LD21August 19–22, 2011

Progress… Kinda

So,

I didn’t like the theme very much when I woke up. Was wondering what I could do with it.

After going to the shops with my GF, couldn’t think of anything else but the beach. Mainly because this beeing the first decent weekend for a while here in Belgium…

And then I had it! Whales escaping from Whalers.
Did a quick code and (BAH) programmer art

 

spot the whale, spot the whaler. :)

Also, timelapse

I did a lot of slacking off, even after the late start  :(

Tags: LD21, progress, timelapse

Comments

20. Aug 2011 · 14:43 UTC
Nice timelapse! What twitter client is that you’re using?
Alvaron
21. Aug 2011 · 11:30 UTC
tnx,

Feedback needed!

Yesterday I went to bed in peace because I have already settled with a game idea and I’m now ready yo start working on it.

If you didn’t read it (and you are too lazy to do it now) it was basically to help the ESC key to escape from the F1..F12 keys by opening doors, avoiding those where a F* key resides and opening the ones where a regular “friendly” key  is.

However, now I realize that the keyboard theme was basically because when I first thought of the idea, you would have to press on your keyboard whatever key was on the room you just opened but after I simplified the idea to use only ESC and ENTER to interact with the rooms, I’m no longer attached to the whole keyboard concept.

So, I would like to know what you people feel would be more fun? passing through doors where keyboard keys help you escape (unless it’s an evil Function key that catches you) or  having the characters be anything else but keys? (like silhouettes or whatever I can think of) and throwing away the whole keyboard theme.

 

Tags: compo escape idea journal LD21 feedback

Comments

20. Aug 2011 · 14:41 UTC
I like the ideas of the keys being your allies in your escape. Stick with your original idea – it’s cute!
Shadow
20. Aug 2011 · 15:12 UTC
Thanks.. Although I have a little trouble picturing how the keys should look like. lol.

old crt simulation

 

 

I should work more on the core of the game instead of pseudo-esthetics ideas :)

Comments

Shadow
20. Aug 2011 · 14:43 UTC
Looking so….. cathodic…. nice!

Tick Tick Tick

So, back tracking a few hours. Didn’t want to waste too much time on my first (fresher) day, so for lunch I just quickly poached an egg. Was pretty excellent though.

Poached Egg

Game is coming along pretty nicely. I’ve spent the last 3 or 4 hours tweaking things and doing some level design, trying to get a decent “first 30 seconds” together. Oh, and wasting more time doing rudimentary front-end work than I probably should have. Ah well, it’s all good.

FE stuff.

Oh, and, yes.. New Build

Tags: build, foodphoto, screenshot

Comments

20. Aug 2011 · 14:49 UTC
I LOVE your choice of colors! I will be sure to test it when the compo is over. =]
onefineline
20. Aug 2011 · 15:11 UTC
I LOVE your choice of foods! I will be sure to test it when the compo is over. =)

Good Morning

 

 

 

Good morning! Having a breakfast sandwich for breakfast along with another Rockstar (one was from last night). I’m sure I’ll be in the kitchen a few more times today though. ;] Things are coming along nicely:

The game is sort of a Minecraft/Dwarf Fortress-like where the player must dig their way to the ladder and escape from [undetermined number] of randomly generated levels. Currently the only obstacle is lava which floods player mines. Stones will be used to create bricks to block lava flow and also water when it is added. I’m also planning on adding cave-in events which cause dirt walls to be destroyed and non-mine-able rubble blocks to be created. So far I’m really happy with how the game is going! =]

 

 

Tags: food, morning, progress

Starting now

I think I better start working now. One way or another I aim to make a game about bank vault doors: door after door after door… and all we wanted was to go outside. It’s got to be all about fancy digital vault locks and their minimalistic inner workings.

Tags: idea, prison, vault

Don’t let them escape!

Well this is the name of my game and here I am glad to show you a concept of the game + the game graphics!

 

I think here is the game explained in an image.

Ps: My entries will be more like tweets. Easy to read and write.

 

Notch blows up IRC.

Can we get the Ludum Dare Bot to block all tweets with “RT @notch” in them?

Flashpunk hacking…

Had to modify Flashpunk a bit to be able to change alpha on specific characters in a Text object, which is critical to my game.  After a couple hours research, managed to do it with only a couple changes to Flashpunk.  Yay, progress!

Tags: flash, flashpunk, progress, screenshot

Sine Rider?

