LD17 April 23–26, 2010

the last day

Well, im very tired, but my game is almost finished, the grafics arent awesome, but maybe another day i fix it.

De ludumdare

“progress” report

hey all,

after about 10 hours working, mostly last night (didn’t get started until saturday evening), here is what I have now..

Windsurfing !

ld17_arif 1

it’s not super-pretty but I hope the controls will be smooth (anyone has ever played sail simulator ?).

Controls are: gamepad, left joystick: feet: turn/bank on x axis (+ lift on y axis), right joystick: hands: control the sail left/right and front/back.

From those simple control you should be able to control that board, approximately as in real life (to go towards the wind, bank feet + move sail to rear, etc.)

I’ll continue for the remaining hours, mostly to get the accurate position/attitude of the board on the wave and wake particles of course :)

– arif

Still in the game!

Still participating!  Unfortunately, due to interruptions (including a rather nasty storm!), my progress hasn’t been so great.  I had a good start, but the last 24 hours has been awful!

You can see my progress below.  Everything is working, there just needs to be a game. :)  You can launch fireballs at the other god’s island, and the AI will do the same back to you, but the mechanics are still mostly not there.

Link on the image below to try it out!

Adobe_Flash_Player_10-2010-04-25_16.29.03

Tags: screenshot

Last Few Hours…

Well, with just over four hours left, I’m still tying loose bits of code together… as per usual.

As such, I highly doubt there’ll be much polish at all.. no music, and a very poor chance of a bleepy sound effect in sight!
BUT! I’ve already surpassed the functionality from derelict, as you can actually figure out what’s going on, and get some feedback 😉
It’s still got some niggles to work out… but I’ve got my Win32 engine build done ( took about an hour, holy hell… shouldn’t have bothered, really ) and the Hud interfaces are up and working as well!

Another screenshot:
Picture of the HUD in operation, giving some unit feedback!

Here’s hoping I’m posting in a few hours with a completed build!
Really enjoyed working on this :)

Back home and dinner

Just got back home and am feeling optimistic about completing what I currently have. It will most likely end up with no sound or music but oh well! I just ordered Thai for dinner and am going to dive right in and try to get some work done.

One thing that I’ve learned between this LD and the last one I was in, is that rushing to get something done in a semi hackish way doesn’t really save you time. I’ve spent quite a few hours hunting bugs in my code because I quickly through something together without completely thinking it through. That’s time I could have spent doing sound or adding graphics. Next time, I am going to be more aware of this and endeavor to think out the design more instead of trying to change things half way through the contest.

Tags: LD17

Final Sprint

After only one or two hours of coding this morning, I wrote a small text adventure. My idea is that you’re in an island with ancient ruins and you want to explore the main dungeon of the isle, but it’s too dark and you don’t have anything on you, so you must find something to make light.

Yeah, I know it’s a bit of a mess, but that’s all I could come up with in so short time.

Now that I got home I’ll do a sprint in these final hours to see if I get at least some kind of game.

PSnake

Duke Nukem Forever

Don’t think I’ll finish; it’s late, I’m tired, and work looms tomorrow. There are some crippling bugs and I don’t want to stay up trying to fix them just to hobble together a release, especially since it lacks most of the features I think are necessary to make it fun as opposed to just barebones. In the end, unexpectedly long time to write infrastructure, stupid bugs, and real-world issues cost me too much time. No worries, I’ll post something out-of-contest tomorrow so you can still try it out.

nooooo

Tags: screenshot

Comments

25. Apr 2010 · 21:38 UTC
That looks awesome, keep us posted :)
25. Apr 2010 · 23:08 UTC
This looks exactly like what I was going to do for my game, so I’d love to see it finished up and working, since it looks awesome.

Finish Island

So, I have finish since few hours and I can presente NoNameIsland to you !
This morning I have add few features like description of buildings and evolutions. This afternoon, I have add content and equilibrate the game.

WIP2

This evening, I tried to make a windows executable with py2exe. Three hours after, nothing does work, runtime error when I launch the executable. I have use some script for pygame with py2exe. So I am sorry, but you must have python and pygame to play.
For playing, just launch main.py.

