LD22 December 16–19, 2011

Still alive – gasp – just

Unexpected real life things have galumphed most of day one and a chunk of day two. I still want to enter so I’m going as fast as possible. I have the core engine for a vertical shooter, some ideas, a new version of Blender and very little time!

I spent most of last night learning why planning how the code will work is so important, with the result that I didn’t get much done and produced lots of bugs. I’ve reduced the number of features I want to implement, but I think the bugs are going to make things difficult. Oops.

There’s no point uploading a build, there’s nothing to see.

One day down…

One to go.

Puppy’s ears agree!

I didn’t get nearly enough done yesterday. I hope I can pull it together today. It’ll be close, and scrappy, but oh well! Here’s a screenshot of how far I got yesterday:

Got a lot more backgrounds to draw, and some puzzles to make. We’ll see what happens.

Play my Game!

So after a long day of working on my game by Myself!

I Finally get something im happy with.

Its Quite short and the main bad thing is that it doesnt have sound :/ ( I dont know how to make sounds )

Might try and add sounds early tomorrow.

PLAY THE GAME HERE:

http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=8708

And Please tell me what you think of it 😀

The ghost who wants to be alone day 2 milestone

Well, I feel that I have been decently productive over the last two days…

Since my last post, I fixed the runtime error, got all menus fixed, added boss fights to the game, cleaned up the HUD so it looks decent, and recreated a Touhou bullet pattern, making it more intense at the same time :).

Take a good guess which pattern:

Anyway, off to sleeps. Good night, all.

(-o^_^)-o HUG MONSTER <3 HAPPY ENDINGS!!!

Here’s the other one of those book ends I mentioned before… Hug Monster now has both a title screen *and* an ending, both of which are programmatically animated storytelling devices. Now you can play and finish so you can watch the ending!

(-o^_^)-o Play and finish HUG MONSTER o-(^_^o-)

I have to say, that ending sequence was grueling after the long day I put in polishing up everything else. I started working on it almost immediately after my last update. Fortunately it was really easy to piggyback the existing switches and doors functionality into an animated movie, but what took more time was fiddling with the exact velocity values I wanted the little guy to use when he moved across the screen. It was harder than you think, since the monsters are all just using their normal in-game AI to achieve their seemingly smart behavior.

Comments

Keehan12
18. Dec 2011 · 07:25 UTC
Pretty fun and Challenging Game! :) Just need to fix a few bugs, such as falling off the edge and not repsawning.
dr_soda
18. Dec 2011 · 20:17 UTC
Keehan, I believe I’ve fixed the bug you found in the early levels. It should work across the board now. Also, there’s a newly imagined level 4 since the old one was lame.

Mornin’

While the croissants bake in the oven, I find myself unsure of how I want my game to end. I think the game might become: find all the different ways in which you can die ! 😛

Of course, I will try to add kittens!

Tags: kitten-challenge

Update: I need sleep

I don’t know if I am just naturally terrible at making puzzles, or if it’s the sleep deprivation.

Good thing I’m only making tutorial stages tonight, and thus are better off being stupidly obvious.

Just posting this update to let myself know that if I have any hope of making my game fun, I’m going to have to get some sleep.

(I just pray I’m not putting off more than I can chew within the final 8 hours. I better go set my alarm clock…)

32 hours in. I feel like stuffing.

Head and muscles feel full of cotton. But things are shaping up. New screenie:

Screenshot #2

Mechanics stable. Starting to re-art.

Does LD want another barely playable version?

Suddenly, my game is a game! There’s things you can do, goals you can accomplish, there’s a clear beginning, middle, and end, and… well it’s not quite there yet. There’s a beginning and a middle, the end is maybe a few hours away. So, what does LD say? Want one more version updated before the “alpha”?

(Can you believe that house took me 45 minutes to make?)

Ideally I’d like to expand the gameplay, right now there’s only 2 “games” and my original plan was 4. I can probably get 3 in there, the last game I had planned might take a bit more work than I’ll have time for. It’s a good feeling that I’m at a point where I’m concerned about expanding the game than just finishing it.

Hope I’m not speaking too early, though…

End of day two, still no name

Going to bed now. Today I drew graphics, added enemies, bullets, backgrounds, and particle effects.  Still lacking a ton of graphics and absolutely no audio yet. Tomorrow I will finally be able to make an actual game. (I HOPE!)

 

Still haven’t started…but

I’ve done lots of planning and sketches (most of them terrible as I’ve been on trains and coaches!). I’ve got an idea in my head and should be able to start coding by the time I get home tonight!

Also I’ll defiantly be recording myself for the whole ordeal so be sure to check that out. More updates to come.

Gimmicks and Music complete, on to level design

Stepping into the final phase of the game’s development! Mechanically, the game is complete, but now the entire dungeon needs to be built using the built-in level editor. I could have the game finished hours before the deadline!

However, it is sleep time now. I’ve been working on the game for 16 consecutive hours, with some pauses here and there. I’d say things are going a lot more smoothly than last time.

 

Tags: jmonkeyengine, level editor

More progress

We’re getting really far along on our game. I’ve finished the engine, written a level designer, and we now have 77 tiles. However, my code is relatively short (only 638 lines), and I still have lots to do.

Just went outside to look at the stars, it’s 1:19 AM. The sky was really clear and we could easily make out Orion’s belt and some other cool constellations. Ludum Dare is fun.

The sky is a wall :P

Got some epic secrets being worked on, don’t want to release because it is a last resort weapon >:D

Any who, on the home front we got more bug fixes and some new content such as the promised skeleton mages (which are a tad OP, imho) as well as, yes it’s cliche but, a must have – Zombies!
Main menu, loading bar, menu-to-game transition, achievements and more storyline have been completed.

