LD31 December 5–8, 2014

End of first day

Actually, I’m not really inspired by this theme (probably because you can do almost everything :D).

After the first day I’ve made a puzzle game … but I’m not really happy with it, so we’ll see tomorrow if I try something else … or not.

You can play the current version here.

Comments

DarkCart
06. Dec 2014 · 15:59 UTC
Dude, that’s actually pretty good. Keep it.

Huge Bug…

After a pretty sweet idea for a platformer, a huge bug in the game (that could definitely be fixed if I spent TIME on it, which I don’t have) prevented me from continuing it.  I will continue a new game/idea (I still have to come up with) in the Dart language.  I hope I can get this done…UGH!

Basic path-finding done

I think my square is pretty smart.  He can get from point a to point b all on his own.  Makes a brief wrong turn here and there, but that’s just because he remembers what he did last time that worked.  Maybe a little forward thinking about his next move can change that.  Not implementing full A* for this because, at this point, the river never turns back on itself, it always goes forward, so the path-finding can be pretty simple.

screenshot1-2014-12-06-0938

 

Progress…

game

 

Also, why isn’t this GIF working?

Scratching arond

I had known about Scratch (http://scratch.mit.edu) for a few years, but always thought it was a silly little thing for kids. Then I started volunteering at an after-school code club, teaching 9 and 10 year olds how to program through scratch. After I started exploring it in more detail, I found it was actually a powerful little package. Sure, it won’t scale that well, but it can handle some complex concepts such as prefabs, and it is incredibly fast to work in. I knocked up this game in about 90 minutes, maybe a little less, including drawing all the assets in scratch’s built-in paint package:

http://scratch.mit.edu/projects/37993058/

(I even love that the viewer has a button to see source and a button to fork the project into your own account, to hack around with!)

I don’t think you could make a full-on LD entry in Scratch, but as a prototyping tool I think it’s really cool. Look past the kiddy-friendly interface, and see Scratch for its strengths.

Mid evening progress

So, more progress happening. Still a couple of hours to go before I have to go sleep and I think this is heading in quite the right way.

 

That game

Still to come; Players, hot seating, actual winning conditions. And hopefully a boatload more of minigames, should be easier to pump those out when I’ve figured out a final implementation of the minigame interface.

Right now, anyone could add another minigame to it with some work, nothing’s hardcoded there. This might be an issue if I want to do TCP based networking, since people could cheat easily…

 

Either way, I’d say this is going rather well. It should be in a playable state before midnight, and I should have enough hours to add some bells and whistles later.

Tags: progress, screenshot

Sprites, interesting gameplay!!

LDScreenshot2

They’re so cute!

Also, my base there was getting a little wrecked by siege enemies. They deal double damage to buildings, and go after buildings! But they run from the player.
The blue ones are wells that distribute snow to nearby buildings, and the yellow ones are walls. Enemies stick to them. Not what I intended, but I like it.

The player sprite

Here’s the player sprite. Poor dude looks helpless, but he’s got a secret weapon stashed away somewhere, cause he can shoot four ways.

zombietron (or something)

Trees and an HUD

So a bit more progress while I stop for tea and biscuits.

There are trees in the level now, and you can eat fruit from them to replenish your hunger meter. At the top of the screen is your characters health, and below it a meter to show how hungry they are. In this screenshot i would be dead because my hunger went all the way.

Screenshot from 2014-12-06 17:44:37

Progress is going ok, although I think it’s a little slow since I was hoping to get all the mechanics in today. I still need to do mating, pregnancy and all the animals who eat your food. Lets see how it goes.

We Finished !

Night of Slaughter is now FINISHED !

Time to make the game : 9 Hours 26 Minutes and 9 second !

Here’s a few screenshot’s :

sc0 sc1 sc2

It will be converted for the Windows Store and Windows Phone Store And will be avaible for FREE !

Please vote for me and we vote for you 😉

Logiciel Allan Facebook Page : https://www.facebook.com/pages/Logiciel-Allan/143396825707708

Chicken Race!

