LD21 August 19–22, 2011

Race to the deadline

Video of my in-browser racing escape game working on iPad from earlier today.

Done using JS + CSS 3D transforms – Sadly, had too much other stuff on and not gonna get much more done on it :(

Heaps of fun though – Go LD21’ers!

It’s time for a break

It’s lunch time so I’m taking a break, and I’m going to eat this delicious bowl of pasta:

Tags: foodphoto, lunch

Boingo’s Escape -6hrs in

I decided to join the compo, even though it is a bit late. Here’s what I’ve whipped up in 6hrs via GM8.1. Basic engine, graphics (my specialty), sound effects (but they are conflicting and killing BGM ???), and a coolio background music. Now to make the intro so you know why Boingo the sheep is escaping. If it isn’t already obvious from the wolf chasing him… 😉

Boingo's Escape Preview

More to come! 😀

I’m going to make a game in an hour

I’ve had a busy weekend, as expected. But I’m going to make a game right now, and I’m going to attempt to make it in an hour, but I’ll allow myself up to two hours to complete it.

It will have squares for graphics… and you will simply have to run away from other squares – who will chase you. I think I might recreate the childhood game of tag/tiggy if I have enough time (requires some minimal AI).

I’m chronolapsing too. Here’s to making a game as fast as possible.

Progress!

The game still needs balancing but the core mechanics are now finihsed! I think I’ll try out Unity next time since it would be super interesting to make a 3d game for LudumDare.

 

 

Finished gameplay and animation.

Now I’ll try to add some sounds and then I’m gonna make the actual levels.

Still working

Got some sleep and have been working in two hours today. I have added more content, but there is two things that I miss: graphics and levels. Currently it is all boxes and there is only one level. And that ain’t a hard one.

Some more variation

Before, I had about 10 obstacle layouts. Now I wrote a little tool for myself, which allowed me to raise this count to 30 in just half an hour.

Link is here: Update 5
Next up: Graphics and Eyecandy stuff.

My progress so far!

Hey guys!

Here are some screens on my game I’ve been made!

#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 */ PrisonLander_1 PrisonLander_2

It’s a platform/puzzle game using lights for hiding stuff and guide the player.

Here’s a link for the preview version: http://www.4shared.com/file/ZFC4zEvB/Prison_Lander_2.html

epacse #3

Surfing on sand waves.

Better late than sleepy

After using up 12 hours of each of the two days to sleep, like NORMAL human beings (and unlike YOU keyboard mutants, who submit their game at the end of the first day at the cost of their own health) I steadily and calmly worked out a concept for the second Ludum Dare of my life. The theme’s pretty damn general, but it’s much better than last year. So here’s a post and a screenshot to appease the judges who care about the “Community” section of the score. I hope you drool anxiously, and I’ll see you in 13 hours.

Screenshot

Bunny!

Developments – Room Escape!

After a good night of sleep I came back to work in my game. Already completed the final level of my game and started adding the enemies.

I’ll leave you a few screens of the current levels.

#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 */ Room Cave Climb
sky

Getting there

Well it’s defiantly getting somewhere.. in fact the game could be considered complete now except the fighting and quick unit selection systems need a bit of work and sadly my body needs to sleep

getting there

lalala

First screen of my game, provisionally (inevitably permanently) called Robot Run. I have levels loading from XMLs now, it still needs win conditions though. 

 

Screenies!

12 hours left. I got a slow start, but I have some basic gameplay mechanics!

This is harder to control than I expected!..

Stars!

I’ve started, so i’ll finish

lack of drawing skills slows me down, but I have the beginning of a game. lets hope i can end this, basically you tap the arrow buttons to keep ahead of the storm.

Screenshot of twister

Tags: grigorig, twister

The Final Stretch

Just over 12 hours to go.

I have an eventful day yesterday. At first thoughts, I feel like I got really little done, which is true. Most of yesterday was spent building up the engine. And now I’m in a place which allows me to add new game features with a handful of lines of code and some text files.

On my plate for this morning is: A mapping API, a HUD to show you status info about the ship (basically just the time until you die), and change my drawing code for my subsystems so it allows me to use a broken model. Also, depending on the time, I’m going to animate the tileset globally, as a short of cheap way to add lighting effects, and make the lights on the components look cooler.

Well, maybe it’s time for a plan B. (with playable preview!)

Here’s a playable preview. Or just click on the image below.

Only a couple rooms to explore: the lobby, the lower door goes to the study room (seen above) and you can also go upstairs.

I’ve got more done, like three and a half other rooms, but it’s still way too far for completion. So I’m trying to come up with a plan B using the general principles I have now on the engine.

But in all, I was being too ambitious for 48h, which is sad, but it’s a good learning experience anyway. Well, let’s see what I can come up with for a Plan B. I’ve got just about 6 and a half hours to go, which should be enough.

Either way, I’ll probably make an actual game out of it after LD is over. No reason to let this work go to waste, right?

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