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