LD31 December 5–8, 2014

LD31 Update 1 – Jelly jelly jellyfish

Cameron Erickson and I have once again teamed up for Ludum Dare, and this time we plan on finishing. The last time we did the jam together was LD26, which ended with my custom built C++ engine collapsing upon itself (I didn’t understand that you needed to call delete for every time you called new… yeah…).

Anyway, we’re making a simple-ish game revolving around fighting enemies, boss battles, and small little environmental puzzles. You play as a jellyfish. We have a wrapping mechanic, that allows you to wrap around the room (Lost Woods-style, without the camera transition) where each time you wrap around the room, certain things happen, such as the room will morph, enemies will appear, you get power-ups, etc. We’re not 100% sure what all these will be at this point, but we’re figuring it out.

Glowing Jellyfish

So right now I’ve built the base engine, played with Coroutines, and started a little lighting engine that’ll allow me to create glows like that one above on the jellyfish. It also has functionality to ping-pong between colors, sizes, and intensities, allowing for some unique effects on the player, enemies, and other stuff. I have added a squid, however, it is not programmed yet. Cameron’s been doing some fantastic work on the art and animations. Hopefully we’ll have more to show tomorrow, as well as some gifs!

Tags: ld31, otter, progress, screenshot

Zhat…is ze Zound of Prohgress, Mein Friend.

new and improved!

Got our tree, posts, and section lights set up! The lights will each be turned on exclusively, meaning you can only see the snowmen moving under one section at a time. If you want to scoop up a snowball, you have to take your hand off the switch–leaving everything in darkness. This is all very bright and cheery now, but one partner has been working on the shaders while another has been coming up with appropriate music. For reference, this is what it looked like a few hours ago with placeholders:

old and inferior!

Can this count as community service?

Random question here!!

Since we are giving back to the community with our source codes do you guys think we can count this as community service?!

 

Here is an update on my game! 😀

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ Screenshot 2014-12-06 23.54.19 Screenshot 2014-12-06 23.54.31

Comments

07. Dec 2014 · 04:01 UTC
You ever looked at the code of 1,000 some odd sleep deprived, overly stressed developers? I’d say it’s a community dis-service. :)
Wezley
07. Dec 2014 · 04:05 UTC
You’re telling me xD

Even though I’ve worked extremely hard on my game, the code work is readable, and workable, but not even close to being my best. 😀

out of one’s way peasants!

mcmurder3

in my game, queen elizabeth II holds a pistol sideways and wastes fools.

Done for the day!

Hi everyone, I hope everything is going according to your plans — and that you have, in fact, plans!

Here’s one last screenshot before I go to sleep. It’s 7AM here and I haven’t been up so early on a Sunday since forever!

sun-06h57m

Tomorrow (well, later today), when I wake up, I’ll add sounds, fix some bugs and hopefully I’ll be done in time!

Good luck everyone, have fun and see you soon!

Ruuuuun

runBisao

Comments

07. Dec 2014 · 09:30 UTC
nice!

(Almost) Done for Today

Things are moving on slowly. I’ve added a scoring system (which I spent far too long on and then subsequently chucked out in favour of getting stuff done…) and I’ve now got the player moving around and removing tiles as they go. As your score increases (longer chains equal more higher score increases) you progress to different levels (a la Bejeweled). Just need to put in the use of the next tile system I built earlier and then it’s pretty much all there (minus your rival / enemy but who knows whether that’ll actually make it in).

5th

I should probably go to bed now but to be honest I’m not tired and I might be able to quickly knock out the final necessary component – the replacement of the tiles. So let’s see how the next half hour pans out.

Harmonic Umbra

 

 

 

Going with the name ‘Harmonic Umbra’ – the game takes place in shadow projection space onto a screen. It’s infinite runner style, where you have to shift colour phases or be pushed off the world.

Screenshot_Sun_Dec_07_17_16_06_2014

Screenshot_Sun_Dec_07_17_16_08_2014

The Disk of Phaistos

I’m making a combination platformer/shooter on one screen.

