LD22 December 16–19, 2011

harusame : progress 7h

After 7h.

I’m getting tired, It is 10am here ^^’

Going to sleep.

Im just tierd and i have a lot of ideas so hopefuly ill wake up in time tomorrow, this is whats been done so far:

load level from image(partly)

control a player

“graphics system”

good night

Alone ≠ sad

At first I thought the alone theme would be good for a sad or scary game, but, come on, we are nerds here, we like to be alone, right? RIGHT?! At least I do, not always but maybe 90% of the time, anyways, I’m making a happy game! A funny game! Alone is happy, why not? So I got some ideas flowing now (God bless sugary drinks), so let’s get going! 😀

JAMR

EDIT: If anyone was interested in this, it is now offline. I’m working on cleaning things up and making things far better, now that I have a bit more time. Hopefully it can be done by the next Ludum Dare!

For Ludum Dare, I wanted to have some sort of live progress updater so people could see how things are going.

So I decided to start a project called JAMR. However, I didn’t have enough time to finish it or get it as full-featured as I wanted. I wanted to create a PHP-based webapp with a backend for developers, and live updating for users.

It would feature an HP bar, the developer’s current status, and screenshots. On top of this, it was going to have a history feature for the screens so users can see how the game is evolving. It would also have an area for developer updates. Once again, this was all supposed to update live, so users would simply open the page and leave it.

However, I did not have time to implement, well, any of this. So instead I made this little HTML page that requires manual updating and uploading. It features the same HP bar, developer status, and updates that the full version is supposed to, but without any of the nice shiny features.

Anyway, point is, you can see my JAMR page here if you want to track my progress. This requires manual refreshing, though.

After Ludum Dare is done with, I hope I can finish the full-featured version of JAMR so others can use it in future jams and competitions.

Explanation time

Okay! Time for a debriefing of what I’ve been working on the past few hours.

I wanted to make a game with Kittens for the lulz, and since the theme turned out to be “Alone”, I’ve decided to make a game where you’re an abandoned kitten, all alone. The player will control this kitten and the storyline will have something to do with finding your owner, or simply searching to “not be alone”.

I am quite proud of myself so far because I think the cat’s animations are quite good (especially jumping) and I don’t consider myself an artist. The lo-fi art style that I’ve chosen has allowed me to draw the general shapes of the objects which makes it a lot easier to have lots of frames of animation.

I’m not entirely sure how the gameplay itself should run. I’m not sure if I should make it arcadey (collect objects for points), or have no pickups but more of an exploration game with an engaging storyline. I’m also not sure if I should have vertical scrolling as well as horizontal. Currently the scrolling is screen-by-screen.

Currently I’m thinking the title should be:  “THE THEME IS NOW KITTENS”.

 

Back to it!

Well, thats enough for one night

Looking at all of these pretty(for the most part)  has me feeling inferior, but at least I have an idea which is more than a few people on the irc channel are saying.

All I have right now is a black screen, some debug text written to it, and an annoying buzzing sound which may or may not be the exhaustion).

 

see you guys in the morning.

Working Together Alone

Hey everyone! My roommate, Alissa, and I are participating in the jam together. Alissa’s an artist, and I’m a designer. We’re looking at using either Stencyl or Game Maker – whichever one we find works best for what we want to do.

At first when we heard the theme, we weren’t quite sure what to do with it. After voting earlier, there were a couple of other themes that we were really excited for, but we couldn’t think of much for alone… But then we took a drive to pick up some snacks and energy drinks! On the way, we passed by a bakery, which gave us the idea to make a game about a lonely little cupcake. We got back, started writing down ideas, drawing some concepts, and now we’ve got a pretty good direction.

I’m starting work on level design, while Alissa is continuing work on her cupcake art. Oh, and we’re thinking about ways to incorporate a kitten easter egg, as well…

Good luck everybody!

– Pralie (@praliedutzel) & Alissa

Tags: alone, cupcakes, easter-egg, Game Maker, kitten-challenge, stencyl

Basically wrapping up for tonight

Well… Revising from my original more abstract idea, I want to make this a more peaceful, ambient game.

So I took the rough looking walls I had coded and made them look stony; then I added grass, and, tada, you’re on an island.

 

This game is going to play pretty straight forward. Basically, you’re surviving on an island where largely the elements as opposed to enemies are the danger. Most of the game will consist of searching for food.

 

Preliminary screenshot attached. I should post more updates throughout the compo, so you’ll see it evolving. That is, if I finish.

Which this looks fun enough that I will.

 

I plan on having the world be constantly regenerating, so the island won’t be very similar after a few days.

Oh God… What Have We Done?

Ed and I have been tearing our hair out for about an hour trying to think of a non-trivial game idea. The result:

Gimpy the Bird.

GimpyTheBird

Gimpy The Bird

I’m starting to think sleep would be a good idea.

So the first night is over for me!

I’ll be reporting in my blog, I think:

My first report on Ludum Dare!

I only have the main chara done so far.

Do you guys really like screencasting? I’m considering doing that…

Gonna hit the hammock! Good night, everybody!

Go Brasil in Ludum Dare /o/

And we’re off

Got my engine of choice up and running and finished some basic intro / title screen stuff. I really only have one day and the change on Friday, I’ll be gone nearly all of Saturday unfortunately. In any case, I hope to finish this game, but it’s certainly not going to end up being what I originally had in mind for it… Just gonna end up like a zombie basher most likely. Oh well, hope it’ll be fun anyway!

