LD22 December 16–19, 2011

I’ve given up!

I joined in the Last Ludum dare, but I was too embarrassed to show my java skills… However, now I can make much better games in Java, they chose such a hard theme.

Did not expect it… Either I make up another game, and try to relate it to this theme… In the meanwhile, I give up!

And another math problem…

I have allready had one problem, but here comes another one! I want a image to rotate 20 pixels from a center coordinate, based on degrees in the rotation. This so i can make a muzzleflash. How do i do that? I am only 13 yrs old, so school hasn’t covered this stuff yet :(

Comments

handuel
17. Dec 2011 · 15:47 UTC
Im 13 as well 😀 i tought myself java at home. Came here to make a game and(never)… I’m failing

Sharpening My Mind with Roast Beef

Here’s another obligatory food photo. And a screenie. I made the platforming mechanics more solid, and redid my tileset graphics. You notice that gap in the middle? It’s a secret.

With my day half-way over, I setup solid platforming mechanics and what believe to be a tileset.

Yum. A sammich for the mind.

After my morning walk

Collecting some thoughts out loud. I already did about 4 hours of work today.

I have the basic platforming structure of my game in place. It’s shaping up to look pretty good(maybe not the best though, I see some pretty competitive entries art-wise) and I have a few more things to do on the art front. What I need to get done by the end of today is some actual content.  A few thoughts came to mind during the walk(in addition to stuff I had in my last post):

Diving for pearls

Minecrafting for gems

Riding a dragon

Shooting down a bird

Still have to do some structural thingies before that, though. Onward!

Update 2

I’ve been busy working on the GUI since the last update. Got the players stats all up and running and almost finished implementing the inventory system along with a context sensitive menu when clicking objects.

I’m glad to have the brunt of that out of the way and once I finish up the inventory system and get a messaging system sorted I’l try and do something about the atrocious art but I doubt it will look much better in the end, just smoother tile transitions and what not.

 

 

 

 

I quit, already….

So this sucks, I have to quit… My dad REALLY REALLY wants me to deal with putting his website up today. Also my game idea themed alone is so complex it won’t be nearly finished in time. Maybe ill do the jam. But either way, this game will take a few months to do what i want to with it. Maybe it will be my first great showpiece 😉 So sorry LD community…..

Comments

7heSama
17. Dec 2011 · 15:44 UTC
We’re in the same boat, I have to help my dad put up sheetrock. :[ Also, I don’t have any good ideas. 😛

You want a screenshot?

I’ll give you a screenshot. Rox Gunner and the Cavern of Loneliness.  So far, it has easy where health regenerates and hard where it doesn’t.

 

Progress (or I can’t think of a good title)

Hey guys,  shard123 and qwezc here with updates on our Ludum Dare 22 game, Sanity.   The gameplay is going to be pretty simple, the hard part is the graphics. We’re doing all hand drawn artwork for the objects so it will be time consuming. We’ve made some good progress but don’t have enough gameplay for a demo or anything, but what we do have is a  pretty neat title screen:

I was so very close to giving up

but I have not! I have learned how to use ray casting to calculate the amount to “push” back on an object to ensure they don’t slide straight through it!

Unfortunately, my implementation doesn’t work at very low frame rates. Moving right along.

My plan right now is to use jME’s lighting system to add atmosphere to the game levels. The level will have a very dark ambient light added over the whole scene, and then stuff like torches will cast point lights.

Tags: jmonkeyengine, lighting, ray-casting

An example of my game

 

Hey guys! I started 7:30 am with my game, and because of a lot of bugs I wasn’t able to get really far. Anyway, here is an example of my game, hope you like it.

Try it out now! 😀

Finally back online!

We just travelled to london for the weekend, and i had troubles connecting online, and my ludum dare partner. back online now! managed to get abit of work done in the mean time! now just awaiting contact from my partner.

This is what i’ve got so far, a medieval zombie game, made in game maker. engine is nearly finished, just need to implement a few things and finish off squashing bugs before day 2. Luckily i have some monster energy drink to keep me alert!

Until then, this has been Ollz

Destroying is conquering! It’s true, I read it somewhere!

Four hours after I started, I feel my entry is well underway. Nothing could possibly go wrong! I WILL BE UNSTOPPABLE!

MWAHAHAHAHAHAHAAAAAAAAAAAAA!!!!!!!!!!!