Sine Rider

Struggling a bit to get decent bike suspension/controls working, but at leas there’s a partially controllable bike in there now…  time to work on the level generation code, and think about how to make it into more of a game…

Comments

onefineline
20. Aug 2011 · 15:15 UTC
It’s Dirt Bike!!!!! Did you ever play that? That game rocked! lol, so fun. In fact, in that game, you could tweak every parameter of your bike. Maybe there would be some info in there for you to get a stable bike? Just an idea.
20. Aug 2011 · 15:32 UTC
Simply beautiful!

Introducing: Under a Watchful Eye

After a number of half-starts and fierce nonsensical scribbling episodes, I’ve finally mocked up and have begun production on my game.

I call it Under a Watchful Eye. The player is essentially the prisoner of a floating stylized Wadjet eye that travels through a large countryside full of obstacles (a first person maze, essentially). The eye projects a red ring around itself on the ground. If you cross out of that ring, the eye will begin to attack you. You need to rush through the obstacles on the ground to keep up with the thing, all while searching for an opportunity to escape. Once the player breaks free, they’ll need to hide out for a certain amount of time before they win the game (either that, or I can give players an exit point to run to).

In the pic below you can see some of the basic assets that I’ve whipped up. The yellow diamonds are nodes in a pathfinding system that the eye follows. The green dot is the current heading of the eye, and is the object that handles basic movement.

More to come.

Makin’ Progress!

Gotten the spider spawning down. Now, to handle collisions…

Pre-lunch update

After a disproportionate amount of time setting up the OpenGL vector rendering system, I’ve managed to create this not-quite-asteroids-clone here.  I figure I might as well test out the packaging, so I’d be most grateful if people could give it a try and make sure it runs. http://rochestercastle.dyndns.org:8080/overboardv0_1.zip

Comments

Linton
20. Aug 2011 · 17:51 UTC
Well, I had to add Java to my system path by hand (using Win7 x64 and the 32-bit JRE 6 that came preinstalled on my system), but after that it ran fine – assuming there’s not supposed to be any asteroids yet!

Taking a break

It seems my lava is bugged. It keeps flowing even past walls. Blargh.

Anyways, have a screenie before I go take a break:
Grappling Hook Screenie
(ignore the green borders, it’s just Hitbox display for debugging

Pomodoro break = Progress update

I’ve finished a couple of pomodoros already so I decided to put up a pic of the progress so far.

I already have a basic idea of what I want this game to be but haven’t really thought about the finer details yet. I’m actually just thinking things up as I go.

My game has a name!

The name is “Prisoner”. If I can think of anything better I might change it.

Anyway, I got some more levels done and (I think) most of the story.

Taking a break for lunch now, I’ll be back soon.

Waffles and Wolf Sprites

This is EVERYTHING this contest should be about!

Comments

20. Aug 2011 · 15:31 UTC
Yum! Looks like the wolf want to eat your waffle!

Leaps

Springs. A design challenge to keep the player from killing himself too early, but they also add variation and Action!.

My levels are becoming increasingly more complex. It’s very much my style, I don’t mind it, it’s just that the countdown clock does.

Edit: Nudged the image to the right. Still room for cropping the scene, I guess.

Comments

20. Aug 2011 · 15:31 UTC
Looking really great.

Code is delicious.

I have resorted to using AS2 w/ Flash CS5 to make my point n’ click game. (SAD FACE) I don’t know enough AS3 for that yet. Posting screens later. :]

Tags: i suck at as3

Pre-Dinner Update

I could do with a more interesting background, but I’ve got the basics of a character selection screen up and running. No gameplay yet.

I guess I’m in?

Don’t have much time this weekend but thought of something silly I wanted to see if I could do last night.  So this morning I took two hours to throw this little initial prototype together.  It’s still missing a lot of gameplay type stuff but I wanted to have something to play around with regarding the main player character and to use it to refine my ideas.

Early prototype - Click to play

 

Basic idea is a risk/reward mechanic overtop of a basic mouse skills game. The player decides how much/where they want to suck from the body parts. Those arm hairs wiggle around. The more the player sucks the more erratic they move but I’ll likely increase a score multiplier. So the idea would simply be to guide your mosquito to the body part areas you want to get blood from and then escape without getting slapped.

Here is the current earliest test prototype showing what I got finished in my first two hours here. I’m using Flash CS5.5 and ActionScript 3.0.

Tags: escape, flash, mosquito, prototype

Name of the Game

I have little people walking around who mimic the player’s graphics in every way…

Now to make you be able to talk to them! Hm. Probably just have text overlay at the top, and vanish when you walk away.

 

I think I’ve also settled on “Mirror’s Secret” as the name as it alludes to the two most poignant things in my plans for it.

