LD 38April 21–24, 2017

Ants need to sleep too!

Hi everyone :ant:, after a long day of work we can`t keep our eyes open anymore.

Here is the progress of the day. 18109850em1003084119794705/em1112533902_n.gif

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Finally!

I'm happy to have finished in time, you can play my game there : https://ldjam.com/events/ludum-dare/38/$25561

Gonna sleep now ! Good job all !

48 hours in - Stellar Twist

https://www.youtube.com/watch?v=2_Y2jmPfqmY&index=2&list=PLTel6u4hmP6argTobdAlB9i8PY9NhIaUM

At this point I've managed to get some better art assets and sounds in. I've also got the win condition primed and ready to go. I ended up spending (read: probably wasting) a bunch of time on a Unity editor script that I figured would help me make the level faster. I also added Xbox controller support for Windows.

Next up is finishing the level design and then (if time allows) / menus / polish. Oh, and I finally came up with a name for the thing - Stellar Twist. Seems appropriate!

And done! First Ludum Dare down!

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Wow. Game jams are intense. I'm so happy I participated though.

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It was really neck and neck here at the end, ran into a strange bug with null reference exceptions only happening in my builds, not my editor of Unity. Found out, it was because I deleted a tag but didn't reload my project; I suppose the tag indexing system that the build creates was off by one and was throwing my code for loops. Well, lesson learned, well played Unity.

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I wish I had the time to spend on higher quality art, effects, sound, music, UI... pretty much everything. I think I'll work on this game off and on for the next couple of weeks getting it to be more presentable, but for the 13 or so hours I spent on this I'm pretty happy. In the future I definitely want to set aside the entire Compo time for development though.

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Well I'm looking forward to judging the Compo games soon and seeing what else people made with this prompt.

Anyway, here's my game, Hohmann Havoc!

https://ldjam.com/events/ludum-dare/38/$19751

Astromike is Done!

Pushing the build button... anddd... there you go.

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Entering for the jam, since this was a two men operation.

Download Links - Windows: https://www.dropbox.com/s/srvgszklw08a0fl/astromikewin.zip?dl=0 - Mac: https://www.dropbox.com/s/u97fu6vay77xoue/AstromikeMac.zip?dl=0

* Credits * - 3D, Animation by Marco Vale https://twitter.com/MarcoValeKaz - Design, Programming by Michael Adaixo https://twitter.com/MichaelAdaixo - Music "Controlled Chaos - no percussion" Kevin MacLeod (incompetech.com)

Abaddon

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Abaddon - my entry for this 38th LudumDare session is available on itch.io I did a paced FPS in a small arena. Try it - if you dare ++

https://ldjam.com/events/ludum-dare/38/$20644

https://geckoo1337.itch.io/abaddon

Apocalypse: World Cup!

Finished basic gameplay! Now to make it look and sound cool.

It's a 2 player local head to head battle to destroy the Earth. Knocking the planet through the colored lines makes the center flame your color, and if the Earth goes into the fire when it's your color, you win!

Also, spinning the "ball" causes the whole arena to get spun around as well.

http://imgur.com/gallery/YffWV (I'm still not quite sure how uploading images works on the new site)

Submitted

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Click here to go to the entry page.

Powerless - after 48 hours

Soooo, my first Ludum Dare is over. Really didn't think that I'll manage to make something and wanted to give up few times. Ended up with the most minimal thing ever possible, but let's consider it a first trial. In fact, I didn't know what I was making till the very end :D And I was surprised by how shitty my code can be under the time constraints.

Come play: https://ldjam.com/events/ludum-dare/38/powerless

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Good night, everyone.

Submitted! :D

Finally! :smiley:

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You can check my entry here on my #LDJAM profile page:

This was quite a productive weekend even if, as usual, I didn't get to finish all the things I had in mind and was forced to postpone a semiworking feature (disconnected walls crumbling down, which was working, but felt too slow with the first -crappy-implementation).

Stay tuned for the postmortem

All done!

A lot of painful last-minute WebGL lessons were learned, and more are yet to come.

Overall, I'm quite happy with what I've learned in making a soft-body physics simulation.

Now you, too, can live The Life Amoebic.

Balance

OK, LudumDare38, I'm in! and now trying to find some balance here: Screen Shot 2017-04-24 at 05.04.46.png

3rd LD in a row =)

This time I thought I'd have no chance. When 10 hours remained I had only managed to get 5 hours of development done since it was my wife's birthday this weekend and a lot of other stuff was going on. Managed to put a massive push for the final 10 hours and got a complete game together. Primitive graphics and game play, but complete with menu systems, game states, highscore, and tuning with 4 sound tracks, and audio. Available for WebGL and Windows download.

Here is my "15h" entry https://ldjam.com/events/ludum-dare/38/planetary-remains

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https://www.youtube.com/watch?v=A7jwR_lRZE4

Hope you've all had a great LD38! I'm looking forward to being able to put more time in for LD39.

