LD15 August 28–31, 2009

ITS DONE!

Finished, and with 7 hours and 38 minutes left too! I added a few crappy sounds. Get it at http://www.ludumdare.com/compo/ludum-dare-15/?action=preview&uid=1059

Shiny gold

Yay, added shiny gold! Well, actually I have mostly worked with sound fx since last update. :)

20090830_2223

Angry Caverns – v0.4 Sound Added!

I’ve finished plugging in a bunch of sound effects for Angry Caverns and you can hear and play the result here (Flash)

Now I’m off to use Reason to compose a quick main menu loop and at least one level loop…

Then it will be time to generate some more levels than 1  !

EDIT: If anyone plays and the sounds are too loud / soft / annoying.. feel free to let me know!  Thanks  :)

Tags: angry, as3, caverns, flash, sfxr, sound, update

Cavern Tycoon LD48 – FINISHED!

Cavern Tycoon Final Screenshot

Cavern Tycoon Final Screenshot

Check it out here or at its page on my site here.

Let me know if there’s any problems not known, or just send an email if you like the idea. Thanks so much guys. I’ll write a proper postmortem later. But this has been an amazing experience.

Tags: final, finished, journal, progress, update, Windows

Shot’s heard but did that mean a tree fell?

Well I now have two unit’s appearing and the logic starting to come together for them to shoot at each other…

Only they shoot at each other making a racket but no shot’s are dislpayed or hit anything, time left 6:54.00 !

Plan – So get shot’s and movement to work, then let loose 2000 units to check it works!

Cavern Copter – web playable work in progress

Here’s a work in progress. Click on this link and open the .html file when prompted. You’ll need Unity web player to run it.

Use WASD or arrow keys to steer the helicopter. There are 8 scientists. Fly over them to rescue them.

Throwing in the mouse pad

I’d like to say I went down with a glorious ring of the clock, as the time ran out. But if I were to burn through the night, chuging something that would resemble coffee jello I would surely be out for the better part of tommorow. And I just can’t afford that. I guess this LD is just not to be.

I need to prepare myself better next time. My game this time had some potential, It wasn’t jsut some lame ass idea I usually go with. But I spent almost no time on it the first day, just enough to get my framework up. And today I bravely took on my herculean task thinking I could still salvage it, and at least make it playable. But I have failed again.

Next time I need better preperations all around. Just a good idea or refeined game engine just don’t work out. You need the package. So until next time, I will either finish up my SDL framework or learn some other killer framework or game engine. I will also buy a box of energy drinks and burn through saturday and sunday. I will find a peacefull spot, where I won’t be distracted by every little event. I will try to take monday off, so I can charge to the finish line, and more importantly, have a day dedicated to sleep. Also I will prepare for any other possible scenario, that could prevent me from finishing a kick ass game ( mother nature will not have the best of me!).

Tags: give up

Comments

30. Aug 2009 · 18:19 UTC
Did you try Trance? Matt (makes games) linked this:
31. Aug 2009 · 06:45 UTC
Bravo for trying. I hope you’re not too discouraged. It can be the most frustrating when you have something that you are really excite about and want to make and just can’t swing it in time. I would definitely agree that have a really solid framework that you are really experienced with helps a lot. Here’s to having better luck next time!

Gimme some blood

I wish I were on a different time zone. About 8 hours to the end of the compo, but I need to go to bed in 1 hour so I can wake up early and go to work :(

Anyway, progress until now: the character now can collide against stalagmites and bleeds to reflect that. Bleeding is achieved with particles and the collisions are detected with simple rect bounding boxes.

Character bleeding

Character bleeding

I don’t think I’ll be able to include enemies, power-up’s or falling stalactites. However, I’ll try to include victory and game over conditions…

Cavern Generation is a go

Lets see, I got on the computer at what, 10:30 ish, and now it is 3:12. (should have waited two minuets to write this.)  After much coding, I finally have cavern generation working.  Every cavern you’ll see is generated by the game from scratch including the first cavern you start in.  While you play the game will seamlessly generate the next cavern in the background.  It will then place it on chance with coming in at a random point on the direction your mining, and if the space it wants to be placed in is open.  What’s left is to do a tiny bit of finishing up on cavern generation including adding things like stalagmites and mushrooms to make the caverns more interesting.  Then I will hopefully get some music made that will play in the background.  After that I want to add a goal to the game (collect as many mushrooms as you can?) and some other goodies that will make it fun to play.