Lets chase some chickens!

 

Day 2 begins!

After a refreshing 7 hours of sleep, I’m ready to spend my entire Saturday working on this game. Good luck to everyone!

FailTime! Dev #1

So as a first timer this “theme” has been disastrous for me… because as I could decide to interpret it to be practically any game played on a screen. So it’s not really a constraint leaving me a bit clueless.

 

Worked on an idea for about 5 hours got no where got frustrated, trashed it, started a new idea.

 

So that’s where I’m at, lets see how this goes…

 

P.S. Now I feel like I’d have preferred the unicode snowman, cause at least that has some context!!

Tags: fail, unity

Some progress for day 1

Some progress on my silly game, might take a break and get back to it tomorrow.

First gameplay preview for my entry

A first preview of my upcoming entry :

Gif_1

The idea is too make an Hack’n’slash game with a challenging combat system (not very challenging at the moment).

(click on the image to display the gif)

Comments

06. Dec 2014 · 16:31 UTC
Looks cool! But did you miss a collision? The first hit on that second enemy seemed to pass through it.

Little progress

For now i have almost all technical features except dynamical lightning. And tommorrow i want to create music, graphics, death and menu screen. Maybe, google play games integratedd too…

Screenshot_2014-12-06-20-15-10

Tags: AI, explosion, generation, programmer art

Starting it over.

I hate XNA.

I’m sadly switch to Unity temporally.

I have to start over in another game engine because of the glitches of XNA.

Comments

gasolinebased
06. Dec 2014 · 16:21 UTC
༼ง ͠ຈ ͟ل͜ ͠ຈ༽ง gimme my memes ༼ง ͠ຈ ͟ل͜ ͠ຈ༽ง
scanevaro
06. Dec 2014 · 16:21 UTC
(▀̿̿Ĺ̯̿̿▀̿ Bad dongs, bad dongs, whatcha gonna do? Watcha gonna do, when we raise em for you? ヽ(▀̿̿Ĺ̯̿̿▀̿ )ノ
elamre
06. Dec 2014 · 16:23 UTC
Awhhh
Recon
06. Dec 2014 · 16:42 UTC
WUT?

My day one [2]

Скриншот 2014-12-06 23.08.51

So, now i have finished all gameplay features and all six levels in the game (each level 20-sec)
Further time I will polish it and create more fancy graphics

2-Minute hardcore game ;] Interesting, how many people will complete the game

Postin’ some progress

So yeah now that I have some graphics, I feel more comfortable showing my game.

I got the basics on lock: jumping & shooting, because, you know, originality is over rated.

I will continue working on the look of the game for a couple of hours before taking a well earned nap.

 

 

game2

Mutatoons Social Impact

We started and we are doing an easy game, the objective will be to sell as many mutatoons you can, hiting your costumers not to hard with the monsters :3

In construct 2 this is kind of game is easly done, just tricking with bullet behaviour and some codding to create a false “physics”.

muta

I’m try to not use “physics” behaviour since it is not represented in the same way in every device or computer. So, to avoid it, im using the bullet with bounce and the platform to create a similar effect. If some one have more experience and wants to help or give me some advice, im all open 😀

I’m playing as much as I’m programming

I’ve gotten addicted to my  own game.! 😀

 

On another note, if you look back at my Ludum Dare history, it’s quite grim. I think I may actually finish this time, though.

Progress!

It’s a sword! But what’s it’s purpose?

 

Comments

06. Dec 2014 · 16:26 UTC
Smash up snowmen?

(Untitled)

It´s spreading

It´s spreading

Some more work done. Better art and gameplay. Still no sound or AI.
Now you can expand your fungi and eat food to survive.

Todo
– Enemy AI
– A goal with the game, we still are not shure what it should be 😛
– Ambient animations
– Sound, FX and music.

Levels!

early3 early4

Just look at those concept levels! Infinite loops of direction switchers, seemingly-randomly-placed boulders! I’m once again realizing why I tend to make games that don’t require a lot handmade content, like levels. Procedural generation for the win!

