LD31 December 5–8, 2014

I’m in..

After a lot of soul-searching, going to do a game about a bug trying to survive on a windshield.. Hopefully Phaser.js will be involved somehow.

Other ideas:

  • Wrap around platformer where you go into the same room and it changes slightly with traps and stuff. Bit like the cube movie.
  • Rotating the screen did something or other.
  • Cat laser pointer catch 2059 DX.

Ideas..Ideas..ideas

Here is our ideas list before we found our (more info later little with screens).

  • board
  • fighting
  • hidden-object
  • tower-defence
  • particle-boid-style
  • galaxian/pacman style
  • one-screen PixelPeople
  • tapper ?????
  • Paper Please
  • Mountain simulator
  • Alchemy + Bio
  • Mini-game style (lockpicking in Fallout)
  • Bus driver simulator?
  • Screen shift
  • Tamagochi
  • Management
  • Hotdog cart sim
  • Frogger-like
  • ++++ Baby cradle view simulator
  • Polyscreen
  • Airport security baggage check

 

And we choose: XXXXXXXXXXX (little later we will show you).

 

molecats-ld31

 

Molecats Team,

http://www.molecats.com/

Concept Final Mutation

Here’s the contents of the .txt file I typed up in brainstorming my concept around the theme. I budgeted 90 minutes for this step. I decided to go ahead with concept #6, a doorman/security guy type of game. Now it’s mutated to a lab assistant type deal where you’re working for a mad scientist in his laboratory.

LD31 theme: “Entire Game on One Screen”

this is suitable for old-school games:
– Tapper
– Pac-Man
– Missile command
– Space Invaders
– Galaga
– Robotron 2084

IDEAS

1. OPEN THE EGG
You gotta open an egg in the center of the screen before time runs out

2. PROTECT THE KID
There is a kid who lives in a house and you have to protect him from this and that like intruders, wild animals, fire,

3. SERVE THE BEERS
Suds Slinger, basically.
[NOTE: Suds Slinger is a Tapper-inspired bartending game I’m creating for mobile]

4. AVOIDEROID
SURVIVOTRON
Stay hidden or survive attacks from various creatures that come wandering through a scene throughout the night. Forage
during the day.

5. HAUNTED THEATRE
Play with the theme and have the game revolve around scenes on a movie projector.
(right away I want to keep this for a real game later and not give it away prematurely in a gamejam)

6. DOORMAN / SECURITY GUY
You’re the doorman somewhere interesting, like the lobby of a scientific research corp. It’s one screen with a different
scenario for each level. Meaning it’s always the lobby.

Comments

06. Dec 2014 · 13:41 UTC
I think you chose a good one (I’m imagining Papers, Please meets Half Life 😉

I expect people are pretty flexible with the ‘entire game on one screen’ thing.
06. Dec 2014 · 13:49 UTC
I’m on the verge of having it scroll a half-screen left and right and calling that one screen, haha.

Project Progress: StarFighter

I’ve been working really hard over the past few hours and have made SUBSTANTIAL progress! Feel free to tune into my Live Stream while I work on this throughout the day.  My project is titled StarFighter, where you must destroy the enemy spawners before their created army takes YOU out!

ScreenshotUpdate1

 

Despite losing a few hours to sleeping in accidentally, I’m more than making up for it!

Shadowlicious

Working hard! :)

 

ld31

saturday morning update

10:30am, saturday

Successfully drew a pixel to the screen. (A whole window full, even.)

Should be able to move shapes around by noon.

Targeting a finished game by 6. Tomorrow tighten up the experience: score or levels, an icon, sound if there’s time (poor sound, always getting the short end).

 

Tried the platform stuff from memory, didn’t even get a window open before having to look at a working reference project, haha!

Night of Slaughter – Progress

Here’s Night of Slaughter , it looks almost finished , but we run out of idea !

A small help will be apreciate ! :)

sc0

Join our Twitch : http://www.twitch.tv/leallandu33

 

Comments

RougeRogue
06. Dec 2014 · 14:13 UTC
Well I have a pretty similar game to yours, it seems so I can give you some of my ideas:

-Have waves of enemies

-Every few waves have a boss enemy

-If you have the time, make more unlockable weapons

That’s all I got other than the killing lots of enemies. Good luck!

