LD31 December 5–8, 2014

Last Ark

LastArk_thumb

I didn’t believe that I can do it until this moment! Here is my compo-entry LAST ARK

Roguelike survival about artificial life in deep space after the end of the Earth.

This is a point & click game.
You manage oxygen consumption, energy, health and resources. Your goal is to find a planet suitable for living. When you have landed at the planet – the game is over. So choose wisely. Check planets info to figure out if it’s good or not. The far you travel, the higher chance to find an appropriate planet you have.

LastArk_header

I hope you’ll enjoy it!

Tags: Last Ark, ld31, roguelike, survival

Gameplay is finished! Time for polish!

I can now play though my “one” screen from start to finish.

 

Who needs more than one screen when you can just switch between dimensions? Click to see gif.

QDR

Entry Submitted

My first LD game is finished and submited. I hope you guys enjoy.

It’s pretty simple and small, but I liked it and I laughed a lot of it.

How to Win a Jam

HowToWinaJamSS

“Error: 562″, game submitted !!!

ludum5ludum2ludum3ludum4

 

“Error: 562″ is a game where you control a ship and our goal is to successfully reach the hall of the screen, there foryou to discover the “Entire Game on One Screen”

The game is played with the joypad or keyboard / mouse.

the controls:

accelerate: ” trigger Right” or W “

decelerate: ” trigger left” or ” S”

shot: ” A button ” or ” space bar” or “left click mouse”

move: ” left stick ” or ” mouse (sometime the mouse don’t work, I don’t know why) ” or ” arrow key “

Made in 48 hours on UE4 for the compo category of ludum dare 31 .

I hope you will enjoy my game.

Elouan HARMAND

*If the shortcut does not work you have to go: WindowsNoEditor -> Error562 -> Binaries -> Win64 and it’s good

Tags: compo, ld31, spaceship, ue4

Attack of the Screen Scrollers [released!]

Beware of the Screen Scrollers! They will scroll your “one screen game” background image away, and destroy those precious pixels forever. Also, this image is your only ground, so you’d better protect it if you don’t want to be “scrolled away” too!

screenscroller_gameplay_compo

Use the arrow keys (or WASD) to move, and click on the “Screen Scrollers” to shoot them with your laser. Each kill will earn you points, so aim for the high score!

Play & Rate the game here

(my personal record is 1292 points)

This was my second Ludum Dare, and it was quite a challenge! But I hope you’ll enjoy my entry, and I can’t wait to all the games posted here!

One On One – Soundtrack

We’re back.
But this time, we have sound!

Now I let you enjoy the 3 different musics we made.

10833619_10205183047875100_1192113730_n
^ CLICK ^

Turn up the volume!

The Glowing Alligator team.

(Almost?) Done


Play
I’m not sure if it’s a finished product… I might as well submit it if I won’t see anything to polish or something. I’ll see what can I do…

Zombies ‘N Spies

AFTER 48  HOURS OF SUPER HARD WORK!!

Enjoy guys! 😀

Everyone’s submissions are absolutely amazing!

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=10490

ZombieNSpiespng

Space Taxi is unleashed!

taxi01

Amazingly got this thingy done.

Did bunch of bad choises while coding, like using hexagon layout that I had never done before
and writing mesh loading and OpenGL stencil shadows in C++ from scratch, I also used Bullet
Physics that I have never have used before either.

Those almost took away too much time and were interfering with finishing the combo. But managed to do anyhow!

Space Taxis are go!

We made a thing!

We got a little gif example of our game, as well as a title! “Thief of Insulo”. :3

demo

 

SO MUCH MORE WORK TO DO! Good luck, everyone!

Tags: ld31

I’m Out :(

Unfortunately this LudumDare is over for me. I didn’t have much time this weekend and my project wasn’t manageable for me.

But it was a lot of fun! It was my first LudumDare Compo and I learned a lot. I had no experience in doing graphical things and I achieved a lot. The biggest problem was the collision detection. Until next LudumDare I will learn it ^^

So guys I wish you a lot of fun and success for your projects!

Greetings from germany!! 😀

Progressing slower than expected

The second day is about to finish and have the feeling that the game progress very slow. Today I spent almost all the day with the graphical assets and only was programing one hour in the evening. But hope that tomorrow will all come together and will be able to submit a very nice game. That is also my supporters opinion:

people

:)

Will I make it?

Of course I will…

right???

yeah..

Anyway here’s a screenshot of it ^U^

 

screenshot0

 

I’m liking doing this pixelart at a 1-1 scale for a change.

