LD28 December 13–16, 2013

No progress… (Edit: I’m out.)

I’ve made an engine. Nothing else.

Dang.

I’ve forgotten one thing about Java2D.

I have horrible luck with it.

Currently, things aren’t working even though they REALLY SHOULD and have NO REASON to fail.

I’ve never had problems with this sort of thing in LWJGL.

I’ve spent the past 5 hours making a menu system, which at this point is still nonfunctional.

(EDIT: I’m dropping out of the competition.)

 

Character evolution, for Don One, my first ludum dare entry.

Initial character design…

main sprite for now

And this is what he looks like now.

Trhis

It the beginning, the character was a car. Now he’s a mexican cactus in space.

And here’s what the game looks like. I hate the title screen, I’ll make a new one before I’m done.

screenshot Intro screen

 

I’m streaming over here : http://twitch.tv/alvaro_as

 

Level one

Level one of my Bat-simulator is now playable at http://aardal.nu/Ludumdare/

So far the mechanics for movement are roughly figured out, and the first level is mostly done. Most of the dev time so far has been tilemaking and deciding what game mechanics I will need to meet the theme.

Our intrepid  bat needs to enter the fort of the beaver-hipsters. But why?!  – Well I need to make the rest of the levels for that.

Tags: Construct2, html5, journal, ld48, Ludum Dare, progress

Streaming Now!

Hey, y’all! I’m now livestreaming for the next 5-some-odd hours over at http://www.twitch.tv/chronusz! I’m going to be making a horror-esque puzzle game where the main premise is that spacial physics does not hold up (ie. you might wall through a hallway and find that you are where you just were, facing a different direction). Feel free to come check me out if you so desire.

Progress so far (day 1 evening)

Hey people,

Nora & Marcus here. :)
We have uploaded a short video showing our progress at the evening of the first day. The basic movement options are now working resonably well, but there are no attack options yet. Luckily enough there are also no enemies or traps yet. 😉 We are creating a simple platformer were the idea is to leave the dungeon in ONE minute. So we got the theme covered. 😀

http://youtu.be/8A_FHwgw1p4

Maybe we will create some music today, but I (Marcus) am really tired at the moment, so I won’t do much more in the realm coding today. See you again tomorrow!

Cheers, Team Kutullu

shit

I still don’t really have an idea. I hate this theme.

Me streaming and shit

https://plus.google.com/u/0/events/copdh7h3gr8cn7fc8a8506gh4tc

Progress

Been coding now for eight or so hours, got the basic features in already. Now I just need to add some proper AI and a nice world for it all to happen in…

A quick screenie

And actually draw some proper art I guess, though I doubt that will work out.

Another screenie

Tags: banana, C++, progress

Well I have to go to bed but I implemented a display to show how mutch magical charge you have left(used to fly).

and you play as a magical gem(still don’t hava a name for the game ).

screen_1387051299.19

Escape Velocity: description / first progress report

Hi there! We (Nate Wiesel and myself, Zach Hinchy) making a game called Escape Velocity, in which you play as a spaceman stranded on a remote planetoid. With limited, dwindling oxygen reserves, you must explore the planetoid in platformer fashion to collect parts to repair your spaceship, before taking off and attempting to escape the planetoid’s gravitational pull. The more parts you collect on the planet, the easier time you’ll have during take off, but you only get one chance to take off, so you better make your time exploring count!

Right now we’ve got the basic engine in place. As you’re on a small planetoid, gravity is fairly weak allowing for a sense of inertia, and big floaty moon-jumps. Your weapon, a shotgun that fires a spread of pellets, also applies knockback to you, even allowing you to use the force as an extra jump or gain speed in the air. You can also release air to increase your freedom of movement and tightness of control at the sacrifice of some of your oxygen reserves meter.

EDIT: Forgot to mention – the game’s running on my “Sanford Engine” C++ game framework, using OpenGL, SDL, YAML-CPP, CMarkup, Crypto++, Boost, and wxWidgets, as well as our in-house audio library, SonicAmp. We’re also using Ogmo Editor as our level editor. The game will be available for Windows, Mac OS X, and Linux.

Head after the post break for a screenshot of what the game looks like at the moment. It’s not exactly a looker at the moment –  it’s all programmer art at the moment and kinda currently looks like Thomas Was Alone 2: Electric Boogaloo – but Nate’s hard at work on that and hopefully I will get to implementing his art tonight.

Still going for LD!

Been juggling a house Christmas party and coding my LD game on my Android tablet with a tiny keyboard. Problem is, I think I’m running out of things to code without bringing it all back together with Unity!

Still, I get the night to myself I guess, so full steam ahead!

Tags: awful music, christmas, roast, turkey

Trickshots

Wild Shot

The GIF was too big to put on this post, so just click the above link to view it.  I just implemented hostages and this is the craziest shit I pulled off so far.

