LD31 December 5–8, 2014

Hello? (Testing)

So I’ve noticed that for some reason my profile is not working correctly. Hopefully creating my first post will fix it so that it displays! I’m happy with the fact that I got SOMETHING in this time, but I feel a little sad that it’s not more complete. I do plan to keep working on the game and release a new version and considering everything I’m happy with the result. It’s a great start!

If you’re reading this, please take a moment to check out my LD31 entry Natquik and let me know what you think! If you leave a comment I’ll be sure to respond and head over to your page to vote/comment!

Thank you!

Wooo Hooo! One more jam game under my belt!

Though, I really thought i wouldn’t have time to finish a game this weekend, I still managed to squeeze a little something cool out,

You negotiate a level filled with traps and conveyor belts,and little pushy guys. As you collect all the “globs” the level resets adding difficulty, as well as increased score.

SSthumb

I had alot of fun creating a simple little system, which could be easily modified to add additional challenge.

I’ve added high score tables via gamejolt,

 

You can play the full screen ludumdare version here:

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=13273

and the gamejolt version with high scores and such here:

http://gamejolt.com/games/arcade/hectic/41218/

 

Looking forward to checking out a lot of your games,

Thanks so much for creating more awesome games for me to play!

Thanks to ludumdare, for being such an amazing and great event!

 

 

 

Versus. Our Ludum Dare 31 Entry.

 

versus_teaser

Now it looks like we are gonna make it, so I am posting this teaser pic. Stay tuned!

Cheers, team at Tangible Games.

Jelly Test

PLAY AND VOTE FOR “JELLY TEST”!

Jelly Test!!! It was hard 56 hours, but we managed to do this.

Although we had some problems with stream in twitch because of slow internet connection (it was even unavailable during 10 hours), our game is done. Both for WEB and PC.

Screen_0001_3

Is it good or not, that’s for you to decide. Try to survive at least one minute being test lab jelly. Do you really think you can do this? Well, then play! Jelly Power!!!

Screen_0003_1

Spockey – Retrospective

So I’ve now had time to reflect on the my LD31 and my development of Spokey – Hockey in space (http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=26938) and would like to share a few things with everyone.

When doing retrospectives I like to stick to a simple tried and tested formula that should make this quick and painless for everyone involved.

I’ll structure it into 3 main areas:

  • 3 things that went well
  • 3 things that didn’t
  • 3 things I’ve learnt

Yes I love them 3’s….

3 things that went well. 

1. I completed something – This is a big win for me as every previous LD that I’ve attempted to this point I’d failed to produce anything I felt happy sharing with the world let alone entering the Compo with. I take a real sense of satisfaction from this and helped my self-confidence no end.

2. I tried to do two new things and succeeded in both – I’ve always attempt to try new things at Jams and sometimes they come off and sometimes they don’t. This time they both did and it’s two things I’ve always wanted to get my head around for absolutely ages (physics and Game Pad support). I feel my game needed them and after some stuttering around I got both working exactly how I wanted.

3. Going to a hosted meet up – Previous LD attempts I had attempted to complete them at home and as pretty much bombed (due to distractions and life stuff). This time I signed up to attend the Google Campus meet up in London and it was an amazing experience.

For 3 reasons I recommend trying to find real world meet up (yes more threes):

  1.  Being around fellow people was truly inspirational
  2. Getting feedback about my game early helped me improve the experience no end
  3. Less distractions was vital, just being able to sit and focus in a place that wasn’t home was brilliant.

 

3 Things That Didn’t Go Well. 

1. Took me longer than needed to come up with idea – The idea I ended up developing was the second idea I had, I then spent 6 hours trying to think of alternatives none of which were any good. I know you have to assess all the angles but really I spent to long and was too indecisive.

2. focused on Art too much – I’ve spent a lot of time this year trying to improve the graphics in my games, this has been a real valuable thing to learn yet I felt it hurt me here. I spent too much time trying to find the right art balance instead of working on mechanics and features, my end product suffers from this.

3. Still need to learn sound – I hate doing sound, so I avoid it like the plague. ***Spoiler*** my game has a single sound effect…. Seriously need to improve in this area.

 

3 Things That I Have Learnt.

1. Trust my Instinct – If I know my idea is the one I should just start and fail fast, rather than mess about procrastinating for 5 more hours

2. Real World Meet Ups are Amazing – I wouldn’t have been able to do what I did without the help and inspiration at the meet up so thank you everyone who attended the Google Campus meet up in London (you know who you are)

3. Focus on Features First – Do art at the end not at the beginning, simple rule need to learn to obey it.

 

Anyway, if you’ve gotten this far thanks for reading and hope you’ve picked some things up….

I’m now working on what to do with Spokey next as I really like the idea.

I hope you get to enjoy the game and on wards to #LD32

Tags: 2D, compo, post-mortem, retrospective

Comments

08. Dec 2014 · 18:57 UTC
Thanks for the write-up, interesting points.

Ready!

And there’s even audio and online multiplayer!

bb

Submission page.

Press “C” for the super-secret 3D mode! :)

New Feature, double jump :D

Are we crazy?

NOOOOOOOOO =D

We stopped to add content to the game several hours ago, but a friend of mine suggested me to add a double jump in the game, to make the action a little more vertical too.

