LD17 April 23–26, 2010

Another one in the can

Ah to be finished with yet another LD. It feels good. My entry is called Eyelands . Basically you are a guy stranded on a large island in the middle of the ocean with a bunch of angry natives.  The idea at the beginning was for it to be a very open-ended game that would be fun to explore and discover stuff. It still has some of that but not nearly to the level that I had envisioned.  Anyway, should you decide to play it, try to hang on for at least 2 minutes (the day to night cycle time in the game).

My Entry for LD17

My Entry for LD17

Turtle Ferry

turtleferry-screen

I wasn’t able to finish implementation of much of my game, but I was pleased that I persevered and delivered something. It was nice to be able to make something less scruffy in terms of artwork, and I had fun LDing in a social environment.

Comments

26. Apr 2010 · 00:22 UTC
Very cool. Totally jealous of the social part. :)
26. Apr 2010 · 00:23 UTC
Totally jealous of the cute kitty models. 😀
26. Apr 2010 · 00:24 UTC
This game looks so amazing, awesome colours! (Very jealous about the social bit too!)
madk
26. Apr 2010 · 00:38 UTC
Where are the penguins? 😀
27. Apr 2010 · 04:14 UTC
This is simply amazing, it’s cute, original, graphically highly polished, smooth, playable, even fun, the timings, motions, enemies & stuff are sort of properly tuned …

Done

Yeah, I’m a few minutes late – but in my defense, those last few minutes were linker errors. In my mind, I made a game in under 48 hours so I win.

Of course there’s no winning condition in the game, but still.

Hosted here: http://dl.dropbox.com/u/50837/LD17.zip

That’s the source code and .exe. Have fun!

A randomly-generated map.

A randomly-generated map.

A very basic title screen.

A very basic title screen.

A Practical Survival Guide for Robots – Finished.

Sorry, I didn’t report any progress on day two. But I’m gonna write a post-mortem and upload my timelapse as soon as possible to make it up to you guys. I was nearly giving up until about 6 hours earlier, but my motivation returned after I finally got my robot guy to animate. So here is my entry:

A Practical Survival Guide for Robots - Final Screen

It’s Windows-only at the moment (source included in the ZIP file), I’ll try to make ports for Linux and Mac OS X (Intel only) available in the next 12 – 24 hours, but I need some sleep first.
I didn’t have much time to playtest, so balancing might be a bit off and if there are any bugs let me know.

Tags: final

Voyage for the Queen

I managed to finish Voyage of the Queen.

I decided to try something 2D this time rather than my usual 3d to get something a bit more cerebral and less action.  It was written in silverlight which made it really easy to make nice GUI screens but I was doing low level blitting to do the boat sailing graphics. I had more plans for this game such as gaining crew, having more events other than pirates and upgrading the ship but the tile engine took more time than I thought and I didn’t really get around to the actual gameplay until Sunday. It was a little scary at the end because I had a really obtuse error message (Thanks Microsoft) that resulted in crashing at the trade and ship cargo screens about an hour before finish but I managed to fix it in time.

Queen dialog

My compo entry is here:

http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=1128

Basic instructions for Sky Traders of Jupiter

I didn’t have time to put a tutorial into the game, so I’ll explain a few things here for those having trouble.

Picture 6

1) On the map, we have a number of islands with one or more bases on each. The size of the base plays a bit of a role in its economy.

2) At any base, you can buy and sell any of the four commodities. When an island has commodity icons on it, those resources are cheaper at all bases on the island. Buying commodities drives up their price at that base, while selling them drives it down. The effect is bigger at smaller bases – big bases have more inertia.

3) The prices of commodities fluctuate randomly around a certain midpoint. When a base blinks green, the prices there have been updated.

4) You can mouse over a base to compare its (sell) prices to those at your current location. Clicking a base makes it your destination.

5) Having selected a destination, you can choose a mode of transport to get you there. More expensive modes of transit are more reliable (fewer breakdowns), more secure (fewer pirates) and/or faster. Only aerial modes of transport can get you between islands.

6) Pirates become more common later in the game, so you don’t get too screwed early on. If hauling a load of minerals in the late game, though, you’ll want to take a tank or rocket.

7) When time runs out, you’re allowed to reach your destination (if in transit) and will automatically sell any commodities you’re carrying.

8) At the beginning of the game, you can only carry 4 units, but you can upgrade your carrying capacity. It gets more expensive the bigger you make it.

Better instructions will follow! Just rushing this out in time for the voting. Post any questions as comments and I’ll try to answer them.

Done and off to sleep: The Naturalist

Untitled-4

Lots did not make it because of hilarious software shenanigans, but it’s here!

Featuring a mysterious historical protagonist and AWESOME GROUNDBREAKING evolutionary mechanics.

