the last day
Well, im very tired, but my game is almost finished, the grafics arent awesome, but maybe another day i fix it.
De ludumdare
Well, im very tired, but my game is almost finished, the grafics arent awesome, but maybe another day i fix it.
De ludumdare
hey all,
after about 10 hours working, mostly last night (didn’t get started until saturday evening), here is what I have now..
Windsurfing !

it’s not super-pretty but I hope the controls will be smooth (anyone has ever played sail simulator ?).
Controls are: gamepad, left joystick: feet: turn/bank on x axis (+ lift on y axis), right joystick: hands: control the sail left/right and front/back.
From those simple control you should be able to control that board, approximately as in real life (to go towards the wind, bank feet + move sail to rear, etc.)
I’ll continue for the remaining hours, mostly to get the accurate position/attitude of the board on the wave and wake particles of course 
– arif
Still participating! Unfortunately, due to interruptions (including a rather nasty storm!), my progress hasn’t been so great. I had a good start, but the last 24 hours has been awful!
You can see my progress below. Everything is working, there just needs to be a game.
You can launch fireballs at the other god’s island, and the AI will do the same back to you, but the mechanics are still mostly not there.
Link on the image below to try it out!
Tags: screenshot
Well, with just over four hours left, I’m still tying loose bits of code together… as per usual.
As such, I highly doubt there’ll be much polish at all.. no music, and a very poor chance of a bleepy sound effect in sight!
BUT! I’ve already surpassed the functionality from derelict, as you can actually figure out what’s going on, and get some feedback 😉
It’s still got some niggles to work out… but I’ve got my Win32 engine build done ( took about an hour, holy hell… shouldn’t have bothered, really ) and the Hud interfaces are up and working as well!
Another screenshot:

Here’s hoping I’m posting in a few hours with a completed build!
Really enjoyed working on this 
Just got back home and am feeling optimistic about completing what I currently have. It will most likely end up with no sound or music but oh well! I just ordered Thai for dinner and am going to dive right in and try to get some work done.
One thing that I’ve learned between this LD and the last one I was in, is that rushing to get something done in a semi hackish way doesn’t really save you time. I’ve spent quite a few hours hunting bugs in my code because I quickly through something together without completely thinking it through. That’s time I could have spent doing sound or adding graphics. Next time, I am going to be more aware of this and endeavor to think out the design more instead of trying to change things half way through the contest.
Tags: LD17
After only one or two hours of coding this morning, I wrote a small text adventure. My idea is that you’re in an island with ancient ruins and you want to explore the main dungeon of the isle, but it’s too dark and you don’t have anything on you, so you must find something to make light.
Yeah, I know it’s a bit of a mess, but that’s all I could come up with in so short time.
Now that I got home I’ll do a sprint in these final hours to see if I get at least some kind of game.
PSnake
Don’t think I’ll finish; it’s late, I’m tired, and work looms tomorrow. There are some crippling bugs and I don’t want to stay up trying to fix them just to hobble together a release, especially since it lacks most of the features I think are necessary to make it fun as opposed to just barebones. In the end, unexpectedly long time to write infrastructure, stupid bugs, and real-world issues cost me too much time. No worries, I’ll post something out-of-contest tomorrow so you can still try it out.
Tags: screenshot

So, I have finish since few hours and I can presente NoNameIsland to you !
This morning I have add few features like description of buildings and evolutions. This afternoon, I have add content and equilibrate the game.

This evening, I tried to make a windows executable with py2exe. Three hours after, nothing does work, runtime error when I launch the executable. I have use some script for pygame with py2exe. So I am sorry, but you must have python and pygame to play.
For playing, just launch main.py.
This game is like a tycoon game. You can place red flags on case for say that migrants can build their house.
If people have beautiful house, electricity and water, they generate happiness. More your Island generate happiness, more the migrants want to go on your Island.
For have information about buildings, just right click on it.
People on Island will work. When a building is often upkeep, it can evolve.
Enjoy !
http://omploader.org/vNDl4dg/NoNameIsland.zip
Good Night !
Here’s a timelapse for my 2h game, Island Balance. I’m very sorry about the music.
http://www.youtube.com/watch?v=pvvT9Xcr4nQ
Tags: timelapse
I have all the tiles in now, and more sounds(“Expert!”). It was a bit tricky for a number of reasons:
Anyway, now I think I’m going to do level design, get a title and win screen together, and call it done. I seem to be on track to use almost all the time available. This is probably the best I’ve ever done with any game jam situation, usually I get demotivated or stop at an early point 

Now featuring pathfinding and gold carrying.
Well, it probably won’t be very well finished, but it looks like it’ll be somewhat playable in the next few hours. I just need to make some AI, a better UI, and make everything look better.
Tags: screenshot

The TD is almost done! I just have to fix all the glitches, test, and polish!


