LD21 August 19–22, 2011

Kobo II: Micro-update

Haven’t given up yet, and there are a few days left! 😀

However, SMART says my secondary harddrive might die any moment now. I do not need this now! :-( New drive ordered, and making extra backups to external drive, hoping that the old drive will last until the new one arrives.

David

CotC – Crypts only seems to be dead

I’m here with the fourth dev video preview from the Courier of the Crypts but that’s not all. I’m out of the October Challenge, time run out and I still have lots of things to do. But OC is not just about the October but about finishing a game and earning a single buck from the stuff we love to do – making games. It’s all about to see what is it like to have final polished product out in the world. It’s not the end for me here, I’ll finish Courier of the Crypts, October Challenge game all the motivation I need so it’s still WIN situation.

Now, enough malarkey and let me show you the preview that is featuring 2 types of monsters, GUI (wip), and Flame’o’metter (look at the gui). I hope you like it :)

http://www.youtube.com/watch?v=eCIraH7iEI4

Congratiulations to those who succeeded! Others that are like me, don’t give up folks 😉

Tags: Courier of the Crypts, preview, video

The ghastly Death of Radus leaves the October challenge

 

The team decided, after serval problems with StencylWorks to change to Construct 2 (for the moment), and also to leave the October Challenge, as we lost too much time with facing problems. BUT the project continues! If you want to try a demo-walkthrough of the game with the old Engine:

http://deathofradus.blogspot.com/2011/10/stencylworks-demo.html

Dont forget to follow development news and announcements on facebook and Blogger.

 

Any advice for the game engine is welcome!

A bucket of new stuff in Urth

In spite of a lack of updates things were done. Great things, wondrous marvelous things! Such wondrous and marvelous things that the human mind can not comprehend! Unfortunately we’ll have to talk about those some other time, since this post is about Urth.

As you may or may not remember Urth scored less than desirably( in LD21) in graphics with an overall 2.65. Needless to say that was given priority. Next up was audio, as that wasn’t great either. After I’ve narrowed down the priorities I’ve naturally decided to start working on something entirely different: the level editor. And what a glorious level editor it is! is it? it may be, it’s like asking a chef how good the food he spent all day cooking is. And by chef I mean amateur cook. And by amateur cook I mean someone who poured himself a bowl of cereal. Now I feel like eating cereal, but I must finish this post first.

The music… well I’ve taken the liberty of outsourcing the music to this chap right here so go and listen to his stuff (and like it!). I’m not posting the music here, you’ll have to wait till I submit the game tomorrow, or the day after. If it’s not done in the last few hours it’s not a proper jam at all.

So what have I got to show other than talk of cereal and a link to a music man? Well what’s left? The graphics! Good answer, shows you were paying attention. And what better way to show off graphics than by showing them! No, not a video, but close enough… screenshots!

Let’s begin:

The updated main menu

 

The pretty-fied level selection menu

 

The awesome-ized escape mode settings menu

 

Gameplay screenshot with 100% more magnets

 

More gameplay

 

This may not seem it, but it's from escape mode

There are numerous fixes optimizations and tweaks, but nobody can see them so nobody really cares. Next I’ll finish up the win-linux-osx ports and off to markets they go.

That’s it for now, until next time!

Tags: music, progress, screenshot, update, urth

Comments

28. Oct 2011 · 14:54 UTC
your planets look lovely. would love to see them in motion :)

Introducing the Mini-LD #30 (Togetherness!)

The Mini-LD #30 will be taking place on November 4th-6th. It will start at 6PM PST.

The theme is: Adaptation!

If you want to join our Google+ Hangout, please add me here!
https://plus.google.com/113083902335221572750

We are also hosting a local game jam here in Phoenix on that weekend. I plan on setting up a live stream of the room as we work.

We would love to see some other communities group up and join us!

In fact, that is the “secondary theme“! Anyone who can, please join this jam with other groups in a community. If you are not in an area with neighbors, set up a Google Hangout! The best part of game jamming is working with a group of fun individuals, so don’t rob yourself of that enjoyment.

Even if you are being a “Lone-Wolf”, join a pack!

If you have any tips or suggestions, or would like to offer help set up an online hangout (Skype, G+, etc), please comment on this to let me know. See you guys on the 4th!

Submit Here | All Entries

0hgame jam – I’m in!

I’m happy to declare my participation in this month’s most awesome game jam: the ZERO HOUR jam.  I may live in Canada and have to suffer with the Nov. 6th daylight savings time date, but just for kicks (and because jamming with friends is half the fun) I’m doing it tonight.  The jam starts in 45 minutes and lasts one hour.  My plan is to hack my bullet hell shooter engine to make it a top down arena shooter called 999 zombies.  Wish me luck! =)

EDIT: Here is my final submission!

http://www.mcfunkypants.com/0hgame/

Tags: 0hgame

Countdown…

Team OPifex has been busy, but life has this nasty way of messing with the plan haha! We don’t have much to update on other than from today until tomorrow, the team will be working nearly non-stop to get this done.  Will we sell a final release copy by the end of October? Maybe! If we’re lucky, everything goes smoothly, and things come together at the end here like we’ve been hoping they will.

Good luck to everyone else, and hopefully we’ll be posting some good news next time!

I’m In – 0hGame Jam (eye heart boobies)

EDIT: Here’s my final submission: Nick Yonge presents: TITS! (A childish game, made for adults.)

