LD20 April 29–May 2, 2011

Moving Couriers and Game Play

Screenshot - Can Select And Move Couriers Now

In the final stretch, I can finally DO something in the game.

Screenshot - Shoving Is In

In the Move phase, I can select couriers and move them to open adjacent tiles.

In the Shove phase, I can select couriers and shove another courier, and if the shover has the package, it is passed off.

What’s left:
– moving the agents towards the package holder
– adding pedestrians
– moving pedestrians
– win condition check
– lose condition check

Can I get at least a good chunk of it done during Submission Hour? I hope so.

The end is near!

After spending the first day figuring out how to openGL thoose pesky 2d sprites, wooing myself with my first parallax scroll and screwing myself over by creating a buggy mapeditor in paint i was ready for day 2. This was the day everything would happen and.. yeah.. it didnt.

Engine : Complete, as in i wont work on it anymore.

Sound : Complete (that flashgeneratorthingy)

Music : Complete! (thumbjam)

Level: Ohhh.. noo..

Fun? Not so much. Tired? Very much so. Giving up? Never! (well, usually i do give up, but not this time..) =)

I’m out…

If I learned one thing over this weekend, it’s KNOW YOUR CODE. I tried using an engine that I had never used before and it just doesn’t work out. So… now I have a bunch of spaghetti code to play with some time. Not now though.

 

 

#winning

Now, in addition to losing at my game, you can also win. This puts it at somewhere around 1,000 different possible ending messages.

(Someone said I needed to add a Charlie Sheen reference)

Tags: winning

All Done!

My LD submission “Dragon Island” is finally submitted!

I ran a bit out of steam towards the end, but I am happy nevertheless – I’ll write a postmortem later on this week.

Hope you enjoy this, and good luck to everyone!

Daniel

Finished! Well, finished enough.

I started by focusing on the “it’s dangerous to go alone” part of the theme. I thought it would be easier to make a game where you have to make a group than one about taking things. So, I did that. I decided to essentially make a pokemon clone, except more evil.

Then, with a little bit of trying-too-hard-to-be-serious storyline (Phantom Keeper? What?), I put in the “take this” part both ways.

This was a very difficult project to take in 48 hours, because the genre is basically fueled by content and I hadn’t made a game like it before.

In the beginning, I doubted I could finish the game. 48 hours (and 48,000 terrible hacks) later, I find that I was correct to doubt it. I barely got a lot of the core features packed in there, and the game is terribly unbalanced. If I ever find an artist who would want to do a game like this in the future I’ll think about it, but I think Phantom Keeper is done until then.

It was a fun LD, but I’ll be scaling back to a simpler game for the next minild.

Finally, a link to the “finished” game.

Finally has something to do with the theme1

Finally added the Alone part so its actually follows the theme.

Still need to add items and more levels.

And it looks like arse, but its a relatively complete game with no pre code or assets so feeling fairly chuffed.

 

Just a few more hours now!

And I think I might possible have a name!

~Four Hours Remain!

2:00pm (pst) waking up.

2:20pm oOoooh shit lots to do (why am I posting food pics!?)

I have about four hours left I can work on polish.

Last night I spent a good hunk of time (2-4 hrs) re-writing suspect code. When I was drunk on day zero I decided to use some byte flags and integer indicies to fixed arrays.

Good news: that code was bug free. apparently they aren’t that suspect after all!

Bad news: I rewrote it only to realize bug was something elsewhere. Oops!

 

Things to do:

– Improve Graphics

– Add Sound Effects (SFXR)

– Add Particle Effects

– Add Screen Shake!

 

If I can get these in, I’ll be happy.

Prize for the reckless

Well, sorry old man. Sometimes I confuse you for someone who likes to have fun.

Almost there! LOOK RAINBOWS!

Only thing left to do is add some additional gameplay. I think it’s turning out quite nicely!

 

 

I’ve done it!

“I’ve done it! I’ve killed him with the poison just like you wanted. Now where’s my family!? WHERE ARE THEY?!”

I’d love for you to guess what movie that’s from. But as I said in a previous post I had taken 6 comments to heart, asking me to finish my game and I have done so. You can download it here: http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=3512

This game is so hardcore that I’ve accidentally misspelled “hardcore” as hardcare. If someone would tell me how to edit submissions because I can’t seem to find out how. Thanks.

Editing frozen pudding platforms

Level editing is starting to look decent:

But there is still a lot missing from gameplay..

 

Comments

Switchbreak
01. May 2011 · 19:42 UTC
That shot makes me hungry.

Declaration of Giving-Up

So yeah, I spent too long getting nowhere, and didn’t feel like carrying on today (though I did make a brief attempt to fix things) so I’ll declare myself out.

Good luck to everyone else! There are quite a few games I look forward to playing.

Tags: give up

Level editing

To facilitate level design, I have implemented support for tmx files, the level format generated by Tiled. And it was not that difficult to implement either (about 40 mins). Time well spent, I would say :)

Thunder in deep space

http://dl.dropbox.com/u/1497567/TIDS.exe

Hey all. I work in independent company called Ataverti. This is my entry for ludumdare 20. It is dangerous to go flying in deep space alone, so take these upgrades. I should have made title screen and score but I am too tired for that now, ´cos it is mayday celebrations time here in Finland. Cya next time.