Still, I’m on track to finish in time. My next step is the title and end screens.

Tags: ld31, levels, progress, puzzle

First screenshot

The basic graphics are done, and the programing have come a good way.  The goal is to spread your fungi and control the world a.k.a. "the plant"

The basic graphics are done, and the programing have come a good way.
The goal is to spread your fungi and control the world a.k.a. “the plant”

Comments

06. Dec 2014 · 16:37 UTC
Looking nice. I dig the idea!

Day 0 Post Mortem

I’m pretty tired now, so I’m going to call it a day, but first, an update on what happened today. Maybe someone will find it useful, if not it is still a great way to organize myself 😛

The game (no name yet) is a local multiplayer RTS/action for tablets. You can control gun platforms on your side of the screen and your objective is to destroy the commander of the enemy.

  • The commander is the unit with the star. It can mine the nearby asteroid (green) to get resources which can be used to buy more platforms (not implemented yet). The asteroid will move around your field so you’ll have to decide if it’s worth risking the commander to mine it.
  • The machine gun shoots bullets at regular intervals. Has the potential to spam the enemy side
  • The shield blocks incoming attacks (will reflect them in the future, and will be disabled after a hit)
  • The missle launcher shoots missles that only go forward but follow the platform that shot it on the Y axis. You can micro these as guided shots that penetrate the enemy defense in tight points.
  • The mortar launcher lobs a bomb that will always hit the target and cause area damage, but is very slow to fire and travel and the platform is very vulnerable

ld31

If you want more updates on the project follow me on Twitter and Twitch :)

So my plans for coming days are as follows:

Sunday:

  • Implement the building of new units
  • Better controls on both tablet and PC
  • Better visual feedback (especially when a platform is about to shoot)
  • Victory conditions and menu

Monday:

  • Polish
  • Basic AI
  • Testing and balancing with real people

Extra work that I probably won’t have time to do:

  • Implement 2 new platforms: one that slows down stuff in an area in the enemy side of the field, and a shotgun

Have a good jam everyone! 😀

Screenshot 2014-12-06 19.07.18(2)

Incredible Fire Animation

fire

It burns my eyes. 

You need to click to launch the gif  (I dont know why) 

Making assets

So I get tired of programing so I started making some assets. I think it’s going quite terrible so far 😀
The first enemy is ready to attack though:

Ghost

I don’t know if the assets will be large enough. I think I have to redo this twice the size.
Well back to work, because I won’t finish on time if I stay here and chat to the world 😛

Getting there

gui copy

walk script and sprites done

So. Hungry.

Time for a lunch break :)!

Comments

jepster
06. Dec 2014 · 16:44 UTC
I am keeping a close eye on this game.

Minor progress

I have decided to switch tools. I am using Sublime Text , Pyxel Edit with Pixi.js. I have never used these tools before and never used javascript before. So far my screen looks like this.

progress

I am interpreting the theme literally. So my entire game will be on this screen. No transitions or loading. Everything is visible.

Comments

cabul
06. Dec 2014 · 16:51 UTC
I am also using Pixi.js, it seems to be a really polished Framework!

My editor is Atom, you should check it out 😉

Progress of Day 1

Untitled-1

We’ve decided to take part in the Jam and our little team of four was busy building The Agency today. Here’s a progress shot with all temp assets.

Play 16 levels at the same time …

Since I mostly do retro-style games, the theme didn’t make me uncomfortable. So I thought about what I can do to take that even further, and came up with the idea of having all levels on the same screen at the same time, having to play them ALL AT THE SAME TIME. It works quite well, it’s challenging and it’s actually a lot of fun. Anyone can beat level 16?

yodasvideoarcade.com

 

 

 

Comments

fodinabor
06. Dec 2014 · 16:47 UTC
Nice!

Finally a game thats kinda working!

I have been working all day with “invisable code” (engine stuff) so i can add all the features after a sleep! Anyway i just got some visable stuff on the screen and i can kinda play the game (some graphical bugs). Good luck on your games! Im done for today zzz.