 

 

 

 

 

Yay, started pretty well….

Well, a couple of friends and I decided to do the jam instead of working alone (kinda ironic!) . We are going to be using the same tools. We had written a couple of ideas for some of the themes in order to plan ahead but none of the ones we did were chosen. :(

So far we have a ball moving on the screen with a semi-transparent arc. My team members have finished for the night but I will continue for now!

Good Luck Everyone on Your Projects!

EpiCat: He moves, He shoots

A cat in a spaceship. What more needs to be said?

Idea generated….

finally moving towards something!

Well, Goodnight

I have all the concepts on paper, and then bam! I got a calzone and Anchorman came on, so no actual progress, until tomorrow!

Progress!

:dance:

2:30 progress

Added movement and shading… now need enemies, boss(es?), talking engine, menus, shooting, HUD, and actually having to do with the theme…

Hour 2.5

Well, after two and a half hours of planning and graphics making, I’m came up with a starting position. Things are looking on the up and up, however, but I think I need to be well rested tomorrow, and so I leave here today with a new vigor of game-making. And a screenshot. I got those two done in a series of “what can Ido with only black and white” designs and erasing and redesigns. Then those tiles are messed up so I have to change it. Again.

Who is this strange pair? But they aren't alone!

…Really, though, who are they?

…Wait. The top of her head is cut off. Crap.

EDIT: Oh, wait. It’s supposed to look like that.

“Playable” demo

Actually, you can ONLY jump using UP arrow key, and obey gravity. That’s it!

First step :)
try it

Screenshot 0

The Game has a NAME!

Which is odd, this early on. I must be getting better at this whole rapid game creation thing. The name is “Dwarven Isolation”. It is about preventing dwarves from mining into each other, which is important since dwarven handshakes cause catastrophic explosions (but I’m sure a smart reader like you knew that). The dwarves, of course, are attracted to shiny objects, like gold or treasure, and are quite good at whacking stuff and making solid rock walls go away.

More seriously, here’s my entire design document.

Dwarven Isolation
The game starts out with a maze through rock and ore. Several dwarves enter, and begin walking around and mining stuff. The goal is to earn as much money as possible before two dwarves meet.

Capabilities of the Player
-The player can place treasure chests and valuable ore.
-The player can place hard rocks on the path.
-The player can place traps which kill or injure dwarves.
-The player cannot do anything in direct view of a dwarf.

Rules of the Dwarves
-If two dwarves see each other, they will run towards each other. Unless there is a trap already in place, this is certain doom.
-Dwarven line of sight extends infinitely in all directions.
-As dwarves mine, they become better at mining and do it faster.
-If a dwarf sees treasure, they will run towards it. This is not as strong as seeing another dwarf.
-If a dwarf finds a body, they will scream, alerting all in a radius. They will find the fastest way, including mining things. You’ll probably have to kill someone else if they find a body. Yeah, it won’t end well.

And, if possible, ACHIEVEMENTS! Gotta love achievements!

What’s done right now:
Line of sight stuff is done.
Half of pathfinding is done (which really isn’t significant; it’s just A*).

What needs to be done:
Everything not listed above.

Victory! Kind of!

I’ve put quite a lot of work into it, but now I finally have a very nice prototype.

The theme is alone, so I got creative. The storyline is that there is a place where all of the Stereotypical Slimes, blobs, etc. Take shelter from the players of RPGs. War breaks out between the Green Slimes and the Red. As everyone knows, Red slimes are higher level, so the greens are slaughtered! You are the only survivor, and you must run for your life! Earn points by surviving, unlock new arenas, and create your own!  So far I have a few levels, enemies, spawners, a points system, and a level editor! Looking good, I think I’ll make the deadline 😀

Comments

twelveplusplus
17. Dec 2011 · 08:04 UTC
red and green… just in time for christmas xD

Time for some sleep

I don’t know what to make yet, but setup some basic things and now have some scrolling tiles in Flixel with Haxe.

It’s very late now, so I’m off to bed.

Starting on my entry

I planned on starting right when the competition started, but I got distracted with other things, but I am here now.

I didn’t vote for alone, but honestly I’m fine with that theme, as I’ve been wanting to try and make an island survival type game, and this theme fits perfectly.

I will be using FlashDevelop, Flashpunk, GIMP, audacity, Bfxr, and perhaps this music generator.

Time to get crackin and see what I can whip up in 45 hours.

Basic Tileset DONE!

So the base tileset just got finished. I kind dun goofed up on the wall part, but if I have extra time I’ll fix it up. The good part about it is that for most of of the different levels I can simply change the color on it to reflect the mood. It’s still hell just a different layer 😛

So far time spent: 50 min design, 100 min art. Gonna code some basic movement after my break and go back to design.

Comments

Felipe Budinich
17. Dec 2011 · 02:47 UTC
Show us some screens of those tiles ;-D

Working in a good idea / design

Haven’t touch any code yet. I want to make sure that the idea and design are cool. After that, we will work on a Game Concept Document.

First Few Hours

AHHHH!! How could I forget the one thing I needed. A CAMERA.

So there goes the first few hours as I had to implement a camera to move around the scene. Otherwise I have a basic idea of what I’m doing.

Let the game begin…

Alone – Progress

I’ve made some progress!
I have the tile map drawn, and a sprite that can move around the map!

Also with basic collisions!

Tags: alone, cryptix, progress

The first hours

Since we now know the theme of this Ludum Dare “Alone” the team that is working with me has been brainstorming like crazy.

