LD22 December 16–19, 2011

Nom²

Dang it ! I was so hungry that I eat my delicious meal before having time to take any photo. So instead, here a picture of my desk with no food on it.

 

The void

 

Also , yay for programmer art. Hint, it’s not a platformer.

WOW LOOKS GOOD

Tags: flashpunk, footphoto, screenshot

Comments

Zoneur
17. Dec 2011 · 11:16 UTC
Dat blue !
KamiKaziKarl
17. Dec 2011 · 11:56 UTC
programmer art is the BEST art.
17. Dec 2011 · 13:04 UTC
Interested in the concept!

Time for a pick me up

Hey Guys and Gals,

Well I’ve been going since announcement, so that’s nearly 11 hours now 😀 (its 12am here in Australia)..

Time for the drink of Champions, And programmers alike..

I should also note that I’m really happy how my art and design/game choice is progressing. I think im almost done with art. Time to add game play, story, shops, items and a few other awesome things.. lol and a main character 😀

Back from the gym, let’s get crackin’

Ok, I have couple mechanics ideas. Things to implement, in order:

-animated Sprite class
-tiles
-map loading ( preferably I would use PNGs with pixels for tiles )
-gameplay
-menus & text displaying
-enemies
-app structure ( intro, menu, level load, play level, level load, …, game over/won )
-animations in
-audio in

And here’s a mockup level and updated Gobos model:


 

I’m done for…

So here’s my game:

I don’t know jack-shit for coding. Not even drag-and-drop.

SO basically I’m calling out to the community to right-quick help a LDer in need.

Comments

Tristan
17. Dec 2011 · 12:01 UTC
What do you need?

prögress! A bit, anyway.

Right, so far we have:

  • created a little program that when you press the “down” key, adds “downpressed” to the screen until it runs out of screen space. Hardcore.
  • created a little program that shows, on a spotty background, a random number, which is now formatted in COMIC SANS! I didn’t actually ask Audit to do this, and I don’t see the relevance, but… at least he’s keeping busy.
  • I’m not entirely sure what Dreadlocks has done. Something terribly important, I’m sure. I’ve asked him to write a random function that says “tree tree tree” until eventually saying “house”. He’s having a hard time with Lua, but, then he’s not a computer science or computing student, so that’s understandable (I wasn’t expecting him to do programming, his job was coming up with the game concept and getting everyone drunk, both nicely achieved already)

Given we’ve had a Pan Galactic Gargle Blaster each, apart from Audit, who’s far too professional for that, this is not going too badly. Tree is not here, and may or may not ever turn up. I’m busy slacking off and talking to Delicate Romantic AK47, the “external history consultant”. But we’re mostly talking about how my we like boobs, so it probably doesn’t count as work.

All Bow Before the Mighty Conga Line! :-D

After spending almost one hour fighting with java and jnlp´s, I managed to get my prototype from last night running!

Now, it is still not perfect, java will ask you if you trust me, if you trust slick, if you trust lwjgl, if you trust your mother… And one of my testers told me that he had to answer ¨no¨ to one of these questions or java would give the ¨trying to run signed content with sandboxed content¨ error :-/

But it runs, just try!

And if anyone would know how I can solve java´s trust issues, that would be greatly appreciated!

Maze Explorers!

Now back to making the game :-)

EDIT: fixed the php hack and added a proper .htaccess file

Comments

17. Dec 2011 · 11:10 UTC
I click the link, it downloads a php file

Surrounded by people, until something happens…

So, I’m going for a Knytt-like, exploration-based game.

You, a normal person, in a normal city, in a normal day, get to the street to do some shopping. As you walk towards the shop, a really serious car accident blocks your way, so you change your way. But something happens. You don’t see it. You just notice it: people is disappearing around you, things are changing, the city is becoming empty, destroyed, in just five minutes, and you don’t know why. You must discover what the hell have just happened, so you can revert it!

That’s the idea. I’m afraid I won’t be able to finish it entirely even if I try really hard. But I’m going to try. This is what I have, including a character OBVIOUSLY based on Knytt (with no hair yet):

Expect people wandering around, some more details and a few kittens. Don’t expect much more.

Edit: Also, I just notices: HIGHLY misproportioned street objects!

A belated “I’m in”

Platforms : Windows

Code tools: BlitzMax

Graphics tools: Tile Studio, Image Forge

Sound tools: sfxr, FastTracker2/Dosbox

Design is ready, let’s go.  edit: Was going to use Monkey but Blitz will be faster to prototype, might as well stick with it to the end.

