Soundless_dev

LD27

Tutorial Level! :]

LD27

The tutorial level of my LD27

Here’s a quick run through of my almost-finished tutorial level!  I’m quite content with the way it’s turned out

Comments

25. Aug 2013 · 05:03 UTC
This is awesome! Can’t wait to see your game.
25. Aug 2013 · 05:08 UTC
Thank you!

Temporary Crash Fix

So I got word that my project often was crashing or not launching, I figured since because my game was programmed from XNA, it might have been some XNA Game Studio compatibility. To combat this error, I made a new build, less dependent on XNAgs for loading external files (as my level data is all stored externally) and made a new .zip archive in which I included XNA Redistributable. And after a few trials of testplay on a few different my friends’ computers who do not have xna or gamestudio or visualstudio on their computers, I discovered that it works. It’s a bit buggy, for example whenever I ran it on my friend’s win7 32bit laptop without xna gs, every time It beat the first level it crashed. Every other level worked fine, just the very end of the first level was causing a crash.

I updated the download link with my new archive.

Either way, If you do try my game and that crash does happen, I would appreciate it if you could just disregard it and select a different level. Thanks [:      And here it is if you wanna try it:

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=23578

Untitled

 

Ludum Dare 27 Warm Up… don’t know why I’m posting it NOW. but yeah.

I wasn’t originally going to post this but I saw another game in the Game Jam that was similar to this one so I wanted to share. It’s basically a roguelike dungeon crawler with a few rpg elements. Rooms are procedurally generated. The goal is to stay alive as long as possible. You can find time as a drop from enemies, find it in chests, or buy it in stores, the longer you live, better chances you’ll find better gear to help you stay alive, etc. My high score is six hours and twelve minutes. er, Game time of course, which translates to roughly six minutes in real time.

One of the reasons I didn’t post this when everyone else was posting their warm ups was because I’m a hipster and that’s too mainstream(And that was a joke). No it was because I didn’t actually get around to starting it until the Monday after warm up weekend and didn’t finish it until like… Thursday? I think. Either way, as always, it’s nice to get feedback on games I create, so feel free to criticize/compliment. I really like this Ludum Dare community so far, I just joined last week and everything’s just so swell.

Untitled

If  it looks interesting you can check it out Here for Windows. (controls and all needed information is already in game in the help page)

LD29

In?

So if I have time, I’m in, though it may conflict with my school schedule. But I really hope not because I love doing the Ludum Dare.

Anyway,  this would be my second time participating in a LudumDare event (last being LD27)  and  look forward to seeing everyone else’s awesome and inspiring games! 😀

 

  • Language: C#
  • Framework: .NET & XNA 4.0
  • Tools: Microsoft Visual Studio 2010 Express, Paint.NET, Audacity
  • Fuel: Coffee
  • Sleep: NONE.

Comments

gemumeka
20. Apr 2014 · 20:09 UTC
Consider to take naps at least, it’s great tool too :)

Ludum Dare 37

The pit – post compo version

So after a stale period in my game development activity, I finished the post-compo version of my game, The Pit! If you have already played my game, feel free to try it out!

blah

If you haven’t played it yet, and intend on rating it, please don’t play the post-compo version until after you’ve played and rated the original version here on the LudumDare website

Basically, I had to make a post on r/webgames so get some real feedback, as I feel that everyone around here is too nice due to the fear of accidentally offending someone which could effect ratings on their game, which is understandable. I found myself doing that a bit also. Anyway basically everyone said the controls were confusing, so I tried to focus on that.

Changes:

  • Added custom key binding
  • Changed build functionality, now you can build through blocks in your path,
  • Added the ability to build downward, bumping the block below you even lower
  • Removed excessive upward momentum after finished building (makes changing directions while building much quicker)
  • Re-balanced enemies, made them slower, easier to trap
  • Made it so you couldn’t build a block directly on top of an enemy
  • Attack is now more effective, knocking enemies black further

Enjoy!

All of you guys’ games that I’ve played are great in their own way and you should all be very proud of yourself!!

Post Compo Work

So after a stale period in my game development activity, I finished the post-compo version of my game, The Pit! If you have already played my game, feel free to try it out!

blah

If you haven’t played it yet, and intend on rating it, please don’t play the post-compo version until after you’ve played and rated the original version here on the LudumDare website

Basically, I had to make a post on r/webgames so get some real feedback, as I feel that everyone around here is too nice due to the fear of accidentally offending someone which could effect ratings on their game, which is understandable. I found myself doing that a bit also. Anyway basically everyone said the controls were confusing, so I tried to focus on that.

Changes:

  • Added custom key binding
  • Changed build functionality, now you can build through blocks in your path,
  • Added the ability to build downward, bumping the block below you even lower
  • Removed excessive upward momentum after finished building (makes changing directions while building much quicker)
  • Re-balanced enemies, made them slower, easier to trap
  • Made it so you couldn’t build a block directly on top of an enemy
  • Attack is now more effective, knocking enemies black further

Enjoy!

All of you guys’ games that I’ve played are great in their own way and you should all be very proud of yourself!!