LD20 April 29–May 2, 2011

Nothing beats being a game developer :D

It’s 4:00 AM here and I have managed to finish my game for this entry. I’m not as tired as I though I’d be, but it must be the caffeine running in my veins. Time to open a well deserved beer :)

I hoped I would manage to put more stuff into the game. I had a number of weapons and choosable items planned, more monsters, more music… more of many things. At least there are 22 levels 😉 I just hope that at least one person plays my game until he/she gets the invisibility ability :)

If You want to try here’s the link: http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=33 ^_^

I’ve also managed to put my framework to a good test. I found a lot of bugs (forgot most of them though:P) like the light management is foobar and I do have some serious memory problems. I’m wondering… is it Java’s or my fault?

It’s time to rest…

Comments

Blodyavenger
02. May 2011 · 00:56 UTC
Cheers mate! 😀

Real life beckons…

We won’t finish our project in time for the Jam, but I thought it’d be nice to at least share the details.  So here’s the rundown…

The game is called “L.I.N.K. : Laser-powered Interplanetary Nazi-tracking Killing-machine”.  It’s a space shooter with plenty of Hyrule satire and a Katamari twist.  The L.I.N.K. ship is a super magnet.  Any weapons you bump into on the field stick to the ship like glue and you can fire them using the mouse button.  Weapons include the iconic sword, cannons, lasers, and asteroids.

I was barely able to touch the code today in between grocery shopping, cleaning the house, getting laundry ready for next week, and shipping some mail.  But, we’ll keep poking sticks at it and see if we can’t finish it in the near future.  I think it was a little too ambitious for our first Dare, especially since this is the very first time I’ve ever coded (or even looked at) AS3/Flash and I have absolutely no code-base to work off of in this language.  With that in mind, I think it’s an impressive amount of work, and I had a lot of fun doing it. :)

#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 */ ss1 ss2

Get Against the Wall

Download it Here.

The game turned out perfectly, and I had a lot of fun making it. You play as a person stuck on a ledge on a world that is just one flat vertical surface. You must rise up to your city above using a ledge-creating device. I got the random generator to create an infinite world but my computer’s memory overloaded quickly. Rather than resolve the problem within the last few hours, I limited the size of the worldto about fifty chunks, with fake wall streaming off into the distance. Maybe I’ll fix this in an actual release! I really enjoy the Ludum Dare, and hope that I will be able to compete in the future as well.

Edit: I originally submitted a .7z file and did not know that still had 15 minutes to correct my submission to .zip! Thanks to PaperCutDoom for the save!

Against the Wall, from below

Comments

02. May 2011 · 01:00 UTC
Really nice design :)

LD20X6: To the Jam, I suppose.

Wow… I thought I’d be able to finish this faster. Of course, it doesn’t help that I’m falling asleep at the keyboard… had I known that LD was running this weekend before Friday night, I would have made an effort to not get ridiculously exhausted this past week.

All in all, even if I don’t get anything submitted, I’d say this LD went pretty well… this is the first one I’ve ever participated in, this is the first game I’ve ever written using PyGame (aside from a tiny bit of joystick work in my main project a couple of years ago) and I just taught myself how to work with PyGame on Friday night, and this is the first 2D game I’ve worked on since high school. Not to mention that I wrote my own parallax-capable system for the game using PyGame’s sprite support – the first time I’ve ever even messed with code that does something like that.half hour,

Still, even though there’s no way I’ll be able to submit anything in in the next 10 minutes I’ll still try and submit this for the jam… it’s already a pretty cool game, just missing some important pieces, so it feels pretty incomplete at the moment. I’d probably be able to finish it all in like 6 hours if I slept first… but if I had slept earlier today, I would have slept through the deadline, easily.

Disappointment.

I didn’t finish in time, sadly.

This is what I accomplished, which doesn’t look like much, but it now features NPCs, with a few different customizable move behaviours (going straight forward, pacing back and forth, random direction). Regular map entities are y-sorted to allow you to walk in front of and behind guys, depending on where you are positioned, relative to them. It also features buildings, which you can walk in front of, behind and “underneath” (through the door when it’s open — which occurs when you step into it).

Eventually, there’d be a bunch of buildings, some interiors, and stuff to collect and do.

Sadly, I ran out of time, so that’s all for now. And I can’t do the jam, since I work tomorrow. However, I will try and be dilligent and continue my game progress anyways. A lot of projects that don’t finish in compo deadlines usually don’t get finished, but so far I don’t feel disgruntled or anything. It’s just slow going.

Part of that was the decision to use FlashPunk, which I had never used before. And it has a lot of little weird gotchas, especially when it comes to the collision and rendering systems, which could use a lot of work, in my opinon. Thankfully, with a bit of cleverness, I was able to work around most of the hiccups I had, but it did mean I spent a lot of time reworking small things.

I’ll try and make an effort to finish my game down the road. Obviously, I can’t promise anything, but I’ll try anyways.

Ascent of Kings

Had a great, if exhausting time this weekend. I’m really happy with how the game came out – it is a complete, if fairly short, platform adventure.

Looking forward to checking out everyone else’s games!

Done!

Bunker 69

And with only five minutes left, it’s over :)

Sadly, it’s hard to call it a finished game. However, I’m exhausted after coding the whole night, so I don’t think Jam would help much. Sorry if the game is horribly raw, or should it happen to be boring — I did what I could for the first time. I’ll try to be as active as I can in rating your games after I get some sleep.

Congratulations to everyone who finished on clock :)

 

Tags: finished

Finished, alas!

Close call.  Ran into tons of bugs all over, but I think I fixed them all.

Link here. I’ll post a timelapse as well as a post mortem tomorrow.  Tired and have to do all of my weekend schoolwork.

