tSwitch

LD25

LD25 – 10pm Saturday…

screenshot_10pm_satUgh, it’s going slowly…need to figure out how to prevent you from clumping too much.

 

Spells should be easy damage/healing/SPAWN NOW buttons.  Going to make spawning like.. hit 1 “Click to place Graveyard” hit 1 again to cancel.

LD25 – 11pm Saturday

I’m beat.

You can now drop Caverns and Graveyards for 25 power, next up are the spells for 50 power each.

Fireball deals damage to a single unit, dropping an enemy tower down 1 level ( level 0 towers cannot attack) or completely destroying one of your spawn buildings.

Heal heals all of your units for 20% of their maximum health, this will scale as you level up your spawners and create higher level zombies and bats.

G+1 forces all of your spawn points to pop a unit immediately without affecting their cooldown.

For now…I’m going to nap for 30m to an hour.  I need rest.

Comments

fussycashew
16. Dec 2012 · 02:09 UTC
I’m also in the EST, I just slammed a Monster and have a very low caffeine tolerance, this should be fun!

LD25 – 1am Sunday

Nothing really graphical right now.  You can fireball buildings and upgrade your buildings.  Right now, upgraded Graveyards work, and summon more powerful zombies (ghouls, wights).  Working on the cavern next.

LD25 – 10am Sunday

Slept a lot longer than I wanted to, but that’s ok.

A HERO HAS ARRIVED!

Working on win and loss conditions, then all I have to do is add in sounds and the win/gameover screens.

LD25 – 11am Sunday – Lunchum Dare

Basically have the game logic set.  Going to work on balance, maybe some animating, and adding in sounds.  I may try to relax after these long hours of work by actually giving composition a shot for a change!

A good ~30 second track could really spice the game up.

LD25 – Checking In!

I’ve finally completed my game!

It is available here at laguz.us ( my webpage ).

There are Flash (web), Windows, and OSX versions.  I HIGHLY suggest playing one of the desktop versions for better performance.

You can find the official LD25 page here: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=7685

LD26

I am so in #26

This will be my 4th Ludum Dare.  I’m pleased with the results of the last two I participated in:

Stargazer (LD23)  and A Villain is YOU! (LD25)

A bit sad I missed #24, but what can you do?

In #23, my main goal was to make something simple and fun, something that felt complete.  I feel like I accomplished that rather nicely.  In #25, I wanted to do something I’ve never done before, and push the limits of what I could accomplish.  I had never done perlin noise generation before and am super happy with the results of level gen in that game.

This time, I want to see how polished I can make my game.  I’ve decided to try and make a simple, catchy gameplay mechanic, and polish the appearance, sounds, and feel of the game as much as I can.  To force myself to keep the mechanic simple, I’m using a tool I’ve only barely touched, and should end up learning it nicely through the course of this weekend.

Tools:

  • Photoshop CS6
  • Sublime Text 2 with HaxePunk
  • Audacity
  • Renoise

Luck and fun, fellow LD participants.  Don’t be couch potatoes.

Project MBlok

Ok so, the theme is minimal, so I’m going to be making a game about starting complex and reaching the minimal.  Bonus points, the controls are minimal as well.

 

Basically, you’ll have a block full of smaller blocks that are all different colors.  There will be a simple background theme playing, probably just bass and drums.

 

Anyway.

 

You are given a ‘goal color’ at the start of the level.  When you click on a color, it removes that block, and every block adjacent to it that shares a color with it, continuing on ad infinitum until all connected same colored blocks are removed.  Any block above this set of removed blocks will fall down and connect to the ones below it.

 

Every so often, speed dictated by the music, the gravity will shift, and blocks will fall in a different direction.

 

The goal is to keep as many of the goal color as possible until only the goal color is left.

 

You’d get more points for chains, and bonus points for moving fast I think.  I haven’t worked out that particular yet.

 

Going to have fun with the graphics and sound of this one, as it shouldn’t take far too long to get the gameplay itself down.  Fingers crossed, there.

Midnight – Saturday ( technically )

Screenshot 2013-04-26 11.52.58

 

progress!

adding blocks to the world block matrix.  doing it by column to make it easier on me.

Colorful Blocks

Screenshot 2013-04-27 01.00.11

 

 

 

Probably doesn’t look like much, but I got sprites in there, they animate when I tell them to, and it’s easy to position them. Next up is removal and gravity, then I’ll figure out the combo ticks and such.

I want to get text showing up that displays the id of the block so I can test it, but I can’t seem to get the text to add to the screen.

Destruction Destruction

Screenshot 2013-04-27 01.55.04

 

got block destruction working, next is falling logic.

Falling

falling isn’t going so well just yet.  also apparently haxepunk has no rotation tools.

Falling!!!

Screenshot 2013-04-27 03.52.01

 

Got falling working in all 4 directions, as well as keys to test the gravity switching realtime.  It works great.

Ugh.

Spent most of the last hour trying to figure out how to draw a bar.  Turns out I can scale a sprite, and the API was just not very informative of that point.

SCORE!

Screen Shot 2013-04-27 at 9.55.30 AM (1)

 

Got score working.  After I get the text obeying the movement I want it to, I’ll get to work on victory and loss conditions/screens.  Then a main menu.  Then polish polish polish and levels.

score BIGGER!

Screenshot 2013-04-27 10.55.32

 

Having a bit of fun with the score text.  When you get points, it doesn’t immediately add to the score, instead it moves the number across the screen.  Then when it leaves the screen, it increments the score and the score text gets HUGE and then shrinks back down.  It’s a fun effect.

Arts and Crafts

Doing arty things, nothing much to show for it yet.

Still arting

Still doing arts, will update with new graphical showingoff stuff for the next update!

Gems are truly outrageous.

Screenshot 2013-04-27 01.54.28

Still working on it, but I like what I’ve got so far for these gems.

Comments

27. Apr 2013 · 16:17 UTC
But are they truly, truly, truly outrageous?