ORIGINAL: On last minute impulse I’ve decided to enter in the 0hGame Jam. And although I’m technically in Canada and my clock doesn’t shift for another week, why not make a game now, right? Right? Right.

Anyway, I’ve grabbed a theme for inspiration. Looks like I’m gonna be making a 0h game about boobies!

I’ll be using Adobe Flash CS5.5 for, most likely, everything. See you in an hour. <3

Tags: 0hGame Jam GameJam

I’m in! …Tomorrow(ish)

I just got back from a short trip to find…the 0h game jam starts (for most people it seems) in a few hours. Even though the US doesn’t have Daylight Savings until November 6th, I’ve decided to start tomorrow. Actually, early Monday morning. In any case, it will be just over 24 hours from now.

Sorry I couldn’t do it with the rest of you, but it’s late here and I have (important) stuff to do early tomorrow.

I wish everyone luck! 😀

EDIT: Whatever. Since I’m feeling sick and since most other North Americans seem to be jamming on the 6th (when our clocks change), I’ve decided to wait until then as well.

I’ll see you then! :)

Tags: 0hgame

Legend of Equip > Pants (October Challenge)

Hello everybody!

These last two weeks of October I’ve been working on a Halloween/Fall themed sequel to an RPG I did a few years ago called Equip > Pants. I *will* finish by Halloween! heh. Perhaps I can meet the October Challenge by selling my game through the Google Chrome Store?!

Programming and art are nearly finished. Here’s some of my sprite work:

Sprite of an autumn tree.
Character sprites.

More graphics here.

Good luck everybody.

Zach

Comments

digital_sorceress
30. Oct 2011 · 19:14 UTC
I like the colour palette you’ve created.
31. Oct 2011 · 02:39 UTC
It *is* a very interesting thing! I agree. I basically created a radial rainbow gradient to capture all the hues, then I posterized to reduce the number of colors, and I did some hue shifting off of the “pure” red/green/blue. Now I had full saturation colors. I took those and moved the brightness up/down to create a light and dark variant (can also be done by overlaying semitransparent white/black). This creates the top 3 rows of color.
digital_sorceress
31. Oct 2011 · 10:52 UTC
I agree with what you say about the palette based sprites feeling more connected.

We’re out :(

Hey ya’ll, it was a good effort… but things just didn’t come together like we had hoped.  We are a busy bunch of folks, and life calls.  We’ll get our game done eventually, hopefully within another month or so.   Keep a lookout for Splat! sometime or later Smile

Cheers guys, and congrats to those who succeeded in the October Challenge!

– OPifex Entertainment-

Game submited!

Hey everyone!

My entry “Golden Tamarin” has just been submited! It is a port of a game I released on Android this month as a paid game (but I’m thinking about ads, very few people buy things on Android…). I adapted it to Kongregate and am planning to release it on the Chrome Web Store with a higher resolution. Visit the game and 5 ***** it if you like it :)

http://www.kongregate.com/games/igordsm/golden-tamarin

 

Thanks for the competition and good luck to everyone still preparing their games!

Urth gets submitted to ALL the things

Well no not ALL the things, but some of the things. Some of the things is better than no things at all.

It’s currently available on the android market and pending in a bunch of other places so I’m sitting on versions for windows, linux and osx. In all honesty I focused more on getting it ready for the igf (student edition) and less about scouting marketplaces.

“Is this the part where you tell us to buy it?” the crowd asks. Well yes actually: “Go buy it!” Or at least +1 it on the android market or tell your friends and family and that cousin George you haven’t spoken with since 3rd grade about it. Yes the one with the bigger thumb on his left hand.

Some of the features will roll out to the free (ad supported) version relatively soon (the updated graphics and music), while others will be kept a version behind(mostly new levels and such).

And here’s a trailer for you(can someone please tell me how to embed videos? the code just gets eaten up)

Thanks for reading 😀

GAME PAGE

Tags: android, linux, osx, postmortem, trailer, urth, Windows

Into Beyond (actual title) :D

As it turns out, i won’t be submitting the game for the october challange. It would just feel wrong to submit a milestone version, eventhough it got to the stage where i wanted to get.
The october challenge though helped a lot getting the motivation up, working continuously on a project, and keeping you posted about updates. It was great fun participating in it, and i don’t think i’d be anywhere near this stage of progress if i haven’t accidentally read about it! So, thanks for hosting! 😀

Summary:
Into Beyond is a exploration shoot’em up with non-linear level and campaign design. Your only restrictions are your resources. You will travel to different planets, star systems, asteroid belts, space stations and lots more places, to discover loot, new gear, or even new ships. Different places may include different styles to play, so it won’t all be side scrolling action.

The goal is to get this done in the next 12-18 month, depending on resources and people i get to contribute on this project.

 

Now, for your pleasure, a few screenshots! (Can’t record video currently because Fraps is eating up all of the performance my pc has to offer :|)

#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 */ screenshot27 screenshot53 screenshot87
screenshot88 screenshot116 screenshot140

All of the assets are placeholders and by no means final.
So for now this is basically a big proof of concept, which worked out quite well, and i am certain that this project may be well received once it is done.

I’m currently looking out for a way to fund further development, so if you have any suggestions, i would appreciate input on that.