Progress so far…

Here’s an image to catch your attention and a link so you can check it out…

AloneOh right…
left, right : move
up : jump

 

Progress…Just

After a shakey start with my visual studio installation crapping out I’ve finally got something. Ok, there is no input…or physics…or collision….BUT IT’S SOMETHING!

 

Stream is ONLINE!

http://www.justin.tv/sweeteststream

I’m in! …oh, you’ve already started.

Forever alone

Theme: "Forever Alone"

So far, my LD entry has been going superbly! Here’s a list of what I’ve achieved In the first 11 hours

  • Had an idea
  • Decided against it, as it would take too long
  • Had more ideas
  • Decided not to take part after all
  • Sleep
  • Wait a long time doing nothing productive
I have to say, when  the theme came out, I was at a complete loss as to what to do. There doesn’t seem to be anything I can think of that implements the theme into the gameplay, and in spite of my best efforts, the best I came up with was a game which I would lovingly call “My Friends are all Idiots” which would encourage the player to get his friends killed, because you were more powerful alone. That is what’s known as “Over estimating your abilities” so I gave up. Just now, I had an idea for a game which would take only a minute amount of time to make, and wouldn’t have much content. But since it’s so small, it would be easy to polish every last detail. If any of you have ever played Jesse Venbrux’s “Execution“, I’m thinking of a game much like that, in that it’s short, and conveys a message. The message itself could be given in the form of one of my favorite movie quotes of all time. Anyway, Look at me still talking when there’s programming to do, When I look at the time, I wish I’d been organised like you There’s coding to be done And it should still be fun For the people who are still alive. (Yay for outdated game refereces)

so far….

heres my first screen…..

please excuse my paint skills.

Its just a dodge-em-up at the min. You play as the leader of a flock of birds. You have to make it to the nesting site, and keep at least one other bird alive. There are eagles that dive at you, buildings to fly into and inexplicably small people in planes that throw spanners at you (cos the’re dicks).

Gonna add a load more stuff in as and when i think of it. Including kittens.

A new day has started

After a good sleep, some milk and good bread we’re up for day 1 to get back to work.

Team Aphelion

First screenshot

Now I should really get going and add gameplay, also maybe optimize a bit…

Random update :)

So my idea for the game is going to be:
You are alone, in a co-op setting :) alla alone and doing co-op puzzles, a bit depressing..

Here are some screenshots:

Im quite happy with the graphics of the walls.

Pressure plates!(with sounds too!)

Now i just need to convert .it files into .wav files or something that sdl_mixer can play, anyone know any good way of converting?

Back to work, bye.

Here We Go!

First time doing the ludem dare so apologies if this ends up in the wrong place.

I have decided to make a space game, have a ship capable of jumping around between planet’s, landing on them with the correct orientation and then taking off again.

 

Next gonna work on changing direction in flight and then its time for the PEW PEW!

Progress Update 4.0

Oh man,

So I’ve had a nap and written a bit more code, this is my status

  • make sure I can write a script to tell the story I want to tell,
  • sort out a splash screen, loading, and basic application life-cycle
  • add NPCs
  • add environment objects
  • write the story from beginning to end
  • Make sure the game has a logical beginning, middle and end
  • Tweak tweak tweak, polish, real  graphics and real sounds

All the mechanics appear to be functional (or at least as much as they need to be), obviously it looks awful but I’m not going to touch look and feel and sounds until tomorrow evening (about 8 hours before the deadline).

 

As you can see, it’s going to be a story about friendship, the ‘alone’ theme is covered by the plot :-). If I can get the plot done – that middle task of “write the story from  beginning to end” is looking quite daunting – I need to complete that in the next six hours or at least get close. I don’t mind if the game is only 5 minutes long, but it needs to make sense and actually work for those five minutes!!

  • Sleep since competition start: 1 hour
  • Coffee count: 4
  • Orange juice count: 6
  • Food so far: Cereal, bacon + eggs with toasted baguette, an apple

 

Most epic finals ever

I’m continuing to procrastinate here, you’re warned.

Holy heck the Blizzard Cup finals was so unbelievably epic I can’t find my words! DRG down 0-3, tying it up 3-3 and in almost, almost, loosing the final game in the best series since… Ever?

Now with that finally out there I can focus on the game making again. Hm.