Shield spell is still in progress as there is a lot more important things, though it will get worked on for the next version.

 

Getting there but having great amount of trouble with sound!

Well hello again, I am doing well on the game front. Im having time to add little bits of polish and doing some all important bug squashing.

I am having great trouble with sound though and I was wondering if anyone could help me.

I am using Wolfram tones to make the music but I need to convert the midi files into wav or mp3. Is there a way I can do that with having to spend money on some software. I have already tried recording the midi playing but there is an astonishing drop in sound quality.

So what do I do with midi files?

Any ways this is currently what it looks like:

I am quite proud of it as I have less than years experience making games!
Anyways I will be back later!

Comments

18. Dec 2011 · 07:41 UTC
I use Guitar Pro 5 (not sure if the demo will do, though). You can load in midis and then export them as wav-files.

Dawn of the final day

Had a good night sleep and am ready to get cracking. Experience with the previous two LD had taught me that I often get the most done on this day. Quick time check: a little under 17 hours left until the deadline. Exciting 😛

Okay, what needs to be done:
– Come up with one more gameplay element
– Replace programmer art with graphic assets
– Add sound
– Add background music
– Design a few levels (10-ish should be enough)

Any time left will be spend on adding more special effects (particles! yay!) and GUI improvements (level select screen, instructions screen). After 4am, I will package the game up for Linux 32- and 64-bit, so anyone with a Linux box should be able to play. Windows users will probably get a 32-bit version tomorrow, but I will still try to get it done today.

Okay! Time to get to work.

Sliding Doors

It’s been a long old slog to get here, but I’m finally getting stuck into the level design.

A hint that should have been pretty obvious: Rooms that the player can move means loooads of bug potential.

Anyway, just finished my first actual level (once you find the big orb you’re done). So that’s cool. Time to crank out some more.

Had a chance to improve the look a bit last night too, auto-tiling is amazing:

Auto tiling

Good night.

10:30pm, 16.5 hours to go. I’ve made the background look a little less bloody horrible (tbqh I felt like shoving in the most horrible pattern I know of, that bloody awful one you get when you start X11), added in some spike graphics, and I think that’ll do for now.

Tomorrow I aim to have some way to die when you get hit by spikes. Goody!

Countdown…

The end is in sight, the game has some prettier graphics, and I’m getting stuck at level design.

Also, WTF MENUS. They don’t do what I tell them to and instead crash the game. So looks like I’ll be mashing away at the keyboard towards the end as I try and find a functional system for a menu and level selection.

See Video: Ludum Dare 17 Hours Left

 

Screen fulla wires

image

Okay, got some output. My sprites still aren’t rotating properly, but I think I’ve got a hunch why. Still to go: systems icons, meters, reactor graphics, path finding, and action gameplay. Sound? Maybe! Going to be an interesting day.

Good Morning! (Day 2)

Hey everyone!

I realise there’s less than 24 hours to go and I haven’t written up a post, so I thought I’d show you what I’m up to.

After a lot of brainstorming, I eventually took inspiration from The Omega Man (which I’ve never seen, but I’ve seen the Simpsons spoof!), and have started on what I guess is a survival horror/match-em-up cross.

Work in Progress for &quot;Omega Man&quot;

It’s still early days, and I’m still using a lot of placeholder art, but there’s some pathfinding in place, line-of-sight and turn-based things, and game overs. Still need to program in the mission objectives, enemy spwaning and things, and see if it all comes together!

Harder than it seems!!!

So for this my first Ludum Dare compo, 16 hour and a half hours or so left and very little in the way of progress. Yeah I definitely won’t be finished without some miracle code. And a substantial jolt of energy.

I wasn’t as prepared as I thought I was, that’s for sure. Not giving up yet and hopefully will have something to show for my time spent. I was able at the very least, to come up with a game idea, work out tons of design notes for a promising framework which I will definitely improve upon before the next compo and have it released and ready to go.

But there is still time for me to at get something done, so wish me luck.

G’Night all see you in 4 hours hopefully.

Tags: 4 hours sleep, sleep, sleeptime

Comments

tsaxi
18. Dec 2011 · 07:39 UTC
I made the same mistakes, except I realized I won’t be done quickly enough to cut pretty much all the features I originally planned. My game will be finished on time, it just won’t be interesting at all.

Almost finished

I’ve finally got all the gameplay programming and assets done. Tested everything and it play pretty well, just need to code the boss to launch out a bullet storm, polish up the menu screens and I should be all set to upload. Latest video below.

Dino Pilot – Part 4

Super Bad Dream final day progress

Stuff left to do:
finish random keys/doors generation
menu and may be something else, but I will not tell you, it is a SECRET! 😀

Crafting Station Operational

Crafting menu now shows all items that you can currently craft with your current items / tools / crafting station.

Ok there is only one item to craft so far… but hey it’s all setup for future items anyways.

I also made it so you can activate on the ground anywhere and it will tell you the time when you look and let you access crafting menu without a station (for basic crafting recipes). There is also the issue of not knowing what resources you are using when crafting stuff…  I don’t think I’m going to worry about that right this moment though.. as I wan’t to get some more content into the game.

Turning in for the night.

It’s almost 5 am. I need some sleep. I’m working on getting the allies working since the game is next to impossible if you go alone. 😛

The cool part is that you can fight with Punches or Special attacks (that use Special points) and the bad guys can fight back.

I really have no idea what I’m doing

Title Screen

 

If you hit a cactus, you will explode.

All the code I wrote has now been refactored. I appear to be getting the hang of the Python way of doing things. The levels are no longer hard coded, and obstacles can be placed in the maps which cause the player to explode on impact.

A third level has now been added, based in space, where you must find water for your hungover kitten friends. Other than the scoring system, everything engine-wise seems to be complete.

