tylerthedesigner

LD21

Moving Day!

I will be moving out of my current apartment into a new house on Friday, so my in-ness relies on whether we can be moved in and running by Friday evening. I will most likely be lacking on the internet over the week, which should add an additional challenge.

I will be using either Love2d, Unity, Flashpunk, or binary.

Halfway done moving, gonna start jam brainstorming

I’ve been moving all day, and will probably be continuing for the next few hours. Hopefully it will give me time to formulate a project idea. I really like the theme this time, and I’m looking forward to the 100+ Escape the Room games that come from this :)

Introducing the Mini-LD #30 (Togetherness!)

The Mini-LD #30 will be taking place on November 4th-6th. It will start at 6PM PST.

The theme is: Adaptation!

If you want to join our Google+ Hangout, please add me here!
https://plus.google.com/113083902335221572750

We are also hosting a local game jam here in Phoenix on that weekend. I plan on setting up a live stream of the room as we work.

We would love to see some other communities group up and join us!

In fact, that is the “secondary theme“! Anyone who can, please join this jam with other groups in a community. If you are not in an area with neighbors, set up a Google Hangout! The best part of game jamming is working with a group of fun individuals, so don’t rob yourself of that enjoyment.

Even if you are being a “Lone-Wolf”, join a pack!

If you have any tips or suggestions, or would like to offer help set up an online hangout (Skype, G+, etc), please comment on this to let me know. See you guys on the 4th!

Submit Here | All Entries

The theme of the Mini-LD #30 is: Adaptation

Adaptation is the theme. Good luck!

If you want to join our Google+ Hangout, please add me here!
https://plus.google.com/113083902335221572750

Comments

04. Nov 2011 · 23:13 UTC
A-ha! Just as I predicted!* Bwahahahaha.
EdgarAllen
05. Nov 2011 · 00:08 UTC
Resists the urge to make a game about flowers…

Progress!

So, I took way longer to start then usual (6 hours in), but I have a good, simple idea. My artist isn’t joining until tomorrow, so for now I only have programmer art.

 

I am developing an iPad game using the Corona SDK. The game will be a casual puzzle game. I can’t talk a lot about the mechanics yet, but it should be very easy to implement.

 

Here’s a screenshot of a Level Menu!

Comments

05. Nov 2011 · 12:28 UTC
Sorry, you must be logged in to post a comment.
05. Nov 2011 · 12:29 UTC
Erm, I didn’t want to write that. I wanted to say this:

Don’t upload TIFFs, use PNGs, JPEGS or GIFs instead – thanks!
digital_sorceress
05. Nov 2011 · 12:38 UTC
I didn’t know people still used TIFFs!
Tyler
05. Nov 2011 · 16:40 UTC
Sorry about that! The iOS software Grab apparently uses that as its default.

An update- Art!

The artist on my team came today and helped with the art for the game, so now I have something interesting to show! Here’s a few screens of the game-

Comments

JaydenB
06. Nov 2011 · 09:46 UTC
Is this made in Corona? looks pretty good!

It’s amazing what good art can do to a game.

(any chance you can come on IRC to help me right now :P)
JaydenB
06. Nov 2011 · 09:49 UTC
Also, if you are making this in Corona SDK, how are you using it in the iOS Simulator?

(I’m not a subscriber or apple developer yet)

LD24

First time soloing since LD17

This will be my first LD going completely solo since the Islands themed jam back in 2010.
I’ll most likely be using LOVE2d, but may decide to try Unity or Flashpunk, depending on the theme.

Comments

20. Aug 2012 · 22:04 UTC
Yeah! Compo all the way

Using LOVE2d for LD

I am doing this Ludum Dare simply to compare to the first LD I did in 2010, to get a feeling of how well I’ve progressed over the years. Due to this fact, I will be using LOVE2D, the same engine I started with 2 years ago. I’ve spent the last day or so putting together an engine using some third party libraries and a basic gamestate. I’ve attached it below.

I’ve added quite a bit, including parts of the hump library, Love Frames, TLfres, and of course, the AnAl library.
The one thing I would like to do tomorrow before the jam starts is create some basic assets for the game. Art is usually the element that slows me down the most, so if I can get some basic particle emitters, sprite sheets and other elements out of the way now, it would really help me put on the polish during the 48. Since this is my first solo adventure since 2010, I also plan on doing a stream of my work, most likely using Ustream or another like-product.

