LD18 August 20–23, 2010

Helgas World Domination is submitted

So we finally submitted our game.

Helgas World Domination
You can play it HERE

A timelapse and a video you can find on YOUTUBE

So this is what I have so far, it nearly resembles a game!

yes, he summons the bunny :D

yes, he summons the bunny :D

So I can’t say that I really know where this is going in terms of game-play yet; so far all you have to do is stay alive, and to do that all you have to do is not hit ‘Q’ too many times :p

10 hours to go, plenty of time to figure that out :)

Comments

22. Aug 2010 · 15:51 UTC
the little wizard looks cool!

Reinforcements have arrived

image001

I love that 100 yen stores are open 24 hours.  After running into too many walls, and realizing that javascript canvas just seemed to slow without doing lots of tricky things (which I don’t know) I decided to look at flashpunk.  And it it is pretty much exactly the structure I’ve been looking for and partially made over the last week (albeit in flash rather than javascript, but that just means at least some hardware acceleration(including my lappy with the last flash update)).

I visited the 100 yen store around the corner again and grabbed some supplies to last me through the night, while I go through the tutorials on the flashpunk site and try to get something out in the next 9 hours and 39 minutes.  It’s for these reasons that I normally go easy on the caffeine, so that when I want to use it, it actually has an effect.

Tags: Foodum D, Foodum dare, LD18

Comments

Felipe Budinich
22. Aug 2010 · 14:42 UTC
Oh that Ice Coffee thing looks sweet

Finally finished! Presenting: Grabman!

grabman3

I am up way too late! Time for bed, here is my entry: http://www.ludumdare.com/compo/ludum-dare-18/?action=preview&uid=2554

Good fun! Thanks to our organisers!

9 hour sprint + screenshot

Most GFX and game logic done, quite some glue and polish left. The last 20% really takes 80% of the effort. Which makes sense as no mather how well you organize your good you’ll still end up with growing complexity to look after.

gnorf3

Feature-complete!

All of the gameplay code is done! The art is still pretty programmery but that’s probably not going to change. In my remaining time I’m going to work on music and sound effects for this thing.

Such a satisfying feeling! Come on guys, come feel it with me!

So far so good…

9.5 hours left!

Still got a long-ish list of stuff to do, but I think I’ll finish with something reasonably game-like.

Got textures and some simple particle explosions going:
LD18_003

Breakfast
P8210177

Diet Pepsi (that’s less than half the cans I’ve drank this LD…):
P8210176

Tags: foodphoto, progress

ants

still working on the animations…

this is no good sign 😉

ant_move_0

graphics time

mockup

quick mockup

main character

(ignore the dinosaur)

Enemies as weapons!

Time for an update. Not much has changed since last time, visually. But underneith I’ve got a system for scripting enemy patterns and stuff, which is pretty nifty. Python’s generators are great for this kind of thing.

Here’s a screenshot:

fk18screen3

The things glowing yellow are dead enemies that you can collect and become ammo as shown in the right sidebar. So the star-shaped enemies become shurikens that you can fire back with. This means I now actually comply with the theme! Hurrah!

Next I’m going to try and throw in some more enemies, then think about sound, I suppose.

Tags: enemies as weapons, screenshot, shurikens

Every coder should enter LD.

The time contraint has really forced me into being more efficient with my code. I usually end up spiralling off and adding particle systems and other jazzy things, then end up getting bored of a project.

However i have realised that if you add sparkly things and then don’t have some solid gameplay, what’s the point?

On another note, the game is nearly there. Final push time, THEN SPARKLIES.

Comments

22. Aug 2010 · 16:18 UTC
Fuck that. Sparklies Forever!

MafiaRevenge

MafiaRevenge04

Click to play. WSAD or Arrows. Left Mouse Button to throw a rock. There is no way to win, only loose.

I’m not completing this tonight. I’ve felt uninspired with this game. Perhaps if the player is able to pick up guns it will be more fun. Yeah. I’ll think about it.

LD18 Breakfast No. 2

Tomatoes, mushrooms and scrambled eggs.

Tags: foodphoto

Comments

22. Aug 2010 · 15:44 UTC
Was that awesome plate used as a launch platform at some point? I want one!
22. Aug 2010 · 16:35 UTC
Yep, they are my standard plates. Apparently, jovoc has them too!?!

THE LÖVE-PARTY… Is… Still around?

After spending the first 24 hours trying to understand certain team members’ obscure frameworks (and subsequently trashing said frameworks), as well as assembling what I think is technically known as “a sweet-ass intro screen”, we have now finally started working on an actual game!

Click to see it in action Click to see it in action

The premise of the game is rather simple. You play the role of the manliest cowboy to have ever walked in hot pink boots. With your vagina-resembling hat, your mission is to lasso a roaming bull, swing it around and use it as a flail to destroy all the other bulls running around. Why? Well… Ehrm… To make ground beef, I suppose? The only bullshit is the one we’re catching.

Our graphics aren’t all that snazzy (our bulls are rather turd-like, and they have no legs) and there’s not really a game yet. But what you can do is lasso a bull and dance with it!

A deadly -yet graceful- weapon

A deadly -yet graceful- weapon

Next up is probably making stuff collide. Can’t make a hamburger if you can’t smash bulls into each other! With roughly 33 hours to go, it seems like the LÖVE-PARTY might actually be able to create something as awe-inspiring as LÖVE itself.

Who are we, you ask? Today, still wanted by the government, we survive as coders of fortune, if you have a problem, and no one else can help you, and if you can find us – you can hire THE LÖVE-PARTY!

Tags: enemies as weapons, Love

Comments

Felipe Budinich
22. Aug 2010 · 18:43 UTC
Give me a dozen more hours and i’ll have new graphics to replace the actual ones: I’m working on it:

Sound effects done!

Thank you sfxr!! DrPetter, you are my hero.