The story so far…

I’m just about to start working behind the computer. Want to do a quick entry talking about what’s been happening so far.

This is the first time I have participated in Ludum Dare. I’m doing this to push myself into completing a project rather than just poking at the tools used for game programming. I’m going to use Stencyl to knock together something fairly basic, but I think it will have good potential for being expanded after this weekend.

I was lucky and had yesterday off from work. I took the time to prepare. Got the cleaning done around the house, bought groceries, basically got rid of anything that might distract me over the weekend. With a clean office I’m hoping that I’ll be able to focus.

I was out with the wife last night when the theme was announced. It immediately reminded me of an idea for a simple game I had a while back but never really developed out. I hoped that by thinking on the theme before bed I might get some inspiration as I slept, but had no real luck there. Thank you traitor brain. But I got up this morning and sat with a notebook as I ate breakfast. Did some brainstorming and I’m pretty happy that I have an idea that can be implemented over the weekend. Took some time after the brainstorming to make a plan/schedule. Already running behind some, so I’ll post this and get back to work.

LD Site is Really Slow and It Deleted My Old Title, Which I Can’t Remember

I just woke up. I was getting a little stuck last night when figuring out my concept (which is what always happens to me).But, I got some sleep, am about to get more coffee and will probably eat something soon.

Hmm, I just decided that I would scan some of my note/sketches. I’m putting it through the automatic document feeder to not waste time, so it might look a little washed out. — GAH, nevermind, the auto doc feeder is a POS. It always fucks up.

#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 */

Tags: 2D, food, foodphoto

PROGRESS

So far I made:

  • The main menu
  • The movement
  • The player sprite
  • 40% of the engine
  • INFECTION!
I still need to add:
  • Death
  • other stuff properly
  • obstacles
#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 */

Climbing Android

I was just about to give up when I got the idea to make a climbing game using multi-touch. I might not finish the game in time but at least I should have a proof of concept before the deadline tomorrow.

So I’m developing for Android and the idea is that you touch two points on the screen. One point is where the climber will move one of the hands and the other point is where the climber will move one of the feet. Then you touch two more points to move the other hand/foot.

More Graphics, and controls.

Added in the knife controls and physics, and the rest of the player controls. Also added in the graphics for the second character as well. Don’t have the level goals in yet, and it is kinda disconcerting. I should probably just jam them in and use the real graphics when they get done.

This is kinda taking a bit longer than I expected it to… Really need to get the full game loop in soon.

Not-so early morning update

Update #1

After encountering a bunch of time consuming bugs that never should have been there in the first place, my path finding is more or less done. It is a little buggy, but it should get the job done. Time to start working on the bits that make the game and not a bunch of debug boxes on the screen 😉

I haven’t decided on a name, or a theme, or an art style, or, or, or….

 

First blog post

Hello everyone 😀

This is my first LD! I’ve decided to go with the jam for that reason; I don’t think I’m anywhere near good enough to try and make something in only two days, hah.

Anyway, I had a bit of a think yesterday when the theme was announced. Today I’ve gotten to work, I think it’s coming along pretty good, at least in terms of being made. Whether or not it’s a good game is a whole other thing.

Not final art... I hope!

I’ve gone for the ‘you are in a room now get out of it’ idea… and it seems so has everyone else. oTL
However, I hope the gameplay will set it apart… I’ve got it so you can move the yellow-ish things around with your mouse, and you have to move them in the right order in order to get to the door. I’ve done a few puzzles already; I’ll try and do as many as I can. Hopefully it will turn out okay.

I’ve also got some ideas for the graphics and atmosphere… but that will happen only if I have time. Here’s hoping!

Looking forward to playing the games that everyone makes!

Turdfest

I have a game, that looks like a game.

But the game, inside the game, sucks.

I have to go deeper.

I have a hard time finding proper game rules and elements for this, but at least I have a full framework done for now. I was too optimistic whe I started to implement this with a halfassed idea, but it’s too late to turn back now. This is definitely turning out to be a turd this time, but whatever, I’ll still try to finish it. :)

Here’s a new screenshot:

My game is that you are an asteroids style ship, that is trapped in an alien spaceship thing that has to escape. Hopefully will have things to shoot and some nice retro particle effects.

So, I have had a good sleep and I have implemented quite a lot of stuff.

+ Seamless scrolling level

+ Level loading from a bitmap

+ Asteroid style movement + collision

http://img52.imageshack.us/img52/7701/13917477.png

 

Tags: progress, screenshot

Does your game have toilets?