Compo Over, Submission In!

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Moon Dash is done (mostly) and is ready to be played. I was working on it till about 8:50 PM before I finally cut what I was trying to accomplish and finalized my build; with 2 minutes to spare I submitted at 8:58 PM.

Man that was super stressful at the end, but I am glad I got pretty much everything I wanted to in it done, I will do a post covering my whole process with a timelapse tomorrow.

Go play over here

Gate Breaker Is Published

not sure if i managed to be registered as "in" the compo or not, since my actual publish came a little late but hopefully, it did get registered.

it is not much, it totally could have been more, but i was just tired :)

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https://ldjam.com/events/ludum-dare/38/gate-breaker

PLANETARY DEFENSE is up!

This is a game where you defend a planet against Zorgons by placing your Zinglebum towers. Yup. Play here!

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Finally submitted, my first Ludum Dare.

After about 23 hours of continous work, my work is finally published.

I guess this is it, my first Ludum Dare.

I slept only 5 hours in this 48 hours, and submitted on the last minute. I'm quite pleased and shocked that I can actually make a game in 48 hours (though not exactly the same as I imagined), but I'm more impressed by what I learned in this competition.

The reason of my super tight schedule, you may have guessed, is that my ambition is over my capability. I've got used to make game in a team and finish a project in months. Days pass by and I was rotten. This time I was totally ignited by Ludum Dare. I designed. I painted. I even built up an AI framework from scratch, which I've never done before.

Thank you Ludum Dare. I was having fun, and will surely have fun again next time :muscle:


Please take a look at my compo game here. Any comment, good or bad, is super welcome!

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Done and Dusted

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Just managed to squeak in! I'm surprised I managed to get a playable product out of this compo, but I have to say I'm pretty proud of what I managed to do!

Check out the game on itch.io! Please let me know if anything goes horribly wrong ^^

https://madgvox.itch.io/ld38-catacombs

Claimed!

This is my first Ludum Dare, and oh boy the compo was a challenge.

I made a quirky little game called Claimed. Pixel art, chip tune, all that good stuff.

You can try it here: http://wooffull.github.io/portfolio/ludum-dare-38/game/

The theme song can be found on my Soundcloud here.

Claim away! :wink:

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Slow Progress

So far I'm two for two on spending waaaay too long trying to figure out an annoying quirk of Unity's physics engine that's getting in the way of my game's core mechanics.

Well, I may not be able to code all of the features I wanted to (again), but I can't say I didn't get anything out of this LD. (Even if one of those things is that the more I want to get fancy with Unity, the more I wind up hating it :upside_down:)

Anyways, here's our Giant, Drunk Astronaut wading through the ocean.

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Such a small world!

First Ludum Dare, had no plan to join, but joined 1 day late, can't dev anything tomorrow, so I had only one day to come up with something. Not a compo entry, just a regular jam one. This is the result. Enjoy!

Play Such a small world!

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For The Love Of Money a 48-hour LD38 game

Another LD another game made in 48 hours! Its not the game I intended but it is something and I'm very proud of my creation. I hope you all enjoy playing it!

Play and Rate it here! https://ldjam.com/events/ludum-dare/38/for-the-love-of-money

Update: Less looks, more function

Focused more on the functionality of the game today. Although at a much slower pace than expected. Still on track to complete the game on time!

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LD38 - First LD - Glade in the Sky - Post Mortem

First off, this is my first public game and 4-5th in Unity (game engine) and less then 10 over all (I did some in Apple Basic and C/C++ in school). I would say the game would fall into the 3D puzzle/platformer genre.

The time limit really helped with focus and the ability to go... Good enough, need to move on... Got more done in my game then I would.

I learned what a Foley Artist is and even managed to make some sound effects for my game. I found that while I can unwrap a UV in Blender and move the sections around on the Image, I couldn't figure out how to paint it. So my character ended up with out a face (one of those, good enough, need to move on moments).

The coding aspects of the game felt I did ok with. I did ok with making some basic 3d objects, etc.

Where I had trouble - IE where I learned something - I sorely underestimated the time it takes to actually BUILD/Layout a level. I managed a tutorial level, a game level, and a 'ending' level. - PREFABS, PREFABS, PREFABS - I ended up having time to add some sound & particle effects. The item I had prefabed, took a few minutes to update. The items that I didn't........ not so nice. This was actually part of my driving factor for not trying to create any more levels. To much time to make things consistent. - More time for playtesting. After I had the game playable, my kids asked to try the game... and I found some of the jumping puzzles were harder then intended. So I went and adjusted the character's jump slightly. This created the unexpected situation of the character could now make jumps that it wasn't expected to be able to make (IE you can jump right past most of the puzzles now).

Where I was happy with my results - I was able to make some basic tiles and import them into Unity and build levels out of them. - Coding triggers and reactions/etc.
- modeling and animating a basic character

What I would have done different with what I know now - PREFABS - see above - More varied & larger tiles to build the world with - only having 1x1 tiles, takes some time to build with - Perhaps changed to a 3rd person over the shoulder with camera control instead of a fixed camera - I had to change some puzzles to deal with camera angle issues.