With less than 1 hour left, we made it! :D

34

If you already played it, give another try ok? JUST CLICK HERE

Thanks everyone who is giving feedback, you are AWESOME!

 

EGOS – Silly video log

Here’s some video from the creation of my compo entry, if anyone is amused by such things :)

Game done

Just wanted to announce that my game 7 Days of War is submited, and I can’t wait to hear what all you think about it :)

 

g3033 Screenshot2

To all the people whose weekends are busier of the rest of the week.

Hi guys!

This time I’ve really done my best! I don’t think I’m the only one whose weekends are busier of the rest of the week. You know… I can see my girlfriend only on week end and I HAVE to be present. :)

For this reason I always lose any LD jam. However, this time I managed to complete a 60% of the small game I was trying to do. And I think it is a very nice results.

If any other cannot join or complete its game during this weekend, don’t worry! You are not alone!

Moreover…. you (I) can complete the game for yourself during December! :)

“Screened” Playthrough

I’m honestly thrilled with how “Screened” came out. It almost feels like an actual proper game this time.

But it’s a bit too difficult for most people to really see the whole thing so here’s a nice (and spoilerific) full playthrough video.

If you want to play it, the entry page is here and thanks :)

I guess I’ll have to do some sort of post-mortem but right now the short version is wait … it actually worked??!!!

HYPERPLASM

screenshot1

screenshot2

ITS DONE!
After a crazy whirlwind of coding, redbull, bosca ceoil and super-heated plasma we have a game. If you have friends and controllers try it out!

Animation category?

This is probably not the best place to talk about this sort thing but there we go. I am writing to suggest a new voting category – animation. This idea came about when I designed a pretty good looking enemy but couldn’t animate it for all the bloody tea in China.

What do you think?

Comments

crazyrems
08. Dec 2014 · 19:00 UTC
It would be nice to have a category for it, but I think a subcategory will fit more, because animations can’t be without graphics. A good animation can’t be nice with poor graphics (I don’t talk about pixel art, but sometimes that’s just a bunch of pixels teleporting).
08. Dec 2014 · 19:41 UTC
I would also say that graphics pretty much cover animations already.

Ghost Digger

We have just submitted our first Ludum Dare game! It was a great experience and it will certainly not be our last LD.

Play Ghost Digger

Ghost Digger

Tags: gold, mining, mystery

Frenzy Snowman Smasher finished

Greetings travelers!

 

Frenzy Snowman Smasher is finished. The attack of the allmighty (and unholy) snowman army has just begun. You can’t win, but you can make it hard for them. Please feel free to play and rate it.

Comments

TeaRannosaurus
08. Dec 2014 · 19:38 UTC
Realy fun to play

Vote, Vote, Vote!

In all the cheering I forgot to announce I was able to finish the game and submit it for the compo! Kudos to myself.

I’ll be posting a post mortem later, for now, please vote on Slope Challenge³ !

 


“Missing Picture”, my first finished game with Unity

I’am finally done with the game, and It’s the first game I’ve made with Unity (Finally again xD)… It was worth of the cramming. Hope you’ll guys enjoy this game. This is just a simple game made from my passion 😀

MP_screenshot4

MP_screenshot2

Play the game here:

Now I need to eat my breakfast and take a rest. I’ll play and rate some games later on :)
Thank you very much and enjoy.

Cryo-Storm

Web

 

I hope this actually links to our game. Thank you!

 

Goal: Save cryogenic frozen Hanzbola. In the yellow room.

 

Controls: WASD To move

mouse point direction to aim,

LMB – shoot

RMB – rockets ( use full screen to use func)

 

Credits:

Programming: Liam Parker, Harry Chew

Audio: Joe Moffitt, Christian Gray

3D Modelling/ Level Design: Alex Davis

 

Special thanks for Matthew Green for all your inspiration.

ps. click play a few times :S

The Last Panda

Hi there! I am very excited to take part to my first LD! My name is Simone and I am a 20 years old university student who loves creating games. Here is my entry!
Hidden somewhere in the Great Wall, there is a secret room for an even more secret treasure. Ghosts are everywhere: they want to get their hands on our treasure, but you must stop them, whatever it takes. You are our last chance, you are our last panda!

 

Cute little panda vs evil ghosts!

 

Play it here!

 

Notes: I didn’t have much time to test all the 70 stages and to balance the difficulty. Any feedback on this is much appreciated! This is also the first time I drew pixel art graphics, so feel free share your thoughts on what needs to be improved.

 

Let me know what you think about The Last Panda!

 

Web player for my entry is online !

To help people play to my game with as little difficulty as possible, I made a Web version ! You can see it here

 

Hope you will enjoy it :)

 

hexaquest

Random next unplayed yet game.

I was wondering if it would be a cool and useful element to implement into the site for the future? :O I personally find that it’d be mighty awesome and dandy to have this as you can just be at one page without having to navigate too much, just playing one game after another and rating them. #thedream And it could possibly encourage better traffic on the games since it’s more accessible? Also, glhf to those rushing and battling through the last few hours!

