LD31 December 5–8, 2014

Another Snowy Update

Hi all, another update for you. Added the following:

  • Sounds
  • Scoring
  • Days Until Christmas
  • Presents left
  • Turrets! (yay)

Also did some polishing and made the spawn rate increase as time goes on. You can play it here:

http://snowmen.azurewebsites.net/

Here’s a new screen:

snowman2

Even more stuff done!

So I’ve added enemies, a scoring system… it is officially playable now!

Screen Shot 2014-12-07 at 09.31.02

 

And for anyone wandering, this is made in Unity Indie, and it’s as great help so far!

 

 

Update #2

I’d only managed some UI work really, and some terrible art, by the time I went to sleep yesterday. On the plus side, I now have a very clear idea of all the mechanics, most of which should be easy to implement. I’ll be short on time though when it comes to balancing.

2x Speed, but you get the gist.

2x Speed, but you get the gist.

I did it!

Well… This one was great.

At first I wasn’t sure I would even be able to participate because one of my best friends was graduating from college and most of the weekend was already saved up for that.

I set a goal to make a game in less than 24 hours so I could go to the party and have fun without thinking about LD during the whole thing.

And I did it! I’m very happy. Now I can sleep in peace.

Best of luck to all of you who are still working hard on your games! Cheers!
chrome 2014-12-07 06-33-00-51

My compo is UP!

Enjoy!!

I need sleep.

screenshot2

Tags: ue4

First Day Progress

So for our jam entry we’ve been having good fun so far. Getting far too distracted with toying around with what we’ve created so far,.

Today’s goal is to take our base and actually start making it game like.

Our HTML5 / Phaser game is live deployed to: ludumdare.temporus.uk if you feel like taking a look.

progress

Progress

 

 

Half-eaten sheep are not happy!

ld31-progress

Animal is alive

Small gif about animal adventures
animal adventures gif

a big screen with small camera

Interval Game (no title yet)

Working on an educational music game / sandbox about intervals and basic scales. Having a blast!prog_gif_01_COMP

I give up. Better luck next time!

I was working with an important feature for the game for too long yesterday and it just wouldn’t work. Because of this there is not enough time to finnish. Here is what I have managed to do:

progress_3

It was supposed to be a turn based strategy game where you expand your base with offence and defence buildings. And after training different units you would attack the other player.

Do Not Fear, For MACHO KNIGHT Is HERE!

MachoKnight

 

Macho Knight is here to save the day once again?

Here’s a little sneak peak on my progress on Macho Knight

Untitled-1

What I have so far is

Physics!

Player Movement

Player Animations

Enemy!

Score System

I shall update you guys with more progress later!

Comments

Angelbait
07. Dec 2014 · 08:10 UTC
This is great! Love the MACHO KNIGHT!

Perfectly symmetrical

S5

I’ve finished enemies and music. It took me longer that I expected because of buggy bugs.

Now I only need more levels and maybe more graphic effects. Oh, and sound effects, too. But more levels is my priority. I want difficulty to change as you complete levels, so, in first few levels controls are normal.

My livestream

Done!

CLICKY!

Wee what a ride. I’m glad I participated though! Now, off to sleep.

006

Day One Progress

Despite some initial malfunctions with my tech, things are moving forward :) It would appear I’m turning space invaders into some sort of platformer.

Space invaders platformer

Space invaders platformer

Day 2

At this point my game is fairly completed, I just have a few things to tweek and possibly add. I need to finish off a few more final graphics and decide what I’m doing with my sounds. I made a really nice tune using one of the online synths, but once it downloaded it as a midi, it sounded like garbage. Luckily I managed to use Audacity to get a perfect quality version of my song, so all’s good.

Very Santa

Done

I am art-impaired. (Click image to entry page)

I am  art-impaired. (Click image to view  entry page)

Well, that was quick.

The first time i wasn’t sure that i want to do it,  since the theme is so… abstract (Every LD Game i played is on one screen). but here i am, come with an entry.

The idea was that you are able to know the whole game map with just one screen.

Delays

It seems no matter what I do during LD, I always have a major setback. Most often involving going to the hospital.