My take away - I am thankful to Quill18 for posting his YouTube video that amounted to 'just do it, even if the best you can do is pong, it is worth it' x10 times over - I am glad I did this, It was the first time in a while that I woke up before my alarm clock mentally going 'is it time yet?'

SoaSW is done.

https://ldjam.com/events/ludum-dare/38/$16761 planet.PNG

Factions has been submitted!

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Good luck to everyone else who submitted and to all the jammers who are in the final 24 hours!

Progress on world

Still not sure how much gameplay I'll actually be able to put into this. Probably not much. But hey, you'll have a nice procedurally generated world to explore :)

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Planeterarium .inc Day 2

Wow I'm so tired!

I'm too tired to write a proper update and I can't upload the gifs I had planned to here...

I did: inventory, Day and Night cycle, trees and vegetation on the planet, plants that produce fruit over time, realtime terrain modification.

I even started streaming for the first time.

You can see various gifs and pictures and stuff Here

Link Fixed!

Hi guys! Sunny World's download link is now avaiable! Try out!

Link to our game: https://uruca-games.itch.io/sunny-world

The Blocklings

What a wild ride, but in the end I got something actually playable! Definitely rough around the edges, but generally happy with the results. Here's my LD38 Compo game: The Blockings

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The Blocklings are on a distant planet, and they must journey from planet to planet until they reach home. You are their guide, placing blocks on each blocky world to guide these lovable but helpless creatures from the entrance portal to the exit portal. But be careful! Each of the 9 planet is fraught with challenge and danger, and one wrongly placed block could cause your blocklings a fall to their death.

  • 9 Increasingly difficult puzzles to solve
  • Sharp retro semi-isometric graphics
  • Soothing and enchanting music
  • Developed with only free software

Some jam progress

Now with better working text editors and functioning lua script execution. Next up puzzles.

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Seagazer

Seagazer is a game about looking at stars.

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Are you ready to enter the Snail Races?

Welcomes to Snail Racing. Navigate your way through strange worlds to the finish line before the clock runs out.

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Download from Itch.io https://whatfruit.itch.io/snail-racing

Happy Ludum Dare everyone

Hi everyone, hope you all had a great Ludum Dare. Good luck to the jammers that are still working hard!

testing4.gif https://ldjam.com/events/ludum-dare/38/$20503

I made a little game called Prestige about collecting resources, building, and getting prestige in this small world. The game is a turn based two player game (though there is a really dumb AI in case you don't have a 2nd player) where you decide what action to take. You can gather resources at different locations, trade resources, or build on your turn. The goal of the game is to have more prestige than your opponent at the end of the 30 days.

The game is really inspired by board games like Settlers of Catan or Agricola, I just love resource gathering and building improvements.

That went better than expected!

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Woo! It's an actual game and stuff, would've been nice to get a bit more time on the visuals and sound, but it's passable! Looking forward to seeing what everyone has made. Time for sleep, lots of it.

https://cojowe.itch.io/planet-heist

First successful LD in 2 years. Woot!

LD38_DroneScreenshot.png You guys want a procedural audio generator/controller that has a bunch of flashing lights? Something that doesn't at all qualify as a "game"? Well I got you covered.

https://ldjam.com/events/ludum-dare/38/$15482

LD38 - DONE

Novice at programming, art, music.... Just about everything it takes to make a video game...

But it's done! And I know I'll be doing this again. Feels so good to see even something as buggy and simple as this to be finished...

Quite happy with the results, all things said.

Take a look!

(lil secret.... The sounds the little people make are the notes from that Disney ride "It's a Small World" tee hee!)

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Finished LD38

This was my first Ludum Dare and I had a great time doing it. My game is Cubeua, so try it out!

I Need Some Light - more like I need some sleep

I'm not sure what to think. I'm happy, but at the same time I'm not. This is better than my last LD entry, but still not as good as I hoped it would be. Damn. At least there is some gameplay.

https://ldjam.com/events/ludum-dare/38/$21709 Zrzut ekranu z 2017-04-24 03-47-58.png

Cellular Defense - PostMortem

So it's been a while since I participated in Ludum Dare, it's amazing to be back. My goals this time were to have a more complete/polished game than my last entry. I'd say I 100% accomplished that, even though it's still lacking in the graphics department.

What went right: Goals Achieved! My amazing boyfriend who kept me fed, hydrated, caffeinated, and motivated throughout the weekend. Game turned out better than I'd hoped, considering I wasn't fond of the theme.

What went wrong: My computer is acting up, has been for a while, so I'm honestly surprised it didn't implode on me this weekend. It did however decide that I didn't need internet on multiple occasions, forcing me to save and restart my entire computer. (Did I mention my computer is acting up?) Restarting takes ages lately... For some reason, chronolapse won't let me encode my screenshots into a timelapse video... >.<

Various bugs popped up, these were highly stressful and time wasting occurrences, but bound to happen of course.

