LD17 April 23–26, 2010

I haven’t been able to work on anything this morning. I am headed to New Hampshire in an hour or so and won’t be back until about 6 or 7pm ET. I don’t have to drive so I’m bringing my laptop along to try and continue working. At the very least, I am going to stick in victory conditions (very easy to do right now), and some kind of title screen and game over screen. At least it than it will be a somewhat complete prototype.

Here’s this morning’s breakfast, bacon, scrambled eggs, and New England coffee.

Tags: foodphoto, LD17

far too late

second last update. I’ll try to murder this bug before i go to bed, but seriously, what 😛

Got terrain destruction working, it just freaks out sometimes when it kills the player, and I don’t know why. This is not going to be a great entry from me xD

Flying High

skyship

More complete UI, skyship and islands. It’s getting there…

Tags: progress, screenshot

Comments

Hempuli
25. Apr 2010 · 12:37 UTC
Looks very very gorgeous! I hope you manage to get it done, really!
25. Apr 2010 · 12:52 UTC
This is looking great! I’ve been keeping an eye on yours, it’s got a lot of charm.
pythong
25. Apr 2010 · 14:10 UTC
this looks waaay too awesome. good job!

Ohai

I forgot about LD yesterday so I only have 16 hours to work in (now 12:30) D:

I’ll make a RTS-like game in C++ with SDL, if I’m lucky.

Currently it’s unplayable but I’ve got some island generation working.

I need a name for a rare green mineral! And one for the game, too.

Comments

snowyowl
25. Apr 2010 · 12:22 UTC
Kryptonite.
madk
25. Apr 2010 · 13:03 UTC
Mythril? Adamant? Crystal?

Pincer – musix

For your sampling pleasure

All of the note data was made in Busker – I just laid out some notes, then applied a chord sequence and a style. Then I did the instruments and mix in Mixcraft. Not totally happy with it, but hearing it again, it feels like I spent way more time on it than I did.

Now it’s on to some sound design in Renoise.

Good morning

Good “morning” all.. Had a decent nights sleep, sat around doing nothing, then went out and bought tons of more Beef Jerky and Dr Pepper. :) Going to fix something to eat and then try to finish the game. For some reasons the Sunday is always harder than the Saturday. But as I knew that beforehand, I tried to do as much as I could yesterday..

Breakfast

I was as short-order cook in a previous life.BreakfastHmm… egg islands… hmm…

Waves

I added a few layers with waves, now it looks more like water.

screen shot 4

I really need to start working on some game play. But the weather is really nice, so I’ll go for a walk first, and perhaps record some sounds.

Comments

Almost
25. Apr 2010 · 12:01 UTC
It looks really nice, but where is the player?

Mostly Complete

OK, I’m nearly finished.

screenshot106

I need to finish only two more levels, add mortality and save points, clean up the messy parts and get ready to release.

75% Progress!

It’s 14:47, 12 hours and 13 minutes until the competition ends!!

I’m feeling good about finishing this project, I’ve got 4 levels working now and working on adding more!

stage 3

I’ve finished my “art” for the game, and have spent most of the morning adding features and trying to make the game as fun as possible :)

Been having slight issues with getting sound in, so it might not have any :( but I’m working on it!

Dinner time now, so catch you guys at the end!

Hula Girl HD (mockup)

hula-mock

Still at 0 lines of code. Gotta get this game happening soon!

-Phil

RELEASE

Okay guys. 2 levels for you.

DOWNLOAD LINK (WINDOWS)

Read the README.

Not sure if I’ll add sounds...

2

AS added!

ld17_islands_3

Yes, my AI is actually kinda working :)

Hurray, if it isn’t stupid it’s quite smart. Basic menu setup also done, and added some sound effects. Now I just need to iron out the last AI bugs and there’s almost a game in there.

It’d be quite nice if during a compo every post had LD #Current automatically tagged on.

Shelters

Completed shelter, on top of the mountain

Completed shelter, on top of the mountain

It floats! Praise the lords!

It floats! Praise the lords!

Tadaa! Here is the ultimate way to save the dudes! Build them shelters, which will float once the tide rises.

Maybe the game will not be called Islands of Misericord, but Arks of Mercy. Or something mystical like that. Now I hope I can make it fun.

Tags: screenshot

Comments

25. Apr 2010 · 12:16 UTC
wow that looks really good, reminds me of darwinia

Morning Update

Made a little more progress last night.

Screen shot 2010-04-25 at 12.45.35 AM

Added the minimap which was a lot easier than i though it would be.

Also added most of the AI

Now.. what to do for music..

Lunch #2 – check!

Spaghetti, tuna and black olives… tasty :)

lunch2

I’m happy to announce that the coding is done and now on to creating some content and sounds.

screen08

Tags: flash, foodphoto, progress, screenshot

Wow so much time spent !

Guys I think I’ll stop here.

I’m done.

Bounce on it

I have things to do …

Comments

SonnyBone
25. Apr 2010 · 12:36 UTC
looooooks fuuuuun

Hmm

Yesterday’s thing didn’t really work out :( Today I’m working on this.

Don’t quite know what it is yet.

Comments

Tenoch
25. Apr 2010 · 15:45 UTC
Blender?

Cut scene

CutScene1

The first cut scene of the game.  It’s not amazing, but I think it’ll do.

