LD36 August 26–29, 2016

And it’s live!

I can’t believe I actually finished! Why does it always have to be in the last minute? T_T

It is still far from complete… More story, an actual combat system… But still, I think it is playable!

When “jumping”, your calculation must be really precise, other wise you can end in a very inconvenient place! In “Brigit Fall”, YOU, yes YOU, were in chase of some criminal called Branigan, but a miscalculation made you crash into an unknown planet. Can YOU do what it takes escape this mysterious place?

Want to check it out? Click here!… or somewhere else that leads you to the game!

brigit_fall2

Now, if you excuse me, I’m going to die on my bed…. Z_Z

Ludum Dare 36

First Ludum Dare Game!

After two years of excuses I’ve finally took part in Ludum Dare!
Game is certainly not polished, but I’m happy with the result.

Here it is: Tank in Dungeon

 

Jamming turned out to be more fun than I expected, so I will try to participate on various Game Jams more often.
I’m looking forward for next one!

First post!

Even if this is my second Ludum Dare, its the first post i’m writing! (Mainly because if i don’t have a post, the entry of the other game at LD34 won’t appear at my profile); The thing it’s that this time, i’m working as main programmer and game designer, i’ve way more experience with Unity than the lat LD i made, and that has helped me a lot to setup the game (i have learnt to make a grid and a simple fog of war in a couple hours xD) and solve all the problems more quickly.

Here, one of the teammates writes a little bit more about what we’re working on, I hope you like it!

Day 2: The crystals, UI, radio mechanics and level design!

On track for the jam!

Just finished the final mechanics. All that’s left to do is design a level that’s fun to play and finish the art assets.
A rolling stone

Finally submitted!

It seems like whenever I go and try to submit my game, it suddenly won’t launch because the manifest file is completely screwed up, or all the images suddenly turned into orange triangles, or maybe it started only reading mouse input when space is pressed.

This time, there were lots of problems with trying to get it up on GitHub – first, git shell thought that git didn’t exist, which was a small problem, and then I managed to accidentally delete the .git directory, and on top of all that, I also had the manifest file problems. :(

But! I finally got it up!

trainstacktitle

My game is called TrainStack, and it is a “””puzzle””” game about building trains. The problem is, most of the levels are not particularly puzzling – the only one that truly is even close is the last level, and it was by complete accident.

I realized near the end of the compo that I could have made much more puzzling levels if I had just kept like the first 6 train-things I had made, and then just sort of randomly spread them throughout a level. But I didn’t end up doing that, because 1) I probably had too little time and 2) I liked all the silly little things I had made (like the anti-health train car, which blows up other cars when it blows up)

It’s certainly one of my most complete games, although it probably isn’t my most fun. But! I do kind of like the modular train builder, and there is a number of explosions.

I’m not sure anyone will like it, but I would appreciate feedback, so if it looks interesting to you, please comment! Thanks!

LD36: No Man Has Gone Before is DONE!

Just got it ready for the compo deadline, didn’t expect to hit. DEFINITELY my most polished jam game ever. No Man Has Gone Before is UI driven game based around the idea of trying to get a spaceship with the last of humanity to a habitable planet that you don’t even know for sure exists, over the course of thousands of years. Even barebones, I think it’s pretty damn evocative and can definitely get tense when you’re trying to keep that last dozen people alive for just one. more. turn. please.

realgameplay

Right now, I’d say balance could definitely use some tweaking, I’m thinking it’s a little too easy at the moment. (Not in the build pictured, though. That one was waaaaay too hard.) And some of the polish that I wanted just didn’t make it, though still enough that you’ll probably notice some interesting touches in there! (No Spoilers!)

 

Anywho: Check it here.

made music for KoYo!

did this pretty fast but I think I did pretty gud x…x

still working on levels and such, I got spikes and mummies all set up just gotta set up rooms and transitions.

That’s it! (phew)

SO!

Starting with this tough of a theme already got the tone set to a not so light hearted LD. The brainstorming poped into my head the obvious stuff – alien weapons and rogue-like games.But then something interesting came into my head. I’m going to be laughed at but oh well…

Catapult – A Puzzle Tower Defense.