End of day 2

I managed to concept, model and animate characters, implement new gameplay features, and improve the UI. Looks like tomorrow will be audio day. I'll probably keep the menu and tutorial as simple as possible, given how little time is remaining. Overall, I am pleased with how the game is turning out. Very glad I didn't try to submit in time for compo deadline, my hat is off to those who did!

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End of Day Two - Haunted

The game is functionally complete, but ugly as sin. Fortunately I am doing the Jam version and will be spending a portion of my day tomorrow cleaning up the layout (and minor grammatical errors that crop up when you're busy coding.) It doesn't look like I'll get the audio sweetening I'd like, but I'll settle for better fonts and background images that enhance my IF.

See you tomorrow!

Finished Tiny Planet Corp

Yay! Finished my game. Had to scrap a lot of ideas as always, and just take the shortest route to the finish. But I did finish nevertheless with a playable game with intro and outro animation. I also managed to compose my own music using Linux Multimedia Studio, which is really cool! I'm happy with the result.

Sadly some performance issues in browser. Playing the Java .jar file works best, but not everybody knows how to run it.

You can play it here: https://ldjam.com/events/ludum-dare/38/tiny-planet-corp

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End of Day 2

"I Just Wanted Groceries" is looking good so far. Tomorrow we wrap up. end-of-day-2.gif @eonarheim @kamranicus @alanag13 @seanigo

FINALLY DONE!

Took me a lot of hours, my weekend and my ENTIRE NIGHT, and I can't go to sleep... I'll have to wait 12 HOURS for that! Talk about not planning right my time! Any way, game is finished! (the prototype at least)!

First Ludume Dare Done! Now let's hope for a sucessfull one next time! Also, here's the link! https://jason200101.itch.io/ld38-small-derpy-world

My LD38 Entry, "Gaia"

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Hey everyone! :grinning:

LD38's compo just ended, and my "Small World" entry, Gaia, is ready! Check it out here when you can!

(It works with HTML)

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Will be ready tomorrow!!!....be prepared!!!MainScreen.jpg

JAMMIN

With Visionaire Studio Pro 5.0 RCO!

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2nd Day Progress Update

So its fair enough to say, this day had a lot more issues than yesterday. My teammate was caught up for a few hours, and then there was lots of confusion with codes. Not using very good source control, Google Drive, for the project has been hell. Lesson learnt, set up source control beforehand next jam.

In Regards to the game, progress made since yesterday includes:

  • Picking up and storing objects in inventory

  • Using objects and removing them from inventory

  • More Models/Textures

  • 4 Puzzles completed, almost all objects added

Few things left to do, some big though, but I think we can pull it off:

  • Get Sounds and Music working

  • Texture room

  • 2-3 puzzles left

  • Menus and End screen

Who knows if it all gets done, but I believe in the heart of the cards. If you could only see the mess of code I've made for interacting with objects, its horrific. All the hardcoding. I know its inefficient and there's probably better and easier ways to do it. But I don't know them yet and time is an enemy.

Final Day here we come.

A tasty sneak peek at a build earlier tonight:

Before you get any ideas, they are meant to be statues of snakes, forgive my programmer art

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Survived another Ludum Dare!

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After some lunch I finally have the strength to write this blog post :joy:

Finally finished another Ludum Dare after two sleepless nights!! You can play my Ludum Dare 38 Entry here: https://jackyjjc.itch.io/ld38

My LD Compo entry: We Live in a Tomato

I just finished my game, so I thought I'd post something. This probably could count as a post-mortem.

So this started a while ago, when I joined some random 23h contest for making a Comic. I kinda decided to join at the last minute, so I sketched up something in 3h.

Later on, I found that I kinda enjoyed making comic. It's a way to just put out some story with some art, with much less commitment than making a game. So I just made another comic for fun. That comic was "We Live in a Tomato".

A few weeks later, comes Ludum Dare 38. I wasn't very enthusiastic about the theme at the beginning. I did have some ideas, then suddenly I thought back about the little characters I created living in that tomato. That does qualify as a Small World. Perhaps there was something to be done there.

While I copied the art style of the comic, I had to reproduce entire new assets for the game. I first thought of several mini-games happening inside and outside the tomato. That sounded pretty ambitious to have several games in one, for a 48h project. But I just started with that.

Originally, the idea was to have the mini-games affect some kinda of game economy. Basically, the idea was to balance your resources by planing those mini-games, with things like: - Energy - Tomatoes (base resource) - Product cooked from tomato - People - Location (move the tomato at a place where there's more people)

I wasn't very clear on the economic aspect of the game, but I knew what kind of mini-games I wanted. So I started to draw several screen.

I first setup the connection to go between different screens. One thing that I struggled in the past using Flash, and that is so easy now, is keeping the memory clean between scenes. That's because a new scene is basically loading an entirely new web page.