Progress report

12 Hours In

12 hours in. Still looks pretty basic, but i’ve done most of the backend work, as well as a bit of the script. Need to finish the script off, and polish pretty much everything.

(The aim is to vote for who killed the king. Because, you know, justice.
You play as the guard. Left click a character to denounce them.)

 

12hrs

It lives!

Arrived from the ends of some galaxy where stars have no logical positions!
From a world where spaceships are shaped like a submarine!
Where you can only use a button to try to save your life!
It comes to our screens …
“You only get one ship”!

(I’ll write a post-mortem during the voting period!)

A bit late

So I somehow completely forgot that the Jam was this weekend. I might still make it for the compo, but only time will tell. I’ve already got a basic idea, but I’m not sure how easy it will be to implement. Regardless, I look forward to seeing everyone else’s progress!

In progress!

Working on an interactive christmas card for my family. For this weekend, my goal is to build the first part, which is a car drive that my brother will take to vist us. I have simple dodging around the cars going. If you crash or go off the road into the snow and get stuck, you must restart.

car

You’re in the blue car in case it’s hard to tell.

EpicLastBottleOfMilk Progress

Startet with dev at 12:30p.m MET (Frankfurt, Germany)

  • Idea: An Epic Roguelike Battle for the last bottle of Milk in a supermarket while xmas-zombies taking over the world ^^… got that Idea while shopping supplies for LD48 weekend… 😀
  • Supplies: Cola in large large quantities, Ice-Tea sugarfree, a beer for lunch, pizza, chips and toilet paper 😉
  • Tools/Engines: GraphicsGale (free), GameMakerStudio, Gimp, sfxr, audacity, chrome
  • Progress so far: Basic gameplay is working 55%, Supermarket tileset is nearly completed 95%, game character 100%, enemies 20%, Level 10%

Hope you guys will having fun coding this weekend. I want to play tons of good games. I’m watching Notch stream while dev … It’s fun… Lova you all and see you guys next time!

Look at my progress screenshot:

preview_game01

Tags: epic roguelike, game, milk, notch

99 Levels to make, 99 levels to go

The title says it all, but I actually finished 10 levels of my game, sadly, not all mechanisms are 100% finished, yet

 

Leve#5

You only get one? What I’m gonna be working on during Ludum Dare.

You only get one?

Objective:

Develop a system of interwoven game mechanics that facilitates emerging narrative using a ontogenetic approach to procedurally generate an unpredictable range of engaging gameplay spaces.

Actionable Steps:

  1. Research existing narrative and academic sources, in order to identify narrative structures that facilitate our objetive.
  2. Research existing games, in order to identify game mechanics that facilitate our objetive.
  3. Develop a very simple javascript framework that contains this structure or structures.
  4. Design and implement a open ended scene spec.
  5. Develop or find a Editor suitable to create scenes.
  6. Implement a very simple input system to traverse scenes within this structure.

Notes:

You have experience points and levels just as Gygax and God intended, but to qualify to advance a level your PC must also do something new and interesting. Warriors must defeat a foe of equal level using a new weapon, either one they haven’t wielded in the past or an entirely new weapon of their devising. Warlocks must add a new spell to their spellbook. Criminals must come up with and execute a new illegal scheme. Doxies must find and seduce a new and more influential client. Pioneers must discover a new place or a new route between known locations. All this sounds like a great way to put the ball into the players’ court. “Hey, I’ve got enough XP for level 4. Would you guys help me rob a bank?

Having a character class seems like a pretty core part of the D&D experience to me as well. On the other hand, everybody starting out as some jerk with a spear and no particular skills seems like a pretty good match for my usual “down-and-dirty” approach to starting a D&D campaign. What if the only character classes available were Prestige Classes? You want to play a wizard? You absolutely must seek one out in play and apprentice up. That’s a bit similar to the WFRP approach, except you wouldn’t necessarily hop from class to class.

The teleological approach creates an accurate physical model of the environment and the process that creates the thing generated, and then simply runs the simulation, and the results should emerge as they do in nature.

The ontogenetic approach observes the end results of this process and then attempts to directly reproduce those results by ad hoc algorithms. Ontogenetic approaches are more commonly used in real-time applications such as games.

This is the  basic structure I got out of my research:

Quest Description Creation The PC is created. Call The PC delves into a dangerous or unknown aspect of the campaign world. Fellowship The PC earns companionship, a powerful item, supernatural guiding, or a guardian. Ordeal The PC attains prominence, overcoming a series of trials, tests and tasks. Initiation The PC takes a great risk, culminating in a revelation of self, an ideal. Expedition The PC ventures forward to achieve that ideal, revealing his weakness. Atonement The PC confronts whatever holds the ultimate power in his or her life. Enlightenment The PC envisions how the ultimate goal can be reached, taking a stand. Confrontation The PC faces the ultimate opposition, surmounting it. Mastery The PC shapes the world with the power earned. Freedom The PC earns freedom to live.