Here’s the team

So we’ve been working 10 hours pretty much solid so far.  As always…

Sam is doing an art

Sat2035Sam

 

Alex is doing a program

Sat2035Alex

And Becky is doing a sound

Sat2035Becky

Actual game  update soon!

You are in a box. It is dark. There is no you.

1

That is currently the state of my game.  I think you can already see what I’m going for, though:  A single-screen rogue-like!  I’ve always wanted to do a good rogue-like, but never gotten past the planning stages before, so I’m really excited for this one.  Despite the simplicity of this screenshot, I’m actually very close to having full-on level generation up and working – You’ll see within a few hours.

As for pacing – I let myself get a solid five hours of sleep last night since I was wiped out from the week, and have taken a couple breaks for things like food  and stretches so I’m about 6-7 hours into actual development time, split fairly evenly so far between design, research, and actual code time.  Getting to be about 300 lines of code, by raw line count.  More to come soon, I hope

Tags: 2D, awesome, html5, javascript, ld31, ld48, Ludumdare, luthwyhn, progress, rogue, roguelike, screenshot, update

HERE

Here is what I’m working on.

As usual I don’t really know where I’m going. It’s part of the process!

Comments

data
06. Dec 2014 · 13:47 UTC
Looks interesting. Are you using voxels for the ground?
06. Dec 2014 · 13:50 UTC
No, I’m changing the height values of some vertices in a Unity Terrain
06. Dec 2014 · 13:51 UTC
What are those pink lines?

Progress in Clojure

 

Time for coffee and a progress update!

The working title of my game is “Crate Expectations”… get it? While waiting for inspiration I started coding a Super Crate Box clone. I’ve now got more of my own ideas involved so hopefully it wont end up a complete copy

Code-wise I’ve got some simple platformer physics more or less working. I’m going slower than I’d like but I’m learning Play-Clj as I go so pretty happy to have got this far.

Coding with the repl is really cool (especially once screen wrappers are set up to deal with errors).

Here’s a screenshot with some test assets loaded in:

Screen Shot 2014-12-06 at 15.38.20

A MAZE inc

Like others, i came up with a maze game… I had to sleep right away so i’m not very far.  And not only it’s on one screen, but it regenerate new mazes in real time!

It takes place in a simulation chamber, right now the walls are totally random, it will be my next task to make it fun.

I’m still thinking on the “fighting” system, it’ll be a mix between bomberman and pacman…

First progress update!

Being in the UK I didn’t manage to start until about 4 hours ago so I haven’t got much done – took so long to try and think of an idea, the theme is so broad :(

However, here’s a picture of the first screen you get to, the plan is to have a global leaderboards to see how everyone does! The game is going to hopefully be a super fast paced platformer, not too different from 10 second ninja. Name is a WIP!

FirstScreen

Started on tiles

I’ve started work on the tile engine, I was streaming the game earlier over at but didn’t feel like the viewer count was worth having bad internet speeds.

Tiles done.

my lazy hat in the ring

the idea is resource management for a space colony. management will be pretty simple social game style mechanics but the strategy will be mostly in where on the surface of the planet you place various buildings.

meteor showers will come in periodically from different directions and bombard certain areas of the planet at a time. I may introduce other kinds of weather events which influence specific buildings more than others… but probably wont, because i’m lazy.

i only really started this an hour or so ago and right now its just a basic bit of script to place things oriented to a circular surface and then tally up values from those placed things to determine a score income. honestly, that much will account for most of the gameplay. i’ll make some nice looking pixels to make up for my extreme design laziness, or who knows – something might spark my imagination as i create. i like to work that way, build something simple i know i can achieve and see where it leads.

 

Comments

coded_ninja
07. Dec 2014 · 14:29 UTC
In what language did you do this? 😀

Say hello to Flea

Joined the Manchester (UK) Games Jam and teamed up with Chris and Cristofer and picked the words PARASITIC, JUMPING, and EXPLOSION out of the hat.

So of course we’re doing a omnidirectional frogger-style game about a flea, all on one screen of course 😉

Flea anim

We’re in?

First time doing the Ludum Dare! Got a team of 3 using Unity3d, Maya, and whatever else we feel like? Uhhh. yeah. I totally feel like I’m doing this wrong 😛

Comments

doos
06. Dec 2014 · 14:50 UTC
Freeform, like it!