The code is now available in a Git repository at: https://github.com/irl/Kitten-s-Missions

Previous update: http://irl.motd.org/2011/12/ludum-dare-22/

 

The day after yesterday…

(sorry for my bad english)
Someone blame me because  I have not write a post:
Well, just a screenshot, it’s ok?
…48 hours it’s too short for a long text…

Have fun everyone…

 

Half way (sort of)

I don’t intend to go without sleep, so I consider this the half-way point. Its about 10:00 am GMT, so I need to get back into it!

I’ve run with the loneliness/sadness connotations of ‘Alone’ and made a side-scrolling Philosophy-em-up platformer. Just one level so far, and theres no win condition yet. The idea is that you are a philosopher and must overcome your own self-doubt.

The central mechanic is that there are two levels overlaid on top of each other, that phase in/out depending on your level of existential doubt. If you feel secure in your beliefs then you see/collide with the normal material world, but if you slip into existential crisis then you see only a world of sadness and woe. You’ll need both in order to complete each level.

The enemies are bystanders that shoot asinine banalities at you, and swirling clouds of tumultuous uncertainty.

My progress so far

Feeling confident and cautiously optimistic. I got a lot done yesterday, and so I’m hopeful I’ll have something at least vaguely playable by 2am! Now back to CB2 to rejoin the super-awesome Cambridge indies.

Good luck all.

Morning Day 2

Overslept a bit, but sleep brought new ideas :)

Just hope I have time to finish this!

Less posting, more hacking.

/Hannes

Second Night – Second Screenshot

I don’t feel like I’ve accomplished very much today… so I’m going to take the time to list what I’ve done. Maybe that will remind me.

  1. Finished the zoom feature (in and out via mouse wheel)
  2. Added HUD
  3. Added health / health bar
  4. Added health regeneration via pickups
  5. Added 5 additional inventory items along with HUD/counters
  6. Added important set piece
  7. Created Day/Night system (10 RL minutes = 24 hrs in game)
  8. Created dynamic lighting for night
  9. Constructed particle system
  10. Changed tree / rock sprites to be more cohesive with the rest of the tiles / objects
  11. Converted resource-hogging objects to static tiles
  12. Tweaked player collision system
  13. Adjusted layering system

I still have a LONG way to go if I’m going to implement all of the features on my design doc… especially if I’m going to make time for music/sfx… which is a MUST, imo. So here’s what I have left to do on the design doc…

  1. Create at LEAST 12 more inventory objects (code + sprite + counters + player variables)
  2. Create stamina system
  3. Create tool system (hammer, axe, fishing pole, etc)
  4. Create crafting system
  5.  Create randomly respawning resources for DAY+1 events
  6. Create title screen
  7. Create death/lose scenario
  8. Create winning scenario
  9. Draw a very crucial set piece
  10. Create SFX / Music
  11. Tie it all together with a story sequence?

Yeah… that ain’t happenin’. I need to find out what features to cut and FAST. Tomorrow needs to be an incredibly productive day if I’m actually going to pull this off. I’ve never really ‘finished’ a Ludum Dare before… all of my games end up as tech demos or incomplete nothingness with no end / purpose. I want this to be different.

I will leave you with the latest screenshot from my game, AB-ALONE

Tags: progress update, saturday, screenshot

Help Save My Game!

I’m on the verge of giving up becuase I haven’t made much progress yet and I don’t think my idea is very fun :( How can you help? Go to http://elucidatedbinary.com/ld22/ in Firefox (no music) or Chrome (will have music) and test my game for me. Controls are arrow keys + space. The original idea was that the player would have to wait for gravity to invert (which happens periodically) then try and jump to the next platform. I’m not convinced that it’s fun though :(

Try it out and leave a some feedback in the comments for me? Thanks! :(

Comments

Mjiig
18. Dec 2011 · 08:03 UTC
That’s a really cool concept, you need slightly finer controls I think, and it would be nice if the gravity changed a touch faster, but it looks like a game I’d really want to play. Besides it would be a huge waste to stop with that much work done after the half way point.
SonnyBone
18. Dec 2011 · 08:06 UTC
Yeah the gravity takes too long to change… and mine never changed… it just stopped. There was no way for me to reach a platform. This is pretty cool, though. Keep going.
18. Dec 2011 · 08:13 UTC
Thanks both – I’m going to take a break then come back to it, see if I have any renewed enthusiasm.
18. Dec 2011 · 08:51 UTC
Keep it up mate :) The idea is actually pretty sweet just need to fine tune the mechanics!

Solitas Exodae – Screenshot

Play the game here :

Windows : http://niu.uz/ld22/build/sol.zip

Love2d : http://niu.uz/ld22/build/lastbuild.love

Follow progress at http://niu.uz/ld22

 

Comments

finalsin
18. Dec 2011 · 10:11 UTC
This is fucking incredible so far. I loved playing the demo.

(Lack of) Productivity

The one day that I have spent working on my game has been practically wasted as I encountered an annoying Java bug in my engine. I will therefore have to put in a lot of work today if I plan to get this game finished on time; my concept isn’t too difficult and so it shouldn’t take too long to code and create graphics for and add a simple story that I have visualised.

Things look bad, no matter, I’m still determined to complete this game within the remaining time.

From Scratch

Still aiming for the 48 hour deadline, which gives me about 16 left, but no code to speak of since I hated everything I wrote yesterday. I will however default to the jam if it looks like I’m going to fail here

Should be fun :)

Recruiting L’Joe to fight off Shadow and Light alike!

Yeah, at this point, I think I have the narrative down.

 

Meet L’Joe:

L'Joe here is the hero of our game, here to be the last defence against the evil shadow monsters and the traitorous light monsters. Or something.

