LD21 August 19–22, 2011

End of my First Day – Comments

It’s been six hours already in the contest, and I’m deciding to hit the hay for a little bit for now. It’s been a pleasant surprise getting the theme above, and I’ve been making sure to put it to use in the project. The game has been going rather well, aside from a few code hiccups here and there which have been resolved, the graphics for the most part are completed as well as the Map for the game. What is required now is placement of Enemies, basic enemy AI, a bit more polish on the code and music. Oh wonderful music.

I’ll sleep on this. Hopefully I can get a screenshot of the project up sometime soonish, but for now, It’s time for me to get some sleep. Before I pass out from exhaustion.

Husband wakes me up …

… and tells me what’s the theme for LD21. I even get one idea, so maybe I have to participate this time :) Hour and half later I have done some kind of proof of concept to prove myself that I might even get through with it.

Just woke up

Hi there.
Just woke up and I really like this theme although I don’t have any ideas yet.
The only thing I did was creating a skeleton project just now which already shows the classical black screen 😀

I’m going to have some breakfast now, good luck to everyone

Tags: waking up

Moving on (in several ways)

Level 2. Man, didn’t expect those moving platforms to cause me grief. I guess you just can’t plan everything ahead in Ludum Dare. They’re a bit buggy, but close enough to say they’re working!

I’ve got it now: every level is going to have one of the pictured yellow collectibles that take extra effort to get. Killing yourself is enough to move on to the next host body, but you can’t escape the curse (and get the good ending) unless you gather all the collectibles as well.

first night, late state

I started somewhat late tonight and was only able to put a few hours in; most of my time has been spent on getting the basic simulation planned out and the interface layout & cegui bindings

Status update~~ 1

So, after battling for 6 hours (pre and during LD) with bcm4329.ko, my Android tablet is up and running… with Ubuntu. NO OTHER CHOICE ;_;

So, what am I going to use?

CODING:
Text editor – gedit
Compiler – OpenJDK-6

GRAPHICS:
Fingered – PaintJoy/Android (cutscenes)
Pixelart – mtpaint/Linux (I’d happily look for something better)

SOUND:
idk? i never wrote a sound API so my game will be SONUDLSES

OTHER:
IRC the Demotivator – XChat
Browser the lesser Demotivator – Firefox (Chrome doesn’t work on my ARM)

GAME TITLE: Right 31
GAME DESCRIPTION: Escape from the game’s bugs in MULTIPLAYER! You will play on an infinite map, with as many players as you want to!

So, thats it! Whenever I raise my MOTIVATION bar to 99%, I’ll start coding this thing.

Tags: right31 ld21

Comments

20. Aug 2011 · 06:25 UTC
Coding using ubuntu on an android tablet? I have no words for the amount of awesome in that alone.

applause.gif
ointment
20. Aug 2011 · 06:26 UTC
Ganbatte, Yuki-san!

Cheesy snack

Morning snack ! Yeah, I love chese.

Yumi !

 

Tags: foodphoto

Comments

CoveBit
20. Aug 2011 · 06:25 UTC
looks Delicious.

Potentially unnecessary declarations

Oh God I slept late. Gotta shift it. Very exciting opening up the page to see the theme. Anyway, not sure if I’m supposed to declare these are they’re just plugins for my durr-durr-no-coding monkey program, but I might use Audiere Sound and SpriteFont. Sorry if there’s no need for this and this is just taking up space. Good luck, all, cheers.

Mah progresses!

Hello errbody! im finished with terrain destruction and all that stuffs. more to come!

Blowing up stuffs!

Comments

20. Aug 2011 · 06:42 UTC
EXPLOSIONS! +1

On a roll!

Progress is really good! All interactions are in and even animations. There are a few bugs present like items sticking in the wall when dropped too close but otherwise it is fairly smooth.

Here’s a shot of the first room.

That is all for now.

10

This entry was posted on Saturday, August 20th, 2011 at 6:26 am and is filed under LD #21. 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.

Here we go!

9:00 AM: Woke up
9:01 AM: Looked up theme
9:30 AM: Got an idea
9:45 AM: finished a sketch

Suyo's Game Sketch

Comments

20. Aug 2011 · 06:42 UTC
Yes, online highscore. Also this looks interesting.

Up up and away… at last

After some bug fixing (remember, when using classes, include classes to your dependencies) the engine fires up some TMX goodness:

Note that the important window is on the left, the black one with the blue grid…

Late Night Noms!

It’s 4:30 here in the States, so here’s something I’m snacking on:

 

Hell yeah salmon jerky! Moz cheese! honey buns! and coffee!

 

When 7am rolls around I’ll be eating some real food. 😀

Tags: foodphoto

I’m in

 

I’ve been working for the last 8 weeks until yesterday, so I haven’t had a chance to prepare for this LD at all. I will see what I can come up with anyways.

My workspace:

Make shift keyboard action cam:



I will be using

  • Flashdevelop
  • Flashpunk
  • Photoshop
  • Cubase
  • Sfxr

Cyan Teddy Bear!

I was hoping that I’d be inspired to think of an all-new game idea based on the theme, but unfortunately I couldn’t come up with anything interesting.

So, I’m resorting to my usual LD plan, which is to make one of my existing game ideas: a top-down, tile-based, turn-based, Thief-alike with a squad.

Here’s some programmer art! Say hello, Teddy:

ART

ART

In a desperate bid to introduce something that I hadn’t already thought of, I’ve decided to make all the characters teddy bears, differentiated using texture swaps. The above is the result of an afternoon spent bending Blender to my iron will, imported into Unity with a toon shader chucked onto it for the hell of it.

The real teddy is sitting on my desk. Reference, you know.

Now I just have to: write a way of making levels that’s less tedious than piecing together Unity scenes, make some level art, add some turn-based tile movement with multiple player-controlled characters, add a GUI to select characters / end the turn, write some AI guards to detect/hunt/kill the players, make it possible to win, make one fun level, tweak game mechanics to maek gaem betar, make more fun levels, add sound effects and music, and add a title screen and menus.

Comments

chrisp
20. Aug 2011 · 06:50 UTC
Of course, there are some pretty good ideas coming out. Maybe I’m just unimaginative!

A level that works and a logo!

Three hours have gone and my teeth really hurt. The game idea is set-ish now, wondering whether to do two games in 48hrs :) “The Cell” has you a prisoner trying to escape each cell. It’s got a sokoban mechanic in that you can push things around on to switches to open the door. The key mechanic however is that you’re a mutant and with your power you can create duplicates of yourself that move as you do round the cell. To duplicate yourself you need power. If you go close to a guard you’ll wake him (and lose), however your ghostly duplicates can walk right next to him without a sound. Seems like enough mechanics to make a game, no?

Enough words… graphics.. here’s the logo at the start:

And a screenshot of the first complete-able level (though it only uses box pushing). Finally got the levels loading from files so that’ll be a help as I add more features.

Decided to change the wall graphics a bit to make it feel more like you were closed in. I’d be interested to know what people think of the idea, the scale, etc – I’m starting to get a bit wobbly on the idea and risk turning round and starting something else (probably death for LD48?)

 

Comments

20. Aug 2011 · 06:44 UTC
Awesome jorb
wallacoloo
20. Aug 2011 · 07:33 UTC
Looking pretty good! I see I’m not the only one incorporating self-replication into my game either ;D

Sleep.

I didn’t get good sleep last night, so I’m going to go ahead and sleep now.

All I can offer you is a .png of most of the items in the game. Of course, I won’t say what’s what or what the items do, but at least you all can reflect on my superior artsy skills.

Behold my lack of skills in art.

Good night, LD!

I’m late!

…and also in!

I just woke up and now I’m going to join in on my first Ludum Dare. My plan is to do a game based on HTML5 canvas using ClojureScript, a dialect of the Clojure programming language that compiles to JavaScript. Since I’ve never used Clojure before (or any other Lisp, for that matter) I don’t expect too much from the final game. My main goal is to have a good learning experience.

So, my next steps:

  1. Continue waking up until fully awake.
  2. Figure out how to set up a ClojureScript development environment.
  3. Write a game!

 

It moves! And you can move. And I need to move…

OK, not much visible change since last time, but the whole world feels much more dynamic now. You are able to freely walk around in it and I’m able to make my levels as big as I want.

Time for some walking and fresh air, then back for some coffee and game-logic