LD20 April 29–May 2, 2011

Clone Wolf – Title screen, cutscenes

Last night I created a title screen and this morning I put together a cutscene system:

 

 

 

 

 

 

 

 

Play the game (5 levels): http://www.jarnik.com/pub/ld20/index-v4.html (FLASH)

Now I’m gonna focus on creating some sounds and music.

Then I’ll add more levels and enemies – any suggestions? So far I’ve got: blackforest + wolves, graveyard + zombies, volcano + lavamen, stronghold + balck knigts, hell + devils.

Tags: flash, progress, screenshot

Comments

01. May 2011 · 08:24 UTC
really good! I don’t know if you want to mess about with this, but potentially enemies that require sacrificing one of your clones to pass?

Got a player…

Created a fairly crude player model. So I’m not running a box around the level any more… Also got collectable gems, but I can’t get Unity shaders working, so they don’t look very gem-like – I just want to make them lit+additive, to look a bit like oldskool Amiga ‘glenz vectors’…)

bit dark, need to work on the lighting

Comments

excrulon
01. May 2011 · 08:10 UTC
models look so nice.

5:30 am…

…and I’ve been up a little over 12 hours and am still going strong (I think). Moslty what I’ve gotten done in the past while is a bunch more areas to explore. Like this:

Still got a lot more areas to make, and a bunch of other stuff to implement before this becomes the game I would like it to be. I’ve got a whole pot of tea in me though, and I’ll see how long I can go before the need to sleep kills me. If I don’t make the competition, at least there’s still the jam. And if I don’t make that, then I guess it’s no different than normal for me.

I am getting a little tired of post-Easter sale chocolate, however, and am wishing I had bought some other snacks (I suppose I do have fruit I could be eating).

We wanted to show you a tiny bit

here is a piece of our story

looking awesome so far :D!

Morning progress

Woke up today at 9.00 am, took a quick shower and went back to work.

I am currently implementing the hud and inventory.
I have falling damage working and item dragging.
Later today I will implement combining items and I will add monsters. After that it’s level building.

Check out my demo here: http://mc.glutt.us/ld20/id0001/

It’s Dangerous to go Alone! Take this white flag!

I give up. I can’t say that I liked this theme (actually there were just a few in the finals I liked less), but it is not a main reason why i have to give up (after all with a small qualms of conscience any game idea can be masked by this theme). I made a mistake of not knowing the tools before the compo, so I spent most of the time by reading of documentation and sample projects of flixel, by trying to learn to use the Dame level editor for the things I needed to do. My idea was that you get a camera (or set of cameras) and you use them to understand the level in a better way by seeing distant parts of it on a split screen and than using this knowledge to your advantage. Maybe I will once try to refine it and use it for some game, who knows.

But for now, I wish all of you the best – I’m looking forward on a lot of the games and can’t wait until i will play them.

Actual progress!

Yay! I had to scale back the ambition of my attack system considerably, but I think I’m actually liking the end result a bit better. A simple combo system is more in keeping with the spirit of the Dragondot franchise, anyway. There will also be charge-up attacks. Also, now has sound! http://nmccoy.net/games/sausage/ld20/index.html

Comments

01. May 2011 · 08:15 UTC
man I wish I could play your games, but your java apps don’t work on my system. It is strange, because processing works on my system.

Could I somehow convince you to switch over to deving in flash? Or perhaps help with getting your games working on osx?

bkacj on sdhchyeudle

One hour brejiomf drhvul;r nui iz finish ton time. REally tiimred. Good anightg all.

Entity: Music and Sounds

Hey everyone –
I spent the morning doing sounds and music. Here’s the ambience track  /music. I created that in Logic.

Track
Also I came across a cool fact:
By controlling the amplitude of white or pink noise over time you can create Wind and Seashore ambience.

Seashore

Now on to some programming -.-
Keep it up – there’s a lot of cool stuff already =)
_leaf

Comments

Grungi Ankhfire
05. May 2011 · 15:35 UTC
Just read through your journal, and was going to ask you if you could provide Entity’s music 😀 But here it is. Again, it’s really one of the multiple highlights of your entry. Thank you for sharing the mp3 !

The Sound of Awesome

I added sound for all of you firefox users!

Play EvilCircles now with any modern browser

Everyone else at least gets a new level. Lunch!

It’s dangerous to go alone! Take this, kthanksbai

Looking through the blog posts, I can’t help but shake the feeling hat a lot of people disliked the theme.

It looks like far too many (although to be fair, 1 game like this would be too far too many) games seem to be the ideas someone has had in the past, except they make one of your items be randomly given to you by an old guy.

On a separate note, quite a few games seem to focus around the item given to you by said old man, which is excellent, but I am surprised by the tiny number of games which seem to center around this old man, which is what I thought would be the predictable thing to do.

Anyway, enough of these musings. I have a string/piano-y track made, just need to add some dramatic guitar to make my music complete.

After that, it should be fairly quick.

I may actually finish this! *gasp*

Comments

SonnyBone
01. May 2011 · 08:37 UTC
My idea seems to be pretty unique and follows the theme in an unexpected way… but I haven’t shared it with anyone yet and you can’t tell by the screenshots. I might not be able to implement it at all so it may not even matter.
snowyowl
01. May 2011 · 11:58 UTC
You have music? I don’t even have sound FX yet.