I’m gonna build this structure, and use no art or interface besides javascript prompts and alerts for the time being.

Overly ambitious, not enough time, probably wont get far, but i think it can be damn interesting if I pull something playable out of this.

Compo Plan Changes

In my last post I said I would join the Jam with a friend of mine, but it turned out that I would be working solo so I am going for the compo instead.

I also forgot to declare that I will be using code from one of my personal libraries. I wrote a tutorial for PCG (you can download the code there) recently and I’ll be using the code to get some randomized levels for my LD game. I hope that it’s ok to declare it late. Good luck everyone!

Oh and one more thing, I’m developing in Linux and using Vim instead of FlashDevelop. (What the hell is wrong with me?)

Tags: haXe, openfl, PCG, procedural content generation, Vim

Team Homunculi Go!

We are officially jammin’. Got a guy working on music, programmer’s fingers are busy tip tapping away to make the systems for our game, particles are a go, and artists are hard at work putting together characters. Will have more visual updates soon!

Let’s Update!

Practically completed the integration in Unity of game mechanics (last screenshot was just an image).
Things to do:
– Particle system effects for the engines of the balls
– Music and sound effects
– Better spawn of the enemies
– Death animation

Time to eat!

Actual gameplay:

temp-320-46408760

 

 

 

 

 

 

 

 

Level Painter

Adding textures easily on unity.

You only get one night during LD

Screenshot 5

Graphics are as crappy as before, but I’ve finished all the characters! They don’t only have a name, but a personality as well. So we have an acute general’s mistress, a freedom-loving lieutenant, a caring vice-minister. They spit out phrases sometimes. It was very interesting coming up with them. If you are eager, you can assemble a picture of life in that period.

I’ve playtested it and found it fully functioning. Now, the only gameplay feature left is random dialogues.

Oh, and since I get only one night, I have to sleep. Bye!

My stream: http://www.twitch.tv/Rodzos.

Journal: http://dl.dropboxusercontent.com/u/53633853/LD28.txt.

Status Report

Since I’m making a tiny game in C++, there isn’t much gameplay to show, but I do have these two textures.

The project will be hosted on Github.  My commit messages will probably suffice for status reporting.

Amazing Art!

Ok, so I have the first few art assets done, and a very simple dev level up and running.  No enemies or combat yet, that’s what I have to do next!

In case you haven’t been following my progress (you probably haven’t) I am making a game where you are santa and you throw XBox Ones at innocent Nintendo / Sony fanboys as gifts for christmas.

level1_1

Coming up on half time

Almost half way through the compo now, and i am about halfway through my development (i think). It has been a very interesting day and i’ve learned a whole lot about what makes a game a game. And i’m having a blast doing it!

Anyway, some more screenshots of my puzzlegame with minesweeper influences.

progress_2_1 progress_2_2

 

Yay for splosions :D

“Our Last Hat” — mighty magicks

As Mrs. Berzee once observed wisely, “Some wizards have special powers.” The White Wizard, for example, fires gusts of wind. The Green Wizard creates hedges of protection, and the Yellow Wizard just makes everyone run too fast for their own good. The Other Wizard has no special powers yet, and I’m not even sure he will end up being Red, but in the interests of time I will continue without him and make this a Three Wizard Game for now.

Things left to program: boulders and pits of dangerous doom, a couple more enemy behaviors, and autonomous wizard portal-seeking behavior. After that, making some levels and tightening up their graphics.

[dropbox link to version 3]

ourlasthat3

Messing with controls (playable)

LDScreenshot

Still messing with controls to get an entertaining football-type game going, you can play my first test at it by clicking that image.

STUFF

NO GAMEPLAY BUT SOME COLORZ

 

doorstuff

 

 

 

 

 

LILL’ GIF AOW

I’m in since this morning!

So I finally decided to make it official and do an “im in!”. I’m doing a 3D game, which is kind of ambitious I think, but I had some code laying around, currently hosted at https://bitbucket.org/rolfrm/prototype5 (prototype 1 through 4 did’t not live to see the day :/ ).

I’m using GCC/Mingw C++ with GLFW3, OpenGL and probably some RTAudio once I get around to that. For editor I use emacs and thats it.

I’m creating a kind of abstract game about carrying a spark(of life!)(you only get one) to a kind of explosive (of life!) device. Each level will include enemies that you have to avoid, they will take your spark.

Currently its a bit like a 3D snake clone. But thats just the beginning!

walking a surface

 

Best luck to you all!

Progress Report, and Time to Sleep!

5 AM now, and I have to sleep 😛

But I’m happy that I did some good looking progress:

development_3

I found a very nice parallax background class for Libgdx, and managed to sort out the back end of sprite loading for my fliers.