 

Here is the shooting part that follows the early platforming.

ss1

Play

Source

LD31 progress 2

Last update for tonight.
Art is hopefully not final, got lots more on the to do list for tomorrow.
fishing2.gif

Comments

07. Dec 2014 · 04:27 UTC
+1, cause fishing.

RSG: Update 2

Update2

RSG in numbers

Characters: 5.305

Words: 886

Passages: 13

Links: 10

Since the first day of production was a bit slow, I decided to stay up until I felt more comfortable that we will be able to actually deliver everything what we planned.

The artist made a couple of quick sketches for two characters and meanwhile I toyed around a little with the CSS code, started one conversation and had an idea for a twist on the game.

And now off to bed because I can barely tyh fkjhkjasdjhk… ZzZzZz

Tags: RSG, Twine

Planet Rush – Milestone One

I’ve finally made some progress! Got my sprites finished, and now have a basic window with sprite drawing working in a game window. Had to work around a small bug in the C# rendition of the SwinGame SDK (turns it I need to manually move my resources folder into the compiled piece’s debug folder, very much annoying), next is going to be movement (going to use basic up-down-left-right movement for now, will hopefully get time to change this to aim/direction and acceleration movement).

Finished sprites:

First game screenshot:

Bounds of Space: Playable

Before I hit the hay I thought I would share the latest build with a working leaderboards function. No enemies as of yet – they’ll be first thing in the morning along with some upgrades and healing items. Can you beat my high score? (I’m mdelally, btw).

ld31_002 ld31_003

The build lives at http://www.thought-reactor.net/boundsofspace/public/game/index.html (you must use index.html, otherwise you’ll draw a 404 Error). You can view the leader board here, http://www.thought-reactor.net/boundsofspace/public/leaderboard.

Everyone have a great night! See you in the AM, we’ll be streaming the development of enemies, power-ups, and then the flashy graphics and audio if there’s time!

Michael DeLally

Founder of Thought Reactor

Comments

07. Dec 2014 · 04:36 UTC
Weird thing on the position/firing angles.. but I’m sure you’re aware of that. Fun time! :)

Core game loop in!

So it took a while, I had a really tough time making my bullet collisions work.

I am using manual movement (translate) my 2D sprites; and in Unity when you do that the normal physics collision boxes wont work.

I couldn’t use their physics because I don’t want all my sprites falling off the screen .. so I had to do a Physics.OverlapSphere  , which yes means I have a physics sphere instead of a 2D physics circle..

Whatever its a 48 hour challenge, hack away!

So now that the core loop is in its all about polish tomorrow!

 

screen2

Engine done.. now for some graphics

ALL IS LOST

The game has a name now: All Is Lost.

Also, end game has been implemented. Need to start doing sound now.

gameover

Tags: Construct 2, ld31, scirra

Walk the plank actual progress! And you can play it!

Walk the plank is coming along great, surprisingly.  The basic gameplay is done, there are transition states, level start and end screens and three levels.

walktheplankOne of the reasons for my remarkable progress (for me, anyway) is because the concept is simple.  You have to make the hostages walk the plank.  Unfortunately, some of your pirates got mixed up in line so you have to sort them out.  Press Right or D to throw the hostages in the drink.  Or press Left or A to throw the scruvy dog back to swab the decks.

I’m trying something new with the graphics.  I went with SVG files this time using InkScape and I’m still learning, but I enjoy it.

If you’d like to try it out you can play it right in the browser here.  I’d love some feedback on the overall feel.  There is still a ton of polish to do, as well as animations for the captain, music, sound effects, a bunch more levels, a main menu, and I suppose I should sleep sometime.

 

 

The Level Progress

Although you can’t see it,it’s there.You’ll have to find out for yourself eventually…Now it’s time for the rest of mechanicsludum dare RR bg 5

The Magical Half Hour

Yup. A half hour was all I needed to add replacing the tiles on the grid. The game is almost functionally complete now in terms of the necessary gameplay basics. I’ve managed to introduce some bugs that are consistently breaking the game though so that’ll be first on my list next time.

Hopefully I’ll have enough time tomorrow to add the enemy (or back-pedal like crazy and find another lose condition).

After that it’s just tweaking and polishing.

… Maybe I’ll even have time to head-desk over the scoring system again. Seriously, spent far too much time on that today.