I will now continue posting updates on my blog, rather than this journal, so if you are interested how the development continues you can hop over to
http://redwatergames.blogspot.com

or my youtube channel (will receive updates as soon as i am able to record again)
http://www.youtube.com/user/MegaWzl

or follow on twitter
https://twitter.com/#!/RedWaterGames

 

Thanks for reading and good luck to the other participants!
<wzl>

ConstantSail.com launched!

And just in time for the October competition.  Thank you ludum dare for setting up this compo. Without it I don’t know if I would ever finish the game that has been sitting around forever.

This forced me to cut features and prevent creep so that I could get it out in time. Of course this means I have a todo.txt file a mile long with features I would like to implement, but alas, they will have to be added in future iterations.

The way it is, you can play online in a mmo game where you can upgrade your ship, trade goods, and sink other players ships in real time. And it is all through the web browser!

Now all I need is one player to upgrade today :) Bitcoins and papal are both available checkout methods. When you upgrade, you can add unlimited ships to your fleet.

ConstantSail : Pirates & Traders



Edit:

Here is the challenge entry: http://www.ludumdare.com/compo/october-challenge-2011/?uid=4337

Comments

SusanTheCat
31. Oct 2011 · 17:23 UTC
All I got was a blank page. With a little bit of digging I found out it was because it could not find “console”. If I turn on Firebug it works, otherwise I just get blank page.

SuperRebelCraft Alpha RELEASED for LD Oct, Challenge! 6 hours left to make $1.00…

Super Rebel Craft Image

Super Rebel Craft Alpha

Shipped! I’ve decided that my game’s going along great, and now I’m raising a bit of money to hire an artist so things can really get moving.

So, I’ve decided to run a Pay What You Want special to try to make my $1 for the October Ludum Dare competition!

All I need is 100 people to pay the minimum of $0.01 😀

Super Rebel Craft is heavily influenced from Super Metroid, Minecraft, Terraria, Diablo, and Castlevania Symphony of the Night. If you like any of those games it’s worth a look. It’s my best work to date.

 

More info on the website: http://www.SuperRebelCraft.com

 

It’s not the complete game yet, but it’s still a lot of fun to play. Pre-ordering now gets you access to the current alpha as well as future development versions. And feedback is greatly appreciated – bushmango@gmail.com

– Steve

Super Cuts submitted to Android Market (and ears its first dollar!)

Supercuts is a project started in mid-october in a collaboration between 2 brazilian indie studios: Behold and Dynamic Light we just finished it in time for Ludum Dare october challenge.

In Supercuts you take the role of a barber and use your finger, with swipe moves, to cut, trim and fix hair and beard of all kinds of different characters. We have over 20 characters, most of them unlocked by achievements and easter eggs.

The game has been submitted to Android Market, App Store (pending approval) and costs $0.99. It was developed using Unity engine. On the first hours, we just made our first dollar on it!

Check here our Ludum Dare entrie. Any inquires or feedback you can email me at gusfune [at] beholdstudios.com.br.

Giving up

As it turns out, I’m not going to be able finish in time for the October Challenge. My original plan was to sell pre-orders of my game Wolkenwelt by the end of October. Well, in my timezone it’s already November 1st. In hindsight, I didn’t have as much time in October as I hoped I would have. I only had the last two weeks of October for development as I had some important contract work to finish during the first two weeks. It didn’t help that I have been sick since last Thursday.

 

Anyhow, I have every intention of developing Wolkenwelt further and eventually releasing it. I needed to push back the pre-order date, but I hope to be able to start with pre-orders by next week, even though the first alpha may not be as feature-rich as I want it to be.

If you want to follow the development process, you can either visit the official Wolkenwelt site, which has more information on the game and forums or you could follow me on Twitter.

Tags: wolkenwelt

Comments

7heSama
03. Nov 2011 · 01:02 UTC
Giving up != delaying. >:| You go this. GOGOGO

Kobo II: October Challenge 2011 results

Well, I’m too tired, and there are too many remaining issues. Not much chance of wrapping anything reasonably solid up right now, so I’m writing this report before I go and get some sleep.

So the next goal is to release the alpha/tech demo and start taking pre-orders before Monday 7th.

Kobo II now has a Boomerang fighter with an “ElectroGun”, similar to the ones in Kobo Deluxe, that is, trying to circle around the player, firing some sort of electrically charged “bullets” at said player. Not much AI and no aim-ahead, but you need to respond actively to avoid pain.

There is also a massive drop ship that moves between random waypoints, teleporting enemies into the battlefield. When attacked, it will face the attacker and backpedal, while returning fire using a truckload of guns. Being in the wrong place hurts. A lot!

Current game mode is a Survival variant, where each stage N has N drop ships on it. You need to destroy all drop ships to clear the stage and move on. A score bonus of 10% extra per stage is awarded, and there is also an “adrenaline bonus” that multiplies the score when destroying lots of stuff in a hurry. Death, should you chose to continue playing on the current stage, is avoided by giving up 50% of your score in exchange for a new ship.

The drop ship doesn’t seem to like having screenshots taken of it when in action, but I managed to capture part of it anyway. (Placeholder graphics; constructed from various Kobo Deluxe tiles and sprites.)

Scratching the paintjob of the behemoth, moments before being violently desintegrated.

