LD20 April 29–May 2, 2011

working version

I’ve got a working version of my project.

I’ll probably spend tomorrow writing some music for it.

If you want to try it out, you can download it here.

Any feedback or suggestions would be appreciated.

Comments

thristhart
01. May 2011 · 00:22 UTC
Took me a while to get the hang of which shape was what character, since it doesn’t say anywhere other than the title screen. Was quite fun though! It felt like I was on the verge of setting up an indefinite loop when I realized I was slowly killing the monster. Good stuff.
01. May 2011 · 19:48 UTC
That’s a good point. I’ll try to give each character a defining visual aspect.

Half-time?! I guess a Screenshot would be in place.

So, day 1:

* Started well, friends are impressed at how well I’ve been doing.
* A few hours in I started hitting various porting bugs that I had to deal with, and I started to overengineer stuff.

Closer to dinner I decided that I’m going to simplify things – just make stuff work, get this done. It will definitly be a short game, but it will be a game nonetheless. Had some sleep, battled a killer-bug – and started doing some actual progress.

What you see to the left, is the house our main character lives in. What you see to the right, is the dungeon of the game. Due to some limitations I’ve discovered in my tileengine, I wont make more effort at doing overworld – I’ll just design a dungeon, some puzzles and mobs, and a hopefully a bossfight – and the quest should be complete.

Yes, it’s obviously a Zelda-clone.

Had Dinner Earlier But Here’s Ice Cream Also Screenshot

Had dinner earlier:

But here’s ice cream:

And, as a bonus, a screenshot of my latest attempt to do something actually worth playing, since Cave Jimmy II was [i]not[/i]:

Need some sleep

Ghosts now follow Players, there is an exit-portal-thingie,

One can now win and/or loose a game

TODO:

content (Map Design)
some audio
better graphics

screenie:
link to current draft/demo thingie:
current preview or whatever you wanna call it

Good luck and have fun everyone, cya in about 8hours

Halfway point

Hello there, my first ludum dare and halfway into the compo i’ve gotten some bugs walking around (tons of real-life stuff been happening today.. hopefully more progress tomorrow).

My take on the theme is bugs cooperating, you will control one bug who will control the other ones with items to keep everyone out of danger.

The graphics, animations and some simulation code is in there. So what’s missing? Well collisions, some simple AI, enemies and fun.

Battles galore (pokemon style)!

Battle screen is almost completely implemented now, day 1 has been a success.

I’m hoping that I can add audio tomorrow and do the level design since all I have so far is a development level which has everything on it for testing. Some splash screens are also missing.

You can checkout the latest version of the code from my SVN at http://svn.sephizor.com.

Battle scene screenshot:

And now, crunch time!

I’ve finally gotten something concrete of all the ideas I’ve tested. I never figured Java out so the game will sadly require windows since I instead built it on the XNA 3.1 game framework (using VS2008.)

The game will be 2D platform based and revolves around a strange – thing (my main character, my graphic skills are not that great! =D) I’ve experimented with rendertargets and whatnot, this is what I’ve managed to create so far:

#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 */ Hero trapped in the dark. Our hero find his first Powerup! New found powers.

Note the Powerup in the last image, it makes our hero’s sight radius increase slightly, good stuff.

Now I have to start working on implementing some enemies, I think it would be a rather boring game without them. The plans are that the enemies either glow like the Powerups or hides in the dark for sneak attacks, I’ve come up with some fairly nice ideas for this. Animations must also be made for my main character, he looks a bit stiff now, to say the least. I guess this is going to be some sort of content crunching since most of the code is already finished.

I also have to fix my movement system since it’s gone totally out of control for some reason, well, hopefully it shouldn’t take me more then an hour to fix it. I really hope I have time to create at least a simple tune for the game before the contest is over.

I’m also really impressed of what you guys have done!

Finally, Some Concepts

I knew I was going to have to go simple with my lack of coding experience, but with hangups using C# and switching to javascript mid-compo I’m going even simpler than that.  Trying not to let that dishearten me and forge ahead and get something complete before the finish line.  Here’s some doodling to get the game laid out.

 

A Status Update

I’m still here and kicking. I took a bit of a break from Ludum Dare earlier today and got some well needed rest, and continued to think about how to tie the gameplay into the game I’m making.

The combat system has been mostly implemented and hooked up into the rest of the game. In fact, I now handle player death as seen below.

For the gameplay itself. I want to redo the world map and try an isometric view, art skills pending. The goal of the game will be to reach an objective on the otherside of the map.

The path will be filled with animals that thirst for our hero’s blood. In order to make it though, our hero will have to decide if he wants to trust random people he meets along the way. Friendly NPC’s will offer items to aid our hero, but beware. There are others that do not appreciate our hero’s presence. It’s dangerous to go alone, but don’t let first impressions fool you either.

Comments

01. May 2011 · 00:34 UTC
Nobody messes with Adam Weee
AdamWe
01. May 2011 · 00:35 UTC
Except for that plant… That plant messed with Adam We and won :s
excrulon
01. May 2011 · 00:56 UTC
i like the negative hp. it would be cool if you had to cast a heal/res powerful enough to plow through the negative numbers.
AdamWe
01. May 2011 · 01:36 UTC
Like a one time chance to redeem yourself if you’ve been hit hard in battle?

States in, overlays working.

This probably doesn’t look like much but I’m glad I’m starting to get somewhere programming-wise.

Overlay with population

Sleep time

Enough for today.  I will get some sleep now and I will try to finish as much as I can tomorrow before the deadline.

Most of the gameplay still needs to be implemented, so it will be a hard day.

But lets not get depressed right now! That’s what tomorrow two hours before the deadline is for!

progress

So here’s an interesting point in the dev process.  I have a functional “toy” working and need to figure out how to make it into a game.  … and also clean up the art a bit.

Look out, sheep!