Game!

screenshot

The early stages..

The code is almost finished !

It was quick, but I think I’m near to finish coding.

After that, I will have to do all my textures / sounds… It’s not a small task.

N.-B : The enemies collisions with walls seems a bit buggy, I’ve to fix that… But I don’t know how ! ^^

~40% is ready :)

Several characters.
The basic mechanics.
It remains only to draw, draw, draw …2014-12-06_215115
2014-12-06_215152

 

Team Banana4Life is in!

Hey guys,

We are four students from Germany. It’s the third time we join the contest. Our last game at Ludum Dare 30 was Disconnect: http://ludumdare.com/compo/ludum-dare-30/?action=preview&uid=41477  . This time we will use following tools and technologies:

Programming Language / Engine: Java / libgdx

IDE: IntelliJ

Version Control / GUI: git / SmartGit

Graphics: Photoshop

Sound: Garageband

Streaming: OBS

Our stream will be in german language. You can find it at http://www.twitch.tv/bananafourlife . We have a shared twitter account https://twitter.com/bananafourlife where we will post when we will stream. Just follow us to see the hottest news about our streams.

photo_2014-12-06_16-48-59

Have a nice Ludum Dare 31,

Team Banana4Life

SNOWFLAKES =3

B4LxjK0IMAAQODO.png_large

Super Happy with progress ~ Boss leaps and has his first attack – BOMBS!

Hello again!

So progress has been great – AI is super fun to play around with, so I have the boss leaping off screen, decinding on a place to land, landing, and then doing his attack. As of yet I am balancing his first one, bombs! They destroy the terrain around you, as one of his attacks rains blocks from the heavens to crush you, this will help create the constantly flowing and shifting level around you! Super excited.
Alas, I am about to leave to go to somewhere without internet, so no updates till tomorrow – that’s assuming I can get GM to work on a laptop, which looks frighteningly unlikely :(

Ah well, let’s see what happens!

demo2

‘Spider Clicker’

Hello, iv’e been working on a game called spider clicker for a week or so and i would like to share it here..

The game is about you clicking on a spider and you get money and xp and levels and you can purchase upgrades too :)

if you go to our website : holonstudios.n.nu     you can find screenshots and stuff and more info.

Comments

06. Dec 2014 · 14:10 UTC
I am happy for you and everything but this is not the time nor the place to post stuff unrelated to this event.

Well, I lost 4 hours of work.

I beg you all, save your work! Save it frequently!
As a man who just lost alteast four hours of work, I plead to each and everyone one of you, save whenever you do anything.

I am so sads. :(

Comments

BabaJaga
06. Dec 2014 · 14:12 UTC
Damn, that hurt a little
06. Dec 2014 · 14:21 UTC
This really sucks. Best of luck getting it going again.
Diamonde
06. Dec 2014 · 14:22 UTC
Thanks for the advice, and I hope you keep at it too – you’ll be back in no time!

Screenshot #2

 

 

Here we are, close to 24 hours in, and we got screenshot #2!

Screenshot2

 

New progress :)

Still need a title ugg

animate_on

Comments

06. Dec 2014 · 14:13 UTC
Buttons! idk. :)

Kitch’s Update

So, gameplay is fully implemented.  Just need to add the music, then it’s all balancing and polish from here on out!

Oh.. and menus…

Oh.. and hi scores…

Oh.. and the stuff I’m going to want to redesign at about 11:00 tonight…

Oh.. and all the other stuff I’m forgetting about now…


Kitchs Gif

 

Tags: haXe, HaXeFlixel, Lights and buttons and stuff

Hello! This is our first ludum dare and we decided to make a pixel art rhythm based game with a cute little samurai killing ninjas and feeling the music!

Here is what we’ve done so far:

Game

Comments

06. Dec 2014 · 14:34 UTC
One finger death punch Ludum Dare Edition ;), Good Luck!

Slow start

We had a slow start, but got our site up and running with our base structure set.

http://forgottenstarstudios.com/ld31/index.html

Also have our first graphics on screen.  Nothing spectacular yet, but we are moving forward now.

