LD22 December 16–19, 2011

Taking a break

My sister’s coming home from France, so I’m off to the airport.  I think this maybe be my first > hour break, not counting last night’s sleep.

In other news, my game is basically done, so I think I did something wrong.  I mean, I still have basically 20 hours left.

Second level inside the engine… and me is feeling drowsy…

Ok, here’s the second level. You’re supposed to find some stuff before you can unlock the “secret door.” It’s a very small level, but depending on the time I might extend it a little. Still a lot to do in other areas, like displaying the messages on screen when you pick one of those “glowing orbs.” This room is missing a few props including a mirror that won’t reflect your own image…. *shivers*

Anyway, I had to take a pill because I got allergies, but the damn thing made me drowsy so I’ll have to pause this here and continue tomorrow (it’s almost 11 in my country). Peace!

Something semi-playable!

Pretty happy with myself for getting something playable in my first LD.  The goal is to escape the cave with the most treasure (you have 30 sec).

You can move with the arrow keys and either shank other miners or gather treasure with the space bar.

Be sure to keep one of the miners alive because he’s the only one that can open the key box that will be discovered at a random location on the screen. Then you can shank him or do whatever you like.  One of the key things I need to fix is that all the miners should descend on the key box as soon as it shows. You can download here. Source is randomly pushed to Github.

We’ll see how much time I get tomorrow to tweak, bug fix, and add some animation and production values. Programmer art FTW!  Just getting this far has been more work than I thought!

Basically the lesson is sometimes you need to rely on other people even tho you might have the most loot! Never go it alone!

Happy coding!

 

 

 

 

 

 

 

Getting There!

Just Finishing the Third Level now :)

Here are a couple pictures:

Sleeping Soon

Well…  I’ve got a splash rendering.  That counts for something doesn’t it?  Sigh.  At least rendering the rest will go faster once I get there.  Thankfully I’m doing the Jam so I have a little under two days instead of a little under a day.  Night everyone!  And have fun!

How has it been eight hours since my last update?!

Where’s the time going?!  I haven’t even slept!  I need to do that soon… but my birthday starts in 17 minutes and I don’t want to miss it!

Game’s making reasonable progress – Player can move, and be moved… now I need to get map generation working, and various obstacle mechanics… and then the ‘plot’ narration and I should be about done?  Oh…maybe sound at some point too?

So tired…

Here’s a couple screenshots:

Tags: alone, kitten, pygame, python

A day has gone by, here is where I am

I can tell I am behind, but I feel like I’m doing reasonably well for my first time. I’m probably going to be up pretty late tonight putting in all the functionality I need and debugging it all. (I haven’t even touched the menu code, or the player input code!) Spent most of my time setting up the tile engine and adding stuff to the screen through xml. It’s all build-up so I can put in multiple levels easily and quickly, but I’ve only just gotten into the real meat and potatoes of the engine within the past couple of hours.

 

This idea was supposed to be simple, so I am rather upset about not already having most of it mostly done by now.

things are on the screen, hooray me

Here's a screen

Things I need to do tomorrow will be to first and foremost replace the filler graphics (courtesy of too much time spent with MSPaint). Focusing almost all the rest of my time on putting in as many levels as I can have time to think up, along with adding in some sounds. Since this is going to be a puzzle game, I would fell remiss if I didn’t try sequencing up a little fanfare tune for winning a stage, before I finally submit.

Thoughts on crafting

Inventory system is taken care of.. now I can have items with longer names. I’ll probably have to put in scrolling of some sort later.. or a storage system with boxes maybe?  That wouldn’t be that hard to pull off.

Right well. I don’t care for the combine two items crafting system… It’s just too tedious and full of failed attempts that disappoint you.

so I’ve decided to go with the workbench craft menu that shows all items you can currently craft. I think I can pull it off in time with the other ideas I wan’t to put in.

Colored blocks!

Hooray, I’ve got my main concept working!  Now I have to think of what the heck kind of level design I can do with this and what other elements I need to make it interesting…

Oh, and I’ve got nifty sound effects too.  Wheeee~

Progress

Spent too much time messing with Blender and graphical stuff yesterday, I’m still lacking any gameplay – but I’ve got a scrolling map, and  aplyer that the player moves+shoots, and has collision detection. A slightly unconventional control system – arrow keys for forwards/backwards/steering on the player – but with mouse aiming.  WIP build here:  http://www.bluescrn.net/ld48alone/

Time is running out..

more than halfway through the competition. I’m trying my best, most of the coding is done, graphics are coming along though not finished. I would post a screenshot but I really need to step it up in order to finish. I will have no time for polishing I tell you :/.Levels are taking WAY longer than expected. I forgot one of the big Ludum tips, “If you need good level design for your game to be fun, you’re done for“. Damn it.

Comments

18. Dec 2011 · 03:34 UTC
glad you posted this, i forgot amd i suck at level design, back to the drawing board….
dr_soda
18. Dec 2011 · 07:21 UTC
I’m starting to see the wisdom of that big tip. I’m kind of glad I came into this blind though, as it might have deterred me from going with such a goofball idea as Hugmonster, as it’s all about level design.

Adding features, building the castle

So far so good. I’m coding in new types of tiles and I’ve finally managed to get the light code working perfectly in all conditions. After I’m done implementing the various gimmicks, it’s time to start filling out the castle (and probably redo that character sprite, too cute lol).

Maybe I can program a cool distortion shader for the character sprite. Or use fog particles to indicate that he/she is ephemeral, like a ghost. And I’ve got plenty of time to make it all, after downing this Monster!

