LD18 August 20–23, 2010

Helgas World Domination is submitted

So we finally submitted our game.

Helgas World Domination
You can play it HERE

A timelapse and a video you can find on YOUTUBE

So this is what I have so far, it nearly resembles a game!

yes, he summons the bunny :D

yes, he summons the bunny :D

So I can’t say that I really know where this is going in terms of game-play yet; so far all you have to do is stay alive, and to do that all you have to do is not hit ‘Q’ too many times :p

10 hours to go, plenty of time to figure that out :)

Comments

22. Aug 2010 · 15:51 UTC
the little wizard looks cool!

Reinforcements have arrived

image001

I love that 100 yen stores are open 24 hours.  After running into too many walls, and realizing that javascript canvas just seemed to slow without doing lots of tricky things (which I don’t know) I decided to look at flashpunk.  And it it is pretty much exactly the structure I’ve been looking for and partially made over the last week (albeit in flash rather than javascript, but that just means at least some hardware acceleration(including my lappy with the last flash update)).

I visited the 100 yen store around the corner again and grabbed some supplies to last me through the night, while I go through the tutorials on the flashpunk site and try to get something out in the next 9 hours and 39 minutes.  It’s for these reasons that I normally go easy on the caffeine, so that when I want to use it, it actually has an effect.

Tags: Foodum D, Foodum dare, LD18

Comments

Felipe Budinich
22. Aug 2010 · 14:42 UTC
Oh that Ice Coffee thing looks sweet

Finally finished! Presenting: Grabman!

grabman3

I am up way too late! Time for bed, here is my entry: http://www.ludumdare.com/compo/ludum-dare-18/?action=preview&uid=2554

Good fun! Thanks to our organisers!

9 hour sprint + screenshot

Most GFX and game logic done, quite some glue and polish left. The last 20% really takes 80% of the effort. Which makes sense as no mather how well you organize your good you’ll still end up with growing complexity to look after.

gnorf3

Feature-complete!

All of the gameplay code is done! The art is still pretty programmery but that’s probably not going to change. In my remaining time I’m going to work on music and sound effects for this thing.

Such a satisfying feeling! Come on guys, come feel it with me!

So far so good…

9.5 hours left!

Still got a long-ish list of stuff to do, but I think I’ll finish with something reasonably game-like.

Got textures and some simple particle explosions going:
LD18_003

Breakfast
P8210177

Diet Pepsi (that’s less than half the cans I’ve drank this LD…):
P8210176

Tags: foodphoto, progress

ants

still working on the animations…

this is no good sign 😉

ant_move_0

graphics time

mockup

quick mockup

main character

(ignore the dinosaur)

Enemies as weapons!

Time for an update. Not much has changed since last time, visually. But underneith I’ve got a system for scripting enemy patterns and stuff, which is pretty nifty. Python’s generators are great for this kind of thing.

Here’s a screenshot:

fk18screen3

The things glowing yellow are dead enemies that you can collect and become ammo as shown in the right sidebar. So the star-shaped enemies become shurikens that you can fire back with. This means I now actually comply with the theme! Hurrah!

Next I’m going to try and throw in some more enemies, then think about sound, I suppose.

Tags: enemies as weapons, screenshot, shurikens

Every coder should enter LD.

The time contraint has really forced me into being more efficient with my code. I usually end up spiralling off and adding particle systems and other jazzy things, then end up getting bored of a project.

However i have realised that if you add sparkly things and then don’t have some solid gameplay, what’s the point?

On another note, the game is nearly there. Final push time, THEN SPARKLIES.

Comments

22. Aug 2010 · 16:18 UTC
Fuck that. Sparklies Forever!

MafiaRevenge

MafiaRevenge04

Click to play. WSAD or Arrows. Left Mouse Button to throw a rock. There is no way to win, only loose.

I’m not completing this tonight. I’ve felt uninspired with this game. Perhaps if the player is able to pick up guns it will be more fun. Yeah. I’ll think about it.

LD18 Breakfast No. 2

Tomatoes, mushrooms and scrambled eggs.

Tags: foodphoto

Comments

22. Aug 2010 · 15:44 UTC
Was that awesome plate used as a launch platform at some point? I want one!
22. Aug 2010 · 16:35 UTC
Yep, they are my standard plates. Apparently, jovoc has them too!?!

THE LÖVE-PARTY… Is… Still around?

After spending the first 24 hours trying to understand certain team members’ obscure frameworks (and subsequently trashing said frameworks), as well as assembling what I think is technically known as “a sweet-ass intro screen”, we have now finally started working on an actual game!

Click to see it in action Click to see it in action

The premise of the game is rather simple. You play the role of the manliest cowboy to have ever walked in hot pink boots. With your vagina-resembling hat, your mission is to lasso a roaming bull, swing it around and use it as a flail to destroy all the other bulls running around. Why? Well… Ehrm… To make ground beef, I suppose? The only bullshit is the one we’re catching.

