LD25 December 14–17, 2012

Day 0 progress

It seems that the jam officially starts tomorrow, but the LD post says it’s Nov. 23-25, so let’s say it’s been day 0.

I’m using Unity, and I’m making my first Unity game. (Hmm… that’s why I get a bonus day!)

It’ll be a tower destroying game like “A Monster Ate My Homework”.

Here is the first screenshot:

Comments

23. Nov 2012 · 23:34 UTC
Awesome! Can’t wait to play your game. Good luck and have fun!

I’m ready!

Just set up the base template of the game for the MiniLD. I will go with some simple retro game though.
Wanna do this. Now!



Comments

23. Nov 2012 · 23:35 UTC
Looks great!

I’M IN!?!?!?!?

Well, I guess i’m in :)

And it’s never to late to learn a new language is it?  Time to teach my self flash!

Comments

23. Nov 2012 · 23:36 UTC
You can do it! I suggest hacking an already working open source game – don’t start from scratch. Maybe use FlashPunk. Do a search of previous Ludum Dares and download on of their source codes to learn fast.

We destroyed the $250 fundraising goal!

The Charity Game Jam just started, and we’ve already DOUBLED the fundraising goal of $250 that I set. I had to quadruple the goal just so that the “thermometer” wasn’t bursting before the jam had even begun! We’re all so grateful for your participation. This is going to be EPIC.

Ludum Dare mini (Charity) weekend – Im in!

Was into the idea of this Charity Jam right from the moment I first heard of it. Maybe its the awesome theme, maybe its the fact that its for charity (which already doubled the initial funding goal) – Just noticed McFunkypants has increased the funding goal because of this, good move :)

Either way, I’ve gone ahead and started my day by donating, every bit helps, so I suggest anyone who is able to donate.. To donate!

 

Now for the game jam side of things. I like the idea of the template, but wanted to use the BGE (Blenders Game Engine) for this LD (as I do for most Ludum Dares), so yesterday I thought Id come up with my own 3D template, you can see the end result below.

Turn table of 3D Funkytron

*Edit* Removed gif, was unoptimized and bugging out my browser, click the pic above to see it^

 

This version was more of a ‘proof of concept’ for myself, as I wasnt sure how well the screen projection would work (if at all). So yes, that game you see on the screen you *can play*. Its effectively a 3D game, looking like a 2D game, projected onto the flat 2D screen of a 3D Funkytron in a 3D game world <- this is the kind of thing I think up when I say to myself “lets keep this miniLD nice and simple!”     -_-‘

Everything worked as I wanted though, VideoTexture (the BGE module responsible for projecting that realtime display onto the Funkytron screen) works wonders.  Then, to further complicate everything, I decided it would be a good idea to use the Burster plugin with this game. For those who dont know BGE too well, or havent heard of Burster, its effectively a web plugin which lets you use run your BGE games in-browser. It complicates things because Burster has a bunch of restrictions, mainly on what python functions/modules you can use. A bunch of them are blocked for security reasons.

Thankfully, it works, so you can play this template version right now! Controls for the game, along with instructions and links to download burster are all on this page – http://www.delta-edge.com.au/GameTest/game_test.html

Feedback on if this works for you would be great! Also just basic feedback on how annoying/easy it is to download/install Burster and get the plugin running would also be handy. Thinking of using this plugin for future Ludum Dares depending on how it goes for this one.

The only downside to Burster is no Mac support, but 32/64bit Linux & Windows are both supported.

Also, as with any Ludum Dare, I’ll be providing the source code/files for the project, starting with the template (would be great to see others using this!)

Template download: http://www.mediafire.com/?qkfr3ijlfoqwkqz (Youll need Blender 2.64a to open the .blend file and edit the game) – This game is using the Blender Game Engine (BGE)

Download template^

 

Template scene setup

 

So thats all for now. The LD starts in <1min, so I have a game to make! I’ve got a friends going-away party happening tonight, so Ill really only have the next few hours and the final 24 hours to work on a game, most of today Ill be afk. And Ill post about what type of game Im planning later as well!

