LD19 December 17–20, 2010

miniLD 25 entry De_Mo

It’ll take you about a minute to play, maaaaybe two if you want both endings.
http://gamejolt.com/freeware/games/adventure/de-mo/4764/

And I put up the mp3, download it folks.

http://gamejolt.com/freeware/games/de-mo/soundtracks/download/4764/

 

Comments

Benn
20. Mar 2011 · 20:17 UTC
O____O I assume this is regarding the miniLD? 😛

Pushy Elephant: A Diversion for a Pair of Brave Persons Constructed for Miniature Ludum Dare One Score and Five Playable on Information Super Driveway Browsermachines

Dear Sir or Madam, should you be daring enough to risk your health and sanity in electronic challenges and should you be resourceful enough to find another soul similarly inclined and should you have a taste for electronic game programs of the bizarrer varieties and, God help you, should you be willing and able to overlook the abysmal quality of such a diversion, then please direct your browsedevice to the pagesite found at the address http://excitemike.com/Pushy_Elephant of Internet.  The brave souls who venture there will find themselves transformed through the magic of Flash into nature’s grandest creatures, the elephants! Thus transformed, these titans will struggle against one another in combat most deadly.

Are you prepared to risk the Bouncing Scorpion of Alexander the Great and King Solomon’s Cursed Wandering Fruit to win honor and glory in The Worst Game I Have Made in Some Time?

The competition entry page can be found here.

Comments

22. Mar 2011 · 15:29 UTC
haha!… cool! nice elephant music too

A New Game Project – Fur and Steel

In another effort of “Tell them all about to keep me from quitting” I want to tell you all about my current game project: Fur and Steel.

For those who are curious and/or enjoy reading other peoples’ game ideas, a description of the game, as well as my goals for it for today come after the break.

Fur and Steel will be a turn-based tactical game much like X-Com, where individual soldiers fight in close quarters to accomplish specific missions.

I have chosen a furry motif where each of the four factions are of a different species. I will also try to come up with an “alien” species that will fill a similar role to Black Hole in the Advance Wars series. I’m not as sure about that one, though.

The game will feature several kinds of unit, a fair number of weapons, and some miscellaneous equipment to choose from. It will also include support for multiple campaigns, a map/campaign editor, and eventually (Assuming I follow through long enough to afford a server) multiplayer.

For today, I hope to get as far as possible toward a working prototype. I hope to have some kind of unit moving around in some kind of terrain. Anything beyond that is a lot to hope for.

Even weapons and combat will likely have to wait until tomorrow. Even then, because I have classes tomorrow through this Thursday, it might take a while longer than that. Not really sure.

Anyway, I’ve got high hopes for this.

Peace

— Mr. Dude

Comments

22. Mar 2011 · 08:34 UTC
Sounds nice. What are your tools, platform, etc..?

The Captain – My second game

I just published my second game, The Captain. It was created in four days for GPCv4, with the themes Sunshine and Burden.

I thought I would share it here, since it is essentially a direct evolution of my previous game, Bisected Essence II.  Thanks!

Comments

snowyowl
21. Mar 2011 · 09:30 UTC
Like.
aus_mike
23. Mar 2011 · 07:24 UTC
Very good. Will you be developing this further?

Did you make the music?

Uhfgood’s LD Catch-Up

Most of the time I don’t participate in LD’s because I’m usually busy on the weekend.  So I thought why don’t I have my own LD compo.  So I asked some of you how much time you spend on average… so it’s pretty common to be somewhere in the neighborhood of 25-35 hours of actual dev time.  (Dev time can include planning time).  So I thought how much time can I spare per day, and the answer comes back to me, 2 hours.  Okay so then I ask myself how long, and then answer comes right back to me, 3 weeks.  Actually this was through careful deliberation.  I figure about 30 hours is a good roundabout figure and something I could actually manage if I were to participate in an actual LD.  Of course this presumes using up most of my available time, and 2 good 8 hour sleeps.  I was thinking about also trying on weekends (but this was when I was going to do 2 weeks).  So here’s the plan:

I will go through each LD theme and build one game in about the same time as it takes to do an actual LD compo by spending 3 weeks per game, and 2 hours per night starting around 9:30 pm – 11:30 pm pacific time.  I will not be doing mini-ld’s at this time.  I will more or less follow the rules of LD.  By essentially making everything from scratch, except I will probably use a premade helper library.  I’ve decided I would do these games in flash so I can immediately put them onto IndieFlux in the games section.  Originally I wanted to use the lua-based LOVE engine but instead realized that flash may make it more readily accessible to people.  I’m thinking of actually porting it to LOVE later but we’ll see how this goes first.