Comments

guldlock
08. Dec 2014 · 19:15 UTC
That sounds like a cool idea. If you could have a next button.
Kevin_twenty7
08. Dec 2014 · 19:21 UTC
This would be helpful, and would rid us of having to choose what great games to play next.
08. Dec 2014 · 19:29 UTC
Well you can do that already! Just play the first game in the list it shows to you when opening the rate view. The order is based on how much this game deserves more rankings and not by random but it will be a different game each time (after you rated the first one)

Finally done :D

Finally finished with our game. We created a 2-4 player brawler. Great fun to finish another game. Last year we completed dumb waiter. It was one of our best games so far from ludum dare :D. Very happy with how this game turned out.

Screen3

Play it Here

Hope You Enjoy!

Our entry: TV Show

Hello everyone!

We are the team of six. We’ve been creating our game from scratch using Unity game engine.

We resulted in a pioneer-genre game: a TV Simulator (We’ve got faith in the great future of the genre ;-) )

We called it a TV Show or a One Screen Game.

To our big surprise our team was awarded the first prize in the category “best game” in hackathon GamesJamMicrosoft held on December 6-7 in Moscow.

Hooray!

The game is a graphics and audio story about several generations of the same family.

You are a RUBIN 401 TV-set. You can change channels and show the family members their favourite or unloved programmes.

Your goal is to bring the whole family together on the sofa and make them watch you.

Give it a try!

Thanks to you all and Good Luck!

Entry link

Russian version

Tags: tvsim

Aaaalright!

Okay now all I need to do is work on my pirate mech boss’s ai and the game should be done! Shame I couldn’t finish my game in time for the compo but for my first Ludum Dare, first game jam, and first ever completed game (and for it to only be made in about three days) is something I’m very proud of. Well, I better get to work, I guess!

Constellations!

I made my first complete solo game! I’ve tried to do solo game jams a few times, but I always overscope – so I’m happy that I finally finished one! I was going to submit to the compo but I went over by about 4 hours – which is fine since I ended up using 3rd party music anyway. :)

Please check it out here! There’s a web build!: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=14441

LD1214_05

Crate Commander Post Mortem

final1

Play it here. Without further ado:

Goals

I’ve been in a fair number of Ludum Dares, so by this point I try to mix it up a bit by having goals each time. This time my main goal was to make the game 3D if possible, and to do it in Unreal Engine 4. Every one of my previous games has been 2D, so I thought this would be an interesting change.

The Theme

The theme kind of clashed with my goal of making the game 3D. However, I eventually came up with the idea of a physics-based game where you try to prevent crates (and other cargo) from flying around a cargo bay as a ship makes maneuvers. I also planned a lot of other stuff, like random events where the player must push fuel containers into a chute in order to refuel the ship, and a part where pirates demand that some of the cargo is pushed out the cargo door. I also planned a lot of dialog that would explain why all the various things were happening.


What Went Well

APEX Destruction

APEX destruction worked very well for smashing up the crates in a satisfying way. There were some weird quirks, like in order to access the individual fragments you have to get the PhysX rigid bodies, which requires including some unusual headers, but all in all it worked out well. Getting the level of HP of the crates right to make them destructible when flying around but not so destructible that they fell apart randomly was a little tricky.

Unreal Engine 4’s Rendering

UE4 has an excellent rendering and lighting system. I think the fact that the game looks decent despite my atrocious 3D graphics skills is a testament to what UE4’s materials/rendering system can do.


What Did Not Go Well

The Design

As the game took shape, I realized that doing all the dialog and events was going to be too much for the player to handle at once, so I removed all those aspects. The end result was the game was very simplistic, and had little gameplay. I also originally had the player controlling a robot instead of a force field. I found that the robot was too hard to control and couldn’t react quickly enough to events, so I switched to the force field. This however made the game a bit simpler and less interesting.

UE4 Stability

Since UE4 is still under active development, it still has some random crashes. One was that moving a camera during a cinematic seemed to cause random crashes seconds after the move. I’ve switched cameras in cinematics before so most likely this was something very specific to this game, not sure what. I eventually just manually did the camera move outside of the cinematic editor.

The other significant crash was one that happens if you switch levels while the UI system is in the middle of an animation. In the end I just added a delay to prevent level transitions while the animation was still playing.

HTML5 Build

This has bitten me so many times that It’s still a wonder to me how I’m always caught unawares by it. I assumed that all the HTML5 build issues would be related to the OpenGL ES pipeline (which UE4 uses in HTML5 mode), so I carefully used the “mobile preview” mode to check that everything was good. About 4 hours to release, I actually tried a HTML5 build and discovered that APEX destruction is not compatible with HTML5 mode. At this point destruction was such an integral part of the game that removing it was impossible. So I switched to Plan B, which was two builds, one for Linux and one for Windows. I also changed my lighting setup from “mobile” mode to “desktop” mode, which required deleting my directional light and replacing it with a bunch of spot lights.

However, I soon realized that I didn’t have a Linux machine with the needed specs, so that was out. I also considered making an Android build, it turns out APEX destruction isn’t compatible with that platform either (at least as part of UE4).

Windows 8

Everything worked okay on my Windows 7 dev machine, so I transferred the game over to my Windows 8 laptop for additional testing. After clicking through at least two dialog boxes warning me that my own game looked suspicious, I found that the game crashed on startup about 90% of the time. While regenerating the debug database files so I could get a stack trace with symbol names, I plugged my laptop in and discovered that the crashing had stopped. Although I can’t say for sure, it looks like the power saving features of the laptop were causing the crashes.