They came up with the wonderful idea of making a side-scrolling adventure type game. So we’ll be working on that a bit more.

But for now, time to get some sleep as 5:55 AM just past me …

Good night for now and we’ll see you back at the “Dark” side

Team Aphelion

Small and simple

You know, as much experience as I have with 2D games in the Flash world I am still relatively new to it using Unity3D, and it’s not as though the tool is actually created with the intention of facilitating a 2D game experience.  This would be why people tend to write and sell their own implementations.

That said, I’ve done a few very simple games in the past six months and I think I could make one of comparable scale in the 48 hours listed.  The theme sounded challenging at first, but I think I have a reasonably nice concept:

“The Hug-Monster (-o^_^)-o can never get enough love or hugs, and is always happy to see you.  Unfortunately, it’s a little too excitable and at times doesn’t seem to know its own strength.

You  on the other hand (1) are small and fragile, and most definitely want nothing more than to be left alone, especially from the big, scary Hug-monster!

How long can you avoid its warm, snuggly, and loving arms of death?  Find out in this classic platformer!”

 

Notes:

(1)(Your player is represented by an 8px sized rendition of the skull and crossbones icon from the wingdings font set, which astonishingly looks more like a little guy than anything else at that size)

12am EST

I feel like I’m a bit behind, but I’m doing this from scratch so eh, I guess.

Working on the movement and jumping, then I’m going to figure out a dialogue system, interact system, and keep going from there.  Might have one short story, but it’ll be cool I guess.  Not really too enthused about the theme right now, I don’t feel like this is the best idea I could come up with, but I’m pretty blank otherwise.

She really loves you!

Maybe.

A Girl That Loves You

She Really Really Loves You

So, yeah, i’ve got an idea for a game :-P. Hopefully i can make it…

Learning pyglet and cxfreeze

Still going through a pyglet tutorial, seems pretty straightforward so far.

Got text and sprites on screen within minutes.

 

I actually lost about an hour trying to find a way to turn my python game into a .exe anf getting that to work.

Got it working, using cxfreeze.

Most of my time was wasted trying to make cxfreeze work, kept on getting errors. Later found out that I should just install the 32 bit version, even though I’m running Win 7 64 bit.

Worked on the first try after installing the 32 bit version.

Sprite flipping

I’ve filled in the other 3 frames required, and set it up so that it only loads one frame of animation into VRAM. There are enough scanlines to do this completely in VBlank with a comfortable amount of headroom; unfortunately, the method used isn’t fast enough to require me to slow it down during not-VBlank, and so this provides no speed advantage.

Anyhow, on the topic of sprite flipping. The TMS9918A provides a lovely feature which allows you to flip tile data horizontally and/or vertically. Unfortunately, this was not provided with sprites, despite the fact that there’s a blatantly unused section which would have been perfect for sticking these flags in. So you have to flip the sprites manually.

This is where we use a table to perform the flip. It looks like this:

(╯°□°)╯︵ ┻━┻

Erm, I mean THIS:

.macro m_build_fliptab_gen
.redefine mv_q 0
.rept 256
.redefine mv_x mv_q
.redefine mv_x (((mv_x<<1)&$AA)|((mv_x>>1)&$55))
.redefine mv_x (((mv_x<<2)&$CC)|((mv_x>>2)&$33))
.redefine mv_x (((mv_x<<4)&$F0)|((mv_x>>4)&$0F))
.db mv_x
.redefine mv_q 1+mv_q
.endr
.endm

I also have one which generates a “no flip table” which is just a bunch of bytes from 0 to 255.

Here’s the code:

ld de,$0000
–:
.rept 4
rst $08
.endr

; load sprite
ld hl,$4000 + ($7C * 32)
ld bc,$80BF
out (c),l
out (c),h

ld hl,g_spriteset_plr
add hl,de
push de
ld d,fliptab>>8
-:
ld e,(hl) ; 19
inc l ; 23
ld a,(de) ; 30
out ($BE),a ; 41 – SAFE
djnz – ; START: 12
pop de

ex de,hl
ld de,$0080
add hl,de
ex de,hl
ld a,d
and $02 -1
ld d,a

; there’s still plenty of breathing room
; mednafen reports $DA with the occasional flicker of $D5

jp —

I hope you can work out whether the walk animation is any good or not. I’ve loaded it into an unused space of VRAM. If you look carefully, you’ll notice that one of the frames involves the player bobbing up. See, I put in effort!

flip table

 

My workstation.

My Workstation

This is the set up I'll be using for Ludum Dare 22.


11″ MacBook Air, first-gen iPad, fourth-gen iPod touch, and a Dell UltraSharp display. Timelapse is being recorded onto a Seagate USB drive.

MileStone Get! Or another way to put it, how to avoid Actionscript 2.0 traps and finally get to Actionscript 3.0

So…not too much at the moment done, but that’s in part because I now may (I presume, that is) the final official jump to Actionscript 3.0!

 

…Okay, this is an important point for me because I’ve been stuck in Actionscript 2.5 (Half 2.0, half 3.0) for…about four years now? I haven’t been actively working on it that entire time, in fact…not really at all last year, and well, I’m proud of this change, at least.

 

I’ve done Python and Java OOP programming fine before, but I first got programming in Actionscript 2.0. Which let you code on frames. Which I do. A lot of the time. So…transitioning to Actionscript 3 has been…not so smooth.

 

Part of the problem…okay, pretty much all of it, has been creating an ActionScript object.