 

Tags: jmonkeyengine, light, screenshot

12am EST – Sun

Working on the hiscore system, dunno if the game will have music but I’m going to give it a shot.

(Untitled)

So I scrapped my first game idea, and am well on my way into my second game design. Here’s a screenshot of my attempt so far:

‘Spawn’ Day 2 Progress

I made some really good progress today, but I’m definitely starting to feel the burn now. So tired…

Today I mostly worked on art and refining the game feel.

There is a player version here: Spawn Prototype.

I feel pretty good about most things, though I’m still unsure about the open-endedness of it. I would like to add some more interesting graphics in the background so it will feel more like exploring. Not sure if I will have time for that though. I still have to draw all of my little Spawn critters. I think having a nice variety of those will make it more fun to swim around and see what you can create.

I’m also thinking about auto-saving progress to a cookie, so whenever you come back to the game you pick up where you left off. Then you are more likely to get to see all the variety of creatures.

Update 2 – Half-Way Through Day Two

Well things are coming along, progress is being made at a rapid pace, though I’m really afraid it won’t be enough; we’ll see I guess. Anyway, since last time I’ve had a whole bunch of stuff, such as lighting, more tiles, doors, switches, an enemy type, and so on. Here’s a screenshot:

Screenshot showing lighting and more

Screenshot showing lighting and more (note that the image is squished a bit due to WordPress)

That’s all for now. Good luck everyone!

Comments

dr_soda
18. Dec 2011 · 03:20 UTC
I like the various lantern in the dark motifs I’ve seen in various screenshots during this competition. Good choice.
18. Dec 2011 · 07:22 UTC
Yeah, for me it’s the key to conveying the somewhat fearful/anxious feeling I want to give.

Forfeit

Well, we got about half way through a half baked idea, and realized there was no way that we could flesh our game out enough to be the level of good that we wanted it to be. It was bad planning on our part, but you could say that the theme has bested us. It was a good run.

Also, if anyone feels like taking a look a the progress that we got, check it out here (Arrow keys: move, X: jump, C: action):

http://www.logosstudios.net/programs/PatientAlone.jar

Also, we’re still looking forward to see all the great things that everyone else comes up with.

Comments

tunnel
18. Dec 2011 · 03:09 UTC
hey, dont forfeit, even just finishing your game can help you in the future, in my opinion ludum dare is more about the practice than a actual working game, common 😀
EmptyFlash
20. Dec 2011 · 01:58 UTC
I appreciate your encouragement, but we didn’t want to be working on a game that we don’t enjoy making. And I did learn from the experience, so that’s good.

Midnight Madness

Going to sleep for now, here’s a few teasers :) Exploring the islands… pretty flat for now 😛 Great entries from everyone!

“Alone doesn’t necessarily mean helpless.” Here’s my progress after day 1

“Alone doesn’t necessarily mean helpless.” is my interpretation.

My game is loosely titled “Hyper Alone” but I will remove alone from it once I find something more satisfying.

This is a game where you are a super soldier so strong that people think you are actually a group of people. Hyper speed, insane accuracy and flawless melee skills. These are all hard to control for a player in real time so the game will boast a plannification system where the whole world pauses just so the player can decide of its next actions.

There currently are no enemies but just running around really fast is satisfying. Add shooting and melee hits. This is really fun!

Exe (Win): http://dl.dropbox.com/u/52854878/Hyper%20Alone.exe

Source (GM8.1): http://dl.dropbox.com/u/52854878/Hyper%20Alone.gm81

I’ll just leave that here, sleep, and read the comment tomorrow! Leave feedback and enjoy the core mechanics of the game!

Solitary Sands

I’ve mashed on my keyboar all day, and things look nice.

no changelog because I honestly haven’t kept track, but keep an ‘eye’ out for some items lying on the sand.

Here you go

I’ve also added a volume control (its the up and down arrow keys)

(-o^_^)-o Giving the controls a big squeeze!

TehWut was kind enough to play the
(-o^_^)-o HUG MONSTER DEMO o-(^_^o-)

And offer some feedback. You know, TehWut was correct, the jumps really were unresponsive at times and that really needed to be taken care of.  Now that play actually works like I feel it should, I can work on making some really neat levels where you try to lure the HUG MONSTER around and have it plow through switches, and through blocks for you.  Alllll in good time!

 

 

It’s much easier to jump now.  I don’t think I’ve seen any of the old issues in the newest builds.

Comments

TehWut
18. Dec 2011 · 04:07 UTC
sorry, you gots a 404 not found on the demo link :/

Time for bed / What I’ve got so far. ~18 hours left!

As of 12:16 AM (00:16 for the ones who are too lazy to think) this is what I have for my game.

TODO:

  • ALMOST EVERYTHING

Click image to play. ~128 KB

Public Screenshot #2

I had to redo collisions, scrap the way the level was rendered, and get rid of cool liquid splashy effects because the game took up 700 MB of RAM. The game no longer uses enormous FlashPunk canvasses for everything anymore.

The build is a little wonky with spots where you have to restart to get out, messages are behind everything, and a few other problems.

Day 2 Update

It may not look like much but this is level one done from a functionality point of view! Which is awesome cause the 3 main elements of the game had to be implemented to do level 1!

I’m going to go take an 8 hour nap. Afterwards level 2 + 3 get designed and I actually try to do some art and Music!
WIN!

 

…. Yes, that thing in the bottom corner is meant to be a Hippo……..

 

 

Stage 3.2 – Game Engine

Not a game engine in the way that Source 2 and CryEngine 3 are. Just the game engine that will run our game, making it much easier to actually implement the game. So, so far we have the concept done, design done, music done, and now the game engine done. All that’s left is artwork, game prototype, testing, and the final game.