Then I started making the platform level, and as I was struggling to getting it done, it made me realize that perhaps trying to make several mini-games during a game jam could be a terrible idea. On top of that, I wasn't really sure what was fun about my mini-game. It actually wasn't meant to be that fun, just something you had to keep doing over and over to recruit more guys.

Eventually, I just scrapped the idea of economy. I started thinking of changing the plan, turning the game into a classic point-and-click adventure, but I started having a headache thinking of all the inventory and dialog system I would have to implement, and having to come up with puzzle like "Give item A to B" or "Use X on Y"... all that stuff.

So what do I do when I don't know what to do? Just keep drawing stuff. This made me realize that the most important point of my game isn't really the fun. It was more a medium to expand on the world that I created and introduce others to it. So I kept moving on with the mini-game idea.

Eventually, I came to the point where I realized that the game had no goal. I guess it's fine to play all the mini-game, but I didn't implement any score tracking system or even a UI to show how many stuff got collected. Adding that would not only be a pain in the butt, but also, so far I managed to get away without a single piece of UI, and I kinda liked the feel of that. Just like the comic, there's no dialog, nothing to read, it's just the game.

So I came back to the idea of turning this into an adventure game, but without much puzzle or anything. It's just that solving one mini-game would unlock the next one. It's not explained clearly, so I hope players get to explore the game enough to discover that by themselves.

At the end, I shoved in an ending. There wasn't supposed to be an ending, as this was originally an economy game where you gather more resources and more people, but as an adventure game it needed some closure.

So there you have it:

We live in a tomato

:tomato: :tomato: :tomato: :tomato: :tomato: :tomato: :tomato: :tomato: :tomato: :tomato: :tomato:

Could not finish :(

Unfortunately, I could not finish in time for Compo. Tomorrow I will have little or no time to dedicate to the game so I might not even finish it in time for Jam. Anyways, I like the project and will definitely complete the project in the near future.

Congratulations to everyone that completed their games in time! And for those still working to deliver tomorrow, keep it up!

Oh what a weekend!

Whew!

It was touch and go for a while - but despite taking too long to come up with an idea, and then blowing a few hours on a false start, I got a game put together and submitted for the compo.

Like every Ludum Dare game, it could use a bit more polish, a bit more depth, and a bit more length - but I'm proud of it all the same.

Check out Bubble Boy today!

Don't want to check it out just yet? Well, that's OK - here's some gameplay footage:

https://www.youtube.com/watch?v=rBq5tv-jVSU

Sooo I can't sleep... And my game is in mind

It's now 4:30am and my mind keeps racing with what I could have done with my game. Any experienced Ludum Dare competitors got any experience with this or advice on how to deal with it for a first timer.

Checking in for tonight

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Additional sparklies have been added. The tricky part, however, is making it actually be a game.

(Edit: I liked that picture so much, it is now the cover image. Also I didn't want to risk uploading another image while the server was in purgatory.)

Beginning Day 3: Lot's stuff still to do

Oh my, day 3 began already, and my game is still missing features. But my plans today are as follows:

  • Add a HUD to the game. Should contain money indicator, selector panel for defenders.
  • Game play button, the game should start after customization, one can only play against waves after customization.
  • Allow to upgrade automatic turrets!
  • Sound effects!!!

And if time permits:

  • Redo graphics so they are a bit nicer
  • Make asteroids appear only when you have money

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Ignore my handwriting, I'll meet you in a few hours.

Updated my game page with actual Screenshots

Save the last ant colonie in the world with Antnator, the ultimate mutated ant. Kill those Cockroaches!

You can play here https://ldjam.com/events/ludum-dare/38/antnator

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More progress

Done with protagonist, and I have endless nested worlds working (via injecting yourself into other microbes... and into microbes inside those microbes... rinse, repeat).

https://www.youtube.com/watch?v=ehK3bVWbXiA

No surprise, I guess I'm doing the jam instead of the compo :P

finished for jam

Finished Momma ZILLA for Jam game (as I'll be travelling all day tomorrow):

https://ldjam.com/events/ludum-dare/38/momma-zilla

ATMOS

Imagine a world with so many people that they sucked the atmosphere dry. Okay it's not a very realistic scenario but it's what my game's about.

ATMOS is (supposed to be) a game about building a civilization on your planet's moon so you can transfer people over to stabilize your home world's atmosphere. Everything, from the breathing of your citizens to the flight of your space ship would be simulated.

Sounds pretty cool right? HHHahahahhaha

Technically there's a meta-game of sorts happening on the main planet. There are farmers who tend to their farms, and foresters who tend to their forests. Everyone eats food, breathes in O2 and breathes out CO2. The version I uploaded is balanced to survive indefinitely, but if I had added one more person the CO2 levels would rise and everyone would eventually die. There is also a ship (of sorts) that is gravitationally attracted to the planet and its orbiting moon.