Last screenshot for today

Alright. The game is more or less finished. Wohoo! I got 2 levels (all on one screen of course) and a complete game loop. I will upload the game to the jam tomorrow! Have a great LD everyone!

screenshot_2_ilikescifi

 

 

Asix Devlog #2 – With possible failure comes experience!

Ok I am going to be completely honest…I may not finish this game in time, but for once that doesn’t discourage me. I am learning so much just doing and trying things in Unity. I am getting a better handle on the new Unity UI controls, I’ve learned more about the 2D tools, a little about materials, and my coding is improving. I can’t even consider this a fail if I don’t finish because of all that I’ve learned. However this isn’t me waving my white flag in the air. I am still working hard to complete my 1st Ludum Dare!

I have this issue where I work on games backwards…I said I was behind during my last devlog, but in hindsight I just did what I was suppose to do today, yesterday. I wanted to have a prototype running by 1am my time (roughly 14 hours ago at the time of post) but I can’t seem to get a game functional until it looks like a real game…This means that I usually pump out some graphics. I kinda wish I didn’t work like this, but it keeps me going.

With that being said, here is what Tiny RPG (Working Title) looks like now! I have all the graphical stuff out the way so now to getting the battle system working. Once that’s done it will just be a matter of putting in the content….Hmmm….Might have this finish after all!

Tags: AsixJin, Devlog#2, ld31

Gallerdude Devlog 2

  • Added Sounds
  • Made GUI a lot sexier and easier to understand
    • Added an indicator to which dream you’re in and if you have beat it
    • Added a win/lose window
  • Fixed some bugs

Now I just have to polish a bit more, and we’re good to go!

Another Compo Another Failure

This is my fourth Ludum Dare and so far the first is the only one I actually managed to get done in time.

My second attempt was hindered by an inability to choose an idea based on the theme. The third was just way, way WAY overly ambitious.

This idea felt fairly simple at first but between having a late start to the compo (3PM on Saturday), a killer cold that hampered productivity and a slight ambiguity of what the final game would be I found I wasn’t producing anything fast enough. This was compounded by my trying to simplify the idea as I went, to compensate for the lack of productivity. This simplification felt like the right idea but it only further muddied my idea of what I was trying to achieve. That said I think if I’d been able to focus on the correct parts of the game to begin with the whole structure might have come together.

I was going for a very simple network game and I feel as though if I’d focused more on the network side of things first and then worked on the game I’d have had an easier time as it would have allowed me to solidify the mechanics sooner. As I adjusted the idea to fit the time left, the game got more attention and the overall project lost its focus and flow. This combined with the overriding feeling that a network game would perform poorly in the voting by virtue of the dependence on other people ultimately meant that productivity plummeted throughout Sunday.

I had considered continuing tomorrow for the Jam but unfortunately I think it’s best if I just give up now and start again in the near future, I don’t think the extra time spent would amount to much of an improvement on the current state of the game. I have a couple of work projects that need my attention before Christmas is upon us.

I still had quite a lot of fun and I don’t see it as a waste of time or effort as I was able to improve several techniques used in previous projects and I feel like there might be something to the idea, once fully fleshed out.

Here’s hoping the next Ludum Dare will see me back on submitting form. I had hoped that the anniversary of my first Ludum Dare would be the project to see me get back on form but never mind :)

I hoep this was an interesting read and helps others in the future.

Progress Report

With only 4 hours left, I’m definitely not entering the commpo… well unless I want to throw in a functioning model with half-done graphics and no win/lose conditions 😀

Anyway, I am going to take a break so I can push hard into tomorrow. Here’s an AI controlled gameboard if you want to check it out. You can’t click on anything since I have player control turned off. Its just for visuals.

http://www.stencyl.com/game/play/29022

Tags: progress

Blog Post #1 – Spaceship coming along

Heyo! It’s time for the first blog post on the development of our Jam game, called Space Mechanic. I’m working together with my brother He mainly focuses on the programming side, while I am trying  to improve my Blender skills.

We will release some more information later this night, so stay tuned!  You can also check our livestream to watch the development.

blogpica3

It’s still work in progress. Will be working on the lightning later this night!

 

Comments

Takashy87
07. Dec 2014 · 19:33 UTC
liveStream link is messed up

Last minute addition: spinny death lasers!

Four and a half hours left and I’m adding this guy to the mix:

Hopefully I have time to use it well in the last few levels. Good luck everyone! It’s awesome o’clock.

I give up, wasn’t prepared for this theme.

I think I’ll give up for this Ludum Dare, I simply wasn’t prepared for it, despite the fact that it was going to be an LD Jam game.

My friends and I simply couldn’t find any original ideas for the game under this theme, we’ve spent hours trying to find something, when in a final rush I found some random idea lying in my head.

