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LD 40

Christmas Happy Hour

Hi all. Wanna try a little runner with Santa Claus? Got the game you want : check it out! :wink:

Be sure to read notes before playing, some people didn't notice the snow circle correspond to the position of the input. Good luck!

:warning: This game isn't child friendly

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LD 41

Rhythm Game + Beat'em Up

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You want to destroy the dance floor? You like rhythm game and challenge? Try my game!

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You have to press arrows in rhythm with the song's beat. Good luck!

LD 43

Small drawing about the end of our game.

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This drawing is about the sacrifice of one man to the prince. See what happens next by playing to our game.

Have fun!

Stand on dignity

standondignity.png

Here is a small drawing of the end of our game. If you want to see what happens next go here!.

LD 44

Absorb them all

Feel free to try out my game where you need to absorb power using your life to win. Here is a not so good gif:

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Thanks in advance!

Swaping to jam

Hi all, apparently my game isn't allowed to run for compo because I used someone else music. It pains me a little but I'm OK with changing to jam. My bad I should have read the rules better.

But I just can't find out how to swap to jam. It doesn't seems to be possible. If someone knows how to swap and can help me with it, I will be gratefull. Thanks!

Ludum Dare 46

Lost Goblins

A little post to share some gifs and screenshots on the progress on day one for our game Lost Goblins.

We got the basic idea really quickly: start.jpg

Then we got the iso camera working: cameraiso.gif

Then level creation from an image: levelcreation.jpg

We made that shortest path algorithm working: shortestpathworking.gif

And we created the first models and animation, here is a door: doormodel.png

And that was the end of day one: jour1.gif

Feel free to play and rate the game here: Lost Goblins. Sorry if you find it slow.

Lost Goblins - Level generation

During the LD we've built a level generator in unity that permit us to convert pixels into prefabs instances. This is executed when editing levels and not at runtime. Here is a post to explain how it works.

Texture

For that first create an image with the level you want. Like this one:

pixelimage.png

With the following color mapping: - Black : Empty - White : Ground - Red : Closed Door - Dark Red: Opened Door.

You need to import that texture with the correct settings for the generator to work. It need to get the correct pixel color and not an interpolated one:

pixelImageConfig.png

Then create one prefab for each color. Create also a script that have the "pixel texture" and that contains the Color to GameObject mapping. This script will handle prefab instantiation.

In the script you can start by looping through texture's pixels like that:

Texture2D mapTexture = Resources.Load<Texture2D>(fileLevel); for (int y = 0; y < mapTexture.height; y++) { for (int x = 0; x < mapTexture.width; x++) { Color color = mapTexture.GetPixel(x, y); ... // Instantiation code } }

Instantiation

The instantiation code:

GameObject gameObjectCorrespondingToColor = GetGameObjectCorrespondingToColor(color); string prefabPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(gameObjectCorrespondingToColor); object prefab = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(System.Object)); UnityEngine.Object unityObj = PrefabUtility.InstantiatePrefab(prefab, transform); GameObject instance = (GameObject) unityObj;

Don't use Instantiate but use InstanciatePrefab to have your objects linked to the prefab. That way all levels will be updated if you change a prefab.

Then apply transformation for your instance to be at the right place:

instance.transform.Translate(new Vector3(x, 0, y));

You also can set the current GameObject as parent of the instance: instance.transform.parent = GetComponent<Transform>();

Builder

You can have buttons in your editor to build and delete the level:

buildbutton.png

The code to have those buttons looks like that: [CustomEditor(typeof(MapController))] public class MapControllerBuilder : Editor { public override void OnInspectorGUI() { DrawDefaultInspector(); MapController mapController = (MapController) target; if(GUILayout.Button("Build Map")) { mapController.BuildMap(); } } }

Then when you click on "Build Map" you will have your level built:

generated.png

If you have a better way of doing that, left us your idea in the comments.

Thanks for reading. Check out our game to see that in action. And thank to the folks who already checked out our game :heart:.

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Ludum Dare 47

Lost Woods

Will you get out of the lost woods?

Playable in the browser

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Lost Woods

If you got some time you should definetly try to escape the lost woods.

Good luck, only a few succeed.

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Ludum Dare 48

Retro style

Who want to play a retro style shoot them up? If you have multiple controllers you can play with friends.

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Have fun, game here

Ludum Dare 49

Burn them all

Anyone want to burn some sick trees ? GIF 08-10-2021 13-56-18.gif

Save the sick trees

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Stop the propagation of the disease by using fire and water !

Save the trees !

:fire: By burning them !:fire:

Have fun here

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Please help the forest !

:fire: :fireengine: By burning sick trees here :fireengine: :fire: GIF 08-10-2021 13-56-18.gif