draknek

LD14

Wacky Audio Experiment

Each of the moving buttons plays a different sound. They create ripples in time to the music they generate.

More of an interactive screensaver than a game. I didn’t even come close to adding the time travel mechanic I wanted to, and even then there wouldn’t have been any gameplay.

Update:

Win32 executable
Linux executable

Needs a fairly decent machine to run sensibly: sorry!

Tags: final

Comments

26. May 2009 · 03:07 UTC
That was….weird…

I like it though! ^^

Putting all the petals on would drive you insane! XD

DeformaBall

DeformaBall screenshot

I started late, but still went over my 48 hours.

I used my Large Polygon Collider engine for the physics (with many modifications). It would have been much quicker to just use Bullet, but I learnt a lot more this way.

Download for Win32

Download for Linux

Tags: final

Comments

increpare
27. Jul 2009 · 22:31 UTC
“where’s the sound coming from? i thought i had my speakers plugged in” 😛
matrin
28. Jul 2009 · 05:50 UTC
The sound waas awesome, but a bit loud. 😀
28. Jul 2009 · 07:25 UTC
increpare: it’s not very intuitive, but you can change the size of the brush by moving the mouse left/right while you’re dragging.
jovoc
28. Jul 2009 · 15:00 UTC
the linux build ran but just said “Unable to set video mode: Invalid width or height”. Is there a way to get it to run in windowed mode or something? Otherwise I’ll try the windows one later tonight..
28. Jul 2009 · 16:24 UTC
Hmm, it sounds like it can’t detect your screen resolution but I’m not sure why that might happen.

LD15

Making a start

Just got up; have a vague idea.

Tentative title: “Space Caves”

Going to use Flash, probably with a Box2D library.

End of the first day

Spaceman Jimmy has been stranded inside an asteroid! He is quickly discovering how inconvenient zero gravity is.

Shoot the aliens before they hug you to death! (Disclaimer: death may not actually occur.)

Play in browser here.

My cave is very square at the moment. I want to implement some cool per-pixel collision detection on the cave walls, but Box2D won’t let me do that and I’m not going to let myself reimplement a physics engine.

Comments

29. Aug 2009 · 23:41 UTC
Couldn’t stop spinning… promptly received seisure.

I liked being hugged, but four arms doing it is a little weird.

New name, new cave

screenshot

Working title is now “F equals ma”.

I wasn’t too happy with the square cave that I had going before, so I’ve replaced it with a randomly generated cave system. Now I just need some reason to explore.

Play in browser here.

Comments

AtkinsSJ
30. Aug 2009 · 14:51 UTC
Nice! The sound works really well. However, it’s pretty difficult to not spin around, so playing made me rather dizzy.
30. Aug 2009 · 16:15 UTC
i almost puked up my lunch from all the spinning! hehe… besides the motion sickness its amusing to fly the little guy around.. :)

All done

screenshot2

And that’s that. It ended up… not as polished as it could have been. As is always the way. I would have liked to have got a variety of weapons and some different aliens in there. As it is, I threw in the smaller enemies literally at the last minute so I don’t really know how difficult it is.

Play in browser here.

LD16

Segfault: work in progress

Once again, I seem to have made a game which only I will able to play.

Screenshot

You can play the current version online here.

It desperately needs collectables of some kind to give the game some objective. I can probably get away without much more level design, since it’s already fairly confusing with a non-massive level.

But first, I think it’s time for some food.

Tags: flash, preview, screenshot

Topsy Turvy post-mortem

Topsy Turvy post-mortem

thumbnail image

What went right:

* The concept. I’ve had the idea in my head for a while, and I’m very glad that I used the competition as an excuse to make it rather than forcing myself to think of a game idea inspired by the theme. And the game ended up pretty much how I imagined, so that’s good too.
* Inkscape as level editor. AS3 has some rather lovely XML-parsing abilities, so reading the SVG file was surprisingly simple. It’s very much hard-coded to the specific output that (my copy of?) Inkscape generates, but it should be fairly easy to fix if it ever stops working.
* Abstract graphics. I am not an artist, so I decided to save time and just draw everything out of lines. I think the results fit the game fairly well, even if they’re not actually good.

