LD35 April 15–18, 2016

Where Wolf? Finished!

This Ludum Dare has been a bumpy one. I found myself taking many more breaks than the previous one. I took a long time to think of an idea for the game but I finally found this one. Basically you are an Animal Control officer who has to hunt the werewolves from the crowd of people.

Runner 2016-04-17 15-44-27-35

The game took more time than expected due to my infinite loops and other bugs.

It was definitely a learning experience, much like #34. I do not enjoy Where Wolf as much as I enjoyed NnB: Nuts ‘n’ Bolts.

You can play the game here or here.

Enjoy and leave feedback if any. Thanks!

 

 

~

Compo entry Green Knight finished!!

Heya everybody!
Finished my Compo game Green Knight and I am heading bed now.

Just wanted say that I had a blast making it. This was my second LD and last time I barely managed to finish before the Jam ended.
Seems like practice helps and this time I even have time to sleep before going to work tomorrow.

screen_2

Ludum Dare 35

Next week I’ll be playing your games as much as I can!
Good night!

Some progress!

Now that we have the mood, we’re rushing with the final implementations.

Look how unfortunate our friend is to be already on the first form of his transformation.

dimLight

Done and submitted

Scrapped my original idea 26 hours in, so had to do a quick game in 22 hours.
Ended up finishing ahead of time, pretty happy with the result.

 

 

Entry

…cutscenes

I was originally gonna do a live action/animated cutscene when you finish the game but then I realized how long it would take just for importing and exporting all those frames and such. Plus I’m having some major issues with Unity’s movie textures right now so I’m going to have to resort to a still image as the congratulatory screen instead of a cutscene. :(

UI design right out of 1989

Got my part selection interface and all the sprites finished – for now I’m just using some debug logic to change the max number of parts, but the goal is to have a power-up that increases it.

progress4

Now I guess it’s actually on to making some game-play. 28 hours to do that for the jam deadline, so I’m feeling pretty good.

Tags: LD35, progress, screenshot, unity

Finished my first Ludum Dare entry on time!

Didn´t think i would make it on my own when my team wasn’t able to join me this weekend. But i’m still quite happy with the result and haven’t encountered any crashed for a while *knock-on-wood.

You can check it out here

According to my friends its too difficult to destroy a star, can you prove them otherwise? 😉

Please let me know if you encouter any bugs like this one below, major mayham :)

sleis2

I’ve done it!

menu

The game is “finished” enough for me to call it a day. I had a lot of fun and an equal amount of frustration with various bugs in the Godot engine. If anyone is interested I’ll consider writing a small report about my experiences of using Godot for LD35. Here is the entry page.

As ever, good luck to everyone finishing up.

Line arts…

Our enemy line art sheet… :)

Line Art - 01 Line Art - 02

Line Art - 03 Line Art - 04

Shapes Outdoor

I’m sure many of us got perhaps too many hours indoors? In my game, you get shapes to collect within a 600m radius from your current location. So unless you plan to spoof your GPS-position, you got a game to play while getting out for a walk.

As for shapeshifting, the shapes shift shape when you collect one shape.

This game works best on Android, but can be played on iOS too (no sound). Not tested on Windows Phone. Can be played as a web game as well as by downloading an APK for Android.

To the game

 

Some walks were performed as part of the development of this game. :-)

Level 3 is engaged

Level 3 (THE last one)  of my Point’n click mini-adventure is engaged … I WAN’T TO SLEEP ! but i’can’t… i must finish this LD35 !

kitten

Only 4 hours!

Yay! 4 hours to do the following simple things:

  • Make several menus
  • Build 11 levels
    • This also includes any enemies that are needed in those levels
    • and tiles
    • and stuff
  • All the sound FX (except for music)

In any case, the first level is looking good, in my opinion:

May have to switch to the jam… :(

For my first time in almost 2 years, I may have to go for the jam instead.

I didn’t have enough time on my hands due to final exams coming up, so I tried to balance out the time but got way ahead of myself and went for my full-on standard Ludum Dare game, and right now I’m stuck without sound and there’s still a few bugs plus LOADS more features that I want to add.