My xmas strategy game!

End of day one

Gameplay Gif

This time I partnered up with my old coding buddy Alfred.

We decided to do a simple single screen bullet hell style game.
You control the little cube with controller or keyboard.

What’s a bit novel with this is that you can jump over the laser beams and bullets.
If you stomp the cannons they go away for a while.

There is a health bar and some scoring outside of the recorded area.

Surprisingly fun to play! Gets super hectic after a couple of minutes.

Hope to be able to put a couple of more hours in tomorrow, adding some polish and some sound, hopefully.

This is made with Unity, Photoshop and Blender btw. Sfx and music will be done in Cubase.

character sprites in

So I decided to go against the 3d objects I had as placeholders and did some quick character sprites (only one frame of animation right now but if time permits I can enhance that after I have core game play in)

Unintentionally they look a little bit south-parky to me, which I like. I may play that up a bit more if I’m able to spend more time on it later.

In any case now I’m ready to program in the core game play!

idea problems….

Well, my first LD is probably going to be a bust, but I have set the goal to finish something.  If nothing else I will have learned some Unity and actually finished something, even if it is cloney.  I’m working on a single screen asteroids clone.  I don’t have much in the way of ideas yet, but hopefully while I’m putting it together I’ll come up with something to make some variety.  Maybe it will be energy based as far as shooting or something, I don’t know yet.  Wish me luck.

Comments

06. Dec 2014 · 17:11 UTC
Asteroids clone is actually a great one. Any small tweak could completely change the gameplay too!
kburkhart84
06. Dec 2014 · 17:23 UTC
Thanks for the comments guys. Once I have the basics worked out I’m sure some weak will come along that makes some difference….I hope so at least. :)

JamJamJamJamJamJumJam

A bit late but this is my “I’m in” post. I’ve been working on my game for a bit already though.

I’ll be using the haxePunk lib for coding and Twine for my writing.
It’s going to be some sort of text adventure visual novel hybrid.

Since I’ll be using some code as a base and also will use some pre-made gfx and sound it will be a jam game. Also entering the compo would be just to stressful right now, I just want to have a relaxed game-making session. :)

I just finished my twine importer and hypertext-link-text function so I’m ready to get started for real. Screenshots will follow soon. 😉

For now here is a pic of my control center. (@chrispotty on the left there)

974466_743536435700296_1490507270_n[1]

WIP

Work in progress.

Ah, i am so afraid of blaming on my understanding of the theme but i like this application of it.

The whole life of character on one screen via his activities in the Internet, messenger and games.

screen1

This will end up as a game or as my own OS =D

Here you have it

Hi all, Cousin has made a freakin’ snowman for you, dear colleagues. 😛

Hoember2

Have fun!

Comments

skonkan
06. Dec 2014 · 17:15 UTC
Freeky 😀

Main character !

The main character is finished and rigged, I’m working on animations now !

character_child

All others assets would be less complexe than this one for sure XD

Follow us on Twitter @RadStar_, @thomas_baudon, @Sentsu_FR, @Ynck_33

Coming Along

wip1

Here’s a WIP screenshot of my game, which is tentatively titled “Crate Commander”, showing smashed crates all over the cargo bay.

First complete spritesheet :)

 

First complete animations now, we’re making haste now on our Sci-fi orientated game and y’know its looking good, the images below i would like to say were obviously distorted on purpose but they weren’t, because i have no idea how to internet 😛 good luck still, day one is nearly gone Spritesheet

 

 

Getting there…

Good part of the way in, and I have all my knobs and buttons working.

Kitchs Screenshot

 

 

 

 

 

 

 

 

 

 

I think it’s all downhill from here… all that’s left is gameplay, sounds, menus, controls, fun, and music…

oh dear…

Tags: haXe, HaXeFlixel, Kitch

A little progress

Hadn’t really much time to code today since I participated in a tiny LoL-Tournament and went to an event of my little brothers school, but at least I made a little progress.