I didn’t have any time to work on my game today, but I guess I will continue for now and see how far I can still make it. Otherwise I will finish it after the jam.
So here is finally some in-game optic. What do you think? (click for gif)

burning nebraska

First update – a game about a prison’s market

This is the first update of our game for Ludum Dare 31. We are a team of students from ENJMIN (France) with the help of a young Peruvian artist.

In short, it’s a game about the internal market of a prison, where you can get access to different items with the help of some guards. Then, you can sell those items for money. We use a top-down view for seeing everything that happens on the prison.

Take a look at our main character.

 

Image and video hosting by TinyPic

We are applying the theme of the jam for making a fast-paced game in one screen, where you will need to be cautious so other guards won’t see you. The game is being developed in Unity 2D and we are also working very hard on the sound assets and voice acting. Expect more updates on our game soon!

Tags: Ludum Dare, prison, unity2d

Progress update #2

ZOMBIES NOW FOLLOW YOU!!!

Braaains

I’ve got 6 hours to make something… but I’m in!

Usually the main work load when making most of my Ludum Dare games is on the Saturday evening with some polishing and music handled on the 2nd day.

However, circumstances (sort of) beyond my control have shortened my time frame to a total of 6 hours this time….

But I’m in! I’ve got an idea that should be simple enough and I think I’m going to write the game in haxe and play around with compiling for html5 with webgl support.

 

Wish me luck!

 

Day 2, start

A second day starts and after getting most of the coding done yesterday I’ll now spend most of the day on the level design and the artwork, while the others do audio and voice work.

In the meantime, here’s a bunch of inspirational material we collected yesterday that will help me build the slightly oppressive urban world. You might be able to catch bits and pieces of me doing that over on our Twitch channel SharkbombStudios.

 

Piranesi Carceri Plate

Piranesi Carceri Plate

Kowloon Walled City

Kowloon Walled City

London Sewer System

London Sewer System

London Sewer System

London Sewer System

And here’s some additional links:

Movies:

Visual references:

 

start of day 2

Good morning everyone, after a good night of sleep we are back working on the game.

The game mechanics are done, I’m now working on the dialog system for the story, while Chiara is finishing up the graphics.

If I have a well polished first level, I’ll start working on the second one before tonight.

Maybe we drifted away a bit from the theme, but the main character of our game is a real BADASS.

omino busto dialogo

Yay Progress

 

progress

 

Got some visuals for my creatures and potions done and integrated in game !

You can see the nice space left for the UI, hopefuly it will be done next time I come back here !

Comments

Wampus
07. Dec 2014 · 08:27 UTC
Hexagrams are the best agrams

Progress report #3

It’s a brand new day and there’s sooooooo much to get done. I had to stop early last night because of family reasons so that put me quite a bit behind.

New additions include a very stupid slime AI that can be kill and shoots projectiles….so that’s something!

Screenie:

screen 3

Video of gameplay thus far:

http://i.gyazo.com/2737e5d37bfeedf764f85ac6a9626a93.mp4

 

Let me know what you think! Programming AI is new to me, so any tips would be much appreciated!

Comments

RougeRogue
07. Dec 2014 · 08:27 UTC
Maybe you can make them follow you when you get close enough and have them only shoot when they can see you. I’d give you code but the only language I know is gml (and some basic c# but not enough to make ai).
08. Jan 2019 · 21:07 UTC

A screenshot

IT’S SO COLOURFULLLLLLL

 

Downright unreadable, of course. It’s slightly better in motion, but that’s the problem with making this game the way I wanted to make it.

I just fixed the worse bug of all!

Okay, so it wasn’t that bad, and it didn’t really detour people from playing.

But still, for whatever reason I felt like I HAD to kill that bug.

Things are finally back on track!

 

Screenshot3

Choices Choices

Choices Choices Choices….

Black And White
Under Saturate
Over Saturate

Just Started

We just finished the design for a two player game. It’s game that combined rules of tic-ta-toe and rock, paper and scissor and loaned some elements from chess and Hive.

