LD19 December 17–20, 2010

Do you need a place to upload?

I read a few posts about people needing a location to upload for submission. I’ve setup a public FTP server, e-mail me at howard@blacktriangles.com and I will send you instructions, if you need it.

And to test that server I shall link a screenshot. It’s not that different from the last one you saw, but it’s progress!
teaser

Sun, 1 AM, 22/48 passed

Almost halfway in time.

The initially planned version is nearly finished (a version without proper graphics and sound, I mean), but I noticed some issues with the gameplay that I’ll resolve first:

  • To make it easier, I had to allow moving the tile you’re standing on, rather only dragging walls in front of you to the left or right – which was far too limited.
  • Now it’s too easy, so you actually don’t need to explore a lot (you can just stay on your tile and navigate it nearly everywhere).
  • The solution:
    • Addition of  a health meter. If you move a tile, it costs more health than just moving your body to an other tile. By exploring you can find health packs to restore your health.
    • Addition of treasures. These are used to create a score. Also, the percentage the map was explored is added to the score at the end of each map. If you have explored the map for 100%, you get an extra bonus.

This shouldn’t be too much work to implement. I hope to do this now, before going to bed. Tomorrow I’ll still have at least 16 hours to create a pretty layout and some nice graphics.

No screenshot this time.

Gameplay maybe half-done

And still having just proto-visuals.

End of day 1 status report

Things are going moderately well, I’ve still not got much art and the engine isn’t totally finished. But I’m optimistic about finishing on time. I was pretty ambitious with this project, switching from AS2 to AS3 which I’ve not used for games before and also trying alot of new things programming wise, so I won’t feel too upset if I can’t finish.

The game I’m trying to make is a cross between Digdug, Worms and  Go To Hell. Basically you’re an archeologist digging for bones, but being too impatient to dig them out the traditional way, you instead opt to blast your way through the ground with explosives. Getting deeper under ground and collecting bones scores points, but if you blast yourself or something falls on you, you lose a life. 3 lives then you’re dead. If I have time I’d like to add living dinosaurs that you can blow up for more bones too.

As you can see from the screenshot there’s not a whole lot going  on artwise, tried to get something going this evening but my brain  was stuck in programming mode, so I’m going to sleep that off. The  basic engine is all there though, the blue square can move around,  mouse click throws a rectangle which explodes in one second,  clearing a hole in the earth that the player can move into, move far enough down the screen and a new block of destructible ground is created, so you never reach the bottom. Distance from the mouse cursor to the player decides the force the explosive is thrown with, should be easy enough to add in an arc so people can see the trajectory of an explosive before it’s thrown.

Next part of programming is adding in natural holes that contain bones and other objects, which need to be affected by gravity and probably the impulse of the explosives exploding.

Now I’ll sleep and hopefully have another productive day tomorrow.

Comments

18. Dec 2010 · 22:12 UTC
Cool!

Making progress

I’m quickly falling into the trap of designing assets and not gameplay, but hey, I’m having fun.

Planet textures drawn in Gimp and displayed in Unity. Here’s a little video with a first shot at some background music (using Ableton Live):

Earth Flyby

Comments

18. Dec 2010 · 21:58 UTC
Dude,…we should mix up! I made only gameplay (until now) and also use Unity 😀
18. Dec 2010 · 22:05 UTC
I’ve got *ideas* for gameplay, I just need to get cracking on them before I run out of time…
Flyboy
18. Dec 2010 · 22:07 UTC
Those are so pretty!

2011 – Discovery’s Last Ride

It’s 3. Februar 2011 the discovery starts its last mission STS-133 . Commander Steven Lindsey see earth vanishing with discovery heading for its last ride in the universe…..

blablablabla Something happens => Wormhole => Millions of Light Years away, didn’t think too much about that (as I won’T have time for a story). You need to search all planets of the current solar system in order to get enough resources to jump to the next one. You can do following in order to control discovery’s path.

1) Starting direction (with an aiming utility (can’t be seen on the screenshot))

2) Start Speed

(actually that were the basic ones, followed by more advanced techniques in upcoming levels)

3) In(de)crease sphere of influence (the closer you are to the center of the planet the higher is the influence)

4) In(de)crease the size of the planet (a very new technique of relative scaling makes this possible :D)

Now, I make a break with coding and start with some asset-stuff before I go to bed.

Ok here’s a screen shot.

Eureka! Vaults of Knowledge – screenshot

Work in progress

Eureka! Vaults of Knowledge

It may not look like there’s a game here, but it is progressing.

The idea is that in a post apocalyptic world, the player has to unlock forgotten discoveries from the vaults of an ancient race known only as humankind. This can only happen by researching those discoveries whilst holding off strange mutated creatures.

Strangely enough, I think the theme of Discovery is going to work quite well if I have time to do it properly. If not, then we’ll end up with an unholy mashup of “Centipede” and “Typing of the Dead”.

Low Speed

Wow. This is my first LD and I’m finding myself running out of steam already! On the positive side, I’m figuring out some techniques that I haven’t played with before. And I’ll have something finished by hour 48, but now I’m not sure it’s going to be anything fun. Still, it’s cool to see everyone’s progress over time.

Comments

True Valhalla
18. Dec 2010 · 22:07 UTC
Even if it’s incomplete it could still win an award 😀

Image says it

EDIT: Whoops, found a typo, it’S ELSE, not EKSE :p

Mitch’s “Discovery Game” – Screenshots

Here’s my progress over the last 24 hours.

#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 */ DiscoverGameStart DiscoveryEnemies DiscoveryGame
DiscoveryMapGeneration DiscoveryPerlin DiscoveryPlayer
DiscoveryPortals DiscoveryShooting DiscoveryShooting2
DiscoverySigns DiscoverySomething Chronolapse

Chronolapse is also still chugging along, at 16,000 frames XD

One day down

Here is what i have so far:

I still have ALOT of work to do.