I eventually unplugged the laptop again and got a stack trace, which indicated that the problem was in UE4’s Oculus Rift subsystem, which essentially meant that I couldn’t reasonably fix it during the compo. I ended up putting a warning on my game’s page telling people to plug their laptops in, but the whole thing just seems absurd.

Lighting Switchover

When switching the lighting from mobile to desktop as I mentioned above, I changed the lighting setup from a single directional light to a bunch of spotlights. I covered the cargo bay with enough spotlights to light it, but I forgot to light the ramp outside the ship. I only noticed this oversight about 30 minutes into submission hour with my game already submitted. I decided that since it was still during the submission hour it was okay for me to add the extra light and re-submit. I just wish I’d checked for obvious stuff like that more carefully.

Native Deployment

From what I’ve heard so far, my laptop isn’t the only computer that thinks this game looks suspicious. With the HTML5 build not working, there isn’t really anything I can do about this short of getting an Authenticode cert (which costs around $499/yr), unfortunately.


Lessons Learned

Keep it Basic

I’ve noticed a tendency on my part to try very “weird” game designs in recent Ludum Dares. I think the problem is that I’m trying to avoid similarity to previous games I’ve made. But the problem is that these games often end up being confusing and/or not very fun. I should really just try to make a fun game and not worry so much about repeating myself.

HTML5 Build Verification

Considering how many times this has happened to me before, as in Ludum Dare 23 where it turns out that PlayN + Transformation Matrices + HTML5 Build = Blank screen, or Ludum Dare 29 where it turns out that Box2D + Scene Query + HTML5 build = Freeze, I really have no excuse for not verifying that all features work in a real browser. In future Ludum Dares I will be sure to try my game in the final shipping mode in a real browser every few hours to make sure this doesn’t happen again.

First Upload

gameoverall

Hey fellow coders,

This is our seccond time participating here. Just like last LudumDare we had a great deal of fun working together, this time with the difficulty of different time zones (currently 8 hours time shift to 2 of our members ) . It took us some time to get ideas what to make, first we thought about a map with different level to access but finally we decided to really make it only one screen. It ended as a round based multiplayer tactic game which is kept pretty simple but with beautiful artwork.  Even with the difficulties we made a game we ourselves pretty much enjoyed plaving and we hope some of you find it nice to play too.

Our last Upload will be in some hours with a improved menue bar!

Above you can see a screenshot of our game, both sides have 2 different characters (doing the same just different looking). Each turn starts with choosing an island from the menue bar. These islands you insert in a row to create a path were you can walk (or destroy the path the other player wants to take). After you have done that you can move each of your characters 3 times to get closer to the enemy base, defend your own base (if you walk onto a enemy he will die, if he walks over you you´ll die) or collect coins. Each turn both players will get a coin and collecting a coin counts as 10 coins. With coins you can get new people, give a walking boost to the currently choosen or let the wale attack (expensive so you need to activate it wise). But be wary, there a crazy Reaper-Snowmans running around (y we needed to include a snowman :D)

The goal is to get to the other players base.

Last LD we already had pretty good feedbacks from many of you and many advices what we could have done better, we hope many of you will play&rate our game during the next week and don´t forget to leave us comments (what you think about the game, what you dislike, what we could improve etc)

Hope you had all a good time too?

Greetings team WIR

 

 

Comments

Wir
08. Dec 2014 · 21:15 UTC
need to say we didnt include the snowman because we started early, we included it as a joke cause we watched movies bevor theme was announced (needed to stay awake till 3am) and in one movie the reaper hid himself as a snowman so we included it (you will see in the timelapse that we added the reapersnowman pretty late)

Spin-2

This was a hell of a weekend but I had so much fun and I managed to finish SPIN-2

I invite you to play and rate my game HERE.

 

 

 

 

No More Snowman

All right I am officially no longer rating games with the snowman theme. It really seems like you must have started work before the real theme announcement on Friday, and I won’t touch that stuff.

Comments

08. Dec 2014 · 19:42 UTC
I think most people just included the snowman because they thought it was funny, not because they started early. At least that’s why I did it.
rhill
24. Dec 2014 · 20:58 UTC
I went heavy on the snowman angle because I was not inspired by Entire Game On One Screen. Technically my game was all on One Screen but just in the same way most video games are except for Nintendo DS or Wii U, maybe Dreamcast …

“Leaving”, a game about blobs with little hats

Hey everyone!

We managed to finish our game “Leaving”, and you can play it here.

If you like moustaches, happy blobs and shovels, you should definitely give it a try.

We will write a post mortem tomorrow, but for now, let’s get some sleep.

Ready, done and uploaded

After 3 days I’m through my first LD. Im not to satisfied, with the result, but Im glad, that I was able to upload at least something. It can only get better next time :)

I started with the idea of a guy who plays PONG on a multi-monitor system after a zombie apocalypse. After he shot some of the monitors, he needs to kill zombies to go through various offices and obtain patches from different computers to get his PONG running on a single-screen-system.

Time was to scarce to implement the collect-patches-thing so its just about walking around, unlocking new rooms and shoot zombies. In a relatively buggy style. I would like to release a patch for the bugs, adding kill-counter wouldn’t be fair after the deadline.