 

ld31_screen_1

 

Basically I’m trying to make a tiny top-down xmas shooter. Collision-Detection took me really long even with Box2D, because I had some irrelevant problems with the positioning of textures – And everytime I code something, I always get stuck at those irrelevant problems. Next I’m going to let Santa shoot presents, and spawn a few enemies. Then polish it a little with menu and score and everything. Eventually, I’ll code an editor for the map because writing XML with absolute coords is a huge pain in the ass.

Milestone 2

So after breakfast and a trip to Ikea, it’s back to work, and so far I’ve got events working on all the locations as well as a clock.  Next up is going to be wrapping up the way things look and I’ll be able to start on functionality.

  1. Add click events to each area
  2. Add a clock
  3. Add $ earned so far
  4. Add messages as things happen
  5. Add person status bars
  6. Implement the kitchen
  7. Implement the bed
  8. Implement the mailbox
  9. Implement the table
  10. Implement the bathroom (?)
  11. Implement the couch (?)
  12. Implement the dresser (?

Audacity is a Turd

In the middle of making my game, which I think it pretty darn awesome so far, I thought, “Hm, there should be some audio to make it more exciting!” I pulled up Bfxr, got some sounds I quite liked, and thought, “There needs to be another sound…” So I opened up Audacity, to make some wind sounds. I whistled a little, and got what I wanted. But FREAKING Audacity decided to play everything 6x faster in a garbled sound. And crashed. Multiple times. Screw you Audacity.

Comments

06. Dec 2014 · 17:22 UTC
This is weird. I’ve been using Audacity for years and never had a problem like that. Have you used a plugin that may have created some conflict?

Update from Garage48 Riga Team

Try it and give us your feedback!

Which features should we code in?

http://www.wonderwhy-er.com/LD31Garage48/game.html

– Greetings, Garage48 Riga Team

Day 2

Why hasn’t anyone told the Real World we’re busy this weekend?

Life has reared its ugly head, forcing three of our 6 person studio to have obligations running Saturday evening and Sunday afternoon. No big deal, so long as it’s not our two best programmers.

Dammit.

In any case, we press on, ever vigilant in our endeavors. Music and artwork are starting to take shape, and we’re working on gravity mechanics. Does anyone know what happens when you throw a duck in a centrifuge? Asking for a friend.

 

~Jesster

A Flat Miner Studios Grillmaster, Stud Muffin, and Title Generator

Gameplay

Here’s what I have so far, pretty nifty, huh?

gameplay

Progress 3

Second music track is a bit of a mess still, and short, but I have to move on for now.

Node Alpha?

1555 shot

An entire game on One screen? Hum… I think there is some restriction, but the challenge seems to me interesting. I am trying to do something new – maybe off topic. You can see a picture about what I have done and I like this gameplay. There is no story and no enemies – only the same room with a ray which is created by an artefact. This flux can be reflected on surfaces in order to supply energy to a node. In fact, it’s another 3d puzzle game – but mine :) I don’t know how many levels I can do. Good luck folks and see you later ++

Un jeu entier sur un seul écran? Ouaich ouaich… je crois qu’il y a là une certaine restriction, mais le challenge reste très intéressant. Je suis en train de faire quelque chose de nouveau, mais probablement hors-sujet. Vous pouvez voir une image laquelle illustre mes efforts, et j’aime bien ce style de jeu. Il n’y a ni histoire ni ennemis – juste la même pièce avec un rayon lequel est créé par un artefact. Ce flux peut être reflété sur les surfaces afin d’alimenter un nœud. En fait, c’est un autre puzzle 3d – mais le mien :) Je ne sais pas combien de niveaux je peux faire. Bonne chance à tous et à bientôt ++

Comments

06. Dec 2014 · 17:39 UTC
On sent l’influence de Portal :)
Geckoo1337
06. Dec 2014 · 18:52 UTC
Merci copain. Bon courage à toi aussi ++

How it’s going so far.