Next in the plate is difficulty progression, and finishing out the weapons and basic enemy types, and after that I can start working on polish :-)

I guess things are coming together!

Tags: dinosaurs, parallax, progress

End of Day One

 

 

ld28fd

 

Here’s an image on the progress so far!

It’s a very difficult theme, I’ve come with the idea of this concept only 3 or 4 hours after being awake (about 7h in the Jam), but I certainly like how the game is shaping up!

Screenshots so far…

Introduction Screen

P… P… P… POTATO!

Most of my progress is posted here.

HeroesGrave

Chain reaction-like situations

Runner 2013-12-14 20-28-58-46

You only have one shot. Fortunately, you’ve got some pretty nifty weapons to take that shot with, including this giant snake-like thing that lives on the flesh of your foes (the red rectangles), pushing back its inevitable death by eating them for you!

I Hate My Code So Much…

But it works, kinda. Interactions have gone deeper with a ONE slot inventory and a dialog system of which you can only choose ONE interaction. Each different section of the game will be a small part of the entire store seen through each person’s perspective at the time, so these small things help in the long run.

Shot3

 

Post-sleep update

Last night, while lying in bed at 2:30 trying to fall asleep, I ended up designing most of my game in my head. I’m not sure if the design is sound, but it seems like all the pieces fit together. I’ve got a LOT of work ahead of me if I want to finish everything! Here’s a screenshot. You control the guy with WASD and the fairy with the mouse. I’m using a HaxePunk port of a lighting engine Noel Berry made for FlashPunk, which is really nice! Here’s a link to that: http://forum.haxepunk.com/index.php?topic=343.0

Tags: progress, screenshot

Multiplayer implemented, hooray!

Implemented multiplayer for the first time. It wasn’t nearly as difficult as I had anticipated, good times were had all around.

So now I have to mean looking little dudes running around with no way to interact with each other yet. I need to start worrying about game mechanics :(

NetworkImplemented

My Progress

I’m working on a christmas shopping simulator. You only got one dollar and you have a long shopping list! First I wanted to make a urban tileset, but I’ve never worked with tilests before… You loose if you run out of time and fail to return home. Left undone is:

  • UI Polish
  • Shop mechanics (there wont be much, since everything costs more then $1 !!!

xmasshopsim

The game is based on a true story.

Player Control Works – Playable Demo Online, Feedback Welcome

Take my character and his hammer for a spin — feedback welcome!!  Throw the hammer and bounce it off walls, but you only get one, so you’re going to be weak until you can pick it back up!  At least, you will be once I add some dangerous enemies…

http://ricefrog.com/LD28/WIP/1/hammercontrol.html

ArtExample1

This is enough of a checkpoint for me to go take a shower, I think!

Next up is something to actually hit with the hammer!!

 

Comments

Piscythe
14. Dec 2013 · 18:54 UTC
This is looking really good so far! The controls feel smooth and I like the hammer mechanic. I’m interested to see what you’ll do with this.
kutullu
14. Dec 2013 · 18:56 UTC
I agree, i think you are really on to something. Keep up the good work, so far it looks promising. :)
14. Dec 2013 · 19:12 UTC
Thanks!! I’m having a total blast so far in my first LD!

Time for a walk!

It’s almost halfway over which means it’s around the time where I start going slightly insane after working this hard for such a long time, so I decided to go for a walk!

Who would have thought it'd be snowing in North Dakota?

Who would have thought it’d be snowing in North Dakota?

I think one of the things I love about this competition more than anything is how close to your own mind you get. It’s a little unnerving for some people, but you really begin to get a closer look at what drives you to create games. You experience the entire process in two short days: the first great idea, the excitement of having a new concept to work with, the frustration of smoothing out everything, the self doubt of whether you can really do something or not. That deadline looming over you just pushes you to continue no matter what obstacles you run into. Nothing else matters, and you truly live in the moment while making your game.

Going on this walk gets me back to earth again and to remind myself that though it seems like a lifetime, it’s only been one day in the real world and that I’ve only got one left. It reminded me of why I’m doing this in the first place and what my goals are for the jam.

I hope you all are having as much fun as I am, I’m going back to development!

Engine starting to take shape

After 7 hours my engine starts to take shape.

Btw: I’m in! 😛

JetpackHeroScreenshot

The game is thought to become kind of a twin-stick-shooter (keyboard + mouse) where you fly with your jetpack through a randomly generated world, avoiding hazards, to free the people of <insert planet name>. The evil <insert baddy name> has captured the inhabitants and is replacing them by evil machines (No, it’s not Dr.Robotnik).

