LD20 April 29–May 2, 2011

I made it!

Finally, Mittens is finished! I really need to sleep right now… so I’ll submit a time-lapse video tomorrow.

Instead of using Musagi I used Wolfram Tones random generator for music, since I ran out of time to make it myself.

I also used flixel Power Tools for the health bar.

I hope you all like it! I’m really proud of the game I made, this was a great experience :)

It’s over!

There’s a whole bunch of stuff I wish I could have done (mostly being sound, music and better graphics), but isn’t that always the case?

A post-mortem will be on its way at some point in the foreseeable future, and I have yet to decide whether or not I want to jam it up and submit an enhanced version of my game with actual sound and music and better graphics. Signs kind of point to no, but we’ll see what happens. No screenshots, because there’s plenty of them over at the entry page, so.

It’s 3 AM. I am going to sleep for so long. FOR SO LONG.

So, I didn’t partcipate.

Cave Jimmy II: Physics Breaker. Rendering engine.
Finally succeed at making LudumDareBot function properly. End Friday.
Physics engine. Level-switching engine. Umbrella.
Several hours later – add slime. End Saturday.
Do nothing all day. End Sunday.

And here we are! Food pics from Sunday, (maybe) timelapse, and the unfinished version which is totally useless coming in a bit.

I’ve completed LD20

I had a very frustrating beginning as this was the first time I made a platformer with flash. I almost quit a few times the first day, but I held in there. Then Sunday (today) I went out for a bit and realized I probably didn’t have enough time to finish the game. When I got home I decided to see how much I could get done before the deadline. Guess what? I finished it! It’s missing sounds/music and a proper ending though, but it is fulling playable. I am very proud. =]

TORCH: http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=3079

Will post timelapse later.

I don’t like OS X

I hope the code doesn’t build for OS X users and the game crashes for them too.

😀

My windows build was done around 9:20, so I should have uploaded it then. But instead I shut down and switched to OS X, and it was nothing but problems galore after I got the game to build.

Downloads:

Finished!

I wasn’t going to enter this one, but i found time and cooked a little something up. I hope you enjoy it!

The entry can be viewed HERE.

Finished!

Phew, after a minor panic attack, I managed to submit my entry. It is not much (only five levels), but it demonstrates the principle. Looking forward to playing the other entries!

But first a short nap and then to work.

I AM A WINNER!

I GOT MY GAME SUBMITTED!  WOOHOO!!  I think it was technically 1 or 2 minutes late, but that’s because I was having upload troubles.  At any rate… I did it!  It’s not complete!  It’s not perfect!  It IS playable though!  I had to disable a couple half-finished things for the submission version, but there’s still enough there to see where I was going, I think.

Also, I’m entirely too exhausted.  And I have work in about 9 hours.  I’ve gotta go to bed, which sucks… I’d love to hang out with the festivities on IRC and here on the blagosphere.  Tomorrow, though, I’ll start looking at everyone’s stuff!  Good job, y’all!  It was an amazing experience for sure!

Tags: awesome, bats, dodongo, final, finally done, LD #20 - It's Dangerous to go Alone! Take This!, pygame, python, screenshot, win, winner

LD20 has been Blended!

It feels good to finish!

I like to use the Ludum Dare compos as motivation to learn something new – or learn something better. This compo I decided I wanted to learn how to create models and animate them in Blender.  I also figured I’d ratchet things up a bit and go 3D.

This was my first try at using Blender to model stuff with animations and I have learned a lot and had much fun in the process.  I spent a bit of time with Blender before the compo began learning about how to do bone animations and getting the exported fbx files to come into Unity correctly.  That prep work paid off and my work flow from  Blender into Unity went very smoothly.  Check out my entry and leave a comment here.

Duple!

Hello everybody!

I finally finished my 48-hours game – Duple!

I actually had to go out for a whole day yesterday so I only had a little less than one day to actually work on the game.

As soon as I heard the theme, I started running ideas in my head. I guess after all it was not so bad that I had a day to clear my head so when I sat down to work I knew pretty much what I wanted to achieve.

The main idea is that for each level (except the first introduction level) there are several “targets” that should all be occupied at once for the level to be complete. To do this you have to split your characters in two (since it’s dangerous to go alone, you see…), and you do this by stepping into special transporters. The clone works a little different from your own character and may be rotated or flipped (when you go left he goes right) – and it’s different each level so you have to think carefully about where you are going at each step.

I spent the last couple of hours building and tweaking my levels. I actually wanted to go a little further but ran out of time – so there are only 6 levels for now and they are rather easy to solve.

In the future I hope to add a few more levels and the possibility to create your own levels.

I wrote the game with javascript, so it can work everywhere with no installation and no compilation – and of course it’s easy to see the code and change it if you are interested. I tested it on Chrome and Firefox and it worked fine, hope you guys have no trouble running it.

 

I hope you all enjoy this silly little game – I had fun creating it :)

 

You can check it out at http://duple.yanirk.com.

 

Yanir Kleiman (hexygen)

Finished with some time to spare

Well that concluded my first LD48 competition with the game Ant General.

So how did it go?