Some more progress

here are some new screenshots

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ Surface Mode submarine mode periscope mode

The submarine has 3 modes:

-submarine: front short view field, high stealth, (low velocity?)

-periscope: mouse controled large view field, medium stealth, (low velocity?)

-surface: complete view field, no stealth, (high velocity?)

TODO: add some islands =P

Comments

snowyowl
25. Apr 2010 · 12:52 UTC
This looks very interesting. Keep it up!

Waking up

Well, looking at what I have, I think I was right to hedge my bets.  I’m feeling very pessimistic that I can complete the main game in time, and will instead focus on the combat minigame.  While it should bring new things to the “two things running around and shooting each other” genre, islands don’t really enter the equation. *Sigh*

Maybe I’ll surprise myself, who knows.

Screencap

Screencap

Tags: journal, screenshot

so I decided to join

I just started. :)

Comments

SonnyBone
25. Apr 2010 · 13:19 UTC
FRIGGIN AWESOME
25. Apr 2010 · 13:20 UTC
YESSSSSS I love it! MOAR MOAR!

Giving up

Somewhere along the way, I’ve managed to introduce a ‘showstopper’, and I’m more or less stuck in an environment where I have no desk space and no quiet place to work.

I might submit something later on as ineligible, but it’ll have to be later in the week when I can work at home.

Getting somewhere

screen4

All of the game elements are there I’ve just got to make a bunch more objects and levels. Maybe a title screen or something I dunno. Also all sound.

Looking like an all-nighter.

Comments

25. Apr 2010 · 13:53 UTC
Oh, that looks delightful! Pillage points are something that interest me too! 😀

There’s a cat in the water!

ld17-06

Last night I decided to give up on this, but this morning I changed my mind. I still have a lot to do, and none of the gameplay mechanics are working yet, but I’m pleased with the look of it and I think there’s enough time to make something work! Wish me luck!

Comments

Hempuli
25. Apr 2010 · 13:20 UTC
one luck wished.
25. Apr 2010 · 13:29 UTC
oh that’s beautiful
25. Apr 2010 · 13:38 UTC
Lovely. I will play that even if there is no gameplay.
25. Apr 2010 · 14:01 UTC
Don’t give up, I love the style :)

DONE SUBMITTED STILL BROKEN

http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=2001

http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=2001

http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=2001

What you're most likely to see at some point.

Enjoy if you can, I’m happy with the smoke at the very least 😛
Goodnight all, and good luck with your endeavours. Thanks to everyone who made this Ludum Dare damn good fun

Comments

Tenoch
26. Apr 2010 · 13:06 UTC
Hey, sorry for the spamming but I couldn’t find a way to send a PM. There’s now a Windows version of the game, if you have access to a Windows machine. I’m glad you seemed so enthusiastic about the game ^^ Will try yours soon.

Update

I’ve had RL interfere with what’s going on here.  I’m hooking up all the game logic now.  I have to do a GUI of sorts, make the rest of the mechanics work and get the game flow going.  THEN if there’s time I’ll make it pretty.

Proto1Screenshot

day two

i woke up this morning with a collosal hangover. probably i shouldn’t have gone to that party. oh well.

floatgirl

anyway, today i wrote quite a lot of code. i have a procedurally generated world in the style previously posted about. once i get the character above into the world then it will be vaguely more interesting. unfortunately i don’t really have any game mechanics whatsoever to speak of, and probably won’t do so by the competition end, or before i go to sleep. oh well! i’ll see what happens i guess.

Sound samples

I just spent an hour recording all kinds of sound samples inside (musical instruments) and outside (birds, things falling into water, etc). I hope I’ll have time to do something with them. I want to make a MOD file with music. Next time I should do this in the beginning when I’m still thinking about the theme.

PICT4468

I still need to make a main character.

Early lunch

Well took a little break of my coding this morning to eat a little bit, here is some the tasty food I eated 😉 (what I eat that isn’t on the photo was ham, rice and green beans).

First the cheese P’tit Québec

P'tit Québec cheese

The the sweet dessert which is called Pets de soeur 😉

Petes de soeur

Tags: foodphoto

Comments

ickylevel
25. Apr 2010 · 15:25 UTC
Pets de soeur , wtf ???

First glances of trading game

I’m writing a sea trading game where the player trades goods between islands and tries to bring back a requested amount of a specific trade good to his home base as well as avoid pirate attacks. I currently have the boat able to sail around the map and visit various towns and a rudimentary trade screen. 10 hours left!

I’m writing the game using Silverlight and the WriteableBitmapEx class to allow blitting.

Fullscreen capture 4252010 84658 AMFullscreen capture 4252010 84808 AM

The Floor Is Lava – Submitted!


Got enough polish on it at this point, and I need some sleep and I’m not confident of waking up before the deadline. So it’s done and submitted.

Comments

25. Apr 2010 · 14:42 UTC
Controls are smooth and responsive, the gameplay is simple but fun. I like it. Never thought of lava islands before..
samel
25. Apr 2010 · 18:19 UTC
Like it very very much! Great game!

testing the MUD

Come test it out!

telnet jplur.no-ip.org 5057

Things are starting to come together.  You can explore the (small) island, and find a few things to try to kill.  You can also attack other players.