Looks Like Another Unfinished Game On My Hands

I had a few crazy setbacks today and it looks like I’ll be falling short once again.

I’ll get a few hours of rest and then wake up and work like a dirty rotten sumbitch.

Ran a few art style rendering tests and I’m still not sure what to go with. Performance takes a huge hit, but I have a monster rig so it doesn’t reflect well on my end. I’ll have to turn the knobs down a bit before releasing it for the compo so more people can play at a steady frame rate.

See you suckaz tomorrow. I’m sure I’ll be there… at the deadline… with an unfinished game.

CURSE YOU, OH FOWL FATHER TIME!

Tags: LD20, screenshot

Mostly lost my morning…

…but I have now implemented a lose condition !

I also manage to squeeze some time and compose a couple of tracks for the soundtrack I intend to record at some point during the afternoon. But first, I want to add some more types of obstacles, then the win condition, and the remaining context (start screen, backstory, etc…).

Progress on Sprites

AHAUDIGAS MY EYES ARRRGH

First time spriting humans – it’s not that good, but a lot better than expected.
Left: Background and Cutscene, then Scoring.

Now listening to: World is Mine – Miku Hatsune

Way behind schedule…

But I have finally got the core mechanic (the ledge grab) working, after much procrastination and head/desk interfacing. Climbing the tower is now more forgiving and more exhilarating, but a bit too easy. I’ve tarted it up a bit late last night when my poor brain couldn’t handle debugging any more JavaScript.

Next up, in priority order:

  • Title/win/death screens and logic.
  • Obstacles – spikes and whatnot.
  • Helper AI and respawn points
  • Music and audio
  • Optimizations – I want the tower to go INSANELY high, and individual cube colliders aren’t cheap.
  • Hands – I wanted you to see your own hands grabbing the ledge, but it’s a big job. May have to drop it :(

15 hours to go!

Take This Convoy: Nearly Done

The gameplay for Take This Convoy is now complete.

The single player game is to collect as many stars as possible in 60 seconds. The multiplayer game is to collect 10 stars before the other person without dying. I playtested this with my brother and it was fun, but missing something. That something was definitely the ability to kill each other. I added an asteroid trailing at the end of the convoy to drag through the other persons convoy. This makes the game something else entirely. I think I will actually enjoy playing this after the competition is over.

Now I just need to add sound and music and I can call it a day.

getting better

Still no graphics but i’ll be in business soon selling to and buying from heroes. Time being 3/4 over I’m very pleased with the progress so far.

Tags: trollbridge armours

first progress shot

Worked for about 4 hr tonight.  So far I have a simple tile map with basic collision detection and an invisible NPC that reminds me what the theme is.

Started later than I had hoped

So it took me a REALLY long time to come up with a good enough idea to start working on the game. If I recall correctly, I began when there were around 22 hours left.

The good news though, is that it’s making decent progress. I’m still not sure how the finished product will look, but here`s a progress screenie:

Comments

Septi
01. May 2011 · 08:52 UTC
That’s pretty :)

Naptime News

Well… I can’t fight it any longer.  I’ve got to take a nap.  Hopefully ~3 hours will be enough to let me get up and go for the 12 I’ll have left to finish?  I’ve been continuing with the good progress though!  I’ve got scrolling ground and rocks spawning now.  Next step’ll be to add collisions with obstacles  and the edges of the screen.  Then it’ll be time for enemies and attacking!  Hooray!  (Oh, and the status bar thing) The end is getting towards being in sight!  I’ll post a video as soon as I can A: figure out how to and B: have enemies + combat.

Maybe I’ve already fallen asleep in my chair, and the progress is just a dream…

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

The fear is in me

At this point the fear that i might not be able to finish started in me i have a problem with my collision algorithm making me miss a few platforms and working on the mechanics is taking longer than expected so far have no enemies and no menus in the game.

Better description at:

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

 

15 Hours Left: Collision Detection can’t be that hard!

-.-

So to build this game, I’m using XNA – the C# game framework by Microsoft. Yes, yes, I know, ‘learn Flash/Java/whatever else’ – and one day I will, but not yet.

Anyway, with 15 hours left, I haven’t gotten anywhere near monster encounters and map changing, because I’m still on this b*tch of a problem – collision detection using a colour key.

I’m doing a cave exploring game (no points for originality), and for some reason, even after I drew it a nice map to stick to, still won’t let you move around because it thinks you’re slamming into some kind of invisible wall. I don’t get it.

Ugh!

BTW, thoughts and ideas are welcome in the comments. Don’t link me to endless tutorials though – I know how to use Google.

Beautiful Triangle Splinters

I just love the smell of triangle soup in the morning:

When fixed, it’s going to be some prettier platforms to jump on than just plain boxes.

 

Game submitted :D

I’ve just submitted my entry early like last time.

I finished it sooo much quicker than I anticipated, next time I will be more ambitious with my entry as I didn’t realise how much I’ve improved since LD #19 :)

 

Isolation – Screenshot

😀

Breakfast, oh and this is where I work

I’m now going for some map design, balancing and maybe a menu

it’s a shop

I can tell from the lack of goods and having seen a lot of shops in my time.