Here is the screenshot I uploaded with my submission:

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(Yes that is an asteroid with an engine strapped onto it, just pretend it's a ship. Also please ignore all the other hideous graphics).

The ship can fly around and transfer orbits between the planet and its moon. The radar in the top right predicts the next 20 seconds of trajectories (the coolest part of the submission IMO).

There's a whole meta-game happening on the surface of the planet, with people eating, breathing and working (the fundamentals of life, you know?). The funny thing about this is that there is absolutely no indication that any of this is happening. There's just a bunch of workers, tractors and trees sitting motionless on the planet's surface. This was a design error on my part as the simulation is done entirely numerically, and as a result there is absolutely no visual engagement.

The biggest shortcoming however is that there is absolutely no way to interact with the meta-game happening on the planet. This was entirely because I ran out of time. So my end-result of LD38 is essentially 2 completely separate games thrown together mindlessly into the same package.

Anyway that's how it turned out. I do like the idea of the game, so I might keep working on it.

Rogue Basement is finished.

A silly wizard has opened a portal to the Nethervoid in his basement. You must clean it out.

Rogue Basement is a very simple roguelike. Its distinguishing features are:

  • There is only one level, but there is still progression

  • An experienced player can win in less than 10 minutes, but it still has a discovery process for new players

  • A pretty decent soundtrack that changes with the environment

A full experience with the game will probably take between 15 and 45 minutes, depending on much of a completionist you are.

(Windows build in progress)

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finished - jig jog

capture.gif im proud i finished my little compo game and think it is pretty fun, personally. inspired by qwop! i also really like how the graphics look like they were done by an eleven year old, or a programmer (the latter)

jam page: https://ldjam.com/events/ludum-dare/38/$18614

play it in your browser here: https://nik_sg.itch.io/jig-jog

I have a game!

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it could use those last 22 hours for tweaks and some more polish but hey, it is a game, playable from start to finish :D

Well...

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Let's just say progress is slow

Streaming some Art Creation

Doing some more art for INTERGALACTIC SPACE COITUS. Feel free to tune in :) https://www.twitch.tv/lombax_pieboy

Ones and Zeroes, the game about saving your system

Finished my compo just in time (hopefully; ldjam website willing) and thought I'd post it here! Eager to here your thoughts!

Your system is being invaded by tiny computer parts! Repel the invaders!

Use WASD to move and tab to switch move scheme between relative to the mouse and relative to the screen! Click to shoot the enemies, getting hit will cause you to take damage! Don’t let them take your system! When you get to the boss fight don’t panic! The HDD will repel your bullets but don’t fear! Run up to the red USB port on its front and plug in!

Hacking: When hacking you must bypass the enemy’s security by turning all the bits to one using bitwise operations!

Select the operation that you want to use at the top and drag the bit packets onto the enemy’s to apply the operation!

Remember:

1 AND 1 = 1, 1 AND 0 = 0, 0 AND 0 = 0

1 OR 1 = 1, 1 OR 0 = 1, 0 OR 0 = 0

1 XOR 1 = 0, 1 XOR 0 = 1, 0 XOR 0 = 0

Defend your system and repel the computer parts! https://ldjam.com/events/ludum-dare/38/$25802

Yes, I'm aware that the game crashes when you defeat the HDD, didn't have time to add a proper ending >.< The crash on player death is intentional though, you did fail to save the system after all :P

Hope you guys enjoy playing it as much as I enjoyed making it! Went through I think 3 or 4 iterations of the game, and finished the hacking "mini-game" only a few hours before the end of the compo (Also really proud of that even though it's not randomized yet). Here's a video of the game just in case you're on the edge: https://www.youtube.com/watch?v=KOGprgMdBP8

Finally it's done.

I finally finished my game :clap: The game is called "Shadows Painting" and it is a puzzle game. I hope you guys enjoy the game.

If you find some bug, pls dont forget to let your comment below. Its important to make my game.

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Link: https://ldjam.com/events/ludum-dare/38/shadows-painting

Thanks ! :smile:

Houston we have shooting.

With one day left the team is very tired, but the game is coming along quite well. Shooty-shoot.gif

Botanical Hydroponic Planetoid Droid-38

LD38-08.png HPD-38 is the helper droid assigned to this wonderful self-sustaining, hydroponic space lab, here on Planetoid LD-38, largest mass among the Kuiper belt, far on the outskirts of our solar system and pretty far into the future! ;) every few hundred years or so, this reliable helper is powered up to do any range of duties from routine/basic electrical maintenance, hydroponic testing/maintenance, maybe even food/beverage service…

video gameplay: https://youtu.be/HGFcjaP2EgQ

i guess i'll submit! though I wanted to do much more...

LD#38 Turtle Hero - PostMortem

Last time I participated in the end of 2012 as an Artist (LD#24 jam and LD#25jam), decided to try again this time because of Ludum dare's 15th Anniversary - could not miss such date :)

First Compo Ever + First Unity 2d Game Ever = Turtle Hero (Click to Play)

screenshot01-small.png

I haven't accomplished as much as I hoped to, but for 48 hours - it's still quite big.

