LD25 December 14–17, 2012

Some details for my game

This Mini Ludum Dare #40 was my first Ludum Dare and my first Competition.  I loved that experience and I will repeat this as soon as possible.

It was a “McGyver” game : I had not much time, not much ressources, and I don’t speak English daily. But daily I play games, I make games and I think games.

pict0

My game is weird, and hardly playable (like my other games haha), but that was fun to create it.  In french we say “jouer le jeu” (“play the game”)  when there is nobody to control if you respect the rules. This is one of the foundations of my game.

The main challenge was to  transpose game rules (reward, death) in real life.

Say hello to  Survive in real world ! :)

Physics: Real World(ish) Style

Apparently, it takes some effort to make a physics engine that mimics some of the nuances of the real world. Namely, the whole thing with making surfaces act like they’re slippery is somewhat challenging to do seamlessly. I think I’ve got the physics down now, but my game is basically a diagonal line (above which is the color #FFFFFF and below which is #00FFFF) which has very little friction and a little player (who I call “black box” on account of him being a black rectangle) who falls down it. My game, now, could be aptly titled “ULTIMATE SLIDING SIMULATOR”, but I think I’ll be a little more ambitious than that.

(I’ve also made a neat data structure so I can generate the world in whatever chunks I wanna and can make the world arbitrarily large. That’s not nearly as exciting though. It’s got a few bugs, but they’re of the nature “If the player attains a sufficiently high velocity, the world around them will generate 1 frame too late and they’ll either crash the game or pass through a solid surface”

Comments

TuxedoFish
23. Feb 2013 · 18:53 UTC
O that sounds really cool. I wouldnt like to try to mimick a slippery surface sounds very hard 😮 but gll with it and i hope ULTIMATE SLIDING SIMULATOR is AWESOME :p

MiniLD 40 status update

So I started yesterday with my remake of space invaders. The real world aspect is that you have to save the world, and if you don’t 2012 happens and the aliens invade and kill off humanity. At the moment I have some sprites going, and I just finished one of my largest animation endeavors, five minutes ago. I mean this thing was just pissing the hell out of me and now that I finally did it, I’m happy as a gold miner that just struck gold! Well I’m almost done, and its nothing fancy, but by tomorrow, I will have finished my first Ludum Dare and I’m pretty happy about that.

Just some of the sprites I have set up (I did not make these, they are royalty free sprites made by someone else who will receive credit in my game)

Just one of the sprites I'm using

Just one of the sprites I’m using

Good luck Everyone!

Fatrunning update

Finally fixed the collision! And now we have a cool menu and level selection! Still need to add more levels and add powerups, but soon it will be finished!

Progressing

Me with several pals

Me with several pals

The current player is green, and others are blue. They can run around and push buttons. The system works quiet well but inaccurate. I made some level design. I haven’t made any graphics though.

Post LD48 #24 update!

Hello all!

You peeps remember LD #24 with the theme ‘evolution’?

Of course you do!

Well after much time of working on my entry post compo, I put the game live on Kongregate.com!

I’d love it if you could give it a play, and give it a rate! I wouldn’t consider the game to be 100% done, as I plan to keep updating it.

Think of it as kind of a beta test for when I make a mobile version; this way, I can release it with minimal flaws!

 

feeshmenu serpenttrap FEESH ss 1366x598 Saturday Sep 15 2012 19_41_24

 

Thanks,

Tj

Deja-What? Can’t submit game! Mini LD Dare

Hey everyone

I could only make a demo version of my game (Not complete it) because of the time restriction and homework

but I cannot seem to be able to submit it!

I sign in and can post this blog

But when I try to click submit here it says that i must be signed in to submit it!

If anyone help me please comment!

Should my cookies be set to something specific?

please  help!

I’m new to this!

Thanks

SpokenBluntly22

Tags: done, help, mini ld, sign in

1

This entry was posted on Sunday, February 24th, 2013 at 4:26 pm and is filed under MiniLD #40. 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.

I have finished my entry for Mini-LD#40. The entry page is http://www.ludumdare.com/compo/minild-40/?action=preview&uid=15656 but for some reason it doesn’t appear to show up on the list of entries. I am assuming it is simply some type of delay issue and will check later. The game is called DNA and you have to assemble matching DNA sequences to the ones that are shown. For the real-world component of the game I am using real human DNA data for both the sequences that have to be matched and for the title music.

