mortar

LD17

Cow Rescue!

a little late on entering this, but whatever.

WARNING: UNPOLISHED GAME AHEAD

instructions: (because they’re not ingame)

-arrow keys to move the cow-copter
-pick up all the stranded cows then return to the launch pad in all 8 levels!

thanks to ShockedFrog for making a bunch of sprites, though i didnt use many of them, basically only had 4 hours to make this so not that many game-play elements

edit: see the same thing posted again but with download link at

http://www.ludumdare.com/compo/minild-18/?action=preview&uid=1548

Comments

shockedfrog
17. May 2010 · 05:06 UTC
I really like what you’ve done with this especially in 4 hours, it’s got that ‘frustrating but in a good way’ feel to it and I’m glad you found a use for quite a few things, especially the duck. :)

Oh man Mini-LD

completely forgot about this, looks like I’ve got a a late start. I’ve got a few ideas, i’m gunna go for something fast paced and intense. Great Theme btw. I’ll post some content once there is some

EDIT: got me some concept

Beautiful in its simplicity!

Beautiful in its simplicity!

LD18

Declaration of Declaring Declerations

As the existence of this post would point towards, I’m planning on participating in LD18, this will be my 3rd LD, and I’m looking forward to have an excuse to make a game for 48 hours. 48 hours? yes, I plan on going for the Compo, thankfully the Jam is there as a safety net though, so I should have a fairly relaxed weekend. I will be using…

  • GameMaker8 Pro for time lapse game-making
  • theGIMP for most graphics, animation and stuff will be done with GM8’s image editor
  • Korg Kaossilator, Korg KAOSS pad, assorted instruments, Audacity, and my mic for audio
  • Can’t really think of much more I’ll need
  • Oh, I’ll be listening to Chip-tunes most of the time, but The Final Countdown will make an appearance towards the end of the compo

So yeah, good luck to all!

Fads are Fun

My list isn’t exactly a big one, but I figured I might as well make one for the heck of it. Everyone else is doing it 😛

bandwagonating

So we’re now at final voting, I have to say, pretty much all of them are quite good, good job everyone with your theme suggestions! and good luck!

Tags: montage

Hip-hip Hooray for Inspiration!

As the title might suggest, I found inspiration! All I have so far is the title and intro, tomorrow I’ll record the voice-acting part of the intro, and the I’ll get working on something relating to actual gameplay! I’d like to thank Hamumu/Mike Hommel, since it was while reading his list of ideas that I got mine.

The concept is pretty simple: Use the bullets of turrets shooting at you to do… stuff (break the mechanism holding down a gate, etc.) It’s not horribly unique or amazing, but I plan on making the interesting part the story and/or the atmosphere. Anyways, have a picLD18_one

Comments

Osgeld
21. Aug 2010 · 05:20 UTC
this would look great on my Macintosh SE

Getting some gameplay

My game is now actually somewhat a game. The intro is done, and now you need to find springs. I have 2 screens done and the one you see below is almost done.

LD18_two This is the “level” that will introduce the main concept: getting enemy turrets to destroy their own circuits, or whatever you want to call them. so yeah. If I continue at this rate there should be a lot to explore

Most Exciting Brunch Ever

cereals

Excitting!

Comments

Redbone
21. Aug 2010 · 16:56 UTC
Why do you need scissors to eat?

Progress and all that good stuff

I’ve been making some headway on “Digging Deep” that’s the name of my game, it’s been the name from the start, I just didn’t think of letting you know that 😛

Anyways, I’ve got a few more rooms down, and some progression to the storyline. I’m hoping to finish making the next “Chapter” tonight, and then work on the last section tomorrow. I also realize I haven’t been using the theme that much, enough for it to work, but not that much. So I have a few Ideas for more enemies and stuff.

Have a picture to make this more interesting:

LD18_three

Comments

stqn
21. Aug 2010 · 22:19 UTC
Interesting art style… makes me wonder if my libpng is broken :)

D3SCENT — Post-mortem of sorts

Well I’m been putting this off for a while but I might as well do it now.

This past LD was quite the challenge for me, especially the theme, I found myself unmotivated by the fact that the theme more or less dictated most of the gameplay, thus more or less disallowing me to go about my usual “wing-it” strategy. I had this idea for a game pop into my head the night before the compo as I was about to fall asleep, and I was really hoping for “Hidden depths” or whatever to win so that I could use it. My mistake was probably getting so excited about that one idea, and as a result, when I got the actual theme I was too disappointed to bother looking further into the theme. I went for a walk and got an idea as to how I would make my game concept work with the theme, and got really excited. The idea was that your character would get parts from enemies and would then craft weapons out of said parts. The idea quickly died as I realized I’d be spending my whole 48/72 hours fighting the inventory system. Once again moping about, I noticed Hamumu had posted some of his ideas for anyone to use, and, desperate as I was I read away.

One of his ideas, which I don’t remember at this time, sparked an idea in my mind: Have turrets shoot circuit boards that power electric gate things! It wasn’t much, but I figured I could cram it into my game concept from the night before. And then I started work on D3SCENT.

