LD24 August 24–27, 2012

Poetry

You know, with all the really sad and/or dull forfeiting posts I’ve done, I thought I’d make one a bit more… Fun.

 

It’s October here in Ludum Dare,

And all men toll away

For ’tis the time to make some dough

And stop sitting ’round all day.

 

They make their games with great delight

though sometimes things are rough

It’s what they do, ’cause through and through

Indie devs are tough.

 

So what becomes of Puzzlem00n;

that young chap from ’round the bend.

Simply put, why is it

that his work has come to end?

 

Sure, sure, we’ve seen it before,

he’s abandoned many a project.

From MiniLD’s to a warmup that time,

he’s the attention span of an insect.

 

But for the October Challenge,

Oh, that mightiest challenge,

You’d think he’d have more of a chance.

And yet, no code has been written, he’s only been sittin’,

Without hope of getting financed.

 

He had a partner to work with,

A great one at that,

Who worked very hard with the writing,

The game’s concept was great, set in a far future date,

But progress has been unexciting.

 

Of course, perhaps he’s not quite at fault.

He’s become a freshman in High School

and with all the homework and teachers and grades…

Bro, it’s just really not cool.

 

At first, ol’ Puzz trudged on

His teammate Wonckay at his side

Believing they could get it done

If only they really tried.

 

But the GDD took weeks to craft

And in truth, it still ain’t finished

There was too much outside work to do

And hope had soon diminished.

 

In truth, our heroes could probably make their goal

if they sacrificed their grades

But eventually, M00n realized

How much all would cascade.

 

So, he fired his friend, and let it all end,

Cancelling the game,

For the greater good and all that jazz,

Himself taking all the blame.

 

Perhaps Puzzlem00n hasn’t reached

The goal he made this month,

But he’ll never be a no one

Even without triumph.

 

He’s made three games,

He’s learned great names,

But most importantly of all

He’s made some pretty neat friends here.

And that’s AWESOME!!!

Consolator 2.10.21

Looking for a Console for your Flash game? I’m currently developing Consolator, a simple library which attachs a console to your project, ready to use and fully customizable.

You can use it to debug your variables, or change your game while playing. You can easily call the methods of the objects you bind.


Some features:

  • Categories of messages, you can hide what you don’t want to see.
  • Bind any class and you can automatically access its public methods.
  • Visual auto-completion with a popup, just like an IDE would.
  • Easy integration: just addChild(new Consolator());
  • Fully customizable: change color, background, position, size, etc.
  • Remember the last commands used so you don’t have to write them again.
Download it from jorjon.com/consolator

Your ideas are welcome at consolator.uservoice.com

Tags: as3, console, library, screenshot, tools

The Wizard’s Lair (blessed LD entry from three years ago+1)

So after just over two years of development, a beta of my continued expansion of one of my LD entries from nearly three years ago was finally released for sale (buy now, get it cheaper and updates and a copy when it’s done) It’s been such a long time! Here’s a few screenshots from the game:

#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 */ 19545016 19492132 18151030

And some video:

http://www.youtube.com/watch?v=59ZOFFUIe1I

It’s been a long process, with a bunch of stuff detailed in my blog (http://magicbane.tumblr.com/) and I’ll be happy when the game is completed and I have all the experiences associated with developing and releasing my own game 😀

That, and the fact TWL has been in development since the first October Challenge, I guess third time really is the charm 😀

If you want to purchase the preview, you can get it via my Sellbox link!

[stextbox id=”download” caption=”Buy from here!”]http://sellboxhq.com/l/AB7N/The-Wizard-s-Lair[/stextbox]

 

Tags: ld16, SuccessStory

Vox Update – v0.19

Hi guys,

22 days into October challenge, and here is an update on the current version of Vox. Version v0.19 has just been released on Desura and IndieDB, so I thought I would share a post on here to list some of the new features and updates to Vox.

http://www.desura.com/games/Vox
http://www.indiedb.com/games/vox

Here are the newest features:

  • More Enemies in the world.
  • Flying enemies.
  • Skeleton archers shoot you from a distance.
  • Skelebobs chase you and try to kill your with their deadly swords.
  • King Slime boss spawns when you kill too many of his little slime buddies.
  • Interactable NPCs.
  • NPC movement behaviours – waypoints, world navigation and player follow.
  • Questing system.
  • Treasure chests.
  • Signposts.
  • Particle editor in the game.
  • Particle effects can be added to character parts. i.e head, body, feet, etc.
  • particle effects can be added to created weapons and items.
  • Undo feature added to creation mode.
  • Much better character creation screen in front-end menu.
  • Ore deposits that can be mined for ore.
  • Collectable items (hearts, coins, ore).
  • Damage text popups.
  • Improved HUD graphics.
  • Experience bar and leveling up.
  • Gradient background and better sky rendering.
  • Clouds.
  • Better intro animation.
  • New custom frontend music and game music.
  • Smoother mouse controls.
  • X360 gamepad support.

Here are some recent videos demonstrating new gameplay:

There is a free version to download and test and I would really appreciate it if people would be willing to try this and maybe provide some feedback. As always I am really curious to hear peoples opinions and suggestions. I really like player feedback and love to hear what people’s opinions are (Unless of course they are just the 500th person to state that Vox looks similar to Minecraft or CW :P).

Thanks.
AlwaysGeeky

Tags: alwaysgeeky, cubes, gamedev, indie, minecraft, progress, SuccessStory, tips, vlog, Vox, voxel engine, voxels, youtube

Getting close to release…

The end of October is coming up which means it’s getting close to release time, if I’m going to make a dollar by the end of the month.

I’ve been working on an android game which I’ve come to call Qubid. (Don’t ask me how I came up with that name)

I’m about 98% done at this point. There’s just a few things I need to tweak, and such. But things are looking good for having it done in the next week. Which is cool.

follow me on twitter for updates @codeherdstudios

About the game:

You control a little square on the screen with the device’s accelerometer and you’re trying to get the highest time you can. At random intervals the music will speed up, the background will change and the accelerometer will get far more sensitive; making it all the harder to avoid smashing into the edge of screen and ending your game… and also to make your life harder there are blue blocks that appear at random. If any are on the screen your timer counts down instead of up. So it’s best to smash into them as fast as you can. You have to be careful though that the music doesn’t speed up as you’re moving to get it and you fly into the wall super fast.

Here’s some corny android ads I cooked up yesterday…

#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 */ promo_screenshot_2 promo_screenshot_1 promo_screenshot_3

Just submitted my game!

October was an exciting ride and everything ended up going smoothly: I made my game and my dollar for the LD October Challenge 2012!

Project highlights:

  • October 1st: Settled early on on creating a cross-platform puzzle game: HTML5 was a no-brainer
  • October 2nd to 5th: Ended up choosing the MelonJS framework and got up to speed in a few days
  • October 8th to 12th: Made the game as fast as I could and iterated on game flow to make it fun
  • October 15th to 19th: Continued game balancing, changed some assets and looked around for sponsors

The game:

http://nine-software.com/game/gem-breaker/

What it is about:

Find the key buried in a mountain of gems! Careful, you can only remove gems which color matches the background.

As levels go, more gems cover the ground. Act quickly and swiftly!

What it looks like:

Gem Breaker Thumbnail

Controls:

Mouse-clicks on desktops, touches on smart handheld devices.

Postmortem / Lessons learnt:

Lacking artistic skills, I did what I could with free assets. The bar will be raised for future jams, I believe games need to look as good as the gameplay is.

Game balance is not there yet, not that it gets boring fast but it feels too linear for now.

There is no story around the game, I tried something with the tutorial but no artistic assets meant little freedom to create an enticing tale.

Feedback:

This is my first game making endeavour and any comment or advice you could give me is greatly appreciated. Drop me a line anytime.

@francoispenel

AniTower Update

Damn, I’ll probably fail with October Challange deadline. But either way fighting till the end (of project)!

So time for little update. Currently I’ve finished base mechanics for my upcoming Tower Defence game. Everything works nicely on various mobile devices. Currently tested with 60 fps in avarage on:

– Nexus 7
– IPod 4
– Galaxy Ace

So, having base mechanics finished I started working on game look/graphics to replace old dummy assets . Little concept (click to see full):

I’m not fully happy with it, especialy road seems to bo to “dark”. But final polishing will be done in 3d.