(Please ignore the super dodgy resize. Click here for fullsize.)

First game shot

Can anyone guess the reference to the theme? :)

Either way I’ve just done my first pass on my first piece of art for the game, and after having most of the game itself finished bar art, I’m now focusing on getting everything looking nice :)

No compo for me anymore

I wanted to join this compo, but real life got in the way.

Well I think I’m going to make a game anyway and take the time.

See ya guys at LD20 xD

Does it look like a Game yet? Pt.1

I know have walls, diamonds* and bodies. But only walls shown.

Hopefully if I get time towards the end I can make the walls look a bit more wall-y, but the engine is the important thing for tonight.

*This game contains no mining what-so-ever**

**no crafting either

WALLS

Fricking walls!

My Halfway Reboot

I got about as far as you see below before I got sidetracked trying to fix things about Flash and Actionscript that were driving me crazy. Eventually I had to just give up altogether. I’m trying to start over and rebuild the whole thing using Ruby and Gosu, but it looks like I have a lot to learn.

Not even close to being a game

Disco?Very! playableness

I’ve got some basic playability in Disco?Very! now.  You’re the guy on the right.  Use left/right arrow keys, combined with shift, to do moves, and follow the other three dudes.

Click the picture to try it out.  It’s Flash, so click inside the window once it loads (or keypresses won’t register).

 

Still have a lot to do (more music, more moves, levels, scoring, etc.), but the basic gameplay function is there.

Tags: Disco

Comments

thristhart
18. Dec 2010 · 23:09 UTC
I approve of this interpretation of the theme.
18. Dec 2010 · 23:32 UTC
Haha, my game has the same title as yours. Dance-off!
19. Dec 2010 · 11:28 UTC
At first I had the same idea :p

Day one was over three hours ago!

Going to sleep. I’ll have plenty of work to do tomorrow, but I’m really happy with what I have currently. Next up shall be some proper effects like a better sword-swinging animation and then quite much everything else; dying, item handling, winning and so on. I probably can’t finish a version I’d be happy with in time, but I’m quite sure I’ll release whatever I have in the end anyway.

Splodging Along

Haven’t quite got anything on screen yet… scary thing is, I have been coding all day and have quite a fair bit of code to show for it too!

Turns out taking the engine and stuffing a prototyping layer on top of it ended up being a bit more work than I expected… so while my initial idea was to abstract pretty much everything, the past few hours have had me refocus specifically on what I’ll need to get a game done over the next couple of days. And a few words of wisdom… Lua and heavily templated and inherited code can cause some major headaches! Be careful where you abstract from, or you’ll be going in circles and creating some rather spectacular dependency diamonds 😉

So, with one day down.. I have to re-plan a few things. Originally it was: Day One – core code, Day Two – gameplay code, Day Three – asset fix up and tidying loose ends/porting fun. So it looks like I’ll be cutting into the asset time to get something done.. but once I have the core code done though, it should be fairly plain sailing so I’m still quite confident at this point.

No doubt that’ll change around lunch time tomorrow, should I still not have anything on screen!
But for now, some sleep is in order…

Mechanics Functional!

The basic mechanics of my game engine are done! Built from the ground up 24 hours is about as fast as I’ve ever managed to do something like that.

There’s been some things pulling my attention off working, proving that no weekend is ever perfect and distraction free.  However, the latest demo is starting to show signs that the game is actually turning into a game!

Play the latest Demo

If things go well, it looks like I’m in for an over-night shift if at all possilbe (if I don’t get too tired) and maybe catching a nap early afternoon tomorrow before finishing up.  I have a couple of features left to add and a LOT of content to make before I’m happy, but the game feels playable.

Quick reminder that I’m livestreaming my whole thing Here

Mechanics Functional

Comments

18. Dec 2010 · 23:15 UTC
super cool! i love the mechanic!
18. Dec 2010 · 23:29 UTC
I like it! Fun concept.

Gostly Roguelike #4

Not much new stuff to show. Made some mode graphics and more level design

Enemies are now ready for battle (although there’s no real battle yet). They get stronger as you venture to the depths of the map

FPS is a little low, but it doesn’t seem to affect the game so far

Tags: 7Soul

Comments

18. Dec 2010 · 23:29 UTC
Seriously adorable pixelling here!

Running on Empty

Well, today certainly hasn’t been plain sailing. I struggled with the theme, I struggled with the phyics, and I’ve struggled all sorts of other miscellany too. I’d planned to be sunk deep into level design by now, but instead I’m only just about ready to begin that step. Today has been a looong day, and tommorow kind of looks set to feel even longer.

Not sure how/if this is all going to come together, I’ve bitten off a lot, tomorrow will tell if I can chew it. Ah well, hanging around with the Cambridge crowd is making it sociable and fun, so never mind :)

A great deal of the stuff I’ve been doing has been under the hood, rather than over, so I don’t have as much to show as I’d like yet. This should be a *small* taste of what I’ve been up to though:

Second screenshot.

Halfway

Well, we are now halfway through the competition, and…. it seems that I still have a great deal of the engine left to build, as well as tile sets, but oh well…

Aaaaanyway, I’m going to take a break for a bit, and run with it….

I decided on a mix between Dig-Dug and Zelda… which means that I might want some decent puzzles…

A Fleet of Boats


I got the basics of ship behavior working. The friendly ships now travel along specified routes, and pick their destinations based on the availability of supplies. (Another new addition, the bar along the bottom of the screen, indicates the supplies remaining in the player ship.)

All sailors navigating the ocean without a barrel full of apples are in grave danger of developing scurvy :)

As an aside, there are now visible blocks on ships which are carrying cargo.