Far Enough for Interesting Maps

Finally got all the stuff I need for maps (because my game is level-based), and can start making some cool ones. It’s playable, but the graphics and audio (or lack thereof) are pretty bad. I think it will be pretty fun when I’m done. Yay!

Oh god, 4 hours left and I’m on fire

Literally. And figuratively.

 

15 levels are done and I still have 7 levels planned, and I need to create 1 or 2 new kinds of enemies. And I need to fix a rare but annoying bug. And an ending cinematic. And oh god what am I doing here typing while there’s only 4 hours left.

I will finish this, though. 😀

Finished

While I wait for my upload to complete I though I’d post about Egglins Attack. Today was more of a polishing day, I added lives, and tweaked the speed of objects.

 

There are a few bugs that I haven’t been able to figure out, working with Contruct (or any Game Engine) and you get stuck with whatever bugs the overall engine has (not that I’m sure its an engine bug or a bug I created). The minimap seems to be crashing the game after the tutorial level, it only happens when they are all connected (when I play individually inside contruct the minimap works mostly fine). The other bug is a wall glitch, I tried changing the collision mode but it doesn’t help. Other than that there is just my badly looping music…I recommend you just shut it off by pushing ‘P’ 😛

 

I’m happy with my entry and experience, this was my first Ludum Dare. As well as the first time I have really used Construct, did a few tutorials before LD20 started but nothing I designed. I’ll probably use Construct again, but I’ll be creating my own Minimap object next time.

It’s time to make maps

There will be only 5 maps in the game sadly because “TO-DO” list still contains music, sfx and in game dialogs. 3 of 5 maps are done, working on 4th at the moment.

lots of clicking and dragging

Tags: making maps

Sleep !

But first, I just uploaded my entry here. It’s not as I wanted, but it’ll have to do.

I added items, random starting items, fighting… Bugs still happen sometimes, didn’t have the time to clear them all.

Anyway, good night and good luck to all those still on it ! I hope you have fun playing my game. :)

PS : Sorry about the no web version. The “Windows” is a swf actually. I just didn’t know where to host the swf… If you give me an adress, I’ll edit asap.

A beginning...

A beginning...

Comments

MidKnight|Centigonal
01. May 2011 · 20:22 UTC
You can use dropbox.com.

But you’ll have to make an account.

It’ll take ~20 minutes.

Almost done

I’m almost done. Once again way too little content, but that’s what usually seems to happen when making anything content-based in a very short amount of time, logically. :)

Before posting final + screenshots, here’s a second foodphoto. It’s a late dinner consisting of duck ragu and nettle pasta.

Tags: food, foodphoto

Comments

01. May 2011 · 20:17 UTC
ohey it’s /that/ thing
MidKnight|Centigonal
01. May 2011 · 20:19 UTC
SO CUTE SALTSHAKER WOOOOOOO~~

<3
01. May 2011 · 20:31 UTC
“ooooooooo”. That what the thing is saying.
Nugsy
01. May 2011 · 20:42 UTC
Does salt come out of its eyes too? That would be great.

Got it done!!! <3

OMG OMG OMG I got here at 0255 UK time and was so happy to see that there was an hour’s grace period XD So yeah, I think it’s okay. Well, it doesn’t crash on loading or playing through on most options, so that’ll have to do!  As my first post on Ludumdare stated a few days ago, I only entered if I thought I could put some gratuitous sexy time into my game. The good news is… I could. So I did.

(Actually, it’s not so racy, I’d say it’s a 12A game). I must confess, I only downloaded Ren ‘Py 5 days ago (and Sibelius First 4 days ago) so I had to teach myself how to do this stuff pretty quick! Sincere apologies if anything seems a little clunky/buggy. You can view my entry here: http://www.ludumdare.com/compo/ludum-dare-20/?action=rate&uid=4135

I managed to get the sentence “It’s dangerous to go alone! Take this!” In there no less than FIVE TIMES XD Time lapse video and other stuff when I get some sleep. Trust me to make the type of game that not only needs some (simple) coding, but tons of graphics, music and some semblance of a story… My husband (mjb67) was able to submit his game after lunchtime and he just played Mass Effect 2 all evening whilst I was rushing to churn out the last graphics on mine…

GOODNIGHT and congratulations to all who managed to get their stuff in on time, commiserations for those who didn’t (but keep trying! Always!) and for those still racing to get their JAM games done, YOU CAN DO IT!!! *lovelovelove*

Finished

My game Nitro Racer is finally ready. Or at least as ready as it will be for this competition. The local internet provider is going to shut down internet around here for the next hours, so I’m signing off now.

I finally made it

Wow… after nearly 40 hours of coding, designing, editing and writing I finally finished my first Ludum Dare game. Actually it’s the first game (or other personal project) I ever finished. That’s what I wanted to do and I made it and HECK – IT FEELS SO GOOD 😀

You can find my competition entry here: http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=3866

I had a wonderful weekend, learned a lot and can’t wait to play all the wonderful games you guys made.

Comments

SonnyBone
01. May 2011 · 20:37 UTC
THAT’S GREAT TO HEAR!