As next step I’ll try also to post some video from gamplay and compile flash build with game.

Ok one more image, base sketch for location:

 

 

Just Submitted my Game on Kongregate

The Princess Digs Zombies

It is the near future of our distant past – the galaxy is irrelevant. President Ronnie is happy in his castle colored in white.

After years of good service he has decided to marry you, the Prince of Navy Seals, to his beautiful daughter. But on the night before your wedding the princess escapes, leaving only a note :

“The Zombie Lord is cooler than you, nicer than you and smells better than you. So long, bro-dude or dude-bro.”

Incidentally, the next morning, the road to Hell is overrun by zombies.

Time to fight !

On the Road to Hell !!!

Is this the Zombie Lord ?

October challenge completed!

With just a few days in October left, I’m happy to announce that my October challenge has met its 1$! Yay 😀 challenge completed!

It’s the game that was made in the last LD, with the long title “Chicky and the Cats: Dorobou Neko!”, a puzzle game that seemingly made some people think a lot, but in overall wasn’t that bad. That’s why I thought I should give it a try

What was done additionally: I put all the ideas and critics that I got from the LD community into the game, added more levels, more content, previews, one more enemy, the level editor (finally!) and made a few more intro animations. Although, as October came close to the end, I decided to mark version 0.5.0 as feature complete for its release and uploaded it to BlackBerry AppWorld. Available since yesterday, checked today, saw some downloads and in about 6 weeks will be able to collect a buck via paypal 😀 haha

So here are a few more screenshots. If you want to play it, I uploaded a light version to Newgrounds. I don’t know exactly why, but the flash file is being scaled there, so the graphics don’t look like as they do on PlayBook or BB10 – check it out for yourself 😉 !

Done October Challenge.

Okay finally submitted my game prime time.

Prime time is a futuristic isometric top down shooter. Featuring two levels, three music tracks, with some one liners by John J Dick himself (back when he was doing the $1 a word thing).

 

http://www.ludumdare.com/compo/october-challenge-2012/?action=preview&uid=12188

Maybe I will add some powerups and more levels later on.

 

I first tried fastspring but it turns out you need 100 before you get paid. Then I saw someone used sellbox which allows you to set a suggested price but people could pay as little as $1 and it goes right into paypal so that seemed like a winner.

 

October Challenge

Looks like I’m going to be a little late for the October challenge sadly. But this isn’t entirely a bad thing.

The event has got me psyched to make a game that I can sell for cash monies and whilst I could rush it out for release before the end of October I’m looking more at releasing shortly afterwards, family and work commitments have resulted in there being fewer and fewer hours in the day for me to crank some code out so things haven’t gone according to plan but that’s just the way it goes sometimes :)

Super Grid Run will be released soon though! Progress reports are available on http://www.refreshcreations.co.uk/games/ and soon on the games website http://www.supergridrun.com/

I did an experiment with adverts on Gravity Force 3, my first Ludum Dare entry earlier this month which I was thinking of considering to achieve the $1 but really, after seeing the lack of revenue from it on the minor android markets I think I’ll focus on cheap, pay for apps, none of this freemium nonsense.

Autumn Game Jam [Saint-Petersburg]

Hi people from Saint-Petersburg! We’re going to organize a little local jam! All info in: http://vk.com/spb_igj0

Comments

26. Oct 2012 · 06:53 UTC
Отлично! А когда ты будешь? На самом деле, я тоже думаю о переносе. Если, что я тебе написал в вк )
sorceress
26. Oct 2012 · 08:34 UTC
Супер! Но я в Англии. :(
28. Oct 2012 · 21:14 UTC
fsdaljkoidfgjsldkfj;asldkjfo;iajdlkjf 😀

Ethereal Isles Almost Deployed

At this point I’m pretty much done. All the monsters and levels have been tested and (mostly) working. The  Kongregate API integration seems to work so that your time from the “time attack” level is dumped into a Kongregate leaderboard. I’ll see if it really works once more than once person actually posts a score, I suppose.

The “Time Attack” level

 

Most of the recent things have been simple changes – tidying up some text or icon placement, adding particles for attacks that didn’t have them, and making sounds for the various “attack” and “dying” animations. I spent quite a while last night making wierd noises into a microphone to produce a sufficiently varied set of dying noises 😛 I Also added some niceties like checking off levels you have already beaten.

I will probably make a video tomorrow,(better than this one at least) and then release the thing for reals.

After that I need to modify the game for tablet use. This includes properly processing multitouch and maybe resizing some icons.

 

Failure

I’m officially giving up on the October Challenge.  There’s no way this game will be done by the end of the month.  However, I’m still going to try to release my game (that I still haven’t named) and make a dollar off of it.  The October Challenge is now the Eventually Challenge.  While I have your attention, I should pimp my game dev blog.

Tags: eventually challenge, Failure

AniTower Update#2

Short update with sneak peak from wip on first map/world:

FlyCraft: Revealing Herbie

Introducing… “Herbie“! The star of FlyCraft and star of your own wacky flying creations!

Herbie is a groovy male ladybug who, being too bored to fly with his own wings,  prefers to create all kinds of flying devices and machines to take him as far into the woods as possible. Don’t let those big eyes fool you, Herbie is a cunning little crafting hero that hardly ever looses his cool.

A bit more that 5 days left for the deadline expiration… we CAN make it!!!

JengAR – my october challenge entry!

Ok, today/yestarday I’ve released my game on android google play. It’s augmented reality game so it needs device with a rear camera and printing special marker to track player position. You can find more info on:

http://mindhelix.pl/JengAR

In a few weeks I’m hoping on also releasing it on iOS. Just have to obtain some MacBook and iOS device for testing ;)

 

edit: http://www.ludumdare.com/compo/october-challenge-2012/?action=preview&uid=8471

Gameplay footage

First thoughts

If you use Unity to develop make sure you have JDK 1.6 installed instead of 1.7. The latter one just cant’ seem to sign your software in a right manner and applications after downloading from store just can’t install.

I’m planning releasing free version with ads and maybe time limit.

Tags: poland, renegades

October, November, December Challenge

I have been putting in some hours of this week’s vacation to work on my October Challenge entry but finally have to admit that one week just is not enough. I will continue to work on Boskovice for the next month, hopefully will be able to keep motivated and maybe at the end of the year have some version ready to put in the android play-store.

Overall Summary: This has been my first time tinkering with the android platform and I have to say that I am impressed with the hardware and software-side. I started with my Ludum Dare 24 entry, which was using raycasting-based software rendering. After porting it easily to android (its java), I noticed that this approach is not working on a mobile device: software rendering is too slow. I started from the ground up with libgdx and reimplemented the graphics in OpenGL ES 2. As libgdx allows you to build for android and the desktop, I was able to use all the advantages of developing on the desktop. Including  the goodness of hot-code-replacement. Only to test the touch-input, some shader differences in OpenGL ES compared to desktop OpenGL and test performance, I had to use the android phone at some points. And it is rather impressive that I almost ran out of the box with 60 frames per second on the Samsung S3. It is a new device, but anyway.  Oh, and I had to reimplement the raycaster** as this was the main bottle-neck draining the CPU. Turned out that i was doing a little to much floating-point calculates and my math was much more complicated than it needed to be.

The game is still missing alot; physics, particle system, content, content and content.

** Note that the raycaster now is only beeing used to calculate the set of visible tiles and walls, the actual rendering is now done via OpenGL.

It’s not too late to do the October Challenge!

Did you want to participate in Ludum Dare’s October Challenge, but couldn’t find the time or couldn’t figure out a good way to handle payments with your current development approach? Or maybe you’ve never written a “real” game before and thought it was more than you could handle? It’s not too late!

As some of you might be sick of hearing about by now, I’m developing a website specifically for indie Java (and Processing) developers who want an easy way to showcase their games- and make money! I spent my October updating the site’s look and feel and making things more obvious, so check it out at StaticVoidGames.com.

Developers can specify an ad code for their games, and they get 100% of any revenue they generate. Getting an ad code is as easy as signing up for a google adsense account!
So if you still want to try out the October Challenge, maybe think about using Static Void Games! You could upload some old games, or spend this weekend doing your own mini-challenge.

Think about what you could do by October 31st with a theme of Halloween!