Double Edged Sword

I got a new computer today, Gateway DX something.
Here’s the specs for you procrastinators:
http://www.futureshop.ca/en-CA/product/gateway-gateway-intel-core-i5-2300-computer-dx4850-43cu-dx4850-43cu/10164624.aspx
Here’s a pic of it

of course this is a dual edged sword because I’m having so much fun playing League of Legends with no lag that I completely forgot about LD until now. Now I have to work doublepaced.

It’s dangerous to go alone…

I didn’t do much last night, and today I was outside most of the time because it’s FUCKING BEAUTIFUL outside. Also I had to work this afternoon. SO I’m pretty far behind but I do have some progress to show.

First screenshot!

pgild20

Got some snakes. Also have an npc that follows the character. Game Maker’s built in pathfinding is shitty, but it will have to do. I did try out some of my own lazy pathfinding code, in which my npc would just step toward the character and bounce off walls, but that looked stupid. SO I’m using Game Maker’s motion planning stuff, and the npc MOSTLY follows the player… Although he sometimes snaps back to the beginning of a path, and sometimes he just wanders off the screen like a retard. But HEY I’m making a game and it’s fun!

Also made some music last night… In fact, that was one of the first things I did after I saw the theme. If I decide to post a video later you’ll hear it. I’m going to add some enemies and build more of the map tonight, and then tomorrow I should have most of the day free so maybe I can FINISH this thing.

Oh, and my screen just flickered a few times. Maybe the power will go out.

Comments

SonnyBone
01. May 2011 · 00:51 UTC
lookin purdy

Quaintbrush – an hour past halftime

Here’s a quick demo of my progress so far:
http://www.mediafire.com/?n7aom78o4l9do98

 

The game is playable up to level six. Keep in mind there’s absolutely zero instructions / user friendliness. I’ll provide that here:
WASD – Move
Left click – draw with your brush. drawing on you / objects changes specific attributes.
Grab floating pointed stars to change your ink color.

Overload gel – red: this gel PROLONGS events.
> increases health regeneration rate
> allows double jump, only once
> makes turrets slower, bullets slower, and increases reload time
> makes switches’ time increased

Speed slime – yellow: this slime lessens friction / SHORTENS events.
> makes you slippery / faster
> makes turrets faster, bullets faster, and decreases reload time

 

What are the odds…

You have like an Event every 4 months and it had to be this weekend!! The weekend I first hear about Lodum Dare.. And I found it when there’s only 23 hours left !!

I don’t want to wait until August to participate!! I’ll try to get something for tomorrow!!!!

Kind of update-ish

Probably just screwed myself over, but I decided to add in that you can switch between moving just the boy or just the sheep with a press of a button. Now I have never attempted this before but since I already have all of the movement script all written out I hope it will go smoothly. So far, I have it so the boy is the first character you can move, but by just hitting 1 on the keyboard you can switch so that the sheep can move. The problem I am having at the moment is when I switch to the sheep both characters move. I’m sure it’s an easy fix but I’m blind to it right now from sleep deprivation and an overload of caffeine.

Other than that the boy moves on his own and is ready for his big adventure, with or without sheep.


To Do’s:
– Create first platform and item to retrieve.
– Create second platform and item to retrieve and first encounter.
– Create third platform and item to retrieve and big baddy.
– Tell that wizard what for.
– Art, art, art. Music, music, music.

Comments

01. May 2011 · 22:11 UTC
That art is awesome – reminds me of Half Minute Hero.

Tiny?

Bugs? I wonder what’s wrong in this picture? Probably last update tonight with a thunderstorm on the way.

Tiny tiny bugs.

First Screenshot

I’ve been really stuck since hearing the theme. So I pushed myself to start building a space game I’ve had in mind for weeks now.

I can steer the ship, and fire bullets. The planet rotates in 3D and any bullets that strike it will leave damaged marks on it. Smashing into the planet is currently bad.

It’s cross platform Java and Android, and it runs fast on my android test device.

The only link to the theme is that a disembodied voice says “Take this!” and powers up your shield for you.

Now what? I have no idea. Do you fight the planet, or defend it. I’m stumped!

I am going to finish, I am going to finish, I am going to finish…

Comments

01. May 2011 · 01:30 UTC
I’d say that suits the theme rather well, you against countless enemies (or something).

24ish hours in…

Despite spending like 6hrs rebuilding my machine, we’ve still managed to make progress. GunHack is coming together..

  • Multiple levels of the dungeon
  • Mouse driven “HazMan”
  • Enemies starting to come together
  • 3D level assets and 2D sprites

Well… “Success” Seems Iminent

I ironed out some MORE bugs in the movement system (that thing is killing me – I think it’s pretty good right now though. Still, I think, something in the area of 100% of the bugs that I’ve had to kill have come from the movement system!), and wrote a little utility to make levels for my game. Now, I really just have to slap a façade on it, and I’ll have… a thing. Oh, and I need to make more levels, and more interesting levels. I’ve got *plenty* of time though. I guess.

Red/Yellow/Blue is not a useful colour model

Yeah, I know. We were LIED TO at preschool. Childhood: destroyed. :-(

My idea: You are a nurse at a hospital for solo adventurers. It’s dangerous to go alone, but they went anyway, so now they’re sick. Each one has a different illness, represented by a different colour. In true homeopathy style (hey, it is a fantasy universe), to cure an illness of a particular colour you must make a potion of that colour, by mixing primary colours together.

Since potion colours are caused by pigments (SCIENCE!), a subtractive colour scheme is called for – namely, CMY. I wanted to use Red-Yellow-Blue, but it doesn’t actually work in practice. Sadness.

Here’s what I have so far: Playable Demo (requires Unity Web Player)

 

What do you reckon - graphics award is in the bag, yeah?