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHH!!!

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!!!!!  THREE AND A HALF HOURS LEFT AND I’M NOWHERE NEAR DONE!  HEEEELLLPPPPP!!!!!

Tags: crunchtime, LD #20 - It's Dangerous to go Alone! Take This!, panic

Comments

MidKnight|Centigonal
01. May 2011 · 20:32 UTC
D:

What’s left? (Don’t answer if it’ll take too long!)
pythong
01. May 2011 · 21:09 UTC
scrap it together! remove content! and don’t forget the coffee :D!

Looks Like Another Jam Entry for Me

So 48 hours came and went, and I have no game to submit. B-(

In the last few minutes of Submission Hour, I finally had Enemy Agents who moved towards the package holder. I need to make sure multiple couriers can move at once during the move phase. The agents currently have too much of an advantage if you can only move one courier at a time.

Screenshot - Run Away From The Agents

I had to deal with a few seg faults getting to this point, but they were relatively easy to solve compared to what I’ve written about for this LD.

What’s left:
- moving the agents towards the package holder
– adding pedestrians
– moving pedestrians
– win condition check
– lose condition check
– allow multiple couriers to move during move phase

And I have 24 hours to get all of it done and submit a Jam entry.

Actually, I now have enough to submit what could technically be called a game if I can code up the win and lose conditions. They’re easy and low-hanging fruit, so I’ll tackle those first thing in the morning. It’s too bad I don’t have one more hour, and it’s too bad it took so long to start working on the actual game play. My game could have been among the nearly 300 entries if I had less to do from scratch.

The good news is that next LD, I might be able to take this project and gut out just the Hot Potato-specific parts, and I’ll be able to build a simple, LD-ready project from the moment the theme is announced. This LD showed me that I am finally starting to get a collection of boiler-plate code that’s easy to migrate from one project to another without too much hacking.

00001

For now, I’m getting some rest. Congratulations to everyone who submitted on time, and good luck to all of the other jammers!

Tags: foodphoto

Quaintbrush – wrapping up

Stuff missing:

- Make a boss
 - Menu stuff, and pause screen stuff: end game / skip level
 - Saving progress
 - more sound effects, background music
 
 
 I would also like to present, the Fail Scale.

Title Screen

Finally implemented a title screen! I named the game Spark, after the murderous source of light you acquire. Honestly, I’m starting to feel… proud!? Still so much to do though! I have music, one sound effect, a few map screens, and I’m mostly satisfied with movement. All I need now are enemies, MORE maps, and maybe a few tweaks to the engine. Let’s do this!

Almost Done

I only need some music and it’s ready.

LD8/48

Well, I’ve answered the question ‘Is it possible to participate in Ludum Dare with a 4 month old baby’. The answer is ‘Yes, but it’s not a good idea’. I had to stop Saturday. It was just too much, and in all honesty I probably shouldn’t have even done that.

I’m happy with what I managed to make and can only wonder what I could have done with the full 48 hours.

Good luck to the rest of you finishing up, and now back to spending time with my daughter!

Comments

01. May 2011 · 21:17 UTC
I totally feel yuor pain – and share your pleasure. I too have been attenpting LD48 with a 4 month old baby. Definitely spent a lot more time outside with him than working on the game. And I’m totally okay with that! =)

Tick tock, tock tick.

Been meaning to do an update but haven’t had time, been working working working. I know it’ll only get worse as the deadline approaches so I’m getting it out of the way now. This is my first ever LD48 and my first ever attempt at making a game. It’s being done using XNA.

Here’s a representative screenshot of current progress:

Videos of the project at 30 hours to go: http://www.youtube.com/watch?v=r4qASBnUXpo

Sadly no more recent vids, been too busy, sorry :(

Here’s one of the beautiful sunny weekend days I missed to take part in the competition: http://i.imgur.com/6t741.jpg

Here’s one of the actual drawings I’ve been using to design the levels: http://i.imgur.com/vSYe3.jpg

 

Well, must get back to work, good luck all!

 

 

 

Giving up

Sadly, I’m out of the compo. I probably spent way to much time on the art, and had some snafus trying to get the programming together. The screenshot is in game, but mainly staged to what I wanted it to look like.

I’m looking forward to playing the other entries!

If you want to use the artwork, you can get the project files here.

Comments

billknye
01. May 2011 · 20:57 UTC
Well the screenshot looks fantastic! Maybe work on it some more for the Jam?
elbowroom
01. May 2011 · 21:56 UTC
It looks like a great idea for a game.

Almost There!

With a few hours left all I have to worry about is the art for my third level and some sound effects.

The kitty is just sleeping, dear... Click to Play

 

The game isn’t polished, but its a nice mish mash of tiny neat things.

What do you guys think I should focus on with the time left? (I’m addressing the two of you that aren’t sleeping, or feverishly coding)

Tags: progress

Aaaaaaaand that’s it

There are still a few hours to go, but this is the line for me. Gotta work tomorrow :/. it was fun as always, and i learned something new (how to use flixel). next useful thing to learn for the next entry would be sprite graphics, if i decide to use flixel again, as i generally use to draw my sprites by hand. i resorted to paint++ after giving up with my tablet after around 28 hours into the game.

i’m not convinced about my entry. i could have done a lot more. platformers are soooooooo time consuming actually, beause you have to create soo much content oO. puzzle games are a lot easier for me.

wow! another weekend well spent!

