LD21 August 19–22, 2011

Spotlight Search! Deluxe

Spotlight Search: A game for the Ludum Dare 21 Jam by MiniTroll (age 9 ½) and PapaTroll (age 39 ¾) and made in short bursts over one day using Scratch & a Casiotone MT-70 keyboard. Scripting by PapaTroll and MiniTroll, art by MiniTroll, sound by MiniTroll.

Deluxe - now with sound effects!

http://scratch.mit.edu/projects/moomintroll/1988546

Developer diaries below!


MiniTroll’s Diary
When we were making the game we each had ideas. It was my idea for the game and the name and how to get the timing right so the characters come in on time. I also drew the door and helped with the sound effects. Papa Troll helped by explaining and doing the hard bits. The hardest bit was making the levels come on automatically. I made the level backgrounds I call them 1) sky 2) candy floss 3) volcano.  It feels great to have made a game again! (To play them go to scratch program and share and search moomintroll)
PapaTroll’s Diary
This was our first ever Ludum Dare game. I had promised to make a game with Mini Troll during the summer, but we somehow never found the time – so this was a good chance to make good my promise! Mama Troll and Teeny Troll were off to visit Troll Family for the day, giving us a chance to get some development time without interruptions.
We had a leisurely start to the morning. Discussed the theme, Escape. Straight away MiniTroll suggested a game where the player is escaping from prison and has to avoid the search lights. We had some discussion about top-down vs side on platform style gaming, MiniTroll initially preferring the latter. I thought the former would be simpler, and that is what we decided to go with. Basic outline of player, maze, exit and two spotlights came together very quickly.
Development was generally in short bursts of 30 minutes to an hour, interrupted by going to the library, stopping for reading breaks or for snacks. MiniTroll had ideas for the title screen, but we decided to start with a playable level instead… MiniTroll enjoyed drawing the background and maze. We looked at some of the Scratch examples for inspiration – the PacMan example showed how to test for collision between one colour on a sprite against background colours. We used this approach to test when the player’s feet are touching a wall. MiniTroll found it challenging to work out the logic for testing collisions without sticking on the walls when trying to the turn round – so we took a screen break.
After the break, we fixed up the wall collision scripts and posted our first playable! http://scratch.mit.edu/projects/moomintroll/1987783
Worked through for another couple of hours – focussing on adding the title screen, a second level, and the logic for managing game state (the only part I did without MiniTroll). Before dinner we had our second playable ready: http://scratch.mit.edu/projects/moomintroll/1987940
During dinner, the second level was re-designed on paper, and implemented after dinner when MiniTroll worked solo for a while. MiniTroll also added buttons to the title screen and an instructions screen at this point. I helped fix up the scripts for these, then MiniTroll decided to add a third level. This was pretty easy, and we had our ‘final’ game uploaded pretty quickly: http://scratch.mit.edu/projects/moomintroll/1988135
Then MiniTroll pointed out that we had forgotten to add sound! Disaster! Somehow it had been left off the to-do list. A quick jaunt to Sainsbury to get batteries for the Casiotone, a hunt around the study for cables to connect the line out to the laptop, and we were in business! A siren-like blare for when the player is caught and a triumphant ta-da!!! for successful escape were soon added. It was our intention to add music too – but MiniTroll’s repertoire isn’t very extensive at the moment – tunes she knows either being not too suited for the game or still in copyright . So we have no music – but perhaps next time!
MiniTroll went to bed and I slumped in front of the television. The Bourne Identity was on ITV (again!). It is one of those films I can always watch one more time… Then I remembered that I hadn’t uploaded the last version of Spotlight Search. A very minor script fix, and game uploaded. Off to bed, happy to have completed our Jam entry in one day.

I’m out, for now.

I'm out for now, but will finish soon.

Progress

 

Making a 5x retro pixel adventure/puzzler:

 

 

 

 

Almost time….

Going to submit the game in the next few hours…

Added automatic saving and reduced the gold drop of the rock monster.

Here

Any input on how to continue the story, is very much appreciated.

Neeeaaaaarrrff…

OMFG Aliens! is trudging along, I’m getting yet more segfault for no apparent reason, I’m seriously doubting my C++ skills.

If I can get mobs to spawn (add them to the dynamic array that is crashing) then I’ll be rolling. I can use a static array and have an arbitrary number of mobs in game, maybe I’ll just cap the number of mobs at 20 and spawn more when they die.

I also hope I won’t have the same issue with turret, but I might try a similar workaround if I do.