The positive:

  • I picked a good scope on the project, i got pulled away to real life a few times and still managed to finish a playable game. I guess i can thank my years in the demoscene for this :)
  • The game looks pretty good and plays pretty well
  • Game mechanics based on the theme
  • Learned how to use HTML5/Canvas
  • Figured out how to make InkScape work as my level editor

The negative:

  • Had a little inspiration lapse and didn’t figure out more game mechanics on time, once i figured out some fun stuff i didn’t have time to implement it or make levels for most of the ideas.
  • Only 2 levels.. it’s mostly a tutorial game right now. Could’ve been really great with a few levels.
  • No sound (But for webgames it can be a good thing)

Gonna write a bigger post-mortem later and upload a timelapse video tomorrow after sleeping and catching up on real-life.

Entry page

Comments

crackerblocks
02. May 2011 · 00:49 UTC
“Figured out how to make InkScape work as my level editor”

WOOOHOOOO, DONE!

I can’t believe I really finished. This was my first LD and I thought I get probably stuck somewhere or underestimate the time I need, but no! I finished just in time. Ok…. some more content would be fine, but apart from this I’m really pleased with the outcome.

Looking forward to play all the other games. Good luck everyone. “hurry up” to those who haven’t submittedd yet, “keep on” to all those jammers. Good night to everyone in a timezone near mine (It’s 4:25 here).

my entry

Dodongo dislikes smoke.

It’s done! It’s not [i]done[/i] done, but it’s done.

I hope to continue improving this in the coming weeks (though I guess I’ll be to busy judging, for  a while!).

Anyway, congratulations to everyone who finished, and to those who are doing the Jam, go baby go!

Whew!

It was a long haul, but I’m glad to say that I actually finished my first Ludum Dare about 45 minutes ago.

I made Armageddon Moochery, a game where you act all heroic to mooch stuff off of other people. I thought it was a nifty idea, and I’m happy with how the finished product turned out. Bad code though. It isn’t the worst code I’ve ever written, but it comes close.

That being said, I’ve learned a few things for next time:

  • I needed to have a better, more solid idea for the model for the game. All the entities are reaching all over the code because I didn’t have a strong concept of how to organize conversations. If I did it again, I’d probably have swappable controller classes for switching between walking and conversation states. As it is, the controlling code for the conversation is half in the player and half in the townsperson who is being talked to, and the controlling code for the walking state is all over the place. Not really sure if it would be overkill to do this, but I might give it a shot next time.
  • I started with graphics that I thought were really simple, at 32×32. I soon realized that if I wanted to finish the project, I would have to simplify the graphics further – I’m not much of an artist anyway, but I was spending a lot of my time trying to draw tons of walking frames. When I simplified the basic character model, it got way easier to create a much more diverse cast.
  • I’d like to do music next time. If I follow my plan and don’t waste my time with simple graphics, I’ll probably be able to squeeze some music composition into the next try.

But holy crap. I haven’t finished a self-directed project in years.

I’m totally sold on Ludum Dare. I’m balls tired, but it was totally worth it.

LD20 – sort of victory post!

Entry page

The gameplay is unfinished, there’s no audio, and the code is terrible, but I think I did a decent job with the presentation (as far as programmer art goes) and I think it’s a good base for a completed game, so I’m happy enough with it to submit as opposed to my total failure in LD19. LD18 is definitely still my best, but this might do better for graphics and humour. :)

I do have some good ideas for turning this into a proper game so I’d like to develop it further (maybe for the Jam, maybe later) but I always say that and nothing ever really happens, haha. :/

Woah! Excellent!

So glad I decided to Ludum Dare this time.  The sprint to the finish was crazy, the kind of stress that makes you feel super-great when it pays off.  I finished my game with 10 minutes left, and submitted 5 minutes into the extra hour — my internet had died, and I needed to walk a ways with my laptop for some WiFi!  The perfect conclusion to this hectic event.

My game polished up better than I thought it would, though there’s a rather big spike in the difficulty curve after level 8.  Also I might have turned the music into a muddled mess among all of my hasty tweaks.   But I think the game concept is really fun, and my execution was about as good as it could have been for my first Ludum Dare.

I gotta say thank you to everyone who puts this event together.  Such a good idea.

You are welcome to play Red

#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 */ Red- Flash game by ElbowRoom – I’m so glad I made this

Welcome, please check out the game. It is my first LD and first game out and I’m glad I managed to finish in time.

I’m happy to have joined this event. :)

I am really excited.

Good luck to everyone during the game rating phase.

Best regards,

ER

Legend of Parasite

screenshot

Not too happy with the completeness, I will create a jam version too.

Tags: final, screenshot

ARGH! Done

Well… my game only has one level, zero sound effects, and isn’t challenging in the slightest. It does look really pretty though, and I’m still pleased with the result.

I thought I had a pretty good idea for a gameplay mechanic, but I ended up spending all my time on graphics and what I would loosely refer to as polish. I still think its pretty cool, and I look forward to adding to it in future.

Well done to everyone who entered in time, and thanks to those who came to CB2 in Cambridge for all the helpful suggestions.