The game is simple, your family is arriving to dine at your house soon, and you must cook a diner for them, the objective is random each time, and it’s kinda a more realistic “Baking Simulator” because I wanted to add very precise events to do & gameplay elements.

But the more I worked on it, the more I realized that I was too slow and the more the bugs kept climbing on me, the less motivated I felt. Until this very bug left me paralyzed for hours now, I decided to give up and had a way too big idea for this theme, since it was the only thing slighty original I could find.

 

Lovely screenies of my progress:

Despite that some of you may think as of a “nice progress”, there was still much to be done, including many models for food, kitchen tools, sounds, possible music, & polished GUI, & finalized gameplay.

Last Progress Report

PR4

Really happy that I was able to learn enough UE4 to make this. Now to test the “experimental” HTML5 compiler….

Vortex Defender- dev #5

Hello again… after a couple of hours of sleep, I realized that I don’t have a clue what the game was about…I was just going with the flow. Until two friends feedback got my head back on track. I’ll try to explain everything in this post.

Update

Somehow I was able to create a really basic “touhou” bullet pattern effect. (forgotten to turn off the sensors object of the enemies when I took the screenshot)

VortexSomething #17

I would explain it how I done it, but seen the other projects of Ludum Dare 31, I realized I’m late in my schedule (even thou I don’t have one :P), so I’ll try to write it down later in here, when this Ludum Dare Jam is over.

Concept++

There is new stuff, and also I have to reformulate what I had said from the game until now.

First of all, the game concrete gameplay will be:

  • shoot enemies coming from the vortex (player is already on auto-fire)
  • “touhou” effect on enemies, giving hellish effect, use missiles to blast them up (to remind, missiles destroy enemies targeted by range, explained before).
  • Use bomb to “save yourself” from eminent game over.
  • being in the same spot will cause to lose ring HP faster, losing it all, Game Over. (use missiles)
  • player will use missiles more often, while bombs are limited.

The new concepts are the progression on the game.

VortexSomething #18

Every time the player completes a level, it progresses further in. But if loses lives (ring HP), it goes back to the previous ring.

Here’s a sketch of the game screen.

VortexSomething #19

It has the ring HP on top, next to the blue bar below its the players level, down below the lives and the bomb. Bombs are refiled over time.

Evolving the ship, the player will have more auto-fire gun-power, more targets for missiles, more bombs to store.

Now talking about enemy movement.

VortexSomething #20

Like is explained in the image, enemies move faster when targeting, slower when not. Not targeting enemies tend to go directly to the ring to cause damage. Meaning, for the enemy, the player has priority over the HP ring.

(Maybe) Enemies next to each other send message with the target (player) if they see him.

Next Steps

Thanks to a friend, I found the perfect music for the game (but still have to make some adjustments to the song). So I have to work with the song first.

Then make base GUI, implement player levels progression (with the limitations of each level), bomb counter…and so on. I’ll just go with the flow, right now. And of course thinking of the visual… I still have no clue, still didn’t decided.

Some last words for now

I know I still have 28h, but even if I don’t finish the game in the Ludum Dare Jam, I’ll continue later, I’m having a blast doing it!

Pretty Much Almost Done

I think it just needs some embellishment. Some sound effects. No music. Good God no. Don’t have time. Added lily pads and logs. The lily pads are slipping over the logs cause I figured they’d be slimy enough to do so. Gonna add more logs and lily pads though. Maybe some sound. But it’s pretty much done.

NewTitleScn WoodScnSht

Comments

07. Dec 2014 · 19:38 UTC
Wouldn’t one of Robert del Naja’s good tracks work? It’s free and it’s good :) Though very specific mood so I’m not sure if I can use them myself :)

FIWPFT: We’ve Finished!

Finished well before the deadline, you can grab our game for free HERE

 

FIWPFT (F&*K I Wasn’t Prepared For This) Is a nonsensical top-down 2D shooter that pits you against 3 levels of increasing difficulty featuring rad powerups and retro graphics. Made in C++ using Allegro 5.

 

Big thanks to everyone who checks this out!

 

logo

Not nearly finished, but submitted

First Ludum Dare, not finished, but I didn’t work 24/7 in the game, the little I have worked was good for me to learn particles systems, draw gui and some other thingys. I want to keep working on the prototype to a post-compo version, functional haha.