Screenshit of my progress

I guess I should post a screenshot of what my tower defense game looks like so far…

ld31, anyone?

Obama Tower, GO! Defend the white house from those terrorists!

We’ll see how far i get with this before time is up. I would love to implement more art stuff, but that’s the most time-consuming part for me. After the Dare I intend to spruce this up, maybe commission a friend to make better art for it.

Coming Along

Recap: Ball rolls down the platforms (“levels”) and you need to make it all the way down by making sure you don’t get stuck on a platform. You can place 45-degree angled blocks to guide the ball left or right. Mindtwist comes in because of the way the cameras look at each “level” – if the ball falls on the left side of the level, it basically appears to drop on the right side of the next level down (arrows on the levels give you a sense of this).
While you’re guiding the ball, you want to collects “coins” as points.

UI updates done (although I should make some nice icons for that top right corner). Lots of minor things including saving high scores, main menu, etc. Also have the question mark button show help on the basic elements and gameplay.

LD31_005

LD31_006

So, I need to make more levels, basically. I only have two right now. And add some sound effects – doubt I’ll get to actually creating music. But who knows.

Also, I still need a title :-)

Random Map Generator

This screenshot shows the results of a random map tile generator. It’s being used for a city, so the center is complete, and it has been weighted around the center. Removal of the islands will have to wait.

map_tiles

More work to do.

 

 

Game Update! Game is taking shape + physics glitch

Now it’s time to write the story behind all this!

In the meantime, here are some glitches:

Comments

07. Dec 2014 · 04:59 UTC
I totally like where this is going :)

19 hours and a lot to do

Good morning for Europeans… I slept the whole night and now I have a lot to do: level design, debugging, better art, music… I hope I can finish

Comments

07. Dec 2014 · 05:01 UTC
Morning? *checks clock* Ah crap, it’s 7 AM. I should really sleep.

Snowman Sumo Playable Build!

It’s the moment you’ve all been waiting for! Well, statistically none of you even know about this game, but that’s besides the point. 😉

Snowman Sumo is, well, a sumo game about snowmen. Roll around to grow in size, then use your increased heft to knock the other snowman off the island. Play against a friend, from the comfort of your browser window.

Click the screenshot to play!

Click the screenshot to play!

There’s still some polish to add – notably there’s no audio yet. I’d also like to add a mechanic where collisions knock snow off both of you, but I’ll see if I get to that.

Tags: 2-player, playable, progress, screenshot, snowman, Unity 3D

Final enemy!

The last enemy is programmed. Animation took forever!

The parrot will swoop at you after a bit, so watch out.

If you can hit him before he comes after you though, he’ll explode in a puff of feathers.

Jeez I’m tired.

Maybe I’ve taken the wrong approach to work and sleep. I thought I could work all night, wake up at an hour or so past my normal wake up time and then keep working. I was wrong and I slept through half of my work day. It would have been better for me to have gone to sleep early, gotten lots of sleep and woken up early with an entire nights worth of time to work. I guess I’ll be doing that tonight. Hopefully the sleep deprivation won’t hurt me too much. Just in case I’m taking two Aderol right now.

Just kidding, I’ve got my normal intravenous coffee drip and yerba mate drinks 😉

>>=

Tags: schell

Tower Defence? RTS? Either way, progress at the 29 hour mark!

I’m thinking it’s about time to wrap it up for Saturday. A good 15 hour or so workday, although much of that wasn’t as productive as could have been. It feels like I wasted hours on a few problems that had very simple solutions in the end.

Things I accomplished today:

  • Created the base unit, which will probably be the only one. Has hit-points, like any good unit, and also morale – when morale hits zero, the unit drops what it’s doing and flees.
  • Implemented a crude job queue, for the units to determine what to do.
    • The only job is “dig trench”, which takes some time to turn from an order into a trench that provides cover.
  • Units path to their jobs, preferring to stay in trenches for cover.
  • Added two types of enemy fire:
    • Bullets – far more likely to hit units outside of trenches, but reduce morale for the troops they pass over.
    • Mortars – destroy any trenches and progress towards digging trenches in a one-tile radius, and heavily damage the hit points and morale of any unit in a two-tile radius.
  • Some UI tweaks – an actual background image, new tiles for the trenches, and the first steps towards the actual game play interface.

