LD19 December 17–20, 2010

Fly Fishing. Totally.

So yeah, Im working with a friend on this mini LD, just for the heck of it (and the pick and mix is rather appealing!)

So yeah, this is totally what Im looking like while working:

And uh, my brother is hell bent on making my time lapse really dodge… So yeah…

Oh. We totally have baby sharks.

So from the list we have:

  • Fishing
  • 1 button input only
  • 2 colours: FF8300 and 06799F
  • all audio your own voice (edg3)
  • work with partner (Feinu, edg3)
  • use a tool you havent used before (Feinu, game maker)
  • Game must be code complete in the first 3 hours, if not, must start over. NO CODING AFTER THAT.
  • Wear something absurd whilst making the entire game, upload webcam timelapse to youtube when done. (edg3)

Feinu was totally going to do a the nude challenge, but his web cam is broken. Maybe next time. Also, I didn’t tell you guys this if this ever gets into evil hands….

And some rough prototype picturez.

Also, if I end up not uploading the game with art its because the geyser above my room sounds like it wants to burst and it will totally break my laptop…

Bunny Chicken Dinosaur

After giving up on the 2 colour limitation and the 3 hour coding rule I’ve managed to make Bunny, Chicken, Dinosaur into something playable and upload it. Unfortunately it’s Intel Mac only for now but I will get a Windows version up as soon as I can wrestle it into submission and make it compile.

It could do with a lot more tweaking and polishing but for now I’m fairly happy with it given the amount of time spent on it. There are plenty of glitches I could iron out but I’m running out of energy for today.

Enjoy.

Edit: Windows version is up now. 😀

Progress

Getting there. 😀

Comments

13. Feb 2011 · 21:20 UTC
Whoa, great job with the graphics!

I am either being sensible, or taking a risk…

Rather that staying up and finishing this, I’m going to go to bed and finish this in my last few hours in the morning. Assuming I wake up.

There is no truer love that that of a monkey for bananas, true story! Score, stats and a background to go.

Sirtet – still going!

After having a nasty concentration issue last week, I’m finally able to focus a bit more on both RL and this mini. I’m not going to be able to make it by the 48 hour deadline, but I will have something playable within the next few days.

I decided to switch up the rules I’m using. Now, I’m rollin’ with non-puzzle Tetris game, game must end in 60 seconds, and use a tool you haven’t used before since the three hour coding limit is too much (or too little?) for me. The tool I’m using is Graphics Gale, and even that is hideous overkill for my current graphics!

I decided to put Tetris into the space shooter genre*. The asterisk will be explained once I’m further along in the development process. I’ve also decided that Sirtet (originally devised in about two seconds before I even picked a game genre) is a stupid name for the project, so I’ll be renaming it once I make a bit more progress.

This should turn out interesting. =]

A topical weekend project

Theme: Alternate universe spinoff of a major franchise

Heh, well the “major franchise” part is a stretch, but franchise yes. ;). The universe is one without color.

Limitations: Framerate cap at 5fps

No problem. I have a platform in mind where that’s actually impossible.

Rule: Use a tool/language you have never used before

Well technically I have used Java before (J2ME), but that was 7 years ago, and I hated every minute of it. This is Java PBP 1.1, and while I’m not quite hating every minute of it, I am clumsy and moving dog-slow (like anyone using a new language would be).

So what did I do?

Yarg, my shadow looms!

Fully lit game board. I win!

Coming to an Amazon near you.

(after I make menus, get all the different tilesets in, and test it on some obscure Kindle kin, but yeah, that’s totally soon’ish)

See you guys at GDC!

Comments

14. Feb 2011 · 07:38 UTC
Amazing! First kindle game I’ve seen at all, nice work! Very nice art too.
15. Feb 2011 · 01:23 UTC
Smiles so deserves to be a major franchise.

Time Flies When Your Body Mutinies

Well, I decide I should take a nap in the later afternoon, set an alarm for 5 hours, apparently my body didn’t care much for the idea of getting only 4 hrs sleep being up for 36 straight, and it had other ideas. I didn’t start until nearly 7pm Saturday, and it’s not even midnight Sunday yet, so plenty of time left. My progress so far feels pretty feeble, and I had a hard time getting and staying focused and on-task.

Screenshot, though it’s not much different than my last post:

more rough terrain tiles.