My slightly evil behavior may have something to do with the fact that I’m making a game about nuclear warfare.

The world. It's doomed.

Capitalism > Communism, because they're red and red is always evil! :O

My main worry is that the rather sarcastic, tongue in cheek feel of this game may not come across to the players, and people may just think I’m the sort of person who believes that nuclear warfare is the way to end the Cold War. This is not the case. Just thought I’d let you know.

Gameplay Complete – Graphics Complete – Audio…Ugh

So my game is playable, it has menus and text and graphics and controls. I’d go far to say this is the best game I’ve made yet. I’m really pleased with how it has come out. Now this means it’s time for, audio. I plan on using sfxr and lmms, let’s see how this works. Until then, have fun playing it sans audio.

You can download it at http://dl.dropbox.com/u/11197643/ld22p2.zip .

I also have a version from three hours ago at http://dl.dropbox.com/u/11197643/ld22p1.zip .

Enjoy.

Getting started.

Lost about 8 hours of compo-time yesterday due to finals. Let’s see if we can’t make them up.

I have a few ideas but nothing too concrete..except that I know I want to make my game top-down.

Finally, progress!

 

Finally, I got the platforming to work, now onto gameplay and graphics!

Progress Update 5.0

I’m getting to the point where I’m able to script, script and script – which bodes well for completion of the main plot and game to the point where I can do a full run-through by the time I go to sleep tonight.

That’s good news, as it means I’ll be able to get a good night’s sleep (hah, who am I kidding?) before I make real textures, add real sounds and tweak things like physics so the game is a bit more playable.

 

Quite pleased by how how this works, got a script in the Gimp which exports a large image as a tileset which I can then use in the game. Clearly I’ll replace the black lines with some more effective hand-drawn scenery once the game is done (not that that will improve very much given I can’t draw for toffee)

The game is likely to only last a minute or so, which may even turn out to be a good thing if it means more people will complete it :-)

  • Sleep since competition start: 1 hour
  • Coffee count: 7
  • Orange juice: 2 litres
  • Food so far: Cereal, bacon + eggs with toasted baguette, 2 apples, half a pack of tasteless biscuits

Alone on the road!

My first screenshot with highres textures

and the guests arrive

progress, the guests have arrived.

Comments

17. Dec 2011 · 15:51 UTC
Good to see you working 😛 G+ Hangout when I wake up?

Alone in the Universe Progress!

I tried to sleep, but tossed and turned for an hour before getting fed up with it. So I decided to start working a bit. 8 hours later and here’s what I have. It is a space exploration game so far.

 

Here are links to the skybox and planet texture gen tools I used:

Planet texture generator: http://donjon.bin.sh/scifi/world/

Space skybox generator: http://sourceforge.net/projects/spacescape/

Now for a nap!

MY first Ludum Dare Post ever.

The Mona Lisa

Just a small town boy. Livin' in a LONELY world.

This is my first Ludum Dare attempt ever. Before I didn’t have the time, courage, or I straight-up forgot. Anyways, account is made here and I’m in the process of making a neat little game for the theme. I hope to do well and get something out in time!

Tags: dare, first, game, ludum, Post

Baby, baby, baby oh

What happens when a tiny baby is left alone in a tower of abominations? Certain death for the young one?? Well, what if that baby is the most powerful baby wizard in the known world!? Then… we shall see…! (I don’t entirely know yet.)

BABY WIZARD VS HEAD SPIDER

Tags: unity

Comments

Darkhogg
17. Dec 2011 · 15:57 UTC
Is the title a reference to what I think it is?? IS IT???

Also, sounds interesting…
17. Dec 2011 · 16:37 UTC
ah good, now I won’t be able to sleep.

MORE TIME TO CODE!
17. Dec 2011 · 16:44 UTC
The title sounds like my debug window

Let’s start

Hey…

For the most part of today I have been brainstorming ideas. I had a lot of abstract ideas but nothing where I exactly knew how these game ideas would play out.

I’ve decided to go with one and put some time into thinking through the mechanics. It could turn out to be fun. But it’s a lot of work and many things have to be worked out quickly.

My goal is to finsh the gameplay until around Sunday noon and then just focus on making the art und music more interesting.