All in all, it looks like this now – huge progress today compared to where things were last night.

progress7

Tomorrow’s gonna be a big push if I’m going to get this done in time for the compo. Last Ludum Dare I ended up taking Monday to actually finish and submit my game in the jam instead of the compo – I’ll have to make that call pretty early on tomorrow if I’m going to save my sanity.

 

Tags: ld31, progress, screenshot, unity

Some Progress

Well, it doesn’t look like much, but here’s what I’ve got so far:

 

LDGAME1

Since my last update I’ve added the spawning of enemies (with path finding!), and made some progress on the map. Tomorrow I’ll be working on letting everybody hit each other,and maybe prettying things up because right now the game looks god-awful.

Anyway, Good night everybody, keep doing the amazing stuff you’re doing.

Hello from Riga, Latvia

Hello!

So far we have made concept and graphs. Finishing and polishing needed.

Try it and give us feedback! Link – http://www.wonderwhy-er.com/LD31Garage48/game.html

screen

– Greetings from Garage48 Team Riga, Latvia

Comments

07. Dec 2014 · 05:12 UTC
Once I figured out what was going on… that’s a really cool concept. Really liked the building/action aspects. Throwing more spiders at me would be appreciated… (As my honeycomb fortress was impregnable. Or maybe I’m just a Bee elite :) )

Ummm…

I was hoping to publish my game on both windows and mac and I was gonna buy the gamemaker module today but it looks like I need the professional edition to be able to use modules. I’ll just have to publish my game for windows only… :(

Sol Defender – My First Dare :)

Okay this is a screenshot of my current state. The game is called “Sol Defender”!

SolDefender_a1

Its a tower defense type game where you must protect Sol from its life being sucked away… Looking forward to posting videos of gameplay near the end of the Dare 😀

The maze …

LD3102

… he is comming !

Progress

Mechanics are good and ready.

Day 2 begins – Release the Yeti

Decided to push onward, and hope for a productive day. Had a couple of ideas overnight, but I need to do things in a sensible order in case I run out of time.
Also changed the name to ‘Release the Yeti’, since thats what happens (plan is to start him in a crate). ie you avenge your captors. I recall reading a good article saying that your game’s name *is* your story, however small. ie even ‘Space Invaders’ tells you exactly the story.

logo-sq

Good luck everyone!

day 2 soundtrack update

Ludum Dare day 2, original soundtrack for Orders of Magnitude is coming along nicely! tomorrow, i’m making a final mix for this WW2 version and then a Colonial era version and then a space version and then… ugh!

Comments

JackWhiteIII
07. Dec 2014 · 06:32 UTC
Jesus Christ, I really love that soundtrack! I’d listen to that all day long if I could.

May I ask what program you made it with and especially what you used for the strings – they sound awesome!

Keep up the great work :)

FergusonTV: Day 2 – Cops animations!

Our cops are animated! We are doin’ lots of script on our big scene, we hope to ship in time!
Good luck everyone!
Peace.
@FergusonTV_LD31

Electroplasma

But, at times like that is when the “God of Games” comes down and your body, even when sleeping, is doing work. So, perhaps we hallucinated the part about fixing the bug. Off-subject, but you start seeing things after the 2nd straight night. A hairy caterpillar… like electroplasma… you see things you just can’t describe.

— Yoshiki Ohka talking about programming Gain Ground

Quantum Dungeon Wall Animation

Just a quick clarification, unless you clicked the image to show it on its own, it didn’t animate so here’s the animation as a YouTube video. more progress updates later! I have to go to work now :)

Progress – Day 2 – Pic 1

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

I decided to make it so that you first choose what the actors need to do, and then they do it, after which you need to make the next choice.

One more day to go, happy so far

After a good solid push today I’m pretty happy about where things are at. Being my first Ludum Dare I had no idea what to expect. I spent some time creating graphics and came up with a decent tileset for the game, but I am not a designer by any means. Looking back, I probably should have made the tiles bigger, but it’s too late for a change like that at this point.