 

Which I got the final working copy of my code working by going here:

 

http://www.flepstudio.org/forum/object-oriented-programming-tutorials/440-tutorial-1-my-first-3-0-class.html

Thing is, this doesn’t *quite* work for me – I wanted variables already, and functions!

 

So…aside from that tutorial, the following things to keep in mind – some of these are somewhat interesting:

 

  • First off – even if you aren’t putting your Actionscript .as files (See the tutorial above if you don’t know what I’m talking about), you still need a package wrapper around your class. Which is different than Java, where having no named package for the file let you leave it alone. Default package is just “package{” – Yeap, no name, just the bracket (Make sure you close it at the end of the file – properly).

 

  • Secondly, the constructor’s…considered a function. So for your constructor, it has to go like so:

public function LightGrid(){

        //....

}

  •  Thirdly, when doing this, and linking it from an item in the library of default Flash (Right-click object in library, go to Linkage, Make sure you select “Export for ActionScript”, and input your .as file’s name in there, and hit the checkmark to validate it), DO NOT leave versions of it on your stage – it’ll complain about them if you reference them, so it’s just better practise.

Um, yeap. About all I can think of now – though you can start viewing the source (When updated) here:

 

http://www.sfu.ca/~ajr12/LudumDare22/LudumDare/

Enjoy!

 

 

 

Gettin Started

Alrighty then,

Getting the basic stuff down pretty quick, just need to make my guy fall and hit the ground instead of falling through it, plus being able to use doors and pick up stuff.

 

Comments

HurricaneGames
17. Dec 2011 · 03:27 UTC
i Like it! Looks very fun already

Just starting!

I had an ideo before I went to sleep, which made a nice change, tweaked it a bit this morning, made a concept. and I think I’m ready to start 😀

We’re in!

Hello Everyone!

 

This is Ben of Mechamagizmo – My friend khakionion made me aware of Ludum Dare and we’ve decided to participate.  Thank you very much for having us.

 

We will be creating our “Alone” game in Unity.  More updates to come.  Right now Dawn and I are watching the Japanese anime “Mushishi” for inspiration.

…go…

sleep: 0  ideas: 810383757

So I woke up and there were some seriously strange ideas there about the game not knowing the theme. Now, it’s alone, so… yeah. The wargame takes it.

Now, I’ll brainstorm while sleeping a bit more since I’ve had … well I haven’t really had any sleep and that is neccesary. But I have a _general_ concept of how this should work, and I need to keep the methods of … stuff low, or it won’t get done.

so the brain will work on this while I sleep and we’ll note what I get when I awaken.

this was still not the plan for doing this but well. With the start time I guess it was inevitable

Alone in the LD

 

OK so the theme is “Alone” (you probably know that).

So here are my thoughts after 1 hour of waking up/brainstorming:

  • Survival horror, rather obvious but it’s still my #1 idea. It might be a lot of fun to create. I can make ZBrush zombies and monsters which I love to do 😀  But a decent 3D environment takes a lot of time and I’ll probably end up with a not very polished game (as usual).
  • SETI. Find out if you’re alone in the universe. Nice but what would the gameplay be like? All I can think of is rather simulationy and GUI heavy which is not my style. (or shmup, now that you’ve found life, exterminate it! :D)
  • “Home alone” themed tower defense. Might be fun
  • Dating sim / visual novel. 😀 But I don’t have the right skill set for that (my drawings are horrible)

So I guess I’ll get started on the survival horror to avoid getting stuck doing nothing.

Fruit loops!

Breakfast of champions

 

Tags: foodphoto, ideas

oo

Come on, feel the LD22! I have to use a seperate laptop to surf the web because I’m on my parent’s connection. :I  So I probably won’t update much.

I just woke up, so I’m ready to work on this until I crash! Time to get brainstormin’. I really love the theme, I can’t wait to play everyone’s sad games!

First Screen Shot

I got the gun model attached.  Not sure why I had to point it toward the negative Y axis in blender. Learning as I go.

 

 

Progress So Far…

So far, I have tile based maps and a the lighting system is working. The player walks around, and his feet move.

Good Morning Ludum Dare #22!

I slept pretty good tonight and I’m ready for LUDUM DARE!

My cat is sitting near me and give alot of encouragment! Thanks Tom!

Watch Me live!

Just saw notch’s livestream, he is amazing!

Game ideas

Originally we were going to kill kittens, but then we decided that that was a terrible idea.

Now we’re making an arcade survival game starring a crazed mad man who imagines that monsters are coming at him.

Progress :)

Progress :D

I made a lot of progress, the level editor and an automatic tiling feature. Some of the art is done as well
The game will be about an astronaut that find himself the last survivor of his space ship. But he has extreme powers that will help him defeat the invasors.

Little advertisement here:
Twitter: @7SoulDesign
Livestream: http://www.livestream.com/ails

Going to bed now, ill continue my livestream tomorrow morning, and continue my quest on having more people watching than Notch’s stream (so far i had a max 5 viewers :O)

Cya, 7Soul

Tags: 7Soul, progress, screenshot

My Game! Apollo Gone wrong

Hello all,

This is my first journal entry for this competition. I have decided to do a moon game(because I liked the theme) But it is still alone based!

I have been working on the character controllers and a simple moon terrain. What do you think?

The moon texture and the skybox were also created in the last couple of hours!

Happy game making!

Comments

17. Dec 2011 · 03:28 UTC
Looking really cool so far 😀

Are You Alone?