My goal for today is to add a few super simple rpg elements, maybe items you can pick up, then add in enough content to make it interesting.

Tarts, My game’s full of them!

Tarts… Tarting it up that is.. The gameplay is sound now, and i’ve had a fair bit of fun with it.. the only thing that’s lacking now is…. graphics.

I just implemented DirectSounds for some amusingly composed sounds (My voice is featured.. Head for the hills!)

Thinking of submitting before i can get more graphics done.. but i really would like a better Island image.. it just…… just…

so blegh! that’s the only way to describe it!

Anyway, grab it here, Now!

The FINAL Countdown

teh savory

teh savory

Chicken Tenders + Garlic Toast + French Fries + Ranch Dipping Sauce + Cole Slaw + Boylan’s Birch Beer + Totoro Mouse Pad + LUDUM DARE 17 = A GREAT SUNDAY AFTERNOON

It’s the FINAL stretch, and I’m getting a late start today. I had to grab some grub and take my dog for a walk, where she proceeded to take her sweet time as I envisioned features and polish going down the drain along with the possibility of a good song. SO HERE WE ARE. STRAPPED UP ON THE INTERNET. TRYIN NOT TO FEEL IT TOO HARD.

LET’S GO!

Screenshot-2

I gots a vidya

hermit_vid_thumb
Island Hermit Hop

Here’s what I have so far. I need to come up with some gameplay ideas.

Comments

hdon
25. Apr 2010 · 16:00 UTC
The flags look really nice. The video is REALLY LOUD
25. Apr 2010 · 16:19 UTC
Cool, I like the SFX :)

Cut scene update

Changed my mind, decided the cut-scenes needed colour:

CutScene2

Still not entirely happy with them, but it’s too late to do anything now.  Just the tutorial hints and the decision on whether to randomise the islanders’ colours left to go.

Cuzco the Goat in my game!

Cuzco the Goat (from LD17 Keynote Address) is such an awesome creature, I couldn’t leave him out. Also the Obelisk from 2001 plus multiple steps of human evolution, mutated sheep and Godzilla (Cuzco is off-screen, only his wagon can be seen):

screen09

Tags: flash, progress, screenshot

Yarrr there be attackin!

Falling behind slightly due to having to do a bit more tweaking and more work around code than I expected for things to behave themselves. Methinks this may be the last time I’ll be using SGZEngine in it’s current form.

Anyway, progress!
I’ve fixed the camera and added it’s “smarts” in again, so it only draws what it sees, not everything it can find.
I’ve added movement and attacking for men and ships! YARRRR
There’s wind – depicted by the crap clouds. It’ll randomly change direction and strength, and will affect your ships trajectory. Quite amusing to watch them perform wide arcs to get to where you told it to go as the wind’s throwing them about a bit.
The whole map is finished.. minus the randomising of where forts and treasure start.
All the graphics are done apart from the hud, though that wont take long ( nice big block of solid colour will do, if need be )

Screenshot:
The Red Beard ships are attacking the lone Pink Beard ship!

What’s next…
Looting and Pillaging!
Capturing Mines and Forts ( and placing them, of course )
Some context sensitive clicking ( at the moment, left click to select/deselect a unit, right click to move, left control and right click to attack )
Hud stuff. This is probably of prime importance, actually.. as there is a lot going on, and I don’t want another derelict disaster *cough*
Polish ( sound, music, perhaps fix some of the tiles which look a bit crap )

“Coconuts” Progress Update

I’m pretty happy with how things have been going. There are some bugs in the engine (for instance, I can’t seem to get the monkeys to stand flat on the trees all the time) but overall the project has gone pretty smoothly. Barring any huge issues when porting to Windows, I should be able to finish with time to spare!

coconuts2

Finished my game!

My first and last post for this LD48 happens to be about my game’s completion! Go on over here to see the submission page and play it.

Before the weekend, I didn’t think I’d have the time for it. But I suddenly had an idea, and after a friendly reminder from Phil Hassey on IRC that it’s never to late to enter, I decided I’d do what I could. So, after a few struggles with mouse picking and getting the y position on a terrain grid, I gave up on both and moved on to make a game that, while using a semi-awkward control scheme and an inaccurate terrain-tracking pointer, is complete now.

It was originally going to be themed on the Iceland guy, with his face on top, responding to how fast you’re clearing the levels. What are now forks were originally supposed to be fists, but I couldn’t figure out how to texture them that way. So now it’s themed on exquisite dining rather than a Iceland-pounding rage.

I had fun, no matter the result, and that’s what counts, right?

Cleaning Up, Fixes, One Significant Change

New build here

I now have a title screen, win/lose screens, and the game can reset itself nicely. Made a number of small changes for aesthetics (aligning text, cleaning up the intermediate zoom sand tiles, etc).

I’ve had enough play testing now, to decide that I needed to change the walls so they block both the glompers and the kiwis. So that’s done. I don’t want to make traps life-limited, so that means I’m getting close to done.

Quite a bit of CPU usage on my computer, but it seems stable and I don’t seem to be leaking memory (for once :))
CPU

I just need to figure out what sound effects I need/can generate… Thumps and such when the player adds objects are easy enough, but if I add a sound when things get eaten, it will be getting played more or less continuously in midgame.