 

LD31 First Screenshot

 

Christmas Tycoon. Here’s a nice gif …

So this is my 5th Ludum dare! Last year I finished 25th overall so have a lot of pressure to give a repeat performance.

My idea is for a tycoon game where you have 24 days ’til Christmas to produce as many presents as possible. Fits the theme well and is festive so i’m happy. :)

You’ll manage elves, choose which presents to build and generally run the workshop. Score is based on happiness you receive through the present you manage to deliver on Xmas.

I’m very pleased with how it’s going, although i feel i may have over-scoped. Onwards!

*Repost as the gif wouldn’t run last time!*

christmas_tycoon

LD31 – Stem progress

Hey! I don’t know if I’ll have the time to finish my game, but I’m in anyway. Practice makes perfect, so I’m putting up a small prototype of an idea of a game I had. Hopefully I’ll have basic gameplay by later tonight. In the meantime, here’s eye candy.

Screenshot 2014-12-06 16.18.57

 

I’m using Unity to make the game. Modeling is done in Maya. Sound will be ( hopefully in Bfxr/Sfxr ). Music.. oh music.. I’ll try to find something :) Hope you enjoy. If you want more updates, follow me @MichaelAdaixo. I’m not streaming this time..

PS: I was expecting and tinkering a game with the snowman in mind.. don’t know what happened there.. seriously. Anyway.. I’ll make the game anyway.. just no transition screens.. :)

Good luck and have fun :)

Tags: ld31, unity

Just woke up

Just woke a little while ago; time to make the AI.

Basics are all done

Well… I can control my character now!

S | Devlog #1

s

I remember telling myself i would never make a Pixel Art entry again. Here we are.

It started out 3D again, and it did not look awful, but i was not satisfied. I couldn’t manage to get nice looking detail on the tiles, so i scrapped the 3D design. Looking at it again now, the mountains do look kinda sweet. But, whatever.

nc1

As always, i spent the first day not bothering with gameplay at all. I probably would have, had i spend more time on this whole thing, but i didn’t, so i haven’t. So far, i always managed to squeeze some moderately fun gameplay in during the second day. Lets see what i can do with this:

notcatan

Those mountains don’t look like mountains. Not yet.

 

I also just decided on the name: S

You can form it nicely from those hex-tiles.

Late Entry!

Managed to enter last minute. Started a few hours ago, I’m using the theme quite literally in terms of it being a game restricted in a screen. Its going to be called ‘King of the Castle’. An action platformer in which you play as the king defending your castle from waves of enemies, incoming catapult fire and fires burning your castle down. There will be 3 flags which you need to keep raised, if all 3 are lowered by the enemies then its game over!

 

WIP1

Quickly draft …

Wip for my title/menu game.. really need to sleep a bit

Progress update

This theme really stumped me.. I suppose I need themes to be either more evocative or more directly limiting; Instead this one seems wide open and sort of aimless..

Last time I had a working game within the first 12 hours I was pretty happy with, but with this one I’m fumbling in the dark. What i’ve got so far is a terminal interface with some visual effects and an ascii image renderer, a music system, and a procedural generator that dumps *ludicrous* amounts of detail on fictitious companies, including employees, networks, buildings and their adresses, documents etc. I’m thinking I want to do a sort of hacker roguelike where you’ve got to track down a file/files by being given some clues from an employer. I guess I’m imagining a text adventure of sorts but with some more systems, a pretty vast procedural space to get lost in (if you’re just fumbling around) and some neat cyberpunky sensibilities. This MAY have to segue from the compo into the jam though, I just haven’t hit that same stride I had last time.

This is Flash with some stage3d fluff, written in Haxe 3 using custom stuff or my own open source libraries.

 

Skjermbilde

Sounds are evil!

Screenshot from 2014-12-06 18:26:55

Ok now I have made collision and spent a couple of hours on trying to get java to play sounds until I gave up(I’ll probably try again tomorow).I also got way to exited over a compliment on my artstyle. Now I’m going to watch a movie and take a litte pause before I get back to Coding.

 

Catch the Train: Update 1

Images are all a little messy but I can come back to them if I have time tomorrow.