I only have a few hours after school tomorrow, so my only regret is that people will expect a lot more seeing as it is a jam game. Hopefully people will understand :)

Anyway, good luck for everyone else still going, looks like I’ll be joining the jammers tomorrow.

Was in the combo, got into a JAM

I got sidelined by work again, so no ludlum for me to day, but i can’t make my peace with not daring anything, so i guess it will be the jam this time.

At least that means i can get some decent background music, although i will keep working alone on the rest (gfx, sounds, proggin’).

As always it is amazing what has been going on here in the posts, i feel thoroughly uncreative when i see what some of youze came up with, to me shapeshift did not evoke any ‘creative and eccentric’ ideas.

Goeth forth and codeth…

Done!

Ooze screen capture
Download the game HERE

This is it for me, Monday’s catching up so have to stop here

Have a great week everyone! :))

crawl RPG Shapeshifting Pinball? Sure….it’s in the box!

Welcome to EXTREME DUNGEON MEGA SHIFT RPG PINBALL DELUXE!!
That’s right, a shapeshifting pinball machine set up for a the perfect and bounciest dungeon crawling RPG experience! Collect GOLD from barrels and crates. Battle MONSTERS, then collect GOLD from their body. Don’t die…

Just glad I finished in time for my first Ludum Dare ever. Lots learned, lots of fun and a finished game (or something!)
…and some sleep in between. Check it out here.

screen01

Prototype…

Our first prototype screen shot…

Print

We’ve Submitted!

Hey everyone, we’ve submitted our game!

Mutant Chicken Death Jam

It’s been really fun working on this game, I haven’t done anything quite like this before (the jam).

Luckily I had friends to help with art (@rohan_narang15), and music (@Darth_Davroth).

If you enjoy twin-stick shooters, aliens gushing toxic ooze, giant fire breathing chickens, and dance parties, hurry on up and play! 😀

Tags: alien, arcade, chicken, mutant, Mutant Chicken Death Jam, norseware, shooter

Music

Music … I am really, really bad at it. I have something done … but I really need to work on my music skills for the next time.

If you want to listen, my game is live here!

Buuut! I now have every component in the game! I’m going to spend the remaining time polishing up a few things and trying to add some extra juice!

cucumber_message

Punching Dinos Off Cliffs…

6

Oh you know, just punching Dinos off cliffs. :)

Comments

HoldMeImScared
17. Apr 2016 · 21:41 UTC
Punching dinosaurs off cliffs will never not be awesome 😉
17. Apr 2016 · 22:38 UTC
But what about the epic hit fireworks and combo breakers? 😛 And other dinos like Indominus Rex?

Not my jam…

Well I wasn’t able to get as much done as I’d hoped and its unrealistic to finish at this point, I just have too many bugs and problems. I would do the jam but I have school tomorrow so that’s a nope. I blame bad unity documentation. My idea was a infinite monster fighting game where the monsters got progressively harder the more rounds you survive. The monsters dropped special coins and Xp which could combine to level you up. When you dies you were taken to an upgrade screen where you could upgrade your health, attack, and defense with your levels and you could combine the monster coins and apply them to your player to shapeshift into the monsters that you fight & get special abilities (Hydra: breath fire, Medusa: Freeze enemies, Yeti: giant snowball, etc). I implemented most of these features but they all had problems and I dont think that I can finish, I hate the unity animation system. I’ll come more prepared next jam and hopefully be lest rusty on my Unity syntax :)

Capture Capture2 Capture3

Comments

AnaglyphCoding
17. Apr 2016 · 21:54 UTC
Join the club.. heh heh 😛

I’m basically in the same situation as you but I didn’t want to miss out on having a continuous stream of Ludum Dares (29-35 so far), so I’m gonna go for it tomorrow after school (even if it means people will vote me less due to a game that doesn’t meet JAM expectations).

Otherwise, looks like a really good effort 😀

An Errant Slime is out!

I made it! I’ve submitted my game:

An Errant Slime

I didn’t get to add all the features I wanted to or polish it properly but I finished. I’m happy with the game I submitted (especially the music) and I’m sure I’ll do better next time.