Take This: Not just another platformer/shooter

I’ve submitted my first LD entry: Take This.

  • In this game, you select the best items for adventurers by drawing them
  • There’s at least 20 different items to discover; get a notepad to keep track of all shapes
  • When an adventurer defeats a monster, you get money. You win when you have 500,000 gold

I’m pretty excited to be able to actually finish the game thanks to scoping features down (fancy sprites, etc) and focusing on core gameplay elements.

Development Screenshots

#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 */ screen_1 screen_2 screen_3
screen_4 screen_5 screen_6
screen_7 screen_8 banner

Comments

01. May 2011 · 21:35 UTC
This game looks awesome! Very clever, can’t wait to play it.

Done

I’m not at all pleased with the game to say the least. :-) But it’s a competition, so I have to submit it.

Tags: done

Almost there!

I’m happy to say that I’m nearing completion.

The objective of this game is to save kittens!
With a pickaxe and explosions of course.

Here’s my latest screenie :) at this point its a matter of balancing and polish, then my first ludum dare will be complete!

 

Again…

But is anyone surprised? Or does anyone care? I take it no. Especially considering I’m a nobody with a track record of four failed ludum dares. I’m thinking of cheating the last 3 hours to see if I can’t get anything with proper collisions. That last screen shot? Never fixed it. I love failing.

Comments

01. May 2011 · 21:30 UTC
*hugs*
dadads
01. May 2011 · 21:40 UTC
You could always scope the idea down.

In fact, your game doesn’t even have to be a platformer or anything with collisions.
Radiatoryang
01. May 2011 · 22:05 UTC
Cheer up and scale back, you still have time!
pythong
01. May 2011 · 22:14 UTC
i know it’s kinda late now, but since you’re using flixel, can’t you just use the built-in collide function? FlxG.collide(a:FlxGroup, b:FlxGroup) if I’m correct. OR (for the next time: so that you’ll NEVER make it to the fifth/sixth failed LD) take a look at the sources how the others are doing it, or simply change your framework

And thats a wrap (for now!)

Click to play my entry

Lots of things are way below quality standards but the core design idea I wanted to play with, is there and its even fun at times.

Art and sound are minimal or non existant, and the controls needs some tuning. More Items was the intention and more UFOs ability but one of each has had to do for the contest.

There are only a few levels, and all are very simple. Thats an area that can be much expanded.

However as a builder / puzzle game part of the fun is just playing with the liquids.

 

 

Argh! Programmer Graphics!

Comments

snowyowl
01. May 2011 · 22:00 UTC
Speaking as a programmer, I think those are very nice graphics.

Final playable prototype of Waterfall Rescue!

Final countdown! The clock is at 2 hours remaining! This is the last prototype I will post before the submission build:

Click the image to play

Click the image to play

I did manage to work out a lot of the wonkyness in the physics with this build, while keeping my improved swing controls (and improving the feel of them just a little bit more.) I built a number of levels as well, and added some tricks to the later ones.

I have two more hours to take in feedback and fix problems, so let me know what you think!

Finished, or at least that’s what I’ll pretend

After a devestating battle with VBO’s and mouse-input, I’m finally finished. Spent the last three hours on making a level, a song and some generated sfx to spice things up. All in all, I’m happy that I pulled through and I’m already looking forward to the next LD, especially since I wont have to learn new stuff (hate that). =)

Good work everyone! =)

*sleep*

Almost forgot, this is the thingy! -> http://www.ludumdare.com/compo/ludum-dare-20/?uid=2443

It’s dangerous to go alone! Take this!

sneak peak

Tags: theme

Comments

elbowroom
01. May 2011 · 21:58 UTC
lol You’re the only one who wished me gl, looks nice!
Blodyavenger
01. May 2011 · 22:08 UTC
Haha 😀 Thanks man!

Progress – Part 3 – I’m done. Drum Hammer Dig

Presenting “Drum Hammer Dig”

I’ve got as far as i’m going to get before the deadline without breaking something.

Its been an exhausting, but enjoyable experience and a great learning experience.

Its also been a double set of firsts for me, first Ludum Dare, and first game i’ve completed (well, as good as it gets in 48 hours ) since becoming and indie.

There’s plenty of things I would like to do to this game (if i ever come back to it), such as add more levels or perhaps dynamically generate them, more items, ways to kill the enemies and other lovely effects. But its resting time now.

In the meantime please check out my entry

http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=4202

All feedback welcomed. Its been a pleasure.

Enjoy.

 

P.S

Good luck to all those people still working on their games for the final 2 hours.

Still Here going to end but with a limited game

I reduced the scope of my game right now basically it ended up being a one on one punching conteste betwen a kangaroo an aussie.

My game related to theme because his father gave him the hat that allows him to be powerful enough to punch kangaroos originally i wanted to also have weapons that you can acquired but that die to lack of time.