Finally im done :)

I finished my game (i think), you can check it out Here, i finally decided for the name “Rotate!” ..and then realized someone else took it XD anyway, i dont feel link changing it, and the game is totally different, so no worries about that 😛
I will be uploading the timelapse later, when everyone else starts to do so (im editing it right now)

Ludum Dare rocks!

Ludum Dare rocks!

Enjoy the rest of this wonderful compo people! :)

Meetups – Post some details and photos

Did you get together with some people and make games together this weekend? Tell us about it! Where it was, who/how many people attended, and any fun stories of the gathering.

For results day, I’d like to have a list of some of the events and meets that went on concurrently with Ludum Dare. Even if your group didn’t submit a game, I’d like to hear about it. Make a post here or on your own blog. Then make a note it in the comments. Thanks!

This entry was posted on Sunday, August 22nd, 2010 at 3:30 pm and is filed under LD #18 - Enemies as Weapons - 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.

How the game looks now. aka Useless Addition #1

Why hello there!

The brain moves in the jar! also bubbles! (yay)

The brain moves in the jar! also bubbles! (yay)

This is how the game looks right now. You *can* play it, but it’s not very fun right now.

The basic gameplay options are programmed, but the game is in no way challenging and/or fun.

The premise of the game is that you have to kill the VIP (that guy with a ‘V’ on him). The only way you can do that is to use your psychic powers to kill him!

You can, however, only use your psychic powers on people you can touch. So in this example, you need to use a henchman (‘E’!) to open the door and then you can kill the VIP.

Give me a lot of hours and I’ll have some levels that are actually fun to play!

(also the placeholder art stays! I’m a programmer damnit, not a fancy-pants art guy!)

dance dance dance – progress

Yo! I didn’t get as much done today as I’d hoped (3:30am here.. 8 hours left.. don’t think I’m going to manage to stay up that long).. still going though. :)

play current version here: http://nyarlulabs.tumblr.com/wip/

it’s got a couple bugs i’ve spent far too long trying, and failing, to figure out.

todo: sound! scores! maybe another type of dancing person. dunno what else.

Comments

WilTwin
22. Aug 2010 · 15:40 UTC
This game is awesome. End of story!
nyarla
22. Aug 2010 · 15:58 UTC
hah, cool :) I do like Murakami’s writing a lot, though I haven’t read Dance Dance Dance for years.. I guess the name stuck in my head..

Hour 40 – COMPLETE!

Okay well its not quite complete, the waves of enemies could do with some more work but I have my mum coming up from London to visit me in 30 mins so im gonna call it quits here.

So, finally it has a name, I have called it “48 Hours Later” :) Its not technically true as I have only had 40 hours to do it, but oh well!

Overall im pretty happy with my first Ludum Dare entry, im very tired right now and have a banging headache, but thats all part of the fun right?

So onto the game. First some shots:


Okay so if you have been following waaaay back my original intention was to make a game with the same sort of art style as World of Goo but with the game mechanics of Boom Stick. I think I have stayed pretty true to that original idea.

Basically you fight against waves of enemies that float across the screen. There are currently only 10 waves, I would have liked more and with more variety but oh well 😉

The theme of the competition was “Enemies as Weapons”. I have incorporated that theme by having the enemies drop giblets when they die. You then have a certain amount of time to pick up those giblets and fire them back at the enemies. Enemies as weapons!

So as a disclaimer: im sure the game has many bugs and things, I have run out of time to do much in the way of testing and optimising. If you find any bugs however drop a comment I would love to hear about them as I plan to release this to a few flash portals, so would like to get those bugs fixed 😉

Anyways enough jibber jabber. A few more shots then the game is below:


You have to play the game on my site, I cant get flash to work here :(
http://mikecann.co.uk/ludum-dare/ludum-dare-hour-40-complete/

Oh also, if you cant run flash I plan on making a Youtube video in the next day or so to go along with my timelapse of development!

Tools Used:
Adobe Photoshop CS5
Adobe Flash Builder 4
Adobe Flash CS5
SFXR
Chronolapse

Tags: boomstick, finished, goo, Kill, liero, particles, terrain

Almost there

Updates since the last post include boulders falling from the ceiling, fungi which shoot at you, various particle effects, and wee story/tutorial messages from your command base.  A picture:

bouldersI have a few more things left to do still.  With a bit of luck I’ll submit some time around 9 (GMT).  Dinner pic’s below the jump.

SundayDinnerJust beans on toast and some Irn Bru.  Nothing fancy.

Tags: foodphoto

Comments

Felipe Budinich
22. Aug 2010 · 16:13 UTC
Dude that’s beautiful (the game, that foodstuff looks like something i wouldn’t eat)

Getting there!

Well, game mechanics + effects are nearly complete.

Need to do scoring, dying, winning and title/ending screen. Need to add sounds as well.

I am going to make it!!

Here’s a current screenshot showing off asteroids, enemy ships, tractor beam and particles!

screenshot5Good luck to everyone!

Daniel

Comments

22. Aug 2010 · 16:07 UTC
Nice particles!!! Looking great, man!

Phew!

I lost count of how much time I spent on changing the player graphics into this:

Screen shot 2010-08-22 at 19.48.26

That’s me. Fully animated (4 frames), and there’s also a walk animation, a walk while carrying stuff animation, and a knock-some-teeth-out animation. 15 frames in total I believe. At least a couple of hours have been lost in this. 😛

And I have (counting…) 10 frames left to do for the zombies. Me again, but with much sillier poses. 😛

Comments

ippa
22. Aug 2010 · 16:47 UTC
O .. M .. G .. :)
24. Aug 2010 · 13:34 UTC
Hey, I want to put this on PC Gamer’s coverdisc. Email me saying you’ll let me:

Omnicide

http://www.2bam.com/proto/Omnicide.html

For now I only have an “automatic” barebones Canabalt :)

Got in late, so I’ll just have to figure out how to make what I want in 8 hours. I’m recording a timelapse.

Yet another late progress blog post

In case anybody wonders, what some of the newcomers have been making, I bring my testimony:

Day 1 (night): The theme shocks me down! I couldn’t put something original on paper. So sad ‘cos I was too motivated.

