LD21 August 19–22, 2011

Sarting the last testing

so for my first entry in a Ludum Dare I feel quite accomplished my game isn’t the best and a bit rough around the edges. It was really fun and I’m happy it comes to an end. I didn’t plan to much an had a fun weekend and I finished a game:-) .And here’s a screen shoot;Mono Stick Shooter

Yay, finished

I finished, it’s called ‘Bloppo: the great escape’. It’s a cute game, I think, but I’ve broken a bit my promise of not making a platformer. See for yourself.

Also, this time the BGMs are better and I recorded guitar tracks instead of leaving all the work to the computer.

So that. I’m done. Good luck everybody!

That’s That

I’m not much of a writer, but I ought to make a post about this. My first Ludum Dare ended in success. So, check out Escape or Die, my first game.

Peace.

Escape from the Frame final

Escape from the frame is, well, unfinished.  The four levels I have all work reasonably, but they’re not to the quality I would like them to be.  Perhaps that’s the status of a 48-hour compo, but I see others whose games I would be satisfied with…  At least I did build something playable.  That’s the main goal of this, no?

Get Escape from the Frame at: http://www.cavein.org/~chris/code/escape or from the links in my entry page (which go to the same places)

For Escape from the Frame, I started out with too large of a goal.  I wanted a mini-game mash-up, but the games ended up more frustrating and less fun.  I also ran out of good health Saturday even/night, so some of my brainstorming/developing time got lost.

Things I’ve learned from this compo:  start simple, but not too simple.  Gravity is a harsh mistress.  Spend more time on gameplay, less time on achieving stable orbit for the actors.  The trip to the brewpub was a godsend, and should be repeated next time.  Sleep just enough, not too little, not too much.  You can’t draw, vitae.  You can’t music, vitae.  Try using generators for such things better.  Generic tools can combine in wonderful ways.  MacBook Pro is a fun machine to tool around on, and will probably serve as a main box soon.  And much much more…

Givng up! :(

Giving up, but thought I’d let you all see my progress:



Click to test the Music and Rainbow effect etc.

Best of luck with your own entries!

Comments

21. Aug 2011 · 21:38 UTC
This is very pretty, and adorable.
21. Aug 2011 · 21:42 UTC
Aww, penguins! Very cute. I agree with Kvisle; you must finish this. There’s still another day left to enter the jam!
21. Aug 2011 · 21:49 UTC
please. finish. this. too. awesomecute
bmfs
23. Aug 2011 · 14:50 UTC
You should have finished this. Your artwork is plain awesome!

Escape from Space Cannibal

I have finished something, but unfortunately there is not much gameplay to speak of.

I’ve spent too much time on the technical aspect of the game and there was no time to implement proper gameplay.

Next time I shall finally prepare some basecode in advance :).

Link

Untitled is finished

 

I decided that a good title for my game would be Untitled, and it has been submitted.

In Untitled you are in control of a pellet that can change colors and thus pass through the brush strokes. You goal, escape from the bottom of the painting, with the highest score possible. Grab pickups for a score boost along the way.

 

I’m working on a video that I will share later on, that shows off the game. I’m happy with the game, it simple and low stress like I wanted.

 

Plan B

When I started, I intended to make a puzzle game.  However, I had every intention to fail; puzzles aren’t really my thing.  I had no intention of building a maze, no real interest in building a maze.  Welp… I’ve decided to try and rescue this thing, so I guess it’s a maze.

Let’s see if I can wrap up a proper binary in the next couple hours!

Escape Prevention – SUBMITTED!

I finally “finished” my entry! It’s a top-down 2d space defense shooter! Or at least, that’s the “genre” I’m giving it for now.

Enough talk, let’s get to the reason you’re here!

Download (Requires .NET 4 and XNA 4)
Source
Site Page
Entry Page

 

Just a taste of the possible action!

 

Camping the enemy… shooting and taking screenshots is hard.

 

Hunting a big guy down.

 

The… informative but busy title screen.

 

I encourage you to download the game and see how high a score you can get! Also, feel free to look at the source.

I’m open to any and all kinds of feedback.

It’s definitely a blast, making an entire game in 48 hours. What a rush! Looking forward to next time, but not until this time’s over and done!

Finished! Not quite happy with it, oh well.

There we go. Kind of an half-assed attempt, though I only could spend some 10 hours on it. This theme definitely wasn’t my cup of tea; and even this game manages not to follow it!

GET TO IT!

I did it! My first LD! My first game!

About 14 hours ago, I gave up, sat down on the couch and literally cried.

I was hopeless, here I am, with dreams of someday making something cool, a game, some music software, anything, and suddenly realising that I couldn’t do Ludum Dare. I put my head in my hands, and tears started rolling down my cheek. First-World problem, I know, but I felt like I would never be able to overcome problems that lie in my way.