At the moment you just get a small randomly generated plane, with trees, hornets (pink squares) and hedgehogs (wider pink squares), which are firing at you. Bulletcollisions are deactivated, since you only get one chance to complete the whole game! Of course you will be able to buy upgrades, in case you don’t do in in your first attempt. Upgrades will be only one shield, magnet, megabomb, …

Demo
Controls: WASD / cursors for movement, mouse to aim and shoot

Not very fun at the moment, but It’s kind of relaxing, to shoot some of the destructible terrain (especialy the leafs) after a long coding session :).

The game is written in java without any library. Art and Sfx are coming soon.
I’ve written a very similar engine in the last days, but this version is fully rewritten. If you like the terrain-destruction, you might be interested in this older version of the engine:

Dentist in space

Controls: WASD / cursors for movementmouse to aim and shoot
1/2/3 to choose dental laser/cement canon/light (for hardening cement)

 

If you like to, then let me know, what you think of anything of it.

Besides that, happy ludum-daring :)

End of day one

a

That’s the end of day one, the cat is stuck again (notice it doesn’t follow the player). Time to sleep I think…

 

Most stupid art ever

Ok so my game is sucking so far… You are psyclopse, and the bounds are working out… Here is the psyclopse i told you about:ld28

Things are happening to the thing we’re doing.

I smell progress. We’ve actually got gameplay and everything. Granted, it doesn’t exactly look pretty, but it is technically a game, with flying around, and shooting and pickups, all that good stuff.  Once the kinks are all ironed out in the gameplay, and we actually have PROPERLY functional enemies, we can actually start making it look nice, and sound nice, and in general BE nice. Also need to work on the mechanics of the bomb itself, but things are actually coming together.

SB

Multi-Shot

Intro done

Slowly. Step by step, I done the intro of the game. You can look at this here.

intro_2

intro_1

Timelapse of the first 12 hours of development!

http://www.youtube.com/watch?v=-U5ZM3t8wds

 

Sorry about poor quality, it’s what Chronolapse puts the video together in. I’m not going to hand place over 6500 pictures so you can get a 720p video c:

This is my first 12 hours of work on my 2D side-scrolling puzzle-platform for Ludum Dare 28. Sorry about the flashing, because each frame is 5 seconds and it’s 30fps it was flashier than I was expecting c:

Expect the final half tomorrow! (First 3 minutes 55 seconds of tomorrows video will be this video so I can have it on here in full. This video will be removed when that video goes up :p)

Enjoy!

Adding some actions

Rain dances now summon clouds that water your seedling, which you only get one of.

rain-dance

 

There’s also a sun dance you can have your followers do to summon the sun, however the sun isn’t responding to requests at the moment.

Halfway there!(Hopefully)

Been working on a project called Disgruntled Employee!

You are fed up with your dead-end job and consider taking your miserable life with the gun in your desk with a single bullet.  Suddenly you are interrupted by your boss who informs you that you will be working through the weekend and your birthday.  So obviously you decide to save the last bullet for him, as you ascend the corporate prison to your fate. So far so good :)

Screen 1

Screen2

Good Luck All!

I’m in… just 19 hours late but I’m in!

Hey all,

Keeping this short since it’s in the middle of LD.

2nd attempt of a jam after a huge failure last LD (10 seconds).   I have some decent game engine functionality last night but haven’t done much yet to what I want to do for this game.  I did oversleep (almost 12 hours, should have set an alarm) so that’s why I’m starting so late. Still some time, let’s do this!

Using C++, SDL 2.  I’m hopeful I can have my first finished product ever!

 

Tags: 2nd attempt, LD28

Small update and progress!

Heyas fellow ludum’s and spectators. Team Kl0n here to leave a small update.

Development is advancing steadly, with a great idea! For the first time we are betting in a 3D game, instead of the usual 2D. We will leave you with a small “alpha” build of our vision for our game, “That one Load”!

http://web.ist.utl.pt/ist155461/LD28-Tests/

5gcli

Take care and good coding!

Play some matchbox!

Actually you can only walk left and right :P BUT, you can walk left and right on your sweet new 286!

matchot

PLAY!
Works only under DOS and Windows 9x.

Slowly going nowhere

I’ve only had some hours, not full time… and this is my current screen:

Screen Shot 2013-12-14 at 21.55.55

 

I have some enemies, life items, moving platforms, and vertical scroll. The problem: this is not enough for a interesting game, and I’m a bit lost, I don’t have a clear goal. :/

I have to say, I’m very impressed with Phaser! :O it has tons of amazing stuff inside! well done Rich!

PD: obviously, all those sprites are placeholders for a ‘proper’ pixel art! 😛

 

I want to be cool too!

cool-kids
They said they would let me into their gang if I did a summersault

Comments

14. Dec 2013 · 19:07 UTC
LOL!!!!!!!!!!!!!!!!!!
Ditto
14. Dec 2013 · 19:31 UTC
amazing, thought it was gonna be a mega man reference, I think I was wrong.. kinda, sorta..? good job!

WELP. LD24 instead of LD48?