Day 2 (moning): Spend the day doing some research, but nothing comes; so I went to the movies and buy groceries.

Day 2 (night): I got a cuple of ideas, so I discuss them with random people. End the day making graphics and loading in the code. Oh! before that I doubth of the legality of my graphic sources, so I redraw the sprites by my own.

Day 3 (morning)(now): Im not totaly convinced by the design, but I prefer get it done, than throw it away!

I’ll post actual advances, so stay tuned! Meanwhile, there is the mockup:

the great monk mockup

the great monk mockup

Don’t give up!

AVOIDAL – Difficulty Curve!

Fifth version of AVOIDAL

You can play the fifth build of AVOIDAL here.

If anyone has a minute or two I’d love any comments on the difficulty ramp over the levels.

New features this build includes:

  • All game parameters are tuned and tweaked every 5 mines collected to keep increasing the difficulty
  • All mines, seekers, and spikes have their own warp in transitions for cool visual effect and to let the player know safely where they are going to appear and activate
  • Introduced a CHAIN counter for big points. As long as you don’t take damage or let any mines expire and explode on their own you increase your chain counter for every mine you destroy with an enemy

Time to get cracking on sound effects and music at this point and then keep playing and tuning the hell out of it to make sure it is as fun as possible.

Tags: avoidal, curve, difficulty, flash, playable, screenshot

Comments

22. Aug 2010 · 17:12 UTC
Spikes still tend to be useless, which is annoying. After I realized that I have no time limit and reds will not automatically chase me I began to do much better. I would say more stars, otherwise I spend too long running away from lame reds with no objective other than to wait.

yummy

Fresh Tomatoes out of the garden, fresh herbs and some slices of mozarella pizza:

mozzarella

The last hours are coming close, time to get some NUTS:

nuts

Hokus changed to grappling hook..us

I failed to start anything yesterday because I didn’t like the idea too much and I think it was to complex. Now I have a simple idea and nicer, but I believe I have no time to make it. Even though I will try to do something in the time left for the competition.

Here is a screenshot of what I will trying to do:

mockup

I think you will understand easily the concept.

I will start right now.

Comments

22. Aug 2010 · 17:23 UTC
Right now, young man. Right. Now.

Back to work…

Family left, so back to work… hopefully my WoW guild won’t need me tonight and I’ll have 3 more hours to finish this for the compo…

Title screen is done, and it’s sweet! :)

screen08.jpg

Changed the rock graphics to trees, aswell, since it looks much better, to be honest…

Still some stuff to do:

– Main Menu
– Intro/Story cutscene
– Instructions
– Final success (7 levels overcome)
– 7 levels to design
– Sound effects
– Music

If I do all these, I consider the game to be done, and will probably just tweak it and get some more features for the jam…

Back to overdrive… :)

recycling robots – update 4

the robots are moving !!!
see the demo : http://www.athanazio.com/ludumdare/ld18/version2010aug221537/index.html
move with the arrows, shoot with 1, move the head with up down.
ludum dare 18 athanazio update4

next steps

- loose life and restart level
- end level and go to the menu

step 4 - recycle
ok - add the bullets counter
ok - reduce npc life to zero shooting
ok - show dead sprite
- recyle to energy
- recycle to bullets
- test yellow bullet to reduce speed

step 5 - levels please
- define levels map + npc positions
- code boss behavior for levels
- count the time used to finish each level

step 6 - polish
- add help screen
- add backgrund image to the levels
- mute music

Tags: demo, flash, recycling, recycling robots, robots, update

Yay, finally done!

It’s finished! No music this time around, my creative juices have dried up it seems. I tried the wolfram tones thing, but didn’t come up with anything I liked. So here it is, bugs and musicless and all.

http://www.ludumdare.com/compo/ludum-dare-18/?action=preview&uid=1823

Let me know if you have any problems! Thanks guys! Looking forward to playing yours!

Comments

22. Aug 2010 · 17:34 UTC
It turns out the Wolfram Tones thing actually has a restrictive license anyway, so it’s good you didn’t find anything…

We gave our weapons to the robots

enemies

It’s almost playable. Lots to do and time is running out…

Comments

Henry Blank
22. Aug 2010 · 17:03 UTC
Is that a robot clothed with a human ? Because that’s an obvious rip-off of the thief thieving humans clothes !
22. Aug 2010 · 17:21 UTC
Sprite, hell — I love the entire pixelated, palettized, instructions-in-the-background style you’ve got going on. You’ve found all of the indie platformer switch palaces, jovoc, and you’re pushing ’em. Pushing ’em right.
22. Aug 2010 · 17:33 UTC
Looking awesome!

Just about done

And Bob the Kitten is not really helping much

PDR_0007

Tags: cat

Submitted.

Whoosh, I finally submitted my game. It’s actually a pretty small game, but I think there will be some people having fun with it.

Did not post here anything earlier, came pretty late to Ludum Dare. Late in the way that I did not made any real thoughts on it before saturday because I actually did not want to attend.

I did not really measure the time I have been working on the game, but I think it’s something like 10 to 12 hours.

Enjoy it!

13 endings.

Not including random crashes and exiting, which makes it a whooping 15 ways to get out of the game, 13 of which are at the end.

And I had to cut some, because if we simply add the probabilities, it’d be 64… What have I unleashed. Seven hours left to write the talking bits (already at 70 blocks / 600 lines, and I did something like 60% I guess).

Still can’t run it on windows, though :/

A night on the beach, with campfire.

A night on the beach, with campfire.

A quick snack

So decided to have a little snack of some yummy mushrooms, they were great :)

mushrooms :)

Then had to record my weekly podcast, and now I’m back onto working on the art for my game, it’s going alright :)

bacteria

I guess that looks a little weird though :)

Comments

Henry Blank
22. Aug 2010 · 17:04 UTC
A bacteria ?

Oh deary me…

…I sure have been neglecting my community duties.