FergusonTV: Day 2

Hey y’all,
It’s day 2 for our game about medias views on Ferguson riots. Our first brainstorm was FUBAR and we clearly came up with funny things. Yesterday, we coded the main camera features on unity, integrated it with some of the UI assets we got, and already we got most of our pnj, props and decor assets. Much of the writing was done too. Task board moved fast yesterday on those fronts, today we got lots of animations and integration. Next update after our next meeting!
See ya, much love!
@FergusonTV_LD31

Near to be finished

So our first version is pretty well advanced. We did some kind of internal beta, now adding some few features. This is actually pretty cool. In a few hours in your own personal computer.
– Super BZZ~BZZ Team.
 

The Unexpected Adventures of Docotor Supertronic’s Flying Machine
Hebergeur d'image

I am a bit late, but I am in.

Hey guys, I am a bit late, but I guess it’s better late than never. I’ve already added some basic mechanics and features, but there’s still much work to do. Basically my game is a 2d platformer shmup with upgrades and increasingly difficult enemy waves.

wip

It’s a gif – click it 😉

Hells yes.

Recharge.

FullSizeRender

About to go to sleep!

I really hope I will finish this!

This is my hero!

Layerd – My platformer with a twist

Hi everyone!

So I took up the theme to develop a puzzle platformer with a twist. Its in 2d but I use “game progress” as a special 3rd dimension, so the map changes as you move back and forth.

Quite hard to come up with the level I must say 😀

4:30AM.. sleeep

I think I have some semblance of a working game.  Not a good game, but well, wasn’t expecting much. Added a cat at the request of my wife, which I think turned out to be a good idea.  Adds another gameplay option.

 

Screen Shot 2014-12-07 at 4.30.20 AM

 

 

I just hope I can pull it to something worth looking at within the next 15 hours.

 

So I haven’t been able to put a ton of time into things so far, and I’m not really sure where i’m going with this but whatever it could be fun in the end right?

Capture

Progress!

stage1orsomething

Jumping around in lava can be fun!

One of the three games is up. I’ve got to get the other 2 set up, then it should just be porting, that I have never done before, and… I think that’s it! PROGRESS!!!

15 hours left…

I spent a LOT of time today on design, both preliminary and iterative.  I started coding up some stuff and then realized that my design was just…not really making the most sense, so I scrapped my idea and went down another path.  Like I said, I’ve spent a lot of time thinking about this!

On the plus side, I’ve finally sat down and cranked out some actual mechanics and code.  Here’s what I have right now; level design is nowhere near existent but it shows off the main “hook” of the game.

https://dl.dropboxusercontent.com/u/8332206/Permanent%20Links/Labyrinth/Labyrinth.html

This is always the time when I wonder how in the world I am ever going to get done.  I guess there is always the Jam if I end up needing to submit late, but hopefully I never have to do that.  I’ll just have to get this trimmed down, crank out some levels and music and then polish it up.  Stressful!  But I guess this is what happens when you only actually have 24 hours to execute your idea because you spent the first day being busy, sleeping, and thinking about designs ;P

Right now, though, it is definitely time for me to call it a night and take a breather.  I’ll approach this with a fresh brain in the morning, and hope for the best.

Back to twerk

Screen shakes, all the rage am I right?  Not tooting my own horn here or nothing but it only too FOUR hours to get that shake in and mhmm mhmmmm, it is nice and almost not broken.  At least it looks like it works but I know, I can see its taunting failure!  15 hours left to hammer out the rest of the features I need and we’ll be rocking!  Bring it on sucka’s!

222222

(Untitled)

 

 

Not perfect, but I have a game!

Gameplay_2

 

It’s frankly a lot more fun than I thought it would be at this stage.  It’s changed somewhat from the orginal intentions.  The goal is to match similar colored bricks together and avoid getting smashed or hitting the spikes.  I’m going to try to get death in there real quick, then maybe get some simple animation and effects done.

Office Gaming Simulator 2014 2.0 ALPHA DELUXE GOTY EDITION

So, we’ve got frogs, computers, bombs, fairies, elves, monsters, snowmen, picky bosses and lots and lots of sqeaks!! >w< The theme is “Entire Game on One Screen”, but that doesn’t mean there can only be ONE game on the screen (?) Spoiler: Inception e.e

Language: AS3
Engine: Starling

Fow now we have placeholders everywhere, so we’re going to show you one of our finished animations. Good luck everyone!!