 

The ideia was, planet exploded, you have to deliver the survivors in a specific planet, OE-314 , but those survivors consume resources that you extract getting near celestial bodies and pressing “space”(not implemented), flying and shooting lasers would consume energy, that could be recharged going near a star. Some random vessels would appear through the space and you could rescue the crew or don’t, and that would give more population, but bonuses onto speed ou hull repair or something bad, like a infected person who would decimate you population. Pirates would too appear, and, if they are close enough of you ship, you would press “space” to fire (aiming would be automatically) and if they shoot you or you bump into something, you engine controls would switch off.(that’s why aiming would be auto, you already have to keep “repairing” your engine in a battle).

 

Variables would be : Hull integrity, population, resources and energy.

Random killer asteroids too.

 

All that before you entire population perish.

 

 

GM Studio and the power of interwebs are the tools used.

 

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=18161

Tags: boteco, Game Maker, gamemaker, GML, html5, studio, Windows

Done !

My entry is done !

Take controls of the Snowman Factory, and deliver the perfect snowman that your customer order !

Get into here !

sample

SNOMAN is complete

And with a few hours to spare!

Another Ludum Dare completed with a game i’m fairly happy about!

I’m wondering if people will “get” the controls, or get the fact that they are meant to be stupid hard, but time will tell.

Still, you can bowl penguins over in it, so whats not to like?

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=11356

Skull and Crossbones: Done!

After plenty of hard work (stream logs + off-camera time seem to suggest around 20 hours over today and yesterday), Skull and Crossbones is finished and submitted to the Compo. I’m quite pleased with how everything has come out – though with more time (and artistic ability) I think some extra animations and visual effects would’ve helped bring it all together.

The AI came out better than I expected, though it can still be dumber than a bag of rocks at times. Endlessly circling a cannonball that it wants to pick up but can’t quite reach comes to mind as an example.

As it stands, this has been a great first Ludum Dare for me – hopefully my schedule will let me participate in more in the future.

I think I’m out

So, I encountered a bug and I don’t have enough time to fix it today, maybe I will enter the jam if I can fix it tomorrow.

So let’s see what happens tomorrow.

My first released game!

So, I couldn’t enter this Ludum Dare but that doesn’t mean that game development has stopped. And with this, I finished and released my first game that was developed with a friend and I would love to have you guys play it! The game is available for Android devices and it’s free. It’s a simple game where you must click on circles with the same color as a bar that is constantly changing it’s own color, while avoiding circles with different colors.

Color Point

If you feel like trying it, go ahead! Suggestions and feedback are always appreciated.

Android app on Google Play

Break The Screen!!!!!!!!

Entry

My second LD since #29.

Not just on one screen, but also play with the screen 😛

It’s a good theme, isn’t it? 😛

 

But I don’t do it as well as I thought at first. There is a big room in the game that I planned to place a Boss in it, but no time to do that :( And there is still a bug.

 

It’s gonna be a close one :)

Less than 5 hours left and still hands full of work.
Added PS3 Controller support for 4 player local multiplayer.
Also, after quickwatching some youtube Unity3D networking tutorials, I managed to actually create an online game! (Nothing syncs correctly yet, but the connection is there, and exactly the same level generates for the host and client).

online

 

Now back to coding…

Finally!

My game is finally playable and (a little) fun!

my game

You have to multitask and control pacman and the snake (the snake is the RGB thing). Now let’s get to menus and SFX!

My Game So Far.

I dunno if I can have a playable version by the end of the jam 😛
but it’s going very well :)

shot

Protector, The Turret – Done!

It’s been a pretty manic day for me but I’ve managed to get Protector, The Turret submitted on time.

Link to the Submission: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=24424

Link to the Offsite Post-Mortom: http://www.moongate-uk.co.uk/blog/2014/12/7/ld31-completion-and-postmortom

 

Protector, The Turret

Protector, The Turret

It’s been more work for me than I actually needed (since I had to shelve a project last night.) but it’s all good.

Tags: gamedev, ld31, ldjam, PTT, Turrets, unity3d

Post #3: DONE!

I’m finally done!

This was my first Ludum Dare and while it was very fun, it was really stressful as well because my family visited on Saturday and I had to work on sunday, nevertheless, I’m pleased with the result.

Play PenguinPush now! 😀

Mechanics Complete

Well I am pretty damn happy about this game. I’ve been through each of the mechanics (including what could have been a nightmare of a scoring system) and come out on top. I’m enjoying playing my own game and I find it challenging. That’s basically as good as it gets – especially when it is your first try at a particular genre.

7th

It may not look very different from the last screen shot but I’ve updated how the player is placed in the level, the whole scoring system has been overhauled, the way the grid is generated has been updated and how the difficulty of the game progresses.

It’s polish time now and first on my list will be sounds after a short mental break.

And this is it !

Well, looks like I got a game done, I guess. Time for a little “post mortem”.