To make up for it, I give you “completed” gameplay. <linky>
You’ll need the VC++2010 redistrobutable to run it. Hopefully nothing else…

yeeeaaahhhh

The aim of the game is to trick to enemies into killing themselves and each other.
If the enemy sees you he will move towards you and start firing, if you run out of his sight he will continue to move towards your last known location. While out of sight you can hold down space which will use some of your IP (illusion points) to turn you into a rock, the enemy will ignore this rock but if they walk into you or you get hit by a stray bullet, you still take damage.

The three circle in the top right are your available illusions. Clicking any one will stop the player being able to move, but will allow you to spawn one of your illusions where the cursor is pointing.

The top illusion is the cheapest and most basic. It makes a ghost-like clone of yourself. If the enemy sees this clone of you it will be tricked and begin firing at it. The bullets however will go straight through and hit whatever is behind the illusion, hopefully another enemy.

The middle illusion is a trick tile. It can make any tile look like a ground tile. For example, using it on the bottomless pit tiles (the black ones – I wouldn’t stand on them if I were you) will trick the enemy to think they are walkable, causing him to plumet to his death. Walls cannot be turned into other tiles (because it caused bugs with the pathfinding =P).

The third illusion is an upgraded decoy, these cause any bullet they are hit by to be reflected back towards their attacker (with a slight random offset). This is most expensive as it’s pretty much a guaranteed win.

If you select an illusion but decide you don’t want to cast it, simply right click to cancel and keep running.

Next on my todo list:

  1. Loading enemy positions from file.
  2. Level select screen.
  3. Actual sprites…
  4. General polishy goodness.

Enjoy!

Not going as planned

My concept is pretty simple, there are whispers coming through dimensional gates and attacking a city. In order to save the city you must power the shield generators (bottom right) by throwing whispers at it via a grappling hook. Every generator that is powered up is also attached to one or more additional gates and the more generators powering a gate, the faster the whispers are. When the grappling hook gets the Whisper, it starts rotating around the city and you have to time when to release it.

Well the implementation is not going as planned partially due to learning pygame at the same time instead of going with something I’m more familiar with and also a bit of procrastination. Hopefully I’ll have some time to finish it up but it’s not looking likely.

screenshot

Time to Make Sprites

The final crunch is always so crazy :).

I’m finally making some sprites for my game. I’m making everything a bit soft and organic. I think I’ll use three frames for everything, and make creatures wobble a bit. Here’s a picture of me drawing the first few objects..

.

AHG!

So I was moving along, getting stuff done, real happy-like with my progress, and then I suddenly realized in horror that I’ve just created scenarios that break all of my current game logic.  These scenarios are a necessary part of the central game mechanic.

I don’t if I’ll finish in time.

Oh, and here’s the Github page for the project for anyone interested.

http://github.com/acdimalev/acdimalev-competition-ludumdare18

A question & final progress report

I was just wondering, are we allowed to include music we haven’t made ourselves if we explicity state that it isn’t ours and is just to make the game a little more interesting? I only ask because I have no musical talent and I’d like to put some background music in.

Meanwhile, game development is going well. Just finishing touches now, but I’m getting very tired already. I’m sure I’ll finish in time though. Here’s a screenshot of my neato title art:

titlescreen

Comments

22. Aug 2010 · 17:25 UTC
Alas, using other people’s music is a no-go. If you sample & remix, sure — but just dropping in a clip you didn’t create during he compo is definitely against the spirit of the rules. I could just drop in some sprites I picked up elsewhere, too, just to make the game more interesting…

done

It’s done. Not finished… but I better get sleep.

http://allefant.com/zombies_by_allefant.zip

third

This Won’t Hurt a Bit

I’d really expected to be bricking it by now, with tonnes of vital an unstarted, let alone unfinished work still to do.

Thankfully I seem to have judged the scope of my game fairly well, there’s still hours to go, and I’ve already moved firmly onto polishing rather than producing.

Just put a simple particle system in, and it’s working wonders, really adds a lot of movement and drama.

particles

I’ve also written some music that I’m only mildly unhappy with, which for me is pretty spectacular.

Oh and I took half an hour out to cook some Cheesy Oat Bread (it’s like a cross between scones and cheese twists, but with bacon). It doesn’t look especially spectacular, but I promise you, it’s amazing.

Cheesy Oat Bread

After all that cheery optimism I can just tell something is about to go badly wrong, urk..

Both purple and orange

I’m currently rather worried about rare bugs, number of features still to do, and whether the game is any fun. But I think it makes nice screenshots.

I’m considering removing the shooting element, and forcing the player to collide with enemies to convert them to slaves instead. I think with the enemy’s bullets pushing you back, it’ll add an interesting bit of challenge to that element. I’ll be sad about throwing out all of yesterday’s aiming code.

Comments

Praetor57
22. Aug 2010 · 18:15 UTC
I love the art style! Looking forward to trying it out!

First level – Also my art is crappy

Bonjour!

I have a level now. It’s not a pretty sight, but I’m not going to make it any prettier 😛

Oh god my eyes.. my eeeeeeyes!

Oh god my eyes.. my eeeeeeyes!

Also I have some music in my game now. By game I mean the intro and title screen, since the game screen itself will have no music or sounds, since I don’t have time to do either :)

My focus now is to create 5-ish fun levels. Then my game will be done.

5 hours do not a game make.

Really bummed, I only ended up getting about 5 hours to work on my game this weekend. I might switch to jam formation and try to finish something late tonight, we’ll see.

I’m pretty proud of the pixeling I did for my ltitle army dude guy, and that took up most of my time (being a programmer, the pixels do not come easily.)

I did start to put together quality beginnings of a JavaScript/Canvas engine – Screen, Buffer, Joystick, Sprite, Animation, and Loader classes. You can march the little dude around.

You can check out my progress at github:

http://github.com/newobj/ludumdare/tree/master/ld18/

‘Unarmed and Dangerous’ complete!