Tags: trollbridge armours

How i failed my first Ludum Dare

OK, i totally failed Ludum Dare. I originally didn’t think i’d participate but after some talks on IRC with ruben01 and Kivan i decided to give it a go. At 1:40am. Not a good idea. Also, the woman wants to be taken to an HR Giger exhibition the next (same?) day. Actually, I want to go to the exhibition, but i always like scape goating the woman.

My plan was to write a very basic 2D platformer. Bob, the protagonist, would be accompanied by Cubocy, an artificial life form. Because you know, going alone is dangerous. Cubocy would have helped Bob to get through a maze of puzzles, only the two together could solve. Bob could leave Cubocy behind for some time, to get blocking things out of the way. Outside of the protection of Cubocy Bob would have been attacked by various evil forces. Here’s a screenshot:

And here’s a runnable Jar. What i accomplished in 6 hours:

  • wrote a simple tilemap renderer from scratch. The levels i created in Paint.NET, in the same manner as they are created and loaded in Metagun (pixel color == tile/object type). That turned out to be ridiculously easy
  • Took the Bob template and created walk, jump and idle animation
  • Created a silly little sprite for Cubocy
  • Made Bob walk, jump and idle as well as collide with the world. I think the physics turned out pretty great. Caveat: the collision detection took me like 4 hours to get right. Thanks to Kivan for nudging me in the right direction!
  • Made Cubocy follow Bob

I guess with another 10-12 hours or so i could have created an actual game but i’m afraid i have to give up at this point. I’ll take Badly Drawn Rod’s advice and begin early next time, reserving two entire days for the challenge. Here’s the obligatory time lapse where you can see me fail. Don’t laugh :(

Fail lapse

After 4 hours of sleep it’s now time for HR Giger! Hurray!

Comments

jakkarth
01. May 2011 · 10:41 UTC
Congrats on at least getting started! I spent about an hour yesterday before realizing I wasn’t going to have nearly enough time. Your collision code is a lot more solid than what I had after 8 hours for LD18! Next time around, you can clean up the tile renderer and release it as a library, so we can all use it and it will save you some time. Sorry you didn’t get to finish, jumping around and having Cubocy follow me around was still kinda fun. See you next time around!

Finished : Elders Items

So ive finished my game….

Ill admit it. Not a really good fun game but still neverless its a game. It was pretty fun doing this. Even if i was constantly interuppted by my parents during the time. Not to mention im a bit sick. BUT STILL I FINISHED A GAME 😀

 

anyway here it is.

Elders Items

 

Enjoy! Its a pretty short game. But still you get to kill justin beiber and Rebecca black.

And it is done

Phew, LD is done! The game misses some features that I initially envisioned, but whatever, it’s done! And I think it went better than last year :)

The game ended up being a platformer where the player can disable some physical phenomenon. This could well be a base for a more elaborate game!

You can see the submission here and try the game. Any comments, suggestions, critics and insults are welcome 😛

I think above all else, it was fun! I dived a little more into flixel, and once again my mind is blown, it is an excellent library. If you like to make games, you must check it out. The actionscript might seem weird at first, but once you get used to it, it rarely stands in your way :).

On the artistic side, I am glad that I could practice a little bit of drawing, even if the end result was far from brilliant :), however, I was with higher expectations for the sound. Unfortunately I broke a string on my guitar, so that was a no-no. Oh well, there is always next time! :)

Good luck to everyone still working! I am looking forward to try some interesting games!

Oh! And see you next time!

(Go try the game :) )

The character jumping to grab some gems

My LD comes to the end

My second participation in LD is about to finished. Already submitted my game .

This time it went a little better. In LD#19 I decided to work with javascript and html5, but in didn’t go that well. This time I went with Flash. This LD was the perfect opportunity to build something that had more resemblances with a game using Flash. And it was great. Flixel is simply amazing. Kudos to AdamAtomic for building such great tool.

Ludum dare still has more 14hours to go, but I already had my share of work.

Keep the awesome work and feel free to go by my entry and leave comment.

Another update on my game!

I’ve finally finished the first level xD.  Been hard at work at creating the tileset using Photoshop, music using pxTone, sounds using SFXR, and the different gameplay mechanics using my head, If I’m going to implement everything that I want, I will be cutting it dangerously close to the submission deadline, and I’ve only had 2 hours of sleep since the beginning!

Here’s a little peak into what the levels will look like:

Timelapse part 2

Continuing saga of me making this wacky game. Again, no catchy music or anything, but maybe still interesting?

SUPER TIMELAPSE VIDEO LINK IS GO

And now to get ready for the final crunch o_o.

And there was light!

I’ve made it! Without bigger tricks or complexes protagonist’s torch is spreading the light around. Next step is to balance light radius with torch bar and then – Character animation 😀

 

I’ll put some life into the courier doll

Slow goings

I’ve really been moving at a snails pace, I didn’t really get started until 7-8pm Saturday and have been having trouble sorting everything out.. so far the game is more of an interactive story with some dramatic elements .. on the plus side I’ve finished a lot of the effects and event systems but theres still a lot to do.. if I can just stay up …

also.. everyone seems to be working on some really great games can’t wait until I can actually play them :)

lunchtime

My roommate just brought me some delicious flammkuchen. Isn’t he kind? My plans for today: coding is done, so I’ll do some graphics, new enemies, sound, more levels and balancing.