What went wrong:

* The goal. I added the collectables to provide an incentive to get to the more difficult areas and also as extra landmarks for getting your bearings. Unfortunately, with time running out and no win conditions implemented, I made the decision that you would win if you could collect all of them. In hindsight, I should probably have added a level exit instead.
* Difficulty. The game is ridiculously hard. I knew I wanted to have some areas which would be tricky to get to, as a challenge, but when the goal became “collect everything”, those areas suddenly became non-optional.
* First day motivation. I wanted to have all the basic game mechanics done by the halfway point, but I was just procrastinating like crazy. I’d come to the conclusion that it just wasn’t technically interesting enough to hold my attention, but then on Sunday morning I added death and respawning. Suddenly my game idea was in front of me and I could start constructing devious routes through the level, and I spent the rest of the day excited by it.
* The name. It actually changed name twice between starting and submitting, and I’m still not really happy. Currently thinking about maybe renaming it “Jump-Zap-Flip”.

Lessons learnt:

* Get death/respawn implemented earlier in future
* Think of a win condition as part of the design process
* Don’t make ridiculously hard challenges required to complete the game

Tags: flash, post-mortem, postmortem

LD18

Super collide-em-up

Screenshot

I have a prototype but no real gameplay yet.

Play here.

Comments

21. Aug 2010 · 21:46 UTC
Seems promising. :)

LD19

Paleontology is fun!

screenshot
Play here

Not yet a game (story of my LD life).

Tags: paleontology, screenshot

Comments

ChadyG
18. Dec 2010 · 16:55 UTC
even if this isn’t yet a game, it’s pretty fun!
18. Dec 2010 · 17:06 UTC
Lol. Looks fun indeed. Maybe you could implement a dinosaur name generator!

Tetris Fight Club

Working on something:

Tetris Fight Club

Not very happy with the jump attack for a few reasons including that if both players try to jump at the same time that is more than 3 keys pressed at once. But not sure what to do about that.

Have only managed to play one game with another human (embarrassingly, he wiped the floor with me) so reports of trying it out with two people would be really helpful.

Better name suggestions welcomed.

Comments

13. Feb 2011 · 02:09 UTC
I think it would be funny if you just had a “block” button and nothing else.
13. Feb 2011 · 02:26 UTC
Have you tried using Shift and/or Ctrl? I believe that on most keyboards those are mapped separately, so they don’t count against your number of simultaneous key presses.
13. Feb 2011 · 09:25 UTC
‘Tetris fight club’ IS a great name for the game!
Super-Dot
14. Feb 2011 · 23:56 UTC
I gave up on a similar (except that in mine, the game was constrained to a grid) project called Tetris Mortal Kombat; you’re welcome to use the name.

LD20

Work-in-progress screenshot

Here’s what my game looks like so far:
screenshot

I’ve spent too long on the graphics and not enough getting the actual gameplay to a point where I can find out if it’ll be fun, but I am at least happy with how it looks.

The idea is a puzzle-exploration game with completely unique enemies that you certainly won’t recognise from any other game.

Tags: screenshot

Comments

30. Apr 2011 · 21:38 UTC
Oh, cool!! 😀 I like the look :)
wademcgillis
30. Apr 2011 · 22:24 UTC
I do not recognize them 😀

Legend of Parasite

screenshot

Not too happy with the completeness, I will create a jam version too.

Tags: final, screenshot

LD22

LD22 meetup: Coventry, UK

A Midlands Indies meetup for Ludum Dare 22: you should come along if you’re nearby.

Location: ComputerMinds Offices, 8 Edison Building, Electric Wharf, Coventry: Google map
It’s the building just next to the entrance (shown here saying “this piece of la… and canal”). You will probably need to phone me to get me to let you in the gate.

If you’d like to come, please email me and I’ll send you my phone number.

Arrive around 11ish on Saturday and Sunday. Expect to be kicked out around 6-7PM on Saturday (I have a Christmas meal to get to), but Sunday we can stay as late as people would like.

Tags: meetup