 

David,

Timster Studios – Director of Development.

Rise and Shine, for Dig Dig Dig!

It’s 4pm and time for the amatuer Dig Dig Dig! team to gear up into speed.
After a night of being up to 2am (watching three episodes of ‘Samurai Girls’ ; not a very good anime, I must admit) we were back into action by reading up on speculative collsions.

Our game currently contains a working title screen (with awesome music), a game where you can mine blocks (sounds too) with different hardness, randomly generated levels, a base and a player.

Today we have added in resource bar, a home base and gravity. Throughout today we are hoping to add in  random mineral veins, caves, ambient lighting, lava pockets, a shop and a small gamemode.

That is our game update. To remind you our livestreams are located at http://www.spujika.info/ld and we will be back later tonight.

Our title screenOur game so far, please ignore the base placeholder.

 

Dungeons and… Well, no dungeons :(

So, we’ve been working on several awesome new updates as well as some new functions for the engine 😀

First off, the slimes will be changed to recieve more damage from the lightning spell (except the yellow one of course) and skeleton mages are being summoned later levels  (spoiler: They teleport)

Secondly, achievements have been verified to be in themaking 😀 lots of awesomeness there as well as the hotfixes below:

– The Parrepets  now are solid, meaning no flying off to never never land :(
– You will stop getting mana when the bar has fully filled
–  Some other fixes, those were the main two…

So tired.

I should sleep now.

I have a song pretty much done, it’ll play for the “end credits.”

I succeeded at most of my goals for the day – did more polish than I expected, less content. But I’m in good shape. I just have to blast through the rest of the content tomorrow.

	dragon flight code
 get it spawning
 bird flight code
 birds placed in map are spawners?
 or we just have them run on a consistent cycle?
 spriting:
 obstacles for dragon area(attacking birds)
 (reuse birds for hunting segment)
 three tasks:
 diving
 hunting(birds)
 fly dragon
 some sounds
 hit
 finish sounds
 add two or three tasks
 mining
 collect fruit
 make fire
 
 Ending celebration/failure

A bit past 12AM EST, with some progress

I’m making some progress. Physics – check. Player class – check. Enemy class – check. Hitboxes, damage system, a simple enemy AI – check, check, and check. The character can be controlled at this point, and pressing Q will launch a fireball. The enemy’s AI is pretty simple, all it can do so far is always be looking in the same direction as the player and have a 1/200 chance of firing a fireball at the player per frame (which is a lot more often than I want. I think I’ll lower it to 3/1000 chance, perhaps even lower) if the player is more than 50 pixels and less than 300 pixels away. Next up – finish the enemy AI. Make him have more attacks, chase after the player, be somewhat intelligent and attempt to avoid attacks. Then add some more attacks for the player, add upgrades after defeating certain amounts of enemies, and most importantly: make more enemies spawn.

Still ugly :D

Update #3

Hello Ludumadarianois,

I still got a lot to do … But I am of the result at this point 😀

Updated Todo list:

-Message, score and other text information

-Add item to the keyboard game

-Join the keyboard controls and character controls

-Main menu/pause menu

-Add mob

-Add lighting effects

-Animate the character sprite

-And more…

Check out my entry GitHub.

Phares, WIP 003

I overcame most of my technical hurdles, and now I have a pretty tech demo 😀

I’m using SoundManager 2 to check if you have flash. If you do, the game will not bother to try to use HTML5 Audio. If I had the time, I would just integrate it right into my game engine :-p

 

Previous WIP posts:
http://www.ludumdare.com/compo/2011/12/16/phares-wip-001/
http://www.ludumdare.com/compo/2011/12/16/phares-wip-002/

Tags: Phares, test, WIP day 2

Tree

Well. I wanted another tree that I could add on some vines to get some basic materials for crafting before I really start programming the system. I did prepare the crafting framework a little though.

Not really happy with this tree, but it will do for now. I’ll add some vines on and then call it good. Then I’ll add in some more items, and really start on the crafting system.

And It Ends…

I have failed.I spent hours battleing with my own code only to realize i messed up in the begining. If i was determined i might be able to restart and finish something but im demotivated   :.(                  Maby next time

Good luck to everyone else i look forwad to seeing your games!

20 Hours Left

Republished from here.

20 hours left, and I have completed nothing like half of the game. Certainly there is far less than 20 hours of work left, but I need to make sure that I put in some decent work. I have not hit flow once yet and so am coding at quite a poor pace. I have yet to touch the art as well.

If you do not consider the art though, then I have pretty much completed the first level. The three screens, two enemies, three spells and single player character required are all done. I do not think that I will put in that any extra spells and extra enemies are trivial to add. I have certainly broken the back of the coding required. The only major task left is the screen for the kid.

When I next need a break, I shall explain some more about what the game is about. Now though, I feel like I can actually get something done. I just require a cup of tea.

1am EST – Sun

The hiscore is going pretty well so far.

I’ll have a download link of the stencyl project for anyone who wants to see the source (and of course the judges), covered by a CC3.0 license as described on the page itself.

I can’t wait to get this uploaded so you all can see it 😮

Finally… the base code is ready

I will leave tomorrow for graphics, level design, and music.

You can say already that I am late. Thanks, I know that! 😉

Damn collisions (with prevention, not bumping as I usually do) painfully took me 2~3 hours or so.

Ah whatever, good night and good luck.

http://dl.dropbox.com/u/5984649/dareyoutodiscoverwhotheplayeris.pngNobody?