If not, why not? Every game should you know! Getting some progress, level 4 is added and added a couple of new features:

Once level 5 is in there should be a demo along.

Codename: Smashed To Life

Smashed to life (not a final title) is a game where the user must work through levels to smash themselves (an atom) into another atom in order to make it to the next level. Currently I have the base framework in order, movement, smashing atoms and instructions/text. Now I have to add a few obsticals such as spikes, add some more features, and get on to level design!

 

Progress…

The player can switches between the knight and the princess. The princess can only walks on pink tile and the knight can only walks gray tile. I also add coins.

Next step:

-Add new randomly generated obstacles.

-Add a dragon.

-Add an on-rail camera.

I Played Wolf

Picsor

Short criminal chap standing in a waste ditch

I decided to make a game about escaping from prison! Or rather, the part of the escape where you’ve physically made it out of the prison but haven’t lost the cops yet. So far I’m calling it “I Played Wolf,” cause you’re baaaddd. Well I mean you’re trying to subvert the justice system, right?

Last night I added an animated filter like an old CRT/TV that can have it’s speed, direction, and angle altered by gameplay variables. And I made this little character that the player starts off as (obviously he/she’s going to need new clothes and a disguise) and like… some tiles!

Then this morning I went to class until 12, had lunch, and somehow it’s already nearly 2PM, time flies. So now I’ma get down to work and put in some dogs to chase the player into town.

 

Restart!

Well, I got the code fixed! It isn’t any further than before, but it looks nicer, everything works properly, and so I can get onto the levelgen and defenses! SCREENSHOTS SOON!

Untitled sinister running away game

About time I made a note of what I’m up to! I’ve gone for an isometric-running around trying to escape a mysterious building while being hounded by hordes of sinister enemies sort of thing. Are they human? Maybe they were… once. Who knows! Also, due to the appearance of the tiles I’ve laid for the floor, I am finding it really, really difficult not to add an element of DISCO to this. Anyhow, that’s it for now; plenty yet to do.

Tags: Flixel

Comments

20. Aug 2011 · 16:30 UTC
Please do add some DISCO to the game! That would be awesome.

Some progress update

Okay, some more progress. It feels like this is getting somewhere.

Pretty cheap programmer art, ’cause I want to get the engine running. Also I need to think about a name for the game. Check out the latest demo here: clicky

Progress report.

Progress has been pretty slow and I’m starting to doubt I’ll be able to finish on time but things are picking up now that most the kinks with collision detection have been ironed out (still some left though). Currently basic physics (gravity), basic game play mechanics (jumping, wall jumping etc), collision detection and a bit of the art are in and finished. I still have a very long way to go.

The basic idea of the game is that you’re a Ninja and you’re trapped inside the deepest part of the enemy’s base. You have already acquired what you have came to do and now you must escape while avoiding detection. If you get seen you lose. How deep the game play gets all depends on how much I can add before running out of time, I’m hoping to add things such as smoke bombs to help avoid detection and shuriken to help dispose of lone guards.

It’s quite daunting how much progress everyone else has made in the same amount of time so I’ll have to try and pick up the pace.

 

 

 

Animation, Background and stuff

Here is another screenshot of my game.

 

Now I have a real sprite class a background and 3h extra sleep :).  Graphics looks stupid, this should be better.  Also I need a trash-story ;).

 

Stage 0

Escape, eh? Here’s what I plan to use.

-AS3, Flashpunk

-Paint.NET

-pxtone

– Magic the Gathering

– DnD4e

Because today is my monthly gaming day. It seems that my friends will tolerate my attempts to make a game while we play, let’s see how that goes!

Rather junk food…

…for dinner.

Just a frozen food pizza with added mozzarella. ’twas okay.

Tags: foodphoto

Some progress!

In the wise words of Ash Williams from Army  of Darkness: “Oh nooo! I’ve slept too much!”

But having your batteries charged makes a big  difference. I can already think clearer than before. Here’s a simple screenshot:

 

What I’ve got so far:

  1. Moving between rooms engine.
  2. Crappy collision detection (improving that now)
  3. Layers! You can walk behind stuff!
  4. Walking and running, with animation. Looks pretty good in game. Running animation is just a sped-up walking animation right now.
  5. The character also blinks. Not a huge thing, but these details are the things that bring life to characters.

Now to fix the collision and make locked doors and interactive objects.

 

Since I don’t have a lot of time to code anything complex, everything is being hardcoded and precomputed. Here’s what the collision map looks like:

Green is ground. If a color has red=255, it means it’s  a doorway or a “transitional object”. Run into it, and the game will pick up the blue component of the color as an ID.