I started coding about 2 hours ago and I got some initial results pretty quickly. I’m trying to make the collision work atm. I guess it’s one of the biggest struggles. Then it’s all fun…I hope 😛

Check out my current progress here:

http://bitbof.com/ld22/

 

I will probably update every hour. My actual game idea will be anounced when I have some working gameplay.

 

Keep fightinggg

1pm EST – Sat

SENSORS!

Y U NO WORK?

I’ve got the F-Bomb showing up and etc… but the enemy won’t properly collide with it.  This is bothersome.  I know I’m making some stupid mistake but I’m not sure what.

Oh well, back to the grindstone.

Even more progress!

I have had some difficulties during the day but things are progressing well right now.

The player can enter and leave room, the camera follows along, doors are closed and then opened again because there’s no enemies around.

Next up is adding bad guys. Stuff to shoot at. I have no general idea of how they should look, so I will just make shit up. Ordinary household stuff. kind of. And then slap a subtitle onto the game:

“The mind of an alone kitten is truly a terrifying and disturbed world”

…Because it makes no sense whatsoever!

Now: dinner. And a screenshot.

Development Progress

I’ve finally come up with an idea. You play as a god in The Shadow Lands, your goal is lead Max’s Shadow, a shadow that’s lost his person, back to Max. You do this by guiding his movements with your holy flashlight ( Your mouse ).

 

So far I’ve only got a shadow that follows a flash light.

Check it out on my stream,

http://www.twitch.tv/altourus

I made Food!

Many hours into the competition and I’m not really where I’d like to be. I would’ve hoped I could’ve at least gotten some basic functionality into the game but still haven’t happened.

But I did manage to cook during all this time! And not just heat up something in the microwave but some actual cooking.

Fisk
My girlfriend didn’t do this I swear. Well okay she did help me with the potatoes…

Lonely vampire looking for teddybears

The theme was not so easy, but we came up with a plan for a platform / puzzle game where a young vampire picks up teddybears (and bugs) while traveling through the vampire castle to a vampire princess. :3

 

First obstacle: laptop with a few hours worth of graphics on it had the charger plug break loose, and promptly proceeded to shutdown before we could upload the pictures, as the battery is pretty dead.

What do?  Well, out with the soldering iron:

And fixed (for now).

On to the actual game, we got basic wall tiles and some teddy bears ready, a test level done with Tiled, and imported into the python game with the Tiled loader by bitcraft:

Next up some food, after that we’ll try to get things moving on screen, and do a bit more graphics like the main character and doors.

 

 

Well, 16 hours in…

and since I just woke up then had to do chores and eat, not much got done from the last time I posted.

I got particles worked in, and a grave marker for the player, along with smoother movement.

More weird stuff


Screenshot after I’ve abused GIMP for a while. Added a detail layer to the engine in order to handle these, as they have to be “ignored” when optimizing the map, due to them not fully occluding the background.

Probably going to link characters and items into the engine in a similar way… Nice, simple and effective – or so it would seem at least. Can’t use OpenGL Z buffering here, as everything is alpha blended, so what happens is back->front rendering of everything that’s potentially visible.


Wut? Yeah, I know; hurts my eyes too. It’s just a debug feature, FFS…! 😀 I’ll have the terrain generator paint the map in some interesting way, or something like that.


Oops…

I’m thinking about putting some water out there. And maybe in some areas of the actual map too… But, later, if there’s time. I don’t think it would be of much importance to the gameplay anyway, the way I imagine it now.

Some progress from before the nap

Phew! Some 4-5 hours ago I was tired, too tired to post, so I took a nap.

Here’s what I had then:

The Red Collision. The green circle means the other two are touching.

So as it turns out, the theme was absolutely perfect (and no, I didn’t rig the vote). I’ve been working on a commercial game for the past couple months called “Alone, The“, but it’s big, it’s 3D, and taking a long time. So during Warmup Weekend, I had the wild idea of doing a de-make of the game in HTML5. To be honest, I’ve never seriously worked in JavaScript before, so there was much to learn (and still learn).

So over a few hours last weekend, I managed to create some simple art, and get some tile-map rendering working. I put the code online in a slightly modified form as my basecode/library, in case I had a good idea for a Compo game. But I’ll be honest, I really want to make this demake of my primary project, and I like the page of art I’ve done so far, so to be fair I’ll be entering the Jam instead.

