LiquidFunk

Ludum Dare 48

Haunted Mansion Adventure

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Game is coming along great. It's a point and click adventure through a haunted mansion by .fpeg, StarErik, Okamit, Frasse and me! It's made in Godot.

I hope you look forward to figuring out just what's going on inside the mansion.

We've got a title!

The game is officially called "Blackout"! It's a point and click adventure set in a haunted mansion. Check it out later tonight, we hope you'll like it.

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Made by .fpeg, StarErik, Okamit, Frasse and me.

Blackout is...well, out!

Take a look here! After a very hectic weekend and evening today, we've finally launched the game. Please enjoy and give us your feedback.

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Try Blackout! Point & Click game made in 72 hours!

Everybody in our team loves old Point & Click classics such as Monkey Island. So we decided to make our own for LD48! Give it a try, we hope you'll like it!

https://ldjam.com/events/ludum-dare/48/blackout

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Ludum Dare 49

Milburt - An exciting graphical text adventure

Hi everyone!

Have a look at me and Shrillwhip's entry for LD49. We finished in the nick of time on monday night, unfortunately the game had a game breaking bug related to cleaning up state between room transitions (yes, the code is pure spaghetti). After a very belated fix however the game is now fully playable. I'll let the game description speak for itself:

"Milburt Downtrod is 32, divorced and stuck in a dead-end job that he hates. One day he falls asleep at his desk, and wakes up to find that things aren’t exactly as they should be…

Take a journey through an exciting graphical text adventure, with wacky characters, bizarre encounters and the occasional cup of coffee."

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Blackout - reimagined

Greetings,

Back in April, me and some friends submitted a game called Blackout for LD48. We enjoyed great feedback, and learned a whole lot from the experience.

Now, Halloween is upon us, and wherever you look there are ghastly ghosts, scary skeletons or less than zestful zombies. And in true Halloween spirit we'd like to present Blackout, reimagined.

This edition features a complete overhaul of graphics, sound, and a plethora of new features and puzzles. Whether you're experiencing the game for the first time or are a returning player, there'll be lots to discover and enjoy.

Why not try it out? https://freshgames.itch.io/blackout

Happy Halloween!

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Ludum Dare 50

Fronk Frizby - Qoffee Cuest

Hi Everyone!

Some of you might remember Fronk Frizby from our LD49 entry Milburt. Well guess what, he's now starring in his very own game! Drink, swig and glug your way through a whimsical turn-based RPG. Battle unsettling ememies, encounter familiar faces and confront the most sinister foe of all: your addiction to caffeine.

It was intended to be a JAM game, however due to a scope that was too ambitious, we opted for the Extra category instead.

Enjoy it - and let us know what you think!

https://ldjam.com/events/ludum-dare/50/fronk-frizby-qoffee-cuest

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Fronk Frizby - Qoffee Cuest, Aseprite Shenanigans

Hello everyone! In this jam I decided to attempt drawing for the first time since I started doing Ludum Dares back in LD46. For our game Fronk Frizby - Qoffee Cuest I decided to use Aseprite for crispy pixly goodness. :pencil2: :space_invader:

It was my first time using the tool, but I think it worked out quite nicely. Check out that skull!

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Any way, we hope you'll try the game. It's a very short turn-based RPG with a lot of comedic flavor.

Godot & Walkable Areas

The great thing about Godot is that it helps you do complicated things in an extremely simple way. For example, in our game called Fronk Frizby - Qoffee Cuest we utilize tile sets and their built in collision functionality to produce unwalkable tiles:

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What's so great about this? Well, since the player object is a KinematicBody2D with a child node of type CollisionShape2D, the player will automatically be unable to walk into any tile's collision shape. Great stuff!

After setting up the tile set we could easily place trees all over the game and the player could not walk through them. All without a single line of code.

For those of you who have played the game, towards the end we have a more interesting scene with unwalkable areas not created from a tileset. How did we solve this? Simple! By manually drawing a CollisionPolygon2D (belonging to a StaticBody2D object) on top of the background. Here's a peek at what that looks like (the background itself is not visible due to spoilers :wink:):

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As you can see, the polygon covers most of the screen and the areas that it does cover are not walkable.

I hope you found this post enjoyable, feel free to play our game and let us know what you thought of it! :video_game:

Fronk Frizby Source Code

Hi everyone!

We've decided to publicly post the source code to our game Fronk Frizby - Qoffee Cuest. It's a mess - as is tradition when writing Ludum Dare games.

I suggest you check it out! A great starting point would probably be Main.gd.

https://github.com/vholmer/fronk-frizby-qoffee-cuest

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Ludum Dare 51

Ludum Dare 55

Parmigiano Rolliano

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Hey! For this Ludum Dare we made a cheese themed game. It involves cheese being summoned by the king, as well as summoning cheese-making gnomes to guide your cheese wheel to Castle Roquefort! Below is a brief summary of the lore of the game. Check it out here!


Mama miabella! ‘Tis an emmergency! Bert Camem, the Grand Mozz of House Arella, hath verily summoned the finest cheese in all of the Kingdom of Halloumia! Are you worthy of His Majesty’s tastebuds? Rolleth downwards to Castle Roquefort :european_castle: where HE awaits with knife and fork! Alas! Thine flavor shalst be judgeth - let not the filth of nature nor the ravenous mass of edacious peasantry touch thine exterior most sublime!