LD19 December 17–20, 2010

1930

This is a WIP post. I don’t know if I will be able to complete the game, but at least I wanted to try it.

Initially, I wanted to name the game “1933”, because this is the year King Kong got his first movie. But this year is just too connected with Hitler’s Third Reich, so I called it “1930” instead, because of the Chrysler Building which was build in this year and was the tallest building on the world at this point.

Ok, here is a screenshot:

Gameplay image of 1930

At the beginning of the game you will be presented a path of houses, to one last house (will be marked with a star or something like that later). You will then have to follow that path from your memory.

Controls is mouse + left mouse button for jumping. (The longer you hold the button, the bigger the jump is. This is not used in the current testlevel.)

Play the WIP-version here: http://dl.dropbox.com/u/10650964/1930/1930.html

No win-situation yet.

Intermezzo – To Regain My Sanity

Went to bed yesterday knowing that I’d want to work on Zombies today. But it’s just not happening. I’m really bored with it. I really am.

With that in mind, I’ve decided that I need to do something to wake myself up. I’m going to put myself to a speed challenge. I will attempt to make a platformer in 6 hours.

I will start at 8:30 EST, and will finish at 2:30 EST. I’m hoping that doing this will wake me up and help me get rid of the boredom that I’ve developed.

I have my game in mind, but I’ll post about it when it’s done.

I will be using Flixel as my base library, Inkscape for graphics, and sfxr for sound. Hopefully.

So then I’m off. I’ll hopefully have good news in my next post.

2110 – So close!!!

Things are nearly there!

Sound effects: done, Music: done, Carrying crates around: done, Dropping them off to beat a level: done, Go to next level after that: done, Deprive self of sleep: DONE.

Sadly I have yet to replace the crates with kittens or chinchillas, though I would still very much like to. Robotic Kitten Rescue 2110!
Or maybe the crates should be made of gold. Everyone likes gold… righhhht? Hm.

Anywho, now to build some fun levels and figure out how to deploy this as an OSX App/ Windows exe.

Screenshots of dooooom!

Comments

23. Jan 2011 · 13:21 UTC
I can’t wait to grapple some nice, gold crates. I sure hope you can get a Windows binary for us to use :)

My Mini Idea – Will I get the time?

I came up with a fine idea, but I had a full day workshop yesterday in another state and I have to go pick up my wife from yet another state today.  At least here’s a mockup:

1930 finished

Only 5 levels (+ 3 tutorial levels), but I just don’t have the energy to do more.
Music was found here. The music is also the reason why the game is over 3MB big. Sorry!

The final version of 1930 features a gorilla.

You can play the final version here.

“1930″ was made with Unity3D, in less than one day (I started on Sunday). The gorilla was made by my team partner Jana.

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This entry was posted on Sunday, January 23rd, 2011 at 3:03 pm and is filed under MiniLD #23. 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.

On my Intermezzo – A Change of Deadline

I’m actually having a lot more fun developing this platformer than I was making Zombies: 1975. I can’t get it done the way I’d like within 6 hours, though.

I will concede that 6 hours was an unrealistic deadline for that, and I will also move my deadline. I will give myself until 6AM tomorrow (EST) to finish this game. That will include 5 levels, a couple of Kongregate badges, and a final boss.

I’ve currently got baddies working as well as player death, and I also have an item. That item being coins that you pick up to increase your score. The game will also count how many coins you have picked up, and you will get some kind of bonus if you pick up all of the coins in the game. As a note, it also counts how many baddies you have killed, and you will get a different bonus for killing all of the baddies in the game.

The gameplay is very similar to Super Mario Bros. in that it is a platformer where you attack baddies by jumping on their heads. Though unlike Mario, player health is simply managed with basic health points. There are two types of baddies, normal baddies that take 1 hit to kill and baddies with helmets that take 3 hits to kill. There are also coins, as I mentioned earlier. There will be a final boss and possibly a mid-way boss.

I’m hoping to have it done by tomorrow morning.

Peace

— Mr. Dude

Comments

radpants
23. Jan 2011 · 20:50 UTC
Sounds cool. I’m excited to see how it turns out. :)

Unfortunately…

…my original plans for this weekend did indeed get in the way of finishing my entry. There is way too much to do with my game before the deadline so I am withdrawing from this miniLD. This was not a waste though; I learned quite a few things about Java and Eclipse while working on my game. So hopefully next LD I will be using Java also to create a game with sprites instead of text! Though I am quite proud my my little text adventure engine. =]

Until next time,

-Alex

2012: The Flood

I’ve been working on a game this weekend for the mini-compo in xna 4. I’m not going to finish it, but I will probably spend the next two weeks or so trying to finish it up because it seems like a pretty cool idea.