Well now it looks worth sharing, at least

I’ve added a draft of the scenery I planned to have to my game and I thought I might as well share it now that it doesn’t look as ugly. I’m planning on having spawners and waves of enemies that occasionally include bosses. Snowmen will randomly appear but the main enemies are various types of pirates. I, being the bad namer that I am, decided to call it “Flailing-arm-ninja vs Pirates (ft. Snowman)”.Screenshot1

Now that most of the hard stuff is left, all I need to focus on is the easy stuff (and adding plants and waterfalls to the landscape).

Kids Up, it’s not snowing yet

So, kids were up early, around 3pm today, they’re used to sleep at least 30minutes more !

For now, we got two snowmen, they can jump, hang on platform, wall jump, slide and throw snow balls !

It’s not yet a two players game, but it’s close. Graphics made in less than 5 minutes (you can tell), no sound, no music.

Oh, and I test Unity 5 beta on this one.

201412061500

Tags: screenshot, snowman

Update, ERTY #2 (livestream)

Untitled

Erty is our JAM-entry.

What we use:

All the image-stuff are being made in Paint.NET.

Programming in JAVA.

 LIVESTREAM:

http://www.twitch.tv/tejinz/profile

Jinz: @TeJinz

Wspon: @ZekeLundin

Tweet to us :)

WHAT WE HAVE DONE:

Added tv-flickering effect.

Made some sound effects.

We have now made even more graphics, such as objects, and so on.

We are starting to get done with some of the graphics, although, we’re far from done.

We’ve made it possible to jump, walk, and collide. Also; the game will be a platformer(with a twist).

And we’ve also made a themesong.

Well, that sucked, but I’m still in.

So, I decided to do ludum dare. I was on the IRC at 7 and everything and saw the theme and everything. I brainstormed and had an awesome idea, but then, the following ~3 hours happened. Long story short, I got very angry, and couldn’t get anything to display in flixel. GGs, switching to unity with one of the free codes we have for the jam. Wish me luck.

Comments

Jinz
06. Dec 2014 · 14:39 UTC
Good luck matey :)

Get my Ludum Dare game, Mobius Dungeon!

Here’s an early build of Mobius Dungeon, testing ideas. Please give me all feedback you can think of!

 

DOWNLOAD

http://nesis.itch.io/mobius-dungeon.

 

ABOUT

This is a game about getting lost in a Legend of Zelda-style labyrinth, and blowing things up.

The game’s gimmick is simple – items you place in one room stay in the same place on-screen when you move to another room, giving you access to things you thought you couldn’t reach. Mix this with a strangely-linked rooms – think the Lost Woods in Ocarina of Time! – and you have a mind-bending dungeon ready to be explored and speedrun :)

 

anim1

ItchioImage

Walk the plank

Overview

The pirates have spent all day plundering and looting, but they overlooked a vital part of the process.  Making their captives walk the plank!

There isn’t much time left in the day, so in the haste to get everything ready members of the crew were accidentally inserted into the plank-walking line.  As captain, it is your job to quickly and efficiently sort the crew and kick the landlubbers overboard.  Don’t make any mistakes!

Progress is coming along.  It took a long time for me to come up with an idea that I liked.  I’m struggling with the Entire Game on One Screen approach but I’m hoping that I can get away without any scrolling.  This game will be extremely simple from a gameplay point of view, so I’m hoping to focus on polish.  The screenshot has a lot of temporary graphics, but it is coming along nicely.

I took a lot of inspiration from the site 2D Game Art for Programmers.  You should definitely check it out if you haven’t already!

Progress!

Nothing like that first moment when you get the core game mechanic working:

warehouse1

Comments

LedgeTheDev
06. Dec 2014 · 14:56 UTC
There is nothing better :)

Feeling dizzy yet?

I’ve made much progress in my game called “Kaleidoscope”!

S4

Designing levels is hard… They have to be symmetrical.

 

 

You control a polygon to collect shiny coins. Collect all 3 to complete the level, get points for fast completion. Sounds easy?

What if I told you that up isn’t always up and right isn’t always right? Directions change dynamically!

Oh, and the game has a cool level changing animation. Check out the previous post to see it.

I also have a livestream. Though atm I’m going to eat.

Snowman on one screen

I already gave up working on two ideas. This third one  seems to be promising.

ld31_progress_002

It’s one screen and there is a snowman. There’s no way this will go wrong.