Honestly, it’s going relatively well. I completed a fair majority of the physics that are going into the game. I do however need to revamp some of the 2D-sprites & their code, because some of the scripts refuse to work if you’re not in fullscreen mode. My next stream starts in about half an hour: http://youtube.com/MarkSilverMedia

Grid Up!

Moving on to what will probably be the final screen arrangement.  Navigation is pretty much done at this point, so I should probably switch over to building real level geometry, and then it’s on to tackling pathfinding!

test2

I would use the built-in pathfinding of Unity if I had any idea how to use it.  Whatever, I’ll write my own, and it’s going to be about as good as pacman (because I’m going to write it based on what I remember from how pacman navigation worked, hahaha)

Progress! Finally!

I have progress on my core mechanic. I’m sure it’s been done before, but I think it’s a really nice way of interpreting the theme. Take a look at the gif attached. Now to actually build a game around this…

 

frame

I’m so tired.. wip so far

ld31_3

Comments

victorafael
06. Dec 2014 · 17:38 UTC
Love your pixel art! beautiful details!

Grid Improvements

After researching how Bejeweled attacks the problems of filling the grid I have come up with a similar concept for filling mine. The difference is that I need to fill the grid with various chain lengths rather than the potential for groups of three or more that Bejewelled does. This has lead me to my implementation that now replaces the completely random distribution of single coloured tiles I had before:

2nd

You can see the difference in generation from my first screenshot post : http://ludumdare.com/compo/2014/12/05/4-hours-in-11

I’m going to have to play around with the algorithm and the settings to tweak the gameplay and generation but for now this is a more interesting playing field.

Break time for lunch and then I’ll be working on the algorithm for creating replacement tile colours as the player / enemy move around the board. Then it’ll be time to implement the player and the enemy. After all that the only last mechanic is the scoring system.

Then polish, polish, polish!

Game logic complete! :D

All game logic is complete! 😀

Now I will work into level design!
ludumImg

Day two!

Started the day off by accidentally hitting my computer’s reset button with a USB cable. Also very tired. Let’s do this!

http://www.twitch.tv/laxeot

Great idea and… finished!

Because not I shower for days, the idea for the game was that 😀 …

and is almost finished so … I’m going to put the final touches and wait for the time to upload it.

now… seriously i’m goin’ to take a shower i stink hahaha

c’ya!

Gabb

Something!

I wasted a LOT of time screwing with Phaser physics, but I finally got something up and running.  It’s not entirely playable yet, but I can finally start monkeying with the actual gameplay!

2014-12-06 02.38.04 pm

Song done!!

Finished the song for my game. /o/

It’s a short loop and kinda down… but it fits the mood I want for my game. Also, I think the time signature seems somewhat weird… It seems like it goes from 3/4 to 4/4… but what do I know about musical theory? Actually, it’s 9 compass of 3/4 (I think).

It was done in the amazing VMML, by Benjamin. Unfortunately, I’ve yet to search for a MML player in C, that can be used with SDL2, so I’ll synthesize the song and use the WAVE… oh, well…

You can listen to it clicking here. =D

Update #1 – Our top-down time limited shooter

We’re working on a top-down shooter that has a strict time limit in which you must clear the room. Basically, you’re given 15 seconds and kill all the enemies and get out of the room before it explodes. You keep going until you lose, and your goal is to see how far you can get. We have a core game loop so far, we just have lots of polishing, effects, and audio to do.

 

Mission start…

As usual, I went out on Friday night (only mildly pondering the theme in my head) and came back to catch up on emails and then go to sleep, so I’m only now starting on things when we are already like 18 hours in.  On the plus side, I don’t have RL commitments this weekend like I did last time (and even then, I still managed to crank out Ripple Runner), so I should be fine.

For now though, it’s time to whip out some paper and pen and start brainstorming!  Good luck to everyone else, I know some of you are waist-deep into things by now already!

Update #2

Ok guys, we’re just back from the obligatory pizza break, and I figured I’d post a quick update.

I’m still working on all of the assets for the level, trying to put together a sprite sheet for Arne to pick stuff from.

In the meanwhile, he is churning away at the mechanics and other programmy things.