Tembac and Daniel Benmergui working hard at my office.
We are going to finish soon. Daniel is -cursing- working hard on a Mini dwarf fortress game and I almost finished a rowing game.
Cheers!

I have decided to make another game within the last couple of hours. XD Yes! Here we gooo!
Good luck finishing up, everyone! :3
Ah, this was a lot of fun for me. My original idea was some kind of RPG where I wanted to implement line-of-sight lighting – but the Islands theme prevented that. So I decided to go 3D instead. I wanted to try using a 3D engine, but unity doesn’t work here in Linux and after tying the Ogre3D and Panda3D demos I felt too overwhelmed to actually go on with them. So instead I looked at my code from previous LD and pyweek entries and decided to go with just that and Blender.
As always I ran out of time to actually implement much gameplay, but there’s more than in my previous 3D entries. There’s 18 taxi orders, displayed as little boxes in the upper left corner. And there’s 7 docking stations, each one with a different color. Passengers will have their destination color in a triangle above there head and need to be delivered before time runs out.
(Clicking image should open a video of the game on Youtube.)
Made a timelapse of me working on Pleochorism this weekend, along with a rather tiny Webcam-PiP.

4:41am in Germany: Getting started
Watch it HERE
Well, I submitted my game, and I’m pretty happy with the final result. Though it’s quite crappy, the truth is I made it in under 8 hours, and I had lots of fun! Hope to see all the final entries quite soon! Good Luck!
Well today was like yesterday with so many interuptions, but I am getting somewhere at least, but definately not going to complete something good in the 3h left in the compo. Will see if ill submit my SDL failure LOL 😉
Here is the first interuption of the day :

Yes I had to go buy this product, as I was going to take a little break at around 15h and went to grab some cookies in the closet I saw an army of ants picking up those chocolate cookies :-(. So went to the store to buy this, take out everything and let say I didn’t eat cookies.
Second interuption was for some healthy reason, I had to prepare a dinner for myself and my wife :-).

Tthe pots contains potatoes, meatballs, carrots, pepper corn sauce and the important ingredient BEER ;-).

I don’t believe I will finish unfortunately. The mechanics are there, but I lack content. I code too much. ^^
I will see how far I get by 4am, and finish this game during the upcoming week.
It ought to be some sort of puzzle/explorer game. I really don’t know where all the time went, I guess my framework was holding me back a little or I’m just rusty. And the map collision took forever in the beginning, but speed has been cranking up this evening/night, that’s pleasing.
It has been a very fun, first LD nonetheless!
… isn’t much different from the end of Saturday, I think.
I wasn’t taking this contest seriously, expecting most of my time to be used up. What I did have left I did very little with. Mostly today I just drew a floating island and added them in. So in 2 days I’ve almost made the overworld. 😛
Link again is here. I’m not submitting as it isn’t a game. But it’s been fun, and I’m looking forward to wasting a couple of weeks playing other people’s entries. 😀

Oh man, finally. I thought I was done two hours ago and then my build system decided it hated me.
I’ve finished! And I’ve come up with a name for the game since my last post!
Island Construction Malfunction is my game, and I’m feeling pretty good about how it came out.

If I had more time, I would have added sound effects to go with the music, have made a level editor, and added more gameplay features.
There is no chance in hell that I can make a game out of this in the next 3 hours. Shame, really.
I’ll still post whatever I’ve done at the deadline, but just don’t expect the “final” tag on that post.
‘Complete’ in the sense it’s vaguely playable and I’ve uploaded it, and I implemented most of the main features – basic movement stuff, randomly generated track (though for now it’ll always load the same one – this is intentional for time trial play, and it’s not like there’s much replayability with different tracks anyway), islands with purchasable repairs and upgrades, and you can find out your time if you complete the three tracks(or losing message if you lose all your health) though you have to go into the log file to see it.
‘Failure’ in that there’s not much gameplay and what’s there just doesn’t have a good feel to it, and there’s next to no presentation/interface or music, and even for programmer art it’s a bit below average, and out of everyone who actually followed the theme I’ve probably set a record for smallest use of islands. Gameplay wise I’d mostly have liked to have added mines and/or opponents and a way to choose tracks.
Anyway, overall I’m pretty happy with it for my first time actually taking part in LD rather than just lurking around, and I’ve surprised myself a bit with what I’ve done here despite failing to prepare as much as I’d have liked. Looking forward to playing the other entries starting tomorrow, considering developing this a bit further though probably in more of a spacy direction, and looking forward to the next LD. 
http://www.shockedfrog.com/misc/itrld.zip