This ID is used to load another room with a fade-out fade-in transition. Simple stuff.

The ID is not unique for the game, but for the room.  This means that, in a single room, I can have “doorways”  to up to 256 other rooms. Ain’t that cute?

(Currently, I’m just loading the same room over and over. It’s actually quite creepy. I think I’m gonna use this!)

When I change a rooms, I have a state object that gives me the previous room name. I can use this to place the character in the proper location in the new room, as well as run state-specific events later.

 

All right, enough talking. Must write more code!

Physics done! Let’s create a level!

Here we are: the whole physics are working, the ball bounces against the walls created by clicking ! I’ve created some sprites using Inkscape, and SFML2 is really awesome to work with (it doesn’t get in your way and it gets the job done easily) !

Next on my task list: creating a level, probably adding scrolling and maybe some music and sound effects ! The title screen also needs some polish, but it does its job for now.

That's a bouncing ball !

So, here’s where I’m at

So, last post I told you guys that I had completely changed ideas, and that’s true. Howeverm I thought it’d be fun to run through a few of the ideas that almost made it. I was initially going to make a game about trapping yourself, and then you were able to escape by pressing the escape key. However, you needed to be trapped to do it. So it was kind of like a reverse sokoban game. It wasn’t fun. A second idea was a game that revolved only around using the escape key. It doesn’t take a genius to figure out that wasn’t fun. Anyways, I’ve added teleporters to my game and included some new levels (I’m at 7 now).

Here my newest level (definitely NOT going to be until much later in the game)

I

If anybody takes takes the time to comment, well, what kind of features do YOU think should be included?

 

 

 

 

Tags: journal

next up: gameplay

I got a (basic) level editor, tile drawing, collision, crappy lightning and player movement down.

This is how it currently looks like:

In the end it’s going to be even darker.

But first I need to actually make a game out of it.

just joining the compo

haven’t decided on an idea yet!

Half-time indev preview of Soul Hellscape

It’s been roughly 11 hours since I got up (silly Europe timezones). And I think my progress has been pretty steady so far. I was most worried about not liking the theme (it’s OK, if a bit too broad), but more importantly not being able to think of any decent ideas. But I think I like what I came up with:

You help damned souls escape hell. I call it “Soul Hellscape” :) You play the game by placing a “Holy Light” beam that attracts nearby souls and thus lets you guide them to the gate of hell, where they can escape. All while several types of baddies attempt to nibble on the delicious, innocent souls. You can zap them with a “Divine Lightning”. Plus a few more details and mini-features. Here’s a screenshot of the game:

You can download it here (Requires XNA and .NET):

http://blog.capdb.net/SoulHellscape.zip

Contrary to what I had planned, I spent very little time with a sketchpad. Call it an “inspiration”! Then again, my programmer “art”work is as good as it’s gonna get so it all balances out ^_^ Although I will expand on the variety a bit tomorrow. Oh, and no sound.

P.S. And let me tell you, #ludumdare IRC channel is a serious distraction.

Tags: CSharp, xna

Time to get started.

After a mishap with my ankle involving a cartwheel, I decided to get some sleep last night. Now, I’m ready to get started. Very simple concept – escape mazes and collect things along the way. The mazes will have ways of making sure you move quickly. I learned a bit of pyglet before I fell asleep, and I’m going to try to figure chrono-lapse out now, and I just installed kolourpaint. We’ll see what I can make before I fall asleep again!

Tags: cartwheel, chrono-lapse, collect, escape, herewego, kolourpaint, mazes, pyglet

Reverse Tower Defense Update #2

I’ve made a lot of progress and have a lot of stuff working. The towers can now shoot and damage the player. Once I got that working, I switched gears to map generation. I went ahead and spent about 2 hours making a rough little editor so I can make rooms easily (pictured below). Theoretically the game will stich together a bunch of these rooms together and the player will have to navigate though them using whatever items he can find. I probably could have made these rooms in a text editor just as easy, but I always find that tedious and I like the visualization doing it this way.

image

Tags: Ludumdare

I’m not dead yet!

So uhh… yeah. Message systems rule, rite? Well mine won’t have annoying textboxes ^-^

How not to stop an escape

Not doing so well, but this whole experience so far has been both enlightening and hilarious

Comments

uuav
20. Aug 2011 · 17:18 UTC
they seem to escape well 😉

“You See Boulder” design document

I dunno if the name is going to stick, but here’s the game’s design:

OMG! A boulder!