I’m doing pretty good right now, working on it for about 3 hours and have quite a bit done. Heres the summary of the game:

You are a cast away. Abandoned by your own. Thrown out for bringing the
cursed Jewel Of Lonesome back to your village. Now your only hope is to
retrieve the Jewel of Homesome, rumored to be at the Forgotten Mount, a
complex cave system that is empty and no one has returned back from. Do
you then, oh, young adventurer, want to risk your life to gain your own
back?

Pretty simple right? Not sure what I’m going to do about the enemies but I’ll come up with something. Now to round of the post with some eye candy xD

Night, night, sweet dreams.

Taking a break

It’s just past midnight here and I’m starting to feel sleepy. Can’t afford to go to bed though, since I have about 20 hours left on my self imposed deadline.

Going to take a little break, play some Dota 2 and continue watching/listening to Stephen Fry on QI.

Don’t have anything specific in mind for the game yet, still continuing the pyglet tutorial, here is a screenshot:

 

More sketches

More sketches about the idea and game design. Let’s keep the good spirit.

First Draft: Peg Hopping

First draft: media.abubalay.com/ld22/0

No screenshots since it’s not much to look at, but it is a web game. :)

My biggest problem right now is finding a way to turn a peg-hopping game into something interesting… at least it fits the theme.

Up early, cogitating on the theme

Okay, maybe I’m not as dedicated as Notch, who seems to have stayed up to start as soon as possible, but 5:30 is a pretty early morning for me.

So, the theme is “Alone”. We were thinking about making a 2D puzzle game as it seems to be a fairly achievable thing for first-timers. How to tie that with the theme? Well… the guy in Soko Ban is alone, isn’t he? Okay, okay, we’ll try to be a little more original than that. And anyway, maybe the best way to emphasize aloneness is to include other people that you cannot or don’t want to interact with. Hmm…

If you’re stuck, why not try a Google Image search for “Alone”? That’s how I found this adorable fella:-)

Meow

Here’s what we’ve done lately:

room205.org/ld.php

More progress

I thought I’d a few more things to the look, like a void behind the map so it doesn’t look too plain and a nice vignette to give it a mood.

Comments

gladoscc
17. Dec 2011 · 03:30 UTC
Nice! Too bad my graphics would look worse than this…
17. Dec 2011 · 03:38 UTC
I just use scaled lo-res images 😉

easy and beautiful

First post!

Wooooh, We got a small version going here… Workable with awesome animations and music (Not implemented yet)

Direct Download : Ludum Dare Game

Barnaby Bear is All Alone

So I was going to make a bear-and-apocalypse-themed game earlier this month, but the fact that I could also make a bear-and-apocalypse themed game for LD has not escaped me.  So I’m going to scrap all the one image I had made for that game so far and make this game instead.  Anyway if you’re interested in the original idea or think I’m plagiarizing earlier work read after the cut. :)

 

 

So basically an adventure game made in Adventure Game Studio, graphics made in Inkscape, and maybe some music, if I have the time for it, made in Fruity Loops or just recorded acoustically.  The game will be primarily first-person, since animating would take a while and I gotta work tomorrow.

The jist of the story is: All your friends thought the world was ending, so they left on a rocket ship and live on the moon.  They would have brought you, but you just wouldn’t wake up!  Anyway, since you’re down here still and nothing has ended, you should find a way to contact them so they come back, since it’s pretty lonely here now.

About the other game:

The other game’s story was that the world really was going to end and you had to gather your friends and take them away.  I hadn’t done any programming on the game so far, just on the engine that it was going to use.  (Flash & xml-based)  I hadn’t done any art on it except for the concept picture in the thread linked above.  So yeah, everything for this game is original in the sense that I’m making it all from scratch starting about an hour ago.

Anyway, I just wanted to get that out in the open so that no one would get suspicious.

Tags: adventure-game, barnaby-bear, bear-game, cute, easter-egg, kitten-challenge

Comments

17. Dec 2011 · 03:42 UTC
This is quite awesome, simply beautiful… and sooo CUUUUUUTE :3

Thumbs up to yo, good sir, for you have one the interwebz (on a stick)
17. Dec 2011 · 04:32 UTC
Yay!

Coding All Alone

Aside from my bottle of mexicoke that is!

Never posted the git where all this junk is going, so I’m gonna put it here: https://github.com/edibletoaster/Kitty-Crusade-LD48–22

This assumes though that I don’t wimp out and switch to using Construct last minute… Well, here goes nothing…

 

 

 

 

 

 

 

 

 

It all begins now, game concept

Ok, this is my first ludum dare, we’ll see how it goes.

I will base the game on a dream that I had a long time ago. I will share more details in the next hours, but basicall y it’s about “you” being somewhere you don’t know, where stuff doesn’t make sense. In the dream you’d make these “jumps” from one place to the next, which were completely crazy, for example you’d be on a train and then you’d be in a bathroom, or a hospital. Of course I can’t do all that for this competition since I only have 40-ish hours left.

Visually, I will keep it simple, mainly using solid objects, keeping textures to the minimum, and all. The excuse for this is that “it’s the visual style for the game” but we all know that’s a lie, and the reason I’ll do it that way is to save time :)
YOu can think of this as some sort of Limbo-ish style game, although I’m not making a puzzle platformer or any kind of sidescroller. I can’t decide if I should make a first person or third person game, but maybe I’ll do it in first person to save even more time, and then use the “third person” for some sort of “great finale.” I think that choice will be more clear as I progress with the game, since I’ll be sure what kind of actions the character must perform (right now I’m thinking of a walking-only character since the game will be more about exploration than action).