What went well

The coding part went pretty smoothly, partly because the game is simple. I had some struggles but more because of how tired I am than of any other reason.

I’m also quite satisfied with how the graphics render in this final version. Even if I find myself silly to not have tried to use unity features to create real lights… thought of it in the last few hours, not the right time to start something new. I used pixlr.com for all my graphics, and despite some weird tricks to know to do stuff, I liked this tool and will probably use it again.

My overall workflow seems to work pretty well too : once the idea is found, I made a todo list (with a mini scrum-like in mind) and tried to start with basic mechanics, to only start “options” on day 2. I worked with iteration, and I should have been able to release the game after each (see, scrum oriented guy here). But of course the last is the sexiest !

 

What went wrong

I am NOT satisfied by my final game. I mean, it is playable, finished with no known bugs. But it is far more simpler than what I expected to do for this Ludum Dare. The theme didn’t ring a bell, but once again it is probably due to my tiredness. I have seen over those two days many WIP from you guys that made me go “how did I not think to that !?”

I think I still lack of experience to get “good” ideas in a short time. And still lack of confidence to try to get myself in something bigger.

Music went…. silent.  I’ve tried in the last 3 hour to get something ok with SoundHelix (because sample on their site sounds cool). But I didn’t manage to get anything good. I will play with it until next time, to become able to have music in my games !

 

What I should change next time

I think… I REALLY THINK I should try to get some graphist friend of mine into it next time, and go for the Jam. It could help me go bigger, better.

Now, if you excuse me, I have a bed to talk to.

Tags: postmortem

Comments

okkolobr
08. Dec 2014 · 13:53 UTC
Well, of course I forgot two points in this post mortem.

Finished, after all.

So. I’m finished, after all. There’s no point waiting 4 more hours (especially that I need some sleep before uni).
I made few more tweaks (it should work well with IE now – who uses that browser anyway?) but otherwise there are no visible changes from last version I uploaded. So, I guess it’s done.

What I feel was a bad decision? Probably coding almost everything from scratch – doing even a simple API beforehand would make the development A LOT faster. Instead, I had to improvise a lot, and as a result, I didn’t have time to add much to my game.

What was a good decision? Definitely trying something new! Thanks to this game, I learned A LOT about HTML5 game development from coder’s perspective, and it was definitely fun! 😀

Overall? I fell happy about what I have done. It’s not a masterpiece, but hey, I learned something! That counts! 😀

Finished

I finished my game, worked hard on it. I do think I could of done a lot better, but what I have done and learned during this competition has been great.

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=33203

Im done. Shinobi Showdown

Shinobi Showdown is a physics based ragdoll fighting game with a grain of silliness added.

Im very happy with the result, altough ragdoll’s behaviours need some polish.

If anyone interested, you can find it here:

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=20604

screen_main

screen4

 

Menus can eat poop

Making menus is BO-RING.   I kept putting it off, and I hope it doesn’t bite me in the butt.  My hats off to those of you out there and do this stuff for a living. Also here’s a screeny

dare_screen

I’m out @@

Due to some irl stuff, I doubt I’ll be able to complete the game in time for the Compo, and I might have to get moved into the Jam. Really wanted to do the Compo, but I guess this is alright.

 

Capture7

Sure the basics of it work, but there’s no direction at the moment. All the player can do is send his adventurers on quests and get treasure. Maybe I’ll be able to implement more buildings and characters by the Jam

Comments

OccamsRazor
07. Dec 2014 · 20:08 UTC
That’s too bad, I like what I see so far. Looking forward to seeing it for the Jam though!

Another Update

Many fans ask me, ‘Jesster, where does your artist get inspiration for her amazing work?’ Well here’s an inside scoop. Check out our model for the main character, Emma, as well as an early (maybe final) look at the the title screen. As an added bonus, we have a name: Intire! Enjoy!

~ Jesster

A Flat Miner Studios Credits Editor, Wing Expert, and Title King

A few progress

Ok, so we’ve got our virtual pet 3D model rigged and ready to be animated. I’d say about 60% of the programming and a lot of work to do. Hopefully everything related to the character will be done by tomorrow. Still haven’t done any sound stuff and a lot of 2D graphic to do. Phew.

little-dude-thing

End is near

4 hours left, and i can’t create art, becouse it’s ugly. All that i can make is simple music and complex code.

 

Tags: music

Alright, so I’m done…

Finally finished…

cc0

I won’t say much, just that I was aiming for a lot more, but I am still happy with the result. I’m really tired now, so I’m gonna go to sleep, but if you’ve got the energy, go play Carrot Chaos!

I will write a longer post mortem at a later date.