Comments

26. Oct 2012 · 20:50 UTC
Awesome!
Madball
27. Oct 2012 · 08:06 UTC
In fact I’m going to start making a game now. But no, I won’t be able to finish it in October. Next October maybe?

Ethereal Isles Live. Need Sleep.

After fiddling with a few bugs and GUI polish, Ethereal Isles is now live on Kongregate. Man, I hope there are no nasty bugs lurking in there.

Getting the game ready for “prime time” took a lot of work because you have to go back and fix all those things that you let slide: placeholder sounds, sloppy GUI layout, and “mostly-working” code. But now it’s done! (mostly).

I’m going to look into fixing/modifying code to work well on tablets for the Google and Apple stores, but I don’t think that will get done before the end of October. Right now the game works and is playable on a Nexus 7 but some parts are not-quite-working with the touch screen.

View the entry here.

Comments

panda
19. Nov 2012 · 23:54 UTC
It looks good! Congrats!

Release!

So, my game, Rockwell, is in beta and I think it’s time to release. It’s already being reviewed on Indievania and will soon be on StaticVoidGames. I may put it on the chrome app store but considering it’s not a web app it probably will not. However, if Rockwell has support it will show up on the Mac app store. Rockwell, although not a technical masterpiece, is a fun addictive arcade game.

Happy headache

We finally found a baby sitter in Barcelona! As a result I drank too much yesterday night and my head hurts a little 😉

By the way, Bloblocks was approved by apple during my sleep and is available for iPad!

http://itunes.com/apps/bloblocks

I waited 9 days but it may count as 8 since I am not in USA.

I’ll have to push a minor cosmetic and improved controls (two step swap and slightly better rotate) update but the little game works quite well I think. I hope reviews won’t be too bad… :)

I also made a small promotional website for the game this week, I still have to translate it to french: http://bloblocks.labe.me

The game is nearly ready for Android tablets too. It wasn’t that easy since I had to support portrait orientation and scale things so the game would be playable on 7″ devices. The last thing in my todo list for Android is to integrate Gree (or some other competitor) to support the Leaderboard and achievements.

The game was made with haxe, starling-framework, air, a lill bit of haxenme, emacs, org-mode, inkscape, sketchbook pro (MacBook air and iPad), pixelmator, sunvox, bmglyph, elbow grease, tapas and love. Prototyped with processing.

I am waiting for my first sells now, I think I will win the challenge too!

Regards

Laurent

Comments

28. Oct 2012 · 15:29 UTC
Wow looks so polished, also your landing page is genius 😀

AniTower Update#3

Another short update. Closer to finishing up first map/world. Need to add some enviroment elements like trees and bushes.

Battleship Islands Released to the Windows Store! (But forgot one thing)

That thing friends, was the trial mode, which would allow me to lock levels of the game that players would need to pay for.

So, it means I can’t get my $1, and complete the Oct challenge – arghhhh!!!

On the bright side, there have been a few downloads, without any additional marketing (which I don’t have a clue about anyway).

Anyway, resubmitted a new release which should turn on trial mode, but in the mean time, if you have Win 8 and you’d like to have the game for free, go for it! :)

Plz, plz, plz help out another Ludum Dare brother, give me some upvotes and rave reviews on the Windows Store, I’ll be sure to return the favor!

http://apps.microsoft.com/webpdp/app/battleship-islands/5e25ffd2-2cb0-4708-b88a-4bdc61f19107

#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 */ Battleship Islands Wide Logo 310x150px New BI photo Store Pic BI
Download stats

 

Comments

28. Oct 2012 · 12:43 UTC
Wow it looks good, will try it when I have a windows phone 8 :)
29. Oct 2012 · 09:56 UTC
Thanks @shanadeshana! Please remember to leave a vote for the game :D!

October Challenge : Balance : It’s on the market !

Hi everyone,
Here’s the game we did for the October Challenge ( our Ludum Dare 23 entry ), we polished it quite a bit and there it is !

Here’s the pitch :

As the 37th reincarnation of the ball god of Balance, you’ll have to herd your people to safety around their home… But alas, as they appear, those little fellows will unbalance the world, threatening your own equilibrium !

– Move the ball by tilting your device !
– Scare off your people to gather them around the house !
– Careful not to roll over them… or not !
– Sacrifice some to restore balance, avoid falling and save the rest !
– Win the levels by gathering the necessary amount of people !
– More content is coming !

Feedback and comments are welcome, thanks for the support !

Please note that we will constantly add features and updates to content !

October Challenge Entry Page
Balance Google Play Page

New Game

Working on an indie platformer, but instead of being able to jump, you can switch gravity.

Inspired by: Gravity Guy, Mario(and various other platform games)

Not importing my own graphics, just using Java’s awt graphics.

Comments

odrega
28. Oct 2012 · 02:54 UTC
So it’s a VVVVV clone? Who cares ’bout originality, that game was AWESOME! I want all the clones and rip-offs of it I can get.

Qubid Released!

Released Qubid Today to the Android Play Store!

I recorded a gameplay video here Qubid Demo !

Comments

27. Oct 2012 · 22:10 UTC
Wow, the music is perfect 😀

BLUSTER : it will be a “teaser” October Challenge . . .

Truth to be told : the main challenge is time management for me . . . I will not finish for the  end of October, I need to learn the lost art of pouring into my game 😉

http://blusterthegame.blogspot.fr/2012/10/it-will-be-teaser-october-challenge.html

AniTower Update#4

Ok, i’m done with first location. This is last update before demo. With next maps i will iterate based on current assets and adding couple new ones. Another Tower Defence is comming!

JengAR entry

Sorry I forgot about making entry so here it is:

http://www.ludumdare.com/compo/october-challenge-2012/?action=preview&uid=8471

 

Tags: poland, renegades

Terraria Needs To Get Off Steam!

Did anyone of you have terraria and someones says “How do i get Terraria?” You say “Well you have to get Steam.” And you keep on talking about steam and terraria. And then he makes this account on steam, and then it gets hacked. Im saying terraria needs to get off steam! Minecraft isn’t on Steam, why should terraria? I hope terraria will get off steam. AND MAYBE JUST MAYBE It’ll be easier For people. Thanks for reading :D!

Comments

Jorjon
28. Oct 2012 · 17:36 UTC
I’ve used Steam for like 5 years, and never got hacked.
29. Oct 2012 · 16:37 UTC
This isn’t the place for posts like this.

(Almost) Sucess!

After a month of work, “Dimension of Cubes” is for sale!
Now, to expect a sale before the end of the month. All purchases from here are welcome.

http://www.indievania.com/games/dimension-cubes

Tags: Dimension of Cubes, Game Maker, October Challenge 2012

Our first paid game is finally for sale!

Yay! After a month of work and stress, here it is: Keys

#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 */ temp Screen shot 2012-10-28 at 11.06.21 AM Screen shot 2012-10-28 at 11.06.12 AM

Make sure to check out our website, too: www.splitbitgames.com

Comments

29. Oct 2012 · 17:15 UTC
Looks good! 😀

IO VUOLE ZEN on Kongregate

I uploaded my LD24 entry “IO VUOLE ZEN” on Kongregate, if u want to play it again, go and do it here.

Rockwell free on Indievania!

Well, if you wanted to check out my October Challenge entry, Rockwell, it’s free for a limited time on Indievania! I would love to hear some feedback! Rockwell

Check out Rockwell!

Okay, now, I’ve got to promote my game. Best way to do that? Ludum Dare, October Challenge. It’s $1 on Indievania. Rockwell is an arcade style, addictive, time-consuming space-shooter. It looks and plays like classic games such as Pac-man and asteroids. It has a page on gumroad, a digital-download marketplace. Buy it here

 

Chip Away is now on Newgrounds

I’ve been silent this entire month during the October Challenge because I wasn’t sure what to say. Now, at the very least, I can claim I’ve officially participated. My LD24 Warmup game, Chip Away, has been upgraded and submitted to Newgrounds (http://www.newgrounds.com/portal/view/605147). Learning their API and incorporating things like Scoreboards and Medals into my game has been a lot of fun and a great learning experience.