 

Still tracking progress at

http://alfredoalvarez.com/blog/

Feature Creeper (sssSssssSSsss)

 

My original idea was too complex so I went for a pseudo-3D game where you go to a place called Inklake to take rare pictures and your professor gives you a backpack of tools. The thing is, now this one is nearly as complex as the first idea and I ended up making the map one square mile. I just don’t like making games that can be finished quickly, because I have yet to figure out how you give depth to characters in such a short time. That would be why this is called Ludum Dare though, not Narration Dare.

So I’m probably not even able to finish for the jam 😛 2 hours to go.. so fail I will this time.

Current Features:

-Movement with jogging and sprinting

-Pseudo 3D perspective code on everything

-1 sq. Mile of space

-An axe and the ability to cut down trees in a hail of splinters

Coming Features:

-Hammer to build stuff using wood or rock

-Pickaxe to mine rocks

-Lighter to light stumps and wood on fire

-A couple guns

-More dialogue (right now it just has an intro)

-Lake monsters

-Friendly animals, if any

-Rare sights to see

-The camera

-Dirtbike

-Raft

-Cellphone

-Lighting and day cycle

Comments

shard123
01. May 2011 · 22:11 UTC
I’m excited to see how this turns out!

Sprint, sprint, sprint

Two hours left and I have the choice of either more generic items, more generic phrases, better difficulty increase or better music.

… difficulty, then phrases.

 

Man, you really get to remove planned features viciously as time runs.

I’m done.

I’m really pleased with how this has turned out. Like really really pleased. First LD for me too 😀 I’d have liked to add more levels, but ah well.

My entry is a puzzle platformer. Behold:

 

 

 

 

 

 

 

 

 

 

 

 

 

Anyway, you can play it here: http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=3501

Timelapse coming soon! 😀

:(

Only two hours left and I’m way behind. Couldn’t do any work on it in the past 12hrs due to unfinished moving business. If I can’t mash it all together now I’ll just have to hand it in for the jam. Oh well, always next time!

Love what I’m seeing so far. <3

CAT in the city (former Mailman) last progress report


very goood !!! now I can shoot zombies !! collect kittens and walk in a big city … made the splash screen, the initial crazy dialog with the yellow cat, and now the final touch !! blow up zombies, missing just this final touch hehehe, I hope I can do it in 60 minutes 😛

Tags: 60 minutes to go, CAT in the city, last progress, progress, zombies

I’m done… but not done


I have done as much as I can on my game, Danger Cavern. I am not going to add anymore cause the clocks almost up. It does work though. The collision system is wonky, but it is playable. I only have one level done which you can see below. Basically, Danger Cavern is a cave escape platformer with an antigravity device. You can walk on the ceiling, but only if you have the battery power. You have to collect batteries and use them and your antigravity device to escape from each level and eventually make your way to the surface. Much more was planned including enemies, shooting, health system, time limits and a special MMORPG feature 😉

If anyone wants to play the game, here’s the files: Windows: http://dl.dropbox.com/u/27719808/DangerCavern-win.zip  2.5mb All others (the .love file): http://dl.dropbox.com/u/27719808/DangerCavern.love   .5 mb If you use the plain love file, you will need the .71(latest) version of Love2D(www.love2d.org) This was my first Ludum Dare and I had a great time. I’m a little disappointed that I couldn’t finish, but now I know not to aim so high next time. Also, I wrote this on Love2D, which I had never used before. Figuring out collision took me about 7 hrs! I will be back next time and I hope to do better then. Good Luck LD’ers! ps. It doesn’t say in the files, but all code, art, etc. is MIT licensed. If you want the source, rename the .love file to .zip and extract the contents. The code isn’t commented at all!

I failed.

So I failed my first LD. I spent first day trying to concentrate on the problem. Looks like I have a problem with concentration. Whatever. I managed to implement most of game mechanics on the second day. But I don’t have enough time left to add enough scenario, add graphics and sound.

The idea is you are a wise sage helping those who visit you in your hut. There are five persons: fighter, priest, thief, mage, imp. You have five artifacts you can give to anyone you like in any sequence. Depending on your choices things can happen.

First Screen

Second Screen

Third Screen

There are different story lines with different endings and different points number to score. Some lines are dead ends.

The goals are to find good ending, bad ending and score as much points as possible.

Finished

The game is done (http://www.ludumdare.com/compo/ludum-dare-20/?action=rate&uid=3889).

Exhausted, need sleep.

Also, on the side note for my future me: You need to prepare better for LD (learning the framework when LD starts is a baaaad idea, wasted lots of precious time on trivial tasks).

 

Oh, and future me: Get better at graphics! 😉

Last battle against the Old Man

And now I have 1 hour, 38 minutes left to get everything together.

This will be difficult…

Yhn is finished!

Yay it’s done. Feels really good to finally have it out even with some time to spare.

Had lot of fun making it, and hope you will enjoy it too.

Play Yhn here

I’m finished!

I’ve uploaded my source code for now, and it needs python and pygame.

After not doing a lot of work yesterday due to various reasons (being over my Nans, my brother and I kicking our football into a load of brambles and spending three hours digging it out amongst others); so it was primarily a one day game. Sorry for my lack of posting also, but I was too interest in getting my game done!