SS_Gameplay

Sinistar B

So I just finished my game and uploaded it. This is the first time I upload an applet to a website and you cannot believe the trouble I was put through. Anywho, when I finally uploaded it, it took sooooo long to load, but I was proud, and now its up. Go check it out everyone, I’m super happy to have finished my first LD, even though I only got a few hours of sleep.

Fatrunning – pre_release log

So the deadline is closing in. Level system working, character movement optimal, coins placed randomly and in sane positions, compiled for linux and ready to go! Now there is just some more level editing and to compile it for windows and we are good to go! Hopefully will release it a couple of hours before deadline!

Tags: Alx101, Echoes, Fatrunning, Zeike

Mini LD#40 – Struggling with webcam input

I’ve been crashing and burning hard on my goal to create 25 games this year (made plenty of prototypes on schedule but always seem to run out of steam when it’s time to make the game look like more than a bunch of colored rectangles), so I hoped that Mini LD#40’s smaller time limit might help me with Game #4. I’m calling it Hell Terror Cave of Darkness.

You play as a guy who fell in a dark cave and have to escape by moving and jumping, but the cave is filled with ghosts and monsters. You die if you come into too much contact with either one. The only way to kill/repel ghosts is to turn on your flashlight–which will be controlled via webcam input! (Monsters will avoid you in the dark but are agitated by light and will attack.) Controls are WASD and a light source, or a light source and arrow keys depending on your handedness. A lamp, an iPhone, a bike light, anything will do. (Alternately, if you’re playing in a bright room, you could shade the camera with your hand to control the darkness.) Is it unwieldy? Probably, but it gives me an excuse to learn about coding with webcams! I’ve learned something every time I tackle a weird, ambitious prototype.

I wrote some code using Pygame and VideoCapture that detects light concentrated into the center of the camera using a brightness formula, and built a game world that lights up and darkens accordingly. My problem is that the webcam operations and character movement don’t mesh well–the game grinds to an unplayable standstill whenever the webcam is running, regardless of whether or not the video is actually displayed on screen, regardless of the rate at which brightness is calculated from the webcam, and regardless of the amount of player input.

I’ve tried adjusting the number of pixels analyzed, the frequency of the analysis, etc., but this problem is really stumping me. I can’t figure out if my crappy notebook PC is part of the problem, and I’m not sure how to tell the webcam to run in a more conservative manner.

I’ve made a good run at this Mini LD, but time is running out fast and I might have to abandon ship if I can’t sort this problem out soon.

Comments

spokenbluntly22
25. Feb 2013 · 20:24 UTC
Did you figure it out??

Mr Wizard VS The World is on Indievania!

The title pretty much says it all. I’m very excited about this, more so than I can convey in a post like this!

I finished up Mr Wizard for my January #1GAM game, releasing with 3 difficulty levels and an endless mode. Please, check it out here: http://www.indievania.com/games/mr-wizard-vs-world

It’s pay-what-you-want ($1 minimum). If you can’t afford it, or just aren’t interested in that type of game, please just spread the word! I’d really appreciate anything: tweets, reviews, complaints, anything.

Thank you for taking time to read this. Long live the Ludum Dare community!

Tags: #1GAM, mr wizard, SuccessStory

Super Hero Time Release!!!

my 2nd game this year! Super Hero Time finished today!!…

cover

saving the world from catasthrope, beating baddies is everyday life of heroes, enjoy it in this short six stages minigame with absurd art and catchy music by Matt McFarland

Play on Kongregate

this time, I create about six different minigame and turn it into one game. I said minigame, because the simple mechanic it have for every stages. and I’m trying different art now, compared to my last game this has so much color. and for music, I’m using music from http://www.mattmcfarland.com/ titled Strangled, you can hear it here

I hope this game will be better recieved by audience than my previous game, because I too learn much from this game

hope you enjoy!