-TF

Infinite Deadly Islands Of Terror complete!

I realize this looks like my only journal entry for the whole compo, so click here to see the actual deal.  I really did do some!  Not a lot, just some screenies yesterday, and I’m about to do one more today, which shouldn’t be too tough with 4 hours left to go.  LDs are exciting, but draining.  I am ready for rest and WoW now.

Day 3: Swords Lanterns, Springs

So i 100% finished the items now, you keep them from map to map and i actually fixed the torch (only works if you buy it) the spring (actually makes you jump higher) and the sword exists and kills pirates! I’ve also updated the HUD, you have 3 lives, and a health bar. that’s almost done, i just need to health bar to refill when you lose a life 😛

screenshot:

ld17_ten

After finishing up the health stuff it’ll be time for pirate spawning!

my game, it is done

http://dl.dropbox.com/u/2355556/brave%20island%20diver.exe

about 3 hours of work <3

Scuppered?

My idea may be sunk. I need to find the centre of buoyancy of objects to make it work, and I’m just finding out how difficult that’s going to be. Time for a break and a visit to the LDers over at CB2.  Mealwhine, if you want to have a go, look at http://richard.brooksby.org/2010/04/24/ludum-dare-17-islands/ and for a laugh, walk forwards onto the second tile.

Screen shot 2010-04-25 at 18.06.35

Technical details

  • The character stays upright using a vector PID controller implementation of an inverted pendulum, like a Segway but in vector space.
  • The objects float in the water with a buoyancy approximation that’s unfortunately too approximate to make my floating icebergs idea work properly.

The overall game was just going to be “get from A to B” by jumping from precarious floating object to other precarious floating object, such as ice blocks, lilos, rubber rings, etc.

If I can solve the buoyancy problem in the next hour or so I might get at least a prototype up.

food!

I got up about an hour ago.  I think i have  a good idea what my game will be now that I have slept on it.

I made some pizza for breakfast 😛

food1

Tags: foodphoto

Finally Finished

Well I have reached a point where I know that I will do more damage than good if I add anything else.

I have added all of the features I wanted and have packaged up all of the media(despite it turning into a massive pain)

Overall I was really pleased with Allegro, I will definitely use it in the future, allthough one bug that i couldnt seem to iron out, was that the level would simply not be there sometimes, no idea how to fix it, so the submission will have it in.

Stan, lost and angry alone in the middle of the sea with only his gold and the rising tide for company

Stan, lost and angry alone in the middle of the sea with only his gold and the rising tide for company

The water is much better now.

I also added a speech bubble, which introduces the game quite nicely, as well as start and ending screens:

AngryStanScreenshot2

Stan Casually Explains the severity of the current situation

I  improved the day->night transition, still not perfect, the stars stay too long, but the blend is nice

also changed the display to use a better bigger and bolder font, and moved them out of the centre of the screen.

Finished adding sounds.

Thanks And good luck to everyone who hasnt finished yet, good work to everyone who has.

Now to get some beer, and play some LD 17 games ( :

Game idea 2

Imagine a similar top-down island+water view as in my previous sketch. I’m too lazy to make another.

This game is more of a resource management affair, with few action elements. All the islands are fairly small and circular in shape. You start out on one of them with a small land vehicle which you can move around. From this vehicle, you can send a probing ray aimed at the mouse cursor, used to measure range. The intended purpose is for you to drive near the edge of the island and measure how far away the next coastline is, and if it would be viable to build a bridge over there. You have a supply of resources for this purpose, like fuel, metal, and wood. There could be different kinds of bridges to suit different situations of resource supply, like wood/metal/concrete bridges.

Anyhoo, if the range checks out, you would start bridge building, which would be automatic and animated in some fashion. When the bridge is complete, you can cross it to visit the other island and harvest its native resources. One alternative system for resource handling would be that you had a swarm of builder agents that would scurry between the bridge being built, and back to connected islands with resource supplies. They would gather material and bring it back to the build site. This way there would be no global material reserve, but it seems like it could turn out kind of complex and tedious to have build time and efficiency depend on the network of bridges, possibly having the drones move all across the map to get things done.

For deciding where you want to build the next bridge, you could detach a helicopter module from the main vehicle and fly over to other islands to survey their contents. Small icons and proportional numbers (like “5 Oil” and “3 Rock”) would pop up when you get near them, or when you land. The helicopter would consume fuel, and have a limited tank capacity. That could mean you end up stranded on an island, and you would have to build bridges to reach and salvage it before it can be used again.

I’m not really sure what the overall goal would be, and if the game should either be win/lose or just sandboxy. Sandbox would probably be the best option, with some tweaking to make it apparent that you’re doing well or not, depending on how you play. One idea that could shake things up (pun!) is to have islands randomly rumble and crash into the sea, taking connected bridges with them. This would mean that you’d have to build new and longer bridges to reach some areas in case a key island was lost.

It might be possible to layer a different and primary mechanic on top of all this, where you perhaps shuttle creatures or other artifacts between islands in some way, so there’s something to aim for and always something to do (they want to go from one island to another, then back again or move on somewhere else). In that case, bridge building would become secondary but still the main important task you perform while playing.