In the world in front of you is a little man who is very fast but unfortunately very stupid. He has found himself in an ancient crypt and wants treasure! Naturally, this crypt has a giant boulder, lava, shooting arrows, walls closing in, and more hazards. You are a benevolent wall-building-spirit who is tired of seeing adventurers die. As a result, you will be building walls to protect the adventurer from traps, help him collect treasure, and get him out of the crypt before he is crushed by the boulder!

Click-and-drag to draw a wall. Character runs and does very simple pathfinding around obstacles. Collect treasure. Don’t die.

I’m starting late but I’m really looking forward to this one!

Making Progress

Ok, heres Escape Velocity as of current. Movement is in and non-buggy. The map is loading correctly from a file. Colliding tiles are un-enterable. Going to start implementing the interfaces for fixing the various parts and such now. Once thats done, I’m probably going to update the graphics, and I’ll see what time I have left in the day at that point.

 

 

 

 

 

A bit of resizing of both the screen and the obstacles has made the game soooooooooo much more fun to play.

When it comes to game-play its the little things.

Flatland: The Game update 2 (+ others)

An update on my progress so far… as of an hour or so ago

Here’s the screenshot of Kris’ game, which is looking pretty awesome! (sorry bout the lack of cropping the photo, wordpress is being a bitch…)

 

Yay, people!

Another update!

Those little blue guys are in need of help escaping! Look at them, their reaching out to you!

Progressing.. slowly

So I’m still at it, not going as fast as I’d have liked, I may have to cut back on some features to actually get something resembling a game.

I changed some of the world generation and put in a character with some camera control, which unfortunately isn’t quite right as I have some juddering.

I’ve put up what I have so far on my dropbox.

http://dl.dropbox.com/u/10670005/games/ld21/index.html

My progress so far. The cars can’t drive yet. hopefully i get that working tomorrow otherwise the game will be a bit boring.

 

 

 

What happened: No message showing “Press Space to interact with door was showed”

Why it happened: There was another door deleting the message because I used the string as an identificator.

Lesson: Never use a single system in two places before verifying it works at 1.

That was the worst timewaster in a 48-hour competition ever.

End Goals – Promises to Myself

So… Toward the end of the first day. I have a player model with no texture that is only partly skinned. It is displayed on the screen, but it’s not attached to an entity yet.

I have an entity class that holds a model and a hitbox and an actor class that extends it with movement. I have a world that holds entities and a scene that holds a world. I have several utility functions, as well. I also have a data manager that can load models (animated or static) with specific textures.

I have a base application class that can resize its window and update the current scene.

Here’s my promise: I will make this into a game, no matter what. I’m in the jam, so I have a little over two more days.

Here’s what I promise:

  • Complete player model with crappy hand-painted texture and basic animations
  • A player character who can run and jump
  • Terrain that the player can move around in
  • At least three rooms to move through

I am dedicated to producing those things at this point. Everything beyond that is speculation. I will make this into a game, even if it’s a very simple one.

Peace, love, and Sekhmet’s blessings,

— Henry

Right 31 – First beta!

RIGHT 31 – a ludum dare entry by Adrian Siekierka

BETA 1 – no multiplayer yet! Search for bugs! Please give feedback and remember – it’s made 100% on an ARM tablet

Plot: You’re a Ludum Dare developer who is trying to escape from code bugs! But remember, you cannot ever really escape from them!

Controls: LEFT/RIGHT – move, UP – jump, DOWN – pick up or throw block.

URL: http://64pixels.org/right31-b1.jar

Comments

20. Aug 2011 · 17:00 UTC
Oh. right. Kill enemies by throwing blocks. They don’t harm you, because can code bugs harm the developer himself?

Also I approve of any pixel art made in the game!
Jiyko
20. Aug 2011 · 17:38 UTC
Nice, Seems good to me!

I’m trying something really artsy for this LD.  It’s a game about psychological escape mechanisms.  A character with a mind tormented by guilt and denial runs around the screen, trying to avoid confronting the persistent thoughts in his head.  It’s up to the player to move the “thought” (a fragment of text) over the character so that it fills in the words until all words in the thought are lit, at which point the character has come to terms with this painful thought.  The player then moves on to the next thought, thereby piecing together the background story.

Tags: screenshot

Screenshot Saturday

So, my timelapse program stopped working, but I just finished my first image! Unfortunately, I’m not even done with coding. My idea was a bit difficult to implement, but I got it to work.

So here’s a screenshot from Shapechanger (working title):

 

Making slow progress

We now have a little caveman that can run around.