In any case – I’m having a blast! Here are some pics.. first is a sketch from an hour in, the other is where I’m at right now.

bg-start

traffic-cop-halfway

 

Ugh

Might get something done before tomorrow evening, might not. I’m maybe out though. My motivation just drained away this afternoon, and although I have a pretty solid platforming/fighting engine, hell if I know what I’ll to with it.

 

So, if I’m struck by something cool in time, I might still enter otherwise, I’m out.

Comments

07. Dec 2014 · 05:44 UTC
Get a good night’s sleep, grab some coffee tomorrow morning and make something – anything fun!
Snail_Man
07. Dec 2014 · 06:59 UTC
:)

#LD31 – Update 2: Combat and polishing

Project is slowly coming together! Xeke is doing awesome work on the combat and animations and i’ve been tweaking some colors and UI animations here and there. We also have a game over high score screen now!

 

Still streaming over at twitch.tv/seriouscreeper

 

 

Comments

07. Dec 2014 · 09:25 UTC
this looks nice!!

Things come along, moar coffee!

You are a contestant on the intergalactic game show “Non-Energy Based Lifeforms Dodge the Boagies!”.  It beams down live from G’Ngengulon IV and it’s broadcast on IDTV (Interdimensional Televsion) for the entertainment of Ascended Beings all throughout the galaxy.  It’s on tv,  a poor attempt on my part to not interpret the theme too literally. spr_boagie_0 This is a Boagie.  They are primitive energy based creatures that annihilate upon contact with matter.  If they getcha, you die in the ensuing explosion.  The mechanics are coming along nicely and are mostly done.  I spent a little too much time worrying about every tiny detail with them and as a result I haven’t spent much time actually building the game part of the game.  NOW TIME FOR MORE COFFEE

Progress Report #1 (and probably the only one)

 

Art

So I’ve always been heavily criticized for my art in previous projects. So I hope I do better this round. I really feel this is the best art I’ve done for a ludum dare.

 

Here’s my final art assets for the game! All on one giant art sheet. I just don’t have time to make any more.

The Equalizer Fandango

Vortex Defender- dev #4

Hello!… And yeah, I overslept again. And like I promised, you can play something, I refer to it later. (While writing this post I found a error in the prototype, that is why I am even more late updating the progress)

Update

First of all, I still didn’t complete the touhou effect of enemy patterns, never done this before, and thinking about it its giving the headaches. I’ll try to solve the problem later, maybe I need a new strategy. Thinking like this, I finished the missile attacks and the bomb special attacks.

VortexSomething #15VortexSomething #16

In the first image its shown the missiles, the red circle around the player its it range, that grows as long as the player press the left mouse button, releasing it, it fires the guided missiles to the targets that were within the range. The image to the right, it the bomb example, when pressing right mouse button it creates a field, that grows, when enemies touch it, every enemy is destroyed.

Yeah, as you have seen, there’s a simple enemy pattern generator, but not the one I wanted, yet.

Concept++

I’m going to talk about this when I have something more concrete on the enemy pattern generator like touhou.

Ah! About my idea, that a friend kinda influenced to have (referred in last post), is about levels. I’ll explain instead of image. When the player finishes the current wave of enemies, he is teleported… no, he travels to the inner ring of the vortex, having there a new set of waves of enemies. Maybe I won’t implement on Ludum Dare 31, but I’ll definitely make it later.

I’ll share more insides (I have 2 more, and it need images to explain) in the next post, when I figure how to make “touhou” enemy patterns.

Next Steps

  • “touhou” effect concept (this probably will take a while…)
  • Start some sketches on the art, to amuse myself a little.

Some Final Words (and site of the executable)

I ended up calling the game Vortex Defender… the same name in the first post, I’m not really inspired to a better name, but the this name says everything about the game.

Link to site: http://r3igzyr.itch.io/vortex-defender

About the game, it has no GUI, no point system, no screens, and no Game Over… I just like to you play test the game mechanics and give feedback. Use the comments below, and thanks for playing.

Day 2

Wasted too much time on a “bug” that turned out to be a couple of typos, and still fighting off possible food poisoning from yesterday’s “breakfast”. What seemed to be a sure entry for the compo looks destined for the jam instead; I need the extra hours.

