LD35 April 15–18, 2016

Lycanthropy

As always my game has a very clichéd name.

It means werewolf (I think). Anyway, it is a game where there are civilians, some of which are

werewolves, and you have to shoot werewolves without shooting civilians.

Sometimes, you will see civilians acting strangely, and this means that they are probably a werewolf and you should shoot them.

However, sometimes a civilian will be acting strangely, just because of bad coding, then you will shoot him, and you will lose.

 

Anyway, that is the general idea.

 

Here is a screenie of the start menu (it is in a Wolf3D Dungeoncrawler retro type art style, for some reason):

Fluffy butts, floppy ears

SheepBackRunRotatingSheep SheepFrontRun SheepLRrunWe got sheep!  Teeny fluffer butt sprites running around the screen, programmers have herding behavior…should have some screenshots this afternoon.  Time for dog animations!

Dare to be Retro – Progress so far on Transmog

1

I’m doing this entirely in C and in a full retro style!!!
Features:

  • 4 colours!
  • Hi resolution 160×144 display (who needs more right?)
  • Sprite rendering
  • State of the art C89!
  • Definitely not a clone of Pokemon…

Need to create game mode switching and the transmog battles!

Dare to be Retro!

Tags: C++, Dare to be Retro!

Comments

SuperDisk
16. Apr 2016 · 11:27 UTC
Dude! This was our idea before we ditched it for something simpler. Sweet! Good luck.
DSSiege11
16. Apr 2016 · 13:56 UTC
I’m also going for gameboy style look 😀 But haven’t worked on the graphics yet ^^’ Looking forward to see the result of this :)

Progress! Now I must get coding…

Messed some more with GI settings. Created clippable 3D assets for modular level design. Fine-tuned the FPS controller.

Now I must get coding.

 

I hope I can get the Hogwarts shifting staircase done in time!!!

 

A look at my windows.

A look at my windows.

Slight Progress

So I woke up this morning, and hopped on Piskel for some art. Here’s what I came Up With for my character:

Character

It’s some progress. More updates coming soon!

We’re in

Our name is the best part of this team: Team Cowboy Henk

We’re all (previous) master students from UvA Game Studies. We’ll be using Unity, Git and either Piskel or Adobe Illustrator. We will probably be recording our own derpy sounds. We’re entering the jam and we wish everyone a lot of fun and good luck :)

I’m IN!!!!!

Got the theme last night. Headed to bed shortly after, but before I did. I did some concept art and some brainstorming. I have my idea and some art already woot. Now to figure out what I’m going to build it in.

puppy tree zombie

 

 

Used Pixly on my phone for these

Comments

16. Apr 2016 · 11:42 UTC
Those are ultimately low rez.
Zealous Coder
18. Apr 2016 · 01:08 UTC
Little late on this reply but yeah 8×8 keeping it simple.

Its a start :D

Well its not looking great but its a start and it’s not that bad for my standarts 😀

ScreenshotLudumDare35 1

Good luck everyone !

25% Completed!

At least I hope so! I have gameplay mostly nailed down, just need to implement the shapeshifting mechanic and balance the difficulty. Currently, it’s not really a challenge at all, and I think the shapeshifting will only make it easier! Hah!

I’m thinking of adding collectables to introduce a point beyond surviving.

Check it out at the quarter-way mark:

http://niklaas.co.uk/shapeshift

 

We’re in!

We’re joining the jam this time with a two person strong team. After some brainstorming we’ve decided to go for a platformer where you can reshape the environment in some way.

 

Using: Unity and maybe some Maya and Photoshop.

I’m in and first Screenshot

Hi there,

Sorry for the late “I am in” post, but i had a lot of things to do last week for university. So here is my toolchain:

HaxeFlixel & Flashdevelop for code. Cubase and Massive VSTi for Sounds, SFXR for SoundEffects. GifCam for images.

As I am working solo for this LD, i will not be able to spend that much time on content. This is why I decided to do a textadventure, since they need almost no graphics (this is where i suck).

First Screeny
Most time until now ( 4 hours) was invested in creating a parser for content files. I could imagine that I will be using this for other jams. But lets finish this game first 😉

DAT.NOT.MY.GAME! First results!

After 10 hours from the beginning of the jam we have the first results. In the game we will be in a large-scale location and interact with several types of characters. First screens you can see below.

Location in progress:

level1

Very first prototype of main art:

mainart_sample

And two animal character models:

model1 model2

A bit of progress

Screenshot from 2016-04-16 13:52:14

I’m about 4 hours into LD35 (European time zone) and I finally feel like having made some progress. Moving the character works, yay. Sadly Godot does not have any kind of prerendered primitives (rectangles etc.) therefore crappy pixel art will have to do it for the time being.

 

Flying show

My Spitfire can finally follow a path that you might recognize!

 

wip1

Shape-Shifting Polygons

My game idea is the player must match up the shape that is nearing your field of vision. You rotate through the available shapes, as you do your polygon shape-shifts into the new configuration.

 

 

Yep, I’m in

After few hours of brainstorming, I got some idea. Not sure how good it is, but I hope it will wonder something.

Hard to describe my concept with words or pictures or animations, so this time I didn’t want to make a lot of posts.

Screen Shot 2016-04-16 at 15.18.58

I’m in [I hope XD]

Well after some initial teething problems I am finally underway I hope to release something far better than my last attempt! My idea is an RPG based around Mech suits called Shift-Suits I have been working hard but I don’t have anything to show just yet so this post will likely be the only one for a while :)

Shatteraura

Using Unity 5 C#

Pixel art in MS Paint most likely

Possibly live music recording, either that or PXtone to save time!

Of course – I’m in!

My flock algorithm. It's constantly changing shape.

My flock algorithm. It’s constantly changing shape.

And there is first progress – Flock algorithm. Boids are following mouse.
Flock algorithm can be described as:
1. Cohere – long range attraction – steer towards average position of others.

2. Separate – avoid others.

3. Align – steer towards average heading of others.

(4.) Controll – follow the mouse.

So let’s imagine our birds. “Find food”, “Avoid predators”, “Go from A to B”, “Be responsible for your flock”.
What do you think?

Tags: 2D, flock, game, html5, pixijs, progress

Comments

varuns
16. Apr 2016 · 12:49 UTC
Also let the flock “squeeze” through obstacles while the enemy keeps getting closer. It could be fun!