page:
Thanks!

Shape Hockey is a physics based game written in JavaScript with the help of the Phaser framework.
Tools used:
sfxr for sound effects.
LMMS for music.
Paint.net for images.
SublimeText for code editing.
The game has been tested in Chrome, Firefox and Edge. (Internet Explorer can’t play wav. I will create mp3s if there is public demand. ^.^ )
I’m working on a menu now, might add some finishing touches tomorrow since I’m submitting this for the jam
40 minutes left, I won’t be able to finish…
Had to start over today, couldn’t finish and I don’t feel like joining the jam.
Good lukc to ya’all.
Peace!
Look at that magnificent background gradient! And look at that clean, white square! And those spikes, so original & pointy!
Anyway.
I just released Squircle – graphics are quite basic but it was fun to make. Hopefully you can enjoy it too.
Good luck everyone for those last couple hours 
So happy! Its finally finished! Althought I am 100% sure there are some BIG BIG bugs in there, they can always be squashed. I restarted a lot, and came out with this. Not quite a masterpiece, but not quite shit either. I might work on it for Post-Compo. My friend’s been making some music, I’ll replace mine in the Post-Compo! Take a look at my game HERE

If the Source isn’t there yet, its still uploading.
Finished my compo entry! Check it out: Neo Shifter, an over the top bullet hell shooter. Can’t say I sticked closely to the theme, hopefully it makes sense! Couldn’t really take a good looking screenshot, you gotta see it in all glorious 60fps ^_^
Now it’s time to play your creations. Ludum Dare is awesome!
So, end of day 2! We have a basically working game. A few more hours tomorrow evening then fin!
Today, much faffing about, lots more drawing, developing and some tuning.
Rupert had a rather short day — Sunday is swimming day for his boys so he only had from 10am to 1pm and 9pm to midnight = 6 hours. The first 2 hours were lost to the Spriter-Unity import oddities that ended up in XML files revealing missing key-frames. (Still, at least Spriter has a user-readable file-format otherwise this might have been much harder to diagnose!)
After the thin-man draft imported OK, he managed to redraw most of the fat character for proper animation — including using Krita’s vector graphics facility for some parts! (can you tell which — when I decided to try it?) This version benefited from all of yesterday and this morning’s learning about what works best for animated characters. Whether it’s a lesson that’s stuck, we’ll only tell tomorrow when it’s brought across into Spriter!

Rupert realized he probably should have done the whole drawing in vector form. The only reason he decided not to was a desire to practise ‘real’ art (as opposed to technical drawing which vector art always feels more like). As such, most of the art was sketched with a Wacom Intuos and Krita.
Rupert also decided to be naughty and code-up a little bit of the game that he hadn’t explained well enough to Carl — the fat character should huff to a stop, animate a wind-up, flail through the air and recover on landing — a bit like a really flabby Hulk jump! Coroutines to the rescue 
Meanwhile, Carl wrote more of the game, learnt about Unity Cloud Build and ported to Android! That “more of the game” summary includes doing menus including GUI, diagnosing gnarly multi-collider bugs, drawing place-holder art (which might become permanent if we run out of time tomorrow evening!) and making some parallax effects for the runner.
With our 3-ish hours tomorrow, Rupert plans to finish the fat-man, chop him up for Spriter, re-animate, import into Unity. It’s unlikely Rupert will manage to draw a final version of thin-man so that side might need cutting — a great shame given it’s cost about 6 hours already but that’s jamming, eh! If there’s spare time, Carl made Rupert promise to re-draw some of his fine place-holder art. (Whaddya think, Internet? Shall we keep his stuff? 😉 )
Game is done and dusted!
I probably should have thought about a better name than Shapeshift … as it happens it turns up rather a lot if you search for it. So I suggest searching for “cucumber” instead!

Ya know, I have almost a game here, but it’s just not going to be playable for the 48h compo. So Circle Meets the Square gets 24 more hours of mad, frenetic developing! Wooo! <narcoleptic attack/> #betweencontracts

It’s not ideal, I’d rather be judged on compo standards since I’m working with those restrictions, but watchagonnado. Serves me right for not doing the practice weekend. Jam tastes good, right? Here comes Jam! Good luck to everyone!