Comments

kurtwaldowski
01. May 2011 · 10:14 UTC
“coding is done, so I’ll do some graphics, new enemies, sound, more levels and balancing.”
Blodyavenger
01. May 2011 · 10:17 UTC
Yumi! ^^

Wild Forest Final!

Thanks for liking my previous posts!

Take a look at the final screenshots:

Play it here: http://haqu.net/games/ld20/

Whew, I’m really tired. Going to sleep. Good luck guys!

13

This entry was posted on Sunday, May 1st, 2011 at 10:13 am and is filed under LD #20 - It's Dangerous to go Alone! Take This!. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Single Screen Deathmatch Game

This time around I’m doing something a bit different- I’m doing a collaborative project. We tossed around a few ideas, and decided to make a single screen multiplayer deathmatch game.  The game uses a side view and a fairly wide zoom, so it’s possible to fit a fairly large environment into a single screen.

Each stage consists of a set of hand drawn twisty passages and rooms sprinkled with player and weapon spawn points. Lines of sight are fairly choppy. Pacing is fairly pensive, as opposed to fast paced and chaotic. There is no jumping; vertical travel is accomplished via a set of gravity lifts.

It were a dark stormy night…

On the island there is a plinth

Take This!

There be strange glowing red towers on that there island…

Hmm and it were red lightning that destroyed our ship lad…

Be careful lad it may be dangerous to go alone!

What be that thing on the rock…

Hmm could just be just the thing to get our own back, me thinks!

Maybe if I were to pick it up and press leftly thus it would be thrown and thence thrown if I were to press again would return such are the ways of enchanted things.

They be no use for carpentry though…

Are you all right lad you still look a bit shakey!

The Island

Well day two and I have just spent most of it playing with the graphics/effects and tweeking things… Well off to lunch and then how about some gameplay!

Too much sleep

I slept a whopping 11 hours last night even my alarm couldn’t wake me up, guess I needed that.

This morning got a lot of work done, enough that I can say: ” I am gonna make it :)”

Also drawn the hero, here he is with a hat.

Not long to go!

I think I’m pretty much on track to finish, this time. I need to get enemies into the game, do a tutorial, and finish a few more levels (which should be quick) – 8 hours should be plenty, right? ;)

Programmer-art animation, for the main character:

Screenshot of the intro scene:

 

Uh oh

Just realized that I’ve been using Unity’s built-in content for everything, and that’s not actually allowed…

Time to grab a camera/microphone and go start capturing content. 13 hours remaining, and my game’s not playable yet. Yikes…

Progress report….slowly running out of time.

Just finished changing the game logic so it was less restrictive – original idea wasn’t very good to work with from a design point. So, instead of being able to move into one of 3 positions and always moving right – you can now move pretty freely around, and collection is properly implemented. I guess it’s time to go design some puzzles. Oh, I also finished up the graphics entirely now. Might add some final touches later, but next job is to come up with a series of progressively more challenging puzzles to fit the new logic.

Comments

chrisp
01. May 2011 · 10:59 UTC
Trippy programmer art, dude! :)

Take This: Gameplay is shaping up


Spent the last few hours coding up gameplay and doing a little bit of balancing. Code is very spaghetti. I’ve finalized the goal of the game, which is to collect 1 million to pay off the wizard’s mafia debt.

 

More left to do:

  • More items, enemies, adventurer types
  • Item sprites, adventurer sprites, wizard sprite
  • Win and Game over screen
  • Sounds
  • Music

I’m just a programmer, so music will be a big challenge

Comments

01. May 2011 · 11:03 UTC
massive lols at the title screen. brilliant, can’t wait to play.
01. May 2011 · 11:17 UTC
“Massage oil is a piece of junk. It didn’t do anything against Magma Dragon” should become a meme. B-)
Nextil
01. May 2011 · 11:47 UTC
I’m actually quite liking the art style.

Well, I like what I’ve got so far…

A little over 13 hours left and I’ve got no enemies, no AI, and no level design. But c’mon, tell me this isn’t the most satisfying stick you’ve ever picked up in your life.
stick

Comments

Folis
01. May 2011 · 10:59 UTC
My in-game metal staff is waaaaaay mor satisfying ^^
01. May 2011 · 12:57 UTC
That’s what she said.

Unefficient Coding

Ugh I just realized how horrible my code is! I have tiles with some stuff, you can add a path and objects to it and then you can send a shockwave through them. But naturally I have separate lists, sets and some more lists for them! I think I’m gonna go with the super inefficient approach and just loop, loop, loop through them all. But we’ll see what I’ll do. Time constraint is the most important thing after all.


And it still looks mostly the same.

Character animation

Game character (courier) no longer floats over the ground like a magician, now he finaly found a use of his legs! Now I venture onwards to the twisted beigns for which I don’t know exactly how should they act…some of them will be afraid of the fire and some won’t be,that’s all I know, haha.

I should have made a platformer

Yeah. This is my first time actually making a game with a 3/4ish view.

I don’t know what to add.

 

edit:
I’LL ADD STATISTICS!!! AND OLD MEN!!!