Not a whole lot changed visually:
But I’m a lot closer to having something actually playable. Still a few last details, and of course, content. Blah. I lost a few hours to a graphics bug, too, but that’s cleared up now.
One thing that I’m happy about is that it’s got music and sfx now. I realized I’d have to choose between having music, and probably not finishing the game, but I choose music, cause the last few LD games I didn’t have any music and I didn’t finish gameplay anyways. So there’s that. It’s not very good music, but it’s fun and self-indulgent and trippy.
This will probably be my last update until it’s done, so wish me luck.
BTW the game has a name now, it’s called “Galapagos”.
Yay, I finished! And wow, these other games look awesome! I can’t wait to play them all
And I’m done. I had full intention of sticking more closely to the theme, but I was just having too much fun with this game. Would love to hear any feedback you may have. 
Timelapse and full Postmortem coming later this week.
A huge thanks to everyone that provided feedback during development and of course a gigantic thanks to the organizers at Ludum Dare HQ. It was an awesome weekend as always.
OK, I’ve finished uploading all the platform builds and the source, fixed a critical bug and now I’m all done!
So I’ve managed to finish a playable entry. I’m surprised! I wasted so many hours on Saturday because I had no idea. Finally I started making art assets without having a clear idea of what I was going to make. By Sunday I had not written a single line of code. Sunday afternoon was spent tinkering with Unity and trying some physics based controls that didn’t work. So 7 hours before the deadline I still had no gameplay and wasn’t sure what it would be.
In the end the gameplay is very minimalistic, just some platformer controls and that’s it. I hope it can still be enjoyable for a few minutes. I was even able to add sound effects (thanks to sfxr) and also made a kind of “music” (I hope it’s not too annoying).
That’s it for now. I have recorded a timelapse but I’ll take care of that later.
Tags: final
Is anyone doing a game under the name “Island Guns”?
If not, I’m taking it.
Thanks everyone. I had no intention of entering this competition and despite the set backs I still got a lot accomplished and I’m proud of what I’ve done. Island Drop wasn’t finished by the deadline and my time is out but never fear because I’m going to finish it. Here’s the last build I’ll make within the deadline but not the final build ever.
http://www.internetspacepimp.com/unity/Islands/9.html
Thanks to #ludumdare, #unity3d, my friends, my girlfriend and my parents. See you all next competition!!!
Unfortunately, my excellent new fan-novel, ‘The Bourne Apoplexy,’ was like 70% done before I realized I’d gotten this mixed up on my calendar with the Ludlum Dare compo. This was a considerable setback!
Okay no that was a hilarious lie invented for the purposes of humor. Here’s what actually happened. After the theme was announced, I spent a couple of hours coming up with an idea for a game (which I’ll describe a little later.) Then I came back, sat down fully intending to work on it, and realized I had no interest in actually programming a game like the one I’d thought up. I still thought the concept was interesting, but the idea of making it was unbearably tedious. So, I procrastinated. Then I went to sleep. Then I woke up and procrastinated some more, and I started to think maybe LD17 wasn’t going to happen for me.
After a short conversation with my brother, I decided that the project was still worth doing if only so that I could participate in Ludum Dare. So I spent a little time coding before going out to dinner, and on the way I realized that the gameplay I’d thought up for this idea was completely wrong and that was a big reason of why I was having so much trouble. So I decided to restart the project in Inform 7 (there wasn’t much progress to scrap anyway.)
At first, things went smoothly. Then I found out how goddamn hard it is to do ANYTHING in i7. I’m sure it’s great once you get used to it, but there was a thousand page manual and even though the things I wanted to do were simple in terms of programming basically no traditional programming constructs worked in i7. Not only that, I was finding it incredibly difficult to even look up how to do what I needed to do. After spending 20 minutes having to look up how to do a basic if-else construct, another 15 looking up the SPECIFIC syntax necessary to check whether the character is holding an object, and another 25 minutes looking up an extension capable of controlling the part of the program I wanted to control, I had to stop before I started breaking things.
In summary: It sucks balls to try to learn a new tool under time pressure.
Anyway, I’m going to write a followup post with the failed project summary. Stay tuned.
Finished. Finito. Over at last.
That was a truly epic weekend. Apologies for the lack of interesting posts this afternoon, but I was having to crunch like crazy just to get the damn thing done. There’s a bunch of things I want to say about it, but I’m stupidly tired, and can barely focus let alone type, so I’ll leave it for a post tomorrow.
For those still struggling on, good luck!
Two hours left! And I’ve got all that stuff I mentioned in my last post to do still.
code faster
Guess I’m not gonna make it… Went a little too big on this one and didn’t plan it well. I’ll have to remember the 5-Ps next time: Preplanning Prevents Piss Poor Performance