If I have time tomorrow, I’ll polish those graphics… But now, gotta code it into the game. XD

Setup completed, next up: actual game loop

ld31_hexaBug2

3D bug of my intentional 2D hexagons

ld31_hexaBug

3D bug of my intentional 2D hexagons. looks kinda cool

progress_1

current state

What is my game capable of by now? It creates a real hexagon grid with customizable hexagon size, columns and rows. It links them up in a data structure and I use this to get all possible paths from one start point (on the left) to one end point (on the right). I will pre-calculate around 1 million possible paths now while I am eating some sweet fondue! Those paths will then be used in the actual game loop. More about that later!

Tags: 2D, hexagon, progress, screenshot

Comments

06. Dec 2014 · 17:05 UTC
Hexagons for the win! I went with this kind of layout, too. :)

Update #1 PROGRESS

bandicam 2014-12-06 08-43-22-633 bandicam 2014-12-06 08-43-01-038

 
Major progress: Created a tile Engine that supports loading and saving levels, downloaded version will have level editor. Player/AI works great, except for some slowdown cause by the ai, going to have to fix that, but hey, already halfway through!

incomming snowmans…

… the “real” theme this year is the snowman. Right? Riiiiight?

 

 

wip

The snowmans come in waves.. and bring christmas cheer.. they have to be stopped by strategically placing fire towers.

 

Also the splash screen is done:

splash

Comments

RougeRogue
06. Dec 2014 · 15:24 UTC
Yep XD
06. Dec 2014 · 15:33 UTC
I like it because you can melt snowmen !
06. Dec 2014 · 15:46 UTC
I will probably end up incorporating the snowman anyway, but an original snark based on themes in the final round we hoped it wouldn’t be, I got a small spark which proved very inspiring when I was on the bus last night.

Progress with the game

So, I have added both keyboard and mouse controls and a few more things.

Here, have a look.

game

Again, sorry for shitty quality of the video.

The actual game looks sharper, smoother and has more details.

Progess

Well after almost an all-nighter and restarting game ideas 4 TIMES because of to big of core mechanic failures that I didn’t have time or knowledge to fix, I finally have some useable profess, whacha think?

Screen Shot 2014-12-06 at 8.54.08 AM Screen Shot 2014-12-06 at 8.54.11 AM

It’s music-based and dynamically creates content based on the rhythm of the playing song….Not bad for only using Unity for a week now!

Later all, Good Luck!

Game Update – Action Shot

Here is the latest action shot from the game. Follow our Trello board.

Comments

06. Dec 2014 · 16:28 UTC
I’m legitimately excited for the release.

OOH a playable build

Not much of a playable build, but it exists nonetheless. Here it is.

There is a bug where if you scare an empty room, all mice die. This is obviously tragic, but I’m hungry so I will fix it later.

Ludum Dare in an Airport? Ludum Dare on a plane?!

So… I was at a conference all week presenting a paper, and it dawned on me that I would be flying back home DURING Ludum Dare.

I’ve got two flights over the next 25 hours, one is 2-3 hours and the other is 10-12 hours, and (battery charge allowing) I was thinking about giving “Ludum Dare on a Plane” a shot.

Given my lack of access to online resources I’ll probably give ASCII a shot again. (Still uncertain whether to use Libtcod or PDCurses).

One screen seems like a cool theme. Maybe I’ll do a game about a guy stuck on a plane trying to make a game during Ludum Dare.

Where did my scripts go?

So, about 4 hours in last night, I thought to myself, “Gee, maybe I shouldn’t totally ignore the theme with my game idea.” I was debating switching to a different idea when, while copying some files, all of my scripts mysteriously disappeared, making the decision much easier.

kirbytails7_LD31_Night1

I’m in (but a bit late)!

I totally forgot about Ludum Dare this weekend so I’m going to give my best and try to make a game with the time I have left.

Tools:

-Java (no librarys/engines) in Eclipse

-Gimp/Inkscape

the idea is about a girl tryingto grabcash disturbed by various problemes like loosing her pin or being attacked by wild animals

20141206_144430

20141206_144443

Compo Unity3D Question

Are tools allowed such as NGUI in the compo?

Comments

06. Dec 2014 · 15:13 UTC
Why wouldn’t they be? Also, Unity 4.6 is out with the new GUI 😉 Give it a shot, its really good.