I guess I’ll be doing this too with no time to do it.
LOVE2D is the framework.
Music comes later.
Art comes later.
Prototype first.

Gotta go fast.

Struggling here… as usual

Grenade Blast ‘Em

Level design is one of the hardest things for me to do when it comes to games. Sure I can make a single level to test certain ideas for a game but after that… I got nothin. If anyone wants to give any ideas that’d be great! I may just go for a more wacky level design where the puzzles you try to solve with the grenades don’t necessarily mean blasting other objects… but instead the player. Note: player can’t be hurt by the grenades.

Another art designes for “Toys”

I made some small changes in menu. And add some new visuals to Game info and About us.
Day is nearly over and still plenty of work to do.
Need another liter of green tea :)

Check it out

Here some designes and info about our crew

Here some designes and info about our crew

And here you find some more info about the game concept

And here you find some more info about the game concept

I decided for small changes, put some more Sutnar´s work as hidden reference

I decided for small changes, put some more Sutnar´s work as hidden reference

First time in \o/

Here’s what my game looks like at the moment.

“You only get one” shot per level.

Bildschirmfoto 2013-12-14 um 21.51.28

This is the first time I’m entering ludum dare. I kept hearing about the competition every now and then, but never got into it. This morning I started watching notch’s live stream and took the chance to hop in. Having a lot of fun so far.

Basic game idea and mechanics – Done
Sound – Done
Balancing – TODO
Special Effects – TODO

 

WIP Update 2

WIP2

Got a lot implemented since the last update.  Enemies, all player actions and special abilities, most of the object interaction framework.  The graphics are still pretty bad, but that’s the next things I’m going to tackle.

Comments

14. Dec 2013 · 19:07 UTC
WOO!!!!

Work is well underway

Levels are full of swift and armed enemies, and it’s your job to kill them all! You hove your trusty knife and pistol but… you only have one bullet. It’s not just any bullet though, it’s an enemies-penetrating, walls-ricocheting bullet. Are you prepared for stealth takedowns and lining up that perfect shot to kill them all? I sure hope so.

The most important part is done – The To-Do List. God, I love to-do lists. It’s so satisfying to finally draw that bold check after implementing yet another feature.

Also pathfinding is done (using http://www.arongranberg.com/astar/docs/index.php). Enemies patrol their parts of level, investigate weird noises nearby and have radio to communicate. Soon it’s gonna be time to write the player behavior.

1

I probably won’t be streaming this time, I’m not very talkative.

And I sure hope that I’ll manage to draw something even remotely okay.

Epic Last Bottle of Milk – time for a break…

What a first day of LudumDare #28… Saw lot’s of great ideas. Can’t wait to play some of them by myself… but I need a break now :)

n- need m- more co- coffeee!

n- need m- more co- coffeee!

Story in short version:

You have to buy milk for “WorldsEndParty-Dinner”… You are going to the mall to buy that god damn milk. But the mall is full of xmas-infected people… and it is only one bottle milk left… Let’s do it… kill them, get the bottle and run as fast as you can… no zombie can hurt you more than your wife can, if you don’t bring home the milk.

Short Progress status update:

  • Gameplay nearly completed: 80%
  • Tile Graphics: 95%
  • character design: 90%
  • sound: 0%
  • features: 75%

ScreenShot time:

preview_game02

Park-King Progress

First screenshot of Park-King.

Park King

In Park-King, you need to park cars as they arrive, making sure that you can get them to the exit again on time.

As for breaks, you only get 1:00 PM. Make sure you can get out to grab lunch, and return, before 2:00PM.

Yup

So, I am currently working on our Main Menu/Title Screen. So yeah here is what it looks like!

 

Comments

Zubrowka
14. Dec 2013 · 19:15 UTC
Its so small! UI deserves some bigger luvin’

Urrrrr, new idea.

So much for T-Minus.
I decided to scrap the whole idea and start over, i can do this 😛

 

Space…Battle…Thing

2013-12-14 13_02_56-Adobe Flash Player 11

So far development on this as-of-yet untitled game is going pretty well. My original idea was “you have to take down an enemy army with only one soldier,” but I decided spaceships would be easier. So the idea here is that you have one battleship, which has all its guns and its shield projector wired up to only one targeting system. Since the battleship can’t dodge anything, you have to try to block the enemy shots with your shield while shooting them.

STAY TUNED (again) …

 

 

 

screen_02

 

Our neandertal man in action! Lost in the darkness, alone against all, he will destroy all the ennemies and find a way to get out. Our blue screen is now revealed!Play the cave man through darkness and find a way to the outside! A lot more coming soon!

Love from the team Angoutoutmoisie!

ld28 update 3: On track

getting somwhere

 

Quick screen cap. As you can see, still no formatting or descriptions, but you can do things. Like  – it’s a game now, I think.