Half-ish time report

Having a couple of hours of a serious lack of motivation at the moment. I did manage to get up fairly early this morning however and sit down to a nice can of energy drink at some retarded hour.

Progress with my game has been slow for a while, I was hoping to have most of the underlying systems finished and be moving onto throwing in content, but I dont even have a moving player yet. And progress is about to come to a complete stop for a few hours as I have a shift at work in ~30mins.

Heres one of the intro screens with the initial story details/clues:

Still yet to come up with a title!!

I have most of the menus done, the main character is 80% finished + a space station has been built and a few other things. I just need some animation, levels and cut scenes to get this game into action. Wont be sleeping much tonight, thats for sure but I find a lot of my better work is done in the final moments of something like this, when the rush begins :)

Another screenshot to wrap up this post, space station X15 which this will all take place on –

Tags: ADEdge, LD22, motivation, space, station

Failed, Again

gave up because i’m terrible at level design. hopefully this next idea i’m developing won’t fail, 20 hours left.

 

Rendering now switched to 3D

Since getting all the main art work done, I’ve switched the game over to 3D. Still need to fix some scaling and rotation issues, but it’s getting there :)

 

28 hours in – Sometimes the Simplest solutions are the best

*facedesk*

*facedesk*

All that useless work and debugging only to figure out that there is a more efficient and very very simple way to do something that would have only taken 5 minutes. FFFFf.

Atleast its progress, and I’m learning something!

 

 

City Of One: Update #1

Here, with approx 20 hours left, is my current progress with CITY AS ONE.

Basic but dreary. Reminds you of why you are here

You play the role of a survivor of the zombie apocalypse, trying to explore the city, forage for food and ammo, find new weapons, and ultimately, destroy all the zombies of course. The main drive behind the game is the constant decrease of stamina that slows your character down. The only way to counteract this is through eating food, but you can only find food as fast as you can move, so you better get hunting. Ammo is also an issue, although it doesn’t seem like a big deal – until you run out. Throughout the game, there are opportunities for player progression through the discovery of new guns and leveling up, which allows you to improve your chances of survival in several ways. The game is a huge challenge to play but can definitely be played well, much like most old arcade games.

Notably, the game features a minimap, a randomly-generated 2D city, and smart zombie AI that spreads out, jumps out at you, and sometimes aimlessly wanders (much like the real thing!). I hope that I can finish off the music and city generation so that this game can be completed by the deadline. Wish me luck!

I’m in, although late

Yeah, title says it all. Didn’r have time to participate earlier, had to learn for a test, but at least i now have a 99.9% idea of how my game should be.

I’ll be using:

– Eclipse (Java ftw!!)
– Ulead PhotoImpact 10/Paint.NET
– Audacity for sounds maybe
– My (music) keyboard if this is allowed
– No libraries ^^

Listening to: www.psyradio.fm & www.audionautix.com

My Entry

I know it’s a bit late, but well, this just increases the challenge 😉

GL HF everyone!

(-o^_^)-o HUG MONSTER <3 TITLE SCREENS!!!

After spending some time making another level I decided that I’d better hurry up and put some nice bookends on the game.

(-o^_^)-o ||||| o-(^_^o-)   <– Bookends

So I started with the Title Screen, complete with a programmed movie sequence!

(-o^_^)-o PLAY THE HUGMONSTER DEMO o-(^_^o-)

 

The Hug Monster is clearly alone and is looking for his friend!

The player is clearly alone and wishes very much to stay that way!

 

Comments

TehWut
18. Dec 2011 · 05:10 UTC
It’s me again 😛

Progress

I like to do a little spriting, then massive amounts of coding, then some more spriting (mainly the environment at this point) then the sounds and music, then finish up the little coding bits left. I’m at step 2, so no environments yet.

Screenshot of my game

These are all the objects I have so far.

Finally, a playable version :D

It’s a web .swf file. No downloads necessary!
http://dl.dropbox.com/u/43348544/LudumDare22.swf

After ~12 hours of coding into my 2nd Ludum Dare, here’s my still very inexperienced work in progress riddled with balance issues, bugs, unimplemented dreams, terrible placeholder UI, and really awesome placeholder art and music from Adam Atomic and DrPetter, respectively.

What I’m most happy with is the concept that I plain lucked across. I had the idea daydreaming way back during my first ever programming course. Every time you complete a level, you create another copy of yourself with all of your current abilities–Shadow Link, if you will–who unfortunately really dislikes you and wants you to go away. I just hope that my execution will ultimately be able to do it justice.

If you’re on one of your rare breaks in the compo, try it out. Tell me what you think needs extra swings of the fixin’ bat. Thanks, cheers!

Comments

dr_soda
18. Dec 2011 · 04:27 UTC
Nice concept there. Good choice on Flixel for this particular game!

Super Smash Lander Suicide Party, Bro?

I’ve always wanted to make a really bizarre and disorientating actual-migraine inducing eyeball assault. Ever since I played Meshof’s wonderfully luric “Randy Balmer: Municipal Abortionist”. This is something of a homage to that.

Though it’s probably not. It’s been super fun to work on though :)

“You take the role of a suicide lander party bent on eradicating the earth, as drunk aliens do, via crashing their spacecraft into our planet’s surface”. With some luck there will be a witty tie in to the theme, via a twist (if I get that far).

Awfully I spent the first evening trying to free my computer from the grips of a self-inflicted virus. Many thanks to FuzzySpoon for helping me save me from myself (via viruses)!.

Creative Block + Wasting Time

In true career-programmer fashion, I wasted about an hour modeling and skinng a house made up of little more than 2 cubes. Now I seem stuck on the next part of my entry; there’s still a lot left to do gameplay wise and I’m not sure what to tackle next now that I’ve done the groundwork for the remaining stuff.

