LD 42 August 10–13, 2018

Detonation Dice

Sleep now or sleep later? I really want to finish this for the Compo. ezgif-2-a798c575dd.gif

final day

so I have no sound, no music and there are sooo many bugs to squat and animations plus making my game not look crap. oh god. at least I have 14 hours. oh damn and I need to find a good mic.

Working hard!

Live stream: https://www.twitch.tv/arthurkyl

Just finished the basic movements. Pickup, drop, concatenate boxes. Animations, sounds, music, main menu is a dream 😵

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Bit of a late start... 6 years late.

I hadn't planned on joining LD42, in fact I somehow missed it was happening. But I love the theme, it's one I visited 6 years ago : http://indiegames.com/2012/01/freewaregamepickdoggame1.html If this isn't a sign to finally make Dog Game #2, I don't know what is. Quick to the code-mobile.

EDIT : itch.io is the best place to get it. I also added an OS X port there a while ago. https://danblack.itch.io/dog-game-1

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Tired. Exhausted. Still awake, code h24.

Hi everyone ! I hope everything goes well for the people who participate. Personally fatigue builds up, but I'm not gonna let go. My game is coming, and I'm very excited about it, it has potential.menu.gif

Minor progress..

Didn't think of a good idea this time around, so going with a more satirical game, and instead using this time to practice some other stuff like art. Have got some basic movement working w/ Tiled integration in HaxeFlixel

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Lag fixed!

I fixed the lag issue! Powerful computers will have the option to play in full-resolution, enabling the creation of thousands of particles. Normal computers can play the game as per usual, just with a few minor changes to reduce the amount of objects in the game. Finally, anyone who experiences problems with the options above, can play in low-res, making the circles octagons, disabling the building animations, and replacing particle effects with circles/sprites. Screenshot_725.png In addition, in the full-res option, if you start having lag, the game will try to minimize the number of particles automatically, based on how low your fps is.

Getting somewhere!

We finally finished the core mechanics to the game. Time to add the animations and everything else that gives our game a personality!

https://youtu.be/pzItWvgHCes

preview

movie.gif the gif is a bit more low quality compared to the game

Slime spreading done !!

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Gameplay is almost finished. One or two things to add.

Day 2 ish - MAJOR Progress - Maybe It's Time To sleep

So it's 2:30 AM....I have a big event later today....but I can't stop! I know if I don't keep going I probably won't have time to get sound and more polish but...whatevs.

Currently have a shelfing area (which would be where you would put the boxes after picking them IRL), a truck that will "randomly" spawn different types of shipments, and a truck that will "randomly" request a given number of items based on what is available.

I want to have a "available space" mechanic on the shipping truck so that if you mess up you may end up missing the quota (and would be adversely affected somehow). But I'm getting tired and I've been surviving off of energy drinks for the last 6 hours so I must resign for the night and hope that maybe...just maybe...I can eek out more work later today.

Enjoy the gif and best of luck to everyone out there! Don't give up and put something out even it's not complete! You never know, people may like the underlying mechanic :)

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Bug or feature? Haven't decided yet ;p 2018-08-12_02-39-28.gif

Foam effect and beginning of the music

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The boat is now making a foam effect ! :rowboat: It was the first time i really dived into particles system, and i'm pretty happy of the result !

I also managed to do a water sound when the boat is moving. The more you move/spin, the more the volume of the sound increase. It does the work ! :sound:

Now time to sleep, and have some new energy :sleeping:

See you ! :v:

Block Smash

I named it !! Working on menu's ... taking a break from coding. Menu.JPG

Day 2 Progress

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Today the gameplay systems came together. Despite being a really basic idea, it's actually more fun than I expected! There's something weirdly satisfying about putting things together that fit nicely. Placing objects together seems to be more satisfying than something abstract like blocks. Which is good, because with how simple the gamemplay is here it needs everything it can get!

For this game I decided to layout some structure that will help me create levels quickly, so now I can create a bunch of levels! The plan is to target about 4-5 minutes of playtime. Although it would be possible to make the game longer, when people are trying out gamejam games they're not going to want to play for a super long time so it's best to offer a good experience within a short amount of time.

What I want to do next is create the levels and then define an ending. (Basically just a screen that says "You did it!"). Then I'd like to polish things up more by adding in more animations, better colors, sound effects, and a few silly things. I have no idea what to do for music, but I've been listening to the Animal Crossing soundtrack on loop hoping that somehow I can figure out a way to create something similar. I'm doubtful I'll even have time for music!