However, I hope 1 or 2 people will have fun playing it enjoy :)

ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46891

Screen of IShotMyComputer

I shot my Computer

Good Night :)

Comments

qleonetti
08. Dec 2014 · 19:44 UTC
Your link is wrong :) Congratulations for finishing :)

Sacrifices Must Be Made

Well, the deadline approaches. Rapidly. Progammer absence and real world interference is forcing us to cut out a big chunk of features we wanted to add, but we still press on! We’re on track to have a submission we’re proud of. Hope everyone else is getting their final polishes on as well.

In: Circular gravity, spiders, various goats in distress, 2-player option, music/sound fx, goat-chucking, player mortality, score keeping, gradual difficulty increases

Out: Wolves, Non-goat animals, platform mobility, jumping spiders, multi-gravity effects, tire rotation control

 

~ Jesster714

A Flat Miner Studios Budget Slasher, Content Cutter, Merciless Titler

Comments

08. Dec 2014 · 19:45 UTC
Who needs Non-goat animals anyway?
A Flat Miner Studios
08. Dec 2014 · 20:16 UTC
Right? We got all kinda different goatage goin on.

GSOD: Grave Screen Of Death

Annnnd release time !

That’s the end of this Ludum Dare for me, it’s 10:40 pm here and “real life” calls me back !

But I had a blast these past 72 hours while crafting a game I am pretty proud of :

 

It’s a simple top-down shooter (in one screen, obviously). Your goal is to “collect” crosses by killing the enemies and managing for them not to destroy the existing crosses with their explosions.

Play it right in the submission page :

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=14207

Proper post-mortem tomorrow, probably.

 

Bon courage for those still working, and good luck for the other !

I am looking forward to play all your games !

Florent

Tags: craftstudio, ld31, web

Game Submitted (Plus Oh Man So Tired)

So we submitted our game, hooray!  Also, it’s approaching 3am here in the UK, and I am so very tired.  I just poured myself a glass of wine, then put both the bottle and the full glass back into the fridge.  Then I looked at my hand for a while wondering where my wine was.  Thanks Ludum Dare, you have broken me.
Anyway, here is our game.  It is called Alpha Circuit and is mostly about being an anti-virus program and destroying tiny malware monsters.  I think that’s what it’s about, who knows.
Well done everyone who finished, and thanks for trying our game.  Link is HERE

AlphaCircuitScreenshot2

AlphaCircuitScreenshot1

Still can’t believe we made it!

Our first Ludum Dare submission is a fact! Despite all obstacles!

We were late to join the party and we had very little time to make something complete, but the theme was intriguing and we had to try!

“Escape The Screen” is a tiny puzzle game, all happening inside a CRT screen.

You can check our game here.

But we have to tell you our story!
As we wrote above, we joined the jam late on Sunday afternoon. And we worked hard against the clock to make it. And we were almost there! But…
About 45 minutes before the deadline it started raining! And soon our internet connection was lost…
We were on time but we couldn’t submit the game – if that’s not Murphy’s law then what is it?
First it was panic!
Then it was possitive thinking..
After that, extreme choices had to be made! We would use internet sharing from our mobile 3G network to upload our game!

And… as soon as we had it all figured out… the internet was back again! At the last 5 minutes..!
(let me tell you here that the local time is 4:44 am…)

Is it complete? Yes!

Is it polished? Hell, NO!

But we sure had fun making it! We hope you’ll have some too while playing it!

Tags: ld #31

Linux!

Linux is here for Fireflies – thanks to everyone who’s played it so far, if there are any problems with the linux build please mention it, it’s my first time so not sure I included everything in the folder!

You can play it here:

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46925

Ludum Dare 31 – Go Out Screen

I need feedback.

I am very pleased to have participated in my first ludumdare.
I would love you to experience and comment on my game so I can have a better participation in the next event.

 

Help the character to find the level exit.
But be careful not to enter the darkness because of abstinence character by computers.

 

Play Game – Go Out Screen

 

Go Out Screen

Progress report.

Well, Single Player seems to be polished enough. Now on to fixing the multiplayer bugs and adding proper multiplayer scoring.

Btw, what do you thing about the 3d view?

be3d

Comments

qleonetti
08. Dec 2014 · 20:07 UTC
I really want to try your game ! Looks great

Aaand we’re done!

Title Screenshot

Whew, that was quite the challenge to get Loot Runners into a useable state.  Obviously, we didn’t get everything that we wanted to do done, but, hey, that’s what the deadline is for, right?  We both learned a lot while working on this game.

 

Entry:

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=29257

Block Brigade!

Well, I wasted the first 15 hours of the Ludum Dare with an attempt at one game idea, but it quickly showed to be 1) a bad idea and 2) a huge bug I encountered prevented me from wanting to continue – I would wasted lots of time on the simplest bug ever!  After being fed up with this, I switched from Java into Dartlang.  I just started playing around with Dartlang a few weeks ago, and never made anything with it.  I thought “why not take a much simpler idea and just learn some Dartlang while trying to make it?”  And that is what I did.  I learned a LOT about the Dart language, but in the end the game wasn’t that good.

PARTICLE EFFECTS I’ve always heard many game programmers say “I LOVE making particle emitters,” so I thought I’d finally make one.  I’m now in LOVE with particle emitters – even the super basic one I made for this game!  They’re awesome!