Finished in Under 24 Hours!

I had less than 24 hours to finish my game this LD, so I was quite worried I wouldn’t finish! I ended up finishing with time to spare though!

I made sure to design a game with fewer features than I normally would have. This means the game isn’t quite as feature rich as I would have liked it to be. But I managed to get it done in less than a day.

I ‘m happy with the end product, even if it isn’t Game of the Year 😛


LD31 - Blauber

LD31 – Blauber

Blauber

Comments

jepster
07. Dec 2014 · 20:25 UTC
Ooooh, this looks goooood!

Finally done!!

My first post here since beggining. I didn’t want to waste precious time but now I’m proud to say FINALLY DONE!

Reverse Asteroids 2014 2014-12-07 22-55-56-49     Reverse Asteroids 2014 2014-12-07 22-56-25-64

 

So here are two screenshots. Well I made all this in less than 24hours because I’m 16 years old and I have other obligations and I must say I am very very proud of myself… Cheers!!

I’m done

My Robotron inspired game is done. Rather happy with the result. :)

Zombietron 2084

Too tired to come up with a retrospective. Hope to add that tomorrow.

Menus + Title

So my #LD31 is coming together with polish this afternoon.

I have gotten in a sound track and a couple of basic sounds.

I have also been working on all the menus – most of those are done except for the game over win/lose condition screens have to be polished with text / info.

So the title of my game is DEATH POLICE 3000 which is a satire based on the current social issues in the USA … shooting of unarmed civilians by our police force most frequently black males but also homeless and mentally ill men are targeted as well, and combined with the old movie Death Race 2000 where sport was made of killing people.

Obviously in a limited time span of 48 hours I can’t really go in to depth here so the satire is pretty blunt.

 

Comments

07. Dec 2014 · 20:21 UTC
Looks cool.

Music finally finished!

Hey Guys,

I am really desperate. Could someone tell me why I have in one post a cool media inclusion and in the next it won’t work.
That’s really really annoying. :(

This time it was a challenge for me to create music which fits in the theme.

But finally I am finished!

https://soundcloud.com/rahtainka/legendary-legionnaire-winter

Now I will focusing on the sounds and maybe stream a little bit.

Our stream: http://www.twitch.tv/bananafourlife

Greetings!

Tags: final, game music, progress

I finished! :o

Admittedly, it’s not at all the game I had in mind, but it’s getting there. I would like to run with this dragon thing and see what else I can do with it! :)

screen1

Submitted

x

Submitted my entry (windows only for the moment). Click the screenshot above to go to the entry page.

Release the Yeti – DONE!

yeti-itch-cover yeti-ss1 - Crop

After a slightly dodgy first day, had a super-productive 2nd day and got everything done in time. Game plays pretty much as I’d planned. I added the ‘movie screen’ theme for some extra silliness. Even had time for an intro scene where he escapes from the crate. Did more with audio than previous jams; made some vaguely decent sounds in cfxr, plus mixed together a music track.

I will write a post-mortem tomorrow – I’m gonna get some sleep now.

Play/rate it here: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=36950

Good luck all.

Comments

tjxx
07. Dec 2014 · 20:53 UTC
Very nice! I liked the rope physics and the music in the game.

Made it, alone, again.

So I decided I wanted to make the game alone.

Here, give it a try (the link is fixed now) –

Face

 

Click on the photo, you silly willie.

The game tuned up to be cool as expected.

The music turned up really better than expected (planned to be wierd shitty noises put together).

Enjoy playing.

Taking shape

My game is pretty much done! All I need is to re-make UI, and make my game a bit prettier c:

Screenshot of my game taking shape :)

Screenshot of my game taking shape :)

Atmospheric Pressure

Finally some atmosphere! Starting work on the snowman spawning/movement, and when you put the light controls in with the snowfall, etc, you start to get just a little creepier:

Kinda glad we’re entering the Jam. We’ll probably be mostly done today, but it’s nice having a whole day to fix things if they come up.

Tags: 3spooky5me

Quick Update: Accordeon Hero

So basically we quickly went for a musical game because I’m most skilled for coding and Jun is skilled for music composition.
We decided to go with Accordeon Hero (with an intended english typo because Accordeon is french for Accordion).
So you see keys you have to play in rythm with the music and you play them, guitar-hero style.
We previously decided to go with Unity, so even if I know some other techs better (like SFML) I did enough to assume that such a game would be simple to do in Unity.
The mechanical code was done this morning but there is a major bug which prevents the game to be playable: basically, when notes are very fast,
for some reason I don’t fully understand yet, the processing of these notes is super slow and we have to skipp them because they should be played between two frames.
It’s not very logical because even when it slowsdown, the framerate is still always under 50ms per frame, while the quickest note to play is 125ms. Not sure if it’s
a .net limitation going on, or if I just did horrible performance-killing loop somewhere. I think both are totally possible.