Intense Wizardry: A game where you turn your foes into cockroaches

Or freeze them or blow them up or burn them, or freeze them then burn them. It’s really your choice. More options coming soon.

Intense Wizardry is an intense top-down game where you play as a wizard who is stopping some burglars or bankrobbers or something. I didn’t think about the story. There’s guys in black hats and you kill them. Maybe they’re clones. Maybe they’re all not twins or triplets, but a few levels above that. Centuplets or something.

A big thing I like about IW thus far is that there’s a lot of stuff left behind on the ground. When someone dies, there cadaver will remain there forever. When you walk, you leave faint footsteps. Explosions scorch the ground and cockroaches do not mysteriously vanish. The level looks a bit bland to start with (which I want to fix ‘tomorrow’), but over time, you will literally decorate it with the blood of your enemies.

The spells I have done so far are: The Fireball Spell, The Freezing Spell, The Clockblocker (slow down time), The Spell of Discord (Teleport spell. Also does an explosion), and the Cockroach Spell (Turn an enemy into a cockroach).

Ones I have not done are: The Healing Spell, The Black Hole Spell, The Level Up Spell, The Change of Heart and the Unholy Swarm.

IntenseWizardry

gif

I haven’t played a good TDS in a while.

Comments

doitle
07. Dec 2014 · 06:14 UTC
A sips_ fan?

yup I’m screwed

So my whole plan was to tell a story with games (after all what good is art if doesn’t speak honestly?) But writing a script, doing the voice acting, drawing the animations and programming it has proven to be harder than I thought. I still have a chance to make the compo… but I’m running out of beer!!!

Facebook.com/herocomplex2d

Ig: @thegamecreator

Comments

07. Dec 2014 · 09:23 UTC
oh no, no beer!

Progress!

I have a long way to go.  I’m pretty happy with what I have, however, I’m a little behind schedule.  Going to try to make up the time somehow.

Right now, I have one screen, with some evil snowmen spawning and coming for a turret to try and destroy it.  The turret turns and aims where you point the mouse, however firing isn’t in quite yet.

The graphics need some work, but I want fully functional game play in place first.

You can “play” or check it out here at least: http://tinyurl.com/lhv3xwu

Screenshot:

snowmen-attack

I still haven’t made the sprite graphics, but almost everything else is done.

wargame

Balancing will be a major issue. I have a chart made up with a possible solution, but will need to play it a bunch:

points damage resistance hp

Physical
Critters 5 2 1. 2
Peasant 10 5 .8 4
Knight 20 8 .5 10
Tank 40 20 .5 30

Magical
Snowman 15 4 1. 8
Golem 30 10 .8 12
Fire Elemental 30 15 .7 20
Wizard 100 30 .4 20

Force
Dust devil 8 1 .8 5
Banshee 15 3 .7 8
Energy Elemental30 5 .4 15
Jedi 60 30 .6 30

Spiritual
Ghost 12 3 .9 10
Psion 20 8 .9 15
Demon 50 11 .8 25
Angel 80 25 .4 30

Tags: progress

My Day Two

Скриншот 2014-12-07 11.41.26

Hello to everyone, nice day ;]
I Already finished all music/sounds works, gameplay (on my mind) is pretty balanced and hard 😀
So now i trying different color schemes and polish the game today.

I am  a new an LD48, i have a questions:

1) Where i can share unity-game with web-player?

2) How you all doing this gif animations? ;]

Comments

07. Dec 2014 · 06:05 UTC
I have a friend who hosts my games for me. Other than that, Google Drive can work, though it’s a bit confusing on how to use for hosting a page.

Sleep time

i Just need sounds and menus

http://psyduckfreak.tumblr.com/post/104562501629/a-good-13-hours-of-work-for-ludum-dare-all-i-need

Yooooo I’t’s almost finished \o/

LeVoleur

Started yesterday 11AM, had a problem with a pendrive and lost the entire level setup :(

But still had all images and remounted it last night. Small adjustments early today and there it is!

Please play and tell me what you think! :D

Play it here!

Tags: compo, Thief

Finally done!