A post-compo release will have music composed by my brother (he claims, heh); and if you think you have got a highscore in my game, press “s” upon losing, type in your nickname, and then head over to http://www.jonespenarth.me.uk/~ieuan/spacebombers.php to see where you rank!

And done!

Finally done!

The only things I couldn’t finish was a 5th level (so only 4 easy levels), and the binding of trigger points to script (that I manage not to need)…

The part I had more fun with this game was the fact that the game logic was about 60% scripted, which is quite neat… Even the menus and stuff take place “in game”… :)

Tomorrow I’ll post a post-mortem of the game and the timelapse for the compo…

This is not one of my best entries, but it was quite demanding, technically and in terms of game design… This game could really benefit with better tools for level design, or more time to do it in Photoshop… :)

Final tasklist:

  • Framework working
  • Loading a level data (from a DDS image)
  • Rendering the level (3d generated from the level data)
  • Drawing the character
  • Rendering character
  • Design levels/items so I know what to implement
  • Spawn points
  • Bind spawn points to scripting events
  • Draw “old man” and do speech system (seems like a polish thing, but it’s kind of important…)
  • Give and take objects to the player (through scripting)
  • Spawn creatures and give them rudimentary AI (also through scripts)
  • Draw and animate imps
  • Wand of Unsummoning
  • End of level (portal thing)
  • Main menu
  • Title screen
  • Game over screen
  • Sound
  • Music
  • Level 1
  • Level 2
  • Level 3
  • Level 4
  • Level 5
  • Load/Save
  • ….

Looking forward to playing all the games and to see comments on mine!

Hooray – Crunchies

UNfinished, but its there. Build problems and faulty POC (proof of concept) with runtime teething problems.. Buts its farther than I hoped to get on my first ld48, so thank you all and see you next time!

 

ps: 5.5-7.5hours work in a car with 1h34m to spare! yay!

I’m Done!

Man oh man finally…

Damn I’m tired but I managed to wrap up something fun I think. Will leave the creation of various binary files and posts for tomorrow. My bed is longing for me now, or is the other way round? Can’t ever be sure can you?

Thank You Hobo

That’s the name of the game, now with a helpful hobo running across the screen to give you weapons.  Also managed to finished the title and score screens along with adding the flamethrower you see below.  Also fixed a few bugs and who knows what else.  Unfortunately I wont have time to add other zombies, but I might be able to squeeze in more weapons if I can get some music done in… LESS THAN 1.5 HOURS?! AHHHH

Done

I’ve finished my Action-RPG, Robot Village. If I had it to do over again, I’d try to make it a bit longer.

Play Robot Village.

Done… Sort of

Well, like many others, my game is submitted.

But damn, the final details were rushed, and it shows -.-

Oh well, I’m pretty happy with my first ever (finished) LD48 😀

Done!

Heroic Cat is done! Finished! Complete! Final! Oh yes. Can you escort the mighty green dude to where his quest takes him? I bet not!

 

More info here and a download link is here

 

Done!!!

Hi all,

This is the second LD48 I managed to finish (20 minutes before deadline)

My entry is a tribute to Filmation engine games from the 80s. I made a lot of effort in this game, but it is small and not too hard.

I hope you enjoy: the gameplay, the graphics, the story (yes it has a story) and the music (specially the music 😉 )

The mandatory screenshot:

My entry

Good luck to all participants

Done.

Finished with an hour to spare. It’s a pale shadow of my original idea, but it is a technically a finished, complete (very short, buggy) game. I’m proud that I at least got something out there! And I’m also excited that it was entirely in Haskell, and to my knowledge the first Ludum Dare entry in Haskell. Thanks to the peeps on #haskell for answering my questions. I need to go get some beer and relax.

http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=3863

Tags: haskell

Calling It Quits (and an Analysis of the Unfinished Product)

Play the untitled, unfinished LD20 entry.

I’m done.  Its not finished, but I’m done.  With a little over an hour left, I’m missing:

  1. any sort of complex pathfinding for the adventurer (read: she runs in a straight line from left to right, not jumping, no anything else).
  2. any hazards other than the arrows falling from the sky
  3. any items with behavior that interacts with the missing hazards (only the shield is in there with any behavior, which simply nullifies the arrow damage).
  4. any sound effects or music
  5. any animation other than what can be done with particle effects
  6. any artwork other than the placeholder concept sketches and primitives-based models
  7. any end goal for the level run (the player will stop in front of a beautiful white cube

In retrospect, my biggest hindrance is in the art department (as is the case for many folks, I would guess).  I’m fairly comfortable artistically, but I’m out of practice with anything but a pen and paper and easily distracted all over the place.  I spent way to much time tweaking particle effects for lava ash and god-rays for item delivery and not enough time producing quality assets or features.  I’m unfamiliar with sprite animation in Unity that doesn’t rely on the commercial SpriteManager 2 framework (which I can’t submit the source for so it’s out for any Ludum Dares).  I’m unfamiliar with anything but the most basic box-modeling in 3d modeling software (which I used extensively to model my arrows, which you can’t barely see anything of and was another waste of time).  I’m also fairly useless at audio output of any sort, so I was planning on pumping out something easy in WolframTones but didn’t have any time to figure out how to get the midi file playing.