Eicking up where I left off, I now have map scrolling and object vs object collision (not to mention actual objects). I added some debug functionality to show the radius of objects, the radius of their currently equipped weapons, and the volumes of the per-tile collision. Right now though, I need to make object versus tile collisions work. I kinda wish I had spent time during the week getting all the collision stuffs working, but that’s alright. I’m jamming anyway. If I can get that done in the next 4 hours, that’ll have me in a good state for day 1.

So my goal for the 72 hours is to get a basic playable game working. It wont be very fun, but should be functional. I plan to continue working above and beyond Ludum Dare, but I should be able to get a very strong foundation working within the 72.

Stuff I’d like to finish:

  • Dummy map, manually created in code (skipping random generation for now).
  • Several enemies with very basic AI (if enter sight, go towards you)
  • Basic Combat
  • Several weapons to pick up (knife, sword)
  • Multiple Attacks per weapon type (slash, stab)
  • Barebones Inventory
  • Sound and Music

Doable for sure, it just has to be done. The Ludum Dare website seems to be running great (at least I haven’t seen any problems), so my interruptions shouldn’t be too many (just a few hours tomorrow, and a few Monday). I’d like to have something playable by the time the Jam clock strikes zero.

Anyways, it’s 6 PM now, which means 3 hours. Back to work! Gotta finish the collision!

1

This entry was posted on Saturday, December 17th, 2011 at 4:01 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.

Progress after 16 hours

As it’s java, you can run on any platform 😀

http://dl.dropbox.com/u/30361085/debuggame.zip

Current Progress: Leave Black Alone!

I started working on my game this morning, and it’s now lunchtime! I couldn’t think of a good idea, then I thought of using the word alone as in leaving something alone, not being alone. Thus, I’m making a little puzzle game. Here’s a link so that you can try it out(Windows only, sorry). Since people seem to be posting lots of progress screenshots, here’s one. it’s not too pretty, but it works.

Particles

19:50 < kalle_h> custom fluid simulation, box2d lights, destroyable world,
physic particles
19:51 < kalle_h> but i dont have a jump
19:51 < kalle_h> or gameplay

:/

Level Gen

I have a basic level gen working (I need to tweak it.).

It basically layers boxes to clear / add outlines, and ends up working pretty well with the snakes and all.

Now I need to make day and night do something, namely, affect the snakes’ behavior. I also need to make fruit-bearing palm trees to provide the sustenance of the game, and also possible for building walls / buildings and stoof.

The Lunch Hour Update

Where is all this time going?

Collisions, shooting and what not are now working…

It can get quite hectic for it’s simplicity… just what I was going for.

Tags: screenshot, xna

Update 4 – Might as well call it “Update 1 v2.0”

That’s it.

My nice concept of, waking up on some beach, being ALONE, having to survive by finding items and ultimately sending out a signal to get rescued just went down the crapper.

In fact, it’s be better suited to say that it came crashing down into a sea of despair, doom, shame, destruction and fire. Oh, there was much wailing and gnashing of teeth.

Now starting operation “Let’s-scrap-the-whole-concept-and-do-a-survival-shooter-instead-but-find-a-way-to-reuse-every-single-piece-of-art-made-so-far”.

Which is this:

Game on. (again.)

Late start

Well, things happens. Look like I`m not going to have much sleep tonight.

So, yeah… Let’s do this!

Second Break – Battle Mode

I took another break. Seriously, it’s the way to get through these things.

I’m still making the health and magic bars work, but you can start battles, cast spells, and defeat crazed robots. I’m -really- happy about my progress.

 

 

Next up, I’m going to throw some sfxr/bfxr sound effects in there and work on randomly-generating floors. Yes, that’s not our theme today. Just wait till you see how I pull it in!

 

Keep up the good work, developers. Some of your entry updates so far are making me kind of nervous! :)

Update #1

Had this a while ago, but I thought I might as well post it 😛

EDIT: AGRR so stretched… Imagine it like this, only normal looking.

Slow start

I slept far too late, and didn’t get any good ideas. But I settled for a platformer, and have tile loading and player physics working at least.

I’m using Flashpunk once again. I have had practically no time to prepare due to school, so I figured I’d settle with something familiar.

Food Run

Getting ready for a late start on LD 22. First things first – a run to wal-mart for some LD grub.

Tags: foodphoto

Ghost Town progress — on G+

Hi people! As I approach the end of day one, I thought I’d say hi on the LD blog.

My game is called “Ghost Town” (working title).