First mistake…

Okay, a fairly mixed start to this weekend for me.

Woke up early and excited, checked the theme (“Yeah, that’ll do”), came up with an idea and got cracking. All good.

I’m using FlashPunk, which is unusual for me; normally I use my own base code, but the features of FlashPunk drew me in. This was perhaps not a wise decision, I’ve wasted a whole bunch of my morning on problems that weren’t *that* bad, but weren’t familiar to me. The advantage of working on the same codebase again and again is you learn it’s quirks and solutions. I’m definitely not at that point with FlashPunk yet!

Ah well, I’m making progress anyway.

First screenshot.

Need to get cracking on my core mechanics ASAP, and hope that FlashPunk’s features can win me back some of the time I’ve lost.

Back to work!

Day 1 retrospective

I can’t be bothered to write a blog post at this time of night(morning?) so I will instead leave you with this barely legible comic I drew about today.

please forgive me

Goodnight <3

Update #2 – Almost done with main stuff, playable Examples within…Im also still streamin’!

Ok, so first up. Playable examples here!(For windorz atm only sorry ;( )

http://dl.dropbox.com/u/13276897/Uni%20Stuff/IntelliJ/Fur%20Ever%20Alone/out/artifacts/Fur_Ever_Alone_jar/Fur%20Ever%20Alone.rar

For both 32 and 64 bit bops. Run the jar from command line or use the provided .bat

All is going well and eating my rice

oh yeah, stream is still going ahead http://www.twitch.tv/tentaclenoises join for weird music and shitty art and coding!

Comments

SlashAntSlash
17. Dec 2011 · 13:53 UTC
Looking awesome 😀

Failure nr: 1

Okay. So I worked ~10 hours on the game and saw that there was no real progress from the playing perspective. I realised there was just to much work that had to be done on the engine (and art, and I’m no artist) for the game to be playable. So I restarted from scratch with a less complex game.

Current progress: None.

12th Hour Breakfast

So I just woke up and had a wonderful (suprisingly good) english muffin with…I don’t even know what’s on it. How sad.

So now I’m of to resolve some more problems with character animations and figure out who that girl is. (I have a pretty god idea, though.)

Yes, English muffins DO exist in Amererica.

Oh!… Sheeps!

Well I’ve accomplished… what looks like a scoreless, ambiguous runner in an Irish grass field… with walls… i guess this may be called progress… i suppose….

i will come back!! and ill bring more sheep’s with me!!

Comments

Sheep
17. Dec 2011 · 11:48 UTC
I like it :)

16 hours in – progress report and plans

Previous post here.

I’m back with a new post. 16 hours have passed since I started working on the game, and things are looking bright (hope it’s not cause I have industrial quantities of coffee in me right now). I managed to implement a basic AI system for the baddies, and I’m building upon it. Since  my last progress reported the following changes have been made:

– In order to focus more on the scoring mechanics and gameplay, the player can no longer shoot at the enemies. Instead he must dodge, run, jump and avoid the entire swarm of baddies that charge gun-first towards him.

– Enemies now feature two AI mode: Idle and Hostile! If the player hasn’t pick up the Briefcase, the baddies will run around the arena, acting cute and minding their own business. When the player steals the briefcase and heads towards the Touchdown Area, the enemies enter the Hostile mode, which has them engage the player.  Right now I’m working on splitting the enemies in two groups: Attackers and Defenders. Attackers are the baddies that charge towards the player, while Defenders maintain their position near the Touchdown Area firing at the player, defending that position.

– Got the HUD to work, both the HealthBar and the “Special” bar.

– Collision detection between the baddies! Now they bump into each other, turn around and mind their own business. (Only in Idle mode).

– I suck at 3D modeling and graphics, but I’m doing what I can. Right now I’ve added the Player and Baddies models (who are subject to change if I will have enough time left), which look like a low-poly cell-shaded version of R2D2 from Star Wars.

Here are a couple of new screen shots, and a video showcasing the Idle-ing robots.

 

 

 

Tags: 16 hours, Progress Report, Touchdown, Zapaman

The Sun Has Risen (Sortof, Cuz it’s Kinda Cloudy)

LD22 Screenshot #1

Placeholder Graphics

Okay! I got a decent night’s sleep, coffee and breakfast, and now I am ready to flesh out the ‘rough draft’ of this game. For the theme, I chose to make a game about the character wanting to be left alone. He will find clever ways of sending random people away while he makes it to his goal.