It’s as finished as it’s going to get. I’m reasonably happy with the end result – as it didn’t go so smoothly this time – going isometric was a bit trickier than I’d anticipated… Download it here

So less time for the gameplay itself – but maybe that wasn’t a bad thing, as keeping the game simple forced me to be a bit more creative with the level design. And although the game is short, just a few small levels, the last couple should present a reasonable challenge :)

Final Screenshot

Comments

22. Aug 2010 · 18:09 UTC
The screenshot looks quite nice, will have to give that a go later on. Congrats.
22. Aug 2010 · 18:39 UTC
After playing yours, I’m not sure why I even bothered. This is brilliant!
mikeysee
23. Aug 2010 · 08:59 UTC
Wow I really like this one :) The gameplay is nice and tricky, how I like it! The controls are abit tricky, but isometric space is always tough to navigate with the keyboard, im not sure how else you could have done it.

First real screenshot

Finally got past my compiling issues and got stuff on the screen. The sound library wouldn’t cooperate so I’ll probably have to submit with no sound, though this is looking like it will run out of time for the compo anyway

Lich1

The application “They’ve Come For Me” has unexpectedly quit.

Yes, it’s true.  I’m dropping out of the contest, due to schedule conflicts.

So close, too!  Here’s what I had cooking:

compo_entry_fail

At this point, we’re about 60% into feature completion – the enemies, bullets and level progression still remain, but they’d have been doable within about four hours, I think.

I will definitely complete it in time for the jam, though, where everyone will forget about it among the many much more visually appealing Flash and Unity titles. :)

What was supposed to happen:

Contrived Storyline:

It’s the year 21XX, and after a war with robots, environmental ruin and famine, the remaining humans are being hunted down and purged by the machines.  The title refers to the fact that the protagonist is the last living human in his village, and they have, in fact, come for him/her.

Legend has it that, somewhere away from town and across the desert where the machines won’t venture, due to the risk of overheating, is the last remaining enclave of human civilization, and they’re looking to bolster their numbers and launch one last counteroffensive.  The protagonist, having few other options, has decided to cast his lot in with them, and must escape the robot sentries that are patrolling his/her ruined village.

The robots are impervious to attack by anything our unnamed hero has access to, but can be damaged by each other, and in fact, our hero can use this to their advantage by teasing the sentries to entice them to fire their phaser, then ducking.  Because the sentries’ head-mounted turrets cannot aim up or down, it is possible to trick sentries into killing one another, thus increasing the chances of escape.

The humans have erected force field machines in places that can severely damage inorganic material, and the toxic atmosphere can react with human skin such that it takes on some of the characteristics of metal, such that touching the force field could be fatal for humans, too, but fortunately, in the chaos of the raid on the ruined city, human nutrient capsules were strewn about, and eating these should sufficiently protect the hero from the negative side effects of the force fields.

Gameplay:

Get to the exit any way you can, including, but not limited to, tricking the robots into shooting each other.  Any touch from a robot or its phaser bolt is instantly fatal, and you’ll be forced to restart the level.

The exit is locked until you’ve collected a certain number of chits, at which time, it’ll visually change from red to white.

Things learned:

  1. starting from scratch with no basecode: adds a LOT of time pressure, but very doable (if you don’t care about good coding practices, comments, readability or maintainability) and oddly, kind of fun.
  2. the accuracy of a homebrew platformer engine varies inversely with proximity to the deadline.
  3. don’t eat a big plate of brisket, it will make you sleepy (well, duh!).
  4. faking greyscale in 16-bit colour is a bad idea (greenish cast in some parts of the display).
  5. Allegro 4.x, DirectDraw overlays in a window and Aero don’t mix (apparently – I don’t have Win7 myself, so I’m basing this on reports from IRC)

I’ll post another playable before leaving for the ice rink.

Comments

ippa
22. Aug 2010 · 18:09 UTC
Really like the dark gfx and the black player .. good thing there’s a JAM with 24 extra hours :)

Main menu and instructions

Main menu and instructions are done…

Instructions are quite tricky to get right, since the game has quite “strange” mechanics… probably would be easier with a tutorial that would introduce the mechanics and units one by one… this way it might be a bit overwhelming, but no time for anything better…

The game has an interface issue, because it’s sometimes hard to understand exactly what’s going on, what unit is attacking which unit, etc, but that’s also due to my meagre drawing skills…

inst03.jpg inst00.jpg
inst01.jpg inst02.jpg

Anyway, still loads of stuff to do:

– End-of-game screen (when you overcome the 7 levels)
– 7 levels
– (something I just remembered) Initial gems inside the keep to help the player
– Sound effects
– Music

Be back in a while with some more stuff… the clock is ticking… less than 6 hours to go…

Comments

hdon
22. Aug 2010 · 19:10 UTC
Is Gobber Assault one of yours?
22. Aug 2010 · 19:58 UTC
Nope… It just looks similar because of the 8 bit art… I’ve traced some free-to-use sprites that Oryx submitted for the TIGSource Assemblee competition… maybe he worked on that one… :)

That’s it… a short (and early) postmortem

It is getting late here in Germany, and I slowly come to the realization that this compo was no success for me… well kind of:

As much as I liked the theme in the beginning it turned out to be harder than I thought: I considered it to be easy as it made me think of games like Mega Man and Kirby, which I absolutely love. However — as already noted in one of my first posts –, these are per se not really suited to be made in 48 hours as they encompass (relatively) complex mechanics and lots of content. Unfortunately I couldn’t get my thinking outside this box during the compo and so I started to implement basic platforming mechanics. To cut a long story short: I failed; vomit is running out of my eyes while looking over my collision code and trying to find that nasty Heisen-bug.