The next thing to do is set up some UI for building and creating routes. I’m going to try setting up all the build commands without complicating the controls. I’m currently leaning toward doing it all using only picking up and placing items. For instance, a new route can be created by going to a hub island, picking up a flag, and dropping it off on the destination island.

Comments

Hempuli
18. Dec 2010 · 23:23 UTC
Apart from the windmill I simplu love this!
madk
19. Dec 2010 · 00:23 UTC
Including the windmill I simply love this.

Got close to quitting

So wow, that was close.

My game relies on audio quite deeply, and I am using openframeworks, an engine that I have used before a few times. I have only used it on iPhone though, where I always do my own synthesis. It turns out that part of openframeworks might have a memory leak in it on osx though. yurgh!

I was only using the leaky part for timing though, so I just switched over to getting the synth timing from the display refresh. Not too terrible, I just wish I hadn’t wasted a few hour trying to track down my crashing issues.

So close to having the level loop in place, then 12 hours tomorrow to build content. Yip Yip!

MidWay !!!

Game design: OK

Map generation: OK

Allies moving Engine: OK

It’s time to sleep some hours before beginning Enemies IA   !!!!

Good night 😀

Comments

7Soul
18. Dec 2010 · 23:52 UTC
Hey you’re using my icons (i’m aka Ails). I love to see them put to use :]
20. Dec 2010 · 19:49 UTC
Great work!! You need to put this game with some improvements on Kongegrate!!

Dat Water

Trying to make water work. it’s not doing so great. Here’s how it’s going to work:

  • If there is an empty space below water it will fill up that space
  • if there is a block below the water and space available on the sides, it fill flood up those sides
  • Only downwards and vertical movement, in a way that makes underground rivers, not lakes.
  • Water will probably instantly kill you, as a result you’ll have to make sure ore doesn’t fall in.
  • Ores float in water; temptation

oh, and I also made the darkstone more beveled.

Once Water’s working I need to make it be dangerous, I’m still not sure whether to do insta-death or oxygen bar.

I’m also changing the game, whereas before it was going to be some sandbox thing; I don’t have enough time to do that. So your goal will be to collect a certain % of ore before time runs out (getting the same ore in a row gets you more points), and return to the surface with them. After water I’ll add enemies or something. maybe some details like trees and tree roots.

On to Day 2, and I’ve Just Begun to Fight!

Well, day 1 didn’t go so well. I got frustrated pretty quickly with using Java/Slick and libGDX together, so I pretty much moved right on to something I’ve been wanting to play with forever… Flixel and/or FlashPunk. After spending most of yesterday learning all of what it is capable of and doing some tests, I finally got a great idea today for what I wanted to do, and so I’m just starting… officially. Here’s my tileset that I’m currently playing with… makes me feel like I’m actually moving forward finally.

Worked out most of the basic tiles needed for the outside area. Wanted to make sure I didn’t limit myself on the road/sidewalk/building sizes, shapes, and directions, and I feel that I’ve covered all the possibilities that I need at the moment. Now to get it loading in the engine.

Just a screenshot from my tile mapping program.

Thirst progress

No not my thirst…

Here’s some screenshots of my game for this LD : Thirst.

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 50%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ Thirst gameplay

Basically, you’re a pilot whose plane just crashed in a desert. So you have to explore it to discover some water and survive a little bit longer, and who knows, maybe you’ll find an oasis or a village that will save you ?

Ok, now I’ll have to draw (or at least try)  a real character to replace that ugly face, and add an end to the game. But first things first, let’s eat !

Halfway-point “Oh by the way I’m participating” update

I wasn’t really intending to enter this weekend, but since getting snowed in it seemed a better idea. So this is both my declaration of intent and half-time update.

I really didn’t want to do something obvious with the theme, so have settled on something… a bit odd. In theory it’s some sort of RPG training school sim. You must DISCOVER the potential among fifty eager youngsters to finally settle on a team of five to take on the Demon Lord and save the land (naturally). If I get around to coding that bit. Needs a lot of work to actually be a game of some form.

    Comments

    chrisp
    19. Dec 2010 · 00:36 UTC
    I like the concept!
    Flyboy
    19. Dec 2010 · 00:38 UTC
    I want to play this game so much!

    Halfway-ish

    I won’t be to bed for another many hours (it’s 8pm-ish here) but since this is the official 24hr mark, I’ll put up a screenie:

    So far I have a halfway-decent tile engine and an in-engine map editor for it.  No Animation, Music, Sounds, or Scripting yet.  Hoo-boy.  Tile art is not final.

    Comments

    madk
    19. Dec 2010 · 00:21 UTC
    Please make that art final. I love it.
    chrisp
    19. Dec 2010 · 00:35 UTC
    +1. I am a fan of the black and white aesthetic. Definitely.
    19. Dec 2010 · 01:30 UTC
    I really enjoy the art style, can’t wait to play the game. :)
    19. Dec 2010 · 01:36 UTC
    Looks really awesome.

    Added sound, added new enemy, general polish.

    I’ve added sound, added a new enemy (a floating eye that can travel through walls and fires webs at you to slow you down and block your path. In other words, the total opposite of the ghost which chases you down and tears apart any walls in it’s way) It might make more sense as a spider, I’ll redo the graphics if I have time) and a general polish.

    It’s currently 2 in the morning and I’m not sure if I should crack open another Relentless and crack on or get some sleep.

    Comments

    chrisp
    19. Dec 2010 · 00:35 UTC
    Sleep! You’ll get more done later.

    Joining the frey.

    This is totally going to happen.

    Comments

    19. Dec 2010 · 00:08 UTC
    hell yes, bood.

    some land thing

    The theme is quite a challenge for me. Too open ended. Also I have a problem with spending too much energy on building worlds and not enough on gameplay, so this really reinforces that.