Lone Tank: Progress Update 2

My game has a name now and I’m making good progress (although I’m starting to doubt if I’ll have something polished / non-prototype by deadline – unless perhaps if I stick to purely vector graphics – tempting). The game now also has :P:

  • Lots of guns (4)! 😛
  • Lots of enemies (2, but with 2 more within easy reach)! 😛

So next up:

  1. More work on enemies.
  2. Terrain.

Here’s a screenshot:

Lone Tank Screenshot 1

A tank with cannon & machine-gun, surrounded by enemy infantry with rifles and grenades.

Breakfast happened in two parts today, something light to start off and something a bit more substantial later:

Breakfast Day 2

Rusks & coffee followed by eggs on toast a bit later.

Taking a bit of a break to work on dinner before the the big all-nighter…

Done!

Yes! I totally just submitted my finished game. I was really happy with how it turned out. It is fun and looks and sounds slick. It is a whole lot better than my last Ludum Dare entry, which wasn’t really all that fun. Can’t wait to see what people have to say about it. Hopefully, someone likes it enough to play every now and again just for fun.

The only thing I am not happy about is that I used Game Maker 8.1 and it added a watermark to the finished game. That sucks! I used Game Maker 8.0 last Ludum Dare and it didn’t add a watermark. I don’t think it is too bad but after all the effort I put into it, it kind of sucks to have a watermark which gives a slightly amateurish feel. Maybe I’ll give Flixel a try next time. I’ve heard good things about it and I would like to make a flash game.

All up, I spent around 14 hours on this. 6 hours last night and 8 hours today. I had a lot of fun making it. I’ll probably have a lot of fun playing everyone elses games too.

Check it out everyone: Take This Convoy

Goodnight!

PROGRESS REPORT

I haven’t even started yet! I have around three hours while I wait for the servers at work to do their server thing.  Time to get cracking.

Second day progress

Today I have mostly worked on some graphics for the splash screen and win screen. It’s coming along nicely, but I still have a lot to do.

30 seconds of gameplay

Ah well. I have now maybe ~30 seconds of gameplay, including a small somebody-speaks-to-you sequence. What’s missing is a lot more level stuff, and some actions for levels which I need to do to have any use for this game’s “twist”. Also I made a thing which sort of advances music based on where you are, which means I have to do a bit more composing as I add more level data. Plus, no sfx yet, hopefully I have time to add some later.

Welp

The theme didn’t inspire me at all. I tried anyway, but it looks, feels, and plays like Babby’s First Game Maker Game, so I think I’m gonna give up on it.

I might make a 2-hour joke game. I dunno. ‘Twas fun anyways, looking forward to next time.

Done

Added some intro screen, ending, exploding player,  pew-sounds. Previous post is now invalid since i uplodaded the game on top of the old version.

But I leave it like this for now. And submit it to jam instead of the main competition, becouse I used a bit of copy paste with delayed text code from previous project, cause I wasn’t going to bother to rewrite it. I would have the time to do so but nah. Also the code is a SHAMEFUR DISPRAY in some cases, better to be left for only those who are interested enough with their flash decoders.

Very short game, I might continue this some later, adding more polish to graphics, sounds, more game mechanics, then more levels and story…

But for now, it shall stand against your judging eyes, proudly.  I’m somewhat proud I managed to get it to where it is with over 12 hours of remaining time. But I dont have the stamina and willpower to continue any further for today;) Fun weekend.

The game

Clone Wolf – sounds and music

I generated some sounds (using SFXR) and a music ( autotrk through schism tracker). Now I can attend to creating more levels and enemies :)

Try the game: http://www.jarnik.com/pub/ld20/index-v5.html ( FLASH )

And a screenshot from the final scene:

Tags: flash, progress, screenshot

Comments

Bender
01. May 2011 · 11:34 UTC
Wow that’s actually a pretty funny gameplay. I also like the graphics <3
01. May 2011 · 12:37 UTC
Thank you for linking to autotrk! I haven’t used SchismTracker in years, but autotrk gives a great base to work from. 😀

Getting there

I currently have 10 levels, but there need to be more. More! MORE!!1

Sadly, I’m having a hard time coming up with levels and puzzles and all that. Other than the lack of levels, the game itself is working fine. There are a few rare glitches but nothing catastrophic.

I’ve also finished the final level, with some sort of cutscene and ending, which is nice. I still need to add a few levels before the final level, though. Also, the main character is completely helpless. This game is all about escorting; he can’t defend himself. Good fun!

What I really should do is work on the graphics and make things animated, but I really can’t be bothered to do that. So expect ice skating cats and green dudes.

So I’m gonna work on some more levels, add an intro screen, and maybe fix a few of the rare glitches, and then it’s done! 😀

Puddi puddi platform?

Yummy :)

But I spent 5 hours on that mesh generator :/  Schedule is not looking so good.  Still need to implement better level generation, some level completion logic, and tune the movement controls.  Enemies, NPC, story, and sound are kind of optional at this time..

 

Looking good so far :)

Starting over was probably not such a bad idea. Using SFML and a cartesian coordinate system is way easier. My framework is also turning out to be quite useful, especially the CVars (customizable controls! Yay!), and Lua allows for more quick (& dirty?) coding than C++.

So as you can see I’ve got a player who can shoot. I’ve also got stars in the background. There’s some sound & music, the latter done using this trick, the former with SFXR.