The Statue

I’m working on a simple platformer in Unity 3D with a focus on learning how to create decent pixel art and level design . There’s not much to gameplay right now except moving around and collecting a glowing shard. The plan is to introduce new items like in Zelda games but I’m not sure how much I’ll get done. I’ve got a the areas planned out on paper but pixel art takes a lot of time!

Here’s a screenshot of where you start.

First time LD’er here!

Hello! I am a person who is participating in Ludum Dare for the first time right now! Also, who likes exclamation marks! I realize that 20 hours remaining is a bit late to be making a “here I am” post, but I suppose it’s better late than never.

My game is about a schizophrenic who just wants to be left alone. It was originally going to be a stealth game, but it has now changed to more of an exploration game due to my complete inability to code AI and pathfinding enemies distracting from the plot.  I’m aiming to submitting it for the compo, but I’ll probably end up running out of time and submitting it to the jam instead.

UPDATE #2

http://www.youtube.com/watch?v=q7tVGGJ4gD8

 

yeah!

I guess it’s finished…

I was really unmotivated for this. Partly because of the theme, or just felling tired in general. Anyways, turns out my game is no fun and now it’s to late to start over. At least I learned a lot about Flixel since this is my first game using it. Maybe I’ll make some music for it and add some sfx…

Anyway, here’s my game:

http://dl.dropbox.com/u/40365232/IWtTwK.swf

Well, I’m flat out of ideas…

Okay, no, that’s not true, but I can’t re-use “What a terrible night to have a curse”.

First off, let’s get the good news out of the way: I forgot to upload this last time, so here’s my current upload and the link (And yeah, I know the structure isn’t all that descriptive, I’ll get to that in a second.)

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

 

Second, this is really a milestone for the project, as I’ve got lights linked up now.

 

Biggest problem at the moment is that my generation takes more than 15 seconds to run. So…yeah. It crashes Flash general and a message comes up saying that it ran over the .

 

It’ll run in the browser though, so…success? I dunno – still trying to figure out how to make it bypass the general timeout – apparently using the function that I thought would work didn’t…so I’ll have to see.

 

Probably too small pieces of LightGrid created, and that’s slowing it down, but you can see what I’ve done so far.

 

Sorry this post is under 200 words. I’ll try better next time.

Why hello there!

Very excited to participate, and finally I have something to show! This poor guy doesn’t want to have to celebrate Christmas all by himself and he can use some help! Entertain him, keep his spirits up and keep him from having all sorts of depressing thoughts and memories so maybe, maybe he’ll find a nice girl and won’t be alone this Christmas :-) I’m programming in BennuGD, using Paint.NET for some much disliked spriting. Anyway, whose reading when you can be viewing:

 


 

nuninu…

rendering muzak…

Hourly Progress Report

I had some business I had to attend to, so I didn’t get very much done this hour, but here is a screen shot of the new tree in game, will be adding vines to it next and continuing with crafting system.

Progress – sort of (some level ideas and a robot)

Had a family dinner tonight so I lost about two hours. I decided it might make more sense of the protagonist was a robot since he’s flipping around the level and not moving too much, sometimes quite brutally. It looks a little more natural to have a robot flipping around the level. Here’s my crappy robot art:

I played around with the prototype a bit to get a feel for the game. I also tried messing with gravity and found that it was interesting to have a bit of gravity in the level too. I think I’ll make a few levels without gravity and try a few with gravity as well.

Here are a few sketches of some level ideas I had. The straight lines are climbable walls, the squiggly lines are non-climbable walls. The triangle is the player and the X is the exit. The gravity of the level is listed at the bottom.

 

And if you’re interested, here is my to-do list:

 * Implement level exit with next level int - & special int for game over
 * Restrict jump aim to 90 degrees from contact normal in either direction
 * Replace jump line with line & cool looking cursor
 * Restrict cursor to set distance from player
 * Implement jump charge by holding mouse
 * Implement some of the levels I designed on paper
 * Story? Should probably tell the player when gravity changes - falling free bodies also helps here
 * Make a little more effort on the level art... static BG image might work
 * See if there's some way to keep the player from phasing through walls (the jump restriction will probably help with this)

An Upbeat Kind Of Loneliness

I’m working on a hardcore platformer without jumping. How do you make a platformer without jumping, you ask? If only you had some sort of umbrella that let you ride currents of wind…


Most of the coding is done; just lots of level design left.

You’re alone without any allies, enemies, or even moving obstacles. Just you and the environment.

Comments

18. Dec 2011 · 05:51 UTC
Platform without jumping, there´s a neat idea!

Wow…. only 19 hours left?

Well, I got my menus in, and now GM is deciding to bug up significantly, creating runtime errors whenever I exit my game… Ah, well… I’m sure I can find someone to compile for me.

Welp, I’m out.

Preparing for the competition I thought of most things, but one thing I completely missed was level management.

I didn’t think about how I was going to load the entities in a world, how I would load different levels, none of that. So the last 8 hours of my day were spent trying to figure this out & make it work. I tried loading a PNG file & looping through the colours which would be related to an object. I tried using TilED but didn’t know much about it. I knew how to make a level with it, but nothing about using it in the code. I tried creating an array of integers & each integer matches to an object.

None of it really worked, so I’ve decided to just work on this at my own pace following my own theme. Because that way there is no pressure to get it done. I can just take my time.