Also featuring: not music because I had something done in some weird format and Total Recorder exploded my computer.

I might add content later when the voting’s done. oh god the code is horrible Can’t wait to see what you guys have done.

Tools:

Flashdevelop

Flixel

Flan

sfxr

Photoshop

Monkey Islands

I finally added a main character to my game. It can’t do much, except walk around and jump (BTW: the jump sound is a glissando on my cello). The game isn’t finished unfortunately, you can’t complete it.

screen shot 5

I also made some background music, using the sound samples I recorded earlier.

Tags: final

Comments

Diet Chugg
26. Apr 2010 · 01:20 UTC
awww…. it’s not working for me… All I’m getting is a black screen. :( I was looking forward to trying it out.

Ludum Dare, I am sorry for letting you down.

A floating island

And that’s all I have. That and a bunch more islands I sketched.

After having given up early Saturday afternoon I decided to spend the rest of the weekend working on a non-LD project. But due to general lethargy that didn’t happen. Then after midnight Sunday morning, with less than 22 hours left in Ludum Dare I got my second wind and did a bunch of quick sketches of islands.

And then after sleeping I couldn’t seem to get anything done with them.

So it looks like LD 17 didn’t work out at all for me. Just couldn’t keep an idea solid enough to seem worthwhile I guess.

Cheers to all the people who finished something though.

I don't know.

I think I will try and get familiar with something other than C++ and SDL by the time LD18 rolls around. Flixel seems nice.

Comments

chrisp
26. Apr 2010 · 00:42 UTC
Nice sketches though!

The Forgotten Isles

island

The Forgotten Isles is my entry for the second Ludum Dare challenge I participated in. It is a simple game to play, using only the arrow keys to move your character around the island. Frustration will set in as you find out that the mazes become more and more complicated, but there is intrigue and mystery as to why you’re here.

This game has a lot to do with memories. As you wander the islands, you slowly lose more and more of your own. Some of them have manifested themselves in physical form throughout the mazes. These unintentionally serve as reminders of your past and help restore your memories, allowing you to continue to seek out an exit.

Lastly, the island itself doesn’t allow you to remember its own features, not for very long anyways. Terrain features only appear when you’re near to them. As you approach they’ll rise out up from the ground and when you walk away, they’ll disappear. This makes navigating a maze much more difficult.

The Forgotten Isles can be played on the web (Unity plugin) or downloaded for PC/Mac. Please take some time to explore the isles, and unravel the story.

Tags: final, screenshot

Treasure Tub!!

Well, it’s over.  That was great!  This game turned out to be fun, though a bit chaotic.  Check it out!

TreasureTub1

TreasureTub2

So happy I finished this!
It’s my first Ludum Dare, tho I’ve wanted to enter for a while. I’m on a new PC, so I had to download a lot of tools during the contest, which was quite annoying. Other things I’d do next time are:

  • Get food in the house first! I survived on eggs and toast alone :(
  • Plan tasks before starting
  • Get a good idea?

I started off with few ideas, and hoped if I made a game jumping from island to island I could expand upon the theme a bit. I expanded on the game play, but the island theme itself was never explored any further, which is a little disappointing.

I’m glad I managed to do a title screen and music (first music I’ve done for a looong time), and the game has a sort of ending. I managed to work quite quickly as I stuck to a low resolution and only 16 colours. It’s a palette I’m quite used to, but I had to make some adjustments to add a skin tone in half way through drawing.

Off for some much needed sleep now!

The Cave

This was a really strange LD for me. I had no Internet all weekend – it was like the eighties, except with Flixel. Without IRC and blogs, making a game by oneself is very lonely; I don’t recommend it.

I learned Flixel over the weekend, and I now know that my brain is the Flixel-compatible type. The whole thing makes very good sense to me and feels familiar. It’s interesting that everyone seems to fall distinctly into one of two camps, people who get Flixel and people who get FlashPunk. It would be interesting to investigate how these two classes of people are different, in ways other than programming. For instance, do we all like the same movies?

My game is called Intercontinental Drift, and it’s posted here. Please play it and come back here to leave comments. The game and I have been in isolation all weekend, and we both thirst for a little human contact.

I think the game is kind of interesting, though it is unpolished and pretty incomplete. I never got a chance to make music or expand the levels very much. As usual, I didn’t start actually churning out chunks of gameplay (levels) until the last few hours. I need to work on this for future LDs, because it’s the most important part.

Cheers!

Hamburger

Tags: drpetter, eighties, final, flashdevelop, flashpunk, Flixel, intercontinental drift, internet, isolation, lonely, musagi, psychology, sfxr

Ludum Dare 17 – Time to play and rate games!