So the most important part still missing are enemies. And for some reason I keep avoiding adding them, instead adding another weapon, music or something else. Oh well… This might turn out to be a very polished space flying simulator. 😀

So long,

Mr. Wonko

Status Update

Right, already botched this post once. Let’s try again.

Twelve hours left and I haven’t done art, sounds, music or added the ability to have any sort of ingame text. Hmm. Cutting out things left right and centre here. Aside from the shiny stuff that makes people want to play the game, out of the stuff that makes it an actual game I have the following left to do:

  • Triggered platforms for fun switch puzzles (I hope they’re fun)
  • Simple enemies to avoid
  • Cutscenes/dialogue boxes
  • Better UI
  • Final level design

Hmm. Maybe 12 hours is more than I think it is. Also have a screenshot.

Pictured: working spawn point, one-way paths, elevators

Okay. Post over. Back to frantic, frantic work.

News or something…

I’m not happy to say this, but I’m out.

This theme just got me to my knees…

I already thought this wasn’t a good theme for 48 hours.

Well, to everybody still working: Good Luck!

– Folis

Explosions, Evil Circles & a web Level Editor [html5 wowser]

What else can you ask for?

Play Now Evil Circles (beta1 “levelup”)

Sound only works in Firefox 4 and maybe Firefox 3.6

You can level edit right in the game

Just keep one of the following keys pressed + click on the screen to create objects:

  • w for walls
  • c for circles
  • 1, 2 or 3 for different sized squares

if you hold space while clicking it will dump the level data to the javascript console of your browser, where you can copy&paste it into the comments here :)

FOOLISH FOOL!

So tired. Sun is shining. Must sleep.

Hoping to spend a few hours tomorrow polishing (particle effects are notably missing!!!)

 

Sneak peak…

 

Comments

NGuillemot
01. May 2011 · 14:25 UTC
I’ll totally give this a try when it’s done.

My first puzzle!

Finally! I have made a brief tutorial, and enough elements to let the actual puzzling take place! Granted, it’s not particularly challenging yet, and the graphics could use some work (maybe I’ll throw some flowers in there or something if I have time), but it’s playable!

Also, a new hat. Hats make everything better.

Oh Man…

The game is almost publishable, but there’s a problem.  Apparently my brain is holding out on itself.

What?

I’ve been coding both the Map and the Player objects with Input control/Game Logic in mind.  I literally have keyboard event listeners on both.  Suppose that’s what happens when I code until…honestly I don’t remember the last 3-4 hours of work last night.  Coding until you can’t think/remember anymore is NOT a good thing.  Will have to remember that next time,  in the mean time I have some amusing screen/character moving in opposite direction bugs.

My to-do list

To-Do List

There are a few more “features” I want to add, like a monster spawning thing and a minimap, but I think I’ll get done the more important things, LIKE ACTUAL LEVELS O_o

Comments

Milo
02. May 2011 · 22:16 UTC
Note to self: Buy whiteboard

Inventory system

There is now an inventory system. Each item is linked to a sub-class of Item, Armor, Weapon or Misc (those are potions). This way I can create quickly items, it’s just about the engine.

You can look in your inventory, and access a simple description of the item with the associated number. The max number depends of your strength, and if there are more than 9 items on a page, you can turn the inventory pages.

Otherwise, I abandonned the sight system, it was taking me too much time and yielded unsatisfactory results. Still a certain amount to do, but I might be able to pull this off.

Here’s a screen :

Inventory

Inventory

Music !

Title Screen music by RyF

Title Screen music

sunny day !  happy cat !

 

12h left..

Well, progress has definetly been made. From yesterdays halfway-point list i got collisions done (sadly i had to spend over an hour on a bunch of stupid bugs in the collision detection). Also got some people to test it to ensure it works in all browsers and also got some hints (i had locked the framerate low for some unknown reason.. increasing it made everything much more smooth).

Also got the beginnings of the AI working and i kinda feel like i’m on the right track to get this thing finished in time! Right now i think that levels, attacks and war-AI is the only things really left now!).

The best desicion i made so far was to spend a little time on writing a SVG to JS level converter so i could use inkscape as a level editor, right now adding stuff for testing is so easy! :)

 

Almost done~

Pulling all nighters seem to have become a regular Ludum Dare thing for me. Plenty more hours were put into this and it’s more or less done. I just need to add sound effects and try my hand at some background music (In the past I’ve been hopeless at it). Perhaps some tweaking/balancing too.

Tags: penguin meep take this

Penguins vs Aliens

12 hours left. I’m still not sure about the game, but I have to decide. The two alternatives:

  • a Katamari Damacy-Nibbles-crossover
  • a vertical shooter featuring penguins in love

Since the first one seems only fun as an idea, not as a game (what was the last time anyone played Nibbles?), I vote for the second one. So let’s start coding like hell!

Tags: aliens, Katamari Damacy, Nibbles, penguins

Comments

01. May 2011 · 12:44 UTC
Penguins! =3
03. May 2011 · 19:33 UTC
I really like Nibbles!

Sarny, milkshake and aesthetic changes.

image

Lunch time. Out at a coffee shop for a change of scenery. On a related note im going to change the visuals of my game quite a bit when I return. I’ve noticed that myself and Knighty have been developing along the same lines, and having no doubt that his will be superior, I’ll need something to make me stand out 😉

Tags: foodphoto

Comments

itutu
01. May 2011 · 13:00 UTC
вкусно!!!! :)

Progress Screenshot (Molehill+physics!)