Thank you all so much for the tonnes of inspiration!

Shapeship – one more day to go!

The idea is to shapeshift a space ship to align weapons and armor, playable but still a lot of work to do …

shapeship_preview1

shapeship_preview2

Preview playable here but remember: this is an early build, it may break at any time :)

And I’m Done!

So I came late to the party, as always LD fell on a weekend where I was jam packed, so I decided I would try and pack a jam in anyway! I had this afternoon to start and finish the game (and a cheeky hour last night). I got something built though! I used to theme loosely, everyone is making “shapeshifting” games … I made a “shape shifting” game, i.e. you shift the shapes around and complete the levels.

It actually turned out to the a pretty good puzzle game if I don’t say so myself, definitely one that I will be taking forward and developing into a rully released game.

Anyway, check it out if you want, http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=7049

We have a name!

We have finally decided on a name for our game. Say hello to “Fast Food Run”. As the name implies, it is an endless runner in which you need to collect fast food in order to survive. The idea behind the game is that you run out of energy as you move along, but gain energy from picking up unhealthy food. There are also various healthy foods along the way that drain your energy even more, and slime that slows your movement.

Screenshot

Tags: LD35, progress, screenshot, unity

oh shi*t

try here

just implement some basic mechanic, pretty simple idea about shapeshift game.

warm bed is waiting :p

goodluck guys!

ohshift1

We did it!

I have participated in LD twice but only in the combo. This time it was time for a jam with a friend and colleague.

We spent 15 hours of work in a meeting room at the office and mostly finished the game in that time. We lost some hours trying to make it more advanced but in the end “Keep it simple”.

It went very well and as my jam buddy said “This was the funniest thing I have done in a long time!”

Our entry is called Pegs in space and is no graphical masterpiece but a simple game play.   Check it out at http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=30731

ld35-screen

How many wall can you pass trough?

Quick question about web games

Where do I upload the zip file to?
And where do I find the link?

I want to upload an WebGL Unity game … At the moment my Entry doesnt really work…
I used Gamejolt as Website is there a better one ?

EDIT:
Finally made it 😀

For others:
-Upload your Zip file on Itchio
-Edit Game > Distribute > Embed Game

Comments

17. Apr 2016 · 22:19 UTC
Just copy the links to your game and source files. For the embeded player (which will allow people to play your game on your submission page) you’ll also need to specify the size of the window.

Portalshift

portalshift_ld

Finally Portalshift released for compo on time 😀

All Transformations Work

ezgif-1716558228

Click for animation

 

All transformations in the game are in! The bunny can jump higher, the eagle can glide, and the snake is smaller. Level loading & enemy placement are in, so all that’s left is to switch in the new artwork and make some actual levels.

How do I vote?

If I goto someone else’s game, I download and play it. How do I rate it? Where is the option to give a rating?

Comments

17. Apr 2016 · 22:06 UTC
That’s happening after deadline! You will see small stars at the bottom!
17. Apr 2016 · 22:08 UTC
Okay thanks

Making “stealthy” progress!

After a lengthy battle getting some of the core mechanics in it’s almost a game! Albeit a very grey-boxed game! Some little bugs to fix and texturing to work on next.

ldjam_pic1

If anyone would like to play test the WIP, follow the link – https://dl.dropboxusercontent.com/u/25420757/LD35/index.html

Comments

matthewd673
17. Apr 2016 · 22:20 UTC
Pretty cool start, but how do you shape-shift?
shane1090
17. Apr 2016 · 22:49 UTC
Press ‘E’ on a keyboard or button A on a controller when you’re near a green object

Timelapse!

There! Now for some hard-earned sleep…

Day2 – Neon Level Switcher Beta

Today it was a relaxing day since I’ve decide to go for the Jam and let the Compo for another edition. I’ve learned that I’m not very good with graphics (not a big surprise) and I spent a lot of time doing and redoing the tileset. Finally I decided a vector-like style since I worked a lot of time with photoshop layer effects and I knew it will give me better results.