And… that’s… it…

Thanks for your advice thus-far (those who I’ve talked to in #ludumdare).  I’m going to start tomorrow (Monday, March 21st, 2011) with the beta ld which was 24 hours, and thus I will do one week (about 10 hours, hope I can make something by then).  (Indirect interaction).  So see you then!

Keith

Tags: indirect interaction, LD00

Comments

20. Mar 2011 · 22:26 UTC
Okay I guess I left out some things, like “Why are you doing this?”, “How long are you going to be doing this?”, “What is a Macguffin?”
21. Mar 2011 · 18:59 UTC
Godspeed, man! :)

Where are you hosting the games? A link would be nice, preferably with RSS so we can get updates automatically 😛
Mikhail Rudoy
21. Mar 2011 · 20:21 UTC
I think this is a great idea. I think I might do it myself :)
Mikhail Rudoy
22. Mar 2011 · 21:05 UTC
I would like to try this myself (with more lenient times, etc…). Do you mind that I’m joining you?
23. Mar 2011 · 01:22 UTC
I don’t mind at all. Who knows maybe we’ll start a new thing and have others join us as well.

I DID IT!

I just gave my two weeks notice at my day job. From now on it’s just me, computer science research, and game development. All day. All the time!

I’m going indie…!

[edit]Here’s a post on my blog with more about that…[/edit]

Comments

21. Mar 2011 · 12:28 UTC
Woah woah woah, you quit your job to learn to make games? Do you have a large chunk of money to support yourself or something? Sounds cool and all but I’m worried for you!
21. Mar 2011 · 18:14 UTC
Mainly I quit one of my jobs. I am also studying for my Masters degree, and I do Teaching Assistant work to support that study. I still have fixed income, but in smaller amounts, just enough to keep me going. I quit so I can focus more on my studies and do more computer science research, and of course so I can have some free time to make games and hopefully make some money out of that as well.
22. Mar 2011 · 21:01 UTC
I was in the same spot just a year ago, but a combination of teaching assistantship, classes, research, and two kids were a bit too much. I wasn’t able to focus on games.
Mikhail Rudoy
21. Mar 2011 · 19:41 UTC
Good luck. Hope it works out for you.
21. Mar 2011 · 20:46 UTC
Thanks PoV and Mikhail.
21. Mar 2011 · 22:23 UTC
Congrats!

Uhfgood’s LD Catch-Up First Screenshot

I had to actually “re-learn” flashpunk a bit here… but I finally got my first screeny up. What I came up with for indirect interaction is a game like Toobin’ where you navigate rapids in an inner tube. But since you can’t directly control the player, I decided that you would use the winds to change your direction. But instead of an inner tube I decided to use a raft, maybe like Huck Finn traveling down the Mississippi River and you have to navigate things like sharp rocks, whirlpools, waterfalls, dangerous crocodiles and the like. Although I haven’t set up a definite plan for that yet. What you’re looking at is a rough raft graphic (just a brown rectangle) on a blue river (although I plan to change the blue because that’s too much of a sky blue.)

Tags: indirect interaction, LD00

Uhfgood’s LD Catch-up Second Screen Shot

This time I added two basic “bank” rectangles (just to show where they are) until I decide what will go int he background. And two cloud images (which are merely two colored rect images, I’ll be updating the images in the coming days). You can actually move this left and right but it doesn’t do much other than that.

Tags: indirect interaction, LD00

Comments

22. Mar 2011 · 04:56 UTC
you could keep the graphics like that you know.

Starting it up!

myself and a group of friends are hoping to make a indie game for the xbox!

this was my original concept  of  the game.

http://www.yoyogames.com/games/164960-silhouetta-demo

this will be our first real game… hope you like the concept!

Uhfgood LD Catch-up Screenshot #3 now with tilemap!

Well it took the whole two hours but I finally got a tilemap up and running. The tilemaps in this game are going to be dynamically generated. but at least we have something resembling a river. The first one is the regular screenshot, the second one is an error. I’m using Flashpunk and apparently the tilemap seems to be getting created correctly, or at least the map array is.

Tags: indirect interaction, LD00

Comments

23. Mar 2011 · 05:11 UTC
Fixed the problem… will have a playable demo up tomorrow sometime

mrudoy’s LD catchup

It seems that Uhfgood has started something. In his post here, he stated that he would be catching up with everyone who has been here from the beginning of LD. He will spend 3 weeks, 2 hours a weekday making games for each of the LDs that he has not participated in.