Click boxes to go there. You can visit the grey box to pick up a (weirdly-spherical) flask, and then visit the cyan, yellow, and magenta boxes to fill it with colours. Colours mix together quasi-correctly (I cheated and scaled them, so that one of the CMY channels is always at 100%, to make mixed colours look more vibrant).

The other rectangle thing will be a bed, eventually.

Playable Demo (requires Unity Web Player)

To-do list:

  • Patients with semi-randomly-coloured diseases
  • Patients have a sickness bar that starts at 50% and fills up over time.
  • Using a correctly-coloured potion on a patient will decrease the sickness bar. The closer the pigment, the bigger the decrease. Completely wrong potions will INcrease sickness.
  • Patients die when sickness bar is full
  • Patients survive (disappear and +1 score) when sickness falls to zero
  • Clicking queues up movement orders. Right-clicking clears the queue.
  • Tables to put WIP flasks down on.
  • Graphics
  • Sound
  • Animations?
  • High score list?

Oh boy. Less posting more coding.

Tags: demo, progress, screenshot

Progress

Follow my progress on Twitter: @haqu

Zom-key-bot-calypse: Day01

Zombies, check.  Monkeys, check. Robots, check.  Ninja, check!

I finally got collisions/navigation working between objects and tiles, and colored and backed my sprites.  The ninja runs up and hides behind any other creature within 100 px (white circles).  The robots, move in straight lines, the monkeys circle, and the zombies randomly wander around.

On the code side, I still need a way to save and load levels so I can start stitching the world together.  On the art side, I need to animate the zombies, monkeys, robots, and ninja.  I’d also like to put together some fun comic-frames to introduce the story, but I’m pretty slow when it comes to that kind of thing… so we’ll see.

Rest well LD20ers.  Tomorrow is the

Bloddy map design, here i go!

Not much new; im pretty much done drawing sprites for the overworld, if i have some sapre time at the end of the day i will draw some more, here’s how the game looks like by now:

Now all i need to do is:

  • At least one or two more enemies.
  • Add lives. (and subsecuantially, death)
  • Coins or something to grab when you kill monsters.
  • Final boss draws and fight.
  • Maybe some collectables hañfway the game.
  • Main Menu? who knows..

Ill see if i can get some sleep, so see ya all later, Cheers!

I screwed myself and wasted a ton of time…

Instead of just saying SCREW IT, IT WON’T WORK, I decided to mess around for nearly 3 hours trying to create a specific death animation/scenario for the enemies.

What a waste. Now I’m behind schedule AND I can’t make it the way I wanted to.

PRO TIP: If it can’t be figured out in 30 minutes, simplify it and move on! NO TIME TO WASTE!

BACK TO WORK!

Tags: advice, LD20

LD20X6: Now with weapons and shields!

Finally, something that actually feels like it could be a game! Now to give it an actual point.

Or, you know, an invalid.

In-game screenshot with weapons and shields!

A Robot Adventure (1 day in)

My game is about a robot who must embark on an epic journey to defeat the evil Lord Souza (Mr. Souza was my freshman physics teacher and he asked me to make him the main villain in my next game the other day.) The journey will be far too dangerous to go alone, so his cowardly friend gives him a pickle to help fight off the minions.

A Robot's Adventure

<22 Hours Remaining!

It’s been many hours since my last update.  I haven’t slept in that time, and I’m far from my peak programming performance right now… but I’m still making progress.  I could actually show an underwhelming screen shot at this point, but I’d like to get just a little further before I do that, so that I’ve got a bit more substance.  Basically this update is just to show that I’m still alive and chugging along!  I promise my next post will have much more content, one way or another!

Tags: LD #20 - It's Dangerous to go Alone! Take This!, pygame, python, sleep deprived

Comments

jigxor
01. May 2011 · 02:22 UTC
Keep going man!

meal b4 code

Today I had to do a few things other then work on my ld20 game.  Luckily I still have about 22hr left.  I did come up with the game I want to make and ate some of my friends good food.

#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 */ IMAG0904 IMAG0907

Schedule, schmedule… scmhedule… shcm…

It’s 6am here, I’ve been up for 24 so far and I have a hardcore intention of dragging along until sometime this evening to get the most out of the time I have.

About half the art is hitting a semi-decent retro style (FlxEmitter for the win!!!99!). I’m actually positively surprised with the animation quality on the few animations.

At this point the todo list is (unfolds napkin):

  • The spear item. Collisions seem to be wonky when doing free-form rotations.
  • Collisions in general. The hitboxes of zombies are very large and a bit counter-productive.
  • Zombie types. There are four and they just need to exhibit proper movement.
  • Point system (… I’m thinking “how many different items did you manage to work it with?”)
  • Enter/exit cutscenes would be nice to add a bit of flavour.
  • Art assets (polishes, improvements and actuals)
  • Items (moar items!). The base class is flexible enough to have a relatively easy time of extending to some new uses.

A shoutouted poll, before last: what were the most ludicrous items you recall being proffered throughout your gaming career? Magic, talking swords with an aversion to the number 8, assortments of wines and spirits to “improve your sprirituality” or something even worse?

Finally, I’m impressed with the progress I’ve been able to make myself, but it’s easy to see the veterans at work. They talk of finishing engines and systems within mere hours and constructing what seems like monolithic designs within atomic time frames whilst still maintaining an art level unlike any I’ve seen this side of 6 am. I’ll be pleased if I just submit :)

Progress on starting gameplay

I’ve at least got a controllable entity that can run around now…. Man those are ugly graphics.

About time I posted here

I started out pretty slowly, but now I’m making some real progress and things are looking up!


YOU are the reason it is dangerous to go alone into these caves.  You can only take on an enemy if they are not aware of you. This is very easy to do one at a time — but if they have friends nearby, one victim will alert the others!  You must use a system of traps to separate your foes before taking them on.