L’Joe here has been locked in his basement by his parents (They weren’t really aware of this at the time – busy, you know, preparing.) as they went and caught their plane to Hawaii for a vactation.
Therefore, the basement, below:

 

So...This is the general level. Lights are at 50 degrees off so that they look like the hitbox is *actually* correct - I think technically it's based off of 0 degrees, but this looks better overall.

Only one level at the moment (And two level of lights, so I have to fix that once L’Joe there is in the game), but L’Joe is stuck here, and isn’t about to try and get out, however. Plenty of food stored below, I guess.

 

L’Joe is imaginative though, and so with his trusty red phaser (Don’t think Star Trek “Switch to stun” phaser, Think Men In Black 3 “mind-wiper” phaser [Speaking of… http://www.youtube.com/watch?v=IyaFEBI_L24 ]) is out to vanquish them.

 

So…the enemies are imaginary (Although I really hope to actually have them in the game), and his Phaser will shoot out red shockwaves in the direction he’s facing.

 

Pretty much it. Hope to actually get the functionality working (Player first, along with ground detection and jumping – then enemy spawning and hit detection, finally going for phazer attacking. Up until then, it’s all in his imagination. <_< Oh, except for the whole “locked in a basement” part. That actually happened.), then possibly move to a title screen, as I mentioned in a previous post, where the character, after you select play, will walk and jump over the start text, use the phazer to destroy an enemy, then walk over the edge of the screen, flip a switch (Making the rest of the screen go dark) , then walks off.

 

That would be optimistic though. Probably just him walking around (No animation, even, I’m willing to bet).

 

Still enjoyed what I did this competition though (Namely, how to go full AS3.0 and make it work. Well, I imagine technically the .swf isn’t AS3.0 since there’s the main frame code there, but good enough for me at this moment.).

 

 

 

To the devil a 2nd day LD22

Last night I got stuck on a bug, whilst upgrading of my player functions which stopped the player from spawning. After much hours I gave up and slept, to be honest I would have gone to sleep earlier but was watching “To the Devil A Daughter” so keep poking at the bug whilst watching that.

After sleep, 10 minutes and the bug was obvious and easily fixed.

I also did some design scribbles last night, which even trying to be a pared down as possible still seems ALOT. But thats always the way I guess.

I wrote my intro text as well

“Once I ruled worlds, entire dimensions and all my subjects worshipped me as the god I am! But I have been entombed here under the ocean for eons, ALONE with no slaves or worshippers!
A god with out followers is a pitiful creature, barely even alive just like those humans I sometimes sense, if I had even a few worshippers may powers would return and I should subjugate the world and reclaim my rightful  place.
Some humans are living near my resting place, they are close enough that my powers just reach, I will make them bow down before me and I shall feed and become strong!”

I suspect some will think the theme link is tenous, but to me it fitted and popped quickly to mind. A lonely old one is a sad old one!

As no interesting pics due to the bug to go with this post, I shall give you a picture of this post, as a picture in this post…

Inception in you LD blog post

Inception in you LD blog post

 

Calling it quits

That’s it, I have to leave the competition. Somehow I didn’t manage to come up with anything fun. I guess I need to recharge my batteries. Next time I shall try again! :-)

Comments

18. Dec 2011 · 08:34 UTC
Yeah, I had to quit in Ludum Dare 20 (my first). Better luck next time! :)
WiggleWorm513
18. Dec 2011 · 08:46 UTC
While there is nothing wrong with bowing out (we all do it from time to time), my advice would be to see if you can scale down your game idea or come up with a different small game idea. Just getting something done will do a world of good for you :)

Shark Attack!

Alone with sharks!

Luckily for our deep sea tourist those sharks don’t have a brain yet…

5

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Let’s hope this bubble doesn’t burst

I think I’m going to have something to submit after all.

Namely, a tricky Marble Madness sort of game (but not really) about a boy in a plastic bubble who’s developed psychokinetic powers to draw borders for use as platforms and shields against enemies.

Starting my second day

Yesterday i spent about 2 hours on thinking about the game, 6 on graphics/programming and 2 on programming a jetpack jump that didn’t want to work. I went to bed roughly at 10.30 p.m., watched a film, thought about new ideas a got some sleep.

Today i woke up at 9 a.m., but this morning i had some things to do so i will start my second day a bit late: it’s 11:30 a.m. here in Italy. I still have 15 hours and a half left and i hope to finish my game in time, i still have to do some programming, add a couple enemies, create levels and work on the entire sound part.

Almost there!

I finished the levels, and now I’m working on the ending.

Spoilers: It won’t be as happy as it looks.

Next up is a bit of effects, then sounds and the *gulps* music…

It is a game! :-)

I have updated Maze Explorers with three actual levels! So now you can beat the game or lose! It was really fun creating the mazes, and not as bad to make the maze files by hand as I feared. Even squashed a couple of bugs.

Now I need to make the game prettier. A friend of mine told me that the game screen was too small, and maybe it kinda is :-/ I´ll try adding a zoom effect when your light level is low.

Anyway, please play and let me know how hard you found the mazes (you want easier mazes? harder mazes? more mazes like these?)

Maze Explorers!

Starting to feel the stress.

Not much dev time left till the finish line, and it feels like I have a #¤&!-load more to do! I’m starting to get confident about the in-game now though, the graphics are pretty much finished, and almost all the features are implemented, now I need to fix gfx for the title-screen, the shop and the difficulty setting screen, and a nice little game over label. I’m going away to dinner now and after that I’ll try to plan up the finish sprint as good as I can, still haven’t got any sound in the game, something I need to put time on. Anyway, here’s a screen of the in-game as it looks now!