Tags: 2012, 3D, ADEdge, BGE, blender, Charity, Charity Game Jam, Funkytron, MiniLD

Comments

23. Nov 2012 · 23:14 UTC
This is so amazing. Thanks so much for sharing the mesh! I just might do something with it in the future.
24. Nov 2012 · 00:45 UTC
No worries! Having a good bit of fun with this miniLD

Charity Game

So iv’e decided to make a charity game and upload it to Staticvoidgames. I’m basically going to make a never ending mario running mash-up game. I think ill use the original sprites off the nes to keep with the theme as well.Well time to get coding

 

kix

Tags: Charity, game jam

Comments

24. Nov 2012 · 00:19 UTC
Awesome! I like the concept! Canabalt + Mario = FUN! Good luck!

I’m in but am over-reaching

I’m 50 minutes late but am about to start on my Charity Game Jam game. As there are no categories for the charity game jam, I am assuming this is also the MiniLD #38 challenge so will post my progress reports in this category until told otherwise. I am probably going to be biting off way more than I can chew this time, as I am aiming to create a NES-Style RPG. The scope of the game will be fairly small and it will be built using the gamejam library I am creating for use in future game jams. This library is in a rather pitiful state as the time that was suppose to go towards working on it ended up going towards Torchlight II and Defender Quest but the scrolling map code is there so I shouldn’t have to worry too much about the dungeon/world maps.

Tools are Flash Builder, Flash, Fireworks, cfxr, audacity, starling framework, and tiled. I am in the PST timezone so my roadmap is to get the game skeleton finished tonight, get combat system finished tomorrow morning, rough world and dungeon maps tomorrow evening, artwork and fine-tuning on sunday. Now I better start coding.

Tags: Charity Game Jam, starting

Comments

24. Nov 2012 · 00:18 UTC
Sounds fantastic! You can do it!

And We’re Off!

We’re off and running in the Charity Game Jam MiniLD!

The theme for this game jam is the Nintendo Entertainment System.  The funkytron that McFunkypants wrote up can embed HTML5, Flash, and Unity games.  Unfortunately, I’m once again writing mine in Java, so I’ll use the image overlay he sent out in the e-mail.

5 minutes before the jam started, I was sitting here still wondering what to do.  I decided on a jousting game along the theme of Joust, but not at all like it.  I’m hoping to have the camera centered on the player and his horse, and charging along the jousting arena.  The player will control his speed, and the angle of his lance.  The combination of speed (power) and lance position (accuracy) will determine how well the player does!

Last game jam taught me a valuable lesson: Don’t expect the game to come out remotely how you want.  Well, I’ve got a concept and I’ll get as far as I can toward it.  We’ll see how it turns out!

I’m using some of the framework from my last game, Creature Ranger.  It’s available in my earlier blog post (from LD24).

I’ll post some updates as I go.

Good Luck LDers!  Lets make some games, and support a worthy charity!

Tags: belk, Charity Game Jam

Chrome not playing nice with Funkytron

Hey guy, I’m about an hour into my Charity Game Jam game and I’ve tried running my HTML5 project in the funkytron. I’m using Game Maker: Studio Professional with the HTML5 plugin. For some reason, when running it in a chrome browser I get weird effects like scrollbars and blurry sprites:

However running it in Firefox is fine. Anyone else have similar problems? Or is it just how chrome works?

Tags: 8-bit, Charity Game Jam

Comments

Nsmurf
24. Nov 2012 · 02:31 UTC
I have issues with the funkytron as well, but I’m coding in flash.
24. Nov 2012 · 10:01 UTC
running my html5 game in Chrome and don’t see the problems (on OSX, so that might be another difference)
jfroco
25. Nov 2012 · 22:09 UTC
Try this:

My idea seems to have been stolen

Recently I have noticed a HTML5 game that’s getting attention, called Lust Or Bust. In Lust Or Bust, you try and stare at your freind’s hot sister’s tits without getting caught.
For the 24th Mini Ludum Dare, the challenge was to make the most games in the time period. I made 28 games, which you can find here:
https://dl.dropbox.com/u/58474219/Wacky%20Little%20Games.zip
More specifically, one of the games I made was THIS game, created a good several months before Lust Or Bust:

https://dl.dropbox.com/u/58474219/Mini%20Pervert.exe

Look familiar, Lust Or Bust players?