So all is going well. Still need to get the aesthetics/formatting sorted – although that’s pretty low priority – as well as the descriptions, which I’m going to do tomorrow. Tonight is all about the story line, now that (pretty much) everything technical is (more or less) sorted (kind of).

I’ve put my code so far and my outline plan on dropbox now, so feel free to have a look around here.

JACK support!

I’ve added JACK support to my game, because SDL2 doesn’t have a JACK driver and Fuck You PulseAudio.

It acts as a wrapper around the SDL audio callback I wrote, and calls it whenever it needs a new buffer.

Took under an hour.

I’m in a van.

Bats, Bugs and Snakes (Post #2)

I’ve added some monsters! The bats fly directly towards you, the bugs slowly walk back and forth and the snakes strike at you if you get close. Time for some monsters that shoot projectiles, and some unkillable traps, and maybe it’ll be time to make some levels.

Bats, Bugs and Snakes

Title Screen

Here’s my title screen:

FindingSerenity

My game doesn’t play that well so I’m aiming for ‘funny’ rather than ‘fun’!

I’m terrible with graphics…

Well I’ve written a decent amount of code seeming as I’m typing super slow. There’s still more code to write though, and I need to work out how to balance the game so that there’s more skill and less luck involved. I also want to have a go at some graphics stuff, which is definitely my weakest point in this competition. At least I have the worst title I could think of: “SUPER BATTLE FIGHTERS”SBF Logo

“Working”

: D

We’ve been “working” hard. on this.

24 hours – Battle system halfway done

I’m definately not going to be able to add everything I wanted.
Oh well…

screen

10

This entry was posted on Saturday, December 14th, 2013 at 7:18 pm and is filed under LD #28. 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.

Pixel art update :))

So I’m the art guy working with SimonRhys for this Jam.

Gameplay is coming along nicely, but for now I’ll just post a wee side by side comparison of the art as it was this morning, versus the art now that I’ve worked on it over the course of the day :)

duel2

 

It’s expanded up from 64×64 to 256×256 here.

Hopefully you can tell which one’s the newer one :P

5

This entry was posted on Saturday, December 14th, 2013 at 7:18 pm and is filed under LD #28. 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 guess I’m doin’ this too!

I was workin’ late for the job that pays me last night and was a bit underwhelmed with the LD topic initially. After sleeping on it, I had an idea I find pretty appealing. I got started modeling/coding about 14 hours after Ludum Dare started (at 9 in the morning), but sittin’ in bed thinking about it before that definitely counts for something :). And I love sleep, any way.

arrow-wip1

For some reason I decided to make a game where the main character is mostly bezier curves. The game’s called Arrow currently, and will be about a lady named Note that finds a magic arrow. Just one magic arrow :P.

My wife ran a triathlon this morning, so I also got the opportunity to wrap her Christmas present. Yay! We’ll be celebrating that triathlon and her recent PhD candidacy tonight, so I don’t have much more time to work on this today. We’ll see how it goes.

 

You Only Get One Planet – Progress Update

We’re making a game where you have to protect the Earth from meteorites and aliens. We lost a lot of time because we had some problems with the one of our two computers, so now we’re both using one computer :\

Here’s a screenshot of what we’ve got so far:
a screenshot was here

Angry meteorites are going towards the earth and YOU GOTTA SAVE IT, you only got one!

Tags: earth, meteorites, planet, UFOs, yogo

High score

Left click to press the button, and right click to reset your highscore, recorded on your watch!

Done! A rougelike (sans procedural generation) platformer with an interesting dynamic

Here is my first operational #LD48 game! it took me about 10 hours to complete as this is a new language to me (stencyl) anyways it was a silly idea i had so here it is!

You only get 1 minute to make it to the end of the level because you are fading from existence

One Last Life To Live

(notify me @ascii211 if anything doesnt work)

 

 

 

 

 

https://www.dropbox.com/s/tdp1gh9mc52vjaz/One%20last%20life%20to%20live.swf

Comments

william
14. Dec 2013 · 19:48 UTC
Nice, congratulations! 😀 I think the game seems pretty cool, but is there any way to restart if you get game over? I also couldn’t figure out what to do when I got to the end of the level, I was just standing on the TARDIS (nice goal btw xD)

Dinnertime Update!

I just ate a hearty meal of beef and potatoes, so it’s time for our mealtime update!

During the course of the afternoon Pamela got a whole lot of work done on minigame art. So much so that she was able to take a 2 hour nap while I caught up to her in implementation.

Between breakfast and dinner I managed to implement 3 new minigames! Here’s some gifs!

BOX! Sorry for the messed up titles, the gif got a little wonky when I tried to export it.

Whale friend giving little piggie a boost.

 

A DDR clone featuring our favorite swine friend. Look at him getting down!

So yeah, we’ve only got a couple more minigames to add, then it’s polishing all the way down!