It’s a steampunk game about a flood destroying the earth in 2012. You have to prevent the waves from destroying the datapods which contain all of the information of mankind (think of the them as google servers). So you lay out girders and use funky steampunk machines that shoot steam to try to prevent the datapods from becoming ruined in the flood. I’m hoping to build maybe ten levels to start. The water will be particle based.

Right now I am working on all of the prologue and menu screens and so forth. Might work on the music tonight. Here is a screenshot preview:

Comments

Felipe Budinich
24. Jan 2011 · 04:27 UTC
I love the fontface for “2010: the flood”

Halifax 1917, almost end of day 2

Well well well, things went quite well, even if not at the speed at which I hoped they would go.

I now have working water meter, people to save (but can’t be saved at the moment), fire, water taking out fires, a basic tileset of wood, a level design, and….. that’s it I guess!

Remaining : a score, sounds, music, a gameover screen, a real intro screen. Then and only then will it be possible to call this a game.

Comments

23. Jan 2011 · 22:51 UTC
Not bad, actually we have more or less the same theme! A bigfire… I like your water! I usually wanted to do something similar! Don’t know if I can handle that! Looking forward to see yours in action!

Huh.

Well, just like many others I’m not going to finish the game in the next hour and ten minutes or so. My idea was a bit too complex I guess, but I learned a lot along the way.

Thanks to this I managed to learn how to use BitmapData to my advantage and copyPixels for tilemaps, making the game MUCH more efficient. Unfortunately I had spent too much time on that, art, and coming up with an idea for such a distant theme/sub-theme combo. For the most part it IS complete, but its missing some essentials like a menu, instructions pane, being able to restart the level and some sort of end to it. Originally I was planning to have a boss at the end, and I do have a graphic for it, I just simply ran out of time. About an hour and 45 minutes ago I realized I couldn’t do this much, since theres also a bunch of little here-and-theres, and if I did some quick and crappy work to finish it I wouldn’t want my name on it.

I like the idea I came up with so I won’t mention it, but I will throw a screenshot in:

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ screeny screeny2

So I’m going to keep working on this game and hopefully expand upon it and make it great. Thank you, Ludum Dare, for holding this 48h competitions, and I’ll definitely be in the next one!

Comments

24. Jan 2011 · 00:15 UTC
Your game seems very cool. Do not stop working on this, dude :)

I am in the same situation as you are, and I’ll probably be finishing this game later this week or so.

1773

Wow, what a weekend! 1773 is pretty much finished. Naturally I didn’t get to include quite everything that I wanted. I also learned that I can’t animate. At all. Not even programmer art. Something to work on before the next LD.

Anyways the game! You play as an angry colonial in the Boston Tea Party! You decided you could really launch some tea if you bring a springboard out there on a boat. What a showy form of protest! Unlike the real Boston Tea Party, there’s shooting going on here. Oh no! You can slide to dodge the bullets and drop crates of tea on your enemies. POW!

Check it out right here!

I’m pretty happy with how it turned out. I wish it was a bit more polished. (A menu would be nice.) I also wanted to do a bit more with the slides but it wasn’t going to be finished in time. Instead I spent my last hour making the scoring popups! Unfortunately there’s a small bug where you can score twice on the same enemy. Other than that it looks good!

The rundown of what I ended up using is: LOVE for the graphics, input, all that good stuff. TEsound for the sound playback. LMMS to make the background music. SFXR for sounds. Paint.NET for painting. Notepad++ for coding.

MiniLD #23 Pretty Much Over!

Well, looks like time is up, but don’t worry if you need a bit more time to wrap things up.  This is for you, after all!  However, if we have to name your game 2012, then there’s a problem.

The things I’ve seen out there so far look pretty sweet.  Good job, all!

I Have a Demo!

I’ve finally gotten something that I want to release!

The title of the game is “Luna”. It is about a little round knobbit trying to get a jar of honey back from a gang of square knobbits.

Anyone who would like to play the demo can find it on my Dropbox.

Controls:

Pressed left and right to walk and space to jump. Also, press P to pause, and enter to move on to the next level when you have completed the one you are in. (IE: When Luna is hopping up and down at the “Goal” sign)

When you complete the second level, you just go back to the first. The next demo will have another level in it.

Here’s a screenie:

Luna v0.5.0

Isn't she cute? ^_^

First Competition!

Woah…

That was great! My first competition  since I joined.

Unfortunately I only got 12 hours to work on my game so it only has one level. But I’m going to finish it with plenty of levels and features!

It’s called 0001 – Life in the Beginning. The spring physics in the end were ball spring physics, programmed multiple springs into a ball.

The microbe will squash then revert back with springiness as well as bounce, etc.

I’m working on making it multiplayer and will post when I get that done.

Have a look at it and please comment. Ideas and suggestions welcome!

Enjoy!!

Halifax 1917, game over

HA!