It’s called Mini Pervert, and was a quick prototype of a larger project I had designed called Pervert. The goal of the game was to stare at woman’s tits without getting caught. It had an Ogle-Meter in the corner warning you of when she was about to look, and the longer you stared without getting caught, the more points you racked up.

I suspect that the creator of Lust Or Bust found this game on Ludum Dare and ripped off the idea. It’s similar to my game prototype in so many ways, including the unique gameplay mechanic. It’s also possible that great minds think alike; but it seems a bit of a strong coincidence when you compare the two. The time period is also about what it would take for someone to see my game, decide to steal the idea, and develop it into a complete game and publish it.

At twelve thousand downloads last time I checked, the guy who made Lust Or Bust is probably making quite a bit of money. I’m not asking to get the lost revenue back but I WOULD like to make it public where the idea came from.

Something to keep in mind, fellow Ludum Darers: If you put your original idea as a prototype on Ludum Dare, someone might steal it and develop it.

Tags: announce, announcement, boobs, caution, pervert, plagaurize, plaguirism, rip-off, steal, theft

Charity Jam / Mini LD – It blows.. well you blow

Nintendo had more than a few whacky peripherals. The game I’m working on is in memory of the laser scope, which as far as I can tell, only ever had one game made for it.

The laser scope was really just a light gun with voice activation. I’m taking the voice part and making it a control for my game.

The idea is to control the wind by blowing into your screen (if you have a mic on your screen like I do) or just making loud noises.

Blowing actually offers better control.

I expect to start a new game on day 2 after I finish this.

Comments

belk
24. Nov 2012 · 12:56 UTC
Sounds like a great idea! Keep going with this.

The Main Menu!

The main menu is up and running, though none of the buttons work yet.  I have each element loaded in dynamically, and I’m using a TrueTypeFont I borrowed from a free font site.  Music I made on Otomata plays when you load!

Here’s a screenshot of what I have so far.  Not too pretty, but the theme is the NES!  I’m not worried too much about art yet.

Next, I’m jumping right into the game.  I’ll come back to the main menu later and fix up the credits, exit, and add a volume adjuster.

Tags: belk, Charity Game Jam

Funkytron + flash help

My game is going good, but I need help with 1 thing:

How do I insert a swf file into the funkytron?

Please post code that works for you.

Thanks,

Nsmurf

Comments

Pixelbear
24. Nov 2012 · 08:59 UTC
I was trying to reply before, but it wouldn’t let me. Works now, however. In the “game.htm” file, removed the message between the tags stating where to place your game (including the “<!–" tags!) and paste in:
Nsmurf
24. Nov 2012 · 17:14 UTC
It still doesn’t work. All it does is displays a blue background.

Charity miniLD – Quick progress report

Im about done for today’s work on the game. Made some progress, theres a player sprite which runs around, and a basic environment (road with buildings either side and an intersection) along with some cars that randomly spawn and can drive into you (blood splatter included), now I have other things to tend to :(

A friend of mine might be getting involved with the game while I’m away for the next 10-20 hours, so progress might be made (hes been working on music for it today). Then tomorrow will be time to sit down and start finishing things! Ive purposefully aimed pretty low with this game, I’ll just get as much done as possible and enjoy it.

 

Either way, the game Ive been wanting to make for this is effectively ‘GrandTheftAuto re-imagined for the NES’. I hope to have at least 1 gun, cars to drive/steal, blood to splatter and sidewalks to drive down, maybe even some simple kinds of missions. We’ll see!

Some screens:

Car driving past

 

Might also mention, I 3D’ized the gamepad texture recently released as well, so now theres 2 controllers in the scene (which adds to it nicely I think!)

Tags: b3d, BGE, Charity, GTA, MiniLD, nes, progress, report, retro

I’m in!