Because I already participated before I knew how things are usually go wrong - when in a few minutes you become hours before and skyfall begins :)

I decided to make a simple plan and stick to it no matter what:

My Simple Plan:

  1. Pick some scalable concept, so if you have time in the end - you can add more
  2. Sketch and document everything you have in your mind during first two-three hours, go as deep as you can!
  3. Pick concept you can or almost can do
  4. Finish "Game Core" first, before any finish-end art/music

What Went Right

  1. After picking an idea, I started writing formulas and thought about the content I want to put into game, so in the middle of stress when your brain is barely functional - your sketches/documents starting to pay you back!
  2. Even when my first day was very very ineffective, I manage to make a game worth publishing (IMHO...) because I stick to my original plan.
  3. I did "temporary" ugly graphics to finish making "Game Core" first, and only after that jumped into drawing things.
  4. Even doing my first unity2d project and going through tutorials and how-tos - I was able to make it because I picked a right type of game for my skills (tactics, strategy) instead of something highly reliable to advanced physics for example...

What Went Wrong

  1. I only started drawing high-end sprites when it was 4-5 hours left to submission, and wasn't able to replace all the sprites in the game. Maybe you should spend a little more on "temporary" art, so even if you don't have time to replace it - it's not ugly at least? :)
  2. I probably still pick a too big idea to implement - It was like making an MMORPG in a week. So the chunk was quite big to chew, and I haven't even go to the music and effects... Next time I would probably choose smaller (but still scalable idea)
  3. Start Game Submission process at least hour before Compo end, instead of doing it in 10 minutes. Because I said it was my first unity2d project - I picked wrong game resolution and in Web Browser my UI was messed up. I tried to fix as much as I could in 10 minutes and finally submit it (thanks for 49th additional hour given to submit it)...

Summary

I think it went quite OK overall, I learned so much new stuff and improved my skills as well.

Hope you also had fun during this Ludum Dare, have a great week!

Well, I did it!

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https://www.scirra.com/arcade/action-games/meteor-mania-17211?action=updated

Not quite fast enough for the 48 hour thing, but it means I was able to put in better background music. Hope you guys like it, would love any feedback, this is my first 'real' game and my first Ludem Dare!

Rogue Basement manual

`` .-,--. ,-,---. .
|/ ,-. ,-. . . ,-. '|/ ,-. ,-. ,-. ,-,-. ,-. ,-. |- )| \ | | | | | | |-' ,| \ ,-| -. |-' | | | |-' | | | ' -' -|-^ -'-^---' -^-' -' ' ' '-' ' ' ' ,|
' .
_/ / \ / \ * _
____________ ──/─────\── / Thanks so much for downloading \ \ - - / ──/ ROGUE BASEMENT! I hope you like it!!! | & \ - / & | -Steve / \───+───/ ____________/ | \─────────/ _\ /

===========================================================

Instructions

  1. WHAT AM I LOOKING AT?

Your screen looks approximately like this:

+---------------+-----------------------+ | Stats | # | +---------------| # | | Health: 100 | # | |xxxxxxxxxxxxxxx| ------------ # | | Rocks: 0 | |v......*..| # | | Score: 0 | |..........| # | | | |.....@....+###### | | | |..........| | | | |w.......$.| | | | ------------ | | | | +---------------+-----------------------+

You are the @. That is you. It is "where you are at," so to speak.

You are in a room with walls and a door. Each . represents an empty floor tile. The straight bars are walls. The + is a door, which is closed. The # is a corridor you can walk down.

The v is a VERP. It's a kind of monster that tries to attack you close up.

The w is a WIBBLE. It throws rocks at you from a few tiles away.

The * is a rock. It is lying on the ground. If you walk over to it, you can pick it up by pressing g for "get." If you do that, the number of rocks in the sidebar will go up. Isn't that neat!

The $ is cash money. It represents your score and has no in-game value.

  1. MOVEMENT

The 5 and . keys are 'wait'. This gives the monsters a turn without moving you.

7 8 9 y k u up \|/ \|/ | 4-5-6 h-.-l left-.-right /|\ /|\ | 7 8 9 n j b down

  1. ITEMS: WHAT YOU CAN DO WITH THEM

When over a * or a $, press g to "get" them.

When there are rocks in your inventory, you can press t to "throw" them. The game will ask you for a direction, and then off it goes. You have to aim in one of your nine main directions.

  1. DOORS

To open a door, just bump into it.

To close it, stand next to a door, press c, and then indicate the direction of the door.

  1. OBJECTIVE

You are trying to reach "the end," signified by a >.