Now that was Ludum Dare 17! Everybody exhausted? There’s no time to be exhausted! It’s voting time!

As usual voting will last for 2 weeks. And with more than 200 entries, we can’t expect everyone to play everything. Still, everyone has been randomly assigned 20 games, so we ask that you at least play those. More would definitely be appreciated, and the the more games you rate, the higher your score in the “Coolness” category. For an example of final ratings, take a look at Ludum Dare 16’s results.

From the Wiki, the categories you’ll be rating games based on, and what they mean:

1. Innovation – The unexpected. Things in a unique combination, or something so different it’s notable.
2. Fun – How much you enjoyed playing a game. Did you look up at the clock, and found it was 5 hours later?
3. Theme – How well an entry suits the theme. Do they perhaps do something creative or unexpected with the theme?
4. Graphics – How good the game looks. Nice artwork, excellent generated or geometric graphics, charming programmer art, etc.
5. Audio – How good the game sounds. A catchy soundtrack, suitable sound effects, voice overs, etc.
6. Humor – How amusing a game is. Humorous dialog, funny sounds, or is it so bad it’s good?
7. Overall – Your overall opinion of the game, in every aspect important to you.
8. Community – Journals, photos, timelapse video. Everything you do above and beyond just making the game.
9. Coolness – How many games you rated? Score a Bronze, Silver, and Gold by rating LOTS of games.

That’s all for now. Go vote!

Interesting Links: [ Torrent containing most of the entries ]
[ LD17 Keynote | Theme Voting Results | Leave us Feedback or Suggestions ]

Comments

26. Apr 2010 · 01:49 UTC
205 entries! Wow. Congratulations to everyone who entered a game, and good luck to everyone.
26. Apr 2010 · 03:55 UTC
Yeah, congrats to everyone involved. It was a great weekend! 😀
26. Apr 2010 · 04:25 UTC
OMG! 205 entries, hehe..

Its time for me to judge some games 😉
cptalbertwesker
26. Apr 2010 · 04:40 UTC
Sorry what do you mean we’ve been randomly assigned 20 games to review, where can I find these?
26. Apr 2010 · 05:44 UTC
gratz all,

too bad Im 4 hours late 😛
ickylevel
26. Apr 2010 · 07:28 UTC
Whats with the randomness ? What if some games are “given” to evaluate to more persons than others ?
tove
26. Apr 2010 · 18:54 UTC
May I play [at least] twenty games other than those assigned to me instead? Most of my assigned games are only for Windows.
geti
27. Apr 2010 · 01:34 UTC
That was an amazing first LD for me. Can’t wait for the next one so I can get something more presentable done :)
Endurion
09. May 2010 · 03:12 UTC
To all the entrants:

First Completed LD!

Entry Here, Game Here (source currently available by viewing source and grabbing the js and css files.)

This time I tried to write a very simple game after failing with multi-bodied collision response and pixel-perfect collision detection in LD15.

Evil Lair Command is a variation on Missile Command where you defend your volcanic island lair from the likes of 007. Ripe for lots of humor that never made it in (see below).

I decided I really wanted to try HTML5’s Canvas despite having never worked in it before and not touching  javascript since 2007. I prepped myself for this challenge by blitting an image to a Canvas on Thursday.  The biggest hurdle (for me) was the fact that an image doesn’t load immediately upon setting its source. I was rewriting the image handling code up to about 15 minutes before the deadline because the old code was crashing when I added boat spawning. There’s still a lot of bad code leftover from the old image handling methods, like the initGameState which is now a NOP (thankfully it doesn’t crash anything and just silently moves on to the next state).

I also lost a lot of time yesterday when I got sick. I ended up sleeping several hours in the afternoon and when I was working I wasn’t concentrating that well.

Stuff that was planned but didn’t make it in:

  • Water texture that I spent more than 3 minutes creating.
  • Laser graphics.
  • Explosions.
  • Minions (lives). Each time a boat hits the island a named minion would be lost protecting the island from a named government agent.
  • Increasing difficulty as time progresses instead of just throwing a mass of boats at you in the beginning and spawning a new boat at a more-or-less constant rate (it’s a constant rate that’s perturbed by a random variation).
  • Sound effects (including Evil cackles).
  • Game restart that’s not triggered by clicking. Because it’s annoying to be trying to click on a boat just before it “reaches” the island, only to find you’ve started a new game.

Oh well, I have all the time in the world to add those features now. =p If I do, I’ll probably post a link to it from the Game Site, leaving the LD17 entry where it’s at for judging.

– Micah

Beat every game contest

ok so in Ludum dare 16 I threw out the idea of trying to beat all the games entered by the end of the 2 week rating period and I’m having the contest again.