I’m making the game using UDK :) (as far as I know, that’s allowed since it’s one of the “content creation tools” and it’s ok to use those). So when you see the game you’ll either say “hey, that’s using UDK outside of the box” or “man, what a crappy game, I can’t believe Unreal Engine powers this piece of *brown matter that comes out of the rear part of any living creature* ”

As for the time, I have to be finished by saturday night hopefuly, because I’ll be out sunday morning and I don’t want to miss the deadline, so I’m aiming for areally REALLY simple thing here.

Good luck to all and happy developing!!! 😀

What I’ve got so far.

As of 12:28 AM (00:28 for the ones who are too lazy to think) this is what I have for my game.

TODO:

  • EVERYTHING

Click image to play.

Public Screenshot #1

p.s. this theme sucks.

Here’s what I got so far… It’s a humble beginning:

Comments

rivet
17. Dec 2011 · 03:34 UTC
Eh.. I’ve seen better..
HurricaneGames
17. Dec 2011 · 03:38 UTC
What Game Engine are you using? it looks amazing!
raver1975
17. Dec 2011 · 03:39 UTC
I think I’ll call it Skyrimbo…
Suese
17. Dec 2011 · 03:47 UTC
lawl

Progress update, 3.5 hours in

Got the basic game structure up and running, input, gamestates,  basic camera and skybox.

Made the last minute decision to go 3D….   Sounded like a better idea at the time than it probably will in 44.5 hours…

Kitch's Game

Tags: progress, screenshot, xna

A bit of a late start, but I’m in.

I’ve got a pretty good idea of what I’d like to make and some interesting things to do with it, just having a tough time deciding which framework to use.

It’ll either be: Flixel; Thomas Jahn’s FlixelTMX parser; or GameMaker and  SimplXML; Tiled  Photoshop, and probably sfxr or the like for sound.

 

Early Demo of my Cat Platformer!

Here’s what I’ve got so far, in playable form:

http://jigxor.com/ld22/JigxorAndy%20LD22%20Alone%20Kitty.zip

Arrow keys to move, space to jump. Sounds are temp, graphics are temp, WIP, etc.

It’s a Windows .exe. In the final version I may be able to compile for Mac/Linux, but if not I can probably do a flash version as well. It’s more immersive in full screen though.

I’m really excited about this game! I think I’ve got some good ideas and some good groundwork to follow. With the introduction of the new “Mood” category, I think I can get a few good points in that area as I was already thinking of having a strong emotional/storyline component to my game.

 

Please let me know what you think so far!

Getting started

Lately, I’ve been thinking about some kind of synthetic looking isometric 3D world, and I might go with that; not sure yet. Played around a bit in GIMP and came up with this:

I imagined a bit more neon glow, actually; a bit like the “overbright” glow on an old CRT, or something like that. Oh well, that will work for now! (And yes, the block is of course actually a monochrome texture, so I can modulate those to whatever color. That might be fun!)

Now, coffee, and then code and engine and figure out what to actually do in there! 😀

3:30 hr in: Progress!

This  “rite of passage” game will involve the main character(the pinkish silhouette thingy) adventuring alone through the forest and caves, trying to complete various survival tasks within a time limit(before the sun sets). Examples:

	hunt the bear
 tame the tiger
 find fruit
 make fire
 build idols
 outrun the deer

As of right now my basic character movement and animation is going, with a walk cycle, jump, knockback, and recovery.

I still need to get some core features in – game restart button, view tasklist, display timer, show a title + help thingy. It’s looking good for the first night of work, though.

 

If nothing else, proof of ideas

story =

sandwich shop
staff:
you
griller
assembler
order taker

griller gets sick, goes home
assembler abducted by aliens
order taker runs away with mystery man for shotgun wedding

LEFT ALONE

SERVE THE CUSTOMERS

customers come in and give orders, queue builds

customers give orders in text, generic voices.
orders in speech bubbles
have icons for elements of sandwiches

to prevent straight “Build sandwich for customer A, deliver, build for B, deliver, build for C, deliver”:
toasted sandwiches, require toasting time once done
bacon, sausage, burger, steak, grilled chicken, fried onion – all require cooking time
don’t burn these things or you can’t use them!

grid/selection of ingredients
breads seperate, even necessary?
click an ingredient
hotkeys for sandwich slots! (clicking optional)

click ingredient, press hotkey for sandwich slot
click sandwich, click toaster
click sandwich, click customer, cha-ching
click ingredient, click grill
click ingredient on grill, hotkey sandwich!
click sandwich on toaster, click customer, cha-ching

double-wide customers for added difficulty, lololol

customers pay based on time delivered – they have an expected time based on ingredients and give bonus for faster than expected, deduct for slower

constant clock ticking, day ends, score is your cash in till. scoreboard!

Now if someone else rips me off, I have something to refer to. Not that it matters. By this time into LD21 I had a firm idea, a working concept prototype and no alcohol in my body. This time, I had 3/4 of a bottle of Jack Daniels in my system and am noticeably less productive. Oh well!

I’m so new!

This is weird to me, being my first time entering Ludum Dare. I’m not even sure if I should be posting here. :(

I’ll be using Unity to make my game, and I have a few questions for anyone watching.

Am I able to use the assets that come with Unity? (such as image effect shaders, and such.)

Also, am I able to use free, royalty free audio that I find online? Or does it need to be created from scratch?

Also, if I shouldn’t be posting questions here, let me know.