I’ve got a playable game with three levels, finally.  Now it’s a matter of implementing the right number of mechanics to build a variety of interesting puzzles, building those puzzles, and then polishing the whole lot as much as I can.

Comments

DrunkenOrc
01. May 2011 · 02:38 UTC
A game that actually follows the theme.

More than just blocks now!

It’s moving along slowly…  I have level loading and animations in.  Now I need some goal triggers.  Once I have that and some custom control setup, I’ll be ready to pump out some fun, playable levels.  It’s a puzzle platformer, so the level design will be enjoyable.  :)  It’s likely that the game will feature different levels depending on the number of people playing.

A name would be nice, but my preschool kids have only been able to come up with “Throw Jump”, “Throw Everything”, and “Backpack Throw Jump Everything”.  With that kind of creativity, I’m sure it’ll have a name sometime next month…  and it might involve peanut butter and jelly.

Comments

ahmeni
01. May 2011 · 02:42 UTC
I want to play this!

Pushing back scope

When the contest first started I planed to make scripted missions, which now seems like a bit of a waste since I spent most of my time making the engine, and drawing the sprites.

The new plan is to make a random environment and have the player wandering around it killing stuff for money.

Their Finest Space Pixel

I took a break from iPhone development to release a game for Ludum Dare is called Their Finest Space Pixel.

It’s a straight up shmup. I didn’t have the time to integrate Catmull-Rom waypoint movement for the enemies, but that is in my iPhone game. If you are interested in seeing this as an iPhone game, please contact me.

Play the game here!

#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 */ TFSP_ss2 TFSP_ss1

YEAAAAAAAAAAAAAAAAAAAAH! Won’t be fooled again!

Yay! I finally coded something that isn’t completely broken!

your player can jump, hop, and skip walk around. Here’s the first level.

Still working on this Just got started on day two

Progress still tracked here

9:30 pm

http://alfredoalvarez.com/blog/?p=160

I have resolved to keep working on the game after taking a power nap when I
came back from my daily routine. I figured that i f I don’t sleep I still got a
good 21 hours to finish the game and submit.

I will report in about 2 hours with progress and some screenshots. Going to
get this character functioning completely. Wish me luck on day two and on
serious sleep depravation.

Fell asleep sitting up; callin it for tonight.

I just drank a monster, and yet, I managed to fall asleep at the computer. I’m finally caving in. I have a horrid time waking up, so hopefully i will actually get up and finish this tomorrow. I really wasn’t expecting to pass out so early!

Good luck everyone! See you in the A.M! (or afternoon, depending on how lazy i am)

Cheers!

In over my head

I’m starting to get the feeling like I’m not going to finish.  Have a very basic map-rendering engine set up and working

But it’s pretty rudimentary, and getting an actor to play on that, including making a performer from scratch, something I haven’t done before, is going to be a tall order for less than 22 hours left.  Not giving up mind you, just starting to think I over-estimated myself and my time this weekend.  Oh well, any lesson learned is a lesson learned :-p

doing better than expected

Making a Zelda clone. Quite a bit got done.


Mikhail Rudoy

Under 24 Hours Left

And I’m still on the 2nd level (out of 4).  Demo here.

SPOILERS BELOW.

The idea behind the game is you’re a mental patient with a psychiatrist who’s trying to diagnose your disease.  You go through the different lobes in your mind, while the psychiatrist administers pills to “help” you (they actually hinder you a bit).  Don’t want to give away the ending.

Different lobes (in order):

  • Temporal Lobe – Audio – Marine Animal Themed – The pill dims the audio, or something.
  • Occipital Lobe – Visual – Bug Themed – The view splits in half, with the top half of the screen displayed on the bottom.
  • Parietal Lobe – Motion/Orientation – ??? – Slows down, maybe?
  • Frontal Lobe – Logic – ??? – I have no idea augh.

Calling it a night.  Waking up in two hours.

Getting late here on the east coast

Well, I have had a fairly productive day.  I have a rough physics engine in place though I still need to implement the main component of the game.  I’m thinking of calling it sprung and you have these spring shoes that allow you to jump higher and higher as you go faster and faster.  Its going to be a pretty linear 3d game, but thats ok with me.  I need to clean up the mouse panning so its more controllable.  My collision detection is “ok” in that it works, just you can see through walls but they also do keep you in, so its an aesthetics problem more than anything.  I’ve never worked on a 3d game so these things are a bit foreign for me.  Anyways, I have one level just about done, I still need some detection that the level is complete.  Tomorrow is going to be level design and polishing day.  I’ll probably have a rough build set up around noon if I keep up the pace.  I’m really excited about this

.

You can never have too many spikes.

2nd day screenshots

Two new scrrenshots for now.

The first one is probably where the game start :
screenshot

The second is out this building
screenshot

I have so much to do, and only 16 hours left !

For example there is not yet “real levels”, there is no monsters, I’m planning to add other characters… so much to do.

GO GO !

Tags: screenshot

Yay for lighting

I also got explosions and Font/Text handling working! 😀

Harder than I thought… (that’s what she said)

Hi guys…  Long time follower, first time masochist. I really liked the category this time around, so I downloaded FlashDevelop and FlashPunk on Friday and started coding.

This is the first time I’ve ever touched As3, so we’ll see what comes of it.  I hit the tutorials Friday night, did the ye’old Hello World, and now I’m near 800 lines of code into a half-working 2D space scroller called “L.I.N.K.”.  Got my brother on the graphics and the roommate on voice over.  I’ll publish what we have done, finished or not.

See ya’ll on the other side. :)

SINGLEHANDEDLY — DEMO OUT! — Previously Unnamed

What can you expect if you play this game?

Well, for one, there’s a lot of explosions. There’s also a lot of enemies and a lot of ways to get torn to shreds. This game may be damaging to your ego if you think you are good at platforming games. It’s influenced very heavily by only the very best adventure platformers, things like Metroid, Megaman and Castlevania.