I’m tracking progress with Google Plus simply because it’s easy to toss photos and screenshots up there. I’m not really doing major blog posts this time. (Also I shoot random updates on twitter.)

I’m seeing tons of amazing stuff on the LD page, this is incredible.

Good luck to everyone!!

Tags: g+, Google, Google Plus, pretending to be social, screenshots, the progress report is in another castle, twitter

Awesomeness, Music, and Character Creation

I am having an absolute blast on this project, already shaping up to be my best game ever. We now have 2 functional enemies, a leveling up system, and our fully functional player.

Test Level!

The menu is also shaping up nicely. I have also got damn near all the character art. Oh, and there is now a way to die. I have a name for my game too, but I’ll be keeping that to myself until tomorrow

RIP Johnny

 

I’ve been listening to lotsa music. Bit of Queen, ZZ Top, some My Little Pony Songs, other junk from my Library, and a whole lot of TECHNO and Duuuuubshtep. Best programming music? Avast Fluttershy’s Ass by WoodenToaster. It’s a pony remix of Avast Your Ass.

I also have a problem. I need a third enemy type, and I have no ideas at all.

 

Hope all your games are going awesomely.

-Pixelsheep

2 + 2 is 5

my test stage levers shut off lazers and you can teleport to a past version (nothing is different except no lazers)

First day is over

Well, for me the first day of development is over. It is already 22:15 – time to play Chrono Cross, yeah!

Good luck to other participants!

Test my game! Mac/Windows

I’ve done a bit so far :)
And I just wanted to let people play it at the moment and see what it’s like.

Mac OS X

Windows

.love

Comments

spolvid
17. Dec 2011 · 16:18 UTC
I can’t open it in Mac OS X 10.7.2. I get a dialogue that says “You can’t open the application I’m, Where? because it may be damaged or incomplete.
17. Dec 2011 · 16:28 UTC
Try again, I’ve updated the link.
saveferris
17. Dec 2011 · 20:46 UTC
i love the concept and mood already! go go go! :DDD

“Please let me through… I’m scared”

Enter the ghosts. They bounce around and scare the pants off of you. Oh, and they hurt you. Oh, and if you have 75% fear+ and you get hit, your wounds get a lot more serious and you’ll take additional damage from enemies.

Alpha Demo

This is a proof of concept showing, just to prove that it works.

Controls:
Arrows – Move
X – Investigate
Z – Sprint
A – Use slot 1
S – Use slot 2
D – Hold for inventory (Use arrows to select items, A and S sets to slots, Z drops)

Comments would be great thanks!

http://www.multiupload.com/SEN9BO6QES

Comments

17. Dec 2011 · 16:33 UTC
I’m impressed. The perspective especially is quite nice, and contrasts well with the old-school color scheme. I’d make the collision on the player character half as tall, or add a visual bump for collision- I kept getting stuck in doors while trying to go past them (like the one at the top left of the screen, if I went a little too far up and thus into the door, I’d get stuck trying to go right).

Scraphunt – Update 2

So, just a quick post to show the currently-evolving art style. Those icey structures are composed of repeating chunks of the same drawing, with some alpha blending patches on top to get the edges to look right.

I think the iceberg setting works well with the theme, but man do I have big plans for this…

I’ve also done some engine work, and now the little man can move and jump (but without animations, and without strictly following the contour of the foreground).

Ice

docs

ok this is odd, I think I’ve actually documented everything before coding. That’s just… BIZZARRE.

Anyway, the character types are all pretty much laid out, described, and rules laid down.

This could actually now be played as a board game. So, time to make the board (: And pieces, and all that.

First contact

Hi Ludum Dariens,

For our first participation we chose to make a platform game for the jam.
Here is a prototype :
 
What do you think about it ?

The basics mecanics are finished.

Here, we have a short To-Do list :
- forced scrolling
- add a city environment
- sounds
- remake animations
- remastering some graphics

Here’s a video!

Comments

SonnyBone
17. Dec 2011 · 16:38 UTC
This looks pretty dang sweet. I really dig the green slime shot.

Sprites

It been awhile since I’ve done any real art in photoshop so it took me awhile to get going with it this morning but I do have some sprites and one level background.  I need to work on coding now.

 

 

 

 

 

 

Setting the stage

So, I’ve got my concept mostly solidified, and the intro cutscene done (press X to advance the text)… Now to start working on actual gameplay. I should probably get that sorted out.