That’s all there is, and you can’t play it. I would probably have started prorotyping one or both of these if I hadn’t made the questionable decision to spend my weekend doing really boring Sculptris code. I didn’t feel like I could relax and start on something else before that was done though, and in hindsight I’m glad that I have the boring stuff taken care of so I won’t have to do it tomorrow.

As always, good luck to those of you making games, and I look forward to browsing the entry masses later. One perk of not participating is that there’s no pressure to vote, for once :)

And so the end is near…

LD48_17_5

Well, it’s not as fun/finished as I’d hoped (no title screen, only one type of enemy)…  It’s just a very basic FPS where you fight off waves of smokey snake like creatures (all islands have smoke monsters, right?).  I’m about out of energy, just got to squeeze out a few sound effects, then I’ll call it done…

2nd game, 2nd fail.


Things where going great on my second game. This was started after lunchtime in the final day and I made some pretty good technical progress.

Some real life issue’s stopped me in my tracks though. Guess ludumdare just wasnt meant to happen for me this weekend. For those of you still working away, goodluck.

See you all next time.

Just about done..

BubblesAndScore

Just about done.. I think I’ll skip making any sounds/music this time (so the game should work well in office setting as well).. I added “bubbles” that flow with the stream (the little dots). They help to visualize the fluid behavior a lot. I added lives and scoring and also a startup menu screen (not shown here). The hiscore is saved to the registry. So I’m pretty much there, or really close.

I think I might spent a few moments seeing if I can optimize some of the rendering code. For example, the fluid bitmap is updated every frame. With Bitmap.SetPixel for every pixel. :) So things like that may be a bit of a performance overhead.. Not sure if I’ll bother but we’ll see. Then there’s the packaging and uploading to do.

Comments

hdon
25. Apr 2010 · 15:54 UTC
What programming language and multimedia framework do you use?
25. Apr 2010 · 17:45 UTC
I used F# as the language. The game is a normal .NET application (built using 3.5 .NET framework). So no special “multimedia framework”, just normal WinForms stuff..

Help is horror.

This feature took way too long to implement. I had to write a description of every single thing in the game. There are quite a few. The only thing it doesn’t do (and probably won’t for sake of time developing the find-the-exact-location algorithms) is give you infromation on structures already built onto an island. Excuse me — skyland. Yeah. That’s right. Ain’t no islands to see here.

help feature

sleep time, small demo.

2am, it is time for sleep.

here is the screenshot of where i got up to.

ld17-final-screenshot

you can click around the procedurally generated world to have hovergirl teleport there. unfortunately no other gameplay was implemented. if you have firefox, go here to test it yourself. if i get time tommorrow morning i’ll make sure it works under webkit browsers (safari, chrome) and then add whatever features i can before the competition end. probably not many! :)

overall i’m quite happy with this as a technology demo of what is possible with just plain old javascript + images in the browser.

I give up. Here’s the food and what I have done.

Ok. I won’t have time to finish anything… the code is so spaghetti that I need a lot of glue…

But before the game… let’s see the food!

1st Dinner: Spaghetti Alla Carbonara!

1st Lunch: Spaghetti Alla Carbonara!

1st Dinner: Photo 1. Featuring Zelda figures directly from Japan!

1st Dinner: Photo 1. Featuring Zelda figures directly from Japan!

1st Dinner: Photo 2. The same as Photo 1 but with another angle (LOL)

1st Dinner: Photo 2. The same as Photo 1 but with another angle (LOL)

Now four photos of my breakfast. Featuring the Link figure from Japan with more zoom than the previous photos!

Breakfast

Breakfast

LINK'S POWAH!

LINK'S POWAH!

Yummy!

Yummy!

And now the lunch. Some visitors came to my house and we cooked sushi and other japanese things! (note: I’m not Japanese. I’m a FAN OF JAPAN *O*). Sushi!

Sushi!

More sushi!

More sushi!

This is not sushi o_o

This is not sushi o_o

Tonkatsu!

Tonkatsu!

Sushi! Sushi!

Sushi! Sushi!

I'll let you guess what's in this photo =D

I'll let you guess what's in this photo =D

That’s all the food! Now the actual game!

Collect and Protect

Yeah. I also think that the food is better =P

Tags: 2D, and, as3, collect, flex, Flixel, foodphoto, journal, protect

Goal can be seen in the horizont!

look out!

Now to work on the game over screen!

One man.
One game.
Two hours left.
Two enemies left.
YEEEEAAAAH

Comments

25. Apr 2010 · 16:19 UTC
Looking awesome, can’t wait to play!
SonnyBone
25. Apr 2010 · 16:43 UTC
Yeah, this looks SOOOO awesome.

I think this is my most anticipated game.
Xenthar
25. Apr 2010 · 16:58 UTC
yeah this looks really cool & fun!

Pirates is finished

Here is the link to the entry:

http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=1655

Timelapse here:

capture

Dr.Petter was right

Sometime Friday night, the good doctor made a clever quip that I’d just do another Smiles port for LD (currently available for iPhone, iPod touch, iPad, Samsung Omnia II, and Windows Netbooks). If you hadn’t heard, I’ve had some awesome luck lately with ports.

Well, he wasn’t exactly wrong… heh.

SmilesPalm03

So here’s Smiles running on the Palm Pre. I actually finished this up last night, and sent it off for pre-approval (haha, get it, PRE approval!!?!). Fun fun.