 

Long story short: I’m not proud of the game I made, but I learned a lot about a new language (Dart) during the past 48 hours!  I know the game isn’t terrific, but I learned.

If you want to, you can check out Block Brigade and play it HERE!

Post Mortem

We did it, guys. We made a game. INtire. Check it out.

It may not have all the features and polish we wanted, but that’s why it’s a jam. Hope you got yours done too, or at least have enough work and inspiration to finish it up soon!

In celebration, click the title screen below to find a lovely freaking out goat gif. Enjoy, and happy gaming!

 

FINAL SCORE

Lost Time: 20 hours

Food Consumed: 90 wings, 2 pizzas, 24 sodas, 10 burgers, 100 munchkin donuts, 1 apple

Concussions: 1

Computers Used: 6

Total: 1 Awesome Game

 

Obligatory Submit post!

SUPER-MEGA APPLIANCE WAREHOUSE CALL CENTER SIMULATOR  is now available to play here

 

Post-mortem coming soon!

 

-Nuiguy

Our game added – Just a Little Screen Time

So we finished it!

Built in Unity and Maya, all sound recorded from some pretty interesting instruments (I have no idea what Zoe was doing), over all we are happy

Code – Blair Knickerbocker

Music, Sound & Narrative Design – Zoe Lawrence

Artwork & Mechanic Design – Martin Ashford

Play and enjoy :)

“Just a Little Screen Time is the story of a lost Television who has been sucked out in to space from her attic home. Use your ability to change the channel and travel through different classic TV settings to find your way back.

It’s a fun take on the classic point and click adventure. ”

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=43512

Post-compo (but not Jam) version!!


I made a jam version of my game, Where They Once Were! However, since I had already submitted the game to the compo, I couldn’t really submit the same game again, so let’s just call this the post-compo version and be leave it at that, heh.

This version features:
– Sound effects courtesy of Freesound.org! (Credits in the Credits.txt that comes in the zip)
– A new, “ultimate” ending, bringing them to four in total.

DOWNLOAD THE GAME FROM HERE!

Here’s also the compo entry

Raptor Polo is done!

We set out to make a game that captured the craziness of 80’s hyper fantasy, and I think that was pretty effectively captured by the idea of Orcs riding Raptors, chasing after a snivelling human that is being used as a ball. Oh, and it’s set in Aztec architecture with a neon color palette. It’s got pretty weird PC controls because it works best with Xbox controllers, but give it a shot!

 

 

RaptorPoloGif5

RaptorPolo 2014-12-09 01-38-54-15

PLAY IT HERE

TBOBW Post-mortem

Screenshot from 2014-12-07 13:09:23

This Ludum Dare I developed a game I affectionately called “The Best of Both Worlds.” It is a puzzle game where each level has sublevels which you must control simultaneously in order to solve the level.

Developing TBOBW was a great experience for me. Never have I made all of the graphics AND sound all by myself, and I have to say that it is quite satisfying.

The only thing that I don’t particularly like is the sound effects. One user noted that “the SFX are kinda loud though, totally break from the peaceful, problem-solving, contemplating mood you provide with the light blue and soft music” and I have to say I agree. They were definitely a bit too loud and abrupt for the mood the game has.

However, all in all, I am very impressed with myself for my first completed Ludum Dare. I definitely plan on participating next time, hopefully with something more advanced than Scratch!

LD31 Jam Postmortem

So with 4 hours remaining and an estimated 8 to 12 hours of coding to get something worthy of submission, I am out.  Here’s my postmortem.

1.) Totally lost interest on Saturday, which caused me to be a day behind.  I got frustrated with trying to create the art for the game.  Didn’t regain interest until Sunday afternoon.  So a good 10 to 12 hours lost.

2.) Trying to create art before game play.  I think a big mistake is getting caught up in the frustration of trying to create art for the game before working out the game play.

3.) Know your tools!  So I keep jumping from one set of tools to the other.  My first LD, I used AS with Flixel.  I believe the last LD, I was using Java with LWJGL.  This time I used AS with FlashPunk.  Though I didn’t have much trouble with FlashPunk, I got caught up in trying to create elaborate code for things that were much simply handled by the library.

4.) Scale back features.  I don’t think this was a big problem for me this time, however, looking at what I had to complete – a scoreboard, A* Pathfinding, a tiling system, and intro and end screens, and various other tweaks, I didn’t have enough time.  These things were important to the game itself.

5.) Quite proud of these.  First, after my initial frustration with art – I finally came up with some things that I liked.  I implemented a timer based spawner, where the number of spawns were directly proportional to game elapsed time.  I had a little trouble with how collisions should be implemented but finally figured that out.

For next LD
1.) Prototype gameplay with basic rects.

2.) Find a graphic artist and/or sound designer to pair up with for graphics and sound/music.

3.) Implement a level system.

I believe that I will finish this game and post it to my website later in the week.

Color Code is finished!

Hello!

I made a game! It is called Color Code! It is an adaptation of another game called Pair Solitaire.

I wasn’t gonna enter LD (it kinda crept up on me, I wasn’t ready) but I kinda wanted to try to mess around with the mechanics of Pair Solitaire since I love it so much, so Color Code was born!

In Pair Solitaire, you have the typical 52 card deck all stacked in front of you, and you can remove any card from the stack that has a number or pair match two cards away.  Your goal is to remove as many cards as you can from the deck.

In Color Code the rules are basically the same, except replace ‘suit’ with ‘color’, and instead of the cards being all in a long, 1-dimensional stack, they’re arranged in a grid.

I hope you like it! I sure liked making it.

screen1

Better Late than Never!

Somehow forgot that the post system was a thing, but better late than never! This is my LD48 compo entry, Strikethrough:

 

 

 

 

 

 

 

 

 

 

I saw the theme and realized that what I really wanted to make was a single-screen brawler. There’ve been a couple of ideas bouncing around the back of my head for a while about a brawler built around fast movement and hitting enemies into other enemies, and it seemed to fit in nicely. Also, because I am a crazy person, I decided I wanted a fully animated 3d player, which required modelling, rigging, and animating a humanoid character. It’s my second LD48, so obviously I know what I’m getting into… right?

Okay, that might have been slightly ambitious, but I managed to work quickly and create a barebones character with a total of 14 blended animations (about 10-12s of individual animations total, for those counting). I’d have LOVED to have spent a few more hours and made a better character model, but other commitments (and a bit of poorly considered time wasting on Friday) meant I lost about 5 hours that could have been used for that. I’m still very happy with how it worked out, but lesson learned: in an LD48, every hour you have to polish counts. Thinking of what I could have done with another 5 hours is almost painful!

Even so, I’m very proud of the final result. I have fun playing it, I got to put in a lot of polish items I wanted (like combo scoring, a second enemy type that can’t be broken against walls, and bot debris), and it was an immensely fun and productive 48 hours. I’d forgotten how much fun Ludum Dare could be!

Check it out! I’d love to hear your feedback.

 

 

Comments

ben_pxlplz
08. Dec 2014 · 20:50 UTC
Really cool! Love the animation!

boop beep submitted!

I made another very silly game with my kids’ help!

It’s a straightforward web platformer: collect the boops, kill the beeps, and defeat the boss to win! I’ve enjoyed playtesting almost as much as I enjoyed creating it — hopefully you’ll like it, too :)

Screen Shot 2014-12-08 at 2.05.04 PM

Play it here (or standalone here), and you can find the source code here, if you’re interested.

Success! :D

For my first Ludum Dare, I have made a game! :)

So there are some aspects that are quite crude still, but the general gist of the game is there. I’m happy after a faulty start (god-damn it weird non-theme, theme).

I present my match 3 game, Match Cube!

matchCube1 matchCube2

 

So the match algorithms a bit hincky at times, and I couldn’t get mouse rotation working, but I mades it! 😀

Tags: jam, ld31, unity

Finished! (with hours to spare)

Overall, we’re quite happy with the game. We went for a small enough scope and had time to polish things a bit too.

Screen Shot 2014-12-08 at 22.48.37

 

Play the game HERE.

EndLight

My first LD, the objective of the game is to reach the sun while the stage rotates (there are switches that make it rotate but it stops at certain angles).

I still need to look into the performance issues.

Nearly done!

 

 

Mon2309

Just doing the last odds and ends, nearly time to upload our game, Screen One!  😀

Comments

5you
08. Dec 2014 · 21:15 UTC
Looks nice !

Just Submitted my game :)

Give it a try !

Paper Wars :

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=17923

“Coming Soon” is ready

PLAY

This was my first Ludum Dare Game Jam.

I didn’t expect  that will  be so  great fun to take part in it.

Despite little skills I made something. I can finally upload my first game. :)

MainScreen

 

 

 

 

 

Will you dare enter the Arena ?

Finally, after three days of hard work, our game Arena is finally done !
There’s a lot of think we didn’t had the time to make (different weapons/shields, more spells, damage types etc…), but we put all of our energy to make something smooth and fun to play.

Screen_1

>>> Enter the Arena <<<

We started with this first design concept :

prev01

A quick look of the monster in 3dsmax :

prev10

The level finished and lighted in 3dsmax :

prev07

Even if a lot of people didn’t liked the theme, I’m sure we’ll see a lot of awesome games and ideas for this Jam, and we can’t wait for rating other people games !

Good night everybody (it’s 5:15 am in France !), and thanks for this awesome weekend !

Robin, Yassine and Adrian from France.

Almost done

Waiting for songs and sfx
polishing up fights and other small shits

<3 hours left!

Finally the unfortunate event to occur to balance out the good happened.

Hey there,

 

My game must have almost no SFX at ALL. This is due to the techinical limitations of GM, and that playing multiple sounds at once is horrendously glitchy and poorly optimized.

I really need to switch to Studio, or perhaps a REAL coding language :(

Still! I’ve come this far! I must press on and submit my masterpiece! Will post when I have! 😀

Kind regards and Yours Sleepily,

Taha

Problem?

There is a problem with the categories in order to evaluate games?

I have a banner up on the screen. Thank to reply ++

The Underfunded Floating Island Jetpack Inspector – game submited!

I’m glad to announce that I just submitted The Underfunded Floating Island Jetpack Inspector for the Jam. Also submitted x86 binary and source tar.gz.

(Github link in the description)

It was fun and unexpected in many ways.

It was mostly developed over Saturday, with some bug fix during the Sunday morning. In the Sunday afternoon, got some particle effects and minor refactoring.