Fully Playable

The game can now be played all the way through, and either won or lost. All the character stats, money, and objectives are achievable. Here’s a screenshot of the “daily summary” that tracks your progress:

Comments

finalsin
18. Dec 2011 · 10:05 UTC
Good luck today! I’m really looking forward to this one.

Go little dino, go!

Wow! I can’t believe how much I’ve got done after the first day. Using an engine (cocos2d) is really paying off. Also the game looks really adorable because i have a real artist helping out.

“Aloneasaurus”

I’ve got the basic game mechanic working — he runs, but instead of making him jump you slide the earth up and down to make him jump or fall on the platforms. That’s right, you are Plate Tectonics! Still needs tons of tuning and content but it’s already fun to play.

BRAAAAINS

So, after 10 hours of rest, one Christmas Tree decorating session and an enjoyable breakfast, we’re back on track. As I booted up the PC this morning, I had a revelation. See, yesterday I was trying to make a zombie character to move slowly towards the player. Problem is, my player is made up of five separate in game “objects” only one of which is in existence at any given time. This allows for shooting in all directions. Hence, to get a zombie to move towards the player, one has to tell it to move towards all five objects. Problem is, if it tries to move towards a non-existent object, the game crashes. Problem. However, today I thought of “Object 29”. It’s an invisible object that moves in the same space at the same time and speed as the player object. When you press the arrows to move your player, it moves too, staying in the same place as the player object. I simply programmed the Zombies to move towards it, et voila! Of course, the zombies then moved towards the object on creation, but when it moved they still aimed for the same spot. In the end, I made the zombies reset all behavior every half second or so. That fixed it. I’ll just add some art and we’ll be ready to go.

 

Of course, that brings me onto my second problem. My game is shaping up very well. 2 player mode is nearly ready (needs some character tweaking, a menu of it’s own and 3 maps to play on). As soon as I finish enemy creation, I just need to assemble some levels for single player. The message is that “I have too much time”. So I thought I’d use it to brush up my art. If I’m honest, the game art is crap. The mines, doors and walls look ok, but everything else sucks. My style sucks. I need to fix it, badly. I’m not sure if I can.

A playable demo of the game

Hey! Anyone care to try this? The game is here: Necropolis . Lots of things to do for the game including instructions. The goal is to get all scrolls in the level while avoiding the enemies. If the enemies get too near the light you take damage. Thanks!

(2^4) -1 hours left!

Most of the engine is coded, I just need to come up with some fancy UI for reading notes/journals to add to the “abandoned town” idea. Starting to move into level design now.

You guys are probably wondering what my game is. Well, you’re a Mars rover that, after having lost contact with Earth, stumble upon a small Martian village that is long since abandoned. There’s also a sweet Martian spacecraft that you find, but it’s broken. You need to find the missing pieces to leave the town. Along the way you’ll find notes and journals left behind by the people who used to live in the town. I got my inspiration from this xkcd comic: http://xkcd.com/695/

Hopefully I’ll actually finish everything… I’m going to get some sleep soon, but I’m not sure if I want to work on level design or the reading interface, but I guess both have to be done in 15 hours so it really doesn’t matter.

Oh yeah and just before I go to bed, I wanted to let everyone know that I’ve been hosting all the code/content on github this entire time, feel free to watch the repo for further development tomorrow or look at the history to see how my game evolved from a blank OpenTK window: https://github.com/Robmaister/RoversSpirit

25 hours of progress

 

Some minor events and such programmed into the game, other than that I mostly worked on prettying up the tiles a bit because the solid colors were bothering me…

I need to add in some dangers to the game now…  I’m thinking a quick random battle encounter system would work best for the time I have.

Version 1.0

Got my version 1.0 up for “The LD Lament”.

Can get it here http://www.mediafire.com/?km314pp01akn6 plus screenshots (and old builds). Made with XNA (and c#)

Tomorrow I am to add more areas and thus make a larger game.

Late breakfast/early lunch

So I’ve almost finished all the background stuff to get the game working, meaning I may be able to start on the art for it all soon *yay*

After feeling a bit peckish though I decided to heat up the left over beans and hot dogs from last night and have some yummy beans on toast.

From the sounds of it, it isn’t as epic as Cptalbertwesker’s incoming breakfast, but you can’t beat some good beans on buttery toast :)

Tags: foodphoto ld22 ludum dare ld48

Comments

18. Dec 2011 · 09:14 UTC
This looks very similar to your pizza naan thing from yesterday! 😀
18. Dec 2011 · 09:20 UTC
Haha well I might as well not waste the left over beans 😀

LD22 – First screenie… And making headway

After a slow start to LD22 it seems my entry is picking up the pace and starting to look more like a game – and as they say: a picture is worth a thousand words!

Brain fried, out for this one, maybe next time

After some initial stupid decisions, very little progress yesterday, and a lack of motivation today, I have decided that’s my lot for LD22.  It’s always good to try out new things, but I think I just took on too much this time, so my plans for next time are:

  • Choose a toolchain I already know well.  XNA or flex are a good choice, or learn Unity3D for next time … don’t try and learn Unity3D and make the game within the 48 hours
  • Learn some basic blender 3D modelling in advance.  Too many of my ideas would work better in 3D, and although I can program in 3D, I can’t even do placeholder models just now.
  • Do some warm-ups and dry-runs to give me a better idea of what I can achieve in the time.  My ideas tend to be far too ambitious, so I end up either bailing out as I have no chance, or because I’ve cut my idea back so far that I lose motivation for it.

For all those still going for the compo/jam, good luck, and have fun! 😀

Alone in space.

Well, second day and the end is quite here. I will not have some fancy graphics, but the gameplay is quite fun already :) .

Here is a small preview of what is my game :

Update!