I didn’t really get this where I wanted it so I’ll just post where I got and leave it at that 😛
Controls:
WASD to move, space to jump. (left ctrl will make you lose altitude in your ship, and space makes you gain altitude)
“e” to get on your ship (you have to be close enough to get on); “e” again will drop you off your ship.
Left-click to dig, right-click to build (You have to have blocks to build with)
1, 2, 3 to switch between stone, silver, and gold to build with.
ESC to get your mouse back.
http://ian.paradum.com/SkyVikingBeta.html
Thanks for all the inspiration, and I can’t wait to actually play some games 😀
I’m livestreaming an attempt to make a #ld48game in the two remaining hours.http://www.livestream.com/pekuja_gamedev
Not sure if i like it or not, it could probably need a bit more balanceing and depth. But if you get a decent map it can be pretty entertaining i guess.
Try it.
http://www.strangechair.se/WCFTS/
Never the less i’ve had a wonderful time, it has been one of the better game jams i’ve attended so far.
Definitelylooking forward to testing out everyones stuff!
Edit: Time lapse @ http://www.youtube.com/watch?v=0dyHdfmQndI
http://dl.dropbox.com/u/51715/Lonesome_Flotsam.rar
I finished! Will probably fix and polish later.

This is the game that didn’t happen. I started out imagining it as a top-down adventure kind of thing, but ended up trying to make it a text adventure; unfortunately the tool was too obstinate to be learned in the kind of time I had with the kind of attitude I had.
Here is the story, interspersed with passages excerpted from the IF I was working on for it:
The main character is a woman called Lily. She has rented a small house and has been using it as a writer’s retreat while she works on her novel. In her time there she has rarely left the room upstairs.
This is the room you’ve spent the last week in (or was it longer?) The walls are just starting to yellow from the tobacco smoke, and a vague grey haze hangs in the room. The study is a dingy and uninviting spectacle; nevertheless, you find yourself drawn to this room. Stairs lead down to the living room, and directly across from the stairs are the desk and chair which have been your constant companions for the last weeks (or has it been months?) Off to your right side is the couch where you’ve been sleeping; the bedroom, somewhere downstairs, remains unused. There is a skylight which lets natural light into the room.
On the Desk are a Brass Lamp, a Typewriter, and a Manuscript.
However, when the player eventually decides to leave the house:
The stale air of the house is abruptly exchanged for the most unusual sensation of sea breeze; particularly unusual given that until recently this house was hundres of miles from the ocean. Now, though, the waves lap gently at the steps of the house. Somehow, while you’ve been writing, everything has washed away. The house stands alone above a featureless sea. Last time you were out here, just down the hill was a small town where you could buy cigarettes and tea and sometimes food; no sign of it remains.
This was about as far as I got before the i7 environment started to become a serious impediment to progress. The gameplay would consist of waiting for the tide to start going out, then wandering out into the ever-shifting ruins left by the receding water and seeing what could be found. After several hours (in game time) of wandering, the tide would come back in and the player would have to run back to the house or drown. The first time the tide came in, it would wash into the living room and lower floor of the house, about waist-height, and would prevent certain actions. The second time it would completely flood the lower floor, leaving only the Study the player starts in accessible. The third time it would wash the house away and the game would end.
The later the game went, the stranger the items that would start washing up. Maybe the first day would be fairly normal things, like a candy bar or shoe, but by the third day there might be a strange alien device or a burning sword or a shrink ray… something like that. The goal would be to escape the island or to otherwise survive/prevent being washed away.
The environment would tend to reflect Lily’s attitudes about herself and the world. Lily is a woman who’s driven herself to isolation believing that that’s the path of true art; she has few friends, never speaks with her family, and is despised by most of her students (of course she teaches, she’s an English major). She thinks of her parents as dead even though they aren’t because that’s more dramatic. She thinks she’s horribly unattractive, but she’s actually okay (though somewhat slovenly). In a nutshell, bitter and misguided and unhappy, but intelligent and generally reasonable. She does much of her writing under the pen name “Rose,” which has always been a flower which appealed to her much more than the lily, believing it derives beauty from being solitary and unapproachable.
That’s the basic set up, but one final note is that the world operates on a kind of twisted literary dream logic. Lily starts with a Pack of Camels (cigarettes) in her pocket, but can take one out and ride it to get more exploring done before the tide comes in. The undo function is initially disabled, but by retrieving the White-Out from the top drawer of her desk Lily can undo past actions. Integrating the alien device with the typewriter yields the literary device, which provides an instant escape from the island… and so forth.
Unfortunately, odds are I’ll never get around to making this game. I like the concept but there are a lot of other projects that I’d like to be working on. Oh well, thanks for reading if you’ve gotten this far, and I’ll see you at LD18!

Finished! Made today in Unity! 😀
Finally finished and submitted..
I’m pretty happy with how it turned out, but it’s missing a lot of polish I wanted to implement.
Next time, I should really have some base code prepared :).