In for LD31!

Forgot to make my in post, so here it is!

I’m jamming with a bunch of awesome Richmond, VA game devs (http://rvagamejams.com/) at the 804RVA coworking space (http://www.804rva.com/). Check out all the games our little club has made, including many previous Ludum Dare entries: http://rvagamejams.com/games/

 

As for this jam, I already have a cool minimalist idea, but I won’t spoil it here. Look out for the final result!

 

Tech:

-Plain ol’ JS… might use CoffeeScript too because its fun

-GIMP for graphics

-bfxr for audio

Gathering Some Kindling

Our team leader made some images to brainstorm! The blocks are pulled from the web though. We’re gonna go with the little blue fire light theme. I’m working on making the flame and sketching some potential enemies. I named the little dude Fia for now. Maybe little water pockets with water tentacles jutting out? Maybe little tornadoes? Adding narrative? Who knows, it all depends on the animator/programmer haha!Fia Photo Dec 06, 11 04 49 AM IMG_06122014_014917 IMG_06122014_014821 IMG_06122014_010438 IMG_06122014_010410

Tags: #LD31 #LDJAM #LudumDare #GameDev #IndieDev, fire, illumination, light

Poo Dee Pie – BIG NEWS! WIP Build Up for Play!

PooDeePie Header

http://gamejolt.com/games/arcade/poo-dee-pie/40903/

This is a WIP build of our game for a Jam entry into Ludum Dare 31.

PLEASE NOTE: The game itself has not been balanced or tweaked at all yet, this build is all about making sure the major pieces / features are all set up.

Team Poo Dee Pie for Ludum Dare 31 is:

@SteffenWittig Art / UI / Sounds
@ThumbsBlue Game Design / Development
@Kintinue Blogging / Promotion

If you want to follow the development progress of this game over the weekend, keep up to date with
‪#‎PooDeePie‬ on Twitter.

#LudumDare #LudumDare31 #LD31 #LD

Check out the screenshots of game play below!

Screen Shot 2014-12-06 at 12.05.38 PM Screen Shot 2014-12-06 at 12.05.53 PM

Screen Shot 2014-12-06 at 12.06.09 PM Screen Shot 2014-12-06 at 12.06.18 PM

Tags: #LD31 #LDJAM #LudumDare #GameDev #IndieDev, #Poodeepie, Ben Pledger, gaming, Kintinue, ld #31, LD JAM, Poo Dee Pie, Steffen Wittig

interim title: action theater

rough layout of our game:

Ludum dare rough

you play the role of the hero in this summers action blockbuster! stay alive and try to keep all four critics as pleased as possible.

Busted!

Got killed by a cop during my last run…

gta3

gnoPortal Live Stream

Hello! My coding partner and I are making a game in Phaser for the 72-hour jam this time around. Our game is called gnoPortal, based on a concept tweeted by @moshboy.

Pong + Portal =

portal-pong

 

We’re working together from Will’s house, and we’re both live streaming at the same time! You can check out both streams on Twitch:

Mine

His

Progress so far

This will be my second entry into Ludum Dare and i have just spent about 2 hours trying to fix a bug that was not actually there. But i have now got a working path-finding algorithm and job allocating system for my city-builder (ish) game. Here is a picture:

1

Now to add resources and more buildings.

Second step of my LUDUM DARE 31 game

This is the second step of my game for the LD31 Compo. I followed the “plan”, that I made up while making my previous post, and added some hot air balloons dropping down new dudes. There are now also some pink tanks shooting at you. More enemies to come … like … gun towers! And maybe some powerups.

It looks as if this will become some sort of “endless” survival game where you fight Nature itself and those who care for it.

LD31 – Update 2: A New Generation

2

As claimed in the previous update, my level gen code didn’t take much longer to complete.  I can now generate an interconnected system of rooms and hallways, separated by doors.  Making doors something that can be opened/closed will not be difficult once I actually get a character in and moving around.  That’s the next goal:  Dude and move.  Then doors and vision.  Then we work on stats, enemies, combat, inventories… so much left to do!  But at least I’m already the furthest I’ve ever made it on a rouge-like, so I’ve already succeeded at something great!

