Walking character!
It workses. It does. Yeeees.
It workses. It does. Yeeees.
Okay, I’ve been plugging away for a few more hours, putting player movement + collision in, adding stuff so I can load and save levels in some way.

Annoyingly I wasted about half an hour on a completely silly bug that I really should have spotted sooner. If you’re relying on a variable to be different in each instance of a class, make sure you haven’t made it “static”.. Grarghh..
Liberal application of tea and ginger biscuits got me through it though.

Feeling rediculously hungry already, but it’s only 11am here (UK), so I’m going to try and hold off on lunch for a bit longer.. In the meantime, more tea and biscuits!
You can walk around, between screens, and can’t walk of the islands.. There’s a few glitches still, but nothing horrific.. Next step is probably to add some actual gameplay mechanics, might need to do some design work first though, my ideas are still a little vague.

The theme kind of surprised me! I didn’t see it in the final round I think but it’s better than what I feared the most! Actually, I like it. It made me think about couple of games which utilized world ‘island’ as the core concept. Games like Adventure Island, that indie game Stranded 2, the less known IslandBiz game and a couple of others.
In short, I’m interested and would like to finish my entry this time.
I will keep you updated.
–Miroslav
OK, ten hours have past already, but I just woke up. Breakfast at 13:00, no problem. Have kindof an idea for the islands, but not really sure yet where it’s going.
Also, it looks like I’m going down a very dangerous road, of trying 3D stuff. First time, yay. I’ve been playing a bit with my setup before, going through the Redbook, but never actually applied to a game. We’ll see…
Of course, since 3D is so hard to make look good (how the hell did they do Gears of Wars out of triangles, I’ll never understand), I’m going for a very minimalistic “retro” style, with flat shaded polys (no textures, except maybe for some UI elements)
Also I find the title “Islands of Misericord” to have quite a sound to it, although I’m not even sure it means what I want in English, and also I have absolutely no gameplay or background idea as of now.
Bah, all in good times.

Yay, greenish heightfield!
Also, for the curious, I’m using my own lib evöL, more or less a SDL wrapper, along with LuaGL, which despite being quite the suck on some points, is pretty cool.
Also, I’m planning on making the main input device a gamepad (with of course equivalents on the keyboard), because I have one, and it’s cool.
Tags: screenshot
Yo. This is my second Ludum Dare, but my first post. So hi.
I was a little disappointed with the islands theme, but with a little creativity and bending of rules, I was able to use my concept.
In this game, you play as a hunter for a small tribe, and you explore your island and gather food, slaying warthogs and other beasts.
I plan for three playable characters: A shaman who can control animals and cast healing magic (gathers plants), an archer who can shoot arrows and has several arrow shooting enhancements (gathers meat and plants), and a sword using warrior (gathers meat).
Currently, I’ve made the title screen (http://i43.tinypic.com/15y7mew_th.png) and got my character walking around (http://i41.tinypic.com/29pus6b_th.png).
I’m loving the wobbly character movement, and the cute art style I’ve got going.
I’m coding this in Flixel.
Unfortunately, I probably won’t finish this in time, because 1) I won’t be staying up all night and 2) I have homework.
But I want to see how far I can get with this.
Ciao, Ashkin.
Islands. Feeling very uninspired. It would be so easy to make a clone of any game that features islands and there’s plenty. I guess I could do some kind of a joke game this time since I have some ideas for that and the blog is already full of all kind of “actual/physical” islands… I don’t want to go anywhere near those. I wish we could pick some much more esoteric themes. Pretentious art game would’ve rocked, maybe I’ll do that then. With islands. Right…
I’ve been trying to get an idea.. The only thing that rolls in the mind is some sort of heightfield. No idea about what the game would be, though.. Better start coding and see what lies ahead. I think I’ll go the F#/SlimDX route. As part of preparing, just went to the store and bought 3 liters of Dr Pepper, pistachios, some candy and beef jerky (hot cajun flavor). Also ran a daily World of Warcraft heroic instance, just to set the mood.. =) Better warm up the compilers, then.. 
Tags: LD17

My breakfast
Breakfast is served…
Welp, Islands. I seem to be alone in being pleased, as Islands was actually my firm favorite all the way through the voting.
My game isn’t going to be massively original – one of those “You have a load of islands, joined by paths (shipping) lanes. Move your forces from island to island, crushing the enemy tribe as you go” type games. Still, it’s not setting the bar too high, and it has challenges of its own – a basic AI, and procedurally generated maps, for one thing.
It’s hour 8 (almost 9) but I’ve only been working for two and a bit hours because of timezones. Add in the fact that I’ve got 8 hours of work at the shop over the next two days, and it’s all the more of a squeeze. Still, nothing ventured nothing gained.
Got an idea… a sort of “Rainbow Islands” game, with some other things thrown into the mix…
The player controls a knigh/wizard and has to get to… somewhere… well, no matter, player will have to transform clouds into floating islands to be able to get to his destination, using the environment as well (floating islands already in place), which can have monsters and stuff…
Still need to clear up lots of details, but in the meantime I can start drawing and stuff…
First step, create the player character, so that I know what size everything will be…
First screenshot:
Impressive, I know! 
Hey, I’m entering this, despite starting a little late. I’m working on a little Zelda-ish adventure game called Mega Mountain. Here are some early screenshots.


Tags: gamemaker

Terrain
Something on screen… got some fairly smooth terrain being generated (brute-force, no LOD, rendering a 128×128 grid… so the islands will have to be fairly small). Not sure if there’ll be water around them or if they’ll be floating in space… Still not entirely sure what will happen on these islands, but I expect it’ll involve particles…
Tags: screenshot
concepted some fishies:
and made them grappling-hook-able:
oh, and theres palm trees now too
see this post in full for the embedded game.
Controls:
Tags: fishing, grappling hook, unity
This entry was posted on Saturday, April 24th, 2010 at 9:07 am and is filed under LD #17 - Islands - 2010. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.
Hi all,
Second Ludum Dare for me. Suffering from a bit of a hangover but have managed a few hours this morning, so far…
I was originally planning on using FlashDevelop & Flixel, but after seeing the theme, I’ve gone with C++ and my own base-code (again). I recently put some “planet” terrain rendering into my base-code, so it seemed natural to make a game about islands with that… Hopefully I’m not breaking any rules by using previous code! I’ll have to try out Flixel some other time, as I was quite excited to give that a go.
Anyway, here’s where I’m up to, so far:
And here’s the obligatory desk-pic:

Tags: deskphoto, screenshot
So, well… islands, yeah. Basically, islands. I don’t like this. I guess I’ll just have to wait for a spark of creativity to begin.
I’m going to use Game Maker 8, Photoshop and (probably) Fruity Loops. I want to make a game with good visuals.
Right. I faffed about too long in Photoshop, making my little pixel islanders. But they’re done, at least. I won’t have to animate them anymore.
Latest build is “playable” if you click on the screenshot.
Tags: screenshot
The project is codenamed “Pincer.” Short snappy codenames are always useful, much better than “the game” or “src” or “Lousy Off-the-Cuff Title.”

The blue square is the player. The grey one is the “dock” he came in on. The red is beach, and the green is grass. These colors are quite arbitrary palette picks, I didn’t align the way they were generated with the tiles using them. I ran into my first difficult bug getting the player to move – because I was doing a translation of linear to 2D coordinates on the map with the y value instead of the x, so he was actually spawning outside the map. Foolishly, I didn’t take a close look at this information before tearing into the collision code.
For dinner I went out to Jeffery’s, a diner just down the road from home, and had a burger, coffee, and coleslaw. Then I saw Goonies. Great ensemble movie, there are few films that feel so rowdy. It got me thinking about my coincidental choice of pirates in the theme too. I can include more in the way of traps – building them, setting bait with gold, etc. I might go that way instead of total destruction. We’ll see.
My sleep schedule happened to be screwed up coming into the start of LD, by the way – I woke up a few minutes after it started. So I’ll probably keep going until dawn breaks or something. I want to have at least a little gameplay before I go to sleep – some pickups and destructables, I guess.

So, yeah, I’m going with a pirate theme. A bit overdone maybe, but it should still be fun to work on. Also, that’s just the working title. =)
Time for bed.
Here is some artworks of my upcoming game! I will start coding something now.

Well, my game is coming along quite well, the engine seems to be working OK (at least for now)
Screenshot:
Red=mini dudes, Green='islands', blue=spawnpoint, Circle thingys= bridges (placed by user)