If you’d like to join in on the fun, check out our stream here:

http://twitch.tv/cashewdev

I’m off to take a shower for the first time in like 48 hours.

 

13

This entry was posted on Saturday, December 14th, 2013 at 7:22 pm and is filed under LD #28. 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.

Chests! Bonus! Malus!

So it’s the end of the first day, or should I say the beginning of the second one ? it’s 3am here :p

Anyway, our team (one artist and one programmer) have made good progress so far. The gameplay implementation is pretty much done (pretty much is the keyword here…) , and we have most of the items and characters sprites.   We still have to design the levels and  the tileset to create, but  we should be able to complete it in the remaining time.

chests

I can’t think of a good caption for this one, a maelstrom of chest?,  a chest reunion?, or a chest fight?, well, you decide…

Chests are the central point of the game. Basically, you can open only one chest in each level, each chest having either a bonus or a malus inside.

 

img

In the left bottom corner, our heroin. And in the top right corner, an npc, who just want to exchange some greetings… perhaps…

Have fun everyone!

I think he likes her…

She might like him too.

Comments

14. Dec 2013 · 19:25 UTC
Better pull her hair to make sure.

You all look fantastic and your games are going to be awesome.

First off I have to say everything that is going on this page is looking amazing!

Next week is going to be a so much fun. There are so many great looking entries being created. Keep up the fantastic work!

I’ve just started to make something. I’m a bit time constrained

I’m going trying to learn Unity with the new 2d tools. Ludum dare is about learning for me, so learn I shall.

I’ve made my main character sprite, need to edit a couple of frames but I’ll do that after I have some gameplay. Hopefully I get something playable by the end!

ld28hero2

Keep making awesome stuff people!

Just a quick little 13th update!

I just thought i should show you my little turrets in action ^-^

Aren’t they just the cutest thing you ever saw! =3

Firing 6 round a second, you don’t wanna be in front of these things!

anyway, back to Office stage 3 i go!

-Flatgub

Update lV

Hello hello, how are you guys?

We finished all the scenes and the most of the animations! Take a look!

1

 

More to come!

Update #2 (Shit is going down)!

Hey! Finally got a lot of stuff done (unlike the other hours I was working on this game). Be forewarned, I am a pretty shit artist, but maybe these won’t be the final graphics:

Gun Selection

screenshot109 screenshot108 screenshot110

And the actual level:

screenshot111

(Not sure if the floor should be bricks or grass…)

Anyways, that’s all for me. BTW, all your games look great, hopefully I’ll have time to play them all!

the eternal argument returns…

a good friend of mine have an eternal debate going. It’s a classic.

“What is better? Dinosaurs or space?”

Well obviously it’s space but my poor deluded friend would still choose to have a pet dinosaur over a trip to space. pfft. There is a point to all this. He called me out on twitter just now and I had to threaten him with something. So I said I would kill a dinosaur in my jam. Now I have to go away and draw a dinosaur for the final scene. No spoilers tho, I am planning a few endings.

I did make a decision though! When I turn in tonight, I am calling it “feature complete”. No more mechanics or story or events. Just polish what I have!

I am off for a break and a shower. Latest screen here

 

Shot3

Yeah, enemies!

cannons1

Finally there’s something you can shoot at!

#crab #yogo #yolo

crabby

 

i dunno if I’ll finish, but this has been a blast. i’m making a game about a dopey little crab.

i would once again like to dedicate this game to the dearly departed FunByJohn

– tak

Progress, of sorts.

Okay, after some technical difficulties I got everything working.

Really, if I didn’t want the ease of flash distribution for this, I would have preferred working with something I knew better than the few hours I’ve spent learning haxe and haxepunk. The current Tiled library is of a rough sort.

Oh, and the power went out for a couple of hours around noon, too.

capture

Terribly messy, but yeah. Co-operating nicely with Tiled, right now. I’m trying to put a lot of the game logic into Tiled – Sprites, for an example, are declared there.

Primitive stuff, really, but I’m enjoying it. A bit worried about getting everything done in time. Animations are rough, but fun. At the very least it’s looking nicer than the last one.

Speaking of messy, the architecture is all over the place, too… but that’s par for course for LD. I really should spend more time getting comfortable with TDD.

I still have trouble with coming up with strong enough ideas. I’ll need to work on that next.

Maybe some sort of a… action>consequence chain thing? Or…  I really don’t know yet.

Saturday’s timelapse will be available here:

http://youtu.be/7xoWBkxs5iU

Tags: timelapse

Progress after first day

First day of LD48 weekend is coming to the end (22:30 is too late for me). I did more than I thought: menu, battle system and many other things. I am getting tired right now…

First day progress

Progress on my first day in my first Ludum Dare

Tags: battle, first day, progress, sleepy, tired

Comments

XXMarekXX
15. Dec 2013 · 07:09 UTC
this looks really great, I definitely want to play this game…