So hereby I officially give up on it and get some sleep (didn’t go so well for the last two days ;)). But I don’t want to leave without saying again: Despite all the failures I had the most fun just trying to code something in a looong time. I even learned a thing or two. To close this post, here are some points to improve upon next time (of course I will participate in the next compo!):

  • Do more planning (starting right now ;))
  • Think outside the “genre-box” and design more “bottom-up”
  • Be a more effective programmer (making a platformer can’t actually be that hard or is it?! I have seen a few cool screenshots of some here on the blog, so it has to be possible! :))
  • Don’t be hung over the first day…
  • More community involvement meaning more blog posts (I’m especially sorry for the lack of screenshots…), try out that IRC-thingy, comment on stuff, etc. but on the other hand…
  • Procrastinate less.

Good luck to the rest of you; I’m looking forward to playing some of those actually finished games. :)

See you all next time, hopefully!

Finished!

You can get The Lair of Fungal Wonder here.  Here’s the title screen:

screenshot2I’ll upload Linux and OSX versions tomorrow.

Comments

22. Aug 2010 · 18:25 UTC
Neat style.

Reinforcements arrive

Although I’m participating in the jam, so I have an extra day, and a team, working late is no exception. Today, however, I am especially tired, so I need some caffeine reinforcements.

Reinforcements

My lovely pink cup of reinforcement caffeine.

Tags: coffee, love2d, the LÖVE Party

Comments

Textmode
22. Aug 2010 · 18:36 UTC
/me huggles caaaaafffiiiineee! Is it strong? like a bull? I’ll take two!

First playable build

Project Cerebrum

First playable build. Still no sound, and hardly any game content, but just putting it out there:

http://dl.dropbox.com/u/10116881/Project_Cerebrum.zip

Comments

hdon
22. Aug 2010 · 19:06 UTC
Blows up in Wine. Says “Windows Access Error.” Here is a stack trace, it would seem:

Almost there

Announcement: The game now has a title: “Alien Abduction of Aliens.”

I’m having some issued with applet loading resources and such, but other than that – it’s getting there!

Please let me know if you have any issues, some people have reported not being able to play it (some issues with chrome specifically).

Play it here (Java Applet)

Splashscreen

Comments

22. Aug 2010 · 18:48 UTC
love the graphics congratz !!

Playable kinda…

I finished writing my game at least, and it doesn’t crash. Yay! Art time is NOW! 😀

pinkcatmeow

LD18 Lunch No. 2 and Progress

The time pressure is starting to worry me.  It’s getting close, but I’m having issues with routating the tracker beam and I’m not sure what the problem is!

LD18 Game Over Screen

LD18 Game Over Screen

So…. lunch :)

Grape tomatoes, smoked gouda, asiago and crackers.

Grape tomatoes, smoked gouda, asiago and crackers.

Tags: foodphoto, screenshot

Comments

22. Aug 2010 · 19:11 UTC
Your lunch looks very very yummy, I love those tomatoes, and cheese is always good :)

Sonic Boom complete-ish

Entry pageDownload (windows only, but should hopefully work in wine)

sbss2

I’m not sure I’m going to get much more done with this in compo time, but I’m delighted with how this has gone – the code’s a lot neater than my usual LD attempts are, the game feels quite complete (though not polished), it’s the first time I’ve used sound and music (if you call this music!) and while the finished product isn’t anything amazing I think it’s somewhat enjoyable and I hope someone else agrees. :)

While I wasn’t too keen on the theme – enemies as weapons struck me as something that’s been overdone already -and I’d have preferred to make something other than a shooter since that’s what my last mini-LD entry was, I’m delighted with the ideas that eventually came to me and I can see myself expanding this one in the future.

Comments

hdon
22. Aug 2010 · 19:03 UTC
New download link?

Almost finished game

Here you can find the unfinished game.
http://www.planetnana.co.il/vladp/
Please report bugs and thing that need changes.

Making compromises

Screw you guys!

You’re getting 3 sub-par levels. Then I’m going to bed!

Here’s a list of what I would create if I had one more day (don’t have time for the jam :P):

  • Particle system (fancy graphics!)
  • A “Story”
  • Different types of henchmen
  • Actual in-game graphics
  • In-game sound
  • In-game music
  • Some good levels

Give me 1 hour and I’ll have a game for you! (maybe)

Colour game

So my colour game is pretty much done.

ARH!! THEY'RE COMMING!

ARH!! THEY'RE COMMING!

Sadly i wont have time for making a tutorial level, so here goes:

  • Walk with WASD
  • Look with Mouse
  • shift to fire colour beam
  • space to lob “droplet” enemy into the air
  • Choose fire color with Q, 2 and E to get Blue, Green and Red respectively.

kill enemies by firing a beam of matching color into them. shoot both eyes of the “walkers” to destroy them. shoot your beam through an enemy of a any color to mix the two colors and thus being able to take out other colors than your standard Red/Green/Blue. When in doubt of color mixing, look at the paddle you for guidance.

The goal is to defend the big flowerish thing in the middle.  the “droplets” wont hurt it very much, so don’t worry TOO much about them. They’ll hurt you though. go close to the flower to heal. take note that you’re draining its health by doing so. The big “walkers” will take a huge bite out of the flowers health if they get a chance.

Play here:

  • Win: www.zigs.dk/resources/files/unity/colour_win.rar
  • Mac: www.zigs.dk/resources/files/unity/colour_mac.zip
  • Web: www.zigs.dk/resources/files/unity/colour_web.html

Can somebody confirm that the mac version works? Any comments, rants, horror stories welcome.

todo:

  • sound
  • graphic cues
  • optimize
  • bug hunt
  • music

probably not gonna have time to do music, to be realistic.

Edit: I’m also in need of a name…

Tags: beta, game, screenshot, testme

End of Day 2 – Boy Am I Glad I’m in the Jam!

Last night I decided that I was completely bored with Starrior. I got upset, pissed a bit, and went to bed. This morning, I started anew.

The new game is titled Starrior (Too lazy to come up with another title), and it is an abstract top-down shmup.

I currently have a little player ship that can scoot aroun, shoot, and charge its gun. I also have all of the artwork for baddies and their guns. Code for projectiles from baddies’ guns is also ready to go. Code for baddies’ weapons and the baddies themselves, though, has not happened yet.