    So I’m still not entirely sure what I’m going to do gameplay-wise. But I’ve got the start of a landscape making thing going. We’ll see what happens, there’s still half the contest left..

    24 hours left

    I wanted to make a knight model, but the result is a spaceman…

    End of the day 1

    This is my first time attending LD and it is going surprisingly well. I’m writing my game using FlashPunk. I uploaded a time lapse video to YouTube but since processing it is slow I can’t show it yet.

    Test here.

    There’s still a lot to do, but now I have to get some sleep.

    Killing off the green square.

    I’ve just replaced the green square player character with an animated green guy. It’s a terrible sprite but I can do a better one tomorrow after a good nights sleep.

    Halfway Screenie

    I’ve been wasting much time during the first 24 hours, mostly sleeping… stupid uni project getting out of hand in the last minute…

    Nevertheless, I am determined to get something done, so by now I’m just about done with the initial part of my game… I’m getting increasingly concerned about gameplay, as I’m kinda just going on a hunch I got just after the theme was revealed… the idea never really included any real gameplay, so I’m hoping the Muses will grace me with their presence soon! 😛

    As you may be able to tell, I’m trying to mainly play with effects since I’m quite a crappy graphician… I’m hoping to be able to create some gameplay based on visual effects!

    Tags: screenshot

    Progress, of a sort – ADEdge – 23h/remaining_LD19

    This is what I managed to do last night. Its amazing what mistakes a sleep deprived brain can make. I had a lot of issues baking AO maps because I had one silly button selected the whole time, which was the first thing I saw when I woke up this morning. Oh well.

    But here is Discovery so far:


    Far from finished.

    -I dont like the ET texture much atm,

    -The shuttle doesnt have markings yet, only an AO map

    -I dont have much time to work on it anymore

    -Need to get into some python to making it fly and get some environments done today! (But I have so many other things to do today as well… Gonna be a late night)

    -ADEdge

    Tags: 19, ADEdge, blender, ld, progress, Shuttle, space

    Comments

    Flyboy
    19. Dec 2010 · 00:32 UTC
    Woah. Woah. Woah. Chill. Woah.
    19. Dec 2010 · 01:55 UTC
    Looks amazing! Great job!

    Attack of the time travelling pygmy from outer Paleolithic

    And yet another post !
    There are so many details to complete before releasing… I plan to spent the next few hours between :

    – level design,
    – add looot’s of other stupid “new concept discoveries” to unlock,
    – sound design,
    – intro + outro.

    The main engine is working and quite stable. Pretty happy with the way it looks now :)

    The Muse

    One day in and no progress on game design. But I did get Rosegarden + Fluidsynth set up and recorded a few little tunes which will probably not have a game to contain them:
    Peppy title
    Goings On
    Theme?
    Obligatory Game Over

    The stupid has definitely hit…

    I slept from about 6amish-10amish, and i’ve had tea and custard tart and meringue (which didn’t work properly — just not dry enough, but sticky and chewy and yum nonetheless), but I’ve just spent about an hour fixing little bugs; 45 minutes of that ended up being because I’d forgotten to return a value from a function.

    Yep, runnin on not-enough-sleep.

    But my game has music now!

    Discovering my Direction, just like the game

    So ‘Discovering Direction’ as it’s currently called is really coming along. A pleasant mixture of puzzle, profundity and punnage. I imagine players will come up with some creative ways of speedrunning the later levels, given the range of keys made available later in the game (teleport through walls!  reverse velocity!) – looking forward to seeing how this is received.

    The 'P' box is the player. Arrows push him around. Here, it's obvious which directions are required.

    Profound. Or maybe just going too far with a pun.

    I have come here… too late.

    Discovery concept by Arne
    I’ve been busy painting HIB promo art and Yule shopping, so I missed this LD by a day. But I want to at least throw an idea down. An idea fueled by pepparkaksdeg (it’s a crime to bake it really) and a movie that I just watched: “They Live” by John Carpenter.

    So, you play as a person in a city full of other pedestrians. The walls have company logos, ads and other things. In a trashcan you find a pair of goggles which allow you to see (or should I say discover) the evil aliens who have infiltrated mankind. However, wearing the goggles lowers your health. Taking them off replenishes it.

    The aliens consider you a threat, so they’re trying to discover you, and then attack you with health draining beams. They can only do this if they get within a certain distance. So the trick is to only use the goggles in crowds, or to read the motions of people and move in the gaps. You might also have to remember who is nasty after you’ve taken the goggles off (like a game of memory) . The goggles might have a warmup/cooldown to prevent the player from flicking the effect on and off. Perhaps aliens spot you at a larger distance with the goggles on, making it more important to remember who’s who and then sneak by whistling with the goggles off.

    The goal of the game is to gather up stuff around the city and head for a building where the aliens have hidden the device which is cloaking their appearance to the human population. The ads and stuff would of course substitute for OBEY/CONSUME/WATCH TV while the goggles are used.

    I’d like to say that I have come here to chew bubblegum and kick ass, but I’m all out of… well, time.

    Tags: concept

    Comments

    Evan Peiperl
    19. Dec 2010 · 00:50 UTC
    I love the mockup, and the concept. I think that, if you did decide to make it, that drawing style would actually work very well.
    madk
    19. Dec 2010 · 01:03 UTC
    I agree.
    19. Dec 2010 · 01:14 UTC
    The prototype would probably use sliding circles though. Doing art assets for a city and moving characters could take weeks.