Da Frog

Wake up!

Our mainchar is blowing the tuba to wake you up! Time is running and we hope to see a lot of beautiful games at the end of this jam.

We might post some gameplay this evening. Stay tuned! :)

Cheerio,

PixelPub & Gentlymad

Our first Ludum Dare – One on One

One screen. One controller. One weapon.

One on One logo

Hi all! Let us introduce to you our game: One On One.
In this game, the menu screen and the game screen are one. That means you can interact with the different settings while playing.

 The entire game in on the screen – literally.

Also, we wanted to expand the theme even further than just a “game on one screen”.
One On One is a two player game but you only have one controller… and one weapon!

Here’s the GIF!

To kill or to be killed, the choice is yours.

More to come!
The, uh… Glowing Alligator team.

Jeff the pink penguin – LudumDare 31

Me and 2 others, created Jeff, a pink penguin!
Or, we made a game about him…

You’re playing as Jeff, a pink penguin with a gun.
In our game there erupted a very unexpected, zombie “something” in Jeff’s garden, which made zombies continue coming out of nowhere…
Jeff is pretty clever so, the first thing he does is running into the garden, locks the doors so he can’t come back in, and then starts shooting at the zombies…

(The zombies can’t come anywhere else in the world, than the backyard)

Some guy continues, throwing guns and strange steroids down at Jeff as he’s running around shooting zombies…

Cover

And a gif:

Gif

You can play the game in the “Unity Web Player”, here “Link“.

Use “W-A-S-D” to move, and “Left Click” or “Space” for shooting.

ENJOY!

Proper controls!

Today, the first thought I had after waking up was: “Man! The controls are terrible!”.

So I’ve added the mouse for your proper top-down shooter experience:

Walk with arrows or WSAD, aim with mouse.

Left click to shoot fireball, right click to swap tiles. For webplayer’s sake, you can also drag between two tiles with the left mouse button to switch them. Still, you can only swap the tile you are standing on, with a nejghbouring tile!

Below you can see smaller monsters that can be killed with fireballs, and bosses that can’t. All monsters die on tile clearing and are still rather dumb :)

labirynt5-compressor

So much to do, so little time left :)

Update #4

So, after grabbing a few sorely needed hours of sleep, we are back at it and trying to git’er done.

I’m working on cranking out the last of the sprites and the background texture, while Arne is fast at work duct taping it all together.

LD31_sprite_sheet_01_preview_03

Ludum Dare Demo 3

 

I’m putting the stream back up in a few minutes, so you’re welcome to stop by www.twitch.tv/spoilars. Just don’t touch anything…

Tweet-tweet! SnowyBirds – the ultimate snowball fight experience!

Play it, if your Christmas has been ruined by bad presents or overeating, if you are angry, because you were not able to find a parking space next to the supermarket, or if you simply feel bored and have an urge to pull out all your aggression.
SNOWYBIRD-environement-2

http://snowybirds.christmas/ – check it out! Play the first demo version!!!
https://twitter.com/Snowy_Birds

Tags: #garage48 #Oculus #OculusRift

Late to the party, let’s do this

So I’ve only just begun. I really wanted to make a game about a snowman, so I will! And fit him in one screen of course.

ss1

Going to be some sort of physics, snowball rolling… thing. Whatever I can get done in the next five hours or so.

Survive the Sunday

Saturday was a hard day. I Almost didn’t worked on the game… but ok, it fine, i guess.
Now I Returned!

Logo

 

 
I made some experiences with the logo of the game, I didn’t like the RED in the title, and the art effect on fire, What you think about it?

Tags: #31, ld31, logo

Comments

07. Dec 2014 · 09:27 UTC
The fire effect is cool looking, but the title ought to be a different color.

Snowmam

My intrepid protagonist

snowmam2

Attic Action

I am oficially out.

Well… Yesterday i have some serious fever. While i was drawing graphics, i… Fainted. Now, after about a 13 hours of sleep, i feel much better, but i don’t make it to the end. So, sorry and see ya on nexl LD

Comments

07. Dec 2014 · 10:02 UTC
awwww! hope you’re better, and theres always #32!

Pathfinding

Whoo! It even cares about traffic lights!