All said, I had a blast.  I was up way too late last night trying to get things put together and I learned a lot of little things here and there.  I think I need to brush up on some of my artistic output before the next Dare so that I’m prepared for another ridiculous theme.

Finally done!

Well, there are many things missing but I’m submitting what is basically a playable and (very) short game!

Pathfinder

Unfortunately many things had to go as I ran out of time, notably character animations and sound. I would of course have also added more levels, and 1 or 2 additions to gameplay, like levers and such. My biggest regret though is the lack of animation: The player is supposed to be controlling the sword itself, and the lump of a hero is being dragged behind. But with no animation, secondary motion and whatnot, one isn’t really given that impression.

On the other hand, I’m very happy with the pre-rendered graphics and the concept itself. The whole “swatting” enemies mechanic is on it’s way to being something fantastic.

It’s been an absolutely amazing time, and I’ve learned a massive amount. Even though my little game that could is far from what I hoped it would be I’m really happy, seeing as this was my first Ludum Dare and I’m relatively new to AS3 programming.

Looking forward to seeing some amazing stuff from you guys!

Unplayable State

I’ve lost the dare. What’s the forfeit.. ?

I believe I have a great concept, but Lua was not the language to write it in – and my inexperience makes it frustrating to solve logical problems with such an odd lexical syntax.

The experience has shown me some faults in my work ethic and I’m glad this opportunity has helped me identify them!

  1. I will not consider the Jam
  2. I intend to judge as many games as I can
  3. I shall return for #21

Peace – Rob

Comments

snowyowl
01. May 2011 · 23:27 UTC
You know you can only judge games if you have an entry, right?

Finally, this is a game.

“Added gameplay :D” is the most epic commit message in my life ever.

So, now these guys actually walk towards the exit, but get scared and run away from monsters. Sometimes, to their doom. Because they only get scared if monster is at a certain distance, brave fellows from the rear push sissies on the front, so the whole crowd is inexorably advancing unless you’re actively keeping it at bay. So you have to choose between holding them off and carefully hunting down and killing the forerunners. That adds some sort of a challenge. However, I doubt if that’s any fun (for anyone except me, because “OMG it works I made it”) and can hold the player’s attention for more than a couple of minutes. That will be up to you to judge.

I think I’m going to take the courtesy of the “Submission hour” and delay my release a little (please tell me, if that’s against the rules), because there are many terribly little annoying things I don’t want to get in the game. Unfortunately, there also are some nice things I wanted to make, but will probably fail, due to the lack of time. These include audio and better graphics. Sorry.

Now I’m going to switch to Windows to make sure this thing even runs there and publish first (and presumably, last) alpha.

Compo, no, Jam Maybe

I think it’s safe to say I won’t be finishing in time for the Compo, but I might have a shot at the Jam if I can find the time tomorrow. Either way this has been quite a learning experience and I should have this together a lot faster for the next one. Maybe I can get in on a MiniLD in the meantime :)

Woo!

I finished!

Too tired to post much about it though. I wish I’d been faster and had more time to spend on art. It’s a silly game too! Kind of a parody of too many things…

A Spawn Named Bob

I’m done, and I’m really tired. See you guys when I’m awake. Then I’ll do apost mortem and see if I’ll post my foodpics. Single day ludum dare was crunchy…

Tags: awesomeness, done, finally done, tired

Finished!

Woop! I actually did it.

http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=1282

Sure, it’s not a fully functional awesometime adventure game, but It’s a game, and things happen in it.  More of a proof of concept / prototype? Yeah, we’ll go with that.

Gluck with the rest of you, hope you get finished soon.

Just in time

With only a half hour remaining I submitted my game: “Shotgun”

Unfortunately I had to skip some of the functionality which I wanted to implement but I think the end result is pretty good.

It has robot’s, shotguns and destructable crates. All item’s which make a game a success.

See my entry @ http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=3424

Change of Heart, a survival horror compo entry, is finished

Change of Heart (flash 10)
http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=258

So much work. So many problems. The story took twice as long as I thought it would to write. The audio files took forever to record and process. My voice is so unprofessional – I just suck – and make it so hard for myself. This morning started with an aborted attempt to program the game in Unity. Unity just sucks for 2d to be honest. I punted it for flash punk and working every second managed to throw it together. Then I couldn’t upload to any flash game sites because it is too large (30 megs). Funny that is less than many hi-res pictures i click on these days. Anyway. I have thrown it in my dropbox for now and will release a much smaller version on kongregate when I have time.

If you like audio books, specifically dark science fiction/horror novels (like world war z for instance), then you might enjoy this. Before you try this make sure you are in a mellow mood. This shouldn’t be the first game you try. Turn the lights out and just chill. If you feel in the mood for a good novel, then that is a good time to try it. The story will probably take you about 20-30 minutes to listen to, depending on your decisions during the game.

Anyway, it was a blast. I am going to recover now and then read every post since this epic LD started.

Hope everyone had fun!

Submit!