What shouldn’t you expect?

No stupid tutorials. In the final version I’ll tell you the controls. Other than that it should be common sense. Also, no stupid icy physics for the player. That’s the one thing I’ve hated about games like Mario and Super Meat Boy. How can Mario be a good platformer when he sucks at responding to the player? For this game you’re going to need some very precise footwork, so there’s no room to slip up here.

Essentially, this game is tough as balls. And if it isn’t tough yet, it’s only going to get worse when it’s done.

Download it here, from Mediafire. – http://www.mediafire.com/?6hbui998iz8efyi

Controls are simple. Z jumps, X shoots, Arrow keys move. You can aim up and down.

I’m going to rant about what needs done now, and how likely I am to finish:

  • More rooms. Needs a lot more rooms. It might be about halfway done at most? Either way this feels way too short. Definitely doing this.
  • Bosses. It needs two. Maybe one if I’m in too big a crunch.
  • Plot. Obviously it’s some dude who gets a laser gun, but why? Where is he? Probably gonna cop out on this one and do a one or two frame cutscene.
  • A much, MUCH prettier title screen. Definitely needs this.
  • Higher difficulty. It’s a little steep as it is but I’m going to make the final rooms even more intense.

So far I really like how this could fit the theme after I establish a plot and setting. The dude gets a laser gun, and pretty much everything in the game, sometimes even jumping, revolves around firing the gun. It’d be very dangerous and literally impossible without his weapon.

Sooooo let me know what you guys think and how far you’ve made it in the demo. If you can reach the end (It’s the coolest item in the game, hard to miss) of the demo, then I might throw in a cookie for you in the full version.
Oh, and speaking of the full and finished version, there’ll be cake at the end. I promise.

Morning 2 with some red and blue

Where I got to before getting some rest, the liquids now flow from the inlets over the map, following the objects in the world and mixing when they meet.

The model is far from perfect, but enough time has been spent on it, now I have to flesh out the game around it.

End of First Day

I spent all day laying the groundwork for my game. There’s not much actual game done yet, but I think the base code I have now will serve me well tomorrow. I think I did a good job making things data-driven. Almost everything is powered by config files, so adding new levels will be easy and changing up the player’s items and abilities should occupy most of my time. Tomorrow will consist of mapping out levels, making sprites, writing code for new abilities and items, and writing scripted interactions (conversations and such). I’m planning on taking things easy and just seeing how much I can get done. Here’s a screen shot of my work so far:

Progress report

I did about 30-40% of the expected work, the basic engine works, but there aren’t any graphic assets or levels (well, there is the prototype level). It’s still doable, but it will be close to the deadline.

Starting to burn out a bit :|

Work is getting a little slow and I can feel myself starting to burn out a bit! I gotta get on the ball though since I skipped out on Linux North-By-Northwest for this!

Basic console and events are starting to come together though 😀

edit: oops, forgot the pic!

 

Dawn of the Final Day

I finished up the collision detection routine last night. I felt I could not go to sleep until I got something going and somehow CD always gives me some sort of troubles. In the end, I noticed I was coding a system that was way to general and ambitious for my game, so I replaced it with a dead simple system that just tries to move, checks against a bitmap and reverts back to the original position if something is hit. No normals, separating axis theorem or anything.

Today I have some social obligations, so I cannot code full time, but I still feel I can create some game before the deadline. Ah, ambition :)

Now, where is my cup of tea and breakfast?

EDIT: The obligatory breakfast photo – a cup of tea and some healthy ‘musli’ (not sure how it is called in English)

Comments

01. May 2011 · 06:47 UTC
It’s “muesli”. :)

Furious Fighting Felines – Mini Progress Update

FFF is coming along pretty well, have most of the engine done, a good chunk of the assets. Feeling comfortable now that we’re just past the half way point. If worse comes to worse I can limit the game to one screen as opposed to being a side scrolling beat ’em up, and have something “finished”.

 

Click to play!

Not a whole ton of gameplay yet (press space to punch, timing your punches on the right frame lets you combo {or you can just mash the space bar}).

Tags: progress, screenshot

That’s why they’re chasing me…

Boxes. They want to kill me for moving harmless (so my employers tell me) boxes around a solar system.

So I narrowed down what I’m going to try and get done before the end. A decent amount of stuff is working, sort of. I also managed to get around some performance issues (I’m starting to think Three.js might not be so great at handling lots of scene object insertion/removals, so I’ve switched to creating a pool of objects to reassign when needed). Hopefully I can put up a demo instead of a screenshot for the next post.

Saturday Night Fever

Had a pretty good day. Didn’t get hung up on anything in particular, but trying to be pretty careful about not overscoping the game. Added a theme song to the title, implemented physics, animated our adventurers. Transitions between rooms work (after a hairy refactor) but might need some polishing. I’m currently making improvements to the level editor so that I can crank out a bunch of content tomorrow. If I can spend the whole day on gameplay and content, I will be pretty happy because that’s a lot of content! Similar Interests

Similar Interests

 

 

Here is some graphic from our game for the jam… we love bacon…

Making good progress now.

I have basic game play working. (collect ammo, shoot, a game over condition, a tutorial)

Not spending my time on pixel art was the best decision I have ever made. I should have time to iterate on gameplay for once!

FUCK RASTER

Comments

chrisp
01. May 2011 · 06:21 UTC
Woo vector art!

Game Over Screen

I’m honestly surprised by my progress. This thing is looking nearly like an actual game.

Might have to switch back into graphics mode soon.

Isolation – Enemies

Quite simple logic, but it works. (Once the player gets to a certain distance, they start following by going left or right until they hit a wall, at which point they will jump).

Update: “Stealth” units now crouch when not pursuing the player.