This game is like a tycoon game. You can place red flags on case for say that migrants can build their house.
If people have beautiful house, electricity and water, they generate happiness. More your Island generate happiness, more the migrants want to go on your Island.

For have information about buildings, just right click on it.

People on Island will work. When a building is often upkeep, it can evolve.

Enjoy !

http://omploader.org/vNDl4dg/NoNameIsland.zip

Good Night !

Pincer: Looking like a game

Play

I have all the tiles in now, and more sounds(“Expert!”). It was a bit tricky for a number of reasons:

  • Still coming to grips with the way Pro Motion works. It’s a realllly powerful tool, but that leads to several kinds of modal situations that are unintuitive(working with alpha, picking up tiles so that they can be placed – for some reason you can’t just click in the palette).
  • I also wasted time making tiles in an inefficient way or making tiles I didn’t actually need for the system I ended up using.
  • I had to make a “chunked” tile engine based on the basic one, which splits each tile of collision into 4 graphical pieces. This also meant some data entry, fortunately I didn’t have too many pieces.
  • For some reason, Firefox started caching the swf and refusing to let go. I finally got it going again by manually re-entering the URL.
  • I also had to add a second layer of transparent 20×20 tiles on top of the background. This wasn’t tooo difficult but the swf-caching problem really slowed me down.

Anyway, now I think I’m going to do level design, get a title and win screen together, and call it done. I seem to be on track to use almost all the time available. This is probably the best I’ve ever done with any game jam situation, usually I get demotivated or stop at an early point :)

Stuff is working

take6

Now featuring pathfinding and gold carrying.

Well, it probably won’t be very well finished, but it looks like it’ll be somewhat playable in the next few hours. I just need to make some AI, a better UI, and make everything look better.

Tags: screenshot

Quick chili dinner

Quick chilli dinner before last sprint.. its going to be close!

Chili

Chili

Tags: foodphoto

Status

screen5

The TD is almost done! I just have to fix all the glitches, test, and polish!

Comments

Almost
25. Apr 2010 · 20:26 UTC
Hey, that looks pretty cool.
snowyowl
25. Apr 2010 · 20:38 UTC
Indeed it does. What did you make it in, in the end?
pubby8
25. Apr 2010 · 20:44 UTC
I used gamemaker, audacity, FL8, and paint.

Buenos Aires Islands

DSC03663

Tembac and Daniel Benmergui working hard at my office.

We are going to finish soon. Daniel is -cursing-  working hard on a Mini dwarf fortress game and I almost finished a rowing game.

Cheers!

DSC03664

Comments

25. Apr 2010 · 21:13 UTC
Very cool!

There’s still time!

I have decided to make another game within the last couple of hours. XD Yes! Here we gooo!

Good luck finishing up, everyone! :3

Comments

smn
25. Apr 2010 · 20:28 UTC
Hah, awesome! Was about to do the same, but I’m going to cherish the last couple hours of sleep before going to work instead. Good luck!

done

Ah, this was a lot of fun for me. My original idea was some kind of RPG where I wanted to implement line-of-sight lighting – but the Islands theme prevented that. So I decided to go 3D instead. I wanted to try using a 3D engine, but unity doesn’t work here in Linux and after tying the Ogre3D and Panda3D demos I felt too overwhelmed to actually go on with them. So instead I looked at my code from previous LD and pyweek entries and decided to go with just that and Blender.

As always I ran out of time to actually implement much gameplay, but there’s more than in my previous 3D entries. There’s 18 taxi orders, displayed as little boxes in the upper left corner. And there’s 7 docking stations, each one with a different color. Passengers will have their destination color in a triangle above there head and need to be delivered before time runs out.

screenshot4

(Clicking image should open a video of the game on Youtube.)

Making Pleochorism – A Timelapse

Made a timelapse of me working on Pleochorism this weekend, along with a rather tiny Webcam-PiP.

4:41am in Germany: Getting started

4:41am in Germany: Getting started

Watch it HERE

My experience participating in this Ludum Dare

Well, I submitted my game, and I’m pretty happy with the final result.  Though it’s quite crappy, the truth is I made it in under 8 hours,  and I had lots of fun! Hope to see all the final entries quite soon! Good Luck!