And no, I wont be submitting this as an Entry. 😉

Done.

Submitted.

The start of a sound handling system is in the source code, but I’ve decided not to implement it. I’m starting to break code while tinkering, so I think it’s time to call it a wrap and get some sleep. From version 0.6, many bugfixes of varying severity. No major gameplay changes.

Good luck to everyone still working!
-TF

SubScreenshot

Finished!

I did some last minute tinkering with the difficulty, and added some basic tutorial hints (displayed on your first play).  Getting the difficulty right was hard, and I suspect I may have gone too far towards the hard end of the scale.  But then these kind of games tend to rely on frequent deaths as part of their replayability.  I’m interested in what kind of comments I’ll get.

There are 5 endings by the way; 3 bad, 1 good, and 1 very good but rare.

LD entry link.

After the jump, a final food photo:

FruitSalad

As usual, my eating hasn’t been particularly healthy this weekend, so I decided to finish off with a big fruit salad.  That’s Melon, Grapes, Apple, Raspberries, Banana, and Raspberry Coulis (looking bizarrely like ketchup in that photo; it’s 3 parts raspberry to 1 part caster sugar, blended).

Tags: final, foodphoto

And done!

Now i kneel to the mercy of you all.

Please handle with care, this is my first time :)

You know what it’s like when it’s your first time 😉

dont click here if you have no mercy!

OM!

NOM NOM

IMG00060-20100425-2002

Comments

25. Apr 2010 · 17:04 UTC
Oh man, I think I know what I want for breakfast.

Dare Islands is complete!

Phew, finally made it. I know there’s still plenty of time left but felt better not to crunch too much this time. I’m relatively happy with how the game turned out. There was some initial friction with choosing the tools and idea but I think F# and fluid simulation both worked well together. The game requires only .NET 3.5 Framework and nothing else (the used F# libraries are linked into the exe).

See the entry here. See the my site for the project here.

Here’s a final screenshot:

DareIslands

It’s playable, but there’s not a lot to do. You can drink, eat, and fish at this point. I’m working on sounds and some form of hunting for food. I also want to add some trees and some way to make shelter, but not sure if I’ll get that far. I also want to add some kind of radio that you can try to fix and a signal fire. There’s no way to win at this point either you just wander around until you die… not very cheery.

Dying of thirst

Dying of thirst

Islands of the Stone God: Dinner #2

Now with some 5 basic levels, 7 evolution equations and 15 entities:

screen10

Map seems neccessary, gotta work on it.

Achievement list:

screen11

Also – dinner! “Casablanca” spice mix w/ chicken and basmati rice:

dinner2

Tags: flash, foodphoto, progress, screenshot

Aegean Arch

Screen shot 2010-04-25 at 3.20.22 PM

Comments

25. Apr 2010 · 17:49 UTC
Wow, that is cool as hell! Can’t wait to play it :) Great style.
25. Apr 2010 · 18:52 UTC
That looks A-M-A-ZING! Love the graphics/style.

Throwing in the Towel

Well, I’m going to have to give up, I’m afraid. Here’s a screenshot of the latest version:

shot3

I’m not going to submit it because there’s nothing even resembling a game in there.

When I got up on Saturday I had a really good idea for a game, and I still think the idea is a good one, but unfortunately over the last day-and-a-bit I’ve just not been able to keep up the pace required to see it take shape.

The game was going to be a worms-style turn-based aim-and-shoot type game, but with the idea of strategically capturing islands thrown in there too – by launching soldiers onto unclaimed islands, building more cannons there, and increasing the chances of hitting and damaging your opponent’s fortress.

I’m going to blame this one on the fact that I’ve not slept very well over the last few days and this weekend I was severly lacking in energy and enthusiasm.

I’m a little disappointed with myself to say the least, because I’d been looking forward to this LD for weeks and I thought the theme was pretty flexible and inspiring.

I will endevour to finish this game at a later date, because I feel I really need to do justice to my original idea and in particular I would love to see it as a network game.

And next time, I’m going to do the following:

  • Prepare – I should have got my timelapse software ready, as well as any libraries I would need and so on. I should also have familiarised myself with a good 3d modeler for Linux.
  • Sleep – More sleep before the competition and I probably would have had a decent game by now.
  • Keep it very simple – I’ve decided that if the core gameplay can’t realistically be finished in the first day, then the idea is too complicated. I tend to be far too ambitious when it comes to picking a game idea, either by incorporating some experimental code idea or by underestimating the work required for a seemingly simple feature because of a lack of experience with it.
  • Stick to what I know – I wasted a lot of time trying to paint sprites in Gimp, then finding that they were anti-aliased onto the wrong colour background and fixing the outlines them to work with colour-keyed alpha. In the end I gave up and switched back to pixelling sprites in Graphics Gale (though none of these have made it into my screenshot)

It’s a MENU!

null
The triangle is the cursor. Hard mode, insanity mode, instructions, and achievements don’t exist yet. Those are next.

Sanity Check – Before Sleep, and Now

Didn’t do a sanity check before going to bed last night, so heres the photo I taken (I tried taking about 3 but failed):

Tired, stimmed, &amp; only partially concious.

Tired, stimmed, & only partially concious.

And now, in the last hours of the contest!

