LD18 August 20–23, 2010

10hours of coding past

So guys,
for us the first day is over. 10 hours of coding and planing. You can try our result by playing our game here: download here

For those of you who can’t play, here is a screenshot:
Bildschirmfoto 2010-08-21 um 21.53.29

so long and have a good and productive night.

First screenshot with incredible art

Here’s a first screenshot:

shot_01

You control the red ball, which is supposed to somehow make the enemy squares explode, preferably in chain reactions. The ball can move (but there’s a bug, it will move towards the top left if left alone), but that’s all for now.

Tags: screenshot

Finally got my entry ready and got it submitted. Even made some simple sounds with sfxr. The idea indeed was a bit simpler than initially I thought, but at least I got it done with all my extra time constraints.. :) Good luck to those of you still making your games!

See the entry here.

So color me not-giving-up

A couple of comments on my post last night, and a few guys in the actual #ludumdare irc channel convinced me that maybe I should try again.  Only I have to go through some tutorials to learn some stuff.  Not that I was giving up on flash or as3, but just the compo.  But now I’m going to go through some tutorials and see if I can’t submit a modest entry.  I’ve decided to start with Flashpunk instead of Flixel for a couple of reasons.  1) The tutorials are linked right from Flashpunk’s front page, I don’t see that with flixel, so I have to dig a bit, 2) I’ve talked to ChevyRay and he seems like a nice enough dude, whereas I’ve not talked to the Flixel creator, but he’s probably a nice guy too.  I’ll probably eventually make games in both to see what I like best, but for purposes of this competition i’m going with Flashpunk, and we’ll see if I can do anything, I have pretty limited time.

Comments

21. Aug 2010 · 18:15 UTC
Go, go, Uhfgood! You can do it!

Sat Evening Foodum Dare

As others seem to enjoy doing this I thought I would post my nom noms for this evening:

IMG_0953

Tags: food

First Ludum Dare

Hi~ ♥

This is my first try at this… A mockup of my graphics so far..

My idea is…a stampede game~
You taunt the monster and try to make it charge into another enemy .. But I don’t think I can finish in time because of commitment to event tomorrow *sigh* .. >__<;;

We'll see, I guess..! º_º;;;;;;;;

Comments

21. Aug 2010 · 18:18 UTC
Oh my word, those are some tasty pixels. I really sincerely hope you can finish this. Just go for the simplest possible thing that might work with what you’ve already got.
21. Aug 2010 · 19:13 UTC
Awesome artwork! I like the mixture of cute with the concept of killing enemies.

Constatine Sucks: Update 3

Constatine Sucks has a new Souladex, featuring old fashioned lines and wires!
Also, 6 levels total.
constatine3
Blue soul + Green soul = Tricky jumps!

I should have 10 levels for the game, and some more souls to collect. 😀

Playable Build

Really happy with how this is coming along. I want to focus on story stuff tomorrow, so I’m going to try and get the basic game working completely today – which means moving onto the RPG stuff right away.

Here’s a playable build!

You can walk around and that’s pretty much it so far. Refresh to generate a new level if you start stuck in a wall.

Comments

pants12
21. Aug 2010 · 18:18 UTC
i like the music nice creepy feel 😀
lurreluck
21. Aug 2010 · 18:55 UTC
Very nice, I like it a lot. My favourite so far! :-)
21. Aug 2010 · 19:04 UTC
Pretty cool. I chime in on the music being suitable. Could maybe be a bit less harsh, but it fits an empty dungeon like that. One thing I’d like to see is the automap filling in more in front of you, so if you see a dead end in the distance it will be marked on the map, and you won’t be lured into checking out the same area again (and again) later.
moltanem2000
21. Aug 2010 · 19:09 UTC
I’m slightly bothered by the wall slamming into my face every time, but other than that it’s pretty sweet
keiya
21. Aug 2010 · 22:11 UTC
Oopsie on the music. Also you can walk into the outer walls, and they don’t show on the map. But heh, it’s coming along well I guess. Better than I could do >_>

first playable version!

http://www.yoyogames.com/games/141231/download

is the link 😀
please give me advice on what to improve please!

Tags: w

Reversi

After deliberating over the theme for several hours, considering Gauntlet-style games, Galaga-esque SHMUPs, RTS frenzies, and even a Risk-style religious game, I got back to the basics. While not particularly innovative on my part, Reversi is an “abstract strategy” game where you use the opponent against themselves by converting them to your own. Main considerations are simple graphics and simple graphics “engine”. The following screenshot rendered via Raphael.js, source code is written in CoffeeScript here.

Reversi

I suspect most people will be playing solo, so once I have some animation and click handlers, my main challenge will be trying to figure out an AI.

Comments

stqn
21. Aug 2010 · 18:27 UTC
Eh, nice interpretation of the theme!
21. Aug 2010 · 19:19 UTC
I’m a big fan of CoffeeScript. Great to see someone using it for a game!
nathany
21. Aug 2010 · 19:35 UTC
I plan to stick with CoffeeScript and Raphael and do something turn-based, but I’m still debating whether to stick with Reversi or try something more original. I’m going for a walk to think.