Tl;dr, here’s a picture of a banana:

Comments

18. Dec 2011 · 05:27 UTC
Your banana is as awesome as my potato. Nice work.
18. Dec 2011 · 07:52 UTC
Thanks for the banana!
18. Dec 2011 · 08:05 UTC
How about Ogmo Editor?

I’m out

:(

I’m so sad. I have been looking forward to Ludum Dare for so long that it sucks that I have to pull out now. But I am completely burned out from finals week coming into this, and the more I continue, the less I enjoy it. If I kept going, I’d probably hate programming games forever. So I’ll leave now, and hopefully come back to the next one better and brighter.

Here’s what my idea was, if anyone is interested:

You are stranded alone, in the future. You have the ability to go back in time, but only for five seconds, so you can affect future things by modifying the past.

You also have a gun that shoots things into the past/future (wherever you are not). Unfortunately, no one has invented a reflective surface that you know of, but if only you could find one, because then you could shoot yourself into the past… hehe.

Comments

TehWut
18. Dec 2011 · 05:10 UTC
I had finals as well, in fact I should be studying now….F*ck that shit!
Sheep
18. Dec 2011 · 06:23 UTC
Sad to hear, I really liked your idea :)

The Chosen: Ritual Place

I slept quite long and it took my a while to get out of bed.

after getting up I meditated a little and Ideas kept rushing into my head. I don’t think I will finish on time but I feel really good about this game, so I probably will continue to work on it and just submit what I have to the compo aswell as the jam.

It seems there is a bigger story behind this episode…

 

Intro Cutscene

I added my intro cutscene which really gives the game context and I think it also gives a bit of emotion to the game. Pretty happy with how everything is turning out so far 😀

A dog’s life

Finished the intro cinematic! And yes, you DO play a dog.

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This entry was posted on Sunday, December 18th, 2011 at 5:13 am 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.

Ding!

Muzak done. Horrible clipping, but it’ll have to do now.

2am EST – Sun

A bit late on this hourly, but I was finishing up the webpage for the game!

It’s available at : http://games.temperancexiv.com/ld22/ for test.  Play it if you want, submit your hi-scores to the table, and leave comments if you find any bugs.  You can also email me at ajstroud@temperancexiv.com!

I’ll be spending today bug testing and fixing before submitting it.  Feels good to have 17+ hours just for testing and polish.

progress!

Finally fixed the collision export bug from the screenies below, got my ODE camera working, next step is baddies & projectiles :)

#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 */ ideal wellhell

Good Morning Day 2!

New morning == New work

ToDo:

  • Implemet Kongregate API
  • Adding a level editor
  • Maybe adding other types of tools
  • Choose A Name For The Game (Help Me Please)

Play The Game Here!

Watch The Live Stream Here!

Comments

18. Dec 2011 · 05:34 UTC
platstick?
18. Dec 2011 · 06:40 UTC
lol!

Nice idea! But these stickmans are just placeholders (I think).

18 hours (or so) left!

I may be a little behind where I think I should be, but Tiled and melonJS are REALLY helping me to have a LEAST a start of a prototype!

Here’s my latest progress, may not look like much, but I proud!

Respawn

After a good night’s sleep, I’m feeling optimistic again. I couldn’t continue with my original idea and didn’t want to scrap it either. I figured out a compromise when lying in bed this morning: a way to alter the game mechanic to make it more interesting from both the developer’s and the player’s point of view.

Vines

 

Large trees now come covered in vines. The vines get removed from the tree if you forage the tree.  I’ve setup the recipe system I will be using for the crafting system… now I need to tie it into a menu that lets you select from available recipes and then craft said items.

Oh. I almost forgot. I added in a main menu (press space to start with a black screen).  But that was just added in because I also made it so you can die from three different deaths now! Hooray!… well technically you can’t die of hunger before dying of thirst right now…. so make that two deaths.

End of day 2

Well, I’m getting tired, going to call it a night. I implemented exits that take you from one level to another. I don’t know how difficult it would be to try to implement a smooth scrolling level in Fisica so I’m just going to keep it simple and use single screen levels.

I have to admit I’m kind of bummed. I had hoped to make more progress today.

The good news is that I think I have a direction. I certainly have my work cut out for me tomorrow. Unfortunately there isn’t much time for playtesting and iteration. I do want to improve the art a bit… but more time spent there means less time I can spend on the gameplay. (And it takes a lot of effort for me to even make mediocre art, I’m not an artist…)

In any case, I’m already pleased with this as a movement prototype. I think there’s interesting gameplay to be had with this design, given enough digging and iteration.

Srs Bsns

So, yes; my game is ‘serious’. It’s more about different interpretations of alone than it is about any gameplay.

I hope people give it a chance and can relate to one or two of the things they encounter.

ObeliskNot long left…

Good morning !! a quick update …

It’s 8.30 in the morning, after 4hours of sleep, I think it’s time to continue.

So, here’s what I have so far :

  • Movement (control by gesture on the touch screen, or the mouse for the flash version)
  • The hero can jump, move, die
  • Level selection
  • Collisions detection

And what I have to do today:

  • NPC + dialogs (and level design)
  • Level destruction
  • Design (at least try to have better one)
  • Sound

To understand what I’me trying to do, you can imagine a solo lemmings (the flash gordon one) trying to get out of this place where he thinks he is alone. He has abilities of course, and can have more if he’s able to save other people …

I think that the game is more fun on a tablet, but i’ve manage to make it easy to play with the mouse … (draw the path of the player).

For the moment, I’m not really happy about what I’ve done, I’ve lost too much time trying to understand some features of NME because of unexpected bugs …

It’s time for breakfast, good luck everyone !!