While I’d be ecstatic if I made my first $1 as a gamedev, I feel I’ve made the October Challenge already in a way, because this was the month I landed my first full-time job as a programmer. I feel I owe a great debt of gratitude to Ludum Dare and everyone that’s a part of this community for giving me the motivation to jump back into programming and really challenge myself. Without it, I’d still be delivering pizzas, no doubt. Thank you to everyone and I’m looking forward to LD25 in December!

Tags: newgrounds, OctoberChallenge

Why I made my game

Hi!
Well, I wanted to play with MelonJS (a HTML game framework) to see what it is capable of.
I’ve always been a big fan of zombies and vampires, so I thought it was a good idea to put that in my game.
What happened is that I was about to make a RPG type of game and I got lazy, ahah! So I came up with another gameplay. I like the idea of playing the vilain, I am tired of always being the guy who saves the princess or the world or whatever! So in my game, you are in a small village, and you try to eat innocent people. Simple but efficient!
It gets harder and harder, I think the first 3 levels are just here to help the player to understand what they can and should do. You might think that staying around the extraction point is the best way to win, but you can’t beat level 10 and above with that technic. So, good luck everyone!
Cheers~~
Noel

Matthew’s big list of public-domain songs

Hey guys!

Looking for established high-profile music? Don’t want to search websites for that one awesome track?

Then go check out Matthew’s Big List of Public Domain Songs!

Features several dozen folk-songs and classical pieces, used in such games as

Go check it out. Also features some pointers to locate more awesome usable tracks.

-Matthew

Tags: music, resources, tips, tools

Capture Path – The never ending game launched!!

I started out working on the Capture Path game back in July, 26th. The original idea was to finish the game within 3 hours, but as you can see from my dev log, and from the days coming after that, that I was not able to deliver my promises to myself.

Then, I participated in the LudumDare 48 and even though I had my weekend already planned out I was able to squeeze out few hours.

I wasn’t sure that I would able to complete the game, but I did, and it was one of the best things I’ve done so far in so little time

So, when I heard about the October Challenge I knew something good should be happening :)

Back-story: I’m in the Apple’s iOS developer program from November 2011, but never released any app. All my earlier prototypes died at some point during the development, either due to lack of enthusiasm or getting infinitely distracted by some other ‘better’ idea or just discovering a similar title already on the same market.

The October Challenge made me finish and launch the game.

The game was released on October 26th, but I was too busy partying that I forgot to inform the internet.

So, here I am done with the October Challenge, check out my game on the AppStore,  or the game’s webpage for screenshots and gameplay video and stuff. At the time of writing, there are already 3 downloads.

Thank you, everyone :)

Rollman is here

Hi all. We’ve finally added our game “Rollman” to compo. Who knows, maybe we’ll even earn that $1?
You can buy the game at http://rollman.net76.net for any price you want (Paypal fee minimum). You can also choose how much of the money will be given to charity (Childrens’ Cancer Research Fund).

Trailer:

Thanks!
Rollman Team.

No Air Out Here Released!

We’ve just released our game for this year’s October Challenge.

It began as our entry for Ludum Dare 23 but has been polished up since then.

It is available now for PC and will soon be available for Xbox Live Indie Games.

Trailer Here:

Post Here:

http://www.ludumdare.com/compo/october-challenge-2012/?action=preview&uid=12839

Update5: Timelapse video (fourth part)

Timelapse video (speed: 10x) – Work on my Virtual Machine and work on my new microgame Tiny World Adventure developed inside this new VM.

My LD23 entry: Tiny World Adventure. Consider to provide constructive criticism. 😉

Enjoy!-)

Tags: Mac OS X, NE-VM, Pavel's Virtual Machine, Squarewave Orchestra, timelapse, Virtual Machine, Windows

Comments

31. Oct 2012 · 21:18 UTC
It’s a good concept! Really good actually! But could the loading screen take any longer? It made me feel smart when I figured it out.

Cave Raider

Well, I have been working on a game for a while and was planning on pushing it out for this challenge!

Not Sure ill make it anymore but ill work on it!

Cave Raider, although im not too sure of the name, Is a platform Puzzle game.

In this game you are required to create a path for your player. To do so you use the tools given to you in each levels. Currently there is:

The Saw that cuts through rectangle selection of weak rock.

The Bomb that blows up even hard rock in a circle radius

And the Lighter that sets on fire ignitable objects.

The goal is to clear levels while causing the least destruction possible.

Seems impossible?

Cut under the spikes and you have a way!

Varied walls for interesting puzzles

So I hope to have a playable version make it in the challenge!

Regardless, It was fun participating, and I hope to participate in more LD.

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This entry was posted on Monday, October 29th, 2012 at 8:26 pm and is filed under October Challenge 2012. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Rockwell is Free!

Check out Rockwell! Rockwell, my October Challenge entry, is free. It’s free because it’s my first game. Rockwell isn’t the best game and if you have to pay, I want to bring my A-game. Consider this a successful failure for the October Challenge.

Get Rockwell HERE, FOR FREE!!!!!!

Watch some gameplay here!

FlyCraft: We made it!

It is done! 😀 Yes we did it, and we are quite proud of the result! After long nights of programming, music composing, recording sound effects, drawing graphics, playtesting we got FlyCraft where we wanted it. Doing it all in under a month was quite a feat and we sincerely hope you will enjoy the result. Below we have a top secret leaked video of flight prototype #15351, warning this info is eyes only! 😀

YouTube Link: http://www.youtube.com/watch?v=TJ0AxrfOaH0

The game will be released on AppWorld during this week. We will let you know!

Too Close To Failure

Well guys, I really wanted to get something together for the October challenge, but I couldn’t come up with anything and make it in time with school standing in my way. I have however updated our super out of date Android game me and my crew made a while back, Azteka.

 

Maybe if enough people play it we’ll make the challenge in ad revenue. ;D

dogbomb’s birthday giveaway

Ok, my android game for October challenge is on dogbomb’s giveaway. If you want to win a copy just retweet:

More love for you android peeps. I’ve got nine copies of JengAR to give away. RT this to win! #dogbombbirthdaybonanza

— dogbomb (@dogbomb) October 30, 2012

:)

Please give me some feedback!

Can I have some feedback on my new game, Rockwell? Get it here for free. Thanks.

Comments

30. Oct 2012 · 20:30 UTC
Hey Canobie!
30. Oct 2012 · 23:22 UTC
Hi Canobie, I’d have to agree with Dir3kt, the presentation is absolutely crucial for first impressions. If you don’t want to invest the time to learn the art (which is time consuming), you can always get art from a 3rd party. Here is a link on our forums which has a ton of resources:
31. Oct 2012 · 06:58 UTC
Glad to help, we are all in the same boat here :)
31. Oct 2012 · 20:55 UTC
Sure thing. Just drop me a message on twitter (@ZappedCow) and we can follow each other :)

Zombie Tales & OctoberLD not completed :(

Firstly I just want to say THANKS to the whole Ludum Dare community! This was my first challenge and it has been an amazing experience. Thanks for all your support and advice it has been invaluable. And congrats to everyone that completed the challenge its an amazing feat!!

Zombie Tales isn’t complete, but I’m still aiming for a $0.99 Alpha release before Christmas. And I’ll still be bloggind my progress (not necessairly daily) at www.zombietales.net but in the meantime here is a mini breakdown of my Ludum Dare.

1st October – This was after the first day of coding and I could shoot some white boxes.


7th October – BloodHUD. I had pretty much sorted my weapon control and got my Zombies hurting me during that week.


15th October – Spent the whole week porting across the level editor and getting the HUD working on an iPhone.


21st October – I got annoyed with fixing up the level editor so I spent some time on the main menu. It made a huge difference to the feel of the game.


29th October – After the realisation that I wasn’t going to complete Oct Ludum Dare. I worked on some fun stuff in the editor like adding vehicles.

I’m a little depressed because I didn’t complete the challenge, but I’m glad I got a chance to take a big chunk (about 50%) out of a project that I was going to start work on next year. And meet all the Ludum Dare participants – its been awesome!!!

As for future Ludum Dares?? At the moment my brain is pretty fried but I’ll definitely be throwing my hat in the ring again!!  Just not straight away  :)

And finally this is my favourite screenshot of the 50+ that I took during Ludum Dare

cheers DOUG

Avoider is done!

Actually it was finished yesterday, but I’ve just submitted it to the site today.