A Little Progress – SGDSGU

A lot of the entries this time around look extremely nifty, I think that’s why it’s taken me so long to show off my own stuff.

Beanie Zombie

Stalactites go down, stalagmites go up

You can also check out an early build (mostly showing off the art) here.

It took me a while to come up with a concept that I liked. Spent a little too much time playing around with the art.  Still shouldn’t take too long to program the whole thing and toss some sound effects in.

The main concept is your a little guy with telekinesis holding off zombies with stalactites and stalagmites.

The end result for LD will be pretty simple, with more time and Box2D I think the concept would be really nifty.

My main character

I finished drawing my main character in Tile Studio:

mainchar

And here he is in the game:

screen5

You have to burn the zombie…

ingame2

Well this is all I have so far: you, a zombie, and torch to hit it with. I have nice flame effects going on, all hand animated.

I don’t know if I’ll have enough to enter this with, oh well, it’s bee fun drawing it all.

Here was my dinner, hand-made sushi from Kana…

cavestory3

Comments

30. Aug 2009 · 18:48 UTC
Gorgeous pixel art!

FallingTown 0.6

I can’t believe how far some of you guys got… I must be looking at the compo site too often. New build is up, here. I’ve implemented scoring, couple of bugfixes. 6 hours left, I need to:
– Set computer behaviors
– Set Win/Loss conditions
– Write Instructions
– Add a help button
– Add a reset button
– Do whatever gameplay tuning I have time for… don’t think it will be much.

screen10
-TF

sfxr is ssssffffxxxxrrrr

Umm… I mean:

I made BOTH my sound effects and music [samples] with help of sfxr!

Thanks DrPetter. :)

PS. edit: If somebody has a link to most recent version of sfxr (which has the mutate/random buttons etc as seen in some latest screenshots), please post here. The sfxr home page seems to be down.

LD15 – Sally Spelunker in CAVE EXPLORER

cave_explorer2

so I’m kinda new at this whole thing. I’ve never actually had an LD weekend free before, so for my first try, I wanted to go for something so simple that I would definitely get it finished. mission accomplished.

it takes place in a cavern, but I went for a less literal interpretation than most people did, it seems. I had a false start trying with Löve before figuring that maybe ludum dare WASN’T the ideal time to learn Lua’s many nuances, so I fell back on pygame.

best played with the volume turned up, and nobody within earshot. WASD to break blocks, arrow keys to move, alt-enter for full screen (maybe). work your way through the bricks to get to the end of Sally’s cavern.

Windows, source

Tags: final, pygame, vulgar metaphor

Comments

adam_smasher
30. Aug 2009 · 19:15 UTC
oh, hey, our games have the same title (sort of). Sorry about that!

Very different subject matter, of course.
phren
30. Aug 2009 · 19:40 UTC
Dunno how fast this message will reach you, but yes, the Windows binary works at least for me.

Suggestion Post

Hi everybody!

I’m getting a lot of comments in IRC about things, so I figure I’d start a post to collect them all.

So if you have any thoughts about how thing ran this weekend, or the voting, post a reply here.  This way, they’re all in one place, and we can see them when we get a chance.

Thanks!

Finally Some wall collision

Ok I have burned soooo much time on getting my dumb little spaceship to collide against the cavern walls, and now Ive got it working … sorta, but its good enough for now

Less than 6 hours to go and I am just now starting on the game parts … wish me luck

Screenshot-1

Third Milestone!

That’s me reached my third milestone!
Seems like it’s third time lucky, this time ( this is my third main ludumdare ) and I might actually really finish this on time :)

Obligatory screenshot:
I died.. again.. yea it's not easy.

All game mechanics are implemented and work, it’s now a case of sorting the levels out properly, and sound!
There’s meant to be 25 levels in all ( or atleast, I’ve made space for 25 levels) – five areas per moon.
Each moon has a different graphic set ( read, I’ve changed the colours in GIMP 😉 ) and a different amount of rooms per cavern. Your first moon – Chronos – starts with 4×4 caves, whereas the last moon – Wenut – will have 8×8 caves.
Oh and be warned, the gravity changes per sector 😉 Chronos Sector 1 is fairly light, Sector 2 is heavy as sin, but 3 – 5 are about average.

Currently, Chronos is complete… though some of the rooms could be tightened up a bit, but it works for the moment. Rest of the moons are just repeats of Chronos for the time being.
Playable is here – http://www.stuckiegamez.co.uk/gamez/ludumdare/ld15/MoonsOfSubterrane-44.7z

Now for some sound!