The gameplay is completed in its simpler form, it has a difficulty curve and and first iteration of the hub. I had problems because I wanted to go from 400×300 to 800×600 and it gave headaches with re-scaling (due to a bug in the configuration I fixed, please, get used to CONSTANTS for every config value).

Tomorrow I will not have too many time but I’ll try to add some Creative Commons / public domain FX and music and will try to clean the code a little bit to get used to the engine we use a little bit more.

Compo Entry – Shift Commander

Well I had about half the time I wanted in the end but I got to try out several things I hadn’t done before, Learnt alot and am happy with the end result.

Meant to share a lot more as I was going but Life happens but please go and play my game, leave a comment and I will track down your game and play it to

Screenshot1

Screenshot2

Screenshot3

MSLB2

Tags: #LD35 #gamedev #indiedev, compo

not sure if I will get to the levels

Been bussy with this pretty crazy idea of stretching arms. Somebody is doing the textures for me and someone else also made a nice slow song :)

The mechanics are pretty much working. But there is still a lot to do, must add a goal for the game, finish up some visuals and make levels. I don’t think I will get this done in time, but we will see :)

Warping Ninja



 

promo_8

 

Shape shift through time and create a decoy to fool the enemy. Throw daggers and dash with your dual wielding swords.

How to play:
Step on the yellow portal, this will make you invulnerable and unable to attack for a few seconds. You will then return to the portal and a ghost will emulate the path you took during this shape shift. If your ghost is not visible to the enemy, the enemy will fire at you!

 

 

 

Play Here

 

Comments

Jexel
17. Apr 2016 · 22:37 UTC
Are you sure you’ve set up your links correctly? I’m getting directed to a pdf about esports.

 

_DSC4127

Took a quick break, and found myself screwing around with music. I’m not sure that I’ve got anything that will stick, just yet, but it’s nice to switch up to something completely different for a while.

I never post photos of my workstation as it’s truly unimpressive, but I snapped one of my Ludum Dare music setup. Still pretty minimal, but a nice change from sitting at my computer desk for a weekend.

Tags: deskphoto, LD35, music

My compo entry for Ludum Dare 35 !

mutashift3

Yeh i have finished but my game is not optimised. I have some lags. but is functionnal. need Java 8 runtime environment for running.

you can view my entry in this one. Thanks for your reply and comments.

now go to sleep i’m so dead !!

 

good night everyone and good luck for rest of participants.

I’m In!

I will be using:

HTML5 / Javascript (for my first time)

SFXR (for sound effects)

Pain.NET (Graphics)

Progress – probably ditching the theme

Im in it for the Jam so not feeling any real pressure yet – have spent most of the day on non LD tasks but still managed to get some progression. Most important lesson today is realizing that the spin and shapeshift mechanism isn’t working for this game… Will probably mostly ditch the theme and go for getting the core of our idea implemented. I’m hoping to add a New Age feel to it and have difficulty levels associated to moods and feelings “How are you feeling?” : Sad (easy), Anxious, Angry (medium), Indifferent, Happy (hard), Nirvana (insane).

Have you found your quest? Traveller, look within and change yourself. You and I are pilgrims of the multiverse.

Travelling the multiverse...

Travelling the multiverse…

That’s it for today.

Build your minions

The idea is to spawn fighters to kill as many enemies as possible.

You can change the shape of the fighter, but it will cost more.

 

 

 

I hope tomorrow i can implement getting/spending gold, scores and game ending. After that, i will add more body parts.

I only have a few hours free. So i’m not sure if I’ll be able to finish it.

After thoughs

Now, a bit after midnight, I can begin thinking about the last 2 days.

Quite a bit i wanted to have done differently.

The animation isn’t as smooth as I wanted it to be, but the sound is what bothers me most… My own voice…

Oh well. A game was made, by one man, in under 48 hours.

Let’s see how it goes. Otherwise there is always next time.

A Successful Failure

This was my seventh Ludum Dare. I always aim for the compo, though for my last couple of entries I ended up overflowing into the Jam. I’d only failed to finish once before (Ludum Dare 33), and it felt pretty terrible. Not only was it the first time I had failed to finish, but I also felt like what I had produced was not worth using.