Time to post a bit, I’ve been so busy bingeing on crap food  working on my game, which, by the way, is a dating simulator! Won’t be as complex as I would’ve liked it to be, but time’s limited… Here’s a screen that makes no sense:

A lonely landscape but a village lies in the distance

A vilage in the distanceMore work on the map, added a village some roads and changed the sea/beach area. Also has the Gui WIP and a course a tentacle!

The map TBH is too big, too much walking towards your target, but its does invoke the feeling of lonliness, you feel far from the company of the villagers which fits the theme so I’ve decided to leave it in. Means the initial play impact might get some people to switch off before anything happens but a theme is a theme!

 

Comments

18. Dec 2011 · 10:04 UTC
Jeez, this looks ambitious. Good luck!

23 hoooooooours

Nothing to say. Just a screeny. More on my blog.

Alone in space – Progress

My first time at doing a LD entry, and things are going well. Its going to be a late night, but I anticipate having a completed game in the next few hours and can refine from there. #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 */ Resource transfer network Landed on planet

Its a space game, you’re stranded on a planet alone, and you need to find your way home, looking for resources and oxygen on various other planets.

Its being done in Unity, and even with the regular crashes, progress is being made. Tell me what you think.

Idea!

Sorry for another post so soon, but I just had a revelation! Everything needs to be made from geometric shapes. Everything. Maybe it’s my underlying OCD, or maybe it’s that it just suits the robotic movements of my game. Either way, SUCCESS.

Comments

Zutty
18. Dec 2011 · 09:38 UTC
Easier to draw too! 😀

Success and Failure

During the course of the evening extending to this morning I went from only knowing that L-Systems can be used to generate plants and fractals to getting the gist of how I’m going to go about tearing apart a standard implementation to give it the flexibility and control that I need. This pretty much means that it will take at least until the end of the compo to finish implementing it. In other words I’m not going to be able to submit a game this time. I think what I have is strong enough that I’ll keep working on it and see where I can push it though.

Good luck to everybody else who’s still working on finishing by the deadline! =)

It’s 6:30 am here which means I should probably get some rest =P

Day 2 – I Wanna Be the Fishy

Here’s progress after Day 2. I’ll put in another 4 hours before the deadline to clean up the enemies and add some polish.

Play It
You can play the current build here (Flash):
I Wanna Be the Fishy

Summary: You’re a lost fish looking to find your way back to your school. Collect the bubbles to track them down. Goal is to get to the end screen as fast as possible.

The Lone Terraformer

After leaving Earth X years ago, the humans detected water forming again on earth. They send back a robot(you) back to earth to make it more habitable. It’s a puzzle game where you terraform earth!

Still need to add intro, menus, clouds, inventory and robot feedback/status/help.

 

progress so far….

 

 

http://hyperturtle.net/ld22/

Comments

18. Dec 2011 · 09:57 UTC
Hey man, this looks good. Can I interact with the current state of the game? I’d like to play it!

Winners Breakfast

So the code isn’t completely sorted yet, but my boyfriend agreed to fried breakfast, so egg, sausage, bacon bits, french toast and beans ahoy 😀

Shame all the fat is going to make me lazy in a few hours.

It is dark

And you are alone in it. Push those blocks!

Time for a few hours of sleep…

Music, sfx, powerups, menus…. now it’s time for sleep.

I’ll wake up in a few short hours and work on levels! It’s going to be tight, if I finish at all…

Jump.

Least after everything else my hero  finally get THE jump. It work well with fluid sim. You can’t jump from the slime.

Menu

menu

I’m working on the menu right now, then I’ll be back to real coding !

Some graphics


#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 */



building


building-vert-vitre


immeuble2-couleur-profond-modif


Time for a quick update

Only thing left to do is sort out the inventory, then level design can begin(which is why i love the jam)

If anyone is interested i have a quick demo up

Source:http://www.mediafire.com/?8pm650pxcs36zrt (you will need game maker)

EXE:http://www.mediafire.com/?cdh5868w0r8qdq8

If you encounter anybugs please comment, if not, until next time!

ollz

Title Screen!

It’s not much, but I’m pretty happy with the name:

colliderect(), please

I know you can do better than this

Progress and wentelteefjes.

Yes, that’s what I made.

You can download the latest version here: download ForGlory_LD.zip (2MB)

And in case you’re wondering, this is a picture of the delicious goodness called wentelteefjes:

 

(Yes, the picture is blurry; I had to eat them before they went cold.)

You’ll never be alone…

…you’ll be a part of me… forever…

17

This entry was posted on Sunday, December 18th, 2011 at 10:03 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.

Well, this is awkward

Just lost a big chunk of my work. having to revert back to an old file. urge

i hate time limits

Comments

18. Dec 2011 · 10:48 UTC
Good luck man. Look at the bright side, without time limit’s nobody would do anything at all.

Oh Yeah? You and what army?

So…calling it quits for tonight, hopefully will get it working today before 5.

I’ve the got (un-animated) player on the field, but I’ve been trying to control his gravity with the AS3.0 Tween object – I can make him go up on command at a defined rate (Think Old Arcade Donkey Kong – jump is always the same height, and always goes down at the same rate, only if he falls further does he fall further.), but I can’t get that to work with the “Hey! You’re hitting the ground! Stop falling!” code.

 

Been trying to use the character’s y value (Based off of his shoe right now, if I’m not mistaken) + 2 (Since going downwards means adding to the y-value…yeah, really annoying when all math courses do it the other way around…but you learn to eventually re-program oneself that way.) to account for the ground (So technically, floating two pixels above the ground), and then stopping the gravity tween object. But it’s not stopping!

 

It actually appears to be that my per-frame check isn’t kicking in, and I can’t find out why. So going to take a look at that…at like 12 noon, in 8 hours or so. Right now I need to rest.