Here is a little screenshot of some work-in-progress for my Ludum Dare jam game. It features Molehill (Flash 11) hardware accelerated 3d graphics and is using only about 20,000 polies. The terrain is generated on the fly using a heightmap jpeg image and is textured using the “splatting” techniques for detailed textures that fade from one kind to another depending on altitude. The car physics “works” but is rather floaty and (so far) extremely unstable. You can drive around the terrain and perform some crazy huge jumps and stunts, though right now you tend to flip over very easily and can’t die. I’m getting fabulous performance: it never dips below 55fps and runs fullscreen on my HD 1920×1080 monitor plus the CPU usage stays below 25%. Not bad for Flash, overall. Hopefully I can put in some actual gameplay (eg. enemies? weapons? score? gameover?) after I take a little break.  Wish me luck!

Tags: as3, flash, McFunkypants, Molehill, screenshot, wip

Time to make levels…

All logic in, level progression works, win/lose conditions restart appropriately. So I put together a simple first level to introduce players to the mechanic. Take shiny thing, use it to unlock sections of the map and get to the exit (spinny purple thing). Simple. I just need to come up with a series of challenges that get progressively more difficult. This one is the first one, forces you to move in all directions, and use 1 item:

Really I’d have loved to make code to autogen these puzzles! However, time is wasting away, back to work!

Game named !

I’m proud to present you:  Dungeon Runners !!!

Here the Title page :)

OH MY GOD!

 

Art, where art thou?

Will probably not be able to finish in time, but anyway, this is how everything looks thus far.

A new gameplay direction

I realized I’m not going to have the time needed to complete my original gameplay idea, which was a sim game where you helped out the king as a peasant (hi king, here, take this peasant). I had a NEW idea that’s a lot easier and fits with the theme better. Now, you play as the king running back from a battle to his castle, chased by enemy soldiers or bandits or bears or something (it’s dangerous to be the king). The enemies are faster than you, but they chase as a dumb swarm and you can navigate through obstacles better than they can. You can also fight them, but a better tactic is to throw your crown onto one of them (here take this!) which distracts the mob long enough for you to make your escape, hopefully. Here’s what’s left to do:

  • you spawn at a certain point on the map and have to get to a new point to finish the level
  • ability to play attack animation
  • attacks drain life of whatever they hit
  • enemies are spawned from specific points on the map
  • you are limited from traversing into the margin, enemies aren’t
  • enemy entities swarm toward the crown (or you if they don’t see the crown) trying to keep a little distance between themselves
  • enemies attack when they are close to you
  • you are drawn with a crown object on your head
  • you can press a button to transfer the crown object to the nearest enemy within a radius
  • when life goes to zero, the entity dies which ends the game for you
  • HUD to display life and current level
  • if time, graphical polish, walk animation, more than one level, music

IT IS DONE

Finally! I put way too much work into this one but now it is complete.

Craft, sell, buy and luck your way to success!

Please enjoy!

Here is my entry, Benefaco’s Bazaar.

Take this!

Progress is steady, which is good. Blog posts are infrequent, which is less good. But that’s largely due to really focusing on getting things done.

Uh, thanks?

I’ve got pages of notes of things to come back to and polish, but that can be left if there’s any time left at the end – looking unlikely at the moment though!

Pretty much done

It’s a game! With online highscores! And pepper spray! You KNOW you want to play it!
If you got some free time, please leave me a bit of feedback (too hard/needs more waves/needs more bombs and nukes) 😀

Now listening to: Strobe Nights – Miku Hatsune

Comments

01. May 2011 · 13:19 UTC
Pretty cool :) Although I don’t seem to be timing it right, managed to get a few greats – but failed practically every time. Might need to make it a touch easier, or hint at when the best time to spray is (couldn’t seem to figure it out)

Remember the Survival Guide!

When I find myself in times of trouble, the Survival Guide says to me:

When the deadline is approaching, it’s still important not to panic. If things feel confusing, take a break. Even five minutes will do. Get some fresh air, take another shower. Your head keeps working even though you’re not looking at the problem. Since it’s all your code, you should be able to figure out the problem, but banging your head to the keyboard won’t help anything.

The most important bit is not to give up.

Remember to leave some time for packaging and final testing.

Also, it’s entertaining to watch all this progress on the blog as you code – so keep ’em coming! Best of luck in these final 12 11 hours…

The idea fairy just came by 10h before ld ends

First post!

Hope this works

I’m starting to work on the game now :) I just found an idea I’m happy with that suits the theme

Good luck to everyone.

ER

Comments

Blodyavenger
01. May 2011 · 13:32 UTC
Good luck 😉

Post submission thoughts

My goal for my first Ludum Dare was to just get something reasonably complete done, and I’m happy that I’ve achieved that.  However I think I aimed far too low and I could have attempted something much more complicated.  I’ve not programmed in ActionScript before and I had no real feel for how hard or easy it was going to be.

I’ve been lurking on IRC since LD20 started and I’ve been so impressed with people’s imagination and daring.  Good luck everyone!  I’m looking forward to playing all the games!