Well over halfway finished

Finished the final Level just a  few minutes ago… (only took all day) but I did do music, sound effects, and a intro screen.  All that is left is to add a End Game screen/trigger, then refine concepts and maps with whatever time I have left. I also created a new character image, I like the image better, but I’m still not sure about the arm or the device… I also found a rather bad bug with the character that I can’t seem to get rid of, give the character a swing while against a wall, and you pop out on the other side.

 

I also got the minimap working for the most part, it still readers a few things weirdly, such as the circle traps rendering as egg-shaped.  But it works great for figuring out the distance and how far you need to place the device for it to work.

 

The ever growing list of ideas I’d like to refine:

– Teleporting one teleporter to another, while they are in motion.

– Lives, right now when you are hit with a  bullet you start back at the beginning of the map, but your teleportation devices stay where you last had them, so a keystroke and you are back. With lives you would have a limited number of times your devices would stay, before you had to redo the obsticals you already past.

– More levels, more traps, different environment.

 

Overall I’m happy with my progress, and feel I could finish anytime in the next 19 hours.

Witty dialogue to come

28 hours in and the game is starting to shape up. I finished a lot of the “store” graphics, the wise man and 2 adventurers. Still very little in terms of gameplay, but the little guy walks in, you throw an item at him, and he turns around to leave.

 

Next step: Witty banter. Probably a class full of all the choices and outcomes since I am too lazy to mess around with XML anymore (after Ogmo).

 

Edit: No witty banter, but I got the dialogue box working. It slowly writes in, like the old RPG style. I had to get a monospace font for sanity purposes. Also threw in a sound for “picking up” an item, not that you can hear it yet.

LATE START

Just started few minutes before ( I know its late :P).

Have finalised the gameplay and done with some concept art and game screens. Its gonna be a mix of MEMORY GAME + ROCK-PAPER-SCISSOR type.

A rough sketch of my main character.

Rough sketch of my main character

Going to start with the programming now. Catch ya all later.

Day 2/2 – Hour 29!

So I just woke up and got another 19 hours to do stuff! Great!

Let’s see if I can finish my little thing: ‘The Right Decision’

– approved by Folis drinking tea.

Must Stop

Can’t go on…alone… must… stop….

*Take This!

What? Who’s there? What’s that voice?

*Take it!

Oh my goodness.

 

Comments

01. May 2011 · 05:03 UTC
I’m curious about what you’re taking.

Just woke up…

… and had my coffee. I guess it’s time to plunge back into my horribly improvised code. 😛

I hope I’ll manage to get everything done.

Anyway, good luck to everyone for the last 19hrs, some projects are looking really good !

Comments

ahmeni
01. May 2011 · 05:15 UTC
G’Morning!

Taketris

This is actually my first LD48, and I doubt I’m gonna finish with any reasonable level of polish. I got off to a late start here- only been working on this for a few hours. Anyways, here’s a screenshot of my WIP (please excuse the programmer art).  The hero approaches the sage and pops a pictographic speech bubble showing the item he needs. You must then arrange blocks to build that item, pixel by pixel, so that it matches the required item icon. Simple stuff, but quite puzzling in practice given the rules I’ve got planned for block placement.Taketris

Comments

Yrael
01. May 2011 · 05:30 UTC
Cool idea !

Day 2 progress report…

Yesterday I got the basic mechanics working, so decided to take a short break, tidy up the graphics a bit, and make a few sounds. Anyways here is an updated screenshot of the current look:

My computer is beginning to misbehave, so I’m going to restart it now. Back to code soon!

half through

Sure, the screenshot doesn’t look sexy but the workbench can combine things and I can now add new areas like heros. The whole canvas thing was interesting to try out but in the end it did cost me two hours at the least. RaphaelJS which I’m now using also had its tricky parts costing me another hour.

Tags: trollbridge armours

With or without…

The helmet?

Safety is very important while rolling around in a Space Hamster Head Allterain Ball, SHAB (Just came up with that.)

if (Allys == 0)

{

Danger++;

Take(this);

}

Cuz I want to have a joke like that in every one of these posts.

Light and more

After a good sleep, ready for an update:

  • added light on start and end, and on every hero you can summon. When a hero dies, light stand 😀
  • added 2 other heroes: sorcerer and assassin,
  • monsters are waiting for you in darkness 😀

So very tired…

Holy cow, thought I was gonna be able to keep going later than this tonight. My game is progressing nicely though. I’ve just made a breakthrough: Various objects in the environment can be scripted to respond to the player. First thing in the morning I’ll start putting together some interesting things for them to do and I should be well on my way to wrapping up some pretty nice gameplay.

I sure hope so, at least… considering that I’m about to sleep away something like half the remaining time.

Seyall tomorrows.

Day 2

Good morning guys,

So I woke up 4 hours ago, and I did a lot of things. The shield, the enemies, way points and message boards. Now there is still left; the intro, maybe a nice room transition, a boss fight after that some music and sounds. Here is a new screen shot of the game.

 

First enemy in.. kinda

The PillBugSlicer! Still working on billboards to get the characters fully integrated into the world. Right now they are being drawn in screen space…

Comments

Jeck
01. May 2011 · 06:13 UTC
It looks pretty neat. Out of curiousity, are the grate tiles 3D geometry, plain 2D tiles, or maybe normal mapped quads?
SamuraiForever
02. May 2011 · 19:57 UTC
They are texture mapped 3D geometry

Progress

THE DEVELOPMENT STORY
Well, so far my development progress has been extremely strange… This is my first ludum dare, so I started at 7:00 this morning with my most used game engine, Unity 3D. Right now I have got an near-finished game in FlashDevelop with FlashPunk. I know, weird. To tell the truth, everything was going wrong for me with Unity, especially animations. I am very pleased about swapping software.