 

You can find the code here:

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

 

As you can probably guess, yeah…no army of enemies this time around. Might do this in my spare time for fun instead, however. I do like my approach to the theme.

 

After I get the jumping to work, I’ll be working with the HTML holder for it, I guess. Actually, no. Doing that now. Getting it over with.

 

Hopefully see you all in 8 hours!

 

 

Moar Progress!

DOWNLOAD – Linky!

You can open the crates and with a certain chance you’ll soon be followed by a zombie. If your health == 0 you’ll be taken to gray screen. Else you can just be mean to the zombies ’cause they’re pretty dumb.

Progress Update 6.0

Yikes,

So I slept for about10 hours.

That was kind of an accident, but I guess I’m totally up and rearing to go now.

  • I’ve added bullets,
  • I’ve added enemies
  • I’ve drawn the map in its completeness (at least structurally, still no art)
  • I’ve done most of the plot, just need to do the final 20 seconds of it
Then it is just polishing, I think I’m going to have about 8 hours for that, and it will entail
  • Making some “real” art, or at least better than what I currently have
  • sound effects
  • music (if I have time)
  • alternative ending
  • kittens
  • particles
I think I’m in a good place to at least submit ‘something’ complete, which makes me happy as this is my first Ludum Dare and it would be a shame not to. As per usual, the WIP can be found here:  http://ld22-ashton.heroku.com/ EXCITED ME IS EXCITED

Ludum Dare Night 2

Well today I made the crappy physics engine less crappy.  Now all of my levels are made of trapezoids that sort of pop out.  I also made it really easy to add new types of enemies to the game.  There’s also a file format for levels, but no editor other than using a text editor.  This turned out to be a real pain when putting all the terrain into the game from my paper designs.  Though trying to make some kind of graphical editor would probably have been just as painful.  However I do have three levels done and a fourth one on its way.

In other stuff I’ve added a setup for decorations (including animations) in the levels and hazards that harm only the player.  So far these last two are lava pools and spike balls rotating on chains.

The whole “alone” thing doesn’t shine so far.  I’m hoping that if I do manage to actually get around to drawing then I’ll have a noticeable differentiation between the player and the creatures.  Also some text in the about what’s going on with the “plot.”

Tomorrow I plan to try making a boss monster and the beginning/ending/menu/etc.  Also add in graphics and sound.  It’ll be interesting trying to manage this with stuff happening in real life such as visiting parents.  Eh, 14 hours to go, not bad.

Bailing Out

Hi,

lets see wether I can write a half-way not confused post.

 

Who are you?

I am a computer science student at the Technical University  Dresden.

 

How come you participate?

I followed LD21 with great excitement. The idea to just create something and not try to make it perfect – to have an excuse for it, is awesome. I am super excited that some hundred people around the globe join together to code and design just for fun.

I love playing your LD games. It’s the best kind of entertainment and far more innovative and lovely than the usual games.

I love the idea to have a coding crunch and create something myself.

So a friend encouraged me to take part. And Thursday night I decided to do just that. I moved all my appointments out of the way and prepared for an hour by creating a scratch Qt project and added a mainloop and some moving boxes.

I have not created a game (or game-like thing) in about 8 years.

 

How has it been so far?

A blast! I quickly had a sense of what I was trying to create, and just began coding.

I wrote a lot of boiler plate code the first day. Input, game states, scrolling text, a moving spaceship, a moving background and all that shananiganry. It was really fun and went surprisingly smooth (taking math courses pays off!).

On the second day I added the things that make it a bit more like a game, like animations, pictures, levels, a start and an end.

 

So why stop now?

I am physically and psychologically tired :(

 

Right now there is nothing to do in the game but wait for the end to arrive at you (so to say).

I wanted to implement an EVEOnline kind of (directional) scanning (in 2D), where you are in a solar system and have to search for the right wormhole to jump through to the next system. (repeat until you are in the earth solar system)

A starmap would guide you.

I was not sure what to do while being inside the solar system and flying to the wormhole. So I left that out to come back to it later. Perhaps evading some asteroids or I don’t know.

Anyways, I am tired and the timing would be pretty close in the end. So I’ll just leave it at that, and be happy that I created something cool (although it is very unfinished) and took the chance to hone my skills for some hours.

 

I wish you all the best for the last 9 hours,

later!

 

(download)

 

ps:

Created on Linux, and probably doesnt work out of the box on windows.

uses sfml 1.6 and Qt 4.7

 

Progress

Some more walls. Progress?

Morning everyone!

I designed the rest of the game while watching Barça’s match. Now I have energy enought to finish this game!

Let’s hear it, does it work?

Can anyone try this and tell me if it loads/doesn’t? There are still placeholder graphics(mostly buttons that look like”?”), but the core is pretty much there. It’s the sandboxy thing the actual game content will be built on.

It should be noted that all species of beings look the same for now, so that’s why some might not breed with each other.

Assigning traits works thusly: click them on the menu on the left, click a being, and on the bottom you should see 3 icons, the middle one changes gender, the other 2 are slots. Click one to ‘equip’ the selected trait.

I’m also open to suggestions and ideas of goals/buildings/traits(jobs,hats etc)

http://software.o-o.ro/ld22/index.html

Comments

Randomasta
18. Dec 2011 · 10:43 UTC
The game loads perfectly, though I have no clue as to what is going on in the game

LD22 Cat Vended

Well I have run out of time for the competition, so I turned in cat vend.  I am very happy with the adhoc song I did this morning.  It’s a parody, yes, so I can’t take credit for the melody but I don’t think the band would be offended and I felt it fit with the spirit of LD to add that.  I think it helps play to the absurdity and humor I intended this time with my entry.  I wanted to make a claw game and the theme ended up being alone, so my first thought was to make a claw game with just one object left in it.  Then I figured why not have it be something that moves around, like a cat.  I really didn’t intend to make a “kitten” themed game, although there is a kitten hidden in my game aside from the cat.

http://www.devinmoore.com/catvend/appletholder.html

disclaimer: This game is not implying that a cat is being abused or that anyone should put a cat in a claw game, etc.