I’m going slightly mad

Over 12 hours of solid programming and I’m starting to like where this is going. But that might be the dementia. As before, progress is on my blog. Here’s a screeny:

Some progress

hmm… so the ‘story’ will be that uhh somehow you got stuck in an underground cavern and are trying to find the exit. And since there is no one else there, you’re alone. haha… oh well, as I said in the last post, this weekend will be more an exercise in using the new tools than a proper game. As usual, it’s a 2d physics thingy:

Most of the player movement, and some basic detection of when it enters a certain area is done. Tomorrow will be making the level and some enemies/obstacles. Art and sound are somewhere way down at the bottom of the list, around the ‘may not get done’ region. Right now though it’s time for some sleep.

Good morning!

I was hoping I’d get some good ideas for this game in a dream last night. No such luck. But I’m well rested and ready to get back to work!

Urgh.

Just 31 hours left on the clock and I’m still not confident about any one idea.

But possibly… cloning machines… recursion… and inevitability. I’m cheery like that.

worst. deskphoto. ever.

3 monitors + blur.

It's dark and the android camera said "OOH! I THE BLUR! YES!"

Look ma, it’s dark.

Now let’s do some actual server-side work.

Tags: deskphoto

My Game: I was wandering on floating Islands

My game is a platformer with random generated(using sedimentation) landscapes :)

The goal will be probably colletting treasures wandering alone…

A screen:

 

Also I used a codebase(simple)…that handles a camera and the map…but many edits are in the current version

Links to the codebase:

http://dl.dropbox.com/u/2559932/Codebase/map.h

http://dl.dropbox.com/u/2559932/Codebase/map.cpp

http://dl.dropbox.com/u/2559932/Codebase/camera.h

http://dl.dropbox.com/u/2559932/Codebase/camera.cpp

http://dl.dropbox.com/u/2559932/Codebase/fps.h

http://dl.dropbox.com/u/2559932/Codebase/fps.cpp

 

The fps is quite buggy :) Hope you enjoy

 

 

“The Invention of Colour”

Quick status update on my game. I tentatively call it “The Invention of Colour”. Once again I’m just trying to create something engrossing that’ll captivate the player for a short amount of time. There’s still a ridiculous amount of work left to do though.

Alrion, the beast, is looking for colours to make him feel happy and get rid of his loneliness. Will he succeed?

If only you could talk to the monsters…

You can now talk to people!

talking

There’s only one person to talk to right now, and he doesn’t say much but it’s a start.

Next – using the new conversation system to let you insult people!

Off to lunch!

Not done with basics yet. I have a dude walking around on a map. Woo!

Still waiting for a killer idea, although I have some small things to play around with…

I think I’ll try for the new mood category :)

Slow start, building up steam

Lost alot of hours yesterday, sucks.

But i got a good idea for what i want to do now and progress is happening. I’ll post a nice picture in a few hours.

Everyones stuff looks great, keep it up!

Cryptic Revelation

Ingredients

1 Cup – Tower Defense (reverse)

3/4 Cup – Pacman

50 ml – Snake

To taste – Lemmings

 

Directions: Mix Well. Serve Hot.

2pm EST – Sat

Alright, I got the F-Bomb working, and the blocks are aligning to the grid properly, though I’ve not yet figured out how to prevent you dropping a block when the space is already filled.  After that, I’ve just got to make graphics for everything, and some music.  Game Over processing will be easy.

Right now though, I’m off to eat my first meal since LD22 started.  There’s only so long I can run on soda and chips alone, lol.

Magnificent 4 team – Actual progress

Hey! here is the actual progress of our lovely game,

Let’s hope to see it finish!

Good Evening to you all!

 

Writing a Game The Colour of Light

Well, it’s been a productive six hours. So far, this is a screenshot of everything we have:

Not Shown: Image loading, Movement, Text Display, Gameplay, 3D Graphics Engine, Multiplayer LAN, Innovative Features, Skill

Well, time for a break!

We Are All Young

Republished from here

This is the first post I have ever written on the Ludum Dare site. It feels public and scary and really, really good. I have so much to say. Let me start though by detailing my game. This game has the player experience a chapter in the life of a wizard. He is not an exceptional wizard, this one. He is good at his work and quite proud of what he does, but it is not that he is the only one who can save the world. No one is asking to save the world either. I am over-emphasizing his working Joe nature, but when I wrote that he is a wizard, my thoughts went more to say Gandalf then Skeeve. Even Skeeve had the advantage of magic being a rarity in his dimension. The player character is just a man doing a job.