For now I should probably sleep soon!

First progress report

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I had a slow day yesterday but that shouldn't be too big of a problem since I'm aiming for Jam. Mechanics are about 80% done as far as I can currently tell, I hope to spend a lot of time on tweaking and polishing this time (I NEVER in my life have figured out particle effects... I want to use them so badly this time!). Time will tell if the game will have a lack of content, but I aim more for quick fun gameplay, catchy music, camera shakes, flashy effects! Hopefully I will reach my goals.

I hope you guys are doing well, keep having fun!

Panic!

14 hours left and there's still no actual gameplay, just most of the graphics and control/camera systems.

Fingers crossed it all comes together but I don't know where I'm going to find time for music & sfx!

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Good morning from the desert lands

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Good morning everyone! It is almost 10AM for me and around 4AM for my teammates, while they're asleep I'm sneaking a screenshot on here. Don't tell anybody :zipper_mouth:

Welcome to Evolucity

Start of Day 02

Welcome to Evolucity!

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The goverment is out of space and has the ridiculous idea of building vertically. As an Engineer, you will need to try and stack as many buildings as possible on top of each other. This can be pretty ridiculous!

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Today, I will start creating some UI and a larger variety of buildings!

Morning of day 2..

Hey jammers,

I'm making a kind of game I wanted to make for some time. It's definitely overscoped for 48h jam but I have really great time making it. Regardles of the state of final game I'm already happy with it.

I am making turn based strategy ("into the breach" style) with procedurally generated terrain, with 3 different unit types and simple AI opponent. Gameplay is mixed with battle royale games - combat area is shrinking over time so you are running out of space soon. Crazy idea for 2 day jam. But progress looks promissing:

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Today's plan - make all animations, make sounds, decide about art style, make graphics, polish, fix bugs and hopefully make music.. a ton of work, so let's get started! :coffee:

My little progress

Hi! Yesterday has made basic mechanics for my game. And now gonna make some art, effects and add cool features to the game!

Rules of game are simplt: you need to clear green zone from garbage that continously appearing. You can do it easy by swipes! So don't let the space to be running out!

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Good morning!

What a wonderful day to spend throwing chickens in a pirate boat!

https://youtu.be/QdjDKgELx4c

Slowly but surely

space objects.jpg Our progress has been somewhat slow, but slowly but surely we are getting stuff to work! SHaring some of the space graphics I made while I wait to see what's up next!

Now I understand why go small..

Yeah, I keep cutting down the things I wanted to put on the game. While there are certain things that I want to implement as to make the game more fun, there are elements that cannot be overlooked in games, such as the intro, main menu, music, etc. I had to throw away the dumb ass character I spent 5 hours working on yesterday, such a shame!

Anyhow, quick report of my progress, just to motivate myself T_T.. So many things to do yet there is only 14 hours.. #team-no-sleep

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P/S: I suck at platforming and here I am struggling with my own level LOL

13 hours remaining...

I'm not going to finish my project. I've learnt a lot though and will probably continue it after the jam. :sob:

Lost - WIP 2

Thank god I implemented game over and basic menu functionality yesterday already. So I can spend all day today sprucing up the gameplay and adding polish. Not that there's much to polish with programmer art :)

It's starting to resemble an actual game!

You're lost in another dimension. They are on to you! But to escape you have to fight back the nothing and collect data crystals while doing so. Oh, and obviously they send in their U.F.O. squad as well. Seems you're running out of space pretty fast!

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Current state of the Game

Will I be able to finish the game on time? Find out in the next Day of Ludum Dare 42!

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Nope pretty sure won't make it.

Day 2 - Fight

Sleep has been had, Tea is being drunk. lets do this.

Day 2 of Ludum Dare: https://www.twitch.tv/angelofdeath1000

Gamedesigner wanted!

We’re still looking for a gamedesigner. We’re in process of creating amazing rogue-like basebuilder strategy! Eng/rus. HOOMANS.jpg

first try at music (chiptune)

alright, i was dreading this process because ive never tried it, and thus assumed its hard as nails going into it. well, it was quite pleasing to see the sheer amount of free tools one can use, and i settled for a browser based chiptune thing called BeepBox (also thats the website name if you need some music :) ) and it was actually quite fun. ive dabbled around about 30 minutes and got this ( https://vocaroo.com/i/s1A0IryBATlZ ) so far. let me know what you guys think, i was going to use this as a main looped soundtrack basically. honestly though, that went far far better than i thought it would

"Defragment VR" is finished, my first fully VR entry!