I certainly didn’t make any progress while sleeping for the last nine hours, and I don’t feel like I made as much progress as I could in the first 20 hours either, so I’ve got catching up to do. At this point, strong odds I will either be feature-poor or content-poor. My time so far has been divided pretty evenly between code, content, and sleep. As I’ve mentioned in my previous post, almost all of my programming so far has been integrating bits of code from different projects I’ve worked on this year; I’ve been re-learning OpenGL, as I hadn’t worked with it in years. Most of the code may not be less than 48h old, but all of it is less than 48 days old, and I pulled out bits from across half a dozen projects. I’ve now got basic management of assets, game objects, game entities, and audio, as well as rendering tilemaps, cloud layers, and animated sprites, and in the tool-box are generic implementations of FSMs, perlin noise, and A*. Everything so far can be referenced by a name string, for the sake of one of the biggest final pieces – the cueing language. With that groundwork laid, and some systems already responding to cue events, the cueing language itself should not take too terribly long. Unfortunately it’s the biggest but not only piece left, also need to implement monsters, equipment, entity controllers, saving and loading of game state and loading from descriptor tables of monsters, items, equipment, and map definitions.

So, uhm, yeah. Lots to do. And vanishingly small time left over for content… might be wise to ditch the cueing system and focus on more content for a simpler action/adventure game.  I’ll think about it over food.

:edit: the meatboy animation set so far. Each I make seems to get worse than the previous. Meatboy

Comments

Gopher
15. Feb 2011 · 22:10 UTC
progress continues, tho at some point I gave up on the 48h deadline entirely. Half my time yesterday was spent on refactoring some code I’d hastily designed wrong; it could’ve waited until after the compo, but it just bugged me too much to leave it like it was, and it was already clear I wouldn’t have much in the way of game finished in time, so I pushed on. The graphics end of the framework is approaching something pretty solid now, tho some tools may be required to make content for it efficiently. Bit more work and I’ll at least release the framework, but while this is a failure as an LD entry, I’ll probably make a lot more use of the framework I’ve built than I would have from a particular thrown-together game, so it’s not all bad. Need to get the kinks out of the sprite attach code, finish the full map loader, and have a good bit of work still to do on monster behaviors, and on abstracting entity controllers in general. And the current hacked-in camera needs to be pulled into a camera class and have a couple of minor features added. And once all that’s done, I’ve still got to implement the cueing language, which will tie all the other pieces together to make the cutscenes.

EPIC REPORT finished!

Instead of writing REAL reports, write an EPIC REPORT!
My Mini-LD 24 entry, EPIC REPORT, is about putting together reports in just a few minutes by collecting letters that fly across the screen. My goal was to make a stunningly boring activity into an exciting action game. The game currently features 4 reports and 16 achievements.

Check it out here!

The space report

Booty Call finished!

Booty Call title screen!

Play Here!

So happy we managed to finish! Definitely my most ambitious LD game yet, makes such a difference working with a partner, although we did argue on game direction a bit (I was convinced we wouldn’t have time to have dialogue, she was convinced I couldn’t paint the background in time)! We both got our way in the end.

Happy Valentine’s day!

Comments

15. Feb 2011 · 17:14 UTC
Cool game! The art and style is really good.
sfernald
15. Feb 2011 · 23:09 UTC
This game is amazingly good. It had such a sad ending! I wanted to get busy with those girls anime style at the end!!
Tenoch
20. Feb 2011 · 06:29 UTC
Sadly my compy is too slow for the game, but backgrounds are great, and amazing music! Any chance to get a linky to a separate file?

Oh my! A project?!

Howdy!

My name’s Apple, not in real life, but hey, who cares what my real name is.

Yay, I’m gonna record my progress on a game  inspired by Harvest Moon, except being  in a Aztec theme, thing, with also an RPG feel… yesh, I also don’t have much Programming knowledge… but heck, I’ve created stuff like this before… I’d say I’m something between, I’ve programmed before. But don’t know much C++… damn, I hate C++… Oh?

So, right now, I’m working on a weirdo beardo story. At the moment, it’s about a Test Subject, called Bob (or maybe I’ll make people have a custom name!) But has anyone noticed how weird it is using <name>?

My biggest worry is music, I don’t want to use Copyright material, because, I may actually post it online. I USED to have software that helped you make Music, but now I don’t. And I’m really annoyed, AH!

But anyway I’ll focus on music laaaator. I’ve gotta test the basic animations.