Our graphics aren’t all that snazzy (our bulls are rather turd-like, and they have no legs) and there’s not really a game yet. But what you can do is lasso a bull and dance with it!

A deadly -yet graceful- weapon

A deadly -yet graceful- weapon

Next up is probably making stuff collide. Can’t make a hamburger if you can’t smash bulls into each other! With roughly 33 hours to go, it seems like the LÖVE-PARTY might actually be able to create something as awe-inspiring as LÖVE itself.

Who are we, you ask? Today, still wanted by the government, we survive as coders of fortune, if you have a problem, and no one else can help you, and if you can find us – you can hire THE LÖVE-PARTY!

Tags: enemies as weapons, Love

Comments

Felipe Budinich
22. Aug 2010 · 18:43 UTC
Give me a dozen more hours and i’ll have new graphics to replace the actual ones: I’m working on it:

Sound effects done!

Thank you sfxr!! DrPetter, you are my hero.

Finally im done :)

I finished my game (i think), you can check it out Here, i finally decided for the name “Rotate!” ..and then realized someone else took it XD anyway, i dont feel link changing it, and the game is totally different, so no worries about that 😛
I will be uploading the timelapse later, when everyone else starts to do so (im editing it right now)

Ludum Dare rocks!

Ludum Dare rocks!

Enjoy the rest of this wonderful compo people! :)

Meetups – Post some details and photos

Did you get together with some people and make games together this weekend? Tell us about it! Where it was, who/how many people attended, and any fun stories of the gathering.

For results day, I’d like to have a list of some of the events and meets that went on concurrently with Ludum Dare. Even if your group didn’t submit a game, I’d like to hear about it. Make a post here or on your own blog. Then make a note it in the comments. Thanks!

This entry was posted on Sunday, August 22nd, 2010 at 3:30 pm and is filed under LD #18 - Enemies as Weapons - 2010. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

How the game looks now. aka Useless Addition #1

Why hello there!

The brain moves in the jar! also bubbles! (yay)

The brain moves in the jar! also bubbles! (yay)

This is how the game looks right now. You *can* play it, but it’s not very fun right now.

The basic gameplay options are programmed, but the game is in no way challenging and/or fun.

The premise of the game is that you have to kill the VIP (that guy with a ‘V’ on him). The only way you can do that is to use your psychic powers to kill him!

You can, however, only use your psychic powers on people you can touch. So in this example, you need to use a henchman (‘E’!) to open the door and then you can kill the VIP.

Give me a lot of hours and I’ll have some levels that are actually fun to play!

(also the placeholder art stays! I’m a programmer damnit, not a fancy-pants art guy!)

dance dance dance – progress

Yo! I didn’t get as much done today as I’d hoped (3:30am here.. 8 hours left.. don’t think I’m going to manage to stay up that long).. still going though. :)

play current version here: http://nyarlulabs.tumblr.com/wip/

it’s got a couple bugs i’ve spent far too long trying, and failing, to figure out.

todo: sound! scores! maybe another type of dancing person. dunno what else.

Comments

WilTwin
22. Aug 2010 · 15:40 UTC
This game is awesome. End of story!
nyarla
22. Aug 2010 · 15:58 UTC
hah, cool :) I do like Murakami’s writing a lot, though I haven’t read Dance Dance Dance for years.. I guess the name stuck in my head..

Hour 40 – COMPLETE!

Okay well its not quite complete, the waves of enemies could do with some more work but I have my mum coming up from London to visit me in 30 mins so im gonna call it quits here.

So, finally it has a name, I have called it “48 Hours Later” :) Its not technically true as I have only had 40 hours to do it, but oh well!

Overall im pretty happy with my first Ludum Dare entry, im very tired right now and have a banging headache, but thats all part of the fun right?

So onto the game. First some shots:


Okay so if you have been following waaaay back my original intention was to make a game with the same sort of art style as World of Goo but with the game mechanics of Boom Stick. I think I have stayed pretty true to that original idea.

Basically you fight against waves of enemies that float across the screen. There are currently only 10 waves, I would have liked more and with more variety but oh well 😉

The theme of the competition was “Enemies as Weapons”. I have incorporated that theme by having the enemies drop giblets when they die. You then have a certain amount of time to pick up those giblets and fire them back at the enemies. Enemies as weapons!

So as a disclaimer: im sure the game has many bugs and things, I have run out of time to do much in the way of testing and optimising. If you find any bugs however drop a comment I would love to hear about them as I plan to release this to a few flash portals, so would like to get those bugs fixed 😉

Anyways enough jibber jabber. A few more shots then the game is below:


You have to play the game on my site, I cant get flash to work here :(
http://mikecann.co.uk/ludum-dare/ludum-dare-hour-40-complete/

Oh also, if you cant run flash I plan on making a Youtube video in the next day or so to go along with my timelapse of development!

Tools Used:
Adobe Photoshop CS5
Adobe Flash Builder 4
Adobe Flash CS5
SFXR
Chronolapse

Tags: boomstick, finished, goo, Kill, liero, particles, terrain