Comments

Shot
17. Dec 2011 · 03:40 UTC
Yes – publicly available assets in all forms are free game, just make sure you list sources.

Getting Going

I must say, this was not my favorite theme.  Nonetheless, I was able to adapt my idea for Kittens to Alone, so everything worked out fine.

So far I have a level with floors and large solid tiles, a player that moves around, and enemies with horrible pathfinding.  It’ll play a bit like Boxhead: Zombie Wars, but with kittens, rainbows, and awesome soundtrack (which my brother is composing as I type).

I’m too lazy to post screens right now, and they aren’t that impressive.  I’ll just say everything except pathfinding is going along nicely.

Physics up and running

I got a zero-gravity rigid body simulation working in processing! Thanks to the Fisica library (a wrapper for JBox2D.)

I’ve been thinking about art styles as well. I tried making an astronaut protagonist in the style of Cactus but it doesn’t feel quite right.

Here’s a screenshot from the current build which is just a physics sandbox:

Physics Sandbox

Progress so far.

I dread level design.

Also, this is my first game.

Learnt to model..badly!

Feeling far prouder of this than I probably should :p

Thanks for everyone on the IRC for being so helpful :) Haven’t done much 3d modelling before, but someone recommended me Wings3D, and in the first 4 hours, I’ve managed to model a basic corridor with it, woo :)

Next up… Making more pieces!

Alone Progress

ALONE. this is an intresting theme, so far i am creating a space game, concept is that your spaceship has took major damage and you need to find parts to repair, you wake up on a moon, and their is an abandoned colony. here is a screenshot of progress.

I’m in! Late!

I guess I’m going to at least try to get something done, even though I’m starting late, have no concept and my weekend is crazy.

I’ll be using either Game Maker 8 or Python with Pygame/Pymunk/Rabbyt, depending on how my concept turns out.

First entry

This is my first attempt into Ludum Dare, so don’t expect too much.
My project will be created in C# XNA Game Studio.
I’m really more of a design as you go, kinda game developer, so dont know what the game will become, even though I’v already made an intro and set the mood with music and a background.

EDIT: Now after a lot of time, I don’t see this project being finished. I’ve however learned a lot, and gotten back into programming games, which I lost the motivation for. Also I’ve learned some new skills, like making music from scratch (though I wouldn’t call myself a musician just yet).

The idea of ‘Alone’ just didn’t inspire me enough, even though I had a semi-great idea for a story, the gameplay didn’t match.

!Sleep

Well, I tried going bed at 2:00 AM and see LD22 theme at 8 or 10 AM (theme was published at 3:00 AM). I rolled in bed for about one and a half hour until realizing I was too nervous about my first LD to sleep, so I tried to talk with my GF and listen to random music, without avail. Now I’m awake, playing some DotA2 and avoiding thinking about LD until that 8:00AM. IDK if I’ll be able to do it.

 

But at least I’m not alone 😛

A feeling of almost indescribable happiness

is sort of what happens when you make a multiplayer game, put it on the internet, and can see other people’s tiny avatars moving around, and know that the netcode is working.

 

This is the link for the game at the moment and it’s unlikely to change in the future, so any and all updates over the weekend will be posted there. In the meanwhile, there are tiny faces moving around!

Almost….

Well, I almost gave up about 1 hour ago. I Already knew that my artistic skills where sh*t and after trying to draw about 5 different things that looked horrible and didn’t suite the Idea I had I stopped right there.

Anyway, I have decided to change the theme and gameplay to be alot different then it was earlier, Mostly due to the fact that I need to limit my artistic skills to something more basic, This however doesnt mean that it will be boring..

The games tentative title is “You are NOT alone”…

Anyone else got Paul Oakenfold pumping in the background…

 

First Ludum Dare, starting the Jam tonight!

The theme ‘alone’ wont describe my first experience with Ludum Dare, but I’m excited about participating just as well!

Our team’s game is going to be titled Surume: The Little Squid, and I’m excited to say we’re collaborating across time-zones (A couple of us are the in Northern California, a programmer is somewhere in the States, and musician at Berklee).

We’ve all got a game set up in our heads, but are going to type out and condense the design and assign individual tasks within the next hour. The game’s going to be built in Flash with the Flashpunk game engine.

Alright, off to starting on those pixel animations!

First Night Progress

After struggling to come up with an idea I liked, I finally found one. I kept getting stuck on the idea of a plat-former like Prior from Ludum Dare 19, but I finally settled on a sci-fi game set it space.

The goal will be to make money, upgrade your ship, and set the highest score.

 

Tonight I just got basic movement up, asteroids generating, and a little bit of work on the space station interactions (for upgrading your ship):

Metal Guard Solid : Fornever Alone – Live demo

 

I’m starting to get something interesting so I put in online : http://ld22.musume.fr/

I’m not sure on which browser It works but I do all my test on Chrome.

For now (at the time of this post), tile system is working,  collissions are working too and finally player movement (it is registered only when you have focus on the input field below the map).

 

 

 

 

Bully Fence Isolation Game

I am going to make a puzzle game where you are supposed to isolate the bullies from other kids by building fences!
When the bullies are all alone they will finally understand the consequences of their actions and ask for forgiveness :)

I think that I will add other actions beside building fences, like adding toys to attract kids etc. but I am not completely sure about all the mechanics yet.

Here is a screenshot from the level editor Tiled:
Initial stuff

Good luck to you all!

Comments

KhaoTom
17. Dec 2011 · 04:26 UTC
Nice idea thus far!