Once again–Ludum Dare 35–I did not finish, but this time I feel quite differently about it. I could have gone into the Jam, but realistically I know that would not have helped. I still had some fundamental issues to fix and was far behind where I needed to be.

In the first morning I produced a rough mockup. My thinking was that if I kept to low resolution silhouettes, I could save some time on art compared to my usual style. It didn’t really work out. It didn’t do any art beyond this, but it’s pretty clear is wasn’t going to be a simpler task than usual to complete.

ld35_mock1

Following that, I produced some music. It’s very rough but I was pretty pleased with it for how quickly I put it together.

Finally I came to implementing my shapeshifting mechanic idea, which is perhaps the most ambitious I have attempted in a Ludum Dare. Having not completed any new level design or art for this jam, here is a demonstration of the machanic in my LD32 game, Fathom, alongside a gif showing the original LD32 mechanic.

twt_fathom_warp

twt_ld32_spoiler

One issue I have with Ludum Dare is that it often leaves me with an idea I really want to work into a full game, and finding the time for that is very hard. Each Ludum Dare seems to add another game to my todo list, and Fathom is already on that list! However, I feel this new warping mechanic suits my plans for Fathom very well, both in terms of story and gameplay. I have many ideas for variations on this mechanic, and many ideas for puzzles.

Unlike in LD33, then, I feel I have actually spent my time in a useful way. Furthermore, I am newly inspired to do more work on Fathom!

Yey, I made a… thing…

Well, it’s something, haha.

Check out and play my game over here: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=28046

Or why not watch the timelapse of me making it (yes, that’s a monkey..):

 

How do i browse Entries?

I know this is a stupid thing to ask.

But i cant find out how to view peoples entries…..

 

Comments

17. Apr 2016 · 23:02 UTC
Did you submit a game yet?
17. Apr 2016 · 23:02 UTC
Yeah, Doubstract is right. Never saw that comment.
Shael
17. Apr 2016 · 23:07 UTC
Thanks guys :)

here is my entry

i’ve finished. and i’m not happy with the result. but it’s ok

ludumdare.com / compo/ludum-dare-35/?action=preview&uid=51713

Finally finished, sort of…

So this was my first Ludum Dare …
Can’t say I’m entirely satisfied with the results (honestly the game kinda sucks) but at least there’s the feeling of having finished something.
I started out wanting to make an escort platformer, but after trying to make sprites for a couple of hours I realized there was NO WAY I could finish drawing all that in 48 hours.
The second concept was a 3D “match-the-hole-in-the-wall” type game but that failed to materialize too.
So in the end my current submission was made in about 10 hours with whatever artwork I could salvage from my first concept.

Anyway it’s 2AM here so I’m going to bed.
PS: It was really fun though!

I’m done!

My game is finally “finished”, there where some features I would love to be implemented, but I don’t have time anymore, and I want it to be a compo entry.
You can download/rate my game HERE. I hope you had as much fun doing Ludum Dare has I had, and to all jam programmer, good luck to ya all, and don’t forget to sleep!

screen

UITut

Gameplay

Environmental kills anyone?

Shapeshifting other things.. Does that count? We’re taking some liberties :)

https://gyazo.com/324daab1423945842dbce26163e85fc1

I dit it, first game with Unity and quite proud

I started to learn Unity and C# 3 weeks ago and it’s the first game i do from scratch and i’m quite proud of what i’ve done.

The version i’m going to submit will have only one level (because i’m short on time for Compo) but i’ve a blast doing it, losing so much time rethinking my concept and struggling with my short knowledge.

I’ve learned so much this 2 days!

Let’s see if i’ve to continue the game after the Jam.

Good night :)Screenshot_7

Just submitted

I just submitted my entry: http://ludumdare.com/compo/ludum-dare-35/?uid=67399

Screen Shot 2016-04-18 at 00.44.53

I am quite happy how it went. I didn’t expect to get along with the time constraint so well. Using familiar tech is a huge time-saver.