Only beer understands the pain we go through for LD

Only beer understands the pain we go through for LD

They Came From The Ocean – Finished!

'tis done

It’s done… well, as done as it’s going to ever be…  my little 48hr FPS

Fairly happy with it considering that I wasn’t able to spend Sat evening working on it – and almost gave up at that point. But it’s a bit boring, only one weapon and one type of enemy – with more and more waves of them being thrown at you on the same (randomly generated) terrain.

Comments

25. Apr 2010 · 17:58 UTC
Is that the Black Smoke Monster from Lost? 😉 That looks awesome!

Highwind Commerce

bloody_ripoff

Trading is almost done. I had really hoped to have more than that in, but oh well, at least you can do something meaningful in the game now.

Tags: progress, screenshot

NOOO!

i lost my game…its becuase it somehow got moved into the “shared” folder on my mac. and now all the assets are missing!

grr! i trying 2 fix it!

Day 3: Pirate Cave(s?) and castles

Finished the first of the three pirate caves (each island will have a different one of course) screenshot:

LD17_elevenB

And here’s another screenshot of me performing some extremely important bug-testing that just so happens to involve castles:

LD17_elevenA

About the pirate caves: there’s a new pirate here, the Captain, he’s so manly, he has two eyepatches, and he summons lesser pirates. Basically the boss in the dungeon. has 25 health (goes down when in contact with sword, not per hit).  It’ll be the same boss for each cave, but the dungeon layout will be different!

This also brings me to storyline of sorts, Our character was dispatched by a government official over at Metropolisland to rid these islands of pirate scum! after clearing all 3 caves one will have the option to go back home and win the game! hopefully unlocking free mode (unlimited tiles) if i have the time. And of course i need to finish the menu and add Sfx and Music!

Comments

KermAmrek
25. Apr 2010 · 17:38 UTC
Metropolisland could be a bonus level or something. You never know… 😛

Island Conflict done

Well, as done as it’s gonna get. The AI probably still has the odd bug, but seems to behave now. The game is not too much fun, but it’s cute creating yet another random island and watch the AI do its thing.

Anyhow, have fun, the file is here

ld17_islands_shot_1

Tags: Endurion, final

Floating Islands – update 3

There is a lot of work to do yet, here is my current (changes a lot) TODO list (raw version, I copied the txt from my desktop), and some nice screenshots of the game. Also, I have a video of the game, as usual.

TODO:

– change image of jumper to face jump direction

– nicer image/animation of jumper
– add finish game when no more scenes
– collide on the base of the sprite
– use physics engine for collisions and movement? maybe jbox2d

– you have to walk on all islands to finish screen
– horizontal scroll?

– , and possibly jumps limit?

– try game mechanichs like worms2
– add playtime

– bug with deltadiff and jumping :(
– bug with the clouds images when changing position…
– bug with the island collision
– animation for jetpack fire

– change arrow to be something like a trapezoid from alpha color to plain color, from thin to no thin

DONE:

– fix the jumper position to be really over the island
– keep player state (lives) between scenes
– move islands like they are really floating
– add scenes in xml format
– arrow visible
– dont collide if going up
– add finish island
– add jetpack fire when jumping
– add images for the lives
– add lives, and if you lose three times, screen telling Game over
– restart from the last island
– add wind sound
– add jetpack sound

– add jumps count
– remove jump when jumping
– restart if fall outside the screen.
– draw jumpdirection
– jump

Here are the pics:

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ sc01 sc02 sc03

Finished!!!

YES!!! XD

bento_stuck03

Fun fun. It’s a bit simple, but hey. :) Hopefully there are no bugs… or only very small ones!

(No music. If I can’t have my ukulele, you can’t have music!)

Thank-you! It has been fun! XD

Paradise Fort – Finished

Yess! Made it in time, kind of. Here it is, the Paradise Fort!

screen3

View further information and download in this page!

Comments

Ashkin
25. Apr 2010 · 17:58 UTC
This is an AMAZING game. The graphics are cute, the gameplay is fun, it’s just an overall great game.
KavuDX
25. Apr 2010 · 18:07 UTC
This looks awesome, downloading it right now!
25. Apr 2010 · 19:18 UTC
Cool game, but the controls kind of suck. Make one button grab/use and the other cancel/throw. I keep getting rocks up to the top of the fort to build with only to throw them back down into the ocean again.
mrinsane7066
04. May 2010 · 22:58 UTC
If possible, you should make a custom control option,and maybe make rocks create resources over time, like a regen thing for resources.Also, make it so you can mine through walls, i got trapped once between 2 walls and the floor and couldn’t escape.Also, a cool thing to add would be like a shop, so you can use your gold to buy stuff. OOORR maybe a ship that randomly flies over and drops supplies. I’m FULL of ideas for this amazing game.
snowyowl
05. May 2010 · 10:56 UTC
mrinsane7066: Ships that are blown up drop resources. And cannons don’t cost anything to fire. Do the math :)
fylth
07. May 2010 · 08:48 UTC
Very very fun game, lots of fun. However, two bugs:

Dark music + 7 segment digits

Full menu: beacons, boats, teleport towers and shelters

Full menu: beacons, boats, teleport towers and shelters

Yay for digits made of OpenGL primitives!