So, it was a bit harder than I thought. Managing time is a skill that I still need to master. The game was 80% completed, as it is still missing a winning state, a proper intro state, sounds, music, and some level design. My post-mortem shall follow soon enough.

I guess I can still submit my game, even if it ain’t finished. Oh well!

1871 – The Big Fire (that will not burn)

Ok, I won’t finish! I’m quite satisfied with what I got so far. I have regions in that you die like fire/water, etc. After death you are respawned at the last savepoint. There are different regions your spring jumps different (red=higher). I implemented a mobile phone joystick that I’m quite happy with. I think I will finish a demo tomorrow and put it in a folder marked with “nice try”! 😀

Here what I got:

Quench: Ludum Dare mini #23

Well, this is my “entry” for Ludum Dare mini hosted by JohnnyD.  (Thanks!)

Since it’s not obvious, let me explain:  You are a time traveler from the far future.  Unfortunately, in the future, booze has been eliminated as an unnecessary vice from society.  Desperate for something to wet your whistle, you use the company’s time machine to bar hop in an inconspicuous manner.

So you travel back to 1925, where Prohibition is in the full swing and it’s expected to find shady characters who don’t like to share their past visiting the local secret speak-easy.  It also makes it harder for the time cops to sniff out where you’ve been.

Sadly, you have no money, only what pittance salary you can get from the Time Institute as part of your job.  Fortunately, casual telekinetic powers are common in the future, so you can nick drinks away to soothe your frazzled nerves.

tl;dr:  Use the hand cursor and mouse button to pick up drinks with your telekinetic powers and deliver them to your table.  Be careful, as jostling the drinks will spill alcohol.  Don’t let your sobriety meter fill up, or it’s game over*.

(*Or not, as this was never implemented.)

How does the spring physics enter into the game?  Well, when you pick up the beers, they are suspended from your floaty mental hand by a simple spring. :)

Tags: completed

Comments

24. Jan 2011 · 09:17 UTC
Where is the game?
quin
24. Jan 2011 · 09:37 UTC
ratking, look in the top right of the entry.
24. Jan 2011 · 10:03 UTC
Oh. My C64 is dead since a long time. :-(
sfernald
25. Jan 2011 · 18:58 UTC
This is one strange game. That said I played for quite a while!

Deadlines… Pfff…

I know that I was aiming to have Luna done by now. Here’s what happened: Last night, I looked up at my clock, realized that I only had 8 hours left, and it quickly dawned on me that it was more or less hopeless. Then, a couple of hours later, I inadvertently fell asleep. Sigh.

Here’s where the deadline stands: There isn’t one. I’m going to be honest with myself in that I know I’ll keep pushing it back more and more pretty much until it’s done. So no more deadline. It’ll be done when it’s done.

Here’s what I have left to make:

  • Bosses (Both mid-way and final)
  • Lives system
  • Score and lives displays in the hud
  • Levels 3-5 (3 is in progress, though)
  • Title screen
  • Game over screen
  • Level end splash
  • Music

That’s a lot, but I think I might actually finish this. I know that doesn’t mean much. I haven’t gotten this far on a project for quite some time, though, and that’s very exciting.

Peace

— Mr. Dude

SPRINGBOT 3011

Well, it’s very late for the Mini-LD but I only started on it yesterday and now it’s a game, so there’s something.
Screenshot for v0.LD

I used Arne’s 16 Colour palette and a 4×4 tile grid, and went from there.

I’ll build a page for it tomorrow, and likely polish it quite a bit more, but you can play it here: http://www.1bardesign.com/experiments/springbots.swf

For the time I’ve put in I’m very happy with it.

Instructions:

  • Go right
  • Collect Stuff
  • Don’t run out of bounce
  • R to reset

Have fun, comments appreciated.

Comments

24. Jan 2011 · 19:42 UTC
I like it! The bounce as a managed resource mechanic is interesting and a lot of fun. After you’ve polished it and had time to make the levels a little more designed, I could definitely see this as a Flash portal game.
sfernald
25. Jan 2011 · 18:57 UTC
At first I got nowhere, but then suddenly I figured it out and lasted quite far in the level. fun!
Nonsequitorian
26. Jan 2011 · 19:25 UTC
Really lookin’ great Geti, money as a scoring system is awesome and the landmines make it feel a lot more like those earlier pics, or was that a different game? And yes, you WILL find me everywhere.
28. Jan 2011 · 07:55 UTC
Neat.

Luna – Progress Update

I’ve made some progress with Luna.

I have the third level done, and am working on the mid-way boss. I’ve decided that because it would be really trick to make a boss arena within a normal level, bosses get their own “boss levels” which are little stages that only consist of a boss fight.

The next demo will feature the three levels that I currently have, plus the mid-way boss. I hope to have it some time before 6AM (EST) tomorrow.

Peace

— Mr. Dude