A few more levels would have been nice. But I must say creating advanced puzzle game levels without a decent level editor is quite challenging!

Anyways, I enjoyed the competition. Cheers!

Flat and finished!

Linky

Screenshot 12

Bye everybody, I’ll go to sleep. I’m looking forward to playing your games.

I guess, that is it

I im not happy with the result. Some internet problems have delayed the overall development a lot and greatly damaged my motivation. I didn’t finish what I wanted and the result is not really a game, but I am too tired for working on and just submit now.

I hope, that I can use my own engine next time.

Changing Tide – Current progress

Here’s my current progress. Tomorrow, I have a day off for jamming.

status-201604180112

 

It’s still somewhat placeholder graphics, but there’s some progress:

changingtide

Sheep Shift

They do move in herds.

View post on imgur.com

The sheep are sheeping everywhere, and we’re still on target to jam the rest of Sheep Shift out!  Uh…also our dog won’t move backwards.

-Jodi, Artist, Sleepy Sheepie, pixel pusher

Voilà!

My game is completed and I’m really happy about how it turned out. Also, this was the perfect excuse to finally upload a game to Google Play Store!

I hope you play it and have fun with it! I know there is a LOT of work to do, I’m planning on adding more modes and working a little bit more on the HUD and graphics. I’d love to hear some feedback from you!

So please, go and play ShapeGrid! 😀

 

Thanks a lot!

I made it! Go check out Makeshift now!

I’ve just uploaded Makeshift, my Ludum Dare entry about high fashion.
I found out that a shift is a kind of dress, so I rolled with that and made a very silly game about decorating shift dresses on the fly to send out on the runway.
Check it out here, if it sounds interesting:
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=29805
ms3

Comments

HoldMeImScared
17. Apr 2016 · 23:29 UTC
Shifts, yes. Awesome application of theme, LoL

Done! See you at LD36 :)

Finished the game and posted it last night, but was lil busy wrapping up the weekend requirements for my home :) so decided to write down the post or any postmortem today.

PLAY HERE

goo.gl/80EcnE 

Anyways, not much to say, I started late, but was able to put something together. And because of that delay I had to make some sacrifices, which includes ignoring the animations, and OMG the static sprites looked just nice and didn’t need animations in fact 😀

I know animations would be great, but was time bounded. But the bright part, with this Jam iteration, there were a new lesson as usual, and this time’s lesson was how to render art in a fuzzy pencil way, without an actual pencil!

janpuTech_1

Best luck for everyone on catching the time!
-m

Mountains will Crumble! Seas will rise!

Tada! Finished my #LD35Jam game, Atlantis Dare

View post on imgur.com

Ludum Dare Link

itch.io Download Link + Source Code

Gameplay

The premise is of a civlisation-type turn-based, tile-based strategy game. where every 12 turns, the terrain is re-generated at random. The land changes completely, with big consequences for the player.

Players build up their civilisation in the preceding turns, accumulating food, stone and prayer points from the cities, farms and mines they’ve built. When the land changes, prayer points are spent to “pray to the Gods” to rescue the cities, mines and farms that have ended up in the ocean. I.e. the player can move their sunken cities, mines and farms back to new locations on dry land (or otherwise let them drown and be destroyed).

Inspiration & Design

I was inspired by the idea of “winters” in the game Endless Legend, and wanted to take that a step further. Having the landscape change so radically at regular intervals forces players to plan ahead and get a good balance between building their civilisation and accumulating prayer points so they can rescue at least something when the land changes suddenly dump all their hard work in the oceans. It forces players to also rethink their civlisation’s plans, and maybe change strategy on the fly, if, say, the next landmass has far more mountainous terrain than before, or is just a single small island. There’s also a few sneaky tactics I’ve already found when playing, such as building new cities just before the land changes, then rescuing only those newly build cities with small populations. That way I can get away with needing only relatively few farms for the next few turns. However, if all my cities end up on dry land when the land changes, I’m then lumbered with more cities than I really want or can support. So there are risks or unexpected downsides to many strategies.