LD31_sprite_sheet_01_previewDemo

Stay Frosty – Update Part 2

I have made progress!

  • Making Frosty move (Works with WASD / Keys / Xbox Controller)
  • Map generation (With randomly placed rocks / trees / etc)
  • ‘Art’ work (Different poses for Frosty)

GUNS (and snowballs / icicles, because.. he is still a snowman of course :D):

2014-12-06_20-41-27

Pretty pleased with the guns 😀

Now to work on:

  • Shooting / Weapons / Projectiles
  • Collisions
  • Damage / Death / Gamestates (Begin game, pause, die etc)
  • Enemies!
  • Boss!
  • Scores!
  • Sounds!
  • Lots more! 😀

This is my first time doing Ludum Dare and I’m having a blast 😀

Player movement + npc movement in

I was able to get some basic player and NPC behavior scripts in and now the player can move, as well as the various NPC’s move across the scene as intended!

Going to take a break for a bit; combat will be programmed in next!

Uh oh….

Starting to get to that point now where I think I may have dreamt up more than I can chew……

 

At least I have the start of something…can always finish it on my own time if i can’t make the deadline!

Progress Report of my Game

So much work still to do. But at least it looks like a game already:

Click to enlarge

An enemy prototype

I made a simple prototype of the first enemy. It cannot be killed or hurt by bombs, but otherwise it works… kind of. I think I have to program some kind of ‘depth buffer’ (is that correct term?), because currently those enemies sometimes overlay each other incorrectly. By depth buffer I mean some kind of array where the drawing order of the game objects is stored. Or maybe I add ‘depth’ value to all objects or something… (EDIT: I solved the issue already, it took two minutes)

Anyway, I think I’ll go to sleep soon, it’s already 10 PM here in Finland and I want to wake up early to continue the development.

Comments

06. Dec 2014 · 17:56 UTC
Sorttaa vihut piirtämistä varten y-koordinaatin perusteella t: tietomies

Work continues

Well things are rolling along smoothly.  We have our design document together and have a good idea what needs to be done.  I made some temporary graphics and animations for us to use and now things are starting to come together.

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

No real gameplay as of yet, mostly just tech but now I can move onto some gameplay elements.

BodyDefense003a

 

Poo Dee Pie – Update

PooDeePie Header

Poo Dee Pie is making huge strides. Ben and Steffen have been working like crazy to get everything up and running. You can check out the WIP version of the game here: http://gamejolt.com/games/arcade/poo-dee-pie/40903/ 

Steffen has taken one of my favorite elements and animated it! The mouse in the conveyer belt will move around the rollers throughout game play. The mouse will be added on later and new adjustments will come to the WIP game on game jolt. Ben is catching some Zzz’s ATM.

twitter update

Steffen is still creating gorgeous art for the game. Check out some of his updates:

Poo Sprite By Steffen

Who says you can’t polish a turd?

Nude Worker Steffen

A gif of game play will be coming soon. You can follow updates on this awesome game, including first looks at the (f)art by following #PooDeePie on Twitter. Also, follow @SteffenWittig, @ThumbsBlue and @Kintinue! 

Tags: #LudumDare31, #Poodeepie, Ben Pledger, development update, game jam, gaming, Kintinue, ld31, Ludum 31, ludum dare 31, Ludum Jam, Poo Dee Pie, progress update, Steffen Wittig

8 hours later

Looks like it might be my worst jam so far. After 8 hours, I have 5 pages of notes and plans, and this done:

Boberro - LD31 - 001

I’m afraid I’ll need to dump any story, even though with my skills it’d be easier to work on than puzzles.

Comments

Boberro
06. Dec 2014 · 20:55 UTC
I won’t give up. Nevah!

Capture d’écran 2014-12-06 à 20.45.36

 

A lot of progress here with collisions, explosions, sounds, logo…

Let me disclose the idea: A scramble game (horizontal shmup) + a basic Metal Slug, on one screen divided in 5 levels (linked, if you reach the right of level 1 you start at level 2…).