Tags: LD22

Haven’t Updated In a While..

..so here we are! Things are looking up! We got stuff movin, and attacking, and dying, and burning, and exploding, and running, and gettin’ scared, and even freaking out at times. It’s great stuff I tell ya. It’s currently 6:35am here. We’ve been working since about 3pm yesterday. That’s a little over 16 hours straight.  So we’ve made a lot of progress, but there’s just as much, if not more, that needs to be done before Monday. So, I’m back to work but please, let me leave you with some pictures!

See you all soon!

It now looks like a game

Finally after something like 16 hours of work, it now looks like a game.

Screenshot - remeh entry

It has been realised with Qt and its QPainter class.
I’ve wasted a lot of time with collisions which gave me a lot troubles. For now, I have :

  • Levels read from files,
  • Animated sprites,
  • Objects which can be picked up,
  • A text area,
  • Enemies (CLOWNS!),
  • 4 levels.

I now need to add more levels, some sounds, more graphics (kittens?), the possibility to lose by touching a clown and an end to the game.
I don’t think I’ll submit it as it is not really fun to play, just challenging, but I’ll try to go as far as I can.

Note for myself: next time, use an existing engine.

HELP! (Slick2D)

So I´m trying to pretty up my game, but I can´t get Slick2D to render fronts using the UnicodeFont class. (So I can´t use some of the fancier functions from that class)

using the Graphics Class, I manage to:

g.Drawstring(¨foo¨,x,y);

But when I do:

UnicodeFont font = new Unicodefont(new Font(fontname, Font.Plain,20);
font.draw(x,y,¨foo);

Nothing happens.

I have tried to add a font effect to UnicodeFont, but it is still not displaying :-(

Halp, please?

EDIT: Thanks for all the help! It turns out that I have to font.loadGlyphs() at every render cycle to get my font to display.

Tags: code, help, java

Comments

18. Dec 2011 · 10:47 UTC
Got some help _> lolwut?
kibertoad
18. Dec 2011 · 10:54 UTC
Are you sure you want to use UnicodeFonts? AngelCode fonts are much faster, you can generate them from ttf (don’t forget to remember some symbols) with this utility
Jarek Radosz
18. Dec 2011 · 10:54 UTC
after adding the font effect:
kibertoad
18. Dec 2011 · 10:54 UTC
remember -> “select” some symbols, I meant – otherwise you’ll generate empty font :).
18. Dec 2011 · 11:16 UTC
Yeah, I forgot to load the glyphs :-(

So as far I as can tell, loadGlyphs() is kind of a ¨Flush¨, and the ¨Draw()¨ method doesn´t really draw? That makes sense with the behavior I´m seeing.

Still Playing Catchup

I’m still playing catchup from real life getting in the way, but I’m finally getting somewhere. Now to add some actual gameplay…

A demo before I head to bed…

Okay, I got some randomly generating dungeons in. They generate with a spawnpoint, a block, and a player! They’re rather bland right now, but I’ll fix that later.

Dungeons and minimaps!

As seen in the screenshot above, there’s also a minimap now! Hooray!

Here’s a demo if you want to putter around in the dungeon.

Arrow keys move, hold space for minimap. You can push/pull blocks once you grab them.

Comments

18. Dec 2011 · 10:48 UTC
BUG: holding left while transferring between rooms with the block means you phase through the block. Shaping up regardless :)

Start of day 2

Bit of a late start to day 2, courtesy of an unexpected excursion to the pub last night.

So, this game thing then. Well, Alone was the theme I was _really_ hoping wouldn’t win, because I couldn’t think of a damn thing to do with it, but eventually I came up with something.

Borrowing somewhat heavily from Spectrum classic Ant Attack, you play a lonely robot whose only friend, an adorable kitten, has been lost in an ancient city populated by hostile killdroids.

So far I’ve got a fairly acceptable random map generator and a controllable player character wandering the empty ruins.

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 100%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ Generator
Generator2
Robot

First order of business for today then is to put some game in there. Knock up a couple of evil looking killdroid models and a fluffy kitten and get them in there, then I can start looking at adding some general polish, like sound, music, title screen and win/lose sequences.

*Looks at clock* Crap! I’d better get busy!

 

Tags: kitten dare, kitten-challenge, progress, unity3d

Hammer Time

Combat is coming along nicely. Damage is based on your equipped item + random chance + enemy defense.

I don’t plan on spending too much more time on combat, Just get it working then move on!

There is still a ton of stuff I would like to add in before the competition is over.

And there be peoples!

Giants

Some villagers to convince they should worship you, slightly harder when they are big enough to stamp on you and suish you!

But size doesn’t matter right?

P.S. And no villagers aren’t meant to have rocket lauchers…

Deano

Melvin and you…

So, after many hours of development, we have introduced melvin as your counterpart and he will become the final boss of Volume 1. Volume 2 (Should we have time) will feature another, more powerful boss and some not so dungeon levels 😀

Many hotfixes, few new additions since last post and a boss… This is actually going much faster than I anticipated and we are going full steam ahead!

TL;DR Unicorns… They are part of the game… ’nuff said…

ACHIEVEMENT GET!

Moving on some more

Now everything is written and works – its gameplay and art time!

Lets take this Defcon/Wargames style on… You’re all alone VS the entire world!