Meanwhile, Jun managed to write one short song and integrate another one he wrote some years before (in midi).
We have not real graphics, only white boxes, because I don’t have neither graphic making tools available (I mean no scanner nor graphic tablets, nor photoshop)
and we don’t have a graphic person available right now. One friend told us to send him something to help if he have time but I don’t know if he got my emails.

Anyway, here is how it looks like right now:

 

screenshot

 

By the way, I had surprising major issues with the Canvas/new UI system of Unity which apparently is placed very far from the initial screen, not sure why.
Also, no way to setup a global light or something so that sprites stop having shadows (but I’m not a regular Unity user so I might be missing something…).

Also, I think with more time and a graphic tablet I could replace that ugly graphics by rad ones (I have some graphics skills and never tried to use them in a game…yet).

I’m too tired to continue debugging right now, I couldn’t sleep last night (for no reason, maybe too much cofee?)

I hope to have an epiphany tomorrow, but I will not have much time to debug as I must go to dayjob.

We’ll see how it goes, but I’m already happy to have tried to program a rythm/music game, it’s very interesting to setup and you learn a lot abou feedback (which is very weak at the moment in this game)

A little bit functional!

For the first time, I’ve managed to technically make a functional game during Ludum Dare! Now, to make it so anyone would want to play this thing.

No compo. Jam.

Looks like time decided to run on it’s own again, leaving me on the porch. I’ve just barely begun working on whatever this “game” is supposed to be. Still got time to submit something for the Jam, so I guess there’s that. At least I’m making glorious progress with art assets.

Not a snowman.

He’s happy.

Tags: blender, progress, sloth, time's up

Here we are !

Well, not all the features I planned are implemented, but the game is still fully playable and, I think, fun.
Time to port on Windows !

screenshot1

screenshot4

Hip-Hop Break Finalo FORMU

Here lies our ending song for our entry LiliLight. Like last time in Schrödinghost we made our traditional Hip-Hop victory !

Featuring Max Power, the torch lamp narrating the story and of course helping you in your journey.

 

 

 

Be sure to check out the other song here DA ! 

So far behind

I am really really behind.  I love my concept but won’t be able to add sound, particles, or much level design :(

Right now you can platform, shoot, platform.. but that’s about it

Screen Shot 2014-12-07 at 5.48.08 PM

Play

Source

Comments

alvarop
07. Dec 2014 · 20:57 UTC
I like the vibe. Keep working on it!

Hopeful attempt at multiplayer

My LD entry had multi-player in mind from the get-go to eliminate the need for two things; interesting single-player mechanics that required levels to show off, and AI that needed to work appropriately under most circumstances. Obviously multi-player has it’s own downfalls, but those usually come from connection issues which for me are a lot easier to work around, and I only had to make one mechanic that worked well in a multi-player environment.

I actually had my first working prototype (mostly bug free as well) after approximately 22 hours (can’t quite remember), which I’m really happy about. I usually struggle to think of a neat concept but the theme was extremely workable with regards to the type of game you wanted to make. The idea of making a multi-player battle arena game came fairly quickly (half an hour maybe), and I spent a few hours working on it before bed at 6am to solidify the idea in code.

When I resumed on day 2, I thought it would be pretty neat if I just made right-mouse launch you instead of shooting. It turned out pretty well, and even introduced a bug that can be used to drop through platforms! That second mechanic completely changes the dynamic of the game, and makes camping a bad idea instead of a good one. Plus, I can use it to design levels that have no stairs or are almost completely open, which makes the game play faster.

 

A massive issue (in my opinion) with making a multi-player game is hoping that enough people try out your game at the same time, it doesn’t work if you get a slow stream of people each finding that nobody else is playing it and promptly leaving without enough info to rate the game. There’s also getting people to connect to each other, which I worked around, causing that issue to shift to needing to keep a server running 24/7 for the next 3 weeks (or getting people to play it when the server is up instead). I can’t possibly expect myself to be able to run the server needed for the game to work for the entire 3 weeks, but I do hope I manage to keep it up long enough that everyone gets to try it out, and hopefully they bring friends to help them try it!

 

Here’s a gif showing the basic mechanics:

Here’s a gif showing the platform drop bug:

Hopefully that gives you an idea of how it works!

 

Our Quiz and Board with Icy – Progress Report

Here’s the latest on our Jam entry, now entitled “Icy the No-Man’s Trivial Travails.” Here’s the current logo.