===========================================================

Happy adventuring!

```

Almost finished!

i just need to make the third level and a short ending for the game, and i will publish it!almost finished.gif

Art progress

So, all of the main characters are done! 57d451ee23.png

Uhhh...we're in!

Bit late on this. Game to bee posted tomorrow.

New web "we are in" post!

The new webpage looks great and easier to use! Let's start with the mandatory "we are in" post and let's go back to work =D

Submitted!

First Ludum Dare entry submitted! Had a total blast doing this and can't wait for the next one (I only found out about it Friday, had to scamper to get anything done.) :o) GL all!

LDCompo 38 Post Mordem - 2nd time around...got something

TL;DR; Second compo and there's still so much more to learn! Also takeaways at the bottom!

So this is my second Compo and I've learned SOOO much this time around! My first one was a few years ago and I made the unfortunate mistake of trying to do everything myself; I was going to make a game using Java cause that's what I knew. Since then I've tried to be a little more serious about Unity and learning and and it's paid off!

Prior to this Compo I was start two Unity projects. One that didn't get far at all (just the camera moving down a hallway) and another, that I'm going to return to now, that I managed to get some basic character movement and multiplayer in place! The second game is one I want to make for my YouTube community so it's definately one to come back to!

Anywho in this Compo I knew time management would be a BIG issue because 1. I had been sick all week and still was, 2. I have a 3 year old and an 11 month old who is weaning and teething, and 3. My wife and kids JUST got sick Thursday and it got full blown Friday afternoon. Knowing that I knew I couldn't spend NEARLY as much time as I did the first time trying to come up with an idea. I figured that first night 1 hour to brainstorm and the rest of the night to get started, Saturday for mechanics and coding and whatnot, Sunday for Sprite and Title work (I forgot about sound and music till Saturday night around midnight O_O)

I knew I needed to keep the scope small and thought I had with my first game idea (it never got a name so i'm just gonna call it FGI in this post). I had it down and I was excited about it and got started coding maybe 1 hour and 15 minutes into the Compo.

After taking time to put the kiddos to sleep and all that I spent some time coding and got some prefabs set and all that. Spent Saturday trying to help my wife with the kids and trying to keep myself healthy....oh and trying to stay away because the night before when I was ready for bed my 11 mo old decided it was time to get up and stay up till 4 am.

Saturday I was up and at em at 9 and started my Gravitational Pull mechanic. When I finally finished it by 3 pm I knew I wouldn't be able to bring FGI into reality because I had to somehow perfectly Instantiate objects to represent a solar system and push them just right to keep them in orbit. Time to adjust with what I have and make something of it. I spent the rest of Saturday ironing out bugs, refining my Gravity mechanic, and refactoring code.

Sunday I wasn't able to get started till 2 pm (the Compo was ending at 8 PM so I knew I had to rush). My cold/flu/sick hit again full force so I was forced to stay in bed till later :( Anyway I was able to re-use some title stuff I had from and old project and knew I would spend a lot of time working on the music and sound (cause I never done that before). My hopes were it might go well and I could revist my mechanics to add some randomization, and "end state", and other important stuff.

That didn't happen...but I had SOMETHING to show for it this time around and it was ALMOST an entire game! I had a great back story and idea and am going to make sure I commit to finishing this game the way it was meant to be before I move on!

TL;DR;

Takeaways

  • Really think SMALL SCOPE and be prepared to adjust along the way. Don't throw away what you have just because something won't fit...make what you have work with a new idea!
  • The internet is REALLY good at helping with things and if you take time to really understand things and don't just fast-forward through the teaching videos you can really do good!
  • Test, test, test, test, test!
  • Be sure you save an hour before submission time to ensure that your build works as it does in the Editor. I ran into a weird but where my gamescript was running even though it was in the editor...it was weird
  • MOST IMPORTANT TAKEAWAY! Don't let YOU get in the way of accomplishing your dream and doing something! It's going to be hard to learn it but when you do it feels SO GREAT! There were so many moments I thought, "I'm never going to figure this out and i'm going to waste so much time and not have anything to show for again." Eventually i'd find the answer and things just fell into place!
  • Keep coding outside of these jams! Each time I step into a project or try to tackle a new aspect of game developing I never encountered I learn new things and then think back to past struggles and realize I could have done them better!

Best of luck to all of you in the Compo and still grinding out the Jam! Can't wait till I get another opportunity to enter the Compo! I'm hoping to have a few games under my belt by then ;)

"Go for your dreams and do what you love" -Me

Almost Finished Jam!

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Just finished all graphics, audio, music, and physics. Time to finish AI and optimize!

King of Tiny Mountain is Finished

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I finished my Jam entry King of Tiny Mountain. You can download it here: https://malec2b.itch.io/king-of-tiny-mountain

Submitted! Man, that was fun!!

Hey folks, all done! It was one heck of a ride, and we had a blast. Can't wait to play everyone's games!

A bit late to post this, but...

I probably might make the deadline, though it's not going to be as what I've initially planned.

I've got the display working, but no images as of yet, just more back-end coding for now.

Did not finish

Sadly, failed to make the deadline. Had internet problems at the crucial moment of upload.

Well, at least I've got some experience for next time.