    What a time to discover “It’s Always Sunny In Philadelphia”

    Well I sat on the theme for a total of 22 hours, not 18 as I’d originally tweeted (I hope my math improves as I go along), but mostly my problem stemmed from not wanting to do the obvious exploration/dungeon crawling that I typically flock towards. I’ve written random dungeon generators for other projects and love RPG’s to death, but I figured for my first outing I’d have to do something a little more unique.

    Well nuts to that. I’m not creative or experienced enough to do something unique and meaningful. I wanted to go the whole self-discovery approach but I have no idea how to stick as complex a concept as that into a video game, let alone something fun. For my first LD I better bite off something I can actually chew, and it took 22 hours of beating myself up to get there. It seems that the theme of “discovery” is having a whole meta-meaning as I come to grips with the fact that I’m an incubator and not an overtly creative “build it out of thin air” type.

    I amaze myself sometimes. No I am not cheating.

    So I took an hour from my marathon session of “Sunny In Philadelphia” (who knew a recommended show would actually be good?) to take a classic and code it from scratch. And now that I have a base of a working game maybe I can incubate up a storm to make it a bit more challenging/interesting. Because I’m already getting good at it (read: fluking out) and I’m running out of episodes!

    Have a play for yourself before I ramp up the difficulty or god help me try adding more graphics: http://bmcgames.com/discovery

    My Ludum Dare 19 Entry So Far

    So, after hearing about this “Ludum Dare” in the past months through Twitter, I looked it up to find out that it was A) Awesome and B) Already in progress. So I joined in. I quickly prototyped part of an idea, and set to work:

    This is one of those "OH CRAP HE'S RIGHT THERE!" moments.

    Ping to Reveal your surroundings!

    And the (admittedly somewhat lame) Title Screen:

    What is that stuff, anyway?

    Eww, mouse handwriting.

    What are these mysterious red drawings?

    I think it's trying to tell us something......

    What IS that stuff?

    So, yeah. I’ve got 3 levels so far, and I’m hoping it’ll turn out well.  It’s being developed in Game Maker 8 (if you couldn’t tell). Lemme know what you think!

    24-ish hours in!

    A bit over halfway! Here’s the screenshot of the current state: be warned, it’s ugly. But it’s 2/3 of the way to having gameplay ready, then I can spend the waning minutes of the compo working on polish.

    Ugly, but a RTS/Puzzle hybrid based upon finding friends and avoiding foes.

    Ugly, but a RTS/Puzzle hybrid based upon finding friends and avoiding foes.

    The game is based upon the idea of discovering friends, and not being discovered by enemies. There’s a pseudo-plot to add if I have time, but that’s looking like a post-compo thing. The repeating shape is your beacon, cast out into space.

    iPhone Only

    good news, I ported my entry from iPhone to OSX .. which still limits the amount of people who can try the game out .. but by far less

    Comments

    GreaseMonkey
    19. Dec 2010 · 00:55 UTC
    One of these days I’m going to make a game and only release a NetBSD binary.
    19. Dec 2010 · 01:01 UTC
    make sure you only build it for DEC alpha chips too :)

    It’s starting to look like a game!

    After fixing the tile type set issues, it finally looks like it could actually be a game. What needs to be done now (after making graphics, of course) is getting the player, then some other entities working.

    Dump here.

    Also an earlier, definitely buggy dump behaves quite differently in Kega Fusion compared with Meka, and it’s here. How does this act on a real SMS?

    Eureka!

    My game in it’s current state. I’m not very good at coding and/or drawing so I’m pretty happy with what I’ve got so far! Still plenty to do!

    Controls: Arrow Keys & Spacebar.  Press R to restart the 1 level!

    GO PLAY!

    Finally, getting somewhere

    In the last hours I have been struggling to implement the map and gameplay system. Turns out it took a lot longer than expected, partly because sprite.js is not as mature/complete as I thought it would be and because of my own lack of practice.

    However I think I have done something worth showing/talking. First I did a python script that would parse a txt file and output a PNG containing a wire frame to design the level from. The same text file is used as input by the game to generate the collision platforms. I also needed to implement basic physics, which still have some rough edges but it will have to suffice for now.

    The current prototype is accessible through here.

    I think I will leave the gameplay engine for now and move on to game rules and visual stuff. What do you think?

    2011 – Added some assets

    Just for the end of day 1 I made some sample assets. So here is my version of Discovery and a planet and first time ever: I made background-music 😀

    #gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 50%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ scrs_discovery scrs_planet

    Ok, that’s it for day1. As summary it started as usual! 8h works -> restart -> …and then more concentrated works. Now let’s see how far I come. Mabye takeing the jam-option!? Cu tomorrow

    Ludum Dare Official Unofficial Mumble

    Ludum Dare Official Unofficial Mumble!

    Currently having an amazing party over 72.249.10.144:64738 #ludumdare! Come swing by!

    You can get Mumble over here.

    Shoutout to Furyhunter for hosting the Mumble server.

    Comments

    19. Dec 2010 · 02:31 UTC
    Hey! No credit? :(

    Sun, 4 AM, 25/48 passed

    Over halfway, and I’ll finally take some time to sleep.

    I’m finally at a point where I won’t change anything any more in the game play.

    I still need to improve the UI and mini-map, and create some graphics and sound.

    I think I’ll go for a black-and-white approach, just as in the original Scarab of Ra game, but with more detail (rather like Mad World).

    If I find enough time I may make some stencil-graffiti-like images. I’m no artist though, but if I keep it stylized it could work out.

    Example of a stencil graffiti:

    Stencil Graffiti

    Stencil Graffiti

    Water Works!

    [/pun]

    So yeah, water works more-or-less the way I envisioned it, it does in fact make lakes instead of rivers, but it just makes it that much more dangerous, which is good. The next thing to do is make ore float and do something about water’s dangerousness.

    and after that it’s enemy time, I’m thinking a mole and the ever-mandatory ball of slime.