Here’s the links if you just can’t wait: http://www.ludumdare.com/compo/october-challenge-2012/?action=preview&uid=5267 https://play.google.com/store/apps/details?id=com.jacobwgames.avoider.Avoider

The game was made with Haxe + NME + HaxePunk, a great combo. I’m working on getting some other versions built. Specifically: Linux and Windows. Mac and iOS might come eventually.

Anyway, I’m really excited, and I’d appreciate it if you took a look at my game. :)

Tags: android, avoider, haXe

Well I had fun…

So October Challenge was a bust for me! I went through 3 games none of them even remotely worked out, but I learned a lot while doing it. So after quite a bit of thinking, planning, Ideas going up and crashing soon after I gave up. So I did what I usually do after a failure… I play The binding of Isaac. and after beating the game multiple times and just so obsessed with everything about it I snapped out of it and realized that games like FTL, tBoI and Minecraft that its this random infinite game play that I just love. and The Binding of Issac is my favourite and I had a terrific Idea to bring the fantasy world that me and my friend created would be the base and it would play very much like it but with big differences also. I don’t know if it will pull through but I hope to bring it as far as I can. That’s all for now.

I think I may have achieved the Oct Challenge! Thank you Ludum Dare!

Right on the last day, I think I’ve finally made $1+ from the Oct Challenge on the Windows Store :)

So wow, this was my first game sold ever – thanks to all of you who have given me encouragement and support, even if it was simply going to the links – it all helped heaps!!!  And good luck to everyone – I’m trying to give as many upvotes as possible too.

If haven’t already, and you’re a win 8 user, please take a look at my link  and leave a nice upvote hehe! :)

http://apps.microsoft.com/webpdp/en-US/app/battleship-islands/5e25ffd2-2cb0-4708-b88a-4bdc61f19107

 

Comments

31. Oct 2012 · 23:43 UTC
Well done! And congratulations to a fellow kiwi :). Unfortunately I’m not on Win8 yet, so I can’t test it out.
01. Nov 2012 · 06:48 UTC
Thanks @Surrealix! Excellent, go the kiwis! I wonder how many other Nzders are here too? :)

October Challenge – Game Released!

Phew! Cutting it really close but we just launched Space Racer on Google Play. If we can make a dollar in the next few hours we’ve succeeded!

Space Racer Trailer (YouTube)

The core gameplay hasn’t changed too much from the initial prototype created just 30 odd days ago, but we’ve added lots of polish and little hints at a wider narrative. The game even has an end, if you can make it that far. We’re really pleased with it, and never having made a game over such a short space of time it’s nice to know such things are within our abilities.

You can check out the game here. Best of luck to everyone else!

A winner is me!

In under the wire there, but I released my October Challenge game, Lagertron this morning and I’ve already made my first sale. At GBP £1.99 that’s more than a dollar and so I declare this entry a success.

“So, what’s this game of yours then?” you may ask. Well, basically it’s Robotron with added beer – the full sales pitch is as follows:

The evil aliens of planet Lagertron have invaded the pub. Their mission : drink all the beer!

Only one hero can stand against this menace : the Mighty Beerman!

Powered by his insatiable thirst, Earth’s drunkest warrior must repel this invasion before chucking-out time lest the world be lost to the horrors of sobriety.

This is videogaming at it’s finest.

This. Is. LAGERTRON : 1664

40 Levels of classic retro blasting. Get the beer, kill the baddies, save the world.

Video trailer:

Store link:
https://play.google.com/store/apps/details?id=uk.cobeercave.lagertron

Just posted my game Bridge Captain to the Android Market

It’s been a long 30 days but I got enough of my game created that I posted it to the Android Market. It’s a story driven game that puts you in the captains chair. You make many choices along the way to finding a missing Earth United Ship. You are stuck in pirate space and you need to keep your wits about you to determine who to trust and who to fight. Get it here

in game screenshot

in game screenshot

Right now it’s really only playable on a table. This is due to the many buttons on the interface. I still need to work that out for phones.

October Challenge Complete!

I’ve got 2 sales on my game in the android market place!

I’m pretty happy.

Thanks out to Ludum Dare organizers for challenging me to get something out there finally 😀

I also wanted to mention that I’ve released a FREE version of Qubid on Android Play.

https://play.google.com/store/apps/details?id=com.codeherd.qubid.free

Oh and also I just started porting Qubid to iOS last night! 😀

ma3e

(link)

ma3e is an iPhone/iPad app involving a ball and a 3D maze you can rotate. I scrambled to get it done ~5 business days before today (the end of the October challenge) but my first attempt at adding DLC resulted in a rejection because the testers couldn’t find the DLC. Anyway, I resolved that and currently the ball is in Apple’s park, so I think I currently fulfill the “taken all steps required to make a buck” requirement. I’m just a little sad you can’t get the game right now. By the way, the game is free. The DLC is how I plan to make my buck. Anyway, I’ll make a new post when you can get the game. I’m telling you now so it’s not spam!

Incomplete Soul v3

Incomplete Soul Screenshot

Incomplete Soul has reached another iteration since its original release in Ludum Dare 22. This one now includes a lot less filler in the form of smaller compact mazes. The algorithm for creating them still needs a bit of work.

The program also badly need a music track to compliment the gameplay. Hoping to polish this off between work on other projects. Also check out my game development blog at wally2069′s Realm

Download – Incomplete Soul v3

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This entry was posted on Wednesday, October 31st, 2012 at 6:14 pm and is filed under October Challenge 2012. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Panda7 game finished! 10 minutes over deadline.

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Panda7, my October challenge game is finally finished. Sort of.

I started on 1st October and finished 10 minutes into the 1st of November.

This is the first game I’ve completed and by completed I mean the first game I’ve gotten to a decent playable state.

On Development

I feel like a Java pro.  I learn best by going head first into the unknown and making mistakes and this game was full of mistakes. I started this project not  confident with Java. It was fun and painful learning the quirks and weirdness of Java. Although similar, Java is not C#. C# makes life a lot easier. So many code re-writes. After writing hundreds of lines of code, my brain tells me, “You know what, I’m only going to tell you after you’ve spent 10 hours on code, a better way to do the whole thing”. This happened about twice a week and had me moving large chunks of code all over the place. Fortunately, I have a preference for re-writing things rather than fixing them, so this wasn’t too painful and I was used to things now working so no unusual problems there. The biggest code re-writes were;
  • Splitting everything into Controller / Input / View.
  • Moving all my sprite sheet slices and their destination rectangles into a single class. A class made up of nothing but static fields and methods.
  • Game Logic got re-written a few times. It finally found it’s home in a method that returns after each successful logic execution. Gave my game that staggered one after the other effect.
  • Removing my event system. The game was too small for an event system and the game logic also doesn’t traditionally run like a normal game. It only executes bit of logic per update (my normal games execute all logic)
Android.. horrible Android Fragmentation. I know that word gets thrown around a lot with regards to Android. Some things to know about Android
  • There are a gazillion different versions
  • There are a gazillion different screen resolutions
  • There are a gazillion different screen aspect ratios
  • All 3 of these are common
Display Originally I had coded the game to change all my screen elements to different sizes and different spacing depending on the size of the screen. It worked, but it was messy. The code was messy (I was inconsistent) and the game screens were inconsistent. The last run of coding was re-doing the display system. Essentially all I’ve done is designed it for a 480×800 screen and linearly scale it for different resolutions. It means it will look a bit silly for the more squarish screens with the extra space on the sides. Weird bugs and debugging When I first started making the game for Android I had crashes all the time. I had no idea what caused them and no idea how to fix them. The Internet helped a little. The biggest help was my house mate giving me mini lessons memory address and stack traces (I hadn’t learnt about it  before in class, I am a still a current student after all). So thanks house mate for that. It made tracking down bugs a lot easier. My game has HD and SD graphics. If your device is over 600px wide, the game will switch to HD mode. This was a problem in my emulator which only had 128Mb of RAM. I spent plenty of time fixing it, clearing memory and only loading images that needed it. For some reason, Android 2.3.3 would constantly throw out of memory errors when loading HD Bitmaps. Bitmap objects have a method called .recycle(). A lifesaver. UI I started coding a screen overlay, a menu with things like “Go to title screen, mute sound/music, restart game”. Mid way through I remembered that Android has a menu button. That was incredibly easy to implement so I used that instead. I ran into problems towards the end when I found out that later versions of android tablets don’t have menu buttons. It is still a problem I haven’t fixed yet. Not sure what to do. Graphics The easiest part of the whole process for me. I spent a couple of hours designing the game visually in Adobe Illustrator. The benefit of working in vector is I can just click on objects and I have the x,y,w,h coordinates immediately. Rects and Rectangles The default class Android uses for rectangles is called Rects. A Rect rectangle is defined by left, top, right, bottom. I think it’s the same in pygame. I hate it. I wrote a new Rectangle class which defines a rectangle as x,y,w,h. The way god intended. It ended up being a great idea, things got done a lot quicker and the code was tidier. They did a couple of extra things, take in pretty much any data type in the constructor. They remembered their original size, which allowed me to have a absolute scale method. Very handy. Adventure Mode Adventure mode was meant to be a main feature in my game and it’s the thing I wanted to add more than anything but time just didn’t allow for it. Now that the game is done and it is mostly nice code, it’s doable. So if I have the time I’ll add that. Ads My game is a free game. I needed to get some experience with monetization so to start with I’ve got advertisements. They’re horrible and ugly but I’m not going to make a dollar for the October challenge unless I have them. They were quite a tricky to put in. I’m not familiar with Android and I learnt everything as I went along. What I think I did was create my game view/surface independent of the typical Android way and I believe the Ads needed the typical way. I ended up creating a layout Java code, added my Game View and Ad View to that in code. The ad supplier I used was AdMob by Google. Besides the above, it was a painless procedure. Publishing to Play Store Incredibly simple process. I uploaded it at midnight and it didn’t appear on the store before I went to sleep. It was there in the morning so my guess is it takes about 4-8 hours to appear on the store. That’s it for now. If you read the whole thing, thanks for reading. Please  feel free to download it and leave positive feedback and click ads. It’s here and it’s free https://play.google.com/store/apps/details?id=com.handsomegoats.panda7

