LD 38 April 21–24, 2017

We're Wrapping Up Pretty Soon! :o

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So... Our team has very little time left... and there were a lot of bugs a lot of things. It's just that thing where fixing/adding one thing for some strange/random reason breaks something completely unrelated to it. D:

We can still make the game on time- but we had to take away some of the very cool mechanics we had planned and had to simplify the game a lot.

Regardless- This will still be a very cool Game for a Game Jam for us! And I believe we learned HEAPS OF STUFF while making this!

Exporter_02.png The game will be up soon! So here are the last batch of 2D assets needed for the game. :D

Haven - The Small World

A short adventure game about post apocalyptic futuristic structure, where people society have to live after the lack of oxygen in earth's atmosphere.

Men and women have to live separately, and it is very hard for both genders to meet each other. So, YOU are trying to get the permission to the place, where you would be able to meet your lovely wife.


DOWNLOAD

https://drive.google.com/file/d/0B6BuTl2JR98_YWdtZ2tuaXdVT3c/view?usp=sharing


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Submerged

A city simulator where you race against the tide!

The sea levels are rising. Only one small piece of land remains on Earth. Expanding upwards is mankinds only hope!

Play in Browser

Game page

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AstroGunner is Published!!!

Finally, I completed my first Ludum Dare. It was great experience, and my first solo game jam. Felling of completing the game is fantastic!! I present you: AstroGunner!!!

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Link: https://kabalatrance.itch.io/astrogunner

almost done

I made a awesome animation for the start and complete level!

https://ldjam.com/events/ludum-dare/38/sky-roads

webGL: https://goo.gl/IPrfhn

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Tittle, levels, polish and more

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With only 5 hours to go we are going in to the last sprint. We have made about 8 levels and ar now adding a way to tutorialize the game.

We have also decided on a name for the game!

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And we are laughing with the worst jokes ever... Oh how it is fun.

Anyway back to fixing bugs 🐛

And adding animation to things

Final Stretch

At this point we're just adding levels and working on polishing up the mechanics.

I just added the in game help screen: Help Screen.PNG

Unfortunately, after doing some testing, it looks like the CRT effect doesn't work well in WebGL. We're aiming to have Windows and Linux desktop versions by the end of the Jam. If we can find the time to port to Mac and/or fix the WebGL version post Jam, we will.

New update - looking like a game now

Here's a couple of screen shots (beauty pics) showing the human heading to the crawler, and the viral worm on the attack. You can also shoot the worms with the auto cannon. Objective is collect all the humans, avoid being squashed by the viral worms, so everyone can get enlarged back to normal size.

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Grounded Quest sorta kinda done.

I had to cut so many corners. But I guess I'm doing fine for my first ever jam. I feel like I learned a lot about time management. And I still have a few hours to polish stuff.

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This will be great

Doing the final touches and than I'm done ;D

Nukeball

Our little world is on the edge of a third world war, the power to launch the NUKES is in the hands of 2 megalomaniac lunatics, and we mere deadly, are left to watch this devastating game. But now you have the unique opportunity in life to play NukeBall as one of the two leaders!

HTML5 port now available

To submit quickly, I initially only made a Windows version of my game (porting is allowed after the deadline). I now also made the HTML5 version, so it's a bit easier to start playing the game. You can play it on itch.io or GameJolt.

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Just in time!

Despite my impending wedding (on Saturday, April 29th) and having other obligations this weekend, I was able to make something not too shabby. First Ludum Dare I've completed in years, so I'm quite happy!

Entry Url: https://ldjam.com/events/ludum-dare/38/$15560

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Find bigger and better planets as you journey across the stars. Hold mouse to power-up your engines, but be careful! You've only got one shot.

I think I'll actually add some more features to this game post-compo (for my own portfolio). It has some potential.

Problems publishing game

Hey! Anyone had problems publishing games created on the first day? I can't seem to edit anything (name's stuck at "Title") and don't even have the edit label...

Last steps

Hi all, we are on our last steps doing our game. Great fun!

post mortem

So, it's been a while since I've participated in a LD, life just seems to get in the way.. This time I decided to put aside some hours to do something and I'm really glad I did! Sure, I didn't get a lot done, but I also didn't have any high ambitions, if I could make something I'd enjoy playing for a few minutes myself, I'd be happy. I've played for some hours now, it's somehow intriguing, and I can't find out why.. Is it just because it's my own creation? I've made games before and never enjoyed them as much as this one (OSGG excepted, that's till my favorite). Anyway, this is turning into a rant, so.. back on track we must!

What went well

I managed to turn 200 lines of boiler place C++ into a working and subjectively entertaining game (https://ldjam.com/events/ludum-dare/38/bounceball) in about 6 hours. I was just super lucky that the right idea popped into my head when it did. I didn't struggle with stability issues or performance. The game actually plays well.

What went bad

I did have the chance to set aside more time than I did, and clearly missed out on creating something even better. Maybe the fear that I'd bite of more than I can chew held me back. I know how quickly flipping a single bit can eat half a day, if it's the wrong bit you're trying to flip... No bits stuck, I could have done a lot more. I didn't have a build system set up, so I'm asking Linux users (usually, that's me, but I'm stuck with a Windows laptop because long story) to compile them selves, I know they can, they're clever and I inclded a build script, so that's as good as a binary release anyway. But yeah, I'd have liked to engange my CI installation, but it's not quite setup to handle it at the moment. Next time, hopefully, I have a docker image prepared so that I can cross compile for all the platforms I want to support (sorry OSX, but I've yet to find a nice way to cross-compile from Linux to OSX, you'll still need to build from source, that's what you get for chosing to live in a walled garden).

What I've learned

That sometimes, a lot can spring from a little, that adding just one idea at a time can work much better than a design document.

The future

I think I'm actually going to put some time into morphing my entry into a full game, and I'll demand! money for it! That's a first too.