Ngurvilar in the Temple Of Bastet: http://www.mjb67.net/games/ngurvilar/

First enemies

It took some time, but the noble adventurer and hero of this game (affectionally called ‘Ted’) now has some enemies to deal with.

‘oles.

I fell down 'ole!

Also, pie. Mmm, pie.

Odd Bug

Found a bug where, for some reason, the character fails to spawn. Unfortunately, I can’t replicate it, because the program rarely does this (although sometimes, it does it the first 2 or 3 times after a build, which is odd, because it outputs no files), and is receiving identical input when it does do this, and when it doesn’t, and I can’t predict if it will happen or know if it is happening until it’s too late to debug it, so *hopefully* it will just go away in the final build…

Cut short

I thought I would be able to whip something together while the servers at work did their server thing.  It turns out that the servers are not cooperating with this plan and I must manually intervene.  Drat! Well, I’ll have you know I had a very fun little square moving around the otherwise-blank screen all WASD-style and no one will be able to share in it.

Fearless journalist

started a cooperative development with one of my particularly artistically inclined friends. It is programmer-art free.

Game design documentation

preview

Yo Jamma Jamma!

Ahoy!

I’ve had an insanely busy couple days, deadlines Thursday+Friday+Saturday, in addition to running LD. I botched my Friday one, but it was no big deal anyways. Today I committed to an apartment I’ll be moving in to, so my folks and I celebrated with lunch. My father is very amused by the FoodPhoto tradition, so he encouraged me to take photos.

Burger Time, with PoV

"Here here, take a picture of what we're having too" he said. Chicken Cacciatore Crepe

But now I have some free time, so I thought I’d start playing with a tech and see if I come up with something for the Jam.

Some of the possibilities include:

  • Get a “Bullet Dynamics” experiment working
  • Research “OpenAL”, and see where my custom sound/audio mixer fits in
  • Benchmark “Pawn” for use in sound effect scripting
  • Do something with “Squirrel”, something string heavy
  • Test out Cg with OpenGL ES shaders (as they’re apparently supported as input)

I’ve ordered those roughly the order I stand a chance of doing them.

Anyways, I’m off to my comfy chair to read some docs.

Tags: foodphoto

2

This entry was posted on Sunday, May 1st, 2011 at 1:42 pm and is filed under LD #20 - It's Dangerous to go Alone! Take This!. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

10 Hours to go eh?

10 hours remaining, in which to design 3 more levels, do some custscene things and make any assets I hadn’t imagined I’d need last night. Then to wrap it up in a neat little package with saving/loading systems. Totally possible

Comments

Willywonka
01. May 2011 · 14:45 UTC
I’m loving the art 😉

A familiar tasty trap

Well I’ve once again fallen into the trap I often do.  In trying to think up something to make a game interesting, I came up a delicious problem to chew on, which has eaten all my time.  I think the key to finishing a solid LD entry is to avoid things you don’t know how to do already when you start, but that is hard for me because tricky problems are so much fun.  And since posts with only text are not much fun, I’ll add on the quick maze hallway tilemap I’d made up, though I had planned to have a number of variations on each tile and a bit more detailing.



Oh well, good luck to all else.  With some of the pictures I’ve seen on here I am really looking forward to checking the entries out.

10h to go, good afternoon.

On the checklist:

-Review all dialog

-Finish the ending cinematic

-Make the music.

 

Wish me luck.

SPEEEEEEEED RUUUUUN!!!!!

Man there’s so much to do and so little time, so much could have been improved oh man I… move = ((Math.random() > .5) ? 1 : -1); can’t… if (tile == 1) FP.world.add(new Kitten(xx * s, yy * s)); stop…. if (xx > 0 && yy > 0 && xx < FP.screen.width && yy < FP.screen.height) coding…. public var shoot_yoffset:Number = 16; NOOO….

Anyways, I’m not giving up!

1

This entry was posted on Sunday, May 1st, 2011 at 1:54 pm and is filed under LD #20 - It's Dangerous to go Alone! Take This!. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

“Armor operationnal”

(Use SC’s battlecruiser voice for the title.)

Armor system completely implemented. Player can pick up armor, check armor description, wear it and remove it. He cannot wear two different piece of armor at the same time.

Now, weapons.

Screenie :

Armors !

Armors !

Take This Penguin – It’s done!

So I was once again hopeless at making background music, but I added sound effects, cut-scenes, and a pause function. Since I don’t think I’ll be making any decent music in the next few hours, I decided to call it done. Maybe I’ll add some in post-LD, if I get any better at it. Overall, though, I like the way the game turned out and I hope those who try it will feel the same.

<3 Penguins!

Link to entry

Improving the look of our hero

By no means do I consider myself an artist but this came out quite well.

Making other people should be a bit quicker. Hopefully at least.

So much to do but there’s so little time. Better get back to it.

Comments

Luthwyhn
01. May 2011 · 14:04 UTC
Yes Sir, I like it!
01. May 2011 · 14:39 UTC
Reminds me of Earthbound.
01. May 2011 · 14:49 UTC
Yeah, it looks like Ness got a job. B-)
AdamWe
01. May 2011 · 15:08 UTC
Yeah, I was looking at some earthbound sprites for inspiration :)
Magnus
01. May 2011 · 15:31 UTC
Awesome! You should make him stop on his right foot when he stands still. That’s definitely one the coolest things about Earthbound.