Tags: admob, ads, android, app, coding, free, game, gamedev, Google, indie, java, ld, Ludum Dare, october challenge, play, play store, post-mortem, store

Escape from Plan 9

THE END

As the October Challenge comes to an end, and my game finished, I feel the need to talk about my first purely private game. Sure my October Challenge game was released and had 5 sales, but it’s still not completely private. I did it for the challenge.

The next game will be (and already) more planned than the previous. This time it will be built better from the start, now that I have experience.

It’s an assassination game. You jump and avoid the guard’s sight to kill your target. As you play the story develops and you unlock weapons. If you want to Alpha test, contact me @gkamer8 on twitter.

FlyCraft got released, we have the dollar!

That is right! We managed to do the release yesterday and we even got the dollar (we are actually #1 Top Paid Game at the moment I write! [boast]way over Angry Birds =D[/boast] . You can check out our October Challenge entry here:

FlyCraft – October Challenge Entry

It was a roller coaster ride to develop this game, you know, the crazy ones! Me and Thanasis managed to gain so much experience during this month than hardly any other process I can think of can provide.

The fact that the game we made was so well received by the gamers was the topping of the cake. Such a great feeling, after a month of long nights of work! A few hours after the release, we were receiving this kind of reviews on AppWorld:

“Fun game, gets your creative mind going.” 5 stars

“This is a fun game if you have a few minutes to spare & want something to do. At $1.99 you can’t go wrong….now if you will excuse me I have got to get back to the game. I’m trying hard to get “Herbie” to fly further then 200cm….I keep getting so so close lol BTW that reminds me. This game comes with Scoreloop integration so you can compete with your friends :)” 5 stars

“This is a great game and logs of original fun. Looking forward to more materials to smash on the landing pad. Great original concept!” 5 stars

“Fun game, gets your creative mind going.” 5 stars

The list can go on and on! We are so humbled by these people.

We have updated the game’s website with the launch trailer. We hope you will like it as much as we do.

The plan from now on is to add in the game all the cool features we left out due to the time constraint of the challenge. Some of the things we left out with a cold heart were the instant replay system that will allow you to view your flights again but also to share them with friends, the ability to save multiple crafts and challenge friends to fly your crafts and do better, and lot more stuff that I will not reveal at the moment! 😉

Thanks again everybody it was a great experience we all shared here! Good luck to all the contenders!

 

We did it!

After 31 days of hard work we have finished our game… and we have made our dollar!

So much to talk about yet so little time as I want to spend my dollar on a horrible cheap coffee. It has been a great experience! I think the only thing I would change looking back is coming up with a more original name.

I knocked together a very rough looking trailer here.

Feel free to check the game out here.

Good luck to everyone else!

Comments

01. Nov 2012 · 20:05 UTC
Amazing! 😀

A successful failure

Hey,

So we are 1st of November and PowerUp is not yet released :(

However it’s definitively going to be released during November. The game is 90% percent done, currently realizing how much “it takes 90% of a project time to finish the last 10%” is true. Evil is in the detail after all 😉

To mark the end of the October Challenge I created a new gameplay video to show how crazy 4 players games are!

Also I’m trying to spread the word around. Already created a post in the upcoming section of TouchArcade. A small step for the Internet but a big step for ZappedCow! Do anybody knows other good forums were I can advertise my upcoming game?

1st October I had no idea were I was going, now I have a fully playable game that need polish. For that I’m very grateful to the Ludum Dare organizers and its community. You are all awesome, really! Thank you!. I also want to thanks my lovely second half who is doing the arts and supporting me. PowerUp won’t be what it is without her!

Oh and of course, do not forget to follow us on twitter 😉

Comments

rubna
01. Nov 2012 · 11:54 UTC
This is so great! Really, this is like, DAMN this is good! Could you give us some more details, like, dus it feature bots or anything like that?
01. Nov 2012 · 18:49 UTC
Hey, thx for your interest in PowerUp!!

Not finish in time :'(

I’m far from finished my game, it lacks lot of contents and story …

I lacked time and I had to deal with unexpected, but I don’t give up, that’s my November challenge, maybe December :p

I published what I did so far : here

I plan to publish it on Appstore and Google play, when Stencyl 3.0 will be release.

Good luck everyone for your sales 😉

Comments

01. Nov 2012 · 14:35 UTC
It’s really good wow! I ended up playing it for 30 minutes! Only one complaint: different enemies please… But that’s it. Keep working!

Escape from Plan 9

Well, it’s not perfect but it’s live. Which is a bit like the film it’s based on. You’ll need a modern browser to play, such as Chrome, Firefox or IE9. I haven’t tested Opera or Safari but it might work. Seamless looping of audio is nigh impossible in HTML so there might be some clipping of the sound track and the audio plain doesn’t work in Firefox for some reason.

http://escape-from-plan9.com/

Some sort of donation button will be on there soon.

Blob Cannon – Midnight Tinkerings first game.

Hello everyone,

We’d like the chance to introduce you to our first released game, ‘Blob Cannon’.
Blob Cannon Trailer

To summarize this project, it’s designed to be a fun, challenging arcade feeling title that has you battling through stages to not only try to post your highscore, but to try and even complete it (in a fun way, not a frustrating way ^^).

Here is a screenshot, followed by some core components of our game.

Preview of the final stage

STATS – You can choose which to gain after leveling up your character.
MONUMENTS – Find these to gain a bonus for their represented stat for the current stage.
POWERUPS – 3 different types of powerups can be found by destroying obstacles.
One type of powerup is a bonus powerup where you can gain additional lives or cannons to use.
The second type, is a Trait. These you can equip to give your character additional abilities.
The third type, is a Power. These enchant your cannon with their powers after activation.
Further details can be found at : Blob Cannon Ludum Dare October challenge 2012
And instructions can be found here (they are also in-game) Blob Cannon Instructions

If this holds your interest at all, please try out the game and share with us your experience.

You can play this game online at our site : Midnight Tinkering – Blob cannon
And if you enjoy your experience with the game and would like to support our future projects, please consider purchasing the game (for any amount you would like ^^) here : (Now just available for free- Purchase Blob Cannon )

I had to concentrate on testing the functionality, mechanics and overall gameplay of the game for the period of development, as well as testing bugs and issues that popped up, because of this most of the scaling of exp/points were rough estimations, and the pacing may be off.
I would love for those who try out this game to please share your experiences here, and give feedback on how the game felt.
I’d also like you to report any bugs you find, and I’ll monitor any bugs found and update the games page with them as I fix them.
(The project will be updated online continuously however the download at Sellbox will only be updated after a large amount of changes, or important changes occur, at which point I’ll update the Sellbox link on the web games page – though I’m more than happy to update the link earlier if asked ^^).

