searge

LD31

1st day Progress

 

 

I made good progress today. Here is a current screenshot of my game:

screenshot

It is inspired by an old arcade game from 1982, some of you may be able to guess it.

Working so far: level loading, player movement, gravity, ladders, collisions and burger build mechanics.

Apart from one bug fix that I’ll work on after some sleep, the next steps are: enemies, animations, limited lives, power ups and, of course, some screen shake effects that will, by definition, make the game twice as awesome :)

Hopefully there’s some time left at the end to add sound and for some polishing.

 

Comments

pta2002
07. Dec 2014 · 12:22 UTC
Cool (the game is inspired in ***** **** isnt it?)

Finished the game in time…

It’s done. I made a game and it’s even playable, yay. It is inspired by an old arcade classic from 1982, “Burger Time”, but I made it from memory and without looking at more reference material than a single screenshot of the original game.

Not my first 48h jam, but this was the first time I could participate in Ludum Dare and it was a great experience. The game was written in C# and uses the MonoGame library.

screenshot

This game was made for the compo, downloads are:

Windows | Linux | Sourcecode

My submission is available here.

 

Tags: compo 48h, final, ld31, submission

Comments

chibill
08. Dec 2014 · 01:52 UTC
Pretty cool looking I am going to download and play it tomorrow.
Litargirio
08. Dec 2014 · 11:31 UTC
Linux version doesn’t work.

Timelapse for my submission

I made a timelapse video for the game I created during Ludum Dare 31 last weekend. It’s amazing to watch approximately 32 hours of work compressed to slightly more than 6 minutes. Makes it look so easy to create, while it was a struggle sometimes. Especially with my arch nemesis, collision detection.

Here it is:

The game I created is called One Screen of Burgers and is inspired by the old arcade classic Burger Time. I did not look at the original, except for one static screenshot, and made everything from memory. There was not enough time anymore to make sounds for the game, but it’s playable and has the full cycle implemented, game start, play game and game over.

I think I should mention that the source code, while doing the job, is not a good source for “best practice” in software development. I consider it a “giant pile of dirty hacks”, which is probably an understatement for some of the code, but true for most of it :)

Comments

Mixer
09. Dec 2014 · 22:00 UTC
Hey Searge! I watched alot of your stream :) Were you working on the Bukkit project? I think I remember you there. Great job with your entry :)
flegmatical
09. Dec 2014 · 22:16 UTC
Hehe, I don’t think there’s a majority of clean code present in Ludum Dare games 😀

LD32

I’m in…

…for the compo. This will be the second time for me. Last time was a lot of fun and, fortunately, I’ll have the time again this weekend.

I’ll be using:

  • Unity 5
  • Visual Studio
  • Blender
  • Gimp
  • Paint.NET

Which tools I use depends on the type of game, of course, but I’m really tempted to try something in 3D this time.

5 of the 6 games I made for game-jams in the past were 2D and I think it’s time for an increased challenge this time. It’s also a great opportunity to test if Unity is more help or burden in the process.

LD 40

I'm in

Far too long since I made a game for Ludum Dare, so... let's do this!

I'm going to use a small C# library of my own as a starting point, basically just a small ECS layer on top of MonoGame. And for the graphics, it's going to be good old paint.net as always.