This is my first compo entry and I have uploaded it already but just want a bit of feedback.
preview
It isn’t anything brilliant but it is okay.

Here’s the download link: https://www.dropbox.com/s/65qmqfi0txmw2m9/OneView-1.0.0.zip?dl=0
Any feedback is really appreciated.

Its too late… I am too far away…

When I am singing to my .PNG, to say them they are not at the proper scale, I know it’s now too late … the Ludum Dare took control of my brain and my body !

When is the submission form gonna be up?

Or is it already up?

Comments

07. Dec 2014 · 06:37 UTC
The ‘Submit’ and ‘View all’ links are right below the theme.

ld31 progress 1

 

 

Hey, I got started!! That was unexpected. I decided to recreate one of my favorite games from my childhood. Way-back childhood, I don’t even remember the name of the game! It was an old Mac shareware game. Side-on perspective, where you built your own mine, with conveyor belts and excavators and escalators, and you were supposed to mine diamonds and get them out of the mine.

I decided to use SpriteKit, Swift and Mac as framework, language and platform respectively. I just happen to know those specific environments pretty well. I’ve only been working on it for a couple of hours, but doing this with an actual physics engine is fun :) progress (300 lines of swift):

 

ld31-nev-mac-progress-day1

 

I won’t have time to make anything serious out of this, but it does actually feel possible that I could make this into something that resembles a game tomorrow. Plan of attack:

* make it so you can progress through levels
* add tiles for: ground/dirt, dirt that falls?, resource tiles you can build extractors on, rock that can’t be removed
* make a tool for digging out dirt
* make it so resources that touch dirt disappear
* import levels from tiled or something
* escalators
* make levels clearable

 

Post #2: Day 2

So I just woke up and I’m bummed because I overslept a little. I wanted to start early today because I couldn’t work on my game yesterday evening and I can’t work on it this afternoon, hopefully I can still finish this thing in time!

Progress Report

The second day is starting for me now. Did the basic stuff yesterday and besides a lot of drawing, the actual gameplay has to be implemented today.

The idea of my game is, that some space-time-bending scientist/traveler had an accident and ended up shrunken on an old LCD-screen. His only working item is his materializer which he has to use on things on screenshots to get the required items to repair his space-time-bending machine and to return to his normal size.

My initial scribble looks like this:
ideaOnPaper

The current state of the game is this:
screenNoGame

And now I have to draw some screenshots, items and monsters.

Screen Saver

It's done.

It’s done.

Yeah, that’s it. I have successfully participated in a Ludum Dare, my game is finished, but with a lot of stuff to improve.

After finishing the gameplay I realized that it’s meant to be played on a tablet. The methods I’m currently using does not support touch input, but that’s probably not a hard fix. I have tested on Firefox and Safari, and the only difference I noticed is the sound, Safari has smooth transitions, but the sound gets weird if you minimize.

I have this idea of creating stuck/dead pixels when you miss the color and fixing the stuck ones when you get it right, another improvement for tomorrow. I also want to make a transition for the colored areas. I have done this before, theres a way to change a RGB value into another smoothly.

Again, it is available here.

Progress!

I’ve had slight issues with time as I’m doing this from school… if only it were next weekend instead!! However that has not stopped me, and a couple of hours into development I’m looking like this:

Screen Shot 2014-12-07 at 08.31.44 Screen Shot 2014-12-07 at 08.31.52 Screen Shot 2014-12-07 at 08.31.54 Internet cookies for anyone who can work out the aim of the game so far!

P.S. Wow some of your stuff is awesome… so glad to be taking part! Good luck all!

30 hours in, time for TV!

My little fellows like TV too!

In other news, I’m currently adding functionality to all the various objects in the dollhouse. I’ve got most of them done, however still have to tackle the kitchen, which will be the most difficult one.

Halfway Not Done

But I have to step back since I need to do real life stuffs.

Which sucks.

Kthxbye. Enjoy.

Changing my Idea a little!

Hey there again!

So with working on my Boss being the only thing I’ve done since I got the platforming working, I’ve come to realize a cooler way of fitting the theme!