I've completed "Defragment VR", my first fully VR entry to Ludum Dare! I realize this is going to make it difficult to reach that sweet spot of 20 reviews, but we'll see how it goes. If you have VR, please give it a try! (It has only been tested on the HTC Vive, but may work on other systems as well.)

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LD jam DAY2 STREAM!

Guys, I would like to invite you to my stream where I'm showing my work on LD42 game. (Polish language)

https://youtu.be/u09UJgVfX1o

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Sneak peek of our entry: Orby!

We still have a long way to go but it's making more sense with each passing hour! We might even finish it on time :) background.jpg

Is that a virus?

Don't forget to backup your files! Oh, and make sure you've got enough space to store them 👀👀👀

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Time Catchers

So, it feels like we found some gameplay :))

https://youtu.be/hwjHAwMIllc

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Progress!

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Happy so far

The model is turning out ok, so considering I'm a blender noob I'm happy so far. Most of the other stuff in the game is done so I hope I don't mess up and have enough time :) DkY0yzyUwAIxboi.jpg

I'm Azon. The Game

:'(

https://youtu.be/7EXy5-6RSUg

Electric doors!

Making good progress this morning!

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All I need now is a name for the game!

https://vimeo.com/284578305

https://vimeo.com/284576784

There's two maps, powerups, an upgrade system, and, of course, a fun grappling hook!

don't know where I'm going

so I decided to make something like "Inventory Manager 2018" and what's left to do is, ehm, gameplay, I guess. screenpng.png

Currently progress....

https://www.youtube.com/watch?v=sV5gZG4mCeo

I underestimated the time it takes to make dogs

So many dogs to make, got most of the poses worked out, made them a bit more playful as well. If there's time I'm keen for make a couple more dogs. So far I love the T shaped dog, hes very goofy looking and that's the theme we're aiming for. Our programmer has most of the placing mechanics down packed and is starting to implement scoring/loss conditions.
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Spacetime Landlord Tycoon - A new day

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The new day has begun and the team has been at it for a few hours now. This will only be a quick update, as nothing really has been done yet, but also because I'm going away for the day and won't be able to write anything else for a while. I do have full confidence that my boys have made something spectacular for when I come back later this evening.

It's coming along nicely. Some of the GUI is reaching final stages, and the schedule system is also taking form. The characters are being worked on as well, and we're trying to come up with a lot of traits for them that will impact the gameplay.

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A little more than 36 hours left. Let's do this!

Pour one out, homies.

Holay Outbreak and I have made more progress on something we were predicting total butt whoopin on than we could have ever anticipated. I don't feel bad for a second for taking a power nap. Get some rest jammers cause at this point, there truly are homies to pour em out for. <3 SpacedOut002.gif

End of Day 2

Ending day 2 with an improvement on the Garage art! Also added another bunch of collectible artifacts. Managed to finish all of the programming, so now I can focus on art and music. Overall happy with the progress!

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Great progress so far!

123.png Only thing left to make now are the sounds and logo! Good luck y'all!

working on characters

Working on characters for our subway game. It's not even a half of them and a lot of work still needs to be done, including interface :) And also I'm streaming right now, come say hi! :) https://www.twitch.tv/mjurr subway_progress.jpg

Running out of space? Clean up!

I'm making a game about cleaning up, inspired by cleaning up real-life messes and trying to get organized in my real life.

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I'm using PuzzleScript.

Animation are coming along, Data is having a dance party.

Finally feel comfortable enough to talk about what our game will be. Robbing Tomorrow is a resource management game all about accumulating as many resources as possible, while stealing from your future self to full the industrial needs of today. This is our first dare so don't expect something too polished! But I think it will at least be playableDataPart.gif

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Duck Sized Horse

You are in a pit and a never ending stream of angry duck sized horses are attacking you from above.iPhoneem6/emPlusem-/em1080x1920.jpg Using Atom editor with CoronaSDKplugin for the gam, instead of my usual Sublime Text. Making groovy disco loops in garageband, blood particles in particle designer, and other apps I'd forgotten i owned

Here is our progress so far!