The code is still Yuck! It’s mostly whatever I could get running last night after the theme was announced and I picked a design. I’ll probably rewrite what I have and add the opposing characters and maps before lunch.

PS: Chronolapse didn’t really work for me last night, I checked it out and it just loops through the few minutes I had captured prior to start time. Not going to worry about it, but there’s not going to be a timelapse from me this competition. Maybe I should have gotten myself familiar with Chronolapse before I began! Live & learn, heh.

End of Day 1

It’s 8:30 AM, and it’s time to call it quits. I drank 1 shot of 151, and 5 or 6 pints of beer. I attempted to hit Ballmer’s peak, but at this point, it’s unknown to me if I hit such a thing or not. I’m drunk, debugging is hard, but I can’t tell where exactly I am. I got character movement in, my idea done, and a clear idea of what I need to do tomorrow. Tomorrow shall be a sober day of extreme hardcore working. Until then, I sleep to regain energy, goodnight~

Now with Red Balls

I feel that I got the movement of this red ball exactly how I wanted it to be and I think it’s going to be a lot of fun to push around and play with.

Pretty happy with it so far! I also added in some water and other background :)

A normal days work

Whew, already at 8 hours of work on this! It feels like I’m not progressing as fast as I want to, but I did take a break this last hour to get some food.

Oh look, you can notice things when looking at stuff  now.  And the basics of the inventory is starting to take shape.

You can get that coconut, and it does get added to your inventory, even if you can’t see it yet!

Next up?  Displaying inventory! I think I’m going to go with a more Final Fantasy approach… that way I can just display text and not have to worry about icons, since I know I won’t have time for that!

Working entities, projectiles and collision

In the past  few hours I’ve made entities, a camera, projectiles and collision. So now I can kill bad guys. Yay!

I still have to add more stuff to the projectiles, like a lifespan, speed, and other options like AoE explosions on impact, and more stuff like that. Then I can create an xml file and define all the weapons and projectiles and stuff in there so I don’t have to hardcode it.

When I’ve done that, I’ll do the same for enemies. Then I’m going to add basic AI, and once I’ve done that, I can work on the party features, the maps themselves, and dialogue + events.

And if I get all of that done, then I still have to create proper graphics. So much to do! D:

Idea decided, programming commencing!

I’ve never made a game before. Or application. Or any standalone anything of any use whatsoever. So, this cannot be too ambitious, making a game in 48 hours is in itself hard enough.

 

As the theme is ‘alone’, I couldn’t think of any ideas that didn’t involve programming I almost certainly wouldn’t be able to achieve in 48 hours, being as it is that I have little/no experience with my (or any) chosen rendering engine. Here is my idea:

  • Aim: Stay alive for as long as you can
  • Scoring: Time based
  • Gameplay: You are a man/whatever I can make who can only move left and right, while enemies march towards you from the top to the bottom (like in old arcade classics, such as space invaders). However, the theme is ‘alone’ so it has a twist – you have a weapon, but firing it makes everyone else except the person you shoot disappear, making that person extremely alone and thus the game’s name, “Lonely Gun” (unless I think of a better one :P).

That’s all it is at the moment, but if I miraculously manage to finish that then I will develop it more.

 

Snowy platforms

The collisions and terraformation are OK.

But there is so much to do to go…



Ugly, but working!

Alone.

The very best theme for me.

My game is still in progress. A little bit ugly. I’m not blessed in making images.

And his name is Freddy 😀

First progress

Working title of my game: “Dr. Autofober’s experiment”. Here comes a first screenshot of six test subjects running around aimlessly. More about the game later.

Tags: screenshot

Seguros de Auto

Lo importante a tener en cuenta es que las compras alrededor se producen los mejores resultados en cuanto a seguros de automóviles se refiere. En general, los estudiantes universitarios recibirán más pagos mensuales más altos en sus políticas de seguros de automóviles de las personas que han estado manejando por muchos años. Sin embargo, hay algunas cosas que usted puede hacer para aumentar tus posibilidades de ser capaz de conseguir un buen precio en el seguro. Artículo recomendado por Seguros de Auto

Breakfast and Design Flush

So last night I jumped in feet first with a very broad sense of what I was going to do; I now need to know exactly how it will play, and the very minimum gameplay, win/lose/scoring conditions and prepare myself to complete the minimum by the end of today so I can take Sunday off.  That said, I also just woke up, so I am a tad hungry.  Design over breakfast sounds good to me.