    A Chain Of Discoveries (0.018)

    Should I just call it “Chain of Discoveries”?

    http://2bam.com/proto/ACOD

    Mechanics are buggy (I’M HATING POLYGONS, DAMMIT)

    Has only 2 levels for now. Trying to figure out some core bugs.

    😛

    Comments

    19. Dec 2010 · 01:49 UTC
    Btw, it would be great feedback to know how the controls feel.

    Halfway or so!

    Yup, it’s your stereotypical discovering platformer!

    What do I have so far?

    • A working engine!
    • 1 sided dialog!
    • A power up!
    • Lame pixely graphics!
    • A soundtrack!
    • You can jump!
    • A screenshot!
    • Insightful dialogue! (Obviously!)
    • Yeah!

    What don’t I have so far?

    • Hopefully less than 50% of the finished product!
    • Levels!
    • Sufficient amounts of sleep!

    Hey, i got somewhere!

    I FINALLY managd to make something!

    Still a long way to go, but here is it curently:

    http://megaswf.com/simple_serve/87830/

    Comments

    aDFP
    19. Dec 2010 · 02:15 UTC
    Thanks. Kept me entertained for a couple of minutes. It needs wall-jumping, but that may just be the Meat Boy in me talking :) Good luck!

    Ore… “floats”…

    It’s completely ridiculous and I love it.

    It’s 4AM here in snowy Albion, so I’m calling it a night on my first Ludum Dare. Implemented a scripted animation controller, mouse-based movement controller, camera zoom and a basic environment. Also bubbles, but they don’t follow the player yet. When I wake up, I’ll try and turn this into something resembling a game. All done in Unity3D and Paint.net

    For what it’s worth, the latest build is up at http://www.danstubbs.co.uk/Diver.html

    I’m not  expecting to have this finished by the compo deadline, but we’ll see.  Night all!

    21.5 hours remain…

    Lat night at 8, when I saw the theme  I had nothing. Brainstormed until around midnight and still not much. Woke up this morning and it dawned on me so I got going. 10:30pm here right now and this is a screen shot.

    The idea is to ‘connect the dots’ as it were, connecting a chain, and playing a sequence of sounds… I’m not entirely sure how the level progression will work, or even how you will win a given level. But, I’m pleased where I’m at.

    Update: Buddha boom de doom bah da doom.

    Yeah, well, that title is as much music or sfx as you’ll see from me. 😉

    Possibly not going to have complete gameplay either, but I’ll try, and I think I’ll have some nice exploration of the things I was interested in experimenting with, assuming the sleepies don’t get me.

    I’m actually excited, as I’ve gelled some complex/ambitious ideas down to where it’s a Simple Matter Of Coding. Lots of coding, unfortunately.

    Oh, also on the cutting board: That dude’s arms. Wiggly leg-circles are enough to tell he’s walking, and that’s already overmuch art/animation work for the likes of me!

    aesthetics galore

    updated

    • water graphics
    • added roots
    • added trees

    If I can’t find anything else aesthetic to do, I guess that means I have to makes something useful. Blob enemy time!

    Developer’s Mode

    I know it’s a bit early to build development tools for an engine…that’s ages away from being finished (well…better be done in less than 20 hours…)  but the way I decided to track maps was conflicting with my testing… level design was starting to take inordinate amounts of time, so I slapped together a quick “make.fla” that is just a modified version of the engine that I can force map loads into.

    I’m tempted to make this a fundamental part of the game, creating and sharing of maps, if only to point out that most gamers do not a content designer make.  For now it’s just going to let me build demo maps very quickly.

    enemies now die

    bullets
    finally,fire elemental summoned and his magical bullets kill some enemies.

    Anti Colonization Update #2

    Yay, we’ve got a moving guy in a parsed map, running around, zelda style.

    It was supposed to have smooth scrolling, but zelda-all-screen-at-once-scrolling solved a lot of issues.

    Here’s what it looks like as of now:

    Click HERE to play the current build. Just collisions and a big map =)

    Tags: anti colonization

    I’m practically done. Just need to do a bit more polishing with some really good polish…

    I drew a four directional sprite for the player, 1 tile (not a tileset) a title screen, a background… and I finished all my (painful) level design!!!!

    I HATE level design. Very boring.

    I’m doing a puzzle game where you “discover” the way to the next level. I only have 20 levels. If needs be, I can add some more tommorow.

    A screenshot of the game. This level isn't so puzzlish, but its just a kind of intro level.

    Progress Video 3

    Comments

    rAzzB1tcH
    19. Dec 2010 · 03:15 UTC
    This looks really good. Can’t wait to play it!
    lusid
    19. Dec 2010 · 04:59 UTC
    Looks awesome! Keep it up!

    LOOK OUT BEHIND YOU GUY!

    Ladies and gentlemen, we very nearly have a game here.

    Comments

    19. Dec 2010 · 03:04 UTC
    *applause!*

    Added a little beauty

    Finally made one of the things I thought of  initially, but doubted I would get to.

    Check it out here! (You may have to clear the browser cache for the changes to show)

    Yes, cloudy! The map generator is now using a procedural cloud generator over the map shape, and I’m using a photo editor to add the black outline :)

    As I said on a previous post I wil now start working on the level design :)

    The Office

    Populating a scene with NPCs and clues is a very mundane process, so to help keep my mind from falling asleep too quickly I thought I’d post another screenshot.

    Mmmmkay, imma back

    Okay… I’m back and working on my game, okies?

    Comments

    19. Dec 2010 · 03:12 UTC
    Welcome back.

    Game So Far.

    Ugh, After being away from home a day, I have less time, but that can also be a good thing! It will make me work harder.

    Anyway, Heres a couple screenshots of my game so far:

    So, until next update, (game release) Good luck all!