There is still polishing to be done and the levels need to be made, but the basics are done! :) Enjoy and please let us know what you think! @Sebo @smogen @yomalolo https://youtu.be/f1Q5OhWUk6Q

this was my first compo

you can play game here https://ldjam.com/events/ludum-dare/42/$99344

Need some help

Hey guys. If one of you is some kind of familiar with game developement without an engine like unity, please contact me, I help with the Collision Action in my library. Woud be nice if you could helpme.

Submission :D

Link is here and enjoy just updated 2nd time. https://ldjam.com/events/ludum-dare/42/shrinking-room Programming, Art, Sound effects, music all done by me Programming : Unity + VS Art : Photoshop CC 2018 Sound Effects : My Mouth + Audacity Music : Bosca Ceoil

Jam finished

My first jam entry. If I have enough time and can come up with something good, I will change the music. Entry: https://ldjam.com/events/ludum-dare/42/inkcleaner

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Itch.io: https://neuralcoder.itch.io/inkcleaner

Wanna kick some penguins?

Hey guys! We are really slow this time. But our will is as strong as this ice!

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I guess this site is... ( •_•)>⌐■-■ (⌐■_■) running out of space.

Hope you are doing great!

End of day 2

Going to sleep for today. Finally have a name for my game (Pyramidion) and a title screen. The game is playable end to end but needs tons of tuning and polish.

For tomorrow: * Add music / sound. * Add in-game instructions screen. * Add a few missing animations and tons of decorative graphics. * Make easy difficulty mode, and hard difficulty mode that unlocks after you beat the game on normal. * Tune the enemy behavior to make the game more fun.

Stretch goals: * Add some dialog / story to the game. * Add another enemy type exclusive to hard difficulty.

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Good luck everyone!

Pretty much done

Hey guys, Hope you're all having fun!

Just checking in, my game's pretty much done, i just need to make it all pretty.

Running Out of Space

My AI is getting stuck :( poor thing

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Today we'll focus on art integration

Making some progress

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Yet another shmup in this LDJAM42. I'm really wayyy behind schedule, it's tough to make a game while travelling.

Gotta catch some zzzs.

Day 2

I spent most of my time yesterday ( and most likely also today) doing various non-gamejam chores. The time I did spent on LD42 was mostly learning and checking what other people made, checking out some nice tools I didn't know about, looking for art and watching tutorials and reading the Unity documentation. I don't have much of a game but I'm having fun and learned a lot. That's a key part of Ludum Dare too! Still have a couple hours to turn my thing into an actual game! Good luck everyone!

Ultimate Question

Working in progress. uq 0.jpg

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Progress Nr. 02

The half of the jam is over and I've done nearly 1/3 of the needed scripts and no 3D props. Today it's gonna be ... really funny. Think positive! :D At least I have a little motivator.

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First progress post o/

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Our game will be some sort of population management game, where you need to expand to other planets after your starting planet is at max capacity.

Our interplanetary currency used across the galaxy is Star-Bucks. :stars: star-bucks äksdee.png

Graphics are boring

This moment when you only want to start coding but you have 2 days and still don't finished graphics. Ughh, awful.

Just a beginning

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This is just a beginning of the final version but we're happy to see this first version :)

JUICE

I can't believe we're already down to 11 hours! There's still so much I want to try to get to, so I'll let this screen recording do the updating for me:

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Zero Grace Megadrive: Day 2 progress review

Today was the day where I settled into a coding groove and did almost everything needed to ship. In case you're wondering, my code style has drifted over the years from "academic" to "quick and dirty". There isn't a definite style, it throws around globals willy-nilly and I copy-pasted a few things from other PICO-8 projects in(drawing perspective dots, collision response, typewriter text). Still, there's method to my madness. I framed the game code around a few common game coding ideas:

  • Finite state machines. I use a simple "switch based on a variable" FSM to decide which screen I'm on, and when I transition from one to the next I run some state transition code. There are many ways in which such a simple FSM strategy won't scale, but a classic arcade game is not one of them.
  • Double buffering. The game loop keeps things synchronized in a style reminiscent of Jackson Structured Programming: Processing one buffer at a time, turning that into a list of events, then passing the list of events forward. This makes it easy to manage details of collision algorithms etc. - everything's in linear order so if it's wrong, it just needs to be reordered or split up with more buffers.
  • Lookup tables. I didn't need many of them in this game, but this is the fast way to specify many kinds of game design rule without thinking too hard about the algorithm.