Sadly, he is not a happy man. He never considered himself to be exceptionally social. He does not make that many close attachents. However, he is feeling very alone at the beginning of the game, and this depresses him. The worst thing about depression is that it affects everything he does, especially his work.

This shall do for now. I am feeling rested enough to go back to work. More to come soon.

Overslept

Set the alarm for 10am. Turns out my brain didn’t want to care until 1pm. Whoops!

Gonna eat some food real fast, make some coffee and get back to this thing! I might start attempting artwork, seeing a lot of people having art is discouraging me pretty bad.

Comments

17. Dec 2011 · 16:57 UTC
Living up to your name, I see.

Guess that’s a day called

I worked for around 15 hours on that thing today. Does not resemble a proper game yet, still needs the main storyline and all. Also some things to actually do other than wandering around. Let’s see if I can make that happen tomorrow.

Here’s a screenie of my progress so far.

Screenie

No I'm not ugly

Update 4.5

Outline of new game is done. Reusing background textures and sprites… I’ll just have to work the sprites a little bit to put in weapons of mass arse-kicking.

Status Report: Dwarves with X-Ray Vision

So, I’ve got a sketch of the basic dwarf mechanics. They are very greedy. And, in fact, that part works perfectly! Those dwarves will run towards gold they can’t even see! That’s not really supposed to happen. It’s made worse by the fact that they might be able to see another dwarf through the walls, and explode.

Currently, what I have looks as follows. The red square is a dwarf, black squares cannot be mined, the dark gray squares are already mined. The brightest two squares to the left are unmined shinies. The sight of a dwarf is shown as the highlighted mined squares.

Well, seeing through the hardest material in game which can’t ever be mined is probably not a good thing. It sort of seems like it’s only taking the sight radius into account. The game mechanic just… doesn’t work without the sight algorithm working.

Other than that (which, thanks to the fact that my code is… “neat” is easily replaced. I just don’t have a replacement), things are going pretty well. I’ve got a pathfinding algorithm that works (it’s just A*), and I’ve got the dwarf movement code working (well… as long as the sight algorithm works).

What’s left for today:

  • Fix the sight algorithm. It’s really important.
  • Allow the player to place stuff.
  • Make the stuff players place do bad things to the dwarves.
  • Implement a money & score system.
  • Make a help screen!
And then, tomorrow, I’m working on assets, although I might not have as much time as I want.

17 hours in. Progress? What progress!?

 

Okay. That’s ABOUT the 17-hour mark. And all I can say is that I’ll be entering the jam. Definitely.

So, the differences between the screenshot I posted last night aren’t much, but here they are:

  • Finished character sprites. Sleeveless tuxedos. I like them.
  • Added some tiles that the character can walk on. I’d like to use these as a guide to a helpful starting item
  • Started working on treasure chests, which aren’t visible in the screenie

Day 1

So I got enemies in the game right away, then I hiked to get a sandwich and decided to crank out some art. I have play 1 and some of the tile art, but that’s it. Not much to look at right now. Need to code in enemy behavior next, fix the firing code to actually work, and…stuff

Pic or it didn’t happen

SCREENSHOTS ! Kinda.


I can’t decide myself on a style for the character, so I’ll eventually draw him as a big dumb blob. Damn, character design is such a pain.

 

Tags: flashpunk, screenshot

sQared

Hello,

here’s just a hint on what we’re working on ! Yep, I’m not alone, well, I’m working with three buddies, that’s what I mean (so technicaly, I won’t be in the compo, but the jam) : AnneSo for the 3D models and some graphics, Ben for the music, Max(e) for the scenario (and maybe her voice before the end ?), we all participated to the original idea.

You’re alone in a cubical room. One door that you can go through.. What will you discover behing, why are you here, how did you ended up there ? Are you Alone ? Let’s try to figure out !

My Game – Desolate

I’ve got my idea all set, and now I’m coding.

The title of the game is “Desolate” and it is what would be called a “platform hell” or “masocore platformer” sort of game.

The idea is that it is incredibly difficulty to beat, even more so than most hard games. Think of I Wanna be the Guy or Super Meat Boy. That kind of difficulty.