>Click to visit entry<

That’s what “Catapult” is about. It’s VERY short!

Still, in order to get through the couple levels there one gains understending of the mechanicsthat can be evolved even further later. This is… a prototype if you may.

Why is it a puzzle? Well… I can’t put my finger on it exactly but if it was “just” a tower defense you’d expect it first of all be a bit more complex than placing your weapons in one axis and enemies who walk foreward all the time. the purpose of “Catapult” is to demonstrate mechanics and hopefully also to bring interesting mood with it.

I think you should just try it yourself rather than trying to explain 5 or so minutes of gameplay that took 48 hours to build.

The challenge of making it

Yeah okay I know I would agree that honestly I didn’t do THAT much with the game, otherwise it wouldn’t be just the small game-prototype thingy it is. Still, it wasn’t also THAT easy to make it.

First of all I was using my newly built and still in unstable development stages JSCF – library for canvas with vanilla javascript.

So it was basically the firs real game I made to web. (like with graphics and all)

Also, I set myself a goal to make the game polished this time, and it’s really not that easy. (especially considering all of my previous entries were quite the opposite).

And last – it’s my first time programming something even close to TD or similar strategy games. So all in all it was really fun but also challenging.

All in all it’s short and I believe even user-friendly and I guess the entry I’m so far most proud of because he’s sorta polished compared to my previous entries.. so yeah.

Happy Ludum Dare 36!

See ya’ll when ratings will return ! (oh and in the entry comments of course)

Stones and Bones!

Stones and Bones may break my shticks but words will never hurt me.

I actually finished my first ludum dare game and my first published web game. Yay!

I saw a lot of posts on here of peoples progress throughout the weekend, but I was too nervous about making my game to put the time into posting anything. I told myself that I would post when I finally finished, so here goes!

I struggled a lot in the beginning with finding direction and feeling like the work I put in would even matter in the end. I started by messing around with making my game engine, and I didn’t really have a solid game plan until the last couple hours. But once that happened I got really excited about the project, and I’m really happy with it.

Stones and Bones is sort of an action platformer survival puzzley game thing.

You are in a confined but large, flat 2d space and have to fight stone golems, mummies, and robots while making new weapons by hitting stuff together

title screen from stones and bones LD36

You can see it here

 

Looking forward to advice and criticisms!

 

Barely made it (again?)

Just like last time I was cutting it close. There are so many things left to do! Luckily my game turned out sort of okay. But still, I had so much fun! I can’t believe how awesome it is to use my own engine (or it could be that because I love making games for terminal). Cant wait to play all of the awesome games that just have been made (or coming soon from the jam) !

Screenshot at 2016-08-29 04:25:00

If you want to throw grenades at some alien drones (yeah I didn’t have enough time to write proper pathfinding) check out my game – Random Access Aliens!

If you want to take a look at my engine Terminal Play you can do that too! I’m trying to keep it documented. Who knows, maybe one day someone will want to use it 😛

Comments

MCRewind
29. Aug 2016 · 02:17 UTC
looks cool but it instantly crahses on windows 10 :(
edve98
29. Aug 2016 · 02:24 UTC
Yup I forgot to add the map file! Reuploading soon!
edve98
29. Aug 2016 · 02:36 UTC
Should work as intended now

Pocket Worlds

http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=113200

IN A WORLD… that fits in your pocket, battle the evil red block-men with The Hulk and Eric Bowman.  Tap and drag your way to victory among the treacherous SPIKES and stone-cold walls.
Built By: Michael Kulrich, Sean Saleh, Dru Erridge, Kevin Wu, Ian Wittenberg.
Moral support: Khevna Shah

We made this game from scratch, following the compo rules, other than number of people. For many of us (Michael, Kevin and Ian) it was our first game jam!

Done and salty.

Well, I finished my game on time for the compo and it is actually something that I would be proud to submit, while I had a lot of issues with the raycasting and collision in my game I got most of them worked out. If I didn’t have school tomorrow I would add more levels, features, and submit for the jam, but alas I cant. My game is better than It could have been but also a lot worse because I tried to do so many new things instead of sticking to what I know, but that is part of what I think makes it fun. Now why am I salty? You may ask… Because your good ol’ pal Unity decided that he didn’t want to export, and so he didn’t… Grrrr…. Here are some screenshots.

Screenshot (54)Screenshot (55)

Orgog’s Prison – Submitted with just seconds to spare!

Hello,

The game I created for the compo is called “Orgog’s Prison”.

It’s inspired by the arcade game “Berzerk” and Atari version of “Gauntlet”. Those games were created using ancient technology.

I created it using Construct 2 and Pyxel Edit. I hope you enjoy.

You are a dwarf that must go from room to room defending yourself against the orcs by slinging axes.

screen_action

Made it!

My game is called “Bobby Bow” it plays great and has an Online scoreboard.Thunb

Rushed Dinosaur Dare

My LD36 48h Compo entry is called Rushed Dinosaur Dare (entry page). It’s a CGA-style game, 320×220 resolution in 4 color mode, where you travel back in time with your buggy to annoy a Stegosaurus:

Rushed-Dinosaur-Dare-00003 Rushed-Dinosaur-Dare-00004

48 hours is an incredibly short time, too short for me to make a “game” game from scratch. Still, I really enjoyed putting together this prototype and being so focused on getting it out in time for the deadline.

I plan to develop RDD further into a full game, keep an eye on my website for updates. See you all at LD37!

Tags: LD36

Yeah, that was “…what can go wrong?”

No, I haven’t failed in completing the game but rather in posting entry. It turned out that iFrame doesn’t allow keyboard interaction via event listeners. Yes, yes, Unity somehow deals with it (maybe with messages). Anyway, let me introduce DIO my entry

This was kinda slacky compo for me, but it was pretty smooth in development phase. I guess, I’ve grown enough for making game engine (or maybe my hate to Pixi is just too big). Oh, and I also pumped up my drawing skills and my art is not-so-eye-bleeding now. Yay.

So, yeah, that’s it. Gz everyone.

start

Wow… that was close!

So here I am. Just finished my second LudumDare Comp and I feal AMAZING! Well kind of…

First of all I did not handle that theme well and my final game might not find many friends.

Ok, bad things first. What went wrong:

  • Pathfinding? This is the first time I needed to implement a pathfinding system in C#(Unity) . My first version (lists and no optimization) left me with around 2 FPS… I then started looking all the cool stuff up like binaryheaps for priorityqueues or what heuristic to use. (Yeah I know there’s NavMesh-Stuff in Unity, but I never really looked into it and thought this might be faster to do)
  • Graphics! God damn I need a team for next Jam. Coding is fun, but please god I don’t want to ever draw a walkingcycle again.
  • Shaders I prepared myself with tutorials and documentations but ended up not using a single self-written shader… Makes me kinda sad :(
  • TIME! I would have needed more time for: Sound, Menu, Tutorial, Maps, Graphics (It’s a bit my fault since I was useless the first 24h)

And now what went right:

  • Pathfinding! … atleast the last 2 hours of it. It was really amazing how good the outcome was. After the first version was useless, I basically rewrote all of it and it just worked great with the first compile. *Boom* The Dream
  • The Game! I never would have thought that making this game would be that much fun. I didn’t like my idea in the beginning and since I couldn’t finish I don’t even like the current state, but Ludum Dare once again was a fun time.

 

And now a few words about my game:

Ancient Motivation Technologys (Black Humor incoming)

screenshot0_mini

 

In the current state of the game you simply run around and whip slaves motivate workers with Ancient Motivation Tools. Every slave worker has a little motivation indicator and needs to be motivated, when it’s too low. Otherwise he might try to kill you.

And that’s it… It should have a daycycle (like in Papers, Please) with item system and stuff, but i couldn’t finish.

 

So i hope you guys had as much fun as I had and I wish lots of fun playing some LD36-Games (or finishing the Jam)