Tags: #1GAM, OneGameAMonth

Comments

27. Feb 2013 · 21:14 UTC
I really liked the intro, but after the same level repeated about ten times, and the music stopped, I had to quit!

oops

Once again I missed out on the mini dare >:|. I was exited and ready and at the last minute life stopped me and told me “Nope!”. So to make up for my failure I shall make a game in 72 hours(does not follow the theme of the jam last weekend). If you would like to watch me I’ll be streaming here. Keep in mind that I started at 11 this morning(it is now 1:15). Just stop by and say Hi or stay and talk a while. Also no back seat programming unless I ask for help. Thank you!

Comments

01. Mar 2013 · 18:14 UTC
Would have watched you a little , but you were offline just now… :)

Please report back in when you have a game we could try. Thanks!

Avoid the world

tag cloud

Don’t you sometimes get enough of that?

 

PLAY :: RATE

No? Well I do. That’s why I decided to show how much I detest watching news and hearing about the world sometimes. Ok, most of the time.

The game was developed for the MiniLD#40 competition, themed: The Real World.

What the hell is this about?

Avoid the world is about defending yourself against media information (or misinformation). You fight with your only weapon while watching TV: your remote control.

Your goal is to push away all the words that the TV screen vomits upon you. If they reach you, your brain damage will increment, and when 100%, you lose. Note that you can’t win against the TV, you will always lose at the end.

Can I get Brain Damage playing this?

Good question. Yes you do, so please play carefully.

Where are the words coming from anyway?

The words are automatically read online using advanced alien technology, found in a cave by honorable scientist Giorgio A. Tsoukalos. In the modern world, this is know as RSS, a format which most newspapers have.

Did you find any trouble while doing this?

I’m glad you asked. Well probably you can’t imagine, but this was rather hard to make. Read the full post-mortem in my blog, I dare you! I DOUBLE DARE YOU!!

Tags: as3, post-mortem, postmortem, screenshot

Squeezed another one out the door for Feb One-Game-A-Month

Thanks Ludum Dare and 1GAM, for encouraging me to put out more games … even if they are shamefully dull and unplayable. 😉 I had been working on a game about operating an underwater base but it was taking me too long to figure out what the game is actually about. I mean, okay, yes, it’s about an underwater base, but the game I want to make which is part economic sim and part micromanaging the staff was again reaching beyond my February grasp. Instead I cranked out a quick idea I had about manipulating Conway’s Game of Life.  The game, Death to Conway, is a turn-based simulation of the Game of Life, and you’re given an opportunity to kill an extra cell in between generations. Excitement? Thrills? Who needs em! We’ve got cells, lots of terrible cells, and they must all be killed!

Play Now (in browser)

This was another HaxePunk joint. HaxePunk is sort of in flux now as the developer is making some additional changes to better support hardware acceleration on native targets, so I rolled back to HaxePunk 1.72a to build this one.

I don’t know why I have to code everything twice. I think it’s a failure to personally commit to my own requirements. I knew I wanted to have the ability to run the simulation separate from the display, but since I didn’t commit to it at the start, I  tightly coupled the simulation with the rendering system. Then of course I get the game working and realize no one is going to have an idea if they did well or not. The game showed you how many turns you took, but this doesn’t factor in how hard the level is. So then I decoupled the simulation from the rendering. Now I can quietly put it through 50 generations or so to determine how long it runs before it becomes stable, and then use this number of steps and number of remaining  live cells to come up with some estimated “par” value for the player to play against. If I had simply committed to adding this feature in at the start, I could have saved myself some rework.

Tags: #1GAM, haXe, haxepunk, nme, OneGameAMonth

Comments

01. Mar 2013 · 22:06 UTC
I believe you know quite well how to rate your own games in terms of quality and fun… which is a good thing! A friend once told me (this is my favorite quote…) : “The secret to success is to keep on going!!” I think that’s right…
04. Mar 2013 · 13:29 UTC
I like that statement, “you know quite well how to rate your own games,” that is so true. I quoted Ira Glass last month where he expresses a similar sentiment using the term “taste.” Until you build up years of experience in some specific endeavor, your work is going to be disappointing, and this because you have good taste. You know it has potential and can be better but it’s just not there yet. But because you know how to “rate your own games,” you will eventually get better.

Select S.A. First Impressions

Hello folks, today i’ll post a beginning project that I’m working in this last month. They’ll call SELECT S.A., and will be a mix of Missile Command… with reverse screen.