The main objective is still to kill the Boss, but it be like he is constantly changing the environment around you, to the point now where it looks like a different level – almost like an actual scroller! I think It will look cool, if I can pull it off, and I think I have! Check out the GIF (it may or may not need left clicking) to see how the level is constantly shifting, with the green blocks representing nukes which will have bigger explosions (Sorry about its low quality, has to be less than 2MB)

demo4Opt

Super  proud about how it is turning out so far! Looking cool, I think, besides my vomit inducing artwork.

Speak to you guys later, looking forward to playing other games!

Taha

Good morning people!

It’s new beautiful day. Good luck everyone.

Good morning everyone

day2 is starting here in germany (for some maybe already started)

 

popao1

Almost there…

I’m again on a reflexion turn-based game.

This time, it’s roughly based on chess, but you can’t move pieces, you move the screen, and pieces are pushed by the screen edges. See the gif below, I pressed right arrow to scroll the board right, and everything else is played automatically.

Chess

All “required” code done. But of course some polish might help.

Half the levels are done.

I have to do the sounds.

So I’m pretty confident, it’ll be completed today!

 

BTW, check this Jamiroquai clip, it was my first source of inspiration ;-)

Heeeere’s Snowy!

Finally have all the models done. Snowman is here to give warm hugs and chew bubblegum, and he’s allll outta gum…

boo!

Back to work

Here I am: http://www.twitch.tv/atridas

Violence

Now you can kill those happy little walking monsters. Not sure if that’s a good thing…


(Note: the blood colour is shown incorrectly in this animation for technical reasons)

First “day”

I started late because I didn’t have any ideas. Now I got this, it looks very simple but I like it.

It is 6 am here, I’m going to sleep a little…

Screen

 

 

Laptop didn’t launch GM and I had no internet, so there was about 5 hours burnt :(

Hey again!

Yeah, five hours gone, so my game still looks the same, but I’m determined to make it amazing. Check out the GIF (which needs left clicking for some reason) to see the Boss doing his leap, then chucking over powered bombs!

demo2

The idea is that one of his other abilities will be to rain down blocks on you, some normal, some nuclear, then another move he has is to shoot fire beams that, if touching the nuke blocks, create even more hazards to present this ongoing synergistic death trap around you while you have a pointy stick and a ranged attack.

…That’s the idea, anyway!

Many thanks, and Yours developingly,

Taha

Comments

07. Dec 2014 · 07:48 UTC
I had the problem with gifs not playing.

Back to the game

Back to working on the game, had some great sleep. Now it’s time to implement score.

Well it’s something!

For my first venture into Game Jams, no game development this is well a thing..
As I wasn’t expecting to spend all of my time on this dare my only goal was to finish it.
Thanks for the experience and I hope to really start giving game development a good shot after this.

My entry http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=24478

LudumDareCyCollector

Download http://www.dropbox.com/sh/0dtk5tbv2si8lkr/AACMJAvLcrl8ene3-zPaB30ca?dl=0

Well, it’s something…

I decided to use Facepunch’s Arcade framework, which was annoying because I had to do collision detection myself. Between that and being stymied by the theme, I’m behind by quite a bit. I think I’ve got a reasonably good idea, but I’m not sure if it’s going to get done in time. Either way, I’m glad I participated. Usually when I start a project I get too ambitious, but the time constraint and the theme really forced me to limit myself to a more realistic concept.

Here’s what I have so far.

Well its the last day!

Yesterday after my entire pc crashed I didn’t loose much just the scine which wasn’t very good and was going to get redone anyway XD. I finally have my char moving properly finally and not falling over but I still don’t know what I want to do with my game! I will probably think of something later.

Making progress

I got hit with a funk right before the competition. Started off with little motivation. Glad I could get myself out of it, though. 😀

 

Here’s what I’ve gotten so far on my entry:

ChessWars_3

 

The entire laser-shooting-Saab is on one screen…

…and now I just need an entire game on one screen (and maybe a Corgi if time is not flying by)

 

wip-3

 

 

Comments

SelfishGenome
07. Dec 2014 · 07:56 UTC
Clever, first interpretation of “One Screen” like that

Something working

Basic mechanics in place.  Need to added scoring on how close to the goal you get, increasing difficulty, summary of jump, scoring, sound effects…

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