First Screenshot
It’s almost playable and all the music and sound effects are in.
It’s almost playable and all the music and sound effects are in.
It may look the same but the gameplay is much more fun now.

Here’s my game over screen. Once again, it looks the same as every other screenshot I’ve made.
It’s done and you can get it here. It may not work if you don’t have visual studio 2005 installed. If thats the case I’ll try and upload a working one asap.
Tags: final
X-Out and I were playing lerc’s game and he was having a problem solving one of the levels so I started to post a screenshot of the solution. He solved it before I could post but since I had already started I finished off solutions for all six puzzles.
Solutions are after the jump.
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Making a high score list for my game.
High Scores:
1. Hello_Kitty – 2:36
2. lexaloffle – 2:31
3. BenW – 2:08
4. Samiljan – 2:05
5. Endurion – 1:59
6. Deepflame – 1:58
7. SteelGolem – 1:46
8. DrPetter – 1:44
9. sirmalloc – 1:43
10. midwinter – 1:32
Tags: scores


Tags: 30min
If you were having trouble running my final entry please download it again. I accidentally linked to a debug dll in the release version of my game. I have since fixed the problem and it should run on most peoples machines. I have also tested it under parallels with dx support and it runs fine. Finally I have not received any reports of it working under wine. If you manage to get it running under wine please let me know.
I’ve written a postmortem for my LD10 entry you can see it on my website here. I’d repost the whole thing here, but I’m lazy.
I’m posting this a bit late because I’ve been out most of the day, but you can consider this my partial entry into minild6.

I didn’t finish any of the gameplay and its missing half the art and all the sound and music I made. I was trying to stick to the limitations of the original gameboy since it went well with the monochrome theme. All you can do right now is walk around with the arrow keys and make a road using the spacebar. I’m pretty sure if you try and make a road offscreen it will crash, but I haven’t tried it. Anyways, let me know what you think and I’ll try and finish it up some time.
Like the title says I don’t have time to participate in this compo but I did make a nice mockup and started work on a game. I’ll probably finish it up sometime after the competition is over.
Mokup:

WIP:

Timelapse of my LD-23 entry. I think I got somewhere in the range of 25-27 hours worth of actual work in and most of that is recorded here. I’ll post a postmortem soon with more details on my games development.
Game page here:
http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=128
In the spirit of following the rules here is a link to some base code I’ll be using. It’s just a few classes that use flixel that set up a preloader, playtomic and mochi integration, and a few classes for things like jrpg style typed out text and rolling numbers.
So after finally catching up on sleep I compiled my timelapse this morning. The first 2 hours or so are missing because I forgot to start recording on the first night.
You can check out the game here:
http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=128

Hey guys I just wanted to show off my LD25 warmup game. It’s a standard mouse avoider with bullet time.
You can play it at the following places:
Kongregate
Newgrounds
I love to read ludumdare postmortems but I feel like they cover a lot of the same ground so I thought I would focus on a single aspect of my most recent ludumdare entry People. I’m a big fan of dynamic audio in games since I feel like it’s one of the better uses of the medium and the ability to tailor what the player is hearing to whats happening in game can really heighten the experience. So without further ado here’s how I created the three major components of my games soundscape.
The music:
The music in my game is divided into three different layers. Rather than worry about looping issues I ended just playing three very long tracks in sync and when it was time to introduce a new instrument all I had to do was increase it’s volume. This came at the cost of a greatly increased file size but for a jam game I think it’s a reasonable compromise. The most complex part of the music was making sure that the melody didn’t start or end mid phrase. To do this my melody was created with roughly two bars of silence between phrases. Since the melody loop is playing in sync with the other files I keep track of when the silence occurs and only adjust the volume of the melody at that time.
Ambient background noises:
One of the things that I really wanted to do with the ambient noise was to let it provide the sense of space rather than the graphics. I wanted to convey the sound of a large transportation building like a grand central station with extremely high ceilings and lots of reverb. I ended up recording several conversations from various positions in my office. Those were then layered together with slightly different reverbs applied to them. I ended up making three sets of ambient noise that I transitioned between as the crowd thinned out, the first having a large number of voices and the last being a single conversation. Since it’s hard to distinguish any sort of actual dialog I ended up just cross fading between the different conversation sound effects and let the music mask any transitions. By the time the player reaches the end of the game the ambient noise has died down to a single conversation that really reinforces the feeling of emptiness. On more than one occasion while watching live streams I’ve seen players pause after matching everyone else up and then, upon listening, go to seek out the last person. It’s a subtle way to deliver the information that there is one final person to seek out.
Sound effects:
For all the sound effects I used modified version of my own voice. When couples in the game meet up there is a “Yay!” sound effect that consists of several layered recordings of me saying the word “yay”. This sound was then pitch shifted, put through a phaser, and a slight reverb was applied. The “hmms” and other noises that the people make when joining your group were just normal recordings of my voice with a touch of reverb. The footstep noises were created by hitting different pairs of shoes against each other until I found a good match. There were also several squeaks and ambient sound effects that we foleyed that did not make it into the final game.
Together all of these elements help to provide a sense of space and set the tone for the game far more than anything I did graphically. Thanks for reading and if you haven’t played it yet you can find my game here http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=128
So St0ven and I have decided to make a game about exploring a desolate arctic planet in an attempt to repair you spaceship and escape armed only with a metal detector, a shovel, and a gun. So far we’ve got a character, enemies, shooting, and a world to run around in as well as some early concept art. Live builds of the game are always available at the following url http://www.garagecoder.com/live/LD29/ also I’ll be streaming our progress all day at http://www.twitch.tv/garagecoder
Here’s how the game looks now

and hopefully this is how it should look in the future.

Tile concept