    Day One over – All the coding left for day two

    So, I slept 10 hours today. I felt super-refreshed afterwards, but that didn’t really help the progress of my game. Today I finished all the assets of my game but didn’t write one line of code, that all is left for day two. If I won’t finish in time for the compo, I will most probably submit the game for the jam.

    My game concept: A science team is sent on an expedition to the north pole where they discover mutated polar bear things and have to defend their base against those things while uncovering more secrets. The game is trying to be funny, so if you liked my style of humor from my LD17 game, you’re gonna like this one as well. Also, I kept the graphics style very similar.

    This what I had for dinner earlier:

    And here is the obligatory screenshot. As I don’t have any gameplay at the moment, I’m gonna show you guys the main menu:

    Tags: foodphoto

    Moving forward

    I’ve made some more progress, but unfortunately I had to battle with a vicious bug that cost me a bit more of my precious time. Bugs aside, though, I have this pretty screenshot to show you:

    Now things are actually happening!

    My awesome game of discovery is coming along nicely, and completely secret per my usual Ludum Dare fashion. I’ll give terribly tantalizing hints soon, honest!

    Also, uh oh, Spaghetti (not o’s). But for real, it was delicious.

    Delicious and Nutritious!

    Tags: foodphoto, journal, LD19

    Doom Cauldron

    My submission for tomorrow is going to be Doom Cauldron. “Put things in it… and see what comes out!” It is a simple item merging game. My programming skills pale in comparisonto the talented game makers here, so I have spent my time focusing on taking photos and editing the items in photoshop. It has been a lot of fun! I have been streaming my screen and webcam at Http://team.battleon.com/artix so you can watch as take photos (of myself in some cases… I set the camera on timer mode and took the picture of myself in those robes for the Necromancer) Everything in the game was photographed today (sat).

    A snapshot of my paint doodles

    Here are some of the enemies and other things included within the game. I figured I would go for game-play rather than zero in on the art; however, i’m actually liking these regardless of their simplicity.


    Comments

    hydroxy
    19. Dec 2010 · 05:47 UTC
    I like what you’re doing here, it’s a nice spin on the original. It’s good to see SCB themed games in the making, the original rocked and nothing recently has has matched it in it’s addictiveness and great gameplay. I wish you good luck young game maker
    cce
    19. Dec 2010 · 09:11 UTC
    These look pretty nifty, hope you get your game done in time!

    Discovering Newtons laws?

    box2d rules.

    Need to replace some assets with more original ones, namely the teleporter BFG 9000 and Super Saiyan-jin Arch-Velocity Cannon :o.

    moar better physics integration as well.

    Comments

    joekinley
    19. Dec 2010 · 04:03 UTC
    This looks very nice
    gherghetta
    19. Dec 2010 · 04:27 UTC
    “discovering newtons law” made me think of Osmos. But yeah this looks intresting

    Movement Changed

    As the title eludes to, I changed the movement. Mouse controls were getting bluh.

    Also I realized I am not keeping legacy builds on dropbox so all my old links are either going to be broken or lead to the latest build… I don’t know, haven’t checked.

    Either way, for anyone who is checking posts, here’s my update: http://dl.dropbox.com/u/12926434/WebPlayer/WebPlayer.html

    Lizard Wizard

    Morp, a young apprentice to the aging Lizard Wizard Edrick, was woken in his sleep by his master. MORP: Nnng? Wh? EDRICK: Come, Morp. It is time for your trials. MORP: Trials? What trials? EDRICK: You are nearly ready to becom a Lizard Wizard. Now you must go on the Apprentice’s Surprise Quest. MORP: Why is it a surprise? EDRICK: Because I just love surprises! EDRICK: For other people. EDRICK: You will go into the Perlin Caves in search of enlightenment in three forms: EDRICK: Mastery of the Feet EDRICK: Mastery of the Tail EDRICK: and Mastery of the Tongue. EDRICK: You will find an artifact for each form of enlightenment. Bring them back. EDRICK: Did you get all that? MORP: I think so. To the caves!

    And so it begins.

    #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 */ Title screen Title screen Action shot Action shot

    A little after halftime..

    Ive gotten most of the art assets and sounds done.

    Now just to work on fleshing out the game play and music.

    They aren’t on screen, but there are sharks lurking about =D

    LAND HO!

    Well I unfortunately forgot to post last night! Here’s the basic premise of the game.

    You control a Pirate Ship (Top down). There has been a major piece of land discovered in the Atlantic in the late 1700’s. The French, Americans, Spanish, and British all send in fleets to take control of it, hoping to make it there and lay claim first… Unfortunately, they all arrive in the area at the SAME time, and are not sure exactly where the island is at in the area. You as the pirate must navigate through this MASSIVE battle of 4 fleets and find this island, and the supposed treasure buried on it! (This repeats each level!)

    I’ve gotten decently far on it, have the water, the player’s ship, all enemy ships, all firing, and collision detection with the cannon-balls implemented. Lots of code, but well worth it! EVERY single ship can destroy every other ship that is not of the same flag. The British ships can destroy the French, Americans, Spanish, and You, etc. Hoping it turns out well! Here’s a screen:

    My goal for the rest of the night: Somehow get the creation of random islands made up, and get these placed. If the player crashes into the island to fast,WHAM, (s)he loses health. If (s)he is able to find the X on the coast and slowly bring the ship up to it, (s)he wins the level!

    Sleepy time update…

    End of day two for me. Got a good chunk of gameplay figured out. Need to finish that up tomorrow and still leave time for replacing all the placeholder art with something that actually looks good (those arent sausages and potatoes in the inventory).