THE GAME
My game is all about the life of a mouse pointer. The story is, one day you (the pointer) wake up to find out that your mother has been kidnapped! You tell your grandfather that you are setting off in search of her, but before you leave, he gives you a mysterious object… A crosshair! He says that you can use it to blow up evil monsters and stuff. That’s basically it for the random story (so far? dun dun duuun), but the gameplay is slightly more straightforward. It is basically a cross between bomberman and, urm, I don’t really know to be honest! But you control the crosshair with your mouse, and drop bombs by clicking. You go through many different levels, each with a single enemy inside. Once you have defeated that enemy, you go on to another level, and do it again. BUT, your health doesn’t regenerate. So the winner is whoever can last the longest. You can receive damage by either hitting the enemy, or hitting flames from a bomb.

More news soon!

The In-Game Scene:

The “You Won” screen:

Day 2 Progress

I'm hoping I can come up with some better than &quot;Sir Knight&quot;

Getting there, bit by bit… Waking up late and feeling groggy for the better part of the day, progress was slow, but meaningful, as I managed to get most of the elements in place for what will be the hardest mechanic of the game to pin down: the grading system. I also changed the font size of the words to fit more them in the windows (and also changed  the windows to speech & thought bubbles).

Still to do:

  • Inventory selection (used for difficulty rating) & Grading system based on what sentence is chosen & the words used in the sentences.
  • Animation, more adventurers & filling up the shop with knicks and knacks.
  • SFX (There’s no way I can make music this close to the deadline unless I’m going for the Jam)
  • Upgrades (if I have enough time)

Hmm… May have to pull a all nighter… But on the bright side I have chocolate & coffee!

Giving up :(

Even if I like the theme, I lost too much time to build the platform engine and I don’t think I will be able to finish with only 12h left… Here’s what I did until now.

Feels Like Cheating

Just randomly generated music by playing around in Wolfram Tones (http://tones.wolfram.com/) until I got something suitable.

Fed the generated midi through GXSCC (http://www.geocities.co.jp/SiliconValley-SanJose/8700/P/GsorigE.htm) to export a wave with a more retro feel instead of ear shattering 1995 midi.

Used Audacity to encode .wav into a .ogg.

The Result:

http://dl.dropbox.com/u/2797357/music_slow.ogg

Wow! easy random filler music!

Now to hook up some SDL_mixer or some such so it can be heard in-game.

Comments

ahmeni
01. May 2011 · 06:28 UTC
Wow, this is actually pretty amazing.
01. May 2011 · 07:02 UTC
Very cool indeed. Having a look at this. This will likely sound better than anything I could do.

Though if I have time I might still try to make something myself.
01. May 2011 · 08:41 UTC
wow, I’m using similar approach (yay for randomly generated midis 😉 ), but your end result sounds much much better
jfroco
01. May 2011 · 15:03 UTC
GXSCC rules! I compose a “traditional” MIDI and then use GXSCC to make it old school :)
SpaceManiac
01. May 2011 · 17:13 UTC
Probably is cheating :/
02. May 2011 · 03:49 UTC
@SpaceManiac

As far as LD goes it seems 100% fine. Rules don’t seem to exclude anything like this (There will be a handful of wolfram tones entries this time around, there were probably a handful before too!)

As far as the legal disclaimer goes, by my reading the legal disclaimer excludes the site and the content of it from commercial use. 1) this isnt the site, or the content– it is a midi file generated using the tool provided on the site. 2) this is totally non commercial, heck its even open (source code and all).

Oh boy.

Haven’t been keeping up with updates as much as I should, so here’s a bit of concept I have on hand after my miserable failure of my first creation. Things are going well, just need to refine what I’ve got a bit before I forget and get lumped with too many things.

Ain’t he darlin’?

17 hours to go…

Curse you sleep, why must you be so addictive?

Anyway, with only 17 hours left, I have what looks like a happily very undeveloped game. After 31 hours, I have:

  • An engine, which works nicely, has all the features I want in, and makes adding new enemies, weapons and levels a breeze.
  • 3 enemies
  • 2 weapons (owch)
  • Some graphics which are probably the best I’ve ever made for a game

Still left to do:

  • 3 more enemies
  • MOAR GUNS!!!!11!!
  • Sounds ‘n’ music (I have the music for the game stuck in my head, and I haven’t even started recording yet :P)
  • Menus, different levels

It’s gonna be close.D'aww...

Rain System

Okay, so progress is going slow, and I’m a bit sleepy. I implemented basic movement and rain particle system in my game. Getting animations to work in FlashPunk was sort of a pain at first, because I hadn’t realized I needed fractional animation framerate to get things to display at a reasonable speed. But it makes sense.

And played around with emitters to make the rain system. It also occasionally flashes lightning on random intervals. It was pretty fun.

But yeah, I think I might do a bit more setup work for the game’s engine, and call it a night. I’m getting sort of exhausted.

 

Day No.2 is here and I’m late!

I overslept and lost 3 more hours than I wanted and now there are only 18 hours left. Some time will be cut here and there and I’ll be able to get out of 18 horus as much as possible. So, let’s look at the TO-DO-PLAN:

– Flame system (where fire grow larger when you pick coal and vice versa)
– Lightning
– Character animations
– Twisted beigns of the crypts
– Some additional mechanics for the gameplay
– Maps
– Dialog sequences
– Main menu
– If I’ll have some extra time then polishing comes at the end

That’s it, lots of stuff and only 18 hours. Let’s get to work gang! 😀

Tags: plan

I’m Awake!

And there’s 17 hours to go. Oh dear.

Here’s the list of stuff I need to do left and to be tackled in this order:

  1. Implement gradual damage that slowly heals so death isn’t so abrupt.
  2. Add elevators.
  3. Tweak partner flight-path.
  4. Implement one-way platforms that damage you if you walk the wrong way.
  5. Add spawn points.
  6. Add simple enemies. Ground based and air based should be fine.
  7. Remove unfun elements like long drops if you fudge a jump.
  8. Add quips and quip triggers.
  9. Add cutscenes and dialogue boxes.
  10. Add a better UI that indicates status of buddy and player health.
  11. All graphical assets. (aaaaaa)
  12. All sounds.
  13. A piece of music.
  14. Add a boss fight, time permitting.