More Progress

snap1

Testing out ground tile graphics, most of the functionality of the game works but it still needs more maps and animation functionality for the player.

Starrior – Another Demo, Now With a Gun!

I’ve got another demo ready! This time, the ship has a gun that you can fire! (Also, it’s red instead of blue)

Check it out here! (Plays in browser, opens in new tab/window)

Here’s a screenie:

Now you can shoot!

Now you can shoot!

Tags: demo, flash, shmup

Second playable build

Second playable version

This is my second playable Flash prototype.

Try to draw the enemy spikes and red seeker boxes into the yellow mines for points. If you hit anything on screen you will take damage. Your energy recharges over time. If you lose all your energy it is game over.

Tags: browser, enemies, flash, prototype, weapons

Comments

SonnyBone
21. Aug 2010 · 18:24 UTC
coooool
zzorn
21. Aug 2010 · 19:05 UTC
Fun! :) But put some border around the playing field so that the mouse is detected also if it is just outside the field boundaries.
21. Aug 2010 · 19:36 UTC
Very, very cool. Reminds me strongly of Contentric, but in the best, non-derivative way possible…

EnemyWars: progress

So far so good on my first LD! The concept for my game is below:

ENEMYWARS – OUTLINE

  1. Enemies charge towards player base from right to left
  2. enemies attack with ranged weapons and smash once close enough
  3. The player must use a set of defenses to use enemies as weapons or turn them against each other
    1. defenses are statically placed on the ground (which to use depends on mana requirements and enemy placement)
    2. defenses included:
      1. catapult = launches enemies in the air and uses them as bombs
      2. ZOMBIEfier = turns enemies into zombies… you get the rest :)
      3. bomb trap = attaches bombs to enemies, these run back to base and explode their comrades
      4. MAY ALSO: allow for mouse to pick up enemies and drop from a distance
  4. player triggers defenses by pressing keys OR combination of keys
    1. defenses only work when enough mana is available
    2. mana is gained by killing enemies OR by turning enemies against each other OR based on how many enemies your turned enemies kill :)
    3. each defense has a different mana requirement
  5. players never win. Sooner or later they will be overtaken. Goal is to last as long as possible!

Anyways – I’m happy with my temporary environment and moving nicely into enemy logic. See below:

screen_2010-08-21_14-18-48

Ludum Dare – Breaking Ground

For those of you unfamiliar with Ludum Dare, it’s a 48-hour game development competition. This is
the 18th event, and it began last night at 10PM. Check them out.

Sadly, this week isn’t optimal for me, since I’m haggard from a poor
sleep cycle and overwork. The new iPad gig has been much more
responsibility than I anticipated.

My devotion to duty won out. Ludum Dare only comes three times a year.
I’ve missed the last two. I couldn’t allow that to happen again. I’ve
never written a game before and I love the insanity of putting
together something on such a tight time frame.

After the starting gun, I spent last night mainly brainstorming and
doodling, after the announcement of the theme “Enemies as Weapons.”
I’m putting together something akin to Bomberman meets Super Mario 2.
But it’s a little more complicated than that. More on that later.

I’m targeting HTML5 and the canvas element. The prospect of having a
game run on virtually every modern platform (including iOS, Android,
WebOS), universally available through the Internet really spoke to me.
Native code tends to be very tricky to distribute and support. I’m not
a big fan of Adobe Flash, otherwise that would be a natural option.
It’s refreshing to have a new option in the form of HTML5 and canvas.

Javascript is the language of the web browser, and as such, I have no
choice but to use it. Javascript is an interesting language with a
colorful history. Some hate it, others love it. It’s been referred to
as “The World’s most misunderstood programming language.” Short
version: it was put together on a short time frame at Netscape. It was
not meant to get so big so quickly. It did. (There are some awesome,
redeeming features in the language, but most people don’t like to talk
about them.)

Recap of the difficulties: I’ve never written anything of note in
Javascript. I’ve never really worked with HTML5. I’ve never written a
game before. I’m still exhausted, even after a full night’s sleep. It
will be a fun weekend. Luckily, I’m a bit of a masochist.

To make my life easier, I sought some help.

To guide my hand as I use Javascript in a major project for the first
time, I have a copy of Javascript guru Douglas Crockford’s JavaScript: The Good Parts. The book is actually quite small (which
tells you something about the language :), and it came highly
recommend. I’m about halfway through. I’ll let you know how it is once
I’m done.

I also stumbled across the Akihabara library, which seems to be a very well-put-together
piece of software. Check out some of the samples on the website to get
a feel for how nifty it is. I thought that Solitude was
particularly awesome. Hopefully this will save me some grief in
putting together my game.

Did I mention I have to make artwork and sound, too?

Wish me luck.

Comments

pubby8
21. Aug 2010 · 18:48 UTC
I am unfamiliar with ludum dare.

Don’t Give Up!

I’ve been seeing posts of people thinking about giving up or dropping out.

DONT DO IT!!