First screenshot!

Silhouettes are stylish

This is all I have to show for after 12 hours. Considered, I was asleep for about 9 hours, so this isn’t half-bad.

So, I chose to make this game retro looking to hide my terrible art.

I used this shader, I hope that is OK: http://coding-experiments.blogspot.com/2010/06/pixelation.html

Here is how it looks:

Building the world now

got most of the textures and 3D models together (this will be my first game using crazybump, having fun with that :D ). having fun exploring in the pitch black, but starting to feel pretty drained. need me a break!

 

6

This entry was posted on Saturday, December 17th, 2011 at 12:00 pm and is filed under LD #22. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

After 12 hours…

Its taken forever to actually sit down and get started. First 9 hours asleep. The rest thinking of an idea, playing Minecraft and making this. The idea is that you are a cube. You navigate through mazes and obstacles to reach the other cube. Ties into the theme because you and your other cube have been seperated and need to rejoin. I might change the sprites towards the end if there is time to something like people.
Right. Onto the map editor! Probably going to read from images :)

good news

good news I’m getting started due to my late start I’m going to do away with the usual mess of buggy compilers and finicky graphics software and make a text-centric based browser game

wish me luck

Graphics!

So when my little red-circle-enemies were done, I figured I could try and make some actual graphics.

And to my surprise, they actually look presentable. I might even go as far as say they look *decent*.

Ain’t that something?

At any rate, it’s 3 p.m. and I haven’t had any breakfast. Time to bring in the grilled cheese.

 

Cave (working title?)

Video from the first few hours of development!

Cave

The cave generation is kind of dodgy, still trying to work out the primary mechanics. Might involve monsters sneaking up behind the player.

Lunch 1

image

Chips and salmon with soy sauce. Bread and water (totally forgot to put the beers in the fridge – damn!) Yummy yummy!

Tags: foodphoto

Update 2: The swinging stick

 

 

I don’t know how to do animations, but I can fake it.

This latest update, I have a walking cycle and you can now swing the stick around with the Spacebar key.

It just occurred to me that older versions of the game will break because I update the images. Also the server has a cache for all the images, so that will break things too. In the final version i’ll rename the images to not screw up.

The latest version will always be at http://www.stickymill.com/alone

http://www.stickymill.com/alone_v0.02.html

Screenshot: http://i.imgur.com/HoUPb.png

“Alone Nowhere” – 12 hours in – Issues auto-importing with blender to unity.

Visually: Progress 12 hours in

Perhaps the most annoying part currently is the fact that Unity is unable to automatically convert models I create in blender,

from its blend files into fbx when I would place the .blend files in the assets, Instead It keeps complaining that it cannot convert, and claims my blender is older than 2.49 (I am using 2.61). For now I’ll do this manually, but it slows down the process slightly. Anyway heres a screenie of the current progress:

I fixed issues with the skybox and made it much darker once I added a ground texture (will add more lighting soon). I then proceeded to create the only major structure that will be in the game, the gas station.

Still investigating into making the first person point-and-click mechanic to work . If anyone has any tutorials I could check out, feel free to leave a comment :)

 

 

 

The codename for ludumdare 22 game will be AL1

The game concept I have in mind is about isolating a particle from other particles to avoid a great hyper mega explosion. In order to do that you can move the main particle and activate a shield to disable other particles, etc.

The main objective is to avoid the world to be destroyed as long as you can, of course, eventually the world is gonna explode :(

Here is a small example of what I have in mind:

 

 

It is a reaaaaaally simple and basic concept but that is what I think I can do with the time I have. At least I will try to make it fun.

Tags: concept, introduction, LD22, progress

OMG 12 Hours in and just starting!

Stayed up to get the theme…

got stumped
tried to sleep
brainstormed designed
got idea
needed sleep very late/early
game concept grew into AAA+ CGI extravaganza…zzzzZZZZ

Now OMG big idea little time!

12 Hours In

Welp, 12 hours have passed and so far I’ve completed:

0 lines of code

0 pixels of art

0 samples of audio

So far, so good! However, I did attend a christmas party, eat a lot of delicious food, do a load of laundry, watch an episode of Dexter, and get a good ~7 hours of sleep.  I did do a bit of brainstorming in that time, so now I have a pretty idea of what I want to accomplish.

Let’s get kraken! I mean, cracking!