Expect items to be cut from this list as time goes on.

Halfway. How am I doing?

It’s the morning of the second day so I’ve got 17 straight hours to finish this thing (at 3am local time). It feels like I don’t have nearly as much done as I’d hoped.

Done:

  • Skeleton menus
  • Player movement
  • Npcs
  • Conversations
  • Companion code
  • Rooms

Obviously all of those aren’t final, but it’s a decent start I guess. On the todo list is:

  • 4 different enemies
  • 3 different companions
  • 3 different companion effects
  • Healing and dying
  • Room props
  • Design world

That’s quite a lot to be getting on with. Best get going!

DONE!

WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

I really pulled all my weight this time; The game has 7 tracks made with pxtone, which is a first for any game I’ve made ever. SO YEAH, I’m happy.

Now … time to relax.

Huzzah! Visible progress!

I can display (The first layer) of my dynamically/procedurally-generated level maps!  Still no collision detection going on… and I don’t have the art yet for the things to collide with anyway!  And the screen isn’t scrolling… but all of that feels very close now!  This was really the big step (I hope?)

I’m actually really impressed with how nice the terrain looks!  I had no way of knowing how it would look ahead of time, but the results are much better than I ever expected!  See for yourself!

Tags: LD #20 - It's Dangerous to go Alone! Take This!, pygame, python, screenshot

breakfast or brunch, i dunno

actually,i planned to got to bed at 2, and continue a few hours later. bam. overslept of course :/

this is my breakfast/lunch/don’t care. omelette and a mix of chili

creating levels for now

Basic Gameplay Done

And by basic, I mean very basic.  I’ve had a pretty productive day, though I really thought I would be much further along by this point.

The concept is an arena shooter meets zelda-esq adventure, with a Sci-Fi setting.  I have the basics of the game mechanics built, but that’s about it.  It’s almost all squares and flixel default graphics currently.

Click here to play the prototype.

It’s bed time.  There is lots to do tomorrow.

  • Multiple level support
  • Dialog interface
  • Upgrades and items
  • Art
  • Story
  • Sound
  • and much more…

We will see how far I get.

FFfffOooOCccUsss

About 2:10am and I am wide awake, but having trouble focusing attention on important tasks, like adding more to the game. Once a game is working the temptation to tune it becomes overwhelming… arrrrgg…

 

Mmm, at least I can have some Coke + Vanilla Ice Cream in the mean time.

awaiting sugar buzz

 

Looking into new openings

The simplest demonstration of how viewing the alternate dimension can alter the environment. Those stairs don’t exist without that window (and that pillar still exists without it).

Empty but player made pipework

Two builder are in an empty level (1 inlet and outlet), each can be directed to move and build pipes the force the liquids from A to B.

The actual connecting of the built pipes is still rubbish and the interface is way too clicky, but in terms of the Alone side, its fundementally working, just needs puzzles and things to do.

Better piping, more intuitive ways of building the pipes is my next big thing, then a real puzzle level, then I’ll start on the Take This mechanic.

 

Title screen

Eventually, I managed to photoshop something which fits my idea.

Weapon dispenser

Now I “just” have to finish the game, I guess. ^_^’

Artwork in progress.

Early art work. This is almost enough for me to start programming with. I have the explosion animation done as well but need a snake and a badger. So far everything is going pretty fast considering I have not used tho wacom at a desktop in a while as I had to reconfigure the tablet properties haha.

 

Current Check List:

  • Art
    • Building
      • Damage
      • Death
    • Guy
      • Fire
      • Death: Fall
      • Move
      • Reload
    • Badger
      • Move
      • Death: Fall
      • Death: Explosion
  • Sound
    • Explosion
    • Shooting
    • Building DMG
    • Repair
    • Beaver Spawn
    • Beaver Death
    • Snake Spawn
    • Music Loop
  • Programming
    • Instantize MNS Framework
    • Movement
      • Badger
      • Guy
      • Snake
    • Shooting
      • Ammo
    • Collision
    • Point system

 

I’m out :(

So I got to the second day and a working piece of “thing” but it looks like I’m going to be unable to finish. Many real life issues have arisen (mainly focused around the proximity of exams) and I feel it’s probably best for my future If I spend this time focusing on those. It was fun for the time I was competing but I guess I couldn’t keep that part of my brain telling me to go study looked away.

Good luck to everyone else who is competing!

Comments

code_glitch
01. May 2011 · 07:33 UTC
feeling the same right now as it were… Xp
kurtwaldowski
01. May 2011 · 10:16 UTC
Damn APs

It’s downhill from here (in the good way)

first screenshot of my work-in-progress

(click to download current binary build in a zip; windows only, sorry linux/mac guys)

Technical hurdles are cleared, from here it’s mostly content, just need to sketch out some levels, make some sounds, and title/credits screens. If I have time after that, I may add music and an intro cutscene, then it’s just more levels.

Comments

code_glitch
01. May 2011 · 07:35 UTC
nice stuff there

Day 2, Progress Report

Ok, I’m awake! It’s probably about time I wrote an update. I’ve ended up making a rope-swinging game, where the rope is the “take this” object. I spent a fair chunk of yesterday getting the rope functionality in, so unfortunately the rest of the game’s progress is lagging a bit… hopefully I can fix that today.

Some things that currently work:

  • Death, when you fall into lava
  • A few sound fx
  • Bubbly lava particles
  • The rope can only be thrown at the light-coloured blocks

My current to-do list:

  • New player sprite, with animations
  • Enemies
  • Intro sequence, to tie in the theme
  • Traps
  • Different types of blocks (?)

Ok, back to work!