I will be joining him.

I intend to work through all the themes just as he does, but I will do it slightly differently. First off, I won’t limit myself to any specific period of time per game. If it takes 2 months, then OK. If it takes one weekend I’m happy with that too. I will try not to turn the games into full blown projects; they should still be on the level of something completable in 48 hours + idea development time. But if they do get blown out of proportion, oh well. Similarly, if I fail at making some specific theme, then that’s too bad (but I’m moving on).

I will be using Flash, and if I turn out anything presentable, I will try to sell it or get it sponsored. Therefore, I will not publish my source code. In addition, since I’m hopeless at art and music, I will not strictly follow the whole “everything made by you during production” rule that we have for LD.

Now about themes; because I draw a complete blank on some themes, I might deviate a little in a direction that my brainstorming brings me to. For instance, I am not sure whether I will be able to find a game idea for LD0 so if I come up with something in the process of figuring this (the fact that I can’t come up with an idea) out, I will make that something despite being off theme. I will keep you updated on every game I am in process of making for this LD catchup, whether on theme or not.

I will be putting the games up on… well actually I’m not sure where I will put the games, but when it gets to that, I’ll let you know.

And another thing. I intend to start completely from scratch at the start of each LD, but this decision might change.

In fact, any of this might change. We’ll see how everything works out, and I’ll post my thoughts on LD0 Indirect Interaction soon.


Mikhail Rudoy

Tags: LD Catch-up

Ideas (LD catchup – LD0)

I’m finding it especially hard to come up with actual game play or game mechanics for Indirect Interactions. So to give you an inside view on what I am thinking (and this isn’t just from the last couple of hours; I have thought about this for a couple of days before my last post), here are some of the ideas or directions I might be coming from:

1) Rube Goldberg machines

I like this idea but I think it might be too much for a supposedly 48 hour contest. (And wasn’t LD0 a 24 hour thing anyway?). Also, I think it has been done enough. Thirdly, there is an implementation issue. Unless I think of some really good system, I would have to either make all the objects have defined input and output (making everything systematic but hindering player creativity) or hard code every possible interaction (either this is a huge amount of work or I don’t have many objects). Finally, I would have to make realistic artwork (uh oh).

2) Hit men

If this needs explaining, instead of killing someone, you interact with them indirectly by hiring someone to kill them. Disclaimer: this is my math teacher’s idea; I was bouncing ideas off of people and this is something he thought of. Now I don’t have much of an analysis for this, but I do have a problem: I’m not sure what kind of game this would be. After all, if you control the hit man, this becomes direct interaction. So what is the actual game play mechanic? Choosing who to hire for which job? Doesn’t sound very fun.

3) The butterfly effect

I just don’t know yet. But here is a big thought: butterfly effect implies time travel. Maybe (and I haven’t thought about this scenario much yet), you were sent back in time by a government to step on a specific butterfly to cause a natural disaster in a country you are at war with. You arrive about 100 years late, and now in order to complete the mission you would need to step on all of that butterfly’s descendants. But you can’t step on other butterflies because they might cause anything. Then again, this is just an old game mechanic with a new story put to it. Maybe this game isn’t what I want, but I’m not discarding the butterfly effect yet.

So there you go. I’ll keep thinking and what happens, happens.


Mikhail Rudoy

Tags: LD Catch-up, LD0 - Indirect Interaction

Uhfgood’s LD Catch-up Screen 4, and demo swf.

Well here it is… the next screen.  This time with rocks!  And a demo

 

Demo here: http://www.gamesafoot.com/wp-content/uploads/2011/03/LD00.swf

 

Tomorrow I hope to add some sort of gameplay, I guess with time running out, I’m going to make it continually speed up and allow you to hit the rocks thereby restarting.  Or something like that.

Tags: indirect interaction, LD00

Comments

Folis
24. Mar 2011 · 16:08 UTC
Great so far! But one thing: Are you supossed to go left when pressing right AND to go right when pressing left?
24. Mar 2011 · 19:18 UTC
Yes actually. Basically this is indirect interaction, I take that to mean you’re not directly controlling the raft, so instead you’re using the “clouds” to blow the “wind” to move the raft left and right, which means it moves opposite of the wind direction… I still have to fix the movement some though and add some indicators of what the clouds (those white boxes) are doing.

This and that.