Playtesting is… not boring! This might work. :)

David

While it’s not coming out…

…I have some more progress on A Fey Mood. I was able to add a shadow effect and improve the quality of some effects, as well as make the particles and shadows adjustable (as while it looks good, some effects are a bit hard on the computer). I need to add the rest of the story, and this also means adding transitions between stages and actually adding in more content. I also still need to create music and art for the game, but that I’m leaving for later, as I could get all wrapped up in doing that with no real progress. When I complete all the stages and start building assets, I’ll begin taking pre-orders… Hoping to get this onto Desura by the end of this month, at least as a WIP.

RUNNIN’

After a really intense month, I’m really glad that my app finally made it to the App Store!

RUNNIN

How far can you run?

Apple’s review process took almost exactly seven days – and the game was approved and ready for sale just in the nick of time at 7:00 PM last night.

My game is a short and simple, yet addictive game called RUNNIN’. The goal is the use the accelerometer on your device to dodge obstacles and keep RUNNIN. The farther you run, the higher your score.

You can check it out over here: http://itunes.apple.com/app/runnin/id475156262?mt=8

If you’re broke or you don’t have an iOS device to try it out, I’ve also published it for free on the web. You can play the same game (in Flash) over here: http://www.stencyl.com/game/play/2005

I’m really glad with the way everything turned out. Four weeks ago I would never think I would have a commercial product out on the market – I’m really glad I was able to experience the entire development process from start to finish. This is definitely a huge turning point in my game development career. :)

Thanks, Ludum Dare!

 

Comments

02. Nov 2011 · 08:59 UTC
Good job, published game developer!

So I failed this Ludum Dare… But I have a blog now (?)

I actually have a commercial version of my game ready, but I couldn’t get everything up and working before the end of october, since actually selling the game can be a little bit complicated…

First, in Android Market, you need a Google AdSense account, and that can be complicated to get.

And in Desura, I’m still waiting to get accepted.

I’m a little bit sad about “losing”, but it was definitely a positive experience.

And as far as getting an AdSense account running, I’ve created a blog about my thoughts on game design and everything else. I’m still a newbie at the whole thing, though, this is my first blog.


Anyways, here it is: Stories of Game Design blog!

Comments

barblewarble
02. Nov 2011 · 21:30 UTC
I believe you just needed to have your game submitted to whatever place you were selling it from by the end of the month to “win” so if you filled in the Desura forms before the end of the month you did it!
7heSama
02. Nov 2011 · 23:24 UTC
barblewarble is correct! You win! 😀

On which platforme do we have to develop?

Hello,

I am a software engineering student and very passionate in video game developing. I want to know on which platform the video game, that we want to submit, must be developed?

thank you forward

Comments

Jacic
02. Nov 2011 · 17:40 UTC
It can be anything. To get more people to play it, Windows or web games are good. Any of the main three operating systems (Mac, Windows, Linux) are good options.
02. Nov 2011 · 20:06 UTC
I’ve seen people submit android and ios games as well, but not everyone has those so less people play them. Try aiming for web if you can, it’s less of a hassle.

CotC – Journey goes on

With this new video preview I just wanted to point out that Courier of the Crypts goes on with the development despite failure at the October Challenge 2011. This preview is featuring new tiles for the Marble Halls thematic and ladder transitions.

 

http://www.youtube.com/watch?v=oJ82gxsyhLQ

If you like what you see then don’t forget to follow the rapid development at my blog.

Tags: Courier of the Crypts, preview, video

DNF

So as expected I didn’t get my game to a releasable state but I got some useful work done and I’m still motivated to keep working on it so I’ll carry on and probably keep posting here for now. Well done to everyone that managed to release and have made some money.

October challenge – Aftermath

(Crosspost with: http://rs.gam3dev.com/2011/11/04/october-challenge-aftermath/)

I’ll go ahead and say it out loud in the first place: the october challenge is over, and we failed. I do not know how other people here deal with this kind of thing, but in case it is not obvious, it is hard to say this. I do not mean to be discouraging or pessimistic, but I think admitting our failures and not just dismissing them, no matter how hard it is, is an important first step towards becoming better.

While my hopes were high on having something sellable within a month, I am aware that we are still very immature concerning game making, in almost every aspect. But even in not completing the challenge, we learned something. We tried to make something from scratch, and have at least improved our technical and (on a lesser degree) game designing skills. I hope that next time we can reach play testing, or who knows actually trying to market a game.

Our problem might have been not taking one of our incomplete projects and invest the time in it, it might have been not being able to do the first things first, or even not having a plan at all. And this is where I think we can learn from failure itself. After failing we analyze the past objectively…by thinking what went wrong we can create a path forward, a path of improvement that leads to the future!

So, best of luck to every game designer out there. And congratulations to those that actually cleared the challenge!

Doing Mini LD!

I know these mini LD’s are not exactly well,POPULAR,but its cool to do and i need something to hold me off until LD22.So I’m just here sitting,eating some pizza,watching lol cats.so hopefully there are some other people doing this too,and for other people doing this,well,good luck!

Have some ideas

If everything goes as planed with mini LD and i am able to finish the game,i may work on it more after mini LD and make it into a full game!But its just some future plans,and i don’t know if that will be the case for shore,but i wont be pessimistic about it

Unity and Me: 16 Days and Counting

A screenshot of my asteroids clone running in unity

I haven't been this excited about making an asteroids clone since the early 90s.

So, I’ve finally gone and done it. I’ve given up the do-it-all-from-scratch mentality and started learning Unity3d. Wrote a rather lengthy blog on the first 16 days of Unity and iOS, so I won’t go into it all here, if you’re actually interested you can read it there. The end result can be played on the web, though. It’s just an asteroids clone, and 75% of the work applies only to the iPhone version, but I’m still quite pleased. Seemed best to use an established design for my learning project, as an original, unproven, and unpolished design would be a distraction from the goal of learning my new tools and platforms.

Haven’t been on here in a while, had no idea there was a MiniLD this weekend; I may have to enter, not sure yet. Would be a perfect chance to further flex my newly Unity-augmented muscles… but I was planning on relaxing and just working on the design for my next game idea this weekend, taking a couple of days off coding and staring at the computer monitor. Will have to think about it.

Welp, now that I’ve shamelessly plugged my blog and generic game, I’m off to think about dinner options, and possibly play my game on my iphone. I love saying that. My game… on my phone. Only thing that’ll be better is when I get to start saying “my game on your phone.”

The theme of the Mini-LD #30 is: Adaptation

Adaptation is the theme. Good luck!

If you want to join our Google+ Hangout, please add me here!
https://plus.google.com/113083902335221572750

Comments

04. Nov 2011 · 23:13 UTC
A-ha! Just as I predicted!* Bwahahahaha.
EdgarAllen
05. Nov 2011 · 00:08 UTC
Resists the urge to make a game about flowers…

MiniLD #30 – I’m in!

So this is my first *real* time entering any Ludum Dare competition (I have tried before but gave up 5 mitnues in because I knew nothing), but know after having to learn this for school, I thought now would be a good time to see what I can do.

So.

I’m making an iPhone game, using Lua + the Corona API on the theme of “Adaption”.

My idea if your a giant robot that adapts/steals technology from buildings around you to survive and conquer the city.

This is what it looks like right now after I’m not sure how long spending on it (I think the timelapse has time encoding on so I’ll check later):

The large white box is the player, the ground is the gound and the small things are buildings.

I’m quite happy because this is working better then I thought it woul, and is the best written code I have ever typed.

So yeah, this might get released on the App Store later after working on it some more (after the comp) (if I like it that much)

Any comments/ideas are appreciated.

Comments

Tyler
05. Nov 2011 · 08:36 UTC
Hey Jayden, I am also using Corona! Best of luck to you, and let me know if you run in to any issues with the SDK.

MiniLD #30 – I’m In

Well 2 hours in and i have a basic idea of what its going to look like. Its a bit weird but your kind of like a cell thing that can expand until you hit the wall and can shrink until you reach a size. however if you become to small then you will implode or something like that and if you touch the walls then you die(I have no idea why, thats just how it works). Well seing as im using flash i should probably make it look pretty(I prefer java just it takes so much longer).I think its going ok though.

My First Mini LD!

Im In!

I have some start. Let’s see if it will continue well.

Currently im working on the graphics(Not my strong side XD) and later on the code.

Wish me luck!

Progress!

So, I took way longer to start then usual (6 hours in), but I have a good, simple idea. My artist isn’t joining until tomorrow, so for now I only have programmer art.

 

I am developing an iPad game using the Corona SDK. The game will be a casual puzzle game. I can’t talk a lot about the mechanics yet, but it should be very easy to implement.

 

Here’s a screenshot of a Level Menu!

Comments

05. Nov 2011 · 12:28 UTC
Sorry, you must be logged in to post a comment.
05. Nov 2011 · 12:29 UTC
Erm, I didn’t want to write that. I wanted to say this:

Don’t upload TIFFs, use PNGs, JPEGS or GIFs instead – thanks!
digital_sorceress
05. Nov 2011 · 12:38 UTC
I didn’t know people still used TIFFs!
Tyler
05. Nov 2011 · 16:40 UTC
Sorry about that! The iOS software Grab apparently uses that as its default.

Mini LD #30 I’m in!

Hey, my name is Joe Gohn and this is my first Mini LD. My team is working on a puzzle/maze game in Unity where the player must teleport between levels to traverse the maze successfully. The programming was super simple and the teleporting is done so we are working on the level and art assets now. I look forward to seeing what everyone else ends up with.

Comments

Tyler
05. Nov 2011 · 09:00 UTC
Good luck Joe!

The Labrynth’s Catch

Hello, this is my first ludum competition and I sadly cannot devote the time I want too it.  In the game the player must get through  various mazes using things like portals and switches to make their way though. But there is a catch. The maze will change depending on how fast the player reaches certain points of the maze. So if you are really bad, don’t expect to many changes to the maze. If you are good though, the maze will change too make sure everyone takes just about the same amount of time. So I represent Adaptation with the maze adapting toward the skill of the player. I hope I can finish in time.

Comments

galman
05. Nov 2011 · 09:46 UTC
Looks great! Wish you luck!

Progressing…

Yes!

The squares and the rectangles are working good! Oh yeah!

Programming speed is pretty fast (yay me!). And my partner is working on better graphics than mine (I still think that squares are cool).

Good Luck Every One!

Surprise!

Screenshot time!

 

Comments

galman
05. Nov 2011 · 10:56 UTC
Wow!

Looks Cool!

Grr.

I can’t come up with any good ideas for this theme, it’s annoying imo.

So far our game is extremely linear and challenge-less, we’re clueless on what to do right now.

 

:C

It Is Playable!

We are progressing very fast and our game is finally getting his real shape!

Everything works O.K. and the game is pretty stable and playable!

