kibertoad

LD22

Personal Java GUI library that I intend to use

Since I still haven’t finished documentation for the whole thing, no big official release announcement yet.

But since I’m going to use it for the LD, here’s the link for everyone who mught get curious:

https://sourceforge.net/projects/preui/

It’s as simple and as lazy as you can ever get with Java UI development :). If anyone gets any questions, feel free to ask!

 

 

LD23

Transient Team

Legend speaks that in 1567 a group of witches traveled the world, becoming folk heroes and inspiring the common  people with their mastery of the creative form.  The church saw that they threatened the status quo with “music” and “games” that engaged the senses and seeded revolution.

They hounded the witches for many years, crossing  oceans and continents in a hunt of epic proportions.  Finally, in 1578 they took shelter in a peasant’s barn, not knowing that the peasant would sell their location for 30 silver pieces. The church surrounded the barn and razed it to the ground, killing anyone who tried to run.

Amidst the rising embers, witches made one final vow. One day they would return, reunite and spread their craft over the earth.

438 years later, by accident or fate, two of their descendants met at a game jam. With those two came two more, the group reunited post-death.  They are The Avatar of Woe, Spirulence, kibertoad and Krushna.

Together they make games.

 

Engine that will be used: PreUI (Slick2D derivative)

LD24

Recruitment drive

If there are any people out there who are looking for a team for LD, we are here! People we are looking most are writers and artists; however, Java (Slick2D) programmers are welcome aboard as well. Currently we have one programmer, one designer/writer, one composer and one artist, but the more the merrier!

Last time we did this: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=7122

Please respond here or mail me: iselwin at gmail.com

We are in

Transient team will ride again.

We are using:

1) Java/Slick2D/Transient engine for programming (http://kiberion.repositoryhosting.com/svn_public/kiberion_transient)

2) Brilliant Python guy for composing music.

3) Brilliant Linux guy for drawing art.

4) 1,000 trained sheep for writing texts.

(software of some kind probably will be involved in 2 and 3)

LD25

Be a Witch

Transient team proudly presents you The Witching Game. It’s a sandbox game about a homicidal witch, terrorizing a small village. You will be starting plague or get burnt at the stake. You will look at an awesome scarecrow that does nothing and steal goats for the amazing magic power.
We truly hope that you will have at least an ounce of all the fun we had while making this thing. It was something special, with all the inasnity and a touch of Yoko factor.

screen2

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=7122

 

LD26

Transient

transient_intro5fix

Transient team is participating. Again.

kibertoad, Avatar of Woe, spirulence, caryoscelus, lonely2012, tleno, pencil, Alagremm.

We are everywhere.

It’s time to make another game.

Programming: Java/libGDX/transientLibs (https://kiberion.repositoryhosting.com/svn/kiberion_transient).

Art: Paint.NET, Gimp, MS Paint.

Music: REAPER

LD28

Out of Mind: Post-Mortem

Note: this is a post by lonely2012, made using team account.

Out of Mind is a turn-based tactical hallucinogenic cyberpunk action game, made mostly by two Eastern European guys in a single room, with some great help from our teammates all over the world, including the same room.
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=7122
I guess we could have made it outside, but it was rather cold.

It started as a perfectly standard turn-based crawler with perfectly generic progression through entirely typical level. But things rarely go the way we plan them. So about half-way into production things turned out a little bit bonkers, especially on my end. Which happens to be art, level, and overall gameplay design. On the bright side, that’s how the game got it’s name, it works, it’s entirely completable and sorta really fun. At least to me it is.  Especially post-ld re-balanced version, aka the ode to my giant overcompensating ego. With actual end-game challenge. And patched map. You should totally check it out.
My partner’s coding stuff went surprisingly well though, aside from one rarely and randomly occurring gamebreaking bug. And about one and a half out of seven pick-ups don’t really work the way the way they were written on paper. However they do work, and it’s a good thing.
One notable difference of this LD to all six of our previous ones is that this time we were eating less, and made objectively more playable game. Perhaps in the future we should stop consuming human food and make something brilliant.

Also here is a player death image that was censored out of the game by my partner on account of him being too squeamish:

player_death

Tags: post-mortem