But I saw other people in the IRC chatting away about their stuff, and I though to myself that I CAN’T let this one down, I said I was in, I WAS IN, whether I liked it or not.

I sat down, and started over, my previous attempt was bloated, stupid and messy, the new one is messy and dirty, but it works and it’s my baby.

 

It’s an inverted tower-defense type game. Aliens spawn in the middle and try to escape (they are VERY stupid and seek to infect humanity with their stupidity, luckily this means they have trouble finding their way, and grunt incoherently instead), the player can place turrets to shoot them down.

Turrets have 100 ammo and dissapear when they run out.

Turrets cost 100 credits to place.

Aliens take 20 hits to die, and give 20 credits when they die.

This means placing turrets needs to be a careful choice, because you need the turret to actually do some shooting to stay level.

The game ends if an Alien escapes.

Every alien spawned except for the first bunch awards the player with a point, keeping the aliens from escaping for as long as possible is how you score.

You will evetually lose as the mob spawn rate overcomes the turret’s ability to kill then.

 

It’s only been tested on 2 machines, my CrunchBang Debian 64bit netbook, and a Windows7 machine that I don’t really know the specs of (it’s an i7, so it’s probably 64bit)

 

Please, test it and tell me what you think.

http://dl.dropbox.com/u/6549099/OMFGA.zip

 

Comments

22. Aug 2011 · 01:03 UTC
Congratulations on finishing, the game’s actually pretty cool and I played it a few times :) The lesson I’ve learned from doing LD and other timed development competitions is to get over the fear and just try stuff. I started doing that in all my projects and now LD just feels only a little different from a “regular day” for me.

Mysterious Instructions (+ 3 screenshots)

Congratulations!

You are the proud new traffic controller of this doomed city! Why anyone would be so insane as to WANT that position beats me, but you got it, and there is a giant wave coming in from the East. The situation is quite bleak, and it is up to you to prevent as many deaths as possible. This city has a high-tech system that lets you control the evacuation in great detail. When you begin, you will be brought to a screen that looks like this:

On the bottom of this screen, you can see the number of cars that you’ve rescued, and the number of cars that are still alive, but have not yet been rescued. To the right side of the screen, you can see a blue sliver, which is the progress of the wave – it kills any car that it touches. It will grow bigger as time goes on. In the middle of the screen, there are a lot of red-ish blocks. These represent buildings. If you click on one, it will turn green, and start allowing cars to exit from it:

Each car will take the shortest legal route that it can find to the exit. Because of this, cars will often try to take the same route, and it will cause gridlock. Now, in my experience, gridlock and deadly waves do not mix will, so, to combat gridlock, you have another control: You can make streets 1-way only by clicking on them:

1-way roads are marked by the little carrots. Cars will always obey these unless you block off their only exit, in which case, they will act eratically. A good goal is to try to keep all of the exits to the city full of cars at all time. This image also has buildings that are gray – gray buildings have been fully evacuated, or, at least, cannot be evacuated further (that is, all of their occupants drowned because of your ineptitude).

After all the citizens are either dead or safe, you will be evaluated. The following criteria are evaluated:

1. How many people you rescued.
2. How many people you did not rescue.
3. How many people were killed before they escaped a building.
4. How many people were killed while trying to leave the city.
5. How many buildings were completely evacuated.

Reveal Revealed!

Even though we were in the jam, we decided the game was in a good enough place to submit it :).
Go play Reveal http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=4961

Claustrophobia

Even with a late start, our entry for the jam is nearing completion. Our game is called Claustrophobia and is sort of a dungeon crawler/maze game with elements of puzzle games.

Here’s a screen shot:

 

 

Tags: shard123

Finished!

Being the first project I actually FINISHED! I’m pretty proud of this game, I’ve got 1 or 2 engines I’ve coded and not bothered creating games with them. I didn’t plan on participating this weekend, I decided to when it was 1 hour into the event. This is of course my first LudumDare and first full game, I already have a few ideas for new games i’ll be developing soon! 😀

So here it is,”Escape from the Void” a game in which you, a lonely atom, must smash himself violently against other atoms in order to create parts of the universe, allowing you to progress levels. Creating this game was a great experience and i’ll definately be competing in future Ludum’s and without further ado, here is the game:

http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=5696

Sadly its windows only. No mac port or web port, or linux, sorry I just don’t have the knowledge to do it myself, or the money to pay someone to do it, but in future I plan to make some games in flash using flashpunk, so fingers crossed :)

Screenshot

I Submitted

I just submitted (http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=5407) it was fun making the game it was fun entering in this Competition. Before the Competition started I wasn’t really sure if I should enter but now I am very glad that I entered. If some one is still working on his/her entry I wish you luck finishing it on time.