Balancing

This is the second Ludum Dare that I’ve actually finished, and ahead of time, so quite happy. Plus I spend yesterday watching the football and a large chunk of today doing DIY (that’s my excuse at least if anything is horribly broken in the game that I’ve not yet found). There are a few bugs in there. I couldn’t quite pin down all of the scenarios where you’ll lose unexpectedly. Sometimes a city will be destroyed even though the player just built a new mine or farm. This is largely due to the order in which things are checked at the end of the turn, which I’ll need to sort out at some point.

Also I’ve not actually managed (and so tested) a victory yet. Hoping some people will have victories and that it’s just a matter of taking a bit of time, rather than the game being too difficult. The game seems to have a good balance otherwise. Players can sometimes paint themselves into a corner, and there are a few scenarios where they end up totally screwed (such as running out of stone and not having enough mines). I decided not to include special temple buildings in the end as players seem to accumulate prayer points fairly easily just from cities.

Other Issues

The game probably needs a better tutorial. I know how to play because I made the thing, but I suspect a lot of people will struggle with figuring it all out. Again, if I come back to the game at a later time, that’ll be one of the things I look to add in as a priority.

The art work is also super-crappy. The building sprites are too small to really see what they actually are, and that’s not even accounting for my less than amazing art skills. The blocky square terrain has a certain aesthetic to it at least, but it’s not obvious that the “grey” blocks are mountains, so again, if I come back to the game at a later time, I’ll be looking to make that more obvious

Construction

I started off with the terrain generator and setting up a simple isometric camera in Unity3d. To generate the terrain, firstly, I use a random perlin noise generator. This is a fairly standard technique for generating random terrain heights. Separately, I pick a random, non-edge “origin” tile. Finally, I have a graph (an animation curve in Unity) that looks like the image below:

View post on imgur.com

The bottom axis is the distance of any one tile from the origin tile, and the left axis, the number that tile will get at any set distance. I add that graph number to the perlin noise number for the tile. If the resulting number is greater than a threshhold variable, then that tile is grassy plain. Otherwise it’s watery ocean:

// generate new plains
float perlinSeed = Random.Range (0f, 1f);
Vector2 oriVec = new Vector2(originTile.x,originTile.y);
for(int i = 0;i<tiles.Length;i++){
for(int j = 0;j<tiles[i].Length;j++){
if(i==0 || j==0 || i==tiles.Length-1 || j==tiles[i].Length-1){
//edge tile. remains as sea
} else {
Vector2 currentVec = new Vector2(tiles[i][j].x,tiles[i][j].y);
float distToOrigin = Vector2.Distance(oriVec,currentVec);
float perlin = Mathf.PerlinNoise((currentVec.x/landDimensions) + perlinSeed,(currentVec.y/landDimensions) + perlinSeed); //landDimensions is the square dimension of the tiles (20)
if(perlin + landDistanceFactor.Evaluate(distToOrigin)>waterFactor){ //landDistanceFactor is the Unity animation curve. waterFactor is the threshold, usually 0.7f
// make a land tile
tiles[i][j].terrainType = Tile.TerrainType.plains;
landTiles.Add(tiles[i][j]);
}
}
}
}

For subsequent land shifts, the origin tile is picked from one of the current land tiles. That gives an extra bit of continuity and makes the game more likely to dump just half of the player’s stuff in the water, rather than all or none of it.

Next came generating the mountains. For this, I took a similar idea. I pick 3 random grassy plain / land tiles as mountain range origins. Then I pick a random direction for the mountain range to run in, and a random angle between 60 and 30 degrees. For each of the neighbouring tiles to the mountain range origin tile, I find the angle between the vector from the neighbour to the mountain origin tile, and the mountain range’s general direction vector. If that angle is less than my random angle, that neighbouring tile is made into grey mountain and added to the range. I then just iterate through all the newly created mountain tiles until the mountain range hits the sea and no new mountains are added.

This seems to produce a good balance of mountain and plains in vaguely “mountain chain/range”-like formations. Sometimes if the angle is too large, then there ends up being a big patch of mountain, but even that can be its own challenge / opportunity for a player, and I’ve yet to come across an entire island of just mountain or just grassy plain.