Generalization

Well it seems easier at first to generate random rooms from a pool with a random number and orientation of doors…but it’s not.
The placeholder rooms were kinda square with 4 doors, 1 on every side…so that script does not work anymore with a 3 door room with 2 on the upper side and 1 on the bottom.
So generalization will take up the most of my time today.
I think I can give up on sending to Compo. Monday is work, so I’ll work on this on Monday night too.
The Jam is still an option and if I can get some nice sprites and animation on this I can imagine working on this game for more after LD ends. A nice story would be a gread addition to this game.
As this is my first LD I think it’s nice that I could go this far and I look forward for what I can do till the end of this day.
Let’s get to werk. Good luck, everyone :)

Tesseract!

Hello everybody!
Game is progressing good so far! Most of the mechanics are complete, almost only level design from now on (and sound effects, damn, I’m so bad at those)! 😀

screen_1screen_2

If you want to follow the development, I’m streaming on Twitch: http://www.twitch.tv/fede3751

Good luck to everybody! :)

Comments

07. Dec 2014 · 10:00 UTC
nice art style!

A Well Deserved Break

Well so far today (In the US, where I am its 5:30), I have rebalanced the game mechanics and completely written my ai and made my game look prettiful.  Time for coffee.  Still have yet to sleep.  Not going to sleep until I finish.

Creeping Dread

Waste of Time Shader

Waste of Time Shader

So, not looking so good for #LD48. Pretty much missed the first 24 hours due to sleep, family obligations, and some biological distress. Made some slow progress on a shader that probably isn’t critical. Glad to have it done for future projects but working on it was not the best use of my time.

What I want to do is pretty clear in my head but it does involve the creation of a couple of new shaders. That always seems to take longer than expected, although these are not as complex as the first. The rest is fairly simple but nothing is easy and some GM:Studio functionality I was expecting to use appears to not be implemented (despite assurances it was implemented 4.5 months ago). Not sure how I’m going to get around that problem gracefully.

Time to sleep again. If I’m undisturbed for the final stretch, it’s possible to finish something basic. Otherwise, I’ll transition to the jam. I have a feeling I’m not going to be allowed the time I need, either way.

PR3

PR3

Finally finished my course! 14 hours to do graphics and sounds o.O

process so far

I hate the theme!

ld31_5

Cya robot!

So we’ve worked hard on the hook and the graphics, now we’re working on the monsters and guns!
Don’t try to steal the gifts, you evil robot!

With Added Clouds

Been bug fixing a fair bit and app flow improved.

 

Special Plops

Tags: C++, Monogame, turds, xna

Comments

snowyowl
07. Dec 2014 · 10:02 UTC
Sky butt? Sky butt.

Character Movement

I made a lot of progress today, and learnt a lot about UE4’s animation system (and animation in general), which is was my main goal for this weekend, so that’s pretty awesome.

The Stickman Cometh is basically Limbo meets Max Payne.  Here’s a test for the character movement so far.

I love bullet time.

Comments

snowyowl
07. Dec 2014 · 10:02 UTC
Sweet animation.
woz
07. Dec 2014 · 10:17 UTC
Thanks! The animation system in UE4 is amazing
07. Dec 2014 · 13:07 UTC
dude this is awesome. what engine?

Scoping Problems

D’oh! I had nice simple ideas for the Unicode snowman and for Artificial Life, but Entire Game on One Screen took me by surprise and I unwarily started making a game about an ant surfing down a pile of sand being sifted through an archaeological screen. And…it’s looking more and more like I’m not yet a good enough programmer to code software 3D and triangle collision *and* faux rigid-body physics from scratch in 10 hours, even if I’ve simplified them all as far as I can…

But I’m going to press on…maybe I’ll pull off a miracle…and there’s a semi-reasonable chance that I’ll finish in time for the jam deadline…

Feeling satisfied with the engine

Okay, here is the time! I can start the level design…The engine is absolutely ready. The music is so gooood! Here comes the fun part: making a hard and fun game. Let’s do it

Képkivágás

I’ts a trap!

Ninja Cat has some trouble!
scene02

I’m Out

Unfortunately I’ve run out of time so am dropping out. I was only able to set aside about 24hrs for the Compo and for my first LD it just wasn’t enough. But I’ll definitely want to be involved next time.