Phew, 2 hours left, but I’m done (2 am here) . You can play my entry online here: http://www.jarnik.info/pub/ld17/
Latest updates: sound effects (via sfxr), one music theme (via Musagi), minimap, Redshirt, Starchild, Tribbles, monkeys…
Achievements now totaling 15:
And the last in-game screenshot (Cuzco the Goat with his wagon in top right corner):
I wish I had one more day to add some content – I always end up devoting more time to building the tools than actually using them.
Anyway, this was my second LD, I enjoyed it as much as I could. I took a lot of food photos, I had a great time (huge thanks goes to my sweetheart :*).
Chronolapse has been capturing my desktop for past 48 hours, so the timelapse video should follow.
Tags: final, flash, screenshot
Almost there. I’d better upload this thing… anyway here’s a final screenshot!

It turns out to have some astoundingly deep gameplay for how few elements are in there. I don’t think I took the level design nearly as far as it could go.

Play here.
Apologies in advance if your favorite island wasn’t included.
Quite happy with how this turned out. It was originally intended to be no fun at all, but I think it’s somewhat fun.

finished my LD game: “Island World” go play it here!:
http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=1548
hopefully it lives up to your expectations 😛
Well, I lost about two hours, cause I had to go to church. Meh, I’ll just dis include music
Leviathan is being refitted in the secret hideout
Seen here is the refit hideout, which is pretty much functional. What’s left is… connecting this game mode to the half finished shooter game mode. While I don’t have any enemies yet, they already have some data structures in place.
Anyways, tomorrow is a busy day, so I won’t be doing anymore work tonight. Goodnight folks.
no progress?We’re just about done here with Ludum Dare 17. This is a reminder that once you finish your entry, you must submit it via the submission system, otherwise we might miss you.
[ Submit Here ]
Feel free to continue working on your entry up until the deadline, then get it together for submission. Submit for whatever platform you can, then get to porting at your leisure. We’d like to open voting about an hour after the deadline, which means people will want to start playing your game. If they can’t run it, they can’t vote for you, so be sure to get your ports in ASAP!
If you have problems submitting, feel free to leave a comment here, or join us in IRC (#ludumdare on irc.afternet.org). Ask for PoV.
That’s it for now. We’ll let you know once voting has begun.
TIP: If you need last minute hosting, TenjouUtena posted a guide how to upload ZIP files to Google Sites.
Well just less then 1h to go and totally not going to finish something decent so here how my sad attempt look like right now. Still missing some actual game play ahahaha, now you can just move the boat around the see and islands and that’s about it.
So its definitely a NO GO for me, oh well did have fun experimenting and still have several ideas with the theme islands to make some real games with a bit more time ;-).

I’ve finished all I can before deadline. I’m still missing an area (the final area) but I’m too tired to design a new puzzle and code it.
Still I think it was good entry considering the time I had, I hope you all enjoy it. I’ll upload a py2exe soon.
Entry: http://www.ludumdare.com/compo/ludum-dare-17/?uid=209
PSnake
The island has broken apart into white glowing pieces in a freak storm of spiky red things! Chaos! Calamity! Climate change! Who shall save us?
Have no fear, brave citizens! ISLAND REPAIR MAN is here!

Golly gosh! Thanks, Island Repair Man!
In about 1.5 hours I have added a level counter, lives, level progression, and win/lose mechanics. Which means I kind of have a game now! Not a particularly good one, but beggars can’t be choosers.
The list from my last status update, with done stuff crossed out:
45 minutes left. Better push out a build before its too late! Polish is for schmucks, and people with more than 45 minutes to finish their game.
Huzzah! I’ve completed my real-time strategy game of sorts, and I just officially submitted it for the Ludum Dare 17 competition! The object of my game, Artillery Isles, is to destroy the enemy’s island encampments before he destroys yours. It’s a fast-paced strategy match of launching missiles at the enemy’s base or at his incoming rockets, redirecting rockets in flight, repairing buildings and expanding to new islands!
It’s better in action, but here’s how it looks:

Toward the end of a match. He's a goner.
Have fun, and good luck in the judging! I had a great time again this time around, and I look forward to trying out all the other island games for LD17!
Dear everyone who came close, but didn’t finish their game in time for LD17,
FINISH IT ANYWAY.
With love,
The Hinch
Well, i have finally finished my entry. It doesn’t have any background music, as i didn’t have time (and i can’t make music for shit) and not quite as many levels as i would have hoped ( i ran out of ideas). I’m happy with the end result, especially for a first LD.
ENJOY!
Title Screen
Level
Another Level :P
Yay, I actually finished something this time!
My Entry: http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=1503
I made a sort of 3d platformer, you jump from island to island at high speeds. It’s simple but (hopefully) a little addicting.