I don’t have much of anything yet. I have a rectangle container that can do collision checks and some simple collision response, a game state container and a game world that can update and draw themselves, and a running update loop.

I’m using HTML5 and JavaScript, so it will be a web game. It won’t require a plugin, but it will require an up-to-date browser. If you’ve got FireFox or Chrome, you’re probably fine. If you’ve got Internet Explorer (why the #$@% would you, by  the way?) you’ll need version 9 for this game to work.

I don’t have much of anything to show for my work yet, though. Stay tuned for more!

Peace, love, and web scripting,

– Henry

PS: I’ve taken McFunkypants’ kitten challenge, but because of the way this game will work it’ll be very hard to get to the kitten. Expect it to be heart-warming. That is all.)

Blip bloop

Woot, I have sound effects…now…musics…hnnng. Also in my “I’m in” post I made a derp, I said I was using sfxr when I’m actually using bfxr.

Getting there.

Time for a quick dev update, I’ve gotten my stomach filled and my laundry washed, but that had nothing to do with the game right?

Well for the game I have finished the board randomizer that will randomly position the Mi-go’s, Men (= More treasure but don’t have to be killed to finished the level) and the Dawg! so that each time you play all the elements are at different positions, it can’t get more basic than that when it comes to game mechanics right? Anyway, here’s a shoot, not much to look at right now, I will finish the game code t’day so that I have all day t’morrow to fix with graphics and audio! And hopefully I’ll get some hours for that t’day as well.

Now it’s time to get the shotgun and grenade features working! Cheerioz folks!

Comments

zapaman
17. Dec 2011 · 17:22 UTC
So things are going great from what I can see! Congrats!

Progress report after 17h

I guess the first bad impresion about the theme was unfounded. After some thinking I found a feasible idea. I think the coding is going smoothly, even after some struggles with the typical problems of coding in C. The art is coming in nicely as well. Here is the first screenshot.

 

Tags: compo, progress, screenshot, update

A colorful entry for Alone Theme

As my first entry ever for Ludum Dare, I’m finding it really challenging to complete a game in the 48 hours. The key is having the elements clear in my head, no changing directions through development, and sticking to simple rules.

With the Alone theme I thought they’ll be loads of depressing games around, so I went for something colourful.

You are  a bee, but you’ve lost your hive. You are a “Bee Alone”. There you go. Find your way back avoiding other insects, and feed in the flowers for energy.

Tags: alone LD#22 bee

My first LD is going well!

I’m really enjoying this, everything is on time, everything seems to work!

My game now has multiple modes! First you explore the planet in first person( as seen earlier ) then after repairing your ship you take off and start this old school mode were you have to fly through space and not hit any meteor’s:

I’m really proud of it as I was told it would be very difficult, I mean It has been difficult but I have gotten over all the hurdles thrown at me! Anyways I’ll be back later with more news!

Dinner Soon!

Psychadelic Sky and The Next Steps

Screenshot #2

That yellow thing is a fire hydrant.

I have made NPCs and Props in the level, and my primary sky tile is a little too crazy/iridescent. Levels load, the player sprite has smooth movement and jumps, camera view pans better than I have ever made. That’s all great progress!

I finished lunch and a jug of Sunny D, and am ready to make the NPCs move and the props do stuff. Plus, will redo the sky.

Falling Cupcakes

Like the title says, we now have a falling cupcake! Our main character is a cupcake, and I have been working on the “code” for his behavior this morning. While testing his walking and falling in Stencyl, I found this happening (Click the picture!):

(http://youtu.be/ihaaIKQIdUw)

As hilarious as this is, I’m fixing it now. So far I have the basic code set up for the main character to allow for walking and jumping, and the camera is set to follow him. Now I’m going through and testing everything, and will be fixing anything that doesn’t work right. In the meantime, Alissa has been on an art roll! She’s finished all of the art for the main character, who has a different look for each level. Next, we’re going to be talking about the level design for our first level, and knock that out of the way. We’ve also got a pretty nifty little design doc, so we’re feeling pretty good about what we’ve got thus far. Still, it’s only day two and there’s so much more to do!

Well, back to fixing that falling bug!

– Pralie (@praliedutzel) & Alissa (@EtherealFox)

 

Tags: alone, cupcakes, LD #22, Ludum Dare 22, stencyl