What I’ve learned, based on the mistakes I made:

  • Try to have as much of the full time allocation available as possible
  • Have a cheat sheet of basic commands on hand as under pressure it’s easily to waste time on simple errors
  • Have a library of useful functions (online and available to others)  so again time is not wasted

Well now I’m looking forward to playing the created games as some of the screenshots I’ve seen look awesome. Good luck everyone

~ CB1Dev

Just Wanna Play Games: Status Day 2

Well “All in one, scream” is officially a game. Not a very good one mind you, but a game none the less. We have lava flowing, huts and villagers being burned, points being given, villagers now stay on the island. Here is what I would like to accomplish today.

  • Still have some object creation code not working correctly(huts are not spawning new villagers)
  •  Some collision events not firing(villagers are not breeding)
  •  Sprite animation
  •  Burning(currently the object is destroyed when it comes in contact with lava, would like to make the objects burn and degrade.
  •  Apply the sprites my daughter created
  •  prettify the splash page.

GraviFlip is nearing completion!

My game finally has a name and a title screen to boot! Almost done now, music is still missing and the whole thing needs polish. We’ll see what I can do in these last couple hours…

graviflip_titlegraviflip_ss

Snowman Sumo is DONE! :D

Hooray, I’ve finished! This is certainly my most polished LD entry, so I’m really pleased about that. It’s not a bad game, either! 😉

Since I posted the last build, the player physics is a lot more slippery and bouncy, you can knock snow off your opponent, there re particle effects, and even (a cappella) music and sound effects!

Game page is at http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=1049 and it’s playable online at http://atkinssj.itch.io/snowman-sumo. Find a friend, and give it a go! :)

Tags: final, game, progress, screenshot, unity, unity3d, update

ART

We started a bit slow but now we’re back on track 😀

Here is some art for the upcoming GOTY “Snowmen VS Kittens”, they might just be placeholders or might not be, depends on how much time we have left after getting the gameplay sorted out.

goty

#Cuberot | Here’s an update for our jam!

So now you can run through the game and it feels nice with the music and everything. We just need to add some more props to fill the level, but other than that it’s great.

A neat experience if I may say so myself.

 

Remember that if you like the game later, let us know by sending a tweet with #cuberot

 

CuberotUpdate

Out!

For the first time in 11 LD’s I’m out!

It’s not the theme, I just don’t feel motivated enough. It might have something to do with the fact that I entered the Indies vs Pewdiepie jam two weeks ago, or the fact that I looked forward to my 10th LD so much, that the 11th just seems boring in comparison :p.

But I did get some nice songs and useful code out of it, so I’m not complaining. My concept wasn’t necesarily bad either, I might finish it somewhere in the far, far future.

damage over!

But, of course, today I have to bring machines in the data center up, so… no idea how much time I have.

After post yesterday I ran into more issues with color choice, and more “oh let’s just use this code here for HSV” “wtf is this doing why is it all purple/red/green” (and never all blue.)  So, yeah, HSV is simple, really, and I’m going to just write a HSV thing that works today, and test it.

Because, again, it’s next weekend that matters (due to, again, the damage.)

 

Progress report #4

Progress has still been slow and steady, I’ve given the art an upgrade (still looks bad but it’s the best I can do!) and added in mob spawners and a new enemy with different AI.

Check out a small clip of game play below:

http://i.gyazo.com/67cf44ba83e9cc8c2ea5db6612e823a7.mp4

 

Time is running out fast, I doubt I’ll be able to get anywhere near to the vision I had in mind, even if I manage to submit something!

Next Generation Snowman Racing Simulator

I told myself that this time, I’d make some posts on the LD site while I was working.

Then I decided I needed net code.

On the plus side, I’ve got drop in / drop out multiplayer working, which is seriously cool.

In my as-of-yet-unnamed snowman racing simulator, players compete to be the first snowman to reach the end of a rocky, snow-covered path. Players join by visiting a URL on their phone, and move left and right by tapping the corresponding half of their phone screen.

The game looks like this right now:

2014-12-07-120319_5760x1080_scrot

And here’s a video.