I really hope you take the time to try our game and share your feelings on how you felt playing it, I look forward to your responses, thank you very much for taking your time to read this.
Now I’m off to take a breather, count how many gray hairs I’ve gained, and how much hair I haven’t pulled out, and then I can start playing the game myself, and enjoy it without watching the clock every 10 seconds :).


[update] Only minor, but just found out that I can update/replace files where my file is being taken for Sellbox, and so I’ll be able to easily update that when I make any changes to the web version (I won’t have to add new sale/change links anywhere, etc), which is really really awesome.
On that note just fixed a couple things I found – exiting from pause menu didn’t work and your cannons still collided with an owl after it was trapped in a bubble.

Didn’t make it in time, but Panspemia is coming soon!

While I wasn’t able to get my celestial pollination game Panspermia up on a store by the end of the month I’ve managed a huge number of improvements and am almost ready to put it up, so while I did fail to complete the challenge I’m very happy with the results and plan to finish it out

I’ve tweaked almost every aspect of the game, from the graphics, to sounds, to the speed of gameplay and I’m really excited about where the game stands. I still have plenty of work to do before I’m willing to offer it up for sale. I need to add some basic gameplay explanation replace some filler sounds, and add a level select screen. Once I get those things in and polished up I’ve already got it running on iOS and Android and plan to release it on both the iOS App Store and the Google Play store.

This month has been a great time for me to really focus on this game and polish Panspermia beyond any game I’ve made before. I’ll post again when I release, hopefully in the next couple of weeks!

Bloblocks won some bollocks

Let’s close the case of my little game on this site.

The game was on the iPad 2+ App store last week-end and Android tablets 2 days ago. I made a few bucks with almost 20 sells for the iPad version! Now that’s one or two concrete beers!

I sure have lot to learn about marketing my stuff…

I am working on the iPhone version. Then I’ll release the game on kongregate  in the hope of gaining some visibility. Finally will make a lite version with just the arcade mode and ads before Christmas. The goal is to test many revenue possibilities before starting my next game.

I’ll make a debrief of all this on my blog and put some stats for other indies.

There’s one thing I can share right now: if you intend to target the iPhone and the Ipad market, it may be a good idea to start from the iPhone resolution and then adapt to the greater resolution than the reverse… you should gain time this way but of course it depends of your game. Oh and make sure you disable the game for iPad1 and old devices until you know for sure it works on it…

So far my best reward is my only review from the USA App Store. I am so proud of it, I printed it! :)

Fresh puzzle game ★★★★★

by Joeld42 – Version 1.0.0 – Oct 27, 2012 (USA) Nice take on the matching game. Really stylish and I like the puzzle mode a lot. Nice variety of powers.

http://bloblocks.labe.me

http://labe.me

October challenge finished + Lite version of my app

Ok, it seems I earned somewhere between 1-2$ on my game on google play so success :)

http://play.google.com/store/apps/details?id=com.mindhelix.jengAR2

 

And today I released LITE, ad-supported version, you can get it here:

https://play.google.com/store/apps/details?id=com.mindhelix.jengARLite

 

Hope someone will enjoy it :)

Tags: poland, renegades

October challenge completed!

Had my first sales today via Ubuntu Software Centre which felt really good, a day late, but I’m still happy!

I’ve really slacked on “marketing” the game as we’ve been crunching at work, but hopefully in next few weeks I can make proper demo version and port the game to windows (note to self: how come I’m always able to blame work for my slacking).

Getting the game published in the Software Centre was simple and the review process was really fast (wish other platforms would work as well).

I’ve been toying with the idea of porting the game for Android, but I have not done any research about that yet (never done any mobile development).
The game is written in fairly standard C++ (uses some POSIX libraries) and SDL, and AFAIK that combo should work decently well on Android.

The games October challenge submission is here: Tiny Puzzle Garden

 

Thanks for the fun event and good luck with your sales everyone!

Tags: challenge, completed, first sale, october, tiny puzzle garden

In the battle that is Man vs Food, er Man vs October Challenge

October Challenge won.

Okay so I didn’t get an alpha done so I owe 6 people a buck. Hopefully with paypal.

So if you guys have paypal give me a paypal address. If you don’t, we’ll probably have to do via mail. (Or come to some other arrangement, voxel mentioned me writing an OC post-mortem in lieu of a dollar).

GBGames

voxel – Not paid in full (updated Monday Nov 5th, 2012) – refused dollar –
“voxel> Uhfgood: I dont want your money”
“voxel> i dont want you to bring me down by sending my cash”
“voxel> Uhfgood, I want you to hold onto the dollar so that I can always mention that you owe me a dollar”

SethR – Paid in full (updated Sunday Nov 4th, 2012)

NeiloGD – Paid in full (updated Friday Nov 2nd, 2012)

ratking – Paid in full (refused a dollar, but paid 1.00 for a game from his site (updated Friday Nov 2nd, 2012)

Raimonds – Paid in full (updated Thursday Nov 8th, 2012)

————————————
Jedi – had agreed instead of me sending him a dollar that I buy a copy of his first released game, which I agreed to do.

Fission Mailed

So my October Challenge goal to launch a Kickstarter for Another Castle hasn’t quite made it. I’ve made a lot of progress on the game this month, and I’ve just released a new version, 0.04.

I have all of the basic functionality in the game now, but I want to take some more time to polish the Kickstarter pitch to be as awesome as possible. I feel this is important as the campaign will pretty much make or break whether I’ll be able to complete the game. I mainly want to add, or at least concept, some of the more flashy things in the game, such as a flame thrower, freeze ray, jet pack, and some awesome looking enemies. My target now is to launch the Kickstarter either Nov. 29 or Dec. 6.

Here’s a vid showing off the new version which I released today:

And as always you can play the current prototype at http://www.AnotherCastleTheGame.com

Accidental October Challenge Entry

 

 

I just submitted an unfinished and accidental October Challenge game called NES.quiz.  I only made 99 cents off it, but when I found out I was pretty jazzed.  It’s better than finding $5 bucks on the ground–hell maybe even $10.

 

-c

P.S.  I have a site up for submitting community NES quiz questions as well.  My goal is to release free community quiz packs with these questions.

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This entry was posted on Friday, November 2nd, 2012 at 5:44 pm and is filed under October Challenge 2012. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

My Ludum Dare 24 Game Updated

I put together “You Made Them!” for Ludum Dare 24 (Evolution theme) and decided to update it following on from the useful feedback some of you gave me after playing it. Here it is hosted on the Scratch website- “Gene Spin“.

I hereby declare…

I hereby declare my intention to upvote all themes referring to, or approaching the subject of, the end of the world, armageddon, planetary, galactic or universal destruction, and all other related concepts.

To further this effort, I will downvote all other themes.

This is, after all, the last Ludum Dare before the end of the world, as predicted by internet conspiracy theorists misinterpreting ancient and innaccurate caledars.

Comments

pythong
04. Nov 2012 · 13:19 UTC
which means you shall also upvote kittens, as when kittens take over LD, THE END HAS COME……

Next Challenge

When will be the next Challenge

Comments

laaph
05. Nov 2012 · 20:15 UTC
I feel I should be making fun of you as it’s plastered all over the place! The Ludum Dare 25 Compo says December 14-17.
05. Nov 2012 · 22:12 UTC
Yes, like laaph said, it’s kind of everywhere xD

The October Challenge is Dead, Long Live the November..

I’m tossing my hat into the ring for a November challenge. I didn’t devote nearly the amount of time needed to make the October challenge a success. One big issue is, I didn’t really plan out my time/tasks. I hope to remedy that, and my goal is a first playable by the end of November. In early december, I’d like to either do a first release, or some type of pre order scheme. I need to sit down, and actually write this plan out.