Engine- http://dl.dropbox.com/u/16544039/BaseEngine.zip

 

Oh, and the themes I want the most?
Tunnels or Colony.

Been waiting a long time for this…

I’ve wanted to do evolution since the first jam I got involved in, so I am REALLY excited for this LD. I didn’t even consider the possibility of it winning considering its history, so I’m not prepared at all for it. I have a few ideas that are completely out of scope, but whatever…
time to make an awesome game!

Populous + Spore + Falling Sand

Did the title get your attention? Good!
The three major influences for my LD24 are Populous, Spore, and Falling Sand games. I am doing a top-down game where you must pour materials in the right situations to allow for a specific create to evolve. Is it out of scope for a game jam? Most definitely! Will that stop me? Probably not!

Here’s a screenshot of the terrain. It’s “3d” in the sense that it has a height. My textures are placeholders atm, but I expect to get them to be a nice pixely quality in the near future.

Up next- creature AI!

 

Day 2, 20ish % done

Basic level generation and player movement are finished.

This is my second time entering Ludum Dare, and I think it’s gonna be a blast to finish. I’m planning on a randomly generated side scrolling shooter with exploration elements. The theme of evolution will be in the history, the story, and the gameplay.

Heatmaps, Biomes, and other things

Well, I definitely spent a long time getting the world generation working. It’s currently using three layers- height, temperature, and water. Included in the screenshots are two examples with the temp on and off. I have yet to put in a visualizer for the water, but I plan on doing it at some point.

The next major step is to get the creatures and plants in the game. This should take some time, and could take me until the entry time tomorrow. If I don’t have a working game by the compo deadline, I will submit to the jam instead.

The game is a bit laggy when the erosion updates occur, so I am considering doing multi-threading, but I don’t have much experience with threads. That might have to wait til after the jam.

 

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ cap1 tempon world
worldheat

Toolbar, creatures, and more!

Well, I’ve gotten the majority of the toolbar in place. The 7 main actions are all working. These include adding creatures, lowering or raising ground, changing the temperature, and adding/removing water. The two on the right let you turn on heatmaps for either water amount or temperature. The next (and last) major item is to add the creatures, give them AI, and then I can starting tweaking all the levels. I’ve included some screens of the progress. #gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ toolbar and such stuff desert

Hungry like the wolf!

Finally! I now have basic AI on the creatures, they now search for food, eat, and even kill! Next is threat detection and then… mating!
Right now, level 1 creatures simply forage on tiles they can find vegetation. Level 2 and above will hunt for the next lowest tier, and will eat them until they are full or the creature is dead. I will have to do some balancing later to ensure they aren’t constantly looking for food, but for now, I will focus on the other behaviour states.

LD34

I’m in!

I am also in! I’ll be using GameMaker: Studio and a variety of other programs and magic and fairy dust. I’ve got some ideas for these themes already, and I’m pumped to participate!!! :)

Question for yal

I’ll be around for the announcement, but I’ll be going to the movies with my gf tonight (so it’s unskippable). I’ll be back after midnight, so should I spend a few hours getting the concept and the basics done or should I just get up early and start tomorrow morning?

Comments

ClassyGoat
12. Dec 2015 · 01:59 UTC
Start tonight. Don’t sleep. Keep on DEVing until you’re done. Your body will understand.
cmcoto
12. Dec 2015 · 02:01 UTC
Hi Tyler, I have two little kids, so working non stop on my game is not an option. What I do, and what you should do is to see what the theme is…and then think about it while you have time…then think on the engine, drawings..and then do them tomorrow..that you have time, and you already have the basics on your head. Have a great Ludum Dare! and a good night out!

What to do… Do both!

I’ll be ambitious this year and make a game with both themes! Actually, it’ll be two different games each using one theme. And they’ll both be in the same game, so you select between them. Oh, and they’ll share content between them and each will affect the other. Yeah, I’ll complete this easily! Nothing can go wrong…?

Still haven’t started, will do in about 4 hours. Here’s my plan:

I’m going to work on making two different games for each theme. If I have to, I’ll only work with “Growth” and finish that game. I’ll be making a game about growing up and cutting down a anthropomorphic tree that solves puzzles by moving around. Part roguelike and part puzzle game.

My other game will also be a roguelike, but with only two directions of movement using two buttons. There’ll be a twist, though, where you can switch which plane of view you are in providing different strategic options.

If I can do both, I’ll allow the player to switch freely between them and solve puzzles in one that helps the other move forward.

Anyways, off to work! Good luck to you all!