Comments

KillSpammer
17. Dec 2011 · 12:16 UTC
I see what you did thar.

Pixels!

Everyone likes pixels, right?

Pixels!

I’ve got a basic tile map that you can walk around in, but not much else yet. I’m going to have to start thinking about optimising the map drawing since a 256×256 map crawls at about 10fps when I just try and draw everything. Or I could just cheat and go with a much smaller map.

Progress is going…

I`m creating a 2D platformer. I called it “Tiny planet”.

Here is a preview image:

Are you still there?

After oversleeping the beginning of LD by about 9 hours, I was shocked that I had absolutely no idea what I could do about “Alone”, but after about an hour I had the concept of my game done, including storyline, etc.

Then I started working on the character sprite, so I could start with programming. Here’s the idling character:

So, now I can finally start programming, by the way I’ll use Java with Slick/LWJGL.

 

Best regards,
Robert ‘rynti’ Böhm

Entering Jam – Breakfast Shot

Hi there!

I’m entering the LD jam with my brother.
We’ll be using:

  • Flashdevelop
  • Flashpunk
  • Ogmo Editor
  • Gimp
  • BFXR + Audacity
  • Musagi

 

We got our idea ready and already have some base code.
In the next post we’ll probably have a screenshot.

Meanwhile here’s our breakfast:

And the guardian to our workplace:

 

Happy LD-ing everyone!

Tags: foodphoto, kittens

Stupidly smart AI

1) If you see player, run towards him

2) If you can’t see the player, run towards his last known location

This works kinda good in a blocky 2d top down world – to my surprise! And I though I was gonna have to do Dijkstra, no way.

Woo!

Oh! Table! Wait.. This looks like Portal! >:o

progress on my game

i figure lunch time is as good a time as ever to write a blog post about my progress

i’m making a game using a cellular automaton as a major game element, and currently have the level editor and player working, so that’s a good thing,

first thing i will start working on after lunch is the CA engine

 

the CA will be used to open blockages and doors, these doors and blockages will require certain “patterns” in the flow of current, and the delivered current will need to be synchronized to the door locks,  there will also be “special” single-purpose cells, such as pulse generators, logic gates, detection cells, i will be making a difference between insulated and non-insulated cells(IE insulated cells do not display current passing through them, but non-insulated cells will harm you if you are touching it while a current is running through it) and there will be “sensor” cells which light up if a current passes through it, whether via an insulated cell or a non-insulated cell

 

how does that include the theme? that’s up to the storyline to tell 😉 *yes, i do have an idea for that already* and kittens will be included somewhereedit: here’s a screenshot of what it currently looks like

 

yay for freeform level editing 😀

 

 

Meet Phil…

 

Phil is the lead character for our Jam creation. : )

12 Hours in: squares

Right then, screenshots. After I wasted some time with that platformer I previously mentioned I’ve went around and started working on one of my original ideas.

What you see here are a bunch of squares. Boy squares and girl squares. They have numbers attached. What these can do is, walk around, kill eachother, breed (like rabbits), and interact with buildings. The buildings are naturally the gray rectangles and the ellipses shall be buttons.

The rectangles on the sides are also buttons.

Now I see a lot of fancy graphics being thrown around without much coding done yet so I figured I upset the balance 😀

There will be alone-ness, and there will be more stuff. I just need to figure out the more stuff part. Maybe some lemmings-like thing. I don’t know.

8 hours in

 

 

12 hours in

 

 

Yes it doesn’t look like much of a difference, that’s behind the scenes.

Tags: screenshots

Art -_-

I just remembered how awful I am at art. My main character sprite has gone from a person, to a kitty, and now to a pineapple in an attempt to make something that looks alright. Making the world should be fine, but animated creatures  are my bane!

I’m, Alone.

I now have a name for the game! “I’m, Alone.”

It will be about exploring this random area you arrive in, alone!

There will be mini puzzles and hopefully it will be good.

Here’s a preview:

Screen Shot 2011-12-17 at 14.21.50.png

Comments

Automatic_frenzy
17. Dec 2011 · 12:27 UTC
Looking good!
17. Dec 2011 · 12:52 UTC
hey that looks pretty sweet!

I’m late

finally

I’m finally having an idea !

Above is a screenshot of a fake isometric view with ugly sprite overlapping.

Backgrounds!

I spent about 2.5 hours making these:

 

#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 */ bg_forest bg_mountain bg_cave
bg_waterfall_1

Gameplay ready

I am happy to announce I have implemented my gameplay prototype! Huzzah!