Seems to be the second miniLD I’m joining. this time I’ll be using Unity (again) to create a 2.5D kind of game.
Of course, the art with (mostly) follow the pallet given. Basically your a kart trying to gather supplies to help get
to the end of the level. Here’s a demo I’ve created in the past 5/6 hours:

https://dl.dropbox.com/u/85846965/MiniLDNov/WebPlayer/WebPlayer.html

Done for tonight!

Off to get some sleep, so I can stay sane and keep my efficiency up.  The main menu is done, I made it fully functional, and the framework for the game state is starting to come together.  I was also getting the physics manager written a little, and figuring out what variables I need to track for movement and player control.

Here’s some screenshots of the “art” I’m trying to work on now.  I’m not very good at this.

I’m going to try to get some more scenery laid down in the Game state (Weapon Racks, Stands with crowds, etc.) then get to work on the movement and physics.  After that I can work on the spyglass where you see the enemy knight coming at you, and eventually spruce it up with some more details.  We’ll see how far I get tomorrow!

 

Tags: belk, Charity Game Jam

Palette lookup image

In my charity game jam project, I’m doing real-time raytracing.

Real-time raytracing!? On a NES?

Yes. Not very realistic, I know. But at least I’m restricting the resulting image to use the palette of the NES.

What I do is for each true colour in RGB format, I map it to the closest colour in the NES palette. Well, actually I don’t do that. A GLSL shader does that. And it uses the following image as a lookup table.

Click to enlarge to 1024 x 32 pixels. Feel free to use this image if you too need to map RGB to the NES palette.

As you can see, the image contains 32 squares of 32×32 pixels each. The red component has the same value inside each square, and varies from zero in the leftmost square and full in the rightmost square. Within each square, the green value is mapped to the horizontal coordinate, and blue to the vertical coordinate.

So what you need to do to convert a color to the NES palette is to convert R, G and B to values in the range 0 to 31. (Just divide them by 8 and round down if you use 8-bit RGB). Then look up the pixel at

x = R * 32 + G
y = B

Here are screenshots of the resulting rendering from Firefox and Chrome respectively. I added some ordered noise to the RGB values before submitting them to the lookup image, to get some dithering.

(I haven’t found out how to do a 2x scale on a canvas in Chrome and have it rescaled without smoothing. This is why the Chrome screenshot is blurry.)

Oh, and a plug: If you’re in Stockholm, come join our real-world gathering for Ludum Dare 25.

2 hours in – controls and placing tiles = done!

Sexy programmer art. <3

This is the first screenshot of my game. The game will be a sort of defense game where you build up the environment and place towers on it to defend from multiple waves of enemies. The difference in this is that you take materials from your dead enemies to construct your towers and upgrade them. It’s working well so far – level scrolling, player movement and tile placement are all in. Next I’ll be working on placing towers and having enemy spawns!

Heinous Yak Destruction

I’m finally giving this jam a serious go, after not really doing much in the last few LDs. Hooray!

‘Heinous Yak Destruction’ is a name that came out of http://videogamena.me/ a week or so ago, and it’s going to be a b-movie-style “Giant Yak Destroys a City”-em-up. It’s just before 11am, I have the basic Flashpunk stuff set up, so let’s do this!

Tags: Charity Game Jam

MiniLD 2 player fun

A gamejam.. with NES style graphics… how can I resist!?   My idea is to create a two player HTML5 game, gamers will be able to use their smartphone as controller, so that will be interesting 😉

Started early this morning, and now have both players moving about a simple platform level.. for the ultimate chaos I’ll stick to a non-scrolling single screen level.

I just have to make two big decisions now:  Co-op or 1vs1..  and .. what will be the goal of the game!

Comments

belk
24. Nov 2012 · 12:53 UTC
Smartphone as a controller? Neato. Using some app, or what?
24. Nov 2012 · 17:06 UTC
Lemme guess, using Brass Monkey tech? Nice! I was actually just playing around with it the other day, and I was stunned at how great the controls felt in Art of Wings: Culmination. I’m keeping an eye on this project without question!
24. Nov 2012 · 22:39 UTC
Looks fantastic! I love it!