I WILL put out a game, I WILL NOT give up twice…

Changing Gears….

Went from an exploratory type trading sequence game to now a fighting game…. Fights will probably be generated, less work for me. :3.
I’ll post a screenshot once I get enough done on basic combat and AI.

Kapow, Music

I spent 2 hours making this beautiful 1 minute piece of music. Hopefully you’ll join my ears in bleeding when you get around to playing my entry.

Comments

21. Aug 2011 · 14:20 UTC
League of Legends! Nice! 😀

Almost done!

With almost eleven hours to spare!impending doom!

Hamster Escape! (Temporary Title)

Hey, all. My game’s going good so far, and It involves a hamster trying to escape the pet store with some relatively easy puzzles. (I’m not a very good level designer) The mechanics are pretty solid and cool, even though I’m using the dreaded AS2 programming language. After this LD, I will start learning how to use Flixel and AS3, though. :)

So here’s a picture of what I have:

Graphics will be tweaked later in the day, after I’m finished with (AT LEAST) 8-10 levels. If I have more time, I’ll add more levels.

It is how it is.

RedAnt

I guess I’m in after all!

So, I didn’t think I would have time to do Ludum Dare this weekend, but I ended up starting anyway.

I’m making a game called Red Rover… it’s about a robot planet explorer. You can pick up rocks to get points, explore the planet, etc. That’s all I want to say about the plot for now. I’m using Python + Pygame (again)… but I think I will fare a bit better than I did last time.

At this point I have the level/terrain/movement code all done as well as most of the graphics!

screenshot of Red Rover game

Yet to do:

Caption/Score display
Title screen
Music
Some secret things I can’t talk about :)

Hopefully I’ll make it!

uuuugggghhhh…

I really like making tilable level pieces, but I forgot how much I hate slotting them together. this final stretch is likely to be a drag, but at least right now I have everything done and working except levels, and sound effects.

got 5 hours to go, I can manage I think/hope :)

 

I’m out

So much for this LD. 2 nearly working alpha-prototypes and not enough time make this my first LD catastrophic failure. The lesson from this LD is: stay focused, don’t make fundamental changes on the second day (it should me mostly assets).

Plans for the future: Join a mini-ld, remember and learn from mistakes.

Not without my Zombie ! #1

Hi all ! I’m a bit late to post something.

Well I’m totally excited to be here, I’ve been working on my game since yesterday. It is the first time I make such an advanced game, and it’s called Not Withou my Zombie. It’s a plateformer in a strange facility where you need to escape, done in AS3 with Flashpunk.  But let’s go for an image :

LD21_BlackDogg_01

Good luck to everyone coding out there !

Changed my mind!

So at first I wanted to just make a game where you run away from water, but that’s been done so many times that I felt it was kind of cheating to use it for my entry. So now the idea is that you’re stuck in a dungeon that’s slowly filling with water and there’s an exit somewhere higher up that you have to get to.

But wait, isn’t that the same idea? Well, it would be if you didn’t have stubby little legs and could actually make it to those platforms. The only solution is to ride the wave to the top of the chamber, avoiding what would have been handy platforms but are now annoying obstacles, then swim down to the exit once you’re pushed under the water by the ceiling.

All I have left to do is code in some buoyancy and I’m done with the mechanics, then I can move on to putting in some levels (or, if I have enough time, adding some procedural generation for the levels) and adding some SFX/Music.

Wish me luck!

Comments

Frimkron
22. Aug 2011 · 07:36 UTC
I love the colours :)

YAPR (Yet Another Progress Report)

Since, the site now works, it’s time for a progress report. I quite moved from the original idea, but the game in now playable! You have to prevent the ball (which goes always faster) from escaping. You can do this by placing blocks on the ground against which the ball will bounce.

I know you prefer a screenshot rather than a long text, so here you go:

The game itself is ready, sound is being worked on. :D

So close yet so far

#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 */ promo1 promo2 promo3

http://www.mediafire.com/?255xu6275h5afhb

With 10 hours to go, here’s a beta with collision bugs and an unfinished level. It’ll however give you a good sense of what you’re going to get. I’m going to be able to submit something alright, but I’d feel dirty if this were the finished one.

colortests!

Trying to fit in with our theme, I’m making our backgrounds. Just to be sure I don’t rush into anything stupid, I like to make color samples, were I lay flat colors and remove the lineart.

 

The Second one i may redo… Hm.

Tags: 2D, artwork, photoshop, progress