How does this fit the theme, you might ask? Well, despite every player holding a phone, the entire game is on a single screen, that everyone looks at. Like a big TV or something. The phone screen just displays this:

2014-12-07-120814_800x541_scrot

Things you might find interesting:

  • I’m using webRTC for inter-device communication. This means the latency should be very low. I’m using PeerJS as a signaling server. PeerJS is extremely cool, by the way.
  • When generating a level, I use an A* search to ensure that the level is beatable. Interestingly, browsers are fast enough today that I can do hundreds of A* searches in the process of making a level, so I actually do it every time a new object is placed.
  • Game sounds are played from the phone that the user is controlling the game with. This way, it’s easy to tell who the sound is for, and the TV isn’t just emitting a mess of footsteps.
  • I’m using the WebAudio API. Which is weird. I wanted to just use <audio> tags, but I couldn’t get chrome on android to actually play the sounds until I tapped on them. Ugh.
  • I’m using @davidshimjs‘s qrcodejs to generate the join code.
  • Google drive can’t play .aac audio. My phone can only record .aac audio.

HelkeGames’ diary #3 – AZOR is DONE!

HELKEGAMES TEAM – AZOR DEVELOPMENT COMPLETED

Alright… We have been working without a single pause since the last diary update (yesterday night)… and we are happy to announce AZOR is almost done!

  • Game Levels
  • Story
  • Music
  • Graphics – splash screens
  • Bugs *We are currently checking

So guys, are you curious about Azor development? Here are some screenshot!

 

Main Menu ... You will see what happens ahahah

Main Menu … You will see what happens ^^ !

 

Figo1

We have a story, we have splash screens, we have AZOR!

 

ludum1

Now you have to collect the “files” to leave the planet but always control your oxygen… if you don’t want to…. well to die alone… there will not be anyone to save you, you are so far from the Earth!

New updates and screenshot in the following hours!

– Joe (hellequin) Helkegames

 

 

Tags: Azor, helkegames, ld31

Progress

progress2I have made a lot of progress and have got all but one of the mechanics implemented. I now need to add more levels, maybe a boss, music, sound and a few animations. I should be done by about 4pm gmt

I’m Done

I am going to stop work on the game now. I have learnt a lot this weekend even if my game isn’t very good. Ill see everyone again in 4 months!

Goddammit, ai…

Did I ever mention I was absolute crap at making ai? Because I am. Well, I’m okay at making them, and all, but they always end up being complete dumbasses… Well, I just hope I can finish coding my ai (which is, like, one of the only things I have left) in time for the compo. For now, here’s a ninja:

Jam update

Screenshot time! Lots more to do, but my little space trade game is coming along. I spent entirely too much time on pathfinding, and it set me way behind. However, I am pushing along, and it is almost playable now! Looking forward to being done!

 

Capture

Gameplay complete! Now for the polish…

 

Against all the odds, it looks like I have a complete (if fairly simple) game!

LD31 02

Look at his smug face. He’s about to die and he doesn’t even care.

Now to try and polish this thing to the skies. Music, SFX and some title/game over screens wouldn’t hurt.

Here’s a build of the game in its current form (Windows executable, rar file): Dropbox link.

See you in a few hours!

aDFP

game system mockup

We have to add the graphics and the sound. Hopefully we will make it before the deadline.

Entire game on one screen, they said

entiregamelol

it will be fun, they said (it’s a gif btw)

I think it’s time to make some bullet hell game *evil laugh* …in less than 14 hours left, ha.

Comments

07. Dec 2014 · 13:16 UTC
Oh, I see where you are coming from.

This is going to be headache-inducing, but I want to try it anyway! :)

Shhhhht ! It’s Story Time.

Lili was a child, young brave and kind, but fortunately with a little bit of wild.

Once upon a night, a spine-chilling cry troubled her fairy-taily-harmony.

It was her little brother bothered by some unmerry mare rascals !

It is for us, Lili and I, Max Power the Torchlight, your awesome story teller, to brave the endless dark hours dreams, to rescue him.

 

 

There might be some rework and English Cheesy Accent SFX added. Some tonguejob as well, for prononciation. What did you expect ? Not Schwepps..