Also, I needed a break from the coding frenzy, and wrote some music for the game. Since the game might very well never end up being a game, you can listen to the track here.

EDIT: perfectionism. Music is better like this.

Tags: music, screenshot

ITS BEEN FIXED!

i finally fixed everything i lost! yay!

(he moves better now)

Tropical Vampire – KavuDX

main menu

It’s finally done, after 4 days of work in art, music and pseudo-codding (goddamn you drag and drop interface), I’ve finally finished my first game.

It’s a really short and crappy one, it’s not creative, it’s not pretty, the music was done in my broken guitar using my $5 microphone… But it was all done by me, and that feels great!

Thanks for everyone here in the community, who helped me from the very beggining, inspiring me, to the very end (showing me where to host the game).

I hope the next LD comes soon, so I can do an even better game!

By the way, info on the game:

VAMPIRE ISLANDS!

You wake up in the middle of a desert beach, with no memories of anything whatsoever, the only thing you know is that the graphics are really poorly made, and there might be a vampire stalking you…

What sort of vampire lives in a place with so much sun? A tropical vampire, also known as Panvire.

Controls:

Use the mouse to click around.

Press M to turn off the music. (kindoff)

Game .exe and source here:

http://drop.io/tropicalvampiressource

I am joining now.

Yep. Just got the inspiration that would have been nice 43 hours ago.

Comments

smn
25. Apr 2010 · 18:26 UTC
WOHOO, GO FOR IT! 😀
25. Apr 2010 · 18:30 UTC
It’s not too late for something small.
skintkingle
25. Apr 2010 · 18:40 UTC
Make it anyway, even if you run over, for a personal endeavour…

Also finding it hard to not say that’s what she said.
pythong
25. Apr 2010 · 19:06 UTC
がんばって!!!you can still make it!

Booya! Pleochorism submitted!

Yee~ha, now that was a fun ride

Confused? Yeah, me too!

Confused? Yeah, me too!

View my entry HERE !

Phoo…

Well, next time, I’ll know better. Work on engine while waiting on theme. Bleh.

Maybe I’ll get lucky and submit something. But I doubt it.

What with an hour and a half before church. And that lasting at least a couple-three hours, I’m outta time. I’ll keep plugging away at something. Just think what if knytt had a jet pack for jumping, and a plane with missing parts. And you get the idea. Rats.

gamld
Title screen-check.

Looking like its going to be c64/pixel graphics and music, and will be a art game (sorry)

Thanks for the support people wh commented on my last post.

Day 3: Oh man the Map!

completely changed how you get to different islands, have a look!

LD17_twelve The three islands! the red dots represent the landing area(?) to the island, clicking them takes you there, the skulls just “show” where the pirate caves are, the circles turn green and a red NO symbol appears on the skulls when you clear that island’s dungeon.

Next up on my todo list is a shop, health potions, health potions… more health potions. Once i’m done the rest of the menu stuff after that, I’ll take the rest of the time polishing it p and adding music!

I’m finished!!

Hoooraaay!

I though I would never end… but my game, Island Assault, is finished.

A platformer with a pirate, treasures, coins, jellyfishes, extrange flying balls… and contradictions to physic laws.

Hope you like it 😀

See you in the next Ludum Dare!

I give up

Sorry, I’m not happy with how the game has turned out. I’m not willing to submit it in it’s current state.

See you all next time.

Comments

smn
25. Apr 2010 · 19:03 UTC
Aw, too bad 😐 looked promising enough 😮
SonnyBone
25. Apr 2010 · 19:16 UTC
Yeah, I’d still like to see what you had in the end.
27. Apr 2010 · 07:43 UTC
Why? Oh, why? :(

Gave up, but here’s what I’ve got:

I’m not going to finish my game. I think I bit off more than I could chew. It actually kinda paralyzed me for a good portion of the compo, because I would feel like making an RTS in a traditional way would take too much time, so I didn’t want to embark on that, but then I didn’t come up with a simplified solution, so I ended up spending the time tweaking some unimportant thing like making a volcano. For viewing the volcano, I recommend turning the camera to a more horizontal view with the middle mouse button. The volcano is to the left of the starting position.

So here’s what I did manage to finish: http://dump.pekuja.com/pekuja_ld17.html

I’d appreciate any comments on the music. I don’t compose a lot so any critique or tips would be appreciated. The loop was made using DrPetter’s Musagi.

Two-hour glorious trainwreck: Island Balance

Island Balance

So, my original RTS plans didn’t work out, so I took on the challenge to make a Glorious Trainwreck -style two-hour game. I did some planning beforehand and googled some tips on simulating water buoyancy in Unity, then at 03:00, I started coding, and finally submitted the game at 05:00, right on the deadline. I managed a title screen, high score recording, music, sound effects and fun gameplay in a single level in two hours. Well, at least I think it’s kinda fun. Also pretty hard.

The entry page is at: http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=110

You can play the game at: http://dump.pekuja.com/island_balance.html (requires Unity Web Player)

Crashing

My energy levels are falling pretty rapidly.  I got my ships to behave in a semi-realistic fashion, but I don’t know how much more I can do.  I’m pretty much exhausted- the prednisone high has worn off and the liquid diet has not been enough to keep me going.

Still shooting to submit something by 9, even if it’s not much.

Tags: journal