“Beacon” post-LD version

My game Beacon came 2nd in LD19 back in December. Since then, I’ve been making it better! I promised I’d post here when I got it done, so here it is:

It’s got its own page now over on my site. If you liked Beacon, I’m fairly sure you’ll like this version more!

Done now

Going to fall over in front of the TV for several days now. Is this the first game set in Yorkshire? Who knows? Seriously, who? I’d like to know.

Linkey linkey

Rosetta – version 4

I’ve made an update to my LD19 entry: Rosetta.

My original intention was to get back to working on this right after the holidays, but this proved to be not so much feasible. Nevertheless, I’ve been tinkering with it on and off the past few weeks and I have a version now that is perhaps a little more accessible.

I’ve revised and refined parts 1 and 2 and added part 3 which goes deeper into the deciphering process. There are other things I could add (both further hints and more puzzles) and I may still do so, but for now, here is the latest version:

http://www.ninjadodo.net/temp/LD19/rosetta_v4.zip

Any feedback would be greatly appreciated.

Tags: Egyptian, Rosetta

Comments

17. Feb 2011 · 14:45 UTC
fascinating idea.. great atmosphere.. like it!

i think i got to the end (about 5 screens?) because it dropped back into windows… would love to see more.

Spacebrick – Post Compo

Since LD19, a unity game competition turned up on Kongregate so since then I’ve been iterating on my game Spacebrick! It’s much improved from the ludum dare version and hopefully I’ll be able to hit the $1 october challenge target too.

Play on kongregate.

Spacebrick enemies

This would also be one reason I missed out on Mini-LD 24, but congratulations to everyone who completed a game for it!

Comments

aus_mike
20. Feb 2011 · 00:59 UTC
is there anywhere we could download the background music for this. I want to listen to it while studying, but it only plays while the tab with the game is open.

After a Wasted Weekend – A Promise for a Game

I… Spent most of the weekend playing games. I did not wind up making a game. I’m sorry about that. :(

I promise that I will be making a game this week, hopefully before submissions close.

I’m probably going to be making a tower defense game. It’ll be fairly simple, but hopefully fairly fun. I haven’t decided much about it, though.

Edit: I may actually be making a bullet hell shmup instead. We’ll see how it goes. I’m not sure yet.

That being said, I hope to have a demo fairly soon.

Here’s hoping…

— Mr. Dude

Comments

17. Feb 2011 · 14:50 UTC
…go for it!

Gonna start soon!

It’s already almost 4 days since miniLD #24 started, and I didn’t started yet but I’ve already got an idea and gonna start soon.

So here is my rules and limitation:
Theme: Fishing
4 Limitations: 2 colours + Game must end in 60 seconds +
All audio must be your own voice + Framerate cap at 5fps
3 Rules: All variable, class, function etc names must be palindromes +
Use a tool/language you have never used before + Game must be code complete in the first 3 hours, if not, must start over. NO CODING AFTER THAT.

I think I’m gonna make a simple short game, about fishing and mixing stuff. I still haven’t choose the tool/language I’m gonna use, probably Flash or Unity.

Comments

15. Feb 2011 · 16:39 UTC
I’m not sure that “Pick’n’Mix” was meant to be one of the themes, bro. 😛

First HTML5 / Javascript Game

Been messing around a lot with HTML5 / Javascript last month. So MiniLD #24 was the perfect time to test it out. Ended up making a small artsy game with a friend, pretty pleased with the result:

http://ippa.se/webgames/unwaivering/ – A small game about true love

(Will take about 2-3 minutes to play through)

Comments

sfernald
15. Feb 2011 · 15:37 UTC
couldn’t get this to work on chrome 9.0.597.98. Just a black screen.
ippa
17. Feb 2011 · 16:54 UTC
Ah ye, some half-big soundfiles to be loaded. I should make a clearer asset-loading-progress meeter in Jaws.

November ’11 Mini-LD

I would like to reserve a Mini-LD in November. I added myself to the wiki, but I know its currently being mutilated by those nasty spam-bots. It was empty on the wiki, but I wanted to post here to ensure I get it. I am hosting a local Phoenix game jam in November, and would like to spread that love into the LD community.

CouchJumper almost done!

Yep! All it needs are a few more levels, some better art for the main character, and high-scores. I’ve taken out the ability to change direction, as it was interfering with the rest of the game. You can turn around only when you hit a wall. I’ve also added the ability to wall-jump.

Screenshot: