bugninja

LD 44

We're ready, we're in.

We are in for the Jam again this weekend. Pretty excited. Sharpened our skills a bit and thinking we can do a more ambitious game.

HTML5 Canvas / JS / CSS

Text editor and PyxelEdit again.

We have some sound equipment this time too and someone willing to make some music and custom effects.

45 Hour Compo

Bad news.

This compo is only going to be 45 hours for everyone who goes to End Game.

Already have a great idea!!!

We are ROLLING!

Great theme, we had a million ideas, but one is just perfect.

Get the ideas flowing everyone, write down EVERYTHING that comes to mind no matter what it is, talk about it out loud to yourself, and you'll say something that sparks a new idea, a better idea.

I love LDJAM! Let's go!

Progress Report Night 1

We made great progress, have some base code and final background working. Tomorrow is characters and more mechanics. It's time to party!!!

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Spotlights on the dance floor

The pixels are kickin' some sweeeeet dance moves - and spotlights are lighting up the dance floor baby!

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We are about done!

We were actually done midday yesterday, but keep wondering if we should do a little more with this game. I think we're mostly content and happy with the outcome. It looks and plays exactly as intended. But since it's the Jam, we'll wait until tomorrow to upload just in case something new strikes us.

The game is called "Life of the Party!"

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Ludum Dare 45

We're in

We are in again for #LDJAM 45 JAM!

We will be using:

  • HTML5/JS
  • Our custom JS engine
  • Pyxel for art
  • Music generator like Beatwave or something
  • sfxr or bfxr.net for sound effects

Alternatively:

  • Unity3D if we have a great 3D game idea.

Background:

The first time we made a game as a team, we set our sights WAY too high and didn't even get close for a lot of reasons.

The second time as a team, we set our sights WAY too LOW and made a cool little fun game, but we were done in a couple hours.

Now that we know what we'll be using to make the game, and have our workflow solid, I think we'll set our sights a bit higher, possibly go with a more standard game genre as well. We talked about a platformer / top down character based game this time around maybe.

Regardless, it'll be fun.

Learning Pico-8 for LD45

It's a terrible mistake to learn a new language and IDE for a 48 hour / 72 hours jam, but I decided to buy and try PICO-8 for this one.

It took a couple hours, but I think I have the hang of it. Reminds me of my QBasic days in the 90's.

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Ludum Dare 46

Think we are in

Really hoping this one works out. The stars rarely seem to align for us, but hopefully with the quarantine we can at least find a little time to make this happen.

Doing the Jam.

My team is myself and my son, maybe my other kids this time too.

I will probably use Javascript or maybe Construct 3 even though I don't know how to use it well. Probably not Unity because I keep trying to learn it, then forget, then have to relearn it, etc.....

Graphics, anything, hand-drawn, pixel art, photos, no idea.

Sounds, hmm, always a mystery.

Music. Yeah, never know about that either.

Ludum Dare 48

I'm in

Think I'll use HTML5 or MonkeyX. Probably hand-drawn graphics or pyxel edit or Fireworks. Sounds... bfxr or something like it. And probably in the compo. Lots of unknowns.

Ludum Dare 53

I'm in ... sorta kinda'

Once again I'm going to try to find some time to make this happen, but once again I have a million other things going on, so we'll see.

This time around my toolset will most definitely be:

  • Godot 4
  • Blender 2.9
  • Photoshop probably
  • Maybe some Git for source control
  • Never sure what to do for Music / SFX
  • Food will be coffee, apples, chicken and rice

I'm pretty certain I'm going to do the Jam instead of the compo because I don't want to worry about using previous assets, code, or anything. I just want to have fun with it. I like the 3 week thing, might end up doing that.

Well, got some boxes to deliver

Alright. I have boxes. I am throwing them like basketballs with a little torque. Now I just have to figure out where to deliver them TO, but I have an idea I like, and I think I'm going to create some ledges with windows along the buildings, and maybe you have to find the lit up one and deliver your package to it, and each time you deliver the package a timer resets and you see how many you can deliver before you fail and run out of time. Simple. Doable in 48 hours. This might actually happen! OR - I think you'll have 5 tries to deliver the package, each time it's a little more damaged until it's obviously completely destroyed.

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Ha. It's even kind-of fun.

The game is coming along well, I keep having new ideas for how it will actually work, but the concept is simple, and it's honestly kind-of fun already.

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Progress, but slow

Progress is SO slow because I'm using Godot 4, and the docs/examples in the wild are all for 3. I'm having to spend an hour on everything I want to do instead of just learning it and doing it. Maybe I can roll back to Godot 3 and move a little quicker, but the weekend is half over, so I'm still pushing through.

I got the boxes on the floor to fade out after 2 seconds and a power bar so you can control how hard you throw the boxes.

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Converted game from Godot 4 to Godot 3.5

So, I may have just wasted all the time I have left in converting the game from Godot 4 to 3.5, but I think this could speed up the rest of the process. Or I'm going to run out of time now. Looks like the Jam it is, or the 3 weeker.

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