Yeah, that’s a pretty good definition.

The project born in the Ludum Dare with the theme “You are the villain”, and after the event i started the planning, script, test and everything else. In this month I start to code it in AS3 (same code that I used in the LD) and i’m thinking about make this game in Unity because he doen’t work fluently in old android phone.

Alright, that’s not a excuse if the game needs power of processing… but the fact is: the game doesn’t need too many power.

I just think to make this changes after i see the game Gunslugs work very smoothly in my smartphone (an Xperia X10 from 2009). If they make all of the game so nicelly, I have to make some at least similar in my game too, but the fact is: it will be a spend of time. So, I’ll finish this one in as3, and the next ones in UNity or other mobile languages.

Here i’ll let some images of the game until now.

 

Short Description of the Game

In the game you control a starship controlled for a company called Select.S.A, a demolition company who’s have one of your top client the governament of the galaxies. This starship use a drill to destroy the planets, but ocassionally they have problems with protestants and guerrillas. For that, they use special weapons projected to pull back the people who’s against the project.

Your principal weapon is a lacrimogen gas bomb, who’s send the protestants back to the planets:


Protestant hitted running off and another travelling

The protestants fly of the planet to attack a part of the starship. This attack causes a glitch in the starship and the drill back a little in every protestant attack, retarding the demolition process. When some of them hit the starship, it’s game over.


The three basic points that the protestants can attack

To win, the player has to make the drill hit the planet, and hold on a little to destroy the planet.

The game has galaxies, and every galaxy have the worlds to demolish. Every world is a level. The game also shows a cinematic history.

Some more concept imagesand draws

Tags: android, drillizer, fire hurricane, iOS, missile command, mobile gamne, select s.a., starling

Comments

mrnannings
06. Mar 2013 · 19:10 UTC
Looks hectic man! Nice. Funny handwriting man didnt read:)

Hey MiniLD’ers

Hey guys. You probably see why we don’t do rating during MiniLD’s now (just not enough turn-out). Looking at the logs, the most ratings any one game has is 8, then 5, 4, down to 0. Should I go ahead and close the MiniLD without rating? There’s really not enough data to give any fair comparison.

Comments

Madball
03. Mar 2013 · 05:40 UTC
Wait… We can rate games?.. I didn’t know…
sorceress
03. Mar 2013 · 10:39 UTC
It’s only been going 4 days. Not really long enough to conclude there won’t be enough data. 😉 I say we give it another week.
03. Mar 2013 · 12:39 UTC
I didn’t join MiniLD, but I couldn’t login the last couple of days. I know from another guy from Germany who had the same problem.

There always came the following Error: “invalid registration status”.
03. Mar 2013 · 16:04 UTC
Hi,

why not leave it open a little longer, won’t hurn … :)

And I agree with sorceress, I’d rather have a few votes than no feedback at all!
Hayawi
03. Mar 2013 · 18:37 UTC
I agree, leave it open about another week or so. There may not be a lot of votes, but there will be enough to conclude what to do better when the real competition comes
03. Mar 2013 · 18:40 UTC
Okay, I’ll leave it open for a while longer. We’ll reconvene next week.
03. Mar 2013 · 20:24 UTC
Ok, thank you! :)
Milo
04. Mar 2013 · 02:07 UTC
If nothing else, I think voting is a pretty good motivation for people to actually play games and leave comments.

The Grand CraftStudio Jam #1

Hey all,

While we’re all waiting for the next Ludum Dare… Dan Dias will be hosting a CraftStudio-centered game jam on March 22-25 (72h, in team or solo)

Info, sign up and theme voting here:

http://thecreativeoutlet.com/jam1/

Doomsday Carrot Rampage Porté par le Vent FoodyFast Coding Beach, please!

For those who haven’t heard of it: CraftStudio is a project of mine, it’s a real-time cooperative game-making platform based around 3D boxes and pixel art (it costs 15 € during the alpha, runs on Windows & Mac with Linux coming soon). I’m furiously working on the beta version but the latest alpha works very well already :)

I used it with a bunch of friends for the last 2 LDs, we made Porté par le Vent (ranked 4th overall FWIW) and Beach, please! (ranked #7 in Fun).

Tags: craftstudio, jam

Hello World!

It’s just a test post :)