I know it seems a bit early but that thing up there pretty much explains my post ^^

I am gonna participate LD #20.. Uh, yeah.

Weapons of Choice:

Game Maker (again =| )

Paint.net (Sprites)

sfxr (Sounds)

Windows Notepad (My thoughts, concepts, timelog and evil plans to take over all cookie factories)

So, see ya all :]

– Folis

Uhfgood’s LD Catch-up LD00 Screenshot #5 and a new demo

And now with more game!

 

Here’s the link to the new demo.  Left/right arrows to move, and avoid the rocks.  Game starts over once ended.

LD00 Demo number 2

Comments

shard123
25. Mar 2011 · 10:08 UTC
This game is a lot better now! My only suggestion would be to make it so that if you hit the walls you also die.
Mikhail Rudoy
25. Mar 2011 · 19:58 UTC
I suggest that you make the walls actual walls. Maybe if you run into them going down (meaning you hit an outcropping) you die, but if you just say move right until you hit a wall, you survive.
26. Mar 2011 · 02:24 UTC
Thanks for the suggestion guys. I think I also need to fix the movement. Yes I had planned on making you die if you ran into the walls.

Uhfgood’s semi-final LD Catch-up 00 “Indirect Interaction”

 

And now the link to the semi final version – HERE

Tags: LD #00 - Indirect Interaction - 2002, LD Catch-up

Comments

Mikhail Rudoy
26. Mar 2011 · 22:05 UTC
Good job. You followed through with your idea, and though it obviously isn’t a masterpiece, there are only a couple of things I as a player am not too happy with.

Status update (LD catchup – LD0)

Well, I finally know what I’m going to be making. The problem, if you can call it that, is that it actually has potential to become a fully formed game. So we’ll see about how much time I take (probably more than 48 hours), and we’ll see about whether I make everything myself (probably no, and I’m referring particularly to music).

I have a lot of stuff going on, so it might be some time before I finish, but I hope it works out to be what I think it could be.

Edit: In fact, it might be quite a while  until I do any of it. Chances are that I won’t even start within the next two weeks.


Mikhail Rudoy

Tags: LD Catch-up, LD0 - Indirect Interaction

Uhfgood’s LD0 Catch-up Final “Indirect Interaction”

 

Final version of LD catch-up #0 — same as in previous post but included here for completeness.

Okay a brief readme:

Who am I?

Keith Weatherby II otherwise known as Uhfgood

What is this?

It’s a game made in 10 hours based on the Ludum Dare #0 (beta) competition with the theme of Indirect Interaction.  It was a 24 hour test compo, and since I have only about 2 hours a weeknight to spare I decided to do this one within a week.  My upcoming games will be about 3 weeks or 30 hours.

The rules are simple move left and right and dodge the rocks.  See how many levels you can pass.

The source code is copyrighted by me as well as all content including the lovely <ahem> art.  Source code is free to use as you like (although I doubt you’ll even care to use it).

It was written with FlashDevelop and the Flex 4 SDK as well as Flashpunk.  The FlashDevelop project with flashpunk is included in the source distribution.

Here’s the source.

Timelapse will be forthcoming.

Tags: final, LD #00 - Indirect Interaction - 2002, LD Catch-up

(Hello FlashWorld! || hey you, stop lurking…)

Finally, I managed to get myself to try developing Flash-games (instead of Winforms/GDI+/DHTML).

The result:

24hrs after installing FlashDevelop

http://pixelsiege.net/beta/small

http://pixelsiege.net/beta/big

I didn’t even think about starting the code from scratch so I googled up some frameworks, looked at some sources and made my decision.

At first I was going to try flixel, but since the download didn’t work (is it fixed yet?) I tried Flashpunk instead. (I didn’t really care what framework to use, so FP was ok as well)

After about 24 hours (to my surprise) my first flashgame was done. All assets (excl. the robot (which I’m seeking a name for btw.)) was done during those 24hrs. I still can’t believe how easy and fast the development went (after getting used to flash and flashpunk).

I’m not making any point, right?

The point is: If I can do it, you can do it as well.

So if you were lurking LD until now:

stop lurking, start making games.

It might be easier than you think :)

Comments

29. Mar 2011 · 12:33 UTC
Totally agree with you 😀 Flashpunk is amazing and speed and simplicity are incredible 😀
Folis
02. Apr 2011 · 14:58 UTC
Now thy Folis shall stop thy lurking, follow thou advice to stop lurking and shall look at thy Flashpunk once more..