LD21 August 19–22, 2011

move it move it

haven’t really done much, since my idea is relatively simple. been working on TEXT which i’ve always had problems with in game maker (still a rookie). here’s a screen:

this is just a temp layout… and is very deceptive (MYSTERIOUS)…

Brunch….

it’s noon here so i decided to whip up some breakfast.

I baked bacon and eggs with cheese on top to make these adorable breakfast puffs. We also have the most professional plates. Okay? Okay.

And breakfast for Machiavelli too!

 

Hope everyone is doing okay! I have some backgrounds to color.

Tags: Fish, food, foodphoto, journal

I am ready to fail!

Hi there ludumdaretians.

I can’t say to much, but my game will be simple. I probably fail because I have no time to work, but I am here, ready to fail!.

This is the game mechanics inspiration:

I am using flixel, flash develop, and graphic gale. I hope to finish something playable!

 

Comments

CoveBit
20. Aug 2011 · 14:18 UTC
Would love to see this further into development.

My 12 hour update, the idea is taking some shape i guess..

Here is a screenshot, i decided finally, a 360° shoot-em-up. The player is trapped in some kind of dream/ hallucination or whatever.  My head is burning, i´m gonna get some sleep, tomorrow will be a hard day!

 

HUZZAH

THE CODE WORKS.

 

 

SO FAR.

And we have liftoff!

Alright everybody, last post may have seemed overly pessimistic what with having to restart everything again. However, I am happy to say I do have a new idea. In the game you’re a person who is suffering from depression and has to escape from the sick parts of themselves (represented as the person’s “shadow self”). Pretty much, it’s a tile based puzzler, where every time you move, you doppelganger moves the exact same way (minus inverted vertical movement). The point is to kill your shadow by making it fall into traps (so far all I have are burning fire pits) without getting yourself killed. If you die… well you know the drill. Also, level loading and a level editor are working perfectly :)

I also implemented a text system to the one in LoZ with text seaming to be “typed” onto the screen. The system is in the screenshots, but neither the positioning nor the text are representative of the final implementation (I’m pretty sure you could have guessed that one).

A sample level

 

And a second sample level

Tags: journal

Locks, Keys, Doors, and Buttons!

A key and a locked door

^A key and locked door^

A door and a button to open the door^A door and a button to open the door^

^The button pressed and the door open^

Now Toasting…

After sleeping on the theme, an idea just popped up in my head. So I started coding away in XNA with a bit of my old broken game framework. While I have a partially busy day, I kept the idea simple enough that I should be able to finish it all up by tomorrow.

Sneak peek at… something…

YAY MS PAINT!

More Progress!

You can test it out here: http://jonathanedgecombe.com/LD21/

So far you can drag and drop instructions into the memory, there is only one real level and the upgrades don’t work yet. There are still only 6 instructions (I really need ideas for more, i’ll have the obvious ones such as loops, if’s and basic variables).

Update, disappointing :(

Well, do to some unknow error, I’m stopping working on VT74 (I may resume it if I can fix the code). For now, though, I’ll start work on a new game. Wish me luck!

Slow, slower, slowest

Just throwing out an update that I’m still working on this. Using my engine makes it a lot easier, as expected, even if it is early alpha stage. What I’ve done so far is a box going around box world, including buggy collision. Threw in a simple level loader as well, but that might change later. Looking at other peoples games makes me think that the only thing to stand out is making something original. Check.

Testing with more cages

This day is going great. I feel like I could finish a satisfying game even today. So far minimum requirement for my game will be setting up a starting screen to explain the story, making the kill-condition more than just a print ‘died!’ in console and making the game replayable without restart. Everything else is in. Better graphics, more features, sound and music is optional for tomorrow.

After adding more cages and enforcing hunger and desperation on the player it looks like that:

Tags: pygame, python, screenshot

The 8 ways – riddle spoiling!

Today is a hard day… The time is fleeing and my ideas are confused.

Anyway I’m trying to do a game with unity where the player embodies an avatar trapped in a strange place divided in 6 test rooms. Will the player succeed to escape?

Here is a screen showing one of the riddle I’m trying to insert.

a riddle (I hope it's understandable...)

If the sentences are not correct, please tell me! I’ll correct it!

Tags: 8 ways, cccp, riddle, unity

Naps.

I took a not entirely planned nap.

I’m not worried about falling behind tho. I’m pretty happy with the game play at the moment.

Day 1, productive day

http://medice.kapsi.fi/flash/escape/

Showcases the enemies so far in the three levels. I strayed from my original vision quite a bit. A bit too general of a platformer still.

Will try to implement what i had in mind tomorrow and edit the maps to fit the idea..

Using a bug to my advantage

So. I encountered a bug. You can jump once in mid-air ONLY if you WALK off the platform. And that’s the only way to get past the spike trap shown here:

I obviously plan on telling the player this in the final build, but I haven’t added a way of doing that…

 

 

YET.

Progress Report 1

Short status report, then right back to work.

I seem to have most basic stuff working in my engine now. I was a bit unprepared, so I had to spend almost 4 hours on getting a really good collision detection, but thats finally done now.

So I have sprites with collision detection. I can create and load maps from a very simple level editor. Scrolling works correct. I have a spriteManager that spawns the correct objects at the correct place (the diamond).

Time to start on the game play =)

Comments

tcstyle
20. Aug 2011 · 14:40 UTC
I really like this graphic style.

Snack time

Time for a snack – sugar rush for the brain:

The game now has a full compliment of levels and most of the bugs seemed to be ironed out.

Update

Came up with a simple, yet fun idea.

Here are 3 screenshots, It’ll be a bullet-hell-platformer.

Titlescreen

MainMenu

Test Level