It looks better in motion...
Here is my completed entry for Ludum Dare 17. You can play on the web here:
It’s a simple puzzle game in which we navigate a growing worm through a set of narrow passages. The controls are explained in the game. Do let me know if you have any suggestions feedback, or find any bugs. Now I can go play other people’s games!

It’s horrible. But I’ll be making a high score table that records your scores without you ever knowing whose is whose :p I’ll post the source here when I make it, in a new blog post. I expect -1s from all of you in all my categories!
Found a name! And the mineral is “amirite” now.

INSERT FUNNY JOKE HERE
DL link:
http://www.box.net/shared/bouovfon1t
I’d say I did good enough for 16.5 hours. Unfortunately I could add no music 
Now it’s time for a manly rest.
To keep me motivated I focused on the art. The game isn’t much, but I think not bad for my first (successful) LD.
Now my head is all fuzzy

(I really should have thought of a better name)
Overall, things went really well. I’ve certainly limited my audience by making a game that requires three players (didn’t have time to add AI) and only runs on Linux (lol), but I had a great time and I’m happy with what I did accomplish. I’m looking forward to playing all your games! They are going to have to wait until I’ve caught up on some sleep though. . .
So, i finished it , the game is playable, but dont have any sounds anda the graphics are poor, i liked the result, because to a game maked in 48 hours with various brakes do resolve other problems and to learn a new tool (Flixel) it was a good result! Enjoy !
Link to download : http://www.megaupload.com/?d=VUQZ8L00
Later i put the videolog
<table style=”width:auto;”><tr><td><a href=”http://picasaweb.google.com.br/lh/photo/xESELj6OYetZU5JxQU0L8Q?feat=embedwebsite”><img src=”http://lh5.ggpht.com/_vCsJvTskz2E/S9TxN61x0NI/AAAAAAAAAYA/iyX0ZMBFwWI/s800/imagmeFinal.png” /></a></td></tr><tr><td style=”font-family:arial,sans-serif; font-size:11px; text-align:right”>De <a href=”http://picasaweb.google.com.br/jeanbr07/Ludumdare?feat=embedwebsite”>ludumdare</a></td></tr></table>
This is kinda weird, I just wrote code for two days straight, occasionally taking breaks to work on art or music, but worked on this for 2 solid days… I think I only slept about 6 hours amongst them. Im kinda batshit now, but its also sort of a weird feeling. Like…. now I just dont know what to do with myself. Theres still stuff I want to change/fix, but based on how long it took me to upload my game, and how long it would take to do anything I want to do to this, Im pretty sure its done. Fortunately, I did manage to actually finish the thing, including the plot and the between the level dialogue stuff… It need optimization like wow. There are also a bunch of things I just didnt get to that I really wanted too (I wanted to make levels, for example, but then Id have to fix the bounding box on the player and its just kinda ridicules.)
Anyhow. Huh…. Guess its time to wander off into the sunset.
Can’t believe I submitted something that might be mistaken by a few for “fun”!
http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=1947
This has been a great weekend, my first ever ludum dare and I learned a hell of a lot of things *not* to do 
The game is COMPLETELY different from what I had envisioned at the start. Guess I’ll save that idea for another time. I think I’ll put some more effort into this one later. Maybe make it into a flash port as some have suggested. Anyways, time to sleep. I have work in 6 hours….
Grieve
(P.S. For the record – this is not only my first Ludum Dare but my first ever (reasonably) complete attempt at game design. (not counting a few Flash 4 “goToAndStop” efforts) – Hope you enjoy it!)
Its been lightning for the past 30 minutes while ive been trying to submit! Finally by the grace of god my entry got through.
Heres a link http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=1834
I know its bad and probably really buggy too. But LD forced me to complete my first ever game so, hurray!
Well, zombie island is done. Very disappointed in my level generator code, but I may revisit it and fix it so the levels are more interesting. Sadly, I ran out of time and had already spent about 3 hours debugging it :'(
I Finally complete my game.

you can check it out here: http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=1901
It´s hard but very frenetic and fun.
I put my source up on github.
Submission here – hope I did that right.
That was a lot of fun, and I definitely hope to do it again. It has certainly inspired me to complete more game prototypes!
I didn’t leave enough time for balancing, and instead chose to go have a nice dinner with a friend. Correct choice for life, but not for the fun-quotient of this little game.
Wanted to take a different tack at the theme, and this definitely doesn’t look like anyone else’s… but I’m not sure what all the judges will think of its theme-completeness, of glowing islands in the night…
ROCK!
Edit: Here is a timelapse!
I’ve submitted Island Airline I would have liked to get more game play in, but things took too long. The good news, is my code base has grown, this is a solid start on a new game, and a lot of the work I did too today will help Iron Roads move forward too!