 

 

 

 

 

 

 

It is a game.

Yeah! I am so happy. Just implemented the overall loop with reseting all instances to replay without quitting the game and it worked on first try without any bugs so far. This part had me quite daunted beforehand. Let’s check the current state of progress:

  • Player can win
  • Player can lose
  • Player can quit anytime he likes
  • Game has intro, win and death screen
  • Game can be repeated

So theoretically I have a finished game. But nevertheless there are some important parts missing:

  • Different levels (probably randomized)
  • Sound effects
  • Music
  • Text for the static screens
  • At least one additional feature to make it more interesting to play

Enough left for tomorrow but still quite far. I don’t have a bad conscience about getting to bed soon.

Time for dinner!

This was a day of serious procrastination. Everything is now ready as paper drafts, so it’s time to get to work! I already made a cute but noobish logo:

And also some sprites for the main character.

I’m recording everything I do, so expect timelapses :)

Comments

21. Aug 2011 · 07:31 UTC
Really nice job :)

Puzzlestein end of day 1

End of day 1 progress update. The gameplay foundations are working. It is possible to drag operations from the palette at the right into the queue next to it. The idea is to avoid the guards in the maze and find the exit. Not sure if I will implement fighting back, or if it should be just a sneak-em-up.

Tags: progress

Light bulb!

Starting now! I hope there is still time for me!

Lost in the Shadows

Hi,

here is a short update. Acutally I post more frequently on my google+ account, because its much faster :).

Its a rogue like survival game…

“The dwarf is buried in the mines. Unfortunately he has no food and water. The mine is mainly destroyed only a few rooms left where he might find some useful things. Time runs out and he has to find the exit, otherwise he will die soon…

Not much of a game yet. The dwarf can move around and dig through the whole mine. The mine is random generated with rooms and different rock types.  Fog of War is working as well. Next I will add items, some gui elements (water, food) and enemies…

 

I think I’m going insane

I want to have 50×50 tiles of lava spreading beetween walls. Sounds simple, should be simple.

Sadly for some reason it isn’t.

The first time I create the lava source, every tile thinks it collides all the time, even if it doesn’t.
The second time I create it, every tile thinks it doesn’t collide all the time, even if it does.

What the hell? D:

New idea!

Well, I haven’t had much time to work on my project today (which is why I’m trying for the Jam), but that might be a good thing because I have thoroughly convinced myself that my old idea was not actually worth working on and that it didn’t actually integrate the theme into the game mechanic. Thus, I have come up with a new, better idea (and one that might actually get done in time)!

The idea is basically that you are some sort of city official that is trying to evacuate a city. The player would be able to mark streets as 1-way

Uchuu Sentaï Pastagaga first prototype ! (+song)

Hi All !

Uchuu Sentaï Pastagaga team here ! Our shmup -avoid’em all- is in the pipe. We are now at the v14 of the prototype but we wanted to show you the first prototype for the record.

screen of the v1

And just for you hre is a little bonus: as you can see in the screenshot for the bullet place holder we used the face of a French famous singer for old people parties, please enjoy one of his best songs 😀

See ya’

McPixel saves the day!

Oh, I was utilising G+ as my progress report thingie while the site was out, so I need to make up for this now.

I managed to create a simple point’n’click adventure system with multiple outcomes and such, and wanted to have one level ready before sleep yesturday, but…..

Ok, no butts, I made it :)

Try it here!

Loads of progress!

 

Long overdue for a blog update I think! let’s see, since the last update I added some basic police AI, some pathfinding (yay!) and shooting from the water pistol makes puddles now.

up next is a little extra AI behaviour (slipping in puddles, getting aggravated when wet, hears noises), also I want visual sound effects (like in a comics). after that it’s just making levels… and the 3D models that levels are made from… whew, starting to sound like a lot now I’m well into day 2, I guess I could make this a jam game, but I’m considering that to be defeat at this point, I CAN MAKE IT! :D

also, PLAYABLE WEB BUILD TO BE FOUND IF YOU CLICK THIS LINK!

Food!

Good nutrition for good morning!

Tags: food, foodphoto

LOST MY NERVE SOMEWHERE

1) WHAT THE FUCK

2) COLLISIONS Y U NO WORK

3) HOW THE HELL DID YOU GET OVER THERE CRATE WHAT IS WRONG WITH YOU

4) WILL I FINISH IN TIME? STAY TUNED

Tags: ALL CAPS

Another Day in the Mark Overmanor

After waking up today and destroying a small planet, I immediately went back to working on my game. I made a lot of progress today – not only is the main character movable, but there is also a shop!