Very playable and very fun. Quite proud…

Level 1 and 2 are running. The level 1 is basically just the land off of the ship.

I have a ship (the hero!), a basic land off animation, moving probes, bullets (from the ship and from the mighty probes), bombs, and I’m able to destroy the probes and detect ship collisions.

Level 4 will be in a Jeep and level 5 at feet with a gun!

Entire game on one screen??? And what about entire code in one file?? That’s what I do haha! 500 lines of code so far.

Goodnight (Finé?)

Well, I’m going to bed. So let me leave you with some parting screenshots. (On a side not; does the one with the circle and arrows make it clear enough what you’re meant to be looking for?) The game is pretty much in a state now where it’s finished a playable, I’ve completed what I set out to do, with a day to spare, so I’m not exactly sure what to add now (if you have an idea I’m all ears) or whether I should just leave it…? (@etomame)

Screen Shot 2014-12-07 at 00.07.46

Screen Shot 2014-12-06 at 22.39.12

Screen Shot 2014-12-07 at 00.13.00

Screen Shot 2014-12-06 at 18.25.51

Screen Shot 2014-12-07 at 00.44.18

Lunch time!

As of right now, I have a fully playable “game”. It’s just not any fun right now because you’re just picking up boxes and there’s nobody to stop you.

That’s going to change right after lunch…

warehouse2

Update

Day 1 is over. I have a working smartphone and 3 minigames installed :).

ld30_home

 

Tomorrow I will need to make some icons and art in general and finalize the minigames. If there is enough time I will add sounds and maybe one more minigame.

 

Getting there!

Game is going well! Just need to spend a long time on the level design and should the almost be finished!

Screenie!

Snap2

Some time later…

Decided to go with a 3D simple platformer, and this is what I got so far:

    Basic movement from our hero, blue cube
    Collision between player and platformsBasic gravity

My intent here is to add a timer and have the player jump around to reach for a specially marked platform.

update

Took a nap for about 6 hours.  I mentioned the damage from pikkojoulut, right?  That was the cause.

Spent quite a bit of time trying to get HSV working – wasn’t even my code, but that may have been the issue – it just didn’t work properly at all.  I can mess with that some other time, I don’t really need it – I just need color choices that are better than completely random.  Using the article from http://devmag.org.za/2012/07/29/how-to-choose-colours-procedurally-algorithms/ which emoon pointed me toward a few months ago.

So, back at it, I think.

Backgrounds done

(Sorry about my last post not having a picture, this one should be good.)


Comments

icedvariables
06. Dec 2014 · 18:12 UTC
Reminds me of Realm of the Mad God (aside from the Nazis) xD. Nice work.

Rare Earth is pretty cool??

rare earth wip

20% there, methinks. My entry for this jam is called Rare Earth and it’s pretty darn cool if you ask me! There are some glitches I need to work out, but I have a working-ish health bar and the first boss done! 2 days seems pretty fair in terms of timeframe.

This is a lot more serious than my previous entries, given that my previous entries were called “Dr Pepsi Marriage Consultant” and “Boulevard of Broken Themes.” And it’s a lot better than either, I think, even in this crappy mini form!

Tags: ld31, Rare Earth, Thingo Studios

Comments

alvarop
06. Dec 2014 · 18:04 UTC
Really neat style

an ORDERLY Update

I’ve been working mostly on visuals since my last post. I think the main theme of the game is more or less done, some tweaks here and there remain. But I guess it’s something worth sharing

screenshot2

 

This is, basically, what I imagine librarian hell would look like :)

The background definitely needs more work, but I’ll get to it if I have time.

I’ll try to work on some sounds and music next!

BACK TO WORK!

 

My game so far

I’ve actually got a gameidea (kind of) although so far I’ve mostly worked on the graphics.

imageOfGame

Basically you’re supposed to find your way to the exit (which doesn’t exist yet) and you can only move when you have hit a block.

I’m using java for the programming and Paint.NET for the sprites. For music I use LMMS and Audacity.

Good luck everybody! 😀