This surely counts as progress

A pencil pot. This is actually an out of date render, but this will be a prop on the map. It’s fairly large (about 6-ish times taller than the plane) so it will be used for blocking stuff off I suppose :)

A platformer of sorts

Let me tell you a secret about it…I gave up and decided to do something else

Initial Concept Decided!

Dawn and I have a great plan ahead for our game offering for this competition.  It’s very “2012” so stay tuned!

 

We’ll also be employing an absolutely twisted mechanic Ari thought of during dinner that is going to make people really sweat.

 

This will not be your average tower defense game, for sure! :DDD

Just got Tiled maps in!

First time using Tiled and it took way too long to get loaded and into a basic JFrame. I had to do crazy things to get it to find resources from the class loader. Ugh!!!

Anyways I also made those crappy tiles for the basic map that I will probably never get around to polishing. Next is working out all the game logic, story characters etc. I am gonna try keeping that completely separate from the engine code and have the engine just hook into the game logic. Based on a gamasutra article Separation Of Gameplay

Thought the idea was a nice way to make code that you can easily integrate with another engine and that will also make it easier to port to other languages, platforms as well. But I am doing it just to be able to not have to worry about the graphics code which I’ve done hundreds of times already.

Comments

Darkfrost
17. Dec 2011 · 04:25 UTC
Definitely a good start, keep it up!

Four Hours Into This Thing Already?

Time sure does move fast, doesn’t it?

I really have nothing to show other than ideas. Which I am not showing just yet. Why?

As both an answer to that question and a bit of insight as to what’s on my mind right now: I’m not sure if what I am doing is so much a game as it is an experience.

But that said… I don’t want to ruin the experience. Not yet.

I also apparently don’t want to code it either, given my progress.

1am EST

Ok so scrapping my last idea before I go any further, it’s garbage.

I also had to stop livestreaming because my computer just can’t handle it (it’s not a very good one, unfortunately).

I’m back at square one, and back to thinking about interesting ideas, hopefully I’ll come up with something smaller and more ‘alone’ than what I was going for originally.

End of the first day

Hey everyone! I am part of a small indie team that is using the Game Jam as an exercise to springboard development and generate new and exciting ideas!  It will also help us road-test our team to determine whether it is one that we will be comfortable moving forward with onto a long-term project. We’ve been brainstorming all night with our related film group from AnotherLetdown.com (our site is apparently down again… we really need to get a more reliable provider), and I believe we have a unique idea about where we are going with the theme that you’ll all enjoy. I won’t spoil it for you until we have screencaps, but I will give out the following details:

It will be 2D

We will probably use the XNA libraries to create it

Our final entry will be built for the PC.

 

Development Tools will include:

Visual C# (Code)

Photoshop (Visuals)

Pro Tools (Audio)

Google Docs (Documentation)

Skype (Remote Communication)

Tourtise SVN (Repository GUI)

Visual SVN (Repository Management)

Hamachi (Remote network connections, it’s a hack but it’s)

Development will probably be split between our group work session tomorrow and individual work sessions throughout the competition (during which we will communicate remotely). At our group work session tomorrow I will be using an old Lenovo T61, but once I get back I will likely switch to my custom desktop rig, which I built from parts last year as a designated dev machine. The horsepower will be wasted on a 2D game, but I like to believe my development time will not.

Our win condition is leaving the Jam with the beginnings of a concept that could potentially be used to bootstrap our development efforts for our long term projects. A huge plus will be if we discover that we have assembled a reliable team that is capable of working well together on other projects. Of course, the biggest win will be if we can create something that YOU all enjoy playing. So stay tuned and GOOD LUCK! I hope we all have a really fun time at LD 22!

Off To Bed, Here’s My Progress

I’m done for tonight, but thought I’d post my game’s current state, since it seems everybody else is.

Day 1 Progress

I was hoping to get a little more done, but this is good enough. Game still doesn’t have an official name yet though.

Suddenly.. walls?

OMFG, THERE ARE WALLS!

Soo. Yeah. I’ll just record an update for the documentary, then I’ll go sleep for 3 hours or something. I’m just incredibly tired right now.

More sketching

More sketching, more ideas. Getting something more solid.

Going to bed…

Hopefully I’ll be able to sleep.  Right now I have most of the artwork sketched out.  I’ll get as much of that in digital form first thing in the morning.  Right now I plan to have 3 levels.  Each level is a different feeling/mood and they progress from dark/dispare/depressing to anger/hatred to fun/uplifting.  In order to pull this off I need all three components (sound, graphics, gameplay) to all work together to create the same feelings within the player.  This is going to be difficult as I’m not a good designer, artist, or musician.  Its a big gamble and I’m sure I’ll fall short of the idea in my head but it would be awesome if it actually works out.

The plot of the game is basically your character gets dumped and he is consumed in his loneliness and dispare and he must work his way through three levels to learn and become comfortable in his new life.  And then I’ll probably have him get together with a cute redhead at the end for the fun of it to show that being alone is a temporary thing that you can learn to enjoy.

4 hours in i am still contemplating on this interesting theme choice: Alone

The first thing I think of when I see the word “alone” is fear, darkness, loneliness, or survival.

Immediately, I wanted to create a horror game with creepy music and sounds that would drive up the wall.  However, I feel as if that is too obvious of a method to include the theme into the game.

Then, I thought of another idea: What if the object of the game was to achieve the theme?

Surely there must be some scenario I could follow.

 

Run as fast you can... you'll never escape the desires of this man