I posted the game to the unfinished section of this site. I will post the link below for ease of finding. I’d love feedback on how to build on what I have. For November, I will be posting to indiedb.com, and Facebook. Also, I’d love to hear notes on how those that completed this challenge did it. When did you know to cut? How did you priortize stuff? All in all, i’m glad stuff like this exists. It’s great to have a community to share/get feedback from. Now I just have to finish the game…

Feel free to follow me on Twitter as I’ll post updates there as well.

@MarvinHawkins

Links:

Indie DB page:   http://www.indiedb.com/games/bonus-stage-inc/news

Facebook Page: https://www.facebook.com/pages/BonusStageInc/218713654894051

Game Demo: http://marvinhawkins.com/SkyHawksv10.html

My October challenge Fail.. but PandaVenture (android) is out

I tried to complete my October challenge, but i failed to finish my game before the end of october … ;(

But My project PandaVenture is now Out check it on android (it’s free)

PandaVenture on google play

Here are some screenshot of the game

PandaVenture Android Game
PandaVenture platformer
Free Android Platformer
Android Platformer

The game was made with adobe air on Stage3D using the great but unfortunally unfinished framework from @arkeus AxGL  inspired by flixel

I hope there are some people motivated to play with Axgl it realy worth a look…

indie(Magazine); Issue #19 Released!

indie(Magazine); Issue #19 is the first indie(Magazine); issue in almost a year! Inside lies ten game reviews, an interview with Steve Swink, a new section called “Developer’s Critique” (written by Connor Ullmann this week), a review on the Fez soundtrack, a dynamic camera tutorial, and a bunch more! Check it out here.

Also check out indie(Radio); Broadcast #33, featuring an interview with Steve Swink: Broadcast #33

A late October Challenge Post Mortem

Game Over, man !

Hi to everybody. Here is my post mortem for The Princess Digs Zombies, the game I made for the October Challenge 2012.

First, the result : I failed… I finished and submitted the game on Kongregate about 10 days before the end of the challenge but didn’t manage to make a dollar. On November 1, I was at $0.51 in revenue.

What went wrong :

– I completely underestimated ( again ) the time I needed to finish the game.

– I was so worried of not having enough time to make money on Kongregate that I published too early and didn’t play test the game enough. I missed a huge design flaw that was of course immediately spotted by players. From that moment the game never got better review than 2 stars ( and rightly so ) and could therefore never attract enough people.

– design flaw : I was so obsessed about how I wanted the game to be played that I could never imagine that their would be other ways to play it. There was : just push up and you can beat the game in no time, not even looking at the screen. So the problem was not only that I didn’t take enough time to play test the game, but I should also have had it tested by others

What went well :

– I had fun !

– I finished something in time and submitted it !

– I made not only 1 but 2 products ! There is the game of course but I am now also selling the ASCII console tool I developed for it on the Unity Asset Store. Look for TrueColor CP437 in the Asset Store if you are interested in it. Or checke the web page.

 

Well, if you went that far, thank you for reading. Congrats to everybody who participated. See you for the next miniLD !

-jujule

 

What are deadlines, anyway?

I finished and published my iOS game in October, and got some money also! Anyways, I forgot to publish my game here on time ¬¬ .

Watch the trailer and download the game for free!

Amarillan Room

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This entry was posted on Wednesday, November 7th, 2012 at 1:05 pm and is filed under MiniLD #38. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

My Theme Suggestion

Fast and Slow

 

I Already submitted my suggestion but here is the general idea of it

 

Basically make a game where you have the abillity to slow down or speed up objects to complete levels

Comments

Osgeld
09. Nov 2012 · 03:51 UTC
thats a mechanic, not a theme

Does your game have a content generator? Let me write about it!

Hey all,

I’m currently working on a project for school involving content generation in game jams. It would be quite helpful if I could start off my presentation with examples of Ludum Dare games that use content generators. So if any of your games (past or present) use a content generator, let me know!

The games don’t have to be popular or successful, and the content generation can be as simple as a random level creator. Basically I’m just trying to show that hand-coding levels is too time consuming for game jams and that people use content generators to prototype a game instead.

“Recluse got an award!” or “A new collectible for the snail’s shelf”

1st Place at 'Student Game' Category

 

The game I made for LD23, Recluse, got a prize at last weekend’s SBGames (Brazilian Symposium on Computer Games and Digital Entertainment) 2012! I believe it’s currently the biggest national prize for indie game developers, so it’s kind of big deal and I felt I should share this information with the LD community.

These were the results of the Indie Games Festival of SBGames 2012:

Best game developed by student:

  • 1st – Recluse
  • 2nd – Save the King
  • 3rd – Kane

Best use of technology:

PC/Web

  • 1st – Qasir al-Wasat: A Night in-Between
  • 2nd –  Jelly Escape
  • 3rd – Recluse

Game Design:

PC/Web

  • 1st – Save the King
  • 2nd – Mr. Bree – Returning Home
  • 3rd – Recluse

Congrats for the winners of other categories, too!

I was certainly not expecting such an awesome result, but it’s good to know people are enjoying the game – Though I really need to put some work on other projects! >_>I’ll probably take part of LD25, I hope something nice will come out of it.

For those who still haven’t played Recluse (or haven’t played the enhanced version) check out the entry page!

JengAR – new version

I’ve just published new version of my Ludum Dare October Challenge game on google play. Previous version required to print and assemble cuboid marker.

Now I’m using other library that can use anything as marker.

Here’s new gameplay video:

 

And link for LITE version:

http://play.google.com/store/apps/details?id=com.mindhelix.jengARLite

 

I already have reports that it works slugish on some devices (Google Nexus and HTC Desire Z). Guys and gals – I’m waiting for your reports :)

Next – some obviously needed optimizations and iOS version.

Tags: poland, renegades

ma3e is live!

I said I would post when my October challenge iOS game got accepted by Apple, so here’s the post! Play ma3e for free! Download some DLC and get me my buck!

get it here

Comments

7heSAMA
14. Nov 2012 · 04:16 UTC
I don’t have any Apple devices, but this looks pretty interesting. Good luck!~

PowerUp enters beta phase!

Hi folks,

Small post to say we started the beta-test phase for our unfinished October challenge game PowerUp (single iPad multiplayer shooter). We are still on track with the planning and should submit in more less two weeks. Hopefully we could manage to get our first $ before the end of the month!

We are still looking for a few people so if you own an iPad do not hesitate to contact me :)

LD entry

Real World Ludum Dare 25 Gatherings

While Ludum Dare is traditionally an online event (make a game from the comfort of your home), many real world happen around Ludum Dare. Currently we are up to 21 gatherings:

Post a comment letting me know where an event is, include a link to further details, and I’ll add it to the list.

Ruby! Ruby! I now know Ruby!

=begin
Hello all!
Its seems like HTML and Javascript isnt enough to learn for my young brain!
So now i’m learning what seems like my 4th language (Right now :D) and a first to me it seemed like
this was going to be the most boring and dumb language that’s a rip-off of (Insert your preferred Language you fanboy)
=end
love = “Soo MUCH!”
“But now it seems as if I can do anything with this language! I just love this language #{love},I can never get enough of it!”
“Don’t you ever wonder how its like being able to crack”+”?sedoc tsedrah eht fo emos”.reverse+”Or tell somebody ”
print “Hey, whats your name?”
name = gets.chomp
puts “Well, did you know your name is “+name.length+”? Cool huh?”
#See? This is the power of the amazing ruby! When I upload my site onto a server, I will show you my knowledge put #into Use through the knowledge of CSS, HTML, Javascript, and Ruby! I hope to soon learn C++, Jquery, Python, Lua, C,
#Java, and anything else that comes into mind!
# Signing off, Mohammad M.

So Here’s an Idea…

Well, I’ve got something going, it has a development schedule (not a complete one, but I’m waiting to see how ahead or behind I get), but it occurs to me that I might want a break.

Thinking about that, I stumbled on the idea of polishing my miniLD entry (of course, miniLD hasn’t happened yet) for sale on FGL. It’d take quite a bit of polish, but taking a break from the game I’m working on now would be nice by that time.

Oh, and the game I’m currently working on should have a demo up on FGL some time next week. 😀

For those who don’t know, “FGL” stands for “Flash Game License”, which is a website where you can auction off licenses to Flash, Unity, and HTML5 games.

I’m going somewhere. Not fast, but I’m going somewhere.