Tags: 2D, awesome, compo, game, html5, javascript, ld31, ld48, level generation, Ludum Dare, luthwyhn, progress, rogue, roguelike, screenshot, update

Wavy Jumps

Hey everyone !

Here is a sketch of our project “Wavy Jumps” for this LD 31 Jam

 

waveJymps_1

 

Yoona for the Ladybug Riders

 

 

Gone quite well

Finally completed the character controller for the char. At the moment we have a black box but I hope to change that later. It reacts to gravity, can jump and move left and right. It took forever with endless bugs along the way for example when you use the velocity on a rigidbody2D in unity it completely overrides the inbuilt gravity so you have to put your own in. Never the less it is working and here is the code if anyone else wants to know what I did. Feel free to use some of it in your own code :) :

 

using UnityEngine;
using System.Collections;

public class CC : MonoBehaviour {

//Rigidbody and falling
private Rigidbody2D rigid;
public bool falling = false;
public bool jumping = false;

//Keys
public KeyCode jump = KeyCode.W;
public KeyCode left = KeyCode.A;
public KeyCode right = KeyCode.D;

//Speed at which to do things
public float walkSpeed = 6;
public float jumpSpeed = 5;

//Sorting out gravity
public Vector3 gravity;
public Vector2 gravityToAdd = new Vector2();

//Falling calculation variables
public Transform lineStart;

//Get the rigidbody from char and gravity ammount from physics
void Start () {
rigid = this.GetComponent<Rigidbody2D>();
gravity = Physics2D.gravity;
}

//Actually move stuff WHAT?!?!?!?!
void Update () {

//Check if we are still jumping
if (gravityToAdd.y < 0) {
jumping = false;
}

//The force that we will move
Vector2 force = new Vector2();

//Walk left
if (Input.GetKey(left)) {
force.x = -walkSpeed;
}

//Walk right
if (Input.GetKey(right)) {
force.x = walkSpeed;
}

//Landing detection
if (!Physics2D.Linecast(new Vector2 (this.transform.position.x, this.transform.position.y), new Vector2 (this.transform.position.x, this.transform.position.y – 1.22f), 1 << LayerMask.NameToLayer(“Ground”))) {
falling = true;
} else {
falling = false;
}

//Show a line in the editor
Debug.DrawLine (lineStart.localPosition, new Vector3(this.transform.position.x , this.transform.position.y -1.22f, this.transform.position.z), Color.cyan);
//If falling apply gravity if not gravity = 0
if (falling == false && jumping != true) {
gravityToAdd.y = 0;
} else {
gravityToAdd.y += gravity.y * Time.deltaTime;
}

//Add jump force
if (Input.GetKeyDown (jump) && falling == false) {
jumping = true;
gravityToAdd.y = jumpSpeed;
}

//Apply gravity to force
force.y = gravityToAdd.y;
rigid.velocity = force; //Apply force to rigidbody
}
}

Finally made up my mind

Wow, it took a while for me to figure out what exactly I’m going to do. This theme is kinda weird, last time things went a lot better. I’ll see how far I get in the spare time left. Thanks for the great event :)

Growing turrets

Based on my plan to shape the world as the player experiences it, I decide to grow turrets that will fire projectiles. They are the purple things on the screen. They appear like obstacles, then they grow seeds or fruits to finally fire them to become moving obstacles for the player.

I think I may be doing a remake of Asteroids. At least that’s the direction it seems to be taking!

LD31_Ashtom_20141206181954

Actually doing this

Okay, I got a simple 4-room test working with my movement idea.  I guess that’s cool.  I did a sketch of the real level layout last night, so building the final models should be easy at this point.  Most of the effort is going to be on writing AI for the first time in Unity.

I think this is going to be a stealth game.

roomtest1

Wish me luck!

Let the battle begin!

battle01

3 heroes of light to fight evilness!
Now, it’s time to go to sleep !

Progress so far

My game have some progress…8 hours ago, because I must sleep.

Screenshot LD31 - 1

 

Time to continue.

Playing with pendulum physics

 

Started this last night and it’s finally kinda fun. I think the goal is to get the thing through the other things in as few clicks as possible.

 

pendulum physics

Tags: love2d, physics

Game progress :D

I have entities, keyboard, mouse, buttons and other stuff working: