LD36 August 26–29, 2016

Problems? Post here!

Hi. I’m still away, but I’ve been getting a number of people contacting me that weren’t able to submit, or had issues submitting, so I’m going to send them here. Please leave a comment here if you had issues submitting.

If it’s an account/activation issue, I’ll take care of those. You can contact me directly.

EDIT: Feedback Friends bugs over here: https://github.com/…/feedback-friends/issues

Ramanet Pharaonis Finished!

Just finished my game Ramanet Pharaonis.  This is my third ludum dare I have entered!

Please feel free to play and comment!

Ludum Dare 36

I finished! With a few issues but still!

I completed my game, a rogue-like I called Remnants. You play a robot with a giant sword.

A few issues I had:

Opening a chest gives you 2 artifacts instead of 1

I found the issue with the levels not loading, it couldn’t find the path to the .txt files I’m using

 

The good:

Best pixel art I’ve ever done

It’s playable, and actually quite challenging

I did it!

 

It now works 100% of the time!

RemnantsScreenshot3 RemnantsScreenshot1 RemnantsScreenshot2

Tape Memories finished!

After an intense weekend, we’ve finished our pen & cassette simulator.
You can check out our entry here 😛

tapememories

Hope you like it!

Pesky Humans is done!

screen1

Hey all! I hope everyone had a wonderful time during Ludum Dare 36!

Pesky Humans is a 2D Space-ship shooter. Your goal in the game is to wipe out as many humans and their technology before mankind’s primitive technology becomes too much for you. This game was made for the Ludum Dare Game Jam 36 by Darren Shaw.

Check out the submission page:  http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=112235

I’d love to hear back from you guys! Thanks and enjoy c:

“I’m done” and quick Post-mortem

I’m not happy about it.

Is it fun ? Probably not.

I didn’t have enough time to make a good game. Why ? I think that’s because I lost way too much time doing something that I had to give up, and animating and drawing (shout-out to my good friend who made me the walls and the jump animation !).

I’m dissapointed because I only made one fifth of my initial idea, and I don’t think my game is fun.

However, participating was super fun, and I learned some cool stuff by doing it. I’m definitely looking forward to participating to the next LD !

If you wanna try my game, here’s my LD page.

Finally submitted! these have been twelve long hours

Life got in the way of my first Ludum Game Jam until twelve hours ago, so this its fair to say that it is a tad rushed. Nevertheless, I’m happy about the outcome, everything considered – especially since it’s my first ever finished game, so I learned alot!

The game is Charioteer, a game where you ride a chariot of war for the Roman legion, charging headfirst into the Gaul hordes. Oh, and its with motorcycles and guns, because everything is cooler with motorcycles and guns and horses would’ve taken a long time to animate.

screenshot1

screenshot2

screenshot3

 

http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=111418

DOWNLOAD

 

R. Lastey, the archaeologist, finished!

Screen Shot 2016-08-30 at 02.14.41

Screen Shot 2016-08-30 at 02.15.35

Screen Shot 2016-08-29 at 19.03.50

(secret concept art)

What a journey. For the last couple of hours, I’ve been working on the music … Obviously, my tool of choice for composing it was Photoshop:

Screen Shot 2016-08-30 at 02.10.48

But, I’m pretty proud of the results! The music adds a lot to the game. Now I wish we had ratings :)

Play R. Lastey now!

Screen Shot 2016-08-30 at 02.13.28

Tags: finished, music

Comments

fenwick
30. Aug 2016 · 03:19 UTC
Haha I’m with you, going into the jam I was like “man I don’t really care if there are ratings”, but now I really miss them, now that I’m finished.

“Balloon” it’s done

This is a game made by my wife and I. It was her first 😉

I guess the art style is in stark contrast with the programmer art of my previous entries.

there are too many things unfinished, but it would have been a waste if we didn’t publish it.

shot-0000

Finally submitted

Finally, after a long few days if little sleep trying to understand a game engine I have never used before.

I feel I could have made more levels or made the current ones longer, sadly time is short so I had to cut my losses and do the best at polishing what was there. Overall however, I am quite happy the way it turned out, I have never done a game jam like this before so the super tight deadlines came as an odd surprise to say the least.

Anyway feel free to have a go at our game LD36: Gladius The Destroyer

See you next time

– Dan

Posted Lunar Defense 3000 with only 3 minutes to spare. Whoooo!

01 Moon Museum Base Girl Kiss Base Girl Map Lunar Defense 3000 Lunar Lander Screenshot One Screenshot Two Space Invaders

 

This was my very first Ludum Dare, but it was fun, so it may not be my last. I have a friend who does this faithfully, and I want to get the kids in my Video Game Development classes at Granger High to try it. I figured, the teacher should never ask the students to do something he hasn’t done himself.

I had been playing the original Moon Patrol with a couple students researching the past of Arcade Games for an assignment and it inspired me. When I decide to go ahead and give this a try, I started a little over two hours late. Who needs the whole time, right?!?

I first modeled the patrol craft in Modo. Next came the moon tiles in Sculptris. Then came the coding in C# to get some very basic game play working in Unity. Then came collapsing for three hours of sleep.

Saturday I continued work on the functionality and was pretty happy with it. I added in the projectile effects from a package I bought a while back on the Unity Asset Store. After all, it takes a special kind of madness to be a particle wizard in Unity. So everything is looking fine. I can jump, shoot, vary my speed, and blow up when I crash. I even did my own take on the wheels flying off like in the original. Time to make the enemies.

I quickly knocked out the rest of my 3D models. No problem. Now let’s make the enemies shoot, too. And that is when I found the big flaw. The code that runs the effects pack is designed for a single player running around shooting. You can have as many turrets as you want, but they need to be all on the same object to work right. I began trying to work around the design limitation, but after several hours, it was time to let it go for now. No enemy shots right now. And since it was after 5 a.m. and I had a meeting to go to with my daughter in the morning, I headed to bed.

Sunday morning was meetings and church, and then several hours of stomach troubles. It might have been something I ate, the student who threw up in my room two days earlier, or stress as I watched that clock tick. At any rate, it was after four before I got back into working properly. The rest of Sunday until 4 a.m. was spent making the cut scene images in DAZ Studio, and then I used the two hours before getting up for work to try and get some sleep. How can you be that tired and have trouble falling asleep.

Teaching school was a challenge, not only was I exhausted, but I could see those hours ticking by again. More tummy trouble just for fun. I raced home at 3 p.m. and started programming the intro sequence and game over sequences for winning. I never got back to the enemies shooting, and I just didn’t have time to add collisions to kill them either. So it is what it is, but I had fun.

Now I need to get the android and HTML5 versions up.

Yoroshiku!

Paul

 

Posted Lunar Defense 3000 with only 3 minutes to spare. Whoooo!

01 Moon Museum Base Girl Kiss Base Girl Map Lunar Defense 3000 Lunar Lander Screenshot One Screenshot Two Space Invaders

 

This was my very first Ludum Dare, but it was fun, so it may not be my last. I have a friend who does this faithfully, and I want to get the kids in my Video Game Development classes at Granger High to try it. I figured, the teacher should never ask the students to do something he hasn’t done himself.

I had been playing the original Moon Patrol with a couple students researching the past of Arcade Games for an assignment and it inspired me. When I decide to go ahead and give this a try, I started a little over two hours late. Who needs the whole time, right?!?

I first modeled the patrol craft in Modo. Next came the moon tiles in Sculptris. Then came the coding in C# to get some very basic game play working in Unity. Then came collapsing for three hours of sleep.

Saturday I continued work on the functionality and was pretty happy with it. I added in the projectile effects from a package I bought a while back on the Unity Asset Store. After all, it takes a special kind of madness to be a particle wizard in Unity. So everything is looking fine. I can jump, shoot, vary my speed, and blow up when I crash. I even did my own take on the wheels flying off like in the original. Time to make the enemies.

I quickly knocked out the rest of my 3D models. No problem. Now let’s make the enemies shoot, too. And that is when I found the big flaw. The code that runs the effects pack is designed for a single player running around shooting. You can have as many turrets as you want, but they need to be all on the same object to work right. I began trying to work around the design limitation, but after several hours, it was time to let it go for now. No enemy shots right now. And since it was after 5 a.m. and I had a meeting to go to with my daughter in the morning, I headed to bed.

Sunday morning was meetings and church, and then several hours of stomach troubles. It might have been something I ate, the student who threw up in my room two days earlier, or stress as I watched that clock tick. At any rate, it was after four before I got back into working properly. The rest of Sunday until 4 a.m. was spent making the cut scene images in DAZ Studio, and then I used the two hours before getting up for work to try and get some sleep. How can you be that tired and have trouble falling asleep.

Teaching school was a challenge, not only was I exhausted, but I could see those hours ticking by again. More tummy trouble just for fun. I raced home at 3 p.m. and started programming the intro sequence and game over sequences for winning. I never got back to the enemies shooting, and I just didn’t have time to add collisions to kill them either. So it is what it is, but I had fun.

Now I need to get the android and HTML5 versions up.

Yoroshiku!

Paul

 

Dear God. It’s Finished.

Even with everything written out, spaced out, scheduled, and even had work moved around. This game was to the wire…! There’s an embarrassing amount of sloppy code, lack of graphics,  and serious performance issues but I got it finished. That is all I care about. This has been a hugely frustrating Jam and I’m not sure how enthusiastic I’ll be about the next one at this rate! Lots learned from this however.

Post-Mortem updates.

I’ve been doing a lot of taking feed back. So, some improvements:

Faster game-play. (Opposite of what people recommended , it’s actually better)

Fixed Camera.

New animation before enemies spawn (So you can tell where enemies will spawn).

My LD36 entry is here

If you liked the original, slower version you can get it here

 

Tags: 2D, game, jam, ldjam, Ludum Dare, post-mortem, progress, update, Windows

Sepulcrum is now released!

Sepulcrum

Sepulcrum by BlackCode

It’s been hard, but we’ve finally managed to finish our little game and, well, I’d recommend you check it out!

Two adventurers come into an abandoned temple with a quest to find a legendary gem.
Unfortunately, they turn on an ancient security system that will kill them in 60 seconds.

There’s only way to get out of this situation – our heroes have to hack the security system and open the doors before they die. Fortunately, one of them specializes in ancient operating systems and knows perfectly what to do.

The game features never before heard voice acting with a Slavic accent, astonishing graphics, breathtaking animations and okay gameplay!

What went good?

  • The idea is pretty cool I guess,
  • Muh wonderful vector graphics (Inkscape ftw!),
  • We’ve finished it! Yay!

What went bad?

  • Could have more puzzles,
  • Could have more story in it’s story mode,
  • Could be Half-Life 3.

Tags: blackcode, post-mortem, puzzle, released

I made it! My first LD (and my second game ever!)

Unfortunately this weekend I couldn’t put enough time to polish it and add a couple more levels (and an Invention mini-game) that would have added a lot of more humor… well I’m satisfied enough I could finish something playable, even if without sound… 😛

For the brave that wish to try this little game, here is my LD page.

Will you be able to find the hidden minigame? 😉

…now I have less than 4h to sleep before work… but it was well worth :)