Some more Improvements!!
I got the levelgeneration working it is slow and not always that good but good enougth for ld compo. I tweaked the jump and jetpack power now I have to work on Graphics and Audio yay ^-^

I got the levelgeneration working it is slow and not always that good but good enougth for ld compo. I tweaked the jump and jetpack power now I have to work on Graphics and Audio yay ^-^

Here is my progress for the 2nd day. Gameplay almost finished!
Assets and music work tomorrow, and fixing the details.

Made it easier for myself to add variants by adding different layers to change out the styles :D

So the morning has mostly been about music
usually I leave that until the last minute but wanted to try and get something halfway listenable this time so made it a focus.
really happy with pace of the game and I think that the music adds to that, makes it frantic
https://youtu.be/mZww_GOyeWg
if anyone could let me how to embed video on the new site if its doable it would be much appreciated
woo!
pretty good for 11:07 AM on Sunday...

I have sound effects done as well, now I just need to:
Since I'm using Phaser I designed a way to make levels using bitmaps...


Hello !
Here is a screenshot from my game "Mana Manager", you play as a wizard and your mana regerates very slowly. You'll have to spend your mana wisely and cast the right spells at the right time to clear the stage ;)
For now i have 3 different spells and 3 different monsters on 2 stages. I am now working on new spells (i think i'll make 6) and new stages with increasing difficulty (up to 5 i guess).

There we go.






The idea is to cover your opponent with your paint, and let him paint the floor for you ! The player's weapon works with an overheat system, when overheating, player have to choose between absorbing his paint to reduce the weapon's cooldown (then loose territory) or waiting untill the cooldown reach the end !
(Go to 13 seconds, problem when recording, don't have time to work on this video :D) https://www.youtube.com/watch?v=oJwYVeDkqds

had some problems starting out because im using a programming language im developing at the moment. So i got a little frustrated when i realized i also needed to debug my compiler while working on the game :D My language compiles to c, so i should also mention that im using SDL for graphics :) Event though i dont think my programming language is worth checking out at the moment, because its buggy as hell and i dont have any documentation at all, ill provide a link if someone is interested https://github.com/pearisgreen/pearC
Anyway my starship is already flying and i hope ill be able to finish my game until the jam ends :)
When almost all you've got to do is see if the last level is actually playable (and maybe bother with an end screen if it is).

Been thinking about this idea for a few weeks and happened to be to do with the topic so we will put the plan into action
I need to quit this ldjam because of some reäal life stuff. It is sad because my game was going on the right way. I hope that everyone has a great jam. And so on. I hope that I can attend next jam.
Here's some progress - all base mechanics are there, but need polish. Graphics are simple but i'm fine with it. Still no music, sound - this would be my main problem.
As u can tell from screenshot idea is: "FOR ZION!!!!!!"
Okay, so right now I'm on damage control. Things weren't working as expected. I'll try to make my game at least playable.
I'm filing this one under "great learning-experience, not so great end-product". :rofl:
Good luck to everyone who's still working hard making something awesome. :smiley:
Last night I had decided the setting to be in a tight space station environment. However got stuck in trying to create a zero gravity first person movement.
In Unity I made a physics box with gravity off and have a camera attach to it. Next I try many different combination of how to move and rotate it. However controlling the movement is frustrating. It is also disorientating when the camera can view in one direction and the body move in another direction.
In the end I give up and import UFPS a first person controller. I didn't use it initially as I wasn't able to figure it out. Took me up to 5am in the morning to figure out how to use it. However still not really the zero gravity movement. I wonder why I wasn't able to before. I guess it is working under the time pressure. Was so tired I slept for 12 hrs after that. I guess I relax a while more and continue tonight.
I made good progress on my Grapple Gun Dungeon today, but it's not enough. The grapple and power consumption work and I have a good setup to use Tiled to build a huge map, but some core systems haven't even been started yet. I went big on getting this all to work on mobile, but I should have concentrated on building out the core game.
I need at least a full Sunday to finish this, but sadly I don't have one. For the rest of the compo time, I have to sleep and then work. I'd like to do a Ludum Dare again when I can commit a full weekend to it. I still really want to use this touchscreen interface I made in another project, so look forward to it.
You may play my second work in progress build here.

https://www.youtube.com/watch?v=anEQWBHmg8M&feature=youtu.be some beta footage of my game