In general I wait for code to "mature" before I try to give it much structure. As an individual contributor, copy-pasted code tends to remain manageable for quite a long while. It only becomes a serious issue once a whole team is doing it and piling up copies in huge quantities. So for game jams it's fine to duplicate things for convenience and let the code speak for itself.

The gameplay relies a lot on emergent chaos, a topic which I opened my Dive into Gaming series with. Snake et al already have some of this chaotic behavior, but the focus of this game in a mechanical sense is on giving the player a new button to play with that adds some new rules. Although it takes some precision, it's possible to land on the head of the worm and that'll give you some kind of bonus multiplier. Most of the time, jumping is just very freeing and allows for new strategies. I did think about having another button to not draw your own line earlier, but it was simple enough to merge "not draw the line" with "while you're in the air", so it's a one-button game and the only other button I might explore is turbo or some kind of power weapon - but I won't during the compo.

I have some leftover cruft in there from the collision response that's meant to let you run into NPCs to talk to them, but I was faced with the decision of whether I wanted to actually represent the worms as actors or just "special tiles" and I went with the latter - which made some things easier and other things harder, since when they're tiles, I don't have to synchronize as much, but it's harder to give them specific behaviors and I end up with some duplicated stuff around the line drawing that I had already made for the player. So I have actors and then I have a table for the "worm heads" that is regenerated whenever necessary. This will probably change when I go back and maintain the game.

Most of the difficult algorithm coding really came into play with getting finicky details of the tile grid working. That's stuff I can probably improve in a second pass. It would have been a lot simpler in retrospect to let each worm keep a memory of its entire length and then split them like a list, rather than relying mostly on the tilemap to do that.

I hated working with PICO-8's music tools, but then I came to a realization: You have to approach it SFX-first. As you might know, in PICO-8, the SFX format and the music format are the same thing, represented in different ways and exposing slightly different features. And while the SFX interface is simple and lets you craft a decent bleep-bloop noise in moments, the tracker interface is cluttered with modal elements and pattern re-usability and makes it relatively easy to become confused and wreck your previous work thinking you are working on a copy when you aren't.

So, partway through working on the music I switched from doing everything from scratch in the tracker, as I would do it if I were in OpenMPT or something, to building out some patterns in the SFX editor first and then detailing in the tracker as necessary. This went much more smoothly and quickly! Although it did seem a bit absurd to sequence melodies by clicking very precisely, that was what I started doing. And it worked. I want to give the music a second try, actually, but I think I have to move on. (I'm also thinking that of the main character image - could benefit from a better pose.)

I still have problems with PICO-8 sound in other respects - half of the oscillators are borderline unusable because of aliasing - but at least on this one, I think I get it now.

I'm going to watch BNHA and turn in now.

Remember Folks, Recycling is good :D

Having a good crack on the last 11 hours! How are you all doing? Having fun, Having issues? Well anyway i wish you all luck and again, Cannot wait to see your submissions :D

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Hell's Kitchen

So we're in the middle of the jam, and we pretty much have our game done, so the rest of the day will be used to finish and test, while tomorrow we'll polish everything. Good luck to everyone for this second half of the jam !

Chill LD42 - Having fun!

Because I just started new job, and had other plans this weekend I decided to scale down my ambitions for LD42. I planned a small game, that could be done in 24 hours instead of 48, and surprisingly, I'm sticking with that plan! Almost done, and still time for tweeking and sfx production. The game is "Nose Picker", get in there and dig for gold! Happy LD42 Everyone! cover.png

I'm in!

I didn't plan to be because it's my 3-year-old son's birthday this weekend but I was inspired by Lucas Pope's talk along the lines of "make the mundane interesting" and theme led me to make a shop's checkout simulator.

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The user interface is bollocks and I'll work on that as soon as I get the end of game scoring working. Hopefully it'll be intuitive what to do.

Running out of time

I decided to do something for LD42 knowing I was busy for most of the duration. I have something that is getting there but really needs to be bookended with start and game over sequences. I'm considering whether to just submit to the Jam instead and give myself some extra time after work tomorrow to finish it up. 03_small.gif