    Also still need to do music, geez…

    I’m just starting

    Couldn’t really start yesterday. But i’ve started now

    I’m gonna join the new obligatory “Ludum Dare Boobshot”

    instant tradition.

    oh, heres my game so far:

    yay

    Comments

    panderia
    19. Dec 2010 · 04:55 UTC
    As a female, I have to support boobs. Good luck!
    Billy Wenge-Murphy
    19. Dec 2010 · 08:34 UTC
    I support this idea in concept
    naptar
    19. Dec 2010 · 14:02 UTC
    Heya! That looks interesting! Really hope you’ll have enough time to finnish it up even though you’d a late start :) totally liking the boobshot!

    oh yeah, I need a title

    OK, now there are more people.  Maybe now it is even?

    nope

    Comments

    youdonotexist
    19. Dec 2010 · 04:16 UTC
    I think your robot may be related to Bender.

    AWTa be a big pile of confusion

    Seriously, this is the most baffling mystery I’ve come across using AWT…

    Here’s Editor and here’s LevelCanvas. The problem is that when I click on the LevelCanvas component, it’s supposed to repaint, but it only does the first time – then you have to iconify and bring up the window again to be able to click it again. The paint() and update() methods for the LevelCanvas are, in fact, being called every single time, but nothing is actually updated on the window itself.

    Help?

    Not a game, fun though

    Well, not doing too well, but I finally managed to merge scrolling + Slick + Phys2D at a decent framerate, though Phys2D still suffers from inaccuracy with box on box collision, if you see the grid lines on the floor and various platforms, those are where my collision boxes are, and the “player” gets stuck when trying to move across them, a circle will work, but I am going to continue looking into better generation of the worlds collision bodies from a tile engine before resorting to that(since it uses circles, and not ellipses….)

    A game is not what I have right now, not even close, fun…just not a game…

    Comments

    WitchD0ctor
    19. Dec 2010 · 04:25 UTC
    nice, are you going to make the character body fixed rotation? or limit rotation in some way? you might be getting caught on the corner because of friction of the body and world tile bodies
    19. Dec 2010 · 05:10 UTC
    Well I mainly unlocked rotation to mess around with it, when rotation is locked you get stuck(and have to jump), but when rotation is unlocked you tend to just flip instead of getting stuck, but yeah my plan is to have the rotation locked

    Woot! Making progress on Introspect.

    Here’s another build for you!

    Level transitions and game-state saving is working.  All of the dialog code is in place, too, and you can now collect memory orbs.

    Now that I am done with all the core game play stuff, it’s time to start working on levels and toss in another enemy or two.

    28 hours, Ownership, Factions, Empires

    29 hours into Space Empires, a game about Discovery, Conquest, and building one big space empire.

    I Rewrote the way the Galaxy handles each cluster of planets, leading to a very fast and very efficient search time and generation time.  A major issue was that I was recomputing all the planets on each cluster switch.  I made it so that it only generates new clusters, keeping the ones that exist before.

    With that rewrite, Factions suddenly worked, so infinite factions to fight!  They have small sections of planets and will build an empire.

    I still spend WAAAAY too much time developing just flying around and clicking on planets and seeing what their name is.

    Thunder and chips

    We had a thunderstorm w00000000t!
    While it was going: baked potato chips.
    Royal blue potatoes being sacrificed for the greater yumminess

    Royal blue potatoes being sacrificed for the greater yumminess


    Pre-baked
    Hot to go
    Also, progress:
    Dude going hiking

    This game is finally starting to approach the limits of my aesthetic ability

    Comments

    19. Dec 2010 · 05:12 UTC
    yum!
    19. Dec 2010 · 07:03 UTC
    Those potatoes look well yummy :)

    A Sample of what I intended

    Ok, I’m starting to think I won’t deliver a full experience, but I kind a like how it is turning out. Let’me know what you think.

    Let’s say it has a very very short story.

    Check it out here!

    Comments

    littlehacksaw
    19. Dec 2010 · 05:09 UTC
    That is very, very, funny. 😀
    19. Dec 2010 · 05:22 UTC
    i love it!
    19. Dec 2010 · 05:48 UTC
    Nifty, love the art.

    A game not called probe – Version 3

    Playable here:
    http://www.blacktriangles.com/wp/personal/discovery-v3/

    Some features:
    – persistent data
    – shop interface for fixing the mother ship
    – you lost your local scanner cause you have to upgrade to get it.
    – added a mini-map but i think that might also be a purchase
    – main menu, you can see my ugly mothership model.
    – you can generate new levels through the in game menu

    Screen shots:
    mini map

    As I rev your saves will get lost, sorry =(

    So whats next?
    – Purchasable upgrades for your scanner.
    – Enemies (yay!) and Combat!
    – Purchasable upgrades for your weapons! (i REALLY want to get to this but I think the game can live without combat, first the DISCOVERY part of the game.)

    2 hours of sleep in 2 days! I’m starting to feel drunk o_O

    Comments

    True Valhalla
    19. Dec 2010 · 05:42 UTC
    Looks awesome! Heaps of work left?
    littlehacksaw
    19. Dec 2010 · 07:58 UTC
    Daww, no unity for linux…. I’d love to try your game but no time to reboot…

    Day 1

    Wow. 24 hours is more like 10 hours of being at the computer is more like 6 hours of actually working. Tomorrow is going to be interesting. Here’s a screen of today’s work (you can also refuel and recharge at the home planet through a simple shopping screen. Hoping for a minesweeperish exploration of the space. Gather resources, upgrade your ship, fight aliens, don’t get stranded.

    Morning!

    Here’s the latest screenshot:

    Collisions are working, also lighting – note the cool torch effect!

    Had breakfast:

    Now on to to some timestep issues, and actual gameplay!

    Daniel

    Comments

    19. Dec 2010 · 05:41 UTC
    yez!!!!!

    looking great.