The theme will be in here. When enemies die, they will fire out powerful shrapnel that can damage other enemies. Shrapnel from a big baddie will be able to take out lots of little baddies, and the weakest baddies will kill each other with their shrapnel (IE: One hit from their shrapnel kills another one), which can make big chain reactions.

Yay third day for the jam! I may have something to submit! Yeah!

That’s my lot

Well, that’s me out for this LD.  I tried to hold on to the very end, but it’s obvious I’m not going to get something anywhere near playable by the deadline.  Don’t get me wrong, there is still enough time for me to get something partially playable, but my brain has just completely shut down, and my code window is waving at me … not good!

It’s been a fun and interesting experience, and I’ll be taking the idea I started and continuing on it at some point, as well as coming back for LD19.  For the next LD, I’ll be a bit better prepared, since I have 4 months notice rather than someone pointing it out to me a few days before it started, lol.

Good luck to the rest of you, and I’ll see you next time! *waves*

First Playable

Still a lot more work to do.  Adding more weapons is next on the list.  Still though it’s sort of a game now.  Here’s the link to the first playable version.  (You will need latest DirectX, get that here)

http://www.frankforce.com/downloads/LudumDare18.exe

Controls are WASD.  Left mouse shoots and controls ship direction.  Right Mouse picks up stuff.  Pick up parts and attach them to your ship.  Kill an enemy and take their parts.

snapshot_0049

Bullet Hell

Enemies

Well hey, at least enemies work.

Comments

hdon
22. Aug 2010 · 19:08 UTC
No link?
hturan
22. Aug 2010 · 19:16 UTC
I’ll put one up as it comes together, there’s not much gameplay atm.
22. Aug 2010 · 19:50 UTC
Sexy lineart is sexy.

Go Boomber!

boomber

enjoy this actionless screenshot of my entry.  it’s a game about tackling little explosive fellows into one another.  still working on a level and trying to find some music on the internets; does anyone know of any good site for that?

oh, yeah, it’s my first time here. i’ve wanted to participate in the past but i was never on time.

i was gonna post delicious food and cat pics too but that failed.

Comments

stqn
22. Aug 2010 · 19:23 UTC
I don’t think you’re supposed to use pre-made music.
stqn
22. Aug 2010 · 19:23 UTC
You game looks good though :)
gugugu
22. Aug 2010 · 19:27 UTC
ohhh… well then i’m kinda fooked in that area :)

Enough… for now

Ol' ConjurerWell, not much has improved since my last  post, now there’s a knight who chases you, although he’s the same speed as you and just moves until his x,y co-ords are exactly the same as the player’s. So it’s all a little bit hacky right now, and due to tiredness, hunger and a horribly not-robust engine, I’m taking a break to make chicken and rice. I’m not sure where the enemies as weapons is coming into it either, it was originally intended to be that killing an enemy or fighting enough of them allows you to summon one, so there would be a swarm of knights to fight, then you can summon a knight and there’d be swarming demons or similar and so on…

So if you want a go you can clicky and check it out. WASD to move the conjurer, E to summon a bunny. When you have a bunny, use the arrow keys to move it and F to attack. Pressing space will pause the knight so he doesn’t chase you as it’s really annoying and pressing Q will reduce the conjurer’s health by a quarter of a heart.

So it’s pretty late here now in ol’ Blighty and I’m just not seeing this getting done, the theme was cool although tough to design for, I’m just not very good at structuring my code on the fly into something usable. We’ll see anyway, for now, signing off…

OK scratch that, I’m already uploading my time-lapse so I’m definitely calling it quits on the project, so here is the time-lapse (still processing at time of posting) for anyone intrigued as to what my desktop looks like and with that, goodnight :)

Grabitas: progress report 04 and 05 because I forgot to publish rather than preview

screenshot
Improved grabbing, added sounds, enemies turn red when they’re damaged. All in all some decent progress.

All right, 7 hours left. Finally, this is the kind of pressure that I can work under. 😀


screenshot
Player now takes damage when colliding with enemies. Added some kludgey code to avoid wonky behavior. Almost playable.

5 hours remaining. Need to implement scoring, write music, and add more enemy types.

Comments

samel
22. Aug 2010 · 19:31 UTC
GREAT! I like it very much although it’s very hard to pick the enemy without been hit.

It’s almost a game!

I haven’t had much time to work on my game today because I was helping with a removal… But still, a lot of things happened since my last post:

– I was awarded an award! That made me happy, even if I’m not really sure what it is about. Thank you, Manuel777!

– I’ve added a mouth and eyes to my enemies, and drawn three states: normal, “tagged” and exploding.

stupid-squares_2010-08-22-223806_small

– Enemies now move towards the hero (that would be the red ball), faster when they’ve been tagged.

– I’ve added particles so that the enemies can explode and in turn make other enemies explode. Only tagged enemies can explode.

– There is now an energy bar representing the hero’s health. The energy is lost when the hero collides with the enemies or explosions, but it is also used to make enemies explode or to tag them. So for the moment, the goal is to make all enemies explode without dying from lack of energy.

stupid-squares_2010-08-22-223811_small

I’ve uploaded a work in progress build for Linux 32bit. Arrow keys to move, left shift to tag. (Needs the SDL libs.)

Tags: screenshot

Worst feeling ever

Want to know the worst feeling ever?  When your battery dies and upon reboot you notice that “gameloop.cpp” has been truncated to 0 bytes…

Well, I’ve had to rewrite that file, so I lost a bit of time.  The (very) good thing is that it was possible to rewrite the file within the competition time!

Comments

22. Aug 2010 · 19:45 UTC
damn dude! glad you were able to recover but.. damn!
Critical Failure
22. Aug 2010 · 19:52 UTC
I must say, I enjoyed picking up the enemies and letting them fall to their bloody death.

Finished!

I have finished my game, now titled ‘Crustacean Cannon’. Go check it out!