Todo:

– Make enemies

– Make buyable items in shop

– Make the lives system work

– Design levels

– Make music

– Make sound effects

– Make bosses

– Make a credits screen

Day 2 of LD#21

Second day will be dedicate to clean up the game, add some music, menus and some tutorial.

Game is finished, I need to add last two levels!! 😀

p.s.: in the screenshot spiders and a blob is tring to kill you!

LD #21 is over for me

It’s a sad day, but after losing so much time to uni assignment, as well as time for being unorganised, I’m going to have to call it a day. At this point in time I know I can’t finish anything I wanted. It’s disappointing, but I set myself up for it by essentially reducing a 48 hour jam to 24 hours.

However, it was my first time, and I think I’m allowed to fail once :). I did learn a good few things like:

– Be organised. A lot of time was lost due to my lack of organisation before the event.

– Make a little bit of art early on. Sure coding is great, and having little box men etc is a good place holder, but having an actual character gave me so much more motivation.

– Make the time. There is no way (at least for me) to make a game in half the time of the competition and be proud of it. Once I’m more experienced that won’t be so. But I SHOULD have tucked all my work away and made sure it was done before the weekend. Cleared everything from my schedule, and written down plans for exactly when I was going to be working on it.

 

Well, here’s looking to Ludum Dare #22!

thanks for reading,

-yumi_cheeseman

We’re Back! – First Playable Version

Welcome back, awesome work guys – got the site back! Guess is just shows how popular things are this year. I’ve been hard at work, up to 6 levels and resolved some of the bugs now:

Teeth Update: I’m in severe pain and my face is about twice the size it should be. Can’t eat anything but mush! The drugs don’t seem to be helping with the game design either!

In other more game related news, I’ve put up a build to play (there’s a download and an applet)

Play the Cell

Dawn of the Second Day

~ About 18 hours remain ~

Let me show you what I did while the site was down:

I finished the basic engine! You can die, there are obstacles, and it’s infinite.

So what’s left to do today?
– Scoring
– Sounds and Music
– More level variations
– Some graphical improvements
– Online Highscore

Alright, let’s roll!

EDIT: Oh, and have a link to the newest build.

My accomplishments for today and while LD was down

here is a list.

  • Made Sword Stabbing
  • Made Spear Throwing
  • Made better collisions
  • Wasted maybe 2 hours watching ponies
  • Made item  system working
  • Procrastinated
Oooh boy.

Complete Timelapse for Day 1

Here’s the complete Timelapse for Day from my game. I think it’s about 8 hours of actual work, hoping day 2 goes well to finish off the game:

Less than a day left

Yes, those are exploding acorns

Less than a day left!

This is my first time using a bit map for level editing,  and I’m finding it incredibly convenient. For example, I can automatically assign which tile image I want by letting my program check how many neighboring tiles there are.

Escape from Joplin WIP 2

I managed to create quite a bit of sound and music Friday night, although I think I spent a little too much time with it. But hopefully it’ll result in a good mood/atmosphere.

I also created a dog rig and did some more refinements to my character animation. Here’s a video:

Procedurally animated dog with 8-directional movement and ale... on Twitpic

I created some textures, too:

paintin some quick grass textures on Twitpic

And I started to get my world together. Sadly this has been started too late. It should be interesting to see what I can get done in the couple hours I have tomorrow.

starting to get a world together on Twitpic

Comments

21. Aug 2011 · 08:21 UTC
I watched a video of your project and the procedural animation is nothing short of impressive (2x thumbs up)

The morning after

 

 

 

Alright, so about half the time is gone. No panic. I think I wasted too much time yesterday on things I could have done before the comp (learning how to deploy applets with lwjgl for one). But at least I have my design set. RTS style, with enemy swarms. The menu got a bit of an update:

So your guys have shipwrecked on an island, and you have to guide them in fixing her up while trying to survive.

I will most likely stick to only ore and wood. Initially the plan was for a set of different types of buildings and resource chains, but seeing how time flies I think I need to cut back on features.

The biggest thing missing is the enemies.

 

 

Comments

Daveydag
22. Aug 2011 · 12:02 UTC
Really nice idea and visuals! gotta love monkeys! Rts game play a refreshing change as well. Well implemented.

Getting Close!

I have now made two full levels, each with a boss at the end.

Now to make the menu and add sound effects.

Screenshots:

 

Comments

ointment
21. Aug 2011 · 07:09 UTC
The backgrounds are a bit too light, I think. Not much depth in these shots.