/relief

Diamond Hollow Timelapse

So I decided to timelapse about 30 seconds before the competition started, so I wasn’t really prepared to do anything cool. However, the video turned out okay for being pretty basic. The beginning is kind of boring because I was working in photoshop on another monitor, which is the most interesting parts. Still interesting to see how the game progressed. I also have timelapse caps of my webcam the entire time, still debating whether I should show that one, lol.

http://www.youtube.com/watch?v=ydpMKrwKrUY

You can view the game here:

Good enough

Another competition over.
Completely ran out of time again. My idea requires a lot more art to come close to my vision. I was planning to throw together some simple music and add sound effects but then the deadline sprang up and attacked from behind line an angry velociraptor.

The current level and goal is a bit last minute. Actually the level is my testing level, I ran out of time to do a proper one. Even the stone tile was meant to be a place holder.

Here are some screenshots:
#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 50%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ misplaced title misplaced screenshot

I do like where the game is headed, and I may continue writing it, but may not as the code is a big mess and could do with a lot of optimisation. As it is, it seems to struggle with more than fifty creatures.

Anyway – time to sleep. I will edit and upload my timelapse video tomorrow.

Last minute coding

A  few hours ago I didn’t have much of a game at all. I’ve been learning to sleep 2 hours per day for the last ten days and I’ve had lots to do. I had decided that I wasn’t going to enter in this LD. Then I decided, to hell with that, let’s see how much of a game I can crack out in the last three or so hours of the deadline. So here it is, I’m quite happy with the result tbh. Even though there are a few things that are missing for this to be a complete tiny game, I’m still happy with what I could produce this fast. It was really fun to make too, I will probably work more on it within the coming days to get everything working correctly.

Anyway, this was a great first LD entry for me, I hope you enjoy it! I look forward to testing out everyone elses games!

http://www.ludumdare.com/compo/ludum-dare-20/?action=rate&uid=3933

If only…

It appears that I didn’t get enough time on my game.  That’s okay though.  Lots of other things demanded my time (like screaming kids), but I managed to make a really fun game.  Really, me and my wife were having more fun with this than with all of my previous entries.  It’s not ready for the compo and I might not bother with the jam because work starts again tomorrow.  That means there will be a post-compo version for sure!  Stay tuned to my website or the LD planet.

I had a great time, as usual!

Here are some screens to part with.  Behold, “Don’t Blow It”.

p.i.g

Finished!

Play p.i.g here!

Upside down!

I’ve been thinking in portals the last few weeks, so I made a puzzle platformer with portals.
The portals are like tunnels: you shoot one end, and another appears at the other side.

Once again, my project grew as I worked on it. I told myself I’d make a very short demo of the portal mechanic, since I graduate in a week and have final projects to attend to. But I was having too much fun with it, and I had to implement all of my ideas!

I decided to up the resolution from my usual 320×240 (and then zoomed x2) to 640×480. I adjusted my art style to something a bit cleaner, and I’m happy with the result.

I’ve always struggled with level design, particularly puzzle design, so I took this as a challenge to improve my skills. Hopefully the results are enjoyable!

Sort of a Game

I sort of got some kind of playable thing together by the deadline – more or less.

It was nowhere near what I wanted it to be; no audio, no real gameplay other than a quick boss fight, no titles, no ending… But I guess the graphics could be a lot worse.

I’m going to work on my game more tomorrow and probably enter it as a jam entry, too. I’ve also got to edit my timelapse together. But now, sleep.

Tags: bed, done, entry, final, jam, screenshot, sleep, unfinished

Done!

I am actually amazed I somewhat finished a game.  I only put about 10hr of work into this entry.  I literally added all the enemies that you see in the game in the final hr of the competition.  Hope you enjoy my game/timelapse :)

 

My Final Entry Link: http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=55

 

http://www.youtube.com/watch?v=sOQ0KmyGMpo

 

 

Comments

TellusE
06. May 2011 · 20:13 UTC
That was some awesome music in the timelapse. Where did you get it?

The Zom-key-bot-calypse has Arrived!

The world’s last ninja creeps in the shadows of zombies, monkeys, and robots in this post-zom-key-bot-calyptic world.  Watch the creatures’ movements to navigate the world while collecting batteries, bananas, and brains to redirect them.  Can you survive the zom-key-bot-caplypse?  Can you say zom-key-bot-calypse? Cheers fellow LD20ers! Download, Play, and Rate Here!

Lone Tank – Submitted

I got my game submitted about 10 minutes before the submission deadline – that was the longest 80 minutes of my life – phew!!!

Things that went wrong:

  • Initial concept failed, because the art requirements were too difficult for my poor skills…
  • Only managed to come up with another concept 13 hours in…
  • Performance issues about 6 hours before deadline, requiring implementation of more efficient hit detection!
  • Struggled with Java Webstart in-spite of having done a warm-up game as a test before the competition started.
Grid Based Broad Phase Collision Detection Debugging

Almost failed to finish due to having to do this...

Things that went well:

  • My most complex and complete game in an LD so far (ignoring graphics / sound) – in spite of the 13 hour penalty due to my theme problems!
  • My base code library performed pretty well (the hit detection issues aside) – also made many improvements in the course of the competition.

All told I feel like a winner! For about a week of work spent on Ludum Dare warm-up and competition I have:

  • 2 good prototype games that can easily be fleshed out into nice games.
  • Massive improvements to my base code library that will help my all my other projects.
  • I had a lot of fun!

Thanks for a great competition and well done to everybody that finished a game – to those that didn’t: keep trying and better luck next time!

Tags: post-mortem, postmortem

So tired…

Submitted just in time, and it’s playable and complete, even if it’s not as big a game as I had hoped.

A proper post-mortem and osx version coming in the next few days when I’ve caught up on sleep.

Congratulations to everyone who managed to finish!