GaryS

Ludum Dare 48

Played Vertigo yet?

Our endless faller is loads of fun single player, but even more when you and a friend can try to knock each other off of platforms and into enemies.

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Vertigo

Part endless 'faller', part 2 player battle royale. How long can you survive??
https://ldjam.com/events/ludum-dare/48/vertigo

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New build fixing controller bugs!

We had a few reports of player 2's gamepad not working properly on the multiplayer version of our game. Last night we pushed up a new build that (we hope) fixes the issue, so you're once again free to bash each other's skulls in our endless faller-brawler!

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Vertigo

Part endless 'faller', part 2 player battle royale. How long can you survive??
https://ldjam.com/events/ludum-dare/48/vertigo

enemies-banner.png

Can you help us get to 100?

With only 8 days left, we're getting pretty close to 100 ratings. Can you help us get there? Our game runs in the browser and average game time is about 2-3 minutes. If you happen to have a friend with you, the local multiplayer battle mode is all kinds of fun! Check it out...

Check out our single or multiplayer endless faller-brawler, Vertigo!
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A frantic action arcade game with some lovely 16-bit era style pixel art... why not give it a go?
Plays in browser. Gamepad supported. Avg game time 3 minutes.

Ludum Dare 56

We're in...

Myself and longtime collaborator @super-hadoken shall be attempting a game of some description this weekend. Powered by: Phaser, pixel art, coffee, cookies and blind enthusiasm.

LFG

Never once...

In all the years I've been doing LD, never once have I had a theme I like. But I always end up with a game I like... so I say to thee once again... LFG.

Progress is small... but so are our critters.

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Most of the progress so far has been setting up a new game project, getting input working, data saving, etc. Can't wait to actually start coding the game!!

Still, we have a couple of critters... aren't they cute?

Player character is taking shape...

You spin me right round critters, right round, like a robot baby, right round round round...

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24 hours in and we finally have a player on screen!

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Spent most of the last 24 hours working on infrastructure stuff. This may not look like much, but behind it is input and audio management, build and deployment pipelines, a HUD, some debug output, preloading and a whole bunch of code to keep it all together... all so that we could get this little robot dude to appear on the screen, and not move.

Don't you just love the framerate at this stage of development though? Guarantee that's the highest I'm going to see it this weekend!

Pro tip...

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Before freaking out that the performance of your barely functional pixel art game concept is hideously unplayable, do check that your CPU isn't already doing this for reasons known only to Windows.

It may be time to throw this PC into the furnace. Or the fires of Mordor.

Mornin'.

Well... here I am, refreshed and radient after a full 5 hours sleep. LFG!

He's facing the right direction now!!

To say progress is slow, is something of an understatement... but I'm sure* it'll be plain sailing from here.

*Sure is a strong word. 'Confident' is a strong word too. 'Hoping' is... Oh dear god. 🤦

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Beams and hatchways...

We're getting there, ever so slowly...

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Look ma, no slowdown!

Not too shabby... rather a lot going on here.
I'd say we're about 40% through getting this finished... and we have fewer than 21 hours. Gonna be tight!!

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Order from chaos...

As fun as it was having hundreds of critters milling about on screen, probably better now that we have them spawning from little pools of slime in an orderly and pseudo-random fashion...

And we can squash them, too!

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