It was interesting to make a game that focused on storyline first, game mechanics second, as I almost always do the opposite, “Oh, here’s the engine, time to staple on a couple lines of humorous dialogue”. I quickly realized that for D3SCENT to be a success I’d need to focus on story first, which ended up being true, once I had the story in place I was able to create the ambiance and world it called for, and meant I didn’t have to go back and tweak the whole world to make it fit with the storyline.

I’m very happy with my end result, heck, it got featured on Byetjacker, but I’m tired of fighting with and for gamemaker. I should be getting flash CS5 sometime soon, so I’ll try working with that a bit. Though I’ll probably have to stick with GM for the next LD or two until I’m comfortable with flash.

Comments

07. Sep 2010 · 17:16 UTC
If you plan to keep on using GameMaker, I would recommend using GML (the code block seen in the “control” tab). It makes GameMaker a whole lot easier to use. DragnDrop is for whimps. 😛

Best rating any-one could recieve on their game:

funstuff

I’ve seen some pretty unfair ratings in my 3 LD career, but this is just ridiculous. At least they had the decency to n/a everything and not 1 everything. If you can’t play the game, don’t rate it, even if you just n/a everything, the Coolness meter is to show who made the biggest contribution via vote, this isn’t contributing to anything. Anyways, [/rant].

Comments

shockedfrog
07. Sep 2010 · 15:50 UTC
I don’t know for sure but I don’t think it would display a row of nothing but N/A unless the person also left a comment – in your case, there’s one comment from someone unable to play the game via Wine and another for whom the download wouldn’t work, one of which is likely to be the completely empty rating. If someone has taken the time to try and get your game to work I think they’re entitled to rate you, though I feel the best thing to do in this case is to leave a community score.
07. Sep 2010 · 16:51 UTC
A blank rating also doesn’t lower your average. It just means that they left a comment.
stqn
07. Sep 2010 · 18:05 UTC
I might have used the topmost comment box to leave my comment instead of the bottom one, yes. Though I usually took the time to check the author’s blog posts and leave a vote in the community category… But anyway it is my understanding (as pekuja wrote) that “-” doesn’t mean “0”.

LD19

It’s on like Donkey Kong!

Now, before  you kill me for such travesty, and before Nintendo sues me, I just thought I’d jump the traditional band-wagon and let y’all know I’m planning on participating in next week’s Comp-o-tition, I will be using Game-Maker8 Pro for the event; as the program I was hoping to use to make flash games is still in closed beta, so it’s not available to everyone. Other than GM8, I’ll be using:

  • GRAPHICS: Game-Maker’s built-in image editor as well as The GIMP
  • AUDIO: Audacity, possibly SFXR, and my assortment of synths and other such junk.

In the spirit of bandwagons, I was going to post a picture of all me previous entries, but I’m too lazy.

Oh boy LD19

At first I was dismayed at the theme, and tempted by the new TF2 update (oh boy I probably just ruined a few of you’s LD weekends). But I did some braindstorming on my whiteboard and have something I’m confident about. This picture is of the final product, so you can just kinda see my trail of thought while writing it all down. At this stage I’m just looking at what kind of game I’m looking to make.

My next step is to go deeper into what the game will be like, I have a few ideas already, but it’l be good to map it out.

Also, here’s my wonderfully messy workplace:

So yeah, time to get fishin and/or diggin

Got some foundations

Got the general idea done;

and yes, I did say “Minecraft-like” I’m finding it hard not to make it a “minecraft-like” with this theme.

Ore generation is going good

Here’s where the ore generation is at: random vein shapes and colours.

my next step is to make it so ores that are created beside eachother are the same

Comments

18. Dec 2010 · 03:35 UTC
Looks cool!

Done for now

Here’s where the level-gen’s at:

there’s a few problems right now, mainly the generation of ores isn’t very pretty 70% of the time, and I also have yet to make clumps of ore be of the same type

Comments

Redbone
18. Dec 2010 · 05:09 UTC
So that’s where candy comes from.

Day one done

technically day two at this point, but whatever. I’ve reached the point where instead of making progress I’m a threat to my code, so I’m off to bed.

I’ve almost got the clumps of ore working, the only problem now is that not all the ore is being affected, as you can see here:

I might just make it so the bland brown ore give you +1 of whatever ore you’re currently holding.

Speaking of which; this is how  plan to have ‘inventory’ work: when you collect a new ore your ore counter restarts, after that you can collect as much of that specific ore as you can. So it’ll be a decision to go back up with the fancy new ore you just got, or to go a little deeper and maybe find something 50x better.

My next step (for tomorrow) is to give the ores stats and “perks” of sorts. as well as a few more distinguishing features to makes them even more unique (someone pointed out that it’d be pretty easy for two ores to look the same colour). So yeah!

Let’s code it up!

back from my wonderful 8.5 hours of sleep, and I’m ready to implement some sort of actual game-play! (this post totally isn’t just so I can click me name to see my previous posts and find out what I was supposed to do today).

We have achieved Gameplay!

not particularly exciting game-play I might add, but there is game-play nonetheless.

you control that miner man, and click adjacent blocks to destroy them. And no, you can’t right-click to place them back.

When you destroy an ore block the ore falls down, potentially mixing around with other ores, i’ll either keep it like that; so you have to be careful, or make touching ores merge togheter to make new ones.

Comments

18. Dec 2010 · 19:16 UTC
Lol @ the place them back comment.