Well, I submitted it. It’s still awfully buggy, terribly ugly, and annoyingly silent, but I did create a game in 48 hours. In any case, I’ll definitely be writing a reflection on this some time in the future, and will certainly return for LD #21 with a little more experience and a little less of the thought “Must… DEBUG… MOVEMENT CODE! BLARGH!” and more of the thought of making a more… polished game and one with a better game design. Today, I have a raw game. Next time, who knows what I’ll create.
I’m quite amazed at what everyone else did, but I suppose with my level of experience (which is writing about 2 games before this), I’m not too surprised at the results. I’d say that this was a pretty good end to my first Ludum Dare, and I’m quite satisfied with both my product and the process to get there. Overall, I thoroughly enjoyed this weekend (including the soccer game in the middle – a weekend where you can get sunburned AND create a game is a pretty dang good weekend).

You can view the game here

First Ludum Dare, Looking Forward to Next Time

And with that, I’m spent. If it wasn’t for work in the morning I’d switch to the jam but oh well, I’m happy to have something submitted… even if it’s still very much a WIP.

Tools Used:

  • Python 2.7
  • Pygame 1.9.2.pre-release
  • PyPubSub-3.1.1b1
  • Eclipse 3.5.2
  • PyDev 2.0
  • Py2exe

I managed to get a start on sound tonight and fixed up a few bugs along the way. There were a lot of features implemented in the final stretch, and now some of the NPC’s wont attack you but may offer you an item instead.

Items only give health, and I added the hp amounts next to the item name in the use menu while in battle.

Anyways, you can find my submission here:
http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=3002

My subconscious is trying to tell me to play through Earthbound again. A good amount of inspiration for this project came from my memories of the game.

I’m quite happy I was able to take part in Ludum Dare. Perhaps I’ll take part again in August.

Time to wind down a bit and get my first good night’s rest in almost 72 hours :)

Well, it’s been fun…

I started way late, and so only had 24hrs in the end, but it was fun to see if you can actually finish something coherent. I had to drop a few things along the way – but in the end, I think it’s actually not bad!

Some stuff I had to set aside, or things I’d like to change:

– Dynamically generated levels, or ever-spiralling difficulty

– Increasing the difficulty (as it stands now it’s fairly arbitrary)

– Breadcrumb trails to the survivors (the idea was that they’d leave little clues, but they’re honestly not that hidden)

– A better ending

Still, when you’ve only got a couple days – the key is staying focused and actually finishing!

You can check it out here: http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=4204

I’m taking the extra 24 hours

Looks like I will not be wrapping this up in time to compete. Winning (or even competing) was not the motivation for entering, considering I started 24 hours later than the official start time, I will still be technically producing a game in 48 hours but hopefully with the help of my composer now that I don’t have to do everything myself :)

After looking at my original small scope idea, it was too simplistic and did not look fun. I was hopeful I would be able to get the new idea up and running pretty quick but by the time I had designed the new idea, made some artwork and got the framework initialized I was pretty tired and was coding extremely slow. That meant it was nap time on the couch. After three hours of sleep I woke up hit snooze and decided to push back the deadline 24 hours, which was the right choice.

 

Update Games

Hard work and good night

@Entity:
Hey, I am very glad that I could submit my game. It was a really hard process for me and I think there probably are some bugs, aside from the short gameplay. But I hope tobe able to expand on the concept in the future. I can see this being fun – some far away day – with proper instructions and whatnot.

LUDUM DARE was awesome. I had such a fun time. Sure it was damn challenging but seeing how everyone progresses is just such a huge motivation. I’ll be onboard next time – when there is a next time and I have time.

Good night everyone – I shall now descend into my dreams. And remember: It’s dangerous to go alone!

LD Finished and my work here is done

Here are some progress videos of my game “Take This Or Die”.

Version 1:

Version 2:

Version 3:

Version 4:

All Done!

Everything’s finished and my game is submitted!  I got just about everything done and in there that I wanted to.  There were a few sound effects I didn’t have time to make, and I didn’t have time to make barely any music (funny that in a sound-driven game, those are the two things I didn’t quite get to).  I’m happy with the gameplay and the visuals.  Maybe it’s just because I made it, but my (technically very bad) art makes me very happy :)

Overall I’d say this was a big success.  For the first time ever, I assigned myself a reasonable scope for a project, and not-so-coincidentally, I actually finished said project.  I hope everyone enjoys my game, let me know if you have any suggestions or if any bugs pop up.  I’d like to do some more work on the game eventually to make it a bit more polished/bigger and give it some more audio.  I also plan to clean up my code a ton, it’s very sloppy as I was in a hurry.  Any and all feedback is appreciated, thanks guys and I hope everyone feels good about their projects too!

O:

I might still be able to submit it on time! Just one stupid bug with my character movement and scrolling that has been stumping me for the past hour. Must fix nowww!

All done! (Well, more or less)

Play it HERE!!

“A Really Big Rock is a simple puzzle-platformer about a young man named Jer and a really big rock that you can use to break things and crush the skulls of your enemies!  

NOTE: I plan on adding more content and a “proper” ending later, possibly during the Jam. The game itself is fully working and has a decent amount of fun content thus far. I hope you enjoyed it, I really worked hard!”

Its over… its beginning!

Amazing.

I’m really happy with how things turned out. Ludum dare is fun beyond imagination. Can’t wait to play everyone’s games, well done all!