Rules:

1.  Beat the game and collect all the secrets  (if it is possible to)

2. rate and comment on the game (this is always possible to do)

There will be no prize for this contest. If you don’t know which game to beat first you could always start with mine. It’s easy because I failed to make enough levels. (only 2 levels total.) Good Luck. :)

(Also…) I forgot to include my source code when I submitted. How do I go about adding it?

Comments

Tyler
26. Apr 2010 · 01:29 UTC
Noone will be able to beat my hard mode. I wrote the game, and I can barely do it. Good luck.
Praetor57
26. Apr 2010 · 01:38 UTC
If I have the time, I might just try this…
Diet Chugg
26. Apr 2010 · 01:56 UTC
Thanks Praetor57
smn
26. Apr 2010 · 12:55 UTC
Played and rated about 3/4 of the games playable in a browser today. Also, I challenge you to beat my game, as I’ve only made it through the last level once whilst playtesting (which I considered hard enough, heh)

Greatest/Worse 48 hours?

Can we get a sound off on how everyone enjoyed their LDs? Personally, I had a blast and learned more about programming in the past 48 then the past 2 weeks. If you learned something, or something held you back, state it here!

Comments

Diet Chugg
26. Apr 2010 · 01:30 UTC
I learned life is really good about finding things to get in the way of game making. I barely got mine done in time and mine only has 2 levels. :) I had fun competing though.
sfernald
26. Apr 2010 · 01:35 UTC
I learned how to program in inform 7, a natural language for developing interactive fiction. I’ve wanted to learn how to do it for years, since I’ve always want to create a work of interactive fiction. I had spent a few weeks studying it over the past two years or so, but never felt that I understood it enough to do anything.
26. Apr 2010 · 01:40 UTC
Probably the most useful 48 hours ive ever had creative-wise
Praetor57
26. Apr 2010 · 01:41 UTC
This was the most productive 48 hours I’ve had in a loooong time, I can’t even think of anything else I want to add to my game. When you have a deadline like that and an excuse to not make all your code pretty and reusable, you can really get a lot done in a short while (though if you have to debug something in that code you’re sorta screwed…).
madk
26. Apr 2010 · 01:53 UTC
Same here. I am extremely pleased with the amount of game I squeezed into this time.
26. Apr 2010 · 02:02 UTC
I renewed my ability to figure out traps and donots, just to step into every single of them 😀

I seem to be alergic against the most important rule “keep it simple”. Actually in the end it is really stress to finish something that isn’t even half-baked. Nevertheless and to make it clear, I loved that event like the others. It is so much worth for coming further and next time “I will finish a full game!” (haha,sound familiar ;D ) Grats to everyone who participated (if finished or not),…but now I need sleep!
26. Apr 2010 · 03:27 UTC
I was very frustrated by my lack of inspiration. No game idea for a long time. I felt really depressed at some point and almost gave up. But I continued anyway. And I managed to finish something. Yay, totally worth it.
Jpfed
26. Apr 2010 · 04:06 UTC
I started on a really high note- I knew the general idea I wanted to pursue from the outset, and enjoyed brainstorming out all of the various parts the game would have. Unfortunately, what I wanted to do was not really doable in 48 hours. So instead I submitted the tiniest fraction of what I had hoped to do. It was still fun, and I might try to finish the game during the summer.
26. Apr 2010 · 08:04 UTC
I set out to put a new development environment to the test with a basic, well-rounded game. So I played it kind of safe and straightforward, and everything went quite smoothly. The game is actually quite a bit of fun :) I think I’m getting a lot better at game-making….I set up a list of task-time/breaks/sleep estimates at the outset, and for the most part they were dead on.
KavuDX
26. Apr 2010 · 08:33 UTC
I learned that 24 hours may be enough for making a game, but surely 48 hours is not enough if you don’t have any ideas for the script and gameplay…

Also, the 48 hour deadline was crucial to force me to stop stalling and learn how to use the GameMaker…
26. Apr 2010 · 11:43 UTC
Um, I learned not to base my game on a completely untried physical simulation if I want to finish. Actually, I don’t mind not finishing because I still had a great time, a really good *think*, and made some new friends.
smn
26. Apr 2010 · 12:53 UTC
Productivity-wise, this has been my greatest 48 hours in, like, ever. Getting up at 3:30am to hang out with the folks on IRC, waiting for the theme to be unleashed upon us was quite epic, too, as well as staying up till 4 am this morning to see how many entries would make it to the deadline. Also I made a game which I like and it appears some other folks (atleast 4 I know of) like it as well. That’s always a plus!
26. Apr 2010 · 15:21 UTC
I had a blast. I had a lot of trouble at first narrowing down my ideas and coming up with one that wasn’t too ambitious, and still I managed to pick something a little too big for the compo.