The main idea of the game:

There are many slimes(or maybe microbes/viruses?) at three different colors that are roaming on the screen.

You have to put the blue slimes on the blue area, the red ones on the red area and so on…

While a slime is not on his area he lose some health. If a slime is on the wrong area he lose double health.

When a slime lose all of his health he dies(obviously). When a slime is on his right area he stays there till the end of the game!

ToDo:

+ Add menu screen, help screen etc

+ Add score(high score board?)

+ Add levels

+ Spawn slimes at randomly places, times and amount

+ Add more awesome graphics

+ Think about more cool features!

+ Decide if they are slimes or whatever they are!(Please help us)

 

Back on track!

The game’s gonna revolve about score and (barely) real time strategy.

 

Another screenshot soon. 😀

Thinking

I am playing super metroid,thinking of some ideas for the game,i thought super metroid would be good for thinking about this kind of thing since this style of game is by adapting to the different planets you are on with different upgrades and tools.

Giving you guys a game. An arcade game.

As I’ve got 2 presentations at school, and I want to show the people some actual stuff.

This is why I wrote this little game: Pilot!

“Punkte” = Score – Feel free to post your score here :p

It’s about dodging asteroids. If you like arcade stuff, you should have some nice fun with it, else you may just jump out of the window. ^_.^

And as a little treat it features the music from my LD #21 Entry – Runner.. and his problems! – because everyone who played it, loved the music :p

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This entry was posted on Saturday, November 5th, 2011 at 3:40 pm and is filed under MiniLD #30. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

End Of Day 1!

YAY! Finally finished day one!

For a first time on Ludum Dare we were pretty good(I think) and we had alot fun!

We managed to build our game far ahead than what we expected.

Timelapse of the fisrt day on youtube (-:

We have some tweaks ideas for tomorrow but generally our game is pretty finished!

I will sleep good now. Good night! (or maybe good morning?)

2D tile RPG thinger

First post,  beginning of day 2. I have implemented the map, movement, and enemy spawning. Then next step is to introduce combat!

 

The graphics are really rough, I am using this mini LD to make a playable prototype, then I intend to take it further when I have more time =D

Comments

Alebasco
05. Nov 2011 · 20:53 UTC
So I guess I failed to attach the image.. here is a link

MiniLD #30 – Update on Project Cyborg

Now I have a Menu Screen.

AWESOME.

And an about screen.

DOUBLE AWESOME.

AND a simple particle system for when the cyborg knocks over buildings.

OVER 9000 AWESOME.

So far, I’m not sure how long I have spent on this, but maybe all-in-all, about 3-5 hours of coding. I’m pretty happy with how it is turning out, now I just need my friend to draw some textures for the different objects (or I could if I have the time).

So yeah.

The first ever game I have made.

Made especially for Ludum Dare.

I won’t be pasting the source code, but I will eventually (around Janurary/Feb when I get my mac back from school) I will purchase the Corona SDK Subscription, and the Apple Developers pack, and actually test this on a device, make changes, then send to the App Store.

I will be sure to update you guys on the news on this game, because I am sure I will want to finish this game. (I think I might even enter the next LD in December).

And time for a quick pic:

 

IT IS COMPLETE…

The game is complete!!!! There are lots of things that could be made better but im happy with.(Oh yeah if you decide to play it the goal is to get to the cup but there is no win screen(its just cause im lazy)). The controls are simple arrow keys move the cell/blob and space makes you shrink and shift makes you grow. I had fun with this but as i said i got lazy so i left it with one level.

ENJOY

18 hours remain – 2D Tile RPG

Its a hill.

 

Second post. Please excuse the art, I am soloing this MiniLD and I am a programmer, not an artist!

So this is my first time creating a tile based game, it is looking like it will be more of an engine than an actual game, but I like how the engine part of it is coming out… All of the map data COULD be procedurally generated, although after the competition I intend to continue working on the game, and have maps generate off of premade files… The combat is sort of Rock – Paper – Scissors style, but with stats involved. Basically, if you attack an enemy, and the enemy defends, the damage is reduced severely, and it has a chance to stun you. The third option is currently named taunt, and it beats defend, but does even less damage. Attack beats taunt, but doesn’t have a chance to stun, as it does the most damage anyway. The game uses adaptation in two ways; the character adapts  by leveling according to the way that you played it, and each enemy type favors certain choices, so you adapt your combat choices to which enemy you are fighting.

Versipellis Day 2 – 14h to go

Versipellis gameplay

For our (we are essentially two people) first MiniLD we are trying something simple.

You are a kind of flexible Tetris piece. That means you can change your form and your colors. Killing enemies is simple, just look excatly like them (color and form) and touch them. Triggering the switches for the doors works the same way. Touch all the switches with the corresponding color. Sounds easy but it can be extremely difficult.

Gameplay is almost done now. We are now working on map loading, titlescreen, sounds and we need to make some levels.

Going back to work now. Greetings,

Chrupp

An update- Art!

The artist on my team came today and helped with the art for the game, so now I have something interesting to show! Here’s a few screens of the game-

Comments

JaydenB
06. Nov 2011 · 09:46 UTC
Is this made in Corona? looks pretty good!

It’s amazing what good art can do to a game.

(any chance you can come on IRC to help me right now :P)
JaydenB
06. Nov 2011 · 09:49 UTC
Also, if you are making this in Corona SDK, how are you using it in the iOS Simulator?

(I’m not a subscriber or apple developer yet)

Final Tweaks

After a good sleep we are going to do some little tweaks to the game and then we will submit it!

ToDo:

– Implement Kongregate API (Highscores)

– Add a bakground

– Add some music

– Create instructions page

– Create an about page (dont forget me on the credits)

– Eat something

– FInally submit the game!

So it’s come down to this

I became unhappy with my work for day one and scrapped it (it was boring). So with a day to spare I’m taking the quick, easy, and dirty way out and doing interactive fiction( isn’t meant as an insult to graphic novel makers).

I’ve had my mind on making a graphic novel engine for a while and so I took the chance to make one now. I doubt sounds will make it in since I still have to think of and make a game using said engine slash framework slash whatever.

Tags: progress, regress

The Adaptor

Finally finished my game and my first mini LD. I thought I’d never finish it after a few retries(due to my noob skills in programming) but here it is:

 

 

 

 

 

The Adaptor a platformer in which the player has to adapt with changing controls,wrong step may cost you your life(well not really). Enjoy!

 

Comments

06. Nov 2011 · 19:48 UTC
I haven’t played to the end yet but I like the idea and how you implemented it. Good work!
Chinchilla
07. Nov 2011 · 10:44 UTC
I really like this, and the music is awesome!

I’m finished

Well I made a game for the mini-compo. It’s pretty short but I was able to learn a lot. I now think I’ve finally mastered the coding of a basic platform engine so I rule this attempt a success, though I probably won’t win but y’know, it was a lot of fun! :) Anyway, go play Micro. Thanks :)

Laterz,

MM347

Waiting for LD22

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This entry was posted on Sunday, November 6th, 2011 at 8:14 pm and is filed under LD #22. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

The deed is done

So my graphic novel thing is done. I can’t brain right now but I will say that the method I chose to do my scripting in is horrible. I’ll probably redo it in the next few days.

In case of freezes please let me know.

There will be a more comprehensive post-mortem soon. Meanwhile:

http://www.ludumdare.com/compo/minild-30/?action=preview&uid=5432

I’m in – LD22 edition!

For those who doesn’t know how it works:

You upload a video declaration of LD22 participation. Make it crazy, make it big! Just before the LD, I will assemble these into a running reel!

The link below will take you to a neat flash-based webcam recording thingie.


I’m in!


If the thing fails to work for you, or for some weird reason you don’t want to use it, upload your video (file) somewhere (like dropbox, not like youtube) and leave a link in the comments.

Previous compilations:

LD21 I’m in compilation
LD20 keynote I’m in reel

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This entry was posted on Tuesday, November 8th, 2011 at 3:14 am and is filed under LD #22. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

LD22 Prep

I uploaded my “I’m in” video, and had to practically shout to be heard.

Anyway, I figured now would be a good time to start (continue?) improving my code base and getting set up.

38 days to go!

October Challenge – Failed

Yes, I failed miserably because I had to fix some issues in GLBasic that took too much time.
But!! The thing is done. I’m just updating a few example games now and release before x-mas. Here’s a trailer for the complete package:
GACK – gaming app construction kit

First LD for Team Tronic!

Hey all,

I am speaking for a team of four, two artists, two code people, three of which are in the same band, one of which is South African and two of which work here:

We are taking part in LD #22 Jam for the first time ever and it is going to be epic. Most of us have never created a game (all sad app/backend developer types, and print designers!) so it is going to be a steep learning curve for us all. I wanted to ask everyone if they had any tips or words of wisdom? Especially if anyone has made the same transition. I am eager to blog along and share all of trials with LD folk so keep an eye out, and good luck to all participants!

PS I have been told that the team name has yet to be agreed, first point of conflict 😛

Comments

digital_sorceress
11. Nov 2011 · 11:08 UTC
1. Don’t be overambitious, because projects almost always take longer than you think they will. Aim to do engine+graphics on day one. Aim to do gameplay+audio on day two.

A game per day!

Waiting patiently for LD22? How about a little challenge to help pass the time?

The challenge is to make one game per day for 10 days! All code/assets must be written new, but on day N you may reuse anything made on days 1 through N-1.

The reuse rule also extends to reusing assets made by other contestants, should they choose to make them public domain. Asset swapping is encouraged.

I would enjoy taking part in this if others are interested too, even if we devoted only 1-2 hours per day. :)

There are 30+ days before LD22, so take the game per day challenge whenever you like before then!

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This entry was posted on Saturday, November 12th, 2011 at 6:19 am and is filed under Uncategorized. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Hoooray!!!!!!

Oy yeah, it is almost that time of year again! Can not wait :)

Ludum Dare 22

I’m waiting for the theme to show up, I will increase my JAVA skills. When the Compititon starts, on the first day I will upload screenshots of my progress, then get a good night sleep of maybe 3 hours. Anyway, It should be interesting.

Comments

Furyhunter
16. Dec 2011 · 16:33 UTC
I wouldn’t recommend only sleeping 3 hours. You’ll have plenty of time to work if you manage your time wisely and avoid getting distracted throughout the weekend. Get at least 7 hours of sleep every night.

Im in!

Im in, I will use java or c++ with allegro, for grapichs I will use grapichs gale!

also gamemaker sucks.

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This entry was posted on Sunday, November 13th, 2011 at 6:37 am and is filed under LD #22. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

I failed…

I failed the challenge, I wasn’t able to get $ 1 USD out of Escaparazzi during october, the “get the app into the appstore process” is too damn long, and I feel that I have not finished the game yet, but…


I got a 100000% of that during november . 

I entered my game to WorldMakers (the first Chilean game development competition), achieving the second place, so I won:

  • A Samsung Galaxy 5 I5500 phone. These are pretty inexpensive, but hey, free phone 😀
  • Any course I choose to take at Academia MacPC Crossmedia Training Center (I’ll take UDK programming, with a developer from Ace Team). These cost around $ 1000 USD
  • An Internship at Behaviour. Priceless

I’m so happy I could explode.

Tags: SuccessStory

I’m entering this Ludum Dare!

It’ll be my first Ludum Dare!

I’m practicing with libGDX already and I’m registering and teaching what I know as I make a game in my blog!
If you wanna enter in the competition but don’t know all that much about game making or you wanna learn a new framework, check it out:

My Make a Game series of posts!

My post about Ludum Dare!

Don’t make excuses, PARTICIPATE NOW! 😀

So it begun: Into Beyond

I signed up for 8bit funding, and today Into Beyond got approved and i put it live.

If you don’t know what the hell Into Beyond is you can check my past Journal Entries or watch the videos on my Youtube Channel.

So if you like Shoot’em ups, exploration, space, rock, aliens, planets, stars, moons, asteroids, guns, lasers and all that stuff, hop over to http://8bitfunding.com/project_details.php?p_id=257 and spread the word <3

As always, updates will be posted on my blog at

http://redwatergames.blogspot.com

 

Thanks and love <3

wzl

First LD, can I use Playmaker?

Hi,

I am greatly looking forward to Ludum Dare 22 and I am practicing for rapid game creation but I have one thing on my mind I would like to ask; I would like to use PlayMaker in the competition. Unity developers will no that it is a visual scripting tool. It is in the source code of the game when a game is made with it and if I give out the source code of the game will I not be giving out a copy of PlayMaker free, which is obviously ilegal? what do I do in this situation?

Comments

Felipe Budinich
14. Nov 2011 · 18:38 UTC
You could participate in the Jam, no need to hand the source code, and since it’s your first time, it could be a good thing to have those extra 24 hours.
14. Nov 2011 · 21:00 UTC
You are definitely safe in the jam! And you are ok in the main competition too as long as you can provide _something_ from which someone could build your game, even if they would have to buy PlayMaker to do it.
PeripheralGames
16. Nov 2011 · 05:56 UTC
This all seems good and well But it would be great to get a final word from boss man!

please.
digital_sorceress
16. Nov 2011 · 18:50 UTC
When you update the compo rules PoV, it’d be useful if you could list some example of what “base code” covers.

Language/Environment for My First LD

I have sort of a newfound interest in game development, but I am kind of unsure where to go for what language/libraries to use.

In the past, I have developed in Flash with FlashPunk framework (as much as I love it, I’m wanting to expand and get away from Flash for a while), I have java experience (felt a little weird in my hands and could never get a solid word on good libraries for game creation.), and I have done an okay chunk of C++, but nothing graphical. I am a bit interested in python, but research has given me similar results as Java with people mentioning several library bindings, etc.

Please, give my guidance, be biased, etc. I just want to have somewhere to go for a language that can allow me some faster iteration.

Thank you,

droxpopuli

Comments

PeripheralGames
15. Nov 2011 · 05:44 UTC
I am going to biased and say use unity with c#. Next best is probably XNA again with c#.
digital_sorceress
15. Nov 2011 · 13:55 UTC
First is to decide what factors are important to you:
digital_sorceress
16. Nov 2011 · 16:11 UTC
Like Notch, you could use Java with LWJGL, and code with Eclipse/Netbeans.

Ludum dare recording problem

I have a question: how do i record 48 hours of me doing my game? What free software can i use? And how can i make a timelapse? Thanks for your help :)

Tags: game, Ludum Dare, recording

On the 32nd of October – Count your time !

Okay, even if October had some more days, the ski camp wouldn’t be opened on the 34th of October, as a little polish takes way too much time ! But it was really fun and the game is already enjoyed by all the beta testers we got, so we released it online and will continue ! For the next Ludum Dare, or any project if you want too, I made a count down window that you can display right within Unity (of course, that assumes you use Unity). Between wolves and timer, the post continues here after…

Here are some details on the wolves in the game : Snow Wolfie, as I named it, is a snowboarder and a wolf. We could pretend that he’s not very good at snowboarding, in fact he doesn’t know yet how to make a real nice curve on its snowboard, but he’s got some tricks: how to stop immediately when he’s facing a danger, or slide faster when he’s got to slide away ! And he’s got a mission : bring the flour bags to the granny Rose chalet ! To do that, he will require some of your skills, and only two buttons on your mouse (what, you’ve got only one ? well we can arrange that, that’ll be on another post).

If you haven’t seen it, go watch the video on YouTube and play it on Kongregate and post your comments, the ski season has begun !

Chronometer and Count down : as I said, I think it can be useful for Timelapse or only to keep track of your deadline : a count down displayed right in front of you. And there’s a chronometer also: you can start, pause and resume it when you want, and go back to the timer. You can read more and download the free unity package from my blog.

Tags: Kongregate, progress, ski camp, unity, unity3d