End of day, bedtime

After about 10 or so hours of work, I’ve completed about half to three-quarters of the concepts I want in my game. Time for sleep, I can’t code at 3AM. So, until tomorrow, Ludum Dare!

End of Day 2 Update

So, after a good night’s sleep after the theme was announced, I scrapped my original crappy idea, and came up with a new one! Unfortunately, a final exam during the day, and a trip to NYC that took 4 hours slowed my progress and I’ve only just done any significant work tonight.

The premise is just to have a bunch of small rooms with variations of things that happen in life. The theme, alone, fits in with most of the rooms, such as repelling others, being completely alone, and even building (and breaking) relationships.

SOLITUDE: The starting room for every round.

All the rooms are randomly generated, and I’m currently spending the rest of the weekend just adding more and more types of rooms, to make each play-through unique.

For now I don’t what I’ll call the game, but I’m leaning towards Solitude (the name of the starting room), or Alone In A Crowd (another of the rooms).

With just 18 hours left, and the fact that it is almost 3:00 am here, I’m going to get some sleep, and tackle the rest of it tomorrow.

Tags: screenshot

18 hours and still going!

 

Here’s what I’ve done so far. Basically its a zelda like game wherein you have to be alone in the screen at all times. Any other creature

in the screen with you and you take damage. You have to navigate the maze listening to your heartbeat(for nearby creatures) or following monster drops(blood droplets) because everything is dark and all you have is your light. You need to find scrolls which will unlock portals to the next level.

For theme, I want it to be Lovecraftian but I don’t have the art skills to properly execute it. Te premise of the game is you are an explorer that stumble upon an ancient Necropolis ruled by demons.

There, good luck to everybody!

New Game…

As mentioned before, i started a new game, for the second time. here is a google docs about it. right now i have all the mechanics except different zombies(easy to do), Shop(med-level), graphics, and power-ups. i’m saving the graphics for last so i don’t do them for nothing if this doesn’t work out (it should though).

have this Delicious picture:

Also, my kitten has been sleeping on my pillow the entire day. Her name is Pandora.

 

Time to write some levels.

After a short night of sleep, time to write some levels to my game. I´m a little afraid that I may have made the game too hard, and that only luck will carry you through without dying at least once.

But if I think again, not that this is a bad thing, is it?

Or maybe it is the day two blues of not believing in your own creation…

Well, time for coffee and graph paper.

Tags: content, doubts, java, level design

The long night

“One more level” I told myself

Getting hard now. Making a level is a multistep process. I’m using DAME and it goes like this:

  1. make a new level file in DAME
  2. import all the sprites and tiles
  3. draw the tiles in
  4. rename the groups it creates
  5. export
  6. fix the .as3 files that it generates (there’s 3 lines, and I know where they are, it’s trivial but annoying)
  7. make a playstate to fit the level in

So yeah. I originally wanted like 7 levels, but I still need to build a HUD, fix the movement system, and do balancing if I want sound. The pragmatic thing to do would be to cut the last 3 levels and the other enemy I had planned to make.

Tomorrow I’ll do what I think this needs in order to be a game, which is a HUD, fixed movement, and other things, and if I have time I’ll make the last few levels and enemy.

I keep neglecting sound, so easy to overlook yet so important. Will I have time? probably not.

I guess worse case, I could try to wrap this up as a game and ship as is.

next time I need to uncomplicate the level design process.

Slightly Puggled

The theme hasn’t been kind to me, this time.
I’ve had a lot of blank ideas and dead ends, and while I did finally settle on one.. it didn’t quite go to plan, so I’m in a bit of a puggled state just now.

While a chunk of yesterday was taken up with sleep and shopping, I did try quickly putting together a game.
It was going to be called Infiltrate, and be a bird’s eye view styled thing, where you run around a complex, taking enemies out, and blowing stuff up. Sortof like Commandos, except you’re all alone and have no backup, or much tools apart from what you find.
However, after committing the cardinal sin of “NOT SETTING UP TOOLS BEFORE THE COMPETITION” the majority of the day was wasted getting them ready… and seeing as I’d need a reasonable amount of art and scripted logic to get that going, it’s been shelved for the moment. I’m not exactly speedy with any kind of art, and I’m not fully competent in the land of JavaScript and HTML5 as yet to attempt something as crazy big without the full amount of time available.
The design is done however, so I may adapt it later for something else.

So, with it now being into the second day and nothing to my name, what am I going to do now?
I’m going to have a cup of tea to help wake up a bit more, sketch out some ideas over the next hour, then get a-cracking!

Alone in Space… Title Screen

Before going to bed (headed there as soon as I post this) I have managed to finish the Online High-score board (currently has to be viewed online, will implement it if I have time), and the title screen. You can rebind all of the controls to other keyboard keys, or joystick/game pad buttons. All of the gameplay features are in, with Win and Lose messages.

Todo:

Music

Sound

Polish

 

 

 

17 hours when did that happen!?

So I had a little nap, was planning to wake up at 2am and get cracking on finalising the code behind the cutscene that introduces you to the game, so I could start nice and fresh tomorrow on all of the art and sound assets.

The nap for an hour lasted 6, my day has already been wasted! No time for waffles this morning, hopefully when my boyfriend gets up he’ll make me some bacon and eggs.

I’d show a shot of my game, but it is still all placeholder, when some graphics get in I’ll manage, and then everyone can see how me and tacograveyard have literally come up with the same concept, there is no copying involved I swear, I came up with two ideas on Saturday morning, and ‘Run Justin, Run’ was the idea I rolled with.