We’re not even half-way through the time yet. Don’t like your game premise? Look at other people posting about their games to get ideas. Original idea too complicated to implement? Too many bugs? Throw away the broken stuff you’ve built so far, simplify your idea so it fits in the remaining time, and get to work! A false start is no reason to give up! Stick it out! You’ll be glad you did.

Comments

pants12
21. Aug 2010 · 18:51 UTC
very true
21. Aug 2010 · 18:54 UTC
Very true. I’m on my second programming language and my second library within that and I haven’t given up!
madpew
21. Aug 2010 · 19:11 UTC
true, true.

I gave up too many times. I almost gave up this time.

But the sooner or later you’ll reach the point where your mind wants to finish the game more than giving up. OP is right. DONT GIVE UP
Kalakian
21. Aug 2010 · 19:12 UTC
I’ve made terrible progress so far, and no matter how unlikely it becomes that I’ll actually get something decent finished, I’m seeing this through to the end!!
21. Aug 2010 · 19:13 UTC
Thanks man.

Nixed game ideas

I devoted all of yesterday to coming up with an idea, then sleeping on what I thought was the best idea.  This post is not about what that “best idea” is, as I’ll be able to show it off in later posts.  Instead, this post is to describe some of the ideas I had; some are very similar to others I’ve seen on here, others are not.

I started off thinking of ways to make a non-computer game into a computer game.  I thought, “how would you use chess pieces as weapons,” or “how would you use playing cards as weapons?”  Although I don’t really have good answers to the above questions, they did get me thinking that the closest thing to a non-computer game is likely a board game.  Something where you only do one thing throughout the entirety of the game.  This is a common theme throughout many casual games: take Tetris, for instance, where nothing changes but the difficulty (speed).

So, what kind of casual game can be made with enemies as weapons?  I first thought of the most successful casual genre, the “match 3,” and how I might do a play off that in an interesting way.  I thought to have enemies of different types (in this case, elemental, i.e. fire, earth, air, water), and when one enemy is selected, other enemies of that type nearby are sucked in.  So, basically you turn an enemy into a vortex against his own kind.

I liked this concept a lot, but decided that there are too many issues with it.  Namely, if the enemies are walking from the top of the screen to the player at the bottom, they would either have to a) walk at differing speeds or b) take a meandering path, so as not to overwhelm the player before enough same-typed enemies got nearby.  One possibility to solve this is to have the player move, but that increases the learning curve and makes it significantly harder to play.

So, that idea got nixed.

Another idea was similar to the game Chu Chu Rocket, where your goal is, instead of getting players from point A to B, to destroy all enemies.  Basically you set up different blocks which make enemies go certain routes, then press play to see them enact out the scene.

I dropped this idea for several reasons: a) robots (which just seemed most likely to be in that situation) seem to be a widely adopted choice by other LDers this time around, b) I sincerely doubt I could create fun puzzles, and c) I would rather have something real-time.

A different play on this was to have it in real-time, but have robots which follow precomputed steps (e.g. continue until you hit a wall, turn left).  The idea was that you can pick up the robots and drop them down where ever you want, and they would then continue happily on their path.  However, it seemed like timing the robots would be hell, and puzzles would be even more difficult to create.

Other ideas I’ve toyed with but haven’t really given much thought:

  • Making enemies somehow eat other enemies
  • Standard beat-em-up with enemy tossing
  • A God game where clicking on an enemy makes him go berserk

So, now off to work on my real game!  Good luck, everyone else!

SpaceFreak Snack – Day 1 (formally “go left to not die”)

Download Current Build

16 hours of work and i have pretty much finished; only need to add polish and test it on other computers.

Features

  • Alien on Alien action
  • quality handmade tunes / sound effects
  • Fully working yet crooked animations
  • win / lose condition

Probably one of the more fun designs i have come up with for a game. You can’t go wrong with running and jumping! 😀

So far i have really enjoyed this competition, and learned plenty.

Screenie!

Mo’ Progress!

It’s all coming along pretty well, I’ll have some screenshots to show in a little while, but all the physics are finally cooperating… using a full 3d physics engine for a shmup might have been a bit much, but I think it’ll allow for some cool effects when I get to the polishing stage.

Muffins!
P8200171

And since everyone seems to be posting pics of their cats:
P8200174

Tags: cat, food

Comments

stqn
21. Aug 2010 · 19:44 UTC
You’ve got a great muffins rendering engine here, but you could use a higher resolution skybox!
Frimkron
21. Aug 2010 · 20:24 UTC
Good gracious those muffins look delicious!

More updates

Well, I’ve only just started to get into the groove of stuff after my first day, but there are more updates to my game.

Red enemies will attack blue, and vice versa.  (Currently, the unarmed guards won’t punch other guards, but will in the future.)

See if you can get all the red guards to kill blue, or vice versa. :)

(Press R to restart the level, in case you die.)

Click image to play!

Whoops!  I noticed I forgot to enclose the whole thing in a frame.  It looks pretty silly.  I just fixed that.

Comments

lurreluck
21. Aug 2010 · 20:54 UTC
That is really good gameplay, and really hard!