Progress Shot: The Chosen

 

After some hours I have this landscape a pyramid and  a skybox, not much gameplay yet. The story is about being the chosen one to enter The Pyramid or something like that not yet really sure about things.

Also I got some Music.

I’m kind of exhausted from the week as I had to finish off another project. It worked well but i guess I’m a little behind on my sleep schedule.

I wish everyone a good compo.

 

 

 

 

Comments

17. Dec 2011 · 12:34 UTC
that’s pretty 😀

Can’t see the forest for the tiles…

The forest of loneliness is being assembled, whilst I watch the Morgue Faerie steer the good ship Audit into the Sea of Insanity. Convoluted metaphors aside, I am very much enjoying the Faerie explaining  their artistic vision to Audit.

“I hate you so much”

“I just wanted to see what happens!”

The fun continues…

 

Martini Dreadlocks

A small peek.

I’ve got my game to a playable state. That doesn’t mean perfect or polished but you can play. You don’t die yet, you just get told in the console that it also displays. The theme is a bit loose, but your “alone” in the game, I think that’s good enough.

http://dl.dropbox.com/u/11197643/ld22p1.zip

Progress so far! Or : I’m still in!

Afternoon,

So – Despite losing 12 hrs of the contest due to family things, I’m still in!

Here’s how my game’s shaping up so far, using the irrlicht engine and a quake3 map I threw together. Now to actually include a game…

 

Hope the rest of you are stayin’ awake and productive,

Woke up, feel like crap.

Yeah, I just woke up after staying up ’til 4:30 AM coding.

I feel like crap.

But day 2 of Ludum Dare 22! BRING IT ON!

Three hours since I started

I’m very happy with my progress on my top down shooter. The player can move, aim and shoot. Weapons have been created generically based on various properties such as rate of fire and weapons are created randomly according to these same properties.  Look out for I AM ALONE: Stygian Solitude.

12th(ish) hour update

Making steady progress:

The plan then (for the moment at least) is a visual novel hopefully with some meaningful player input/decisions, though story has never been my strong suit :S

But hey, it’s suppost to be a challenge!

Dexter

Greenland, you do know that, deep down, I love you, but…

Your are a right pain to draw!

Anyway, 40 minutes of work into my new idea, and I have a sweet looking world map, which I just drew up (still following the rules 😉 ) and then ran through GIMP until it looked sweet.

A cool looking world map, I think...

Result!

Sorry Antarctica, better luck next time.

published and a setback

I decided it would be good for documentation sake that I get the stuff published now, to show progress.  Asked on irc, didn’t get ‘yea’ or ‘nay’ so went ahead and set up a gitorious account (thought I had one, or a github, but apparently no.) and started preparing the initial commit.  All went well until…

Apparently, the android tablet and my sd cards don’t like each other, so exporting the planning documents from there didn’t go well. So then, “oh we’ll just use bluetooth and push to the G5” … but the G5 has no bluetooth. And I don’t want to futz with setting up bluetooth on this box, or any other box, so I went and got the USB bluetooth dongle. I have 3.

If anyone knows where my 3 bluetooth dongles went, let me know.

That took too long, followed by the need to get food into me. (Not from hunger but from “nutrients. now.” )

Anyway it’s up now:

https://gitorious.org/ld22-alone

Now I _really_ need to get some code in.

Progress so far

At the beginning it was very hard for me to think of something that could match "Alone"
 After a really hard time brainstorming myself I get game main idea.
 
 Now I have some of the game mechanics. Still so much work left.
It doesn't look too impressive yet :P

First screenshot

My first screen!=)

For this game i used Gimp, CodeBlocks with SFML library, and sfxr.

Now, there are only randomly labyrinths.

This is first time I participate in LD, so i hope you enjoy this game. And i’m really sorry for my terrible English. =)

 

 

Brief update

In-game tasklist is working

Win and lose conditions are in(although there is no way to “legitimately” win, just a console command)

Day-night cycle and timer \o/

Some shots

6

This entry was posted on Saturday, December 17th, 2011 at 12:49 pm and is filed under LD #22. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Day 2

Those of you who haven’t slept yet in the competition, it would be wise to do so now.

Seriously, you can’t think if you don’t sleep. Eventually you use up all your neurotransmitters, and you only regenerate them when you’re unconscious.