Island Airline Final

And there went another Ludum Dare that didn’t quite go as expected. Damn my bad ideas.
Basically I found out 6 hours before deadline that my idea was way too hard to implement and make interesting. So I went for a quick platformer very far from my original design. It could have been way more polished had I just went with this from the start 
Well, guess I’ll just have to remember that for next time
Hello friends,
Just finished submitting my entry (4 minutes left).
You can check it here: http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=2085
I just could include one level, but the game mechanic are there, so I think it has potential 😉
It was a great weekend and I learn a lot (I couldn’t make timer-based movement works, but…)
Good luck to all participants!!!
Yes, yes I am…
I didn’t make it in time again, unfortunately.. but I did get a hellova lot more done than LD16’s derelict! So I’m releasing anyway.
I really enjoyed working on this, and though I say this all the time, I’m hoping I do get a chance to finish it off 
Download link is here: Win32 and AMD64 Linux Binary + Data
Here’s a screenshot which sums up this weekend:

I’ll put a post mortem up later.. once I’ve had some sleep.. course I have work in the morning ( silly me forgot to book time off! clever, eh? ) so it may be a bit before I get back to it.
Well done to everyone else that took part and finished something, looking forward to seeing and playing some of them 

Island Skate Delivery Boy is (semi-)complete! A stunning achievement in realistic island skateboarding action, Island Skate Delivery Boy features no actual delivery mechanic whatsoever. Forged in darkness, completed in around 3 hours, and featuring islands, Island Skate Delivery Boy is guaranteed to at least provide 5 seconds of interaction.
You can view and play the game right now.
Wow, I wish I had about 10 hours left. I think I may have made a decent game. Unfortunately, Its not complete. The only thing you can do in the game is move your boats around from the original island to other islands on the map. You can also move the boats to the enemy island (red). That basically kills one of your boats and an enemy boat.
The game doesn’t need much to be functional though, so I am happy to at least get to this point.

EDIT: I HAVE FIXED THE PY2EXE AND REDUCED THE DOWNLOAD SIZE. IT SHOULD WORK ON ALL WINDOWS MACHINES.
So close. I was so close to having a finished product. I will finish it tommorrow, and write a post-mortem

What almost was (today, anyway)
Tags: fail
This was my second LD attempted and I came out pretty strong this time (hell, I actually submitted my entry this time…with 3 minutes to spare). I was pressed for time and didn’t think I would even do it but I did. Some big things that sucked:
I didn’t like the theme, so I couldn’t come up with anything for a while, and didn’t start until 1 or 2 pm on Saturday.
I didn’t post any progress, screen shots, desktop shots, anything. I definitely won’t do that next time.
I waited until the last minute to go through DLL hell. I didn’t even know how to distribute last LD, and didn’t learn from last time and do some tests during the week. That was good ol’ procrastination making me suffer again. I could have spent some more time cleaning it up but that took a backseat until 20 minutes before the deadline.
Anyways…here it is…a puzzle game called Hungry Hungry Castaways.
So I finally finished my game, Attack of the Canvey Island Monster, which is now all sumbitted and tested, so hopefully nobody will have issues with it.
Enjoy

Title screen for my game :)
Oh and I by no means believe in all the cryptozoology stuff, just felt like a nice way to use the theme 
This was my second go at entering Ludum Dare, and I’m happy that I’m 2/2 in terms of finishing games (4/4 if you include the GGJ :))
Oh yeah and it was made in Game Maker, as I’m not a coder, so nobody be mean cos I don’t have the awesome coding skills that all you other guys and girls have 
Now I’m off to sleep as I have to get up for work in three hours 
Well, that’s over. Tried to add a title screen and almost made it, but I’m over by a few minutes so I won’t count it. Even though I fixed a bug where you pretty much always die when starting level 5, which would have been really nice to get in the upload. :<
On the plus side, I did technically finish! If I hadn’t been so lazy, it might even have gotten “properly done”.
Ah well. Congrats to everyone else who finished!
EDIT :: I found a way and I managed to submit it before the lines closed 😀
Island Escape is now finished!
Check it out here!
“Hopefully I’m not late! This is Island Escape by Nate Wiesel of The Layabouts. (wearethelayabouts.com) It’s a game about a nameless man marooned on a deserted island and must find the supplies to build a boat and escape. A few things at the end were a bit rushed unfortunately but hopefully you all enjoy the game! I put a lot of effort into it.”
Tags: island escape
That was fun, thanks for having me LD#17!
Unfortunately my server has crashed just as I submitted my final entry (which is web based). Hopefully some people will still see if after my server comes back up. It’s probably my inefficient server side code which is crashing the machine. Oh well!