After terrain generation, the civ part of the game was made in tandem with the UI. I started off with just a basic building type and it took a while to get a UI that would let me pick a tile and create the building on that tile. But once that was done, was just a case of extending the basic “building” type in an object oriented manner for the city, farm, mine etc. Finally, each time I added something like cost to build to those building objects, I made sure the UI reflected that.

Mixle

Mixle is finished!

Mixle is a game of merging different coloured blocks together to create new blocks with new shapes and new colours. The merging animation isn’t quite perfect, there are some occasional complicated merges which won’t quite right, but it’s otherwise fully functional.

There are twenty levels in total and you can play it here:

http://www.stoogoff.com/games/ld35/

Mixle Home Screen Mixle Level One Mixle Level Three A Mixle Level Three B Mixle Level Three C

DNA Madness almost done!

Now I only need to make a couple of levels and my first game will be done!

screen04 screen05 screen06 screen07

Comments

funisfun8
17. Apr 2016 · 23:44 UTC
And fix DragRonfly :) Unless it’s intentional.
OveRMolo
18. Apr 2016 · 08:02 UTC
Thank you funisfun8, it’s a mistake 😉

*Almost* Had This One…

It doesn’t look like I’m going to make the deadline for the compo, but I’m going to keep going and try to have something publishable for the 72 hour jam. Congratulations to all you superstars who made the deadline!

 

Our_Hero

Extremely Close, Don’t Know If I’ll Finish

I’m extremely close to finishing my game, but between the couple hours Scratch and me not being very motivated, I don’t know if I’ll be able to finish my game in an hour. We can hope.

Wazzzaapp?

So yeah, finished my compo entry, hopefully going to make a jam entry which just improves on the current game.

It has 10 levels total, and it’s really a simple game of experimenting.  You can play rock, paper, and scissors (represented by colors), and you just have to figure out how to use each.

Have fun, leave a vote or comment, don’t rage quit.

Ludum Dare 35

Unfinished, but my Game is Submitted

It turns out that I won’t be able to finish my game in time. Unfortunately I was a little over-ambitious again. There is still a lot that I need to work in but at the same time I am sorta proud of what I have created up to this point so I plan on completing it within the next few weeks regardless.

Here is the link if you’re interested: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=39681

Crazy Jam entry – Shape-shifting alien race versus another aliens

Still work in progress, most of game mechanics are done – and as I’m running for Jam, it will most likely get there. A little image show follows.

I’m running for tower defense/strategy in Unity with (literally) tons of programmer’s art, that will put some pressure on player and of course winning the game is not an option, only losing faster or slower.

First try

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:
SHIFTRUNNER

Tags: #mobile #runner

Almost finished…

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.

Done!

PEG

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

Peg1 Peg2

That’s it… I’m going to bed…

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!

screen1 screen3

Follow me @kodingnights – Don’t forget to vote!

Dear Dare-I-E (Diary), Day One Lessons Learned.

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.

Timelapse and What I got done

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!

and TIME!!!

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!

View post on imgur.com

My game is finished!

LudumDare35StealthGame 2016-04-17 19-31-31-081

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:

Here

 

Thanks!

Shape Hockey is now available

level1success

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. ^.^ )

Nearly Done!

I’m working on a menu now, might add some finishing touches tomorrow since I’m submitting this for the jam

Giving Up!

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!

And the winner for the Graphics award is…

spoilers2

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 :)

Its Done!

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

PreviewFinal

If the Source isn’t there yet, its still uploading.

Neo Shifter

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!

Run, Gamer, Run! End of day 2: A working albeit iffy game

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!
A nicer fat stereotype

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? 😉 )

Tags: exercise, fat, run

I’ve only gone and done it!

Game is done and dusted!

Play it here!

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!

cucumber_large

Goodbye Compo, Hello Jam!

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

sshot

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!

Comments

TechXSoftware
18. Apr 2016 · 00:32 UTC
I did the compo, I didn’t want to stress for longer haha