 

So far, so good! Loner is sliding around on a tilemap – the framework I posted earlier has been a huge help. I slapped together a RogueView and a RogueModel for roguelike game mechanics, but I really want a Shining Force/Arcana twist to the battles. Here’s hoping we have time.

My immediate goal is to have one enemy on-screen and be able to fight it.

 

Good luck everyone! I can’t wait to play all ze games!

Erased

First screenshot of "Erased"

Progress Report

So far about 13 hours of work and ive got most of the art done, movement done, checkpoints done, health done, and animations done. Now I need to work on level design and polish some things and add some story.

About an hour later.

After about an hour I finished up the map editor(paint). I can load as many levels as I want and I now have the rest of the competition to add levels and new blocks. Yay! Right now, off to get some food. Here is a screenshot of the map editor.

The Word Alone

Alright, so I think I’ve figured out what my idea is… it’s a word game, but I’ll explain more later as I flesh it out.

I’m gonna be making it with Flash, and most of the art is gonna be done in Blender, then rendered and brought into Flash.

We happen to be also putting an offer on a house today, which is gonna take a ton of time, so I’m hoping I’ll actually have enough time to get this done!

 

 

 

Sticking to work

I lost about two hours due to overwhelming panic… I was working on an idea, but suddenly I was stroke by its boringness.

However now it don’t seem so boring (and, I haven’t though of anything else as a substitute). I’m back to work :)

Second Preview

(first preview)

Here is my first preview of my game. I have added the ability to drag your companion’s dead body.

Here’s the original idea, basically it’s about dragging your companion’s dead body back home from a very unlucky expedition.

Play it here: Rolpege LD22 (Alone) – Preview 2

You control the character with arrow keys / WASD / ZQSD / ,AOE

You drag the body with the down arrow key, S, O, Space or C.

Comments

17. Dec 2011 · 13:00 UTC
This is sweeeeet. Love the concept.

Still in.

I know, this doesn’t look very fancy – but at least my code feels much better organised than in the last LD. I will probably scale down the graphics as much as possible, and I don’t think I will finish the full game mechanic before going to bed, but there’s still a chance it will turn into something good. I hope so!

Btw. thank God for the Flixel community…

The Call: Just finished basic gameplay

Hi,

My game is going be about a Call… a Great Old One.

Been coding for a while… using Lua + Löve and Paint.net.

Screenshot

It doesn’t look very good but so far I have:

Basic gameplay
Placeholders
Level loading code

My plan for today:

Improve create graphics
Make some enemies and traps
Background music
Title screen (graphics + music)

Good luck to all!!

Tags: screenshot

Stage 2 – Design

So, after a long night of sleep, we began figuring out the dynamics of the game. And now we have a basic design done. It still needs some more work, but we have enough to start implementing the game now. Let Stage 3 – Implementation begin!

David,

Timster Studios – Director of Development.

Earning Solitude: Update 0

Save the kingdoms, or destroy it. Either way, just get those annoying kings out of your cave!

As you can see, I have a concept, and a decent chunk of work done. The basic idea is that you are a wise old sage (optional undecided dragon) whom the kings of 3 nations keep coming and bugging for advice. You goal is to get them out of your cave by learning their problems and then advising them. The faster you do this, the better your score. I am sure that good advice is not necessarily, its the score that matters right? Not the consequences of your advice. This scenario will happen 3 or 4 times, each time the kings bring news from the outside and their problems. I expect the solution to the fastest game will be to get them to kill each other (and thus stop bugging you). I wonder how many people will solve it that way.

 

So, I have gone from concept, to basic framework. I have my graphics laid down mostly.  I live life by the mantra “I don’t do graphics”, so curses it was:

This is me putting the bot engine thought its paces, it has markups for optional and required keywords and short term and long term memory. Chat bots are a hobby of mine and this only took an hour or so. Truthfully it will be a game of “find the right chain of keywords to trigger the victory message” but each conflict will have at least 2 possible solutions, each with consequences for that (or another) king, likely effecting next set of problems.

Now for the long haul of content generation.

Having fun!

-Brendan

 

Punch kick chop

Wait, this isn’t indie enough.

MAKE THE PIXELS LARGER

The black borders around the player would be the limits of the triple scaled screen following the player. And it’d be filled with cute NES/SNES style art. Not just for looks, it would also give a very natural limitation to the “drawing” game mechanic.

Too bad I can’t ever get the camera to work right.