The game is going well so far, 17 hours is a bit of a stretch for finishing, but I’m sure I will, I always seem to manage, after all drawing pictures doesn’t take hours 😛

..yeah right :(

“Follow” update

We named the game “Follow” (was originally “StalkHer”, but that sounded kind of… yeeeaaah…). It’s almost finished; this is a list of things left to implement:

  • An ending scene
  • Instructions
  • Some animations
Should be done in a few hours, hopefully!

The stick mocks him.

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This entry was posted on Sunday, December 18th, 2011 at 6:29 am 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

I’m making it. This time I’ve gotten as far as to add sounds, textures, and a word writer. Time to go to sleep before the final crunch tomorrow…

 

Puzzle Design headaches

Well, things are looking slightly different.  On the plus side, the revised form of my mechanic seems to have a lot more potential than my old one.  The idea is that you get to “alonify” entities, and essentially make one instance of it exist and make the other ones not-exist.  I admit it’s kind of a stretch on the theme, but hopefully I’ll be able to weave it in with narrative, in the style of “The Company of Myself”.

Anyhow, before I actually had the other instances of the objects being deleted, but now instead I’m having them fade out so you can walk through them, but they still exist and you can toggle which one of the objects is physical by using your sparklies on that one.  This also means you can actually get stuck between two barriers, so I added a respawn function that restarts a level for you (looking more and more like the company of myself, really).

Now I’m sitting here scratching my head…the only thing harder than solving puzzles is making puzzles…I still don’t really get how this one works.

SCROLLING WORKING OH YES

With 17.5 hours remaining, and 9:30pm on the clock, I finally have scrolling working!

This is exciting, because I don’t actually have an easy-to-address framebuffer or a mega-fast CPU.

See that? That's a non-corrupted, non-top-left part of the level.

In fact it’s so exciting that I’m giving you development snapshot #003. Enjoy. Note that I disabled the ground check for jumping; this is so you can see the awesomeness of bi-directional scrolling.

30th Hour Update

Time is running out.

It all starts from a cube

I decided to not even try doing texture until I have all of my Gameplay done: continueing from previous: I finally got that door simplified, and then worked on a point and click mechanic for the game it self, Al thought in my humble opinion the missing audio and visual aspects may simply degrade mood of loneliness. Oh well.

So far, all seems to be good: Althought the door it self seems to bug up with its physics, if the player happens to be next to it when opening it. (it will remain closed until the player goes out of the “Range” at which it opened at. But that is a minor bug, and Probably wont be fixed in the final compo submission.

So for now , I’m working on the interaction mechanics: So far everything is identified in the HUD and gets removed from the world when interacted with. There is a minor bug, which mainly related probably to where the “Ray” is coming from in vs where the camera is, but that’s pretty straight forward to fix.

Crafting Progress

I have the recipe system, and crafting mechanics done. It checks your inventory for items and returns a list of all recipes that you can currently craft.

I just need to tie it all into a menu now that lets you select recipes you have materials for.

Flyinpancake LD22 Progress Update 3

http://youtu.be/TgCenCPWNng

That’s a very quiet iPhone video of what I have so far… Still chugging along…

I don’t really know why I show the camera the code for the first 30 seconds of the video…
I guess it is because it took almost all my time.

 

Tags: Flyinpancake

Nearly playable

‘playable’ was the goal that I hoped I would achieve in this Ludum Dare, as I’ve never made a ‘playable’ game before. I’ve very nearly got my game idea – which I purposely made the simplest game possible – so I would at least be able to enter this Ludum Dare. However, as the only rendering engine for C++ that I knew how to use was 3D… I now have to make some 3d graphics, which I have no knowledge how to do. Also, I don’t have a sound engine I’ve ever used before. My submitted game may be a bunch of grey cubes shooting at other grey cubes!

Alone With a Phone

Hello! Here’s a screenshot from my game. It’s called “Alone With a Phone”.

The concept is basically being lonely and so you use the spacebar and mouse to type and send messages (read:Tweets) to become more popular. If someone is talking about a message you’re typing you can click to mention them for bonus points and bonus popularity. The game ends when you can’t keep up and you lose all your followers and are, once again, alone.

 

very tired here at 4am EST but gotta keep going for now!Alone With a Phone

 

 

Comments

18. Dec 2011 · 07:08 UTC
I really love this concept! Looking forward to playing it! :)

Oh god, oh god, oh god…

I now have 17 hours left, and I have the beginnings of a really simple game here. At the moment, I have a decent AI implemented for the zombies which makes them have lose/gain interest in the player, lunge when they’re too close, and actually harm the player, too.

While playing around with this tech demo for a bit, I realized that I’m probably not going to make it to the point where I had originally wanted to get the game (you wandering around as the sole-survivor of a zombie apocolypse in a pre-drawn map of multi-story buildings while zombies try to kill you). I did realize, however, I might be able to turn it around and make it into something silly. Ie: have the player try to get as close to the zombie as possible without getting attacked for high scores. Pretty dumb, but at least it might give me a chance to finish.

Most of the time has been spent building up a decent framework (which I plan on re-using down the line) fighting with weird idiosyncrasies of Java 2D, Applets, and timing issues. Had I written most of this during the warmup, I suspect I probably would have been able to get much farther than this time ’round.

That being said, I’m definitely going to the end of this — I said I was in, after all. (^.^);

Day one

After day one I have done:

the game mechanics, like Title-screen, Level-screen, Game-Over, Winner, Collision …
right now my To-Do-List:

-make some cute Graphics, maybe some Sprite animation

-Sound for jump and so on

-make more Levels

-and when I have time the music.

Screenshot :)

So 16 hours to go 😉 good luck.