 

It’s a trivia board game with a soft time limit: if you (as Icy) don’t complete it fast enough, the Yeti shows up and starts circling the board to gobble you up. We also have color-coded keys and gates for you to deal with. Here’s a picture of the play board.

flash-10-win 2014-12-07 17-46-57-93

The screen is a little busy, but hey – entire game on one screen, right? We have music, humorous voice overs for the Yeti (yes, he talks), sound effects, and a score system. With just over a day to complete it, I think we’re in good shape as far as getting done on time.

Edit: Fixed logo typo.

Tags: screenshot, stencyl

Just a little heaven and purgatory in Ethics Simulator: Fishbowl Life

Heavenpixlzovergrown castle

I’m in!

Using:

Flash Develop

MS Paint

Paint.NET

Puahhhhh…. Finished (In every possible meaning)

My first ludum dare… WOW… That was crazy…

(UPDATE: Here is my submited entry …)
48 hours is sooo little time. However I’m ready to submit my results. (Or shoudl I say I have to?)
Today… It was HELL… Quick & Dirty is “High Level Coding” compared to what I did. But don’t tell anyone… 😉

ludumfinal

40 hours ago… I had dreams… THE BEST GAME EVER 😉
Today I wasted aprox. 5 hours fixing my buggy StateManager… ARGHHHH….

However… I really had fun… and this is the most important thing…
Maybe I will recode the recode project again (but not this week)

Link to my GAME (Unity Plugin needed)

Here is my website with all info regarding LudumDare31

… and here is the site for my NEW RESULT

Thanks and see you next time …

Finished the game in time…

It’s done. I made a game and it’s even playable, yay. It is inspired by an old arcade classic from 1982, “Burger Time”, but I made it from memory and without looking at more reference material than a single screenshot of the original game.

Not my first 48h jam, but this was the first time I could participate in Ludum Dare and it was a great experience. The game was written in C# and uses the MonoGame library.

screenshot

This game was made for the compo, downloads are:

Windows | Linux | Sourcecode

My submission is available here.

 

Tags: compo 48h, final, ld31, submission

Comments

chibill
08. Dec 2014 · 01:52 UTC
Pretty cool looking I am going to download and play it tomorrow.
Litargirio
08. Dec 2014 · 11:31 UTC
Linux version doesn’t work.

Finished

so I’m calling it done. been fun to see this one being born.

Definitely looking forward to the next LD

Intro Screen Game Itself

Have fun 😉

MattPattie

Progress #3

Finally free \o/

I’ve just uploaded my entry for the compo. It’s more of a concept than the game, but I think it has some potential.

My idea was to make a scroll-shooter game where the player has to choose between upgrades. The one he ignores will be given to all the enemies. Final result is not really balanced, because the choice of upgrades is very narrow. Anyway, I think this kind of game would be interesting, if the power-ups would be properly designed (more weapon types, different enemies, bosses, etc). But just like during LD30, I’ve spent too much time on things that didn’t really matter that much.

Another lesson learned. And is was fun!

Abelian – Done!

44 1/2 hours into the compo, I’ve finished my first LD entry!

Screenshot of

I’m pretty happy with the result, although I can think of a lot more content I could add if I had the time.

The official entry is here

Comments

alvarop
07. Dec 2014 · 21:04 UTC
Good job, congratulations and welcome to the LD community.

Bag it, Tag it

Sell it to the butcher in the store…  My LD 31 game, Beat Bop Delicious! is done and posted.

My submission page can be seen by clicking on this text.

My game can be played by clicking on this text.

bbd_play

 

Wow, that was a lot of fun.  I was really nervous going into this one because

  • This was my first web game.
  • This was my first non-tutorial following game with Haxe and Haxeflixel.
  • The Internet people decided this would be the best weekend to pull their trucks into my neighborhood and tear stuff up.

But, the Haxe and Haxeflixel documentation is outstanding, I did have a smart phone to browse documentation (a fun way to go about it if you’re bored) and some of the web based stuff from 1996 did carry on to today.

Hope my game is fun, and can’t wait to play yours!

Love,

Ross

Tags: done, haXe, HaXeFlixel, Time for a nap

:(

Looks like i’m not gonna make the compo….  oh well.  I was half expecting this to happen but i’m still SOOO glad I did it!  I learned a lot and am SOOOO prepared for the next LD!  This was my first LD and I was hoping to try and make everything using Java…which was a HUGE endeavor.

 

Also I LOOOOVE my game idea so much i’m probably going to try to develop it myself and eventually post it up here since it was born here.

Good luck to the rest of you guys in these final hours!