Hi all,
I finished my Ludum Dare entry! It is an interactive fiction game entitled Islands Far Away.
It is a game about a game programmer entering Ludum Dare and trying to create a game about islands.
If you haven’t tried interactive fiction, I urge you to try it. This is not the typical text adventure. I think it should take about 15-30 minutes to finish. There is dark humor, strong language, and toilet humor. I would probably give this game an R rating if it was a movie, just to warn you.
Geeks and programmers should at least identify with some of it and hopefully will enjoy it as well.
It will run on any browser that supports javascript:
[EDIT: updated link now supports ipad, and more]
Enjoy and please let me know what you think!
PS, there is only one way to die, can you find it?
Also, make sure you discover the back story as well as solve the puzzles for full enjoyment of the ending.
This was my first experience, and not the best weekend for me really, seeing as I was working all weekend. Must have gotten only something like 8 hours of work on the game. I’m still happy with what I’ve done, not so with the code but that’s another matter. I learned that Vector math is awesome and way better than working with trigonometry and angles. Oh and Linq is cool, too. The idea part is what really took me long, and in the end it wasn’t even my own idea I took. Oh well, I hope y’all had fun, I sure had, and may the best entry win!
Well, it’s done. Kinda. It’s broke — first level works OK, but all levels beyond are bugged. You can still beat the game, but the AI won’t put up a fight after the first level. Fixed!
Click the link to play:

I’m way tired. I’ll post more about it later.
Tags: final

Oh well, that’s as good as it gets in 8 hrs. Other 40 taken up by real life.
This game is an experimental trading game in which you hold/press keys on your keyboard to trade between villages. (e.g. Press A and E to trade between Port A and Port E) You may end up playing twister on your keyboard. 
However, only the tutorial is done, so there isn’t really much to see. Next Ludum Dare perhaps!
Finished my first LD submission!
Check it out at http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=2023
HAVE FUN!
Done!
http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=771
People told me they didn’t enjoy dying in one hit, so I scattered some armour around the place. You don’t start with any, though, you have to find it! Get to it!
I think it’s hard, but not too hard. Kinda reminds me of Contra actually, the way it turned out. Except way, way shorter.
Enjoy!
Also, I recorded a timelapse this time. It’ll be up soon.
Well, I didn’t get as much gameplay as I hoped for, but I’m pretty happy with how much I got done considering the scope of the game.
The game is sort of playable, but unfortunately I didn’t have time for much content, or for monster combat or anything.
Fun contest, good theme, tho unfortunately I didn’t get to make much use of it. I can’t want to play everyone’s entries. Looks like we got a lot of killer games this time!
You can get my game here:
Or on the contest entry page. Enjoy!
Well I made it through my first Ludum Dare with something resembling a game, which was more than I expected when I started.
Overall I didn’t dedicate enough time to it due to various real-life issues that came up, but for the time I spent i’m happy with the end result, especially the art, which for me was a big challenge as I really never do my own art for whatever reason. The super low-res art style is really fun to play with, animation has to be really short and easy because of the limited space involved. I’m not really that coherent at the moment but apart from having no sound, no timelapse, barely any updating (basically all the things I wanted to do right but were ultimately cast aside) and only one incredibly short level, i’m happy with the result and getting into the correct mindset to produce prototypes this fast.
Anyway enough of that, go check out my game Every Man Is An Island!

Click to go to the entry page!
Yours faithfully, sincerely and covered in bees,
brian.
As I predicted, I didn’t complete this game. Instead of trying to shoehorn some crappy mechanics into the engine with a couple of hours to go, I instead made some shiny assets which have absolutely no use whatsoever.
Anyway, true to my word, I’ve uploaded the fail version of it.
http://ed.onlinewar.org/viking-pre-test/www/
To scroll the display , use the numpad keys, but don’t go up or left at first (it can’t handle scrolling off the edge of the map)
Only tested in Firefox – requires HTML5 canvas element.
I’ll finish it!
Island Abduction
Island Airline
Island Assault
Island Balance
Island Conflict
Island Construction Malfunction
Island Defence
Island Defence
Island Defender
Island Defender
Island Defense
Island Escape
Island Guns
Island Hermit Hop!
Island Hopping
Island Jumper
Island of Bounty
Island Planet!
Island Repair Man
Island Rescue
Island Robotica
Island Shoving
Island Skate Delivery Boy
Island Survivor
Island Tour Racing
Island Towers
Island Warriors
Island World
islands
Islands At War
Islands Far Away
Islands in the Sky
Islands of the Stone God
Islands Survival
Islands!?! Curses!?!
Islands: Through the Sweep of Stars
IslandsMUD
Let’s pick a theme with more variety next time.
Finally, finished!
I’m quite happy with what I achieved this weekend – despite various bugs that I struggled with for ages, I managed to get a few cool features in there. I’m just hoping that it actually runs on most machines…
Thanks for a good (but tiring!) weekend. The final result is here. And now, I need to sleep… night!