Today was mostly for sounds and other screens.

It is not a polished product and I know it suffers from timing issues. I intend to fix it later.

FINISHED

Weeeeeeeeeeeeeeell it’s done.

Now I hope Twitch has saved all the stream hours so I can make a timelapse 😛

 

I hope you enjoy the game as well.

Wayang is finished

LD31 is over and we are very happy, that we were able to finish this game. I hope you guys will enjoy it as much as we enjoyed the creation process. Code is messy and ugly but who cares, right? :)

 

wayang00

Title Screen

 

Link (LD): http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=44846

Link (itch.io): http://xlash86.itch.io/wayang

Comments

March
08. Dec 2014 · 22:09 UTC
I don’t know why I am fun of this game. :)

Submitted!

Finally we have submitted our game 😀

We are very happy of the final version of the game, maybe one of the most satisfactory LD we ever done.

Hope you also enjoy our entry :)

Now is time to get some rest, we’re soooo sleeepy.

Play!

copertina2

Kept you waiting, huh…

Well, probably not, but we’re awfully close to uploading the game!

It looks nice and seems to be fun as well – hope you’ll like it!10844215_1557434094474370_1454741402_n

 

Update: Hell yeah, the build is now uploaded!

Play the game here

First Entry (Accomplished)

2

 

Here I come LD!

After failing in my last attempt and give you, my ultra simple and first game!

Can’t stress how good it feels to submit something :)

Have Fun guys/girls!

@guilhermevleite

DNF

I didn’t fnish :/

 

I have a horrible tech demo at:

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=34574

 

One of these days I will conquer you Ludum Dare…

 

Good job to everyone who did finish, there have been some amazing submissions. Good luck on the last 2 and a half hours for all the jammers!

Comments

08. Dec 2014 · 21:33 UTC
Don’t give up and work harder the next time 😉

I’m in

I started work about two days ago, and this is my first LD.

I am working on a stealth infiltration platformer.

I have three hours, with game logic almost complete, and a whole bunch of art assets to make.

Using Unity, Paint.net, piskel, and probably sfxr if I have time.

Are you ready to be a vengeful god?

We finished our jam game, “A Vengeful God”.

It is a god game inspired by Populous. You are a god with followers, but to keep them faithful you must rule them with fear through the use of your mighty god powers – lightning, cyclone, fireball and more.

Go check it out – here

2bitstudios - A vengeful god

 

Music maestro !

Here is the main theme i composed for our game :

Hope u’ll enjoy ! :)

My first game is submitted!

I am very happy to announce I finally did it! I completed my first game ever and now everybody who wants can play it!

I am very glad of the result. I hope you enjoy playing with your friends Two Man, One Screen (it is an offline multiplayer game, so bring friends along). Now I´m very tired but tomorrow when I come back from the university I will play your games guys, I´m sure they are awesome!

If you want, play my game, that would make me very happy ^^

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=25067

See you around!

Accordeo Hero: Paused

I decided to not publish the game as it is now because of several issues which will not be fixed in time for the deadline.
Still, I’m happy about the game basics and I think it merits a better treatment.
So we call it a day for now, but we plan to release it on itch.io
later with polish and decent graphics (both my graphic tablet and my scanner are not working anymore and we didn’t have anyone available to do the graphics) and better feedback (current ones are not really useful to the player) and no showstopper bugs.

A short post-mortem:

  • Unity is useful when it’s not buggy. Otherwise you better already know the bugs very well!!
  • I probably should have used a tech I know better for this specific game;
  • Music/rythm game are harder to code right than it looks (in Unity at least);
  • No graphics is ok, but still, it’s totally not cool;
  • First time I enjoyed making a game in Ludum Dare jam, the other times were less fun – Progress!!!
  • I think I can totally improve my code time to get a first playable version, it took approximately one day but it could have been less;
  • Taking pauses when we felt like it actually helped fix a lot of issues;
  • I didn’t have enough sleep last week (unintentionally) so that’s another thing I’ll fix for next times;

 

Now I need to sleep a few days and after that I’ll polish Accordeon Hero and get back to my big game dev, NetRush.

Ultimate Reindeer Adventure

We have finally finished it, get into spirit with us. Try out our game and please vote for us.

Christmas is approaching. Nature is covered with snow and you can even feel the pleasant scent of the pine trees. But one of Santa’s reindeers fell into a deep and icy hollow. After a busy workday, give yourself a moment and get in the mood for Christmas. Help the desperate animal to find its way back to its master. Use Santa’s presents but beware of the naughty goblin’s bombs.

 

https://91043b612ca316e8670d2df0826d8539bbe40923.googledrive.com/host/0B_0n8rgg8e9_TjlZUGNpVlI2cjQ/Http.html

Sadly, I’m dropping out.

Currently my game is of too low of a quality to meet my standards, and there’s not enough time left to finish it. I did like the concept of my game (and what I currently have) a lot though, so I might revamp it later, but as is, it’s just not really playable (as in, less so than my last Ludum Dare game, Chomp X Ludum). Maybe this has to do with the move I’ve been making recently to OpenGL, maybe not, but I should have known good and well I wasn’t prepared enough, and with college things to do as well, I’m just not going to be able to do this one, sorry. Good luck to everyone else!