There are 8 levels, complete them all to unlock a hidden scene and reveal the intricate plot of this game! The game is quite hard though, so it may take a bit of time. First person to complete the game (and screenshot the credits screen) wins a prize of some kind! (probably not)

I had a lot of fun working on this and I really enjoyed seeing everyone’s games slowly develop alongside mine. I feel like I’ve learned alot this weekend and I’m sure I’ll write up what that includes, as soon as I’ve had a nice long sleep. Check out my blog tomorrow for a breakdown of what went into my game, or follow me on twitter.

shot2

Cheers guys! And good luck to those still working on their games!

Last screenshot

Doesn’t look like I’m going to be ready to submit to either the compo or the jam, but I’ll keep working on this tomorrow and try to finish it up next week. Spent most of today working on battle stuff. I really like where this is going.

Good look to everyone rushing to submit something tonight!

Comments

Critical Failure
22. Aug 2010 · 19:40 UTC
The screenshot looks sweet. I hope to get the chance to play it.
deps
23. Aug 2010 · 07:11 UTC
I really hope you continue to work on this, because it looks awesome! 😀

Pulled an all nighter ;-;

It’s my first time trying to enter a Ludum Dare competition ): Wasted lots of time trying to come up with a decent idea, but made significant progress overnight.

You play a little penguin who starts off with a limited number of snowballs, fending off snow enemies that’re invading your little glacier. You can then make snowballs from the remains of the enemies to continue fighting. =P Harder enemies come out over time and such.

Title screen

Gameplay

I’m not very good at making background music so I don’t know how that’ll turn out =<

Jobs done!

Okay, this was such a learning experience. I was able to make it in on time, with 15 minutes or so of grace time. I had to put in a somewhat inferior game that you cannot win, but ah well, it’s mostly functional. You’re a lolcat, and you must placate zombies! Use left/right or a/d to move, and spacebar to placate. Play it here!

Screenie 4

Also, here’s my source. Here be dragons. Beware.

I’m planning on doing a post-mortem analyzing what I did, what I’ve learned, and what I’m going to do next time. You will want to read it because I’m so gosh-darned witty. Right? RIGHT? Good!

Bye for now, and I look forward to playing everyone’s games and rating them (fairly)!

Desk pic

Here I am, this is my desk, the mate and cup (with tacit instant soup) and half a chocolate where my nutrients today

IMG_0162

The current state of things

Spent most of my time on art, which I believe has payed out.  However, I still have quite a few things to implement in code before the deadline.  Here’s hoping I can get them in!

Here’s a little screenshot of what I have so far:

Chomp chomp chomp

Chomp chomp chomp

Comments

Textmode
22. Aug 2010 · 19:41 UTC
Oooo…Pretty!

/me stumbles forward, reaching for the artwork

preeeetty…!
22. Aug 2010 · 19:49 UTC
That’s a nice style. Is it all animated as well?
22. Aug 2010 · 20:03 UTC
Glad you guys like it! Yes, all of the sprites are fully animated. Currently there’s only two enemy types, a couple of different spells, and pretty much only the tiles on that shot, but it’s certainly enough to try it out!
22. Aug 2010 · 20:56 UTC
Wow, that looks lovely!

I can’t wait to play it, especially if the animation lives up to the promise of that picture.

Master Exploder is done (for now)!

I’ve submitted Master Exploder. I learned that a design requiring a large number of interesting levels is a bad choice for LD. I also learned that I’m capable of putting out at least recognizable graphics. There’s some hours left, but I’m exhausted and the game does everything I’d wanted it to.

Tags: final

ALL DONE

Hey – just submitted HOME – my LD entry for this competition.

screenshot6

Here’s a link to it – don’t forget to vote!!! :-)

Thanks everyone!

Daniel

Hacking 4 Dummies gone gold

yep, I finally managed to finish my game.

I had a hard time running out of beer, cigarettes and finally food. I dunno if I got the theme right.

Hacking computers to use them as a weapon against other computers. kinda cheap 😛

Anyways, here’s my kid in all it’s beauty:

hfd_small

H4DShot1

H4DShot2

H4DShot3

thanks for watching 😀

Initial cutscene…

Finished the initial cutscene and the one at the ending of the game…

screen09.jpg

Basically did the same as on my “Exploration” game, with different graphics and some more “bells and whistles”, but not much… This would be so much easier using scripting like Lua or something…

Anyway, it’s pretty cool (I think) and it sets the mood for the game… Now to design some levels and see if I’ll have spare time for sound and music…

Tasklist:

– Level design (7 levels)
– Startup gems
– Sound
– Music

The jam it will be, then

I entered this Ludum Dare with the intention of submitting my game to the Competition. However, after a busy day yesterday which meant I didn’t get much game development done, my game is still lacking enemies… although I do know how I want them to work. I think. 😉

So it’s looking like I’ll be submitting my game to the Jam, then… Hopefully some of you will find the motivation to play it, but don’t feel obliged.

User Generated Content, or Man, Do I Hate Level Design

It’s true, I do. I mean, I don’t hate it per se — It’s just that I’m really bad at it, and I hate doing things for which I know I have no skill. I like my games nice and easy, perhaps too easy, and my level design tends to reflect that preference rather strongly.

Ahem.

And so I present: Double Bounce, a content-driven puzzle-type game where each level (‘course’) generally takes no more than a handful of seconds to puzzle out.

Wait — but I wanted to avoid level design, right? Well, sure — but Double Bounce includes a reasonably easy-to-use editor, and makes it super easy to share your own creations. Editing a course? Click that ‘Upload’ button! Want to play something you didn’t make, but that’s harder than the usual fare I create? Download more courses.

It’s a button. Click it.

Oh yeah.

The world is full of crap. That's why we have n/5 stars reviews, right?

The world is full of crap. That's why we have n/5 stars reviews, right?

But the thing is, it’s so easy to publish courses that even I’m generating crap very nearly by accident. Crap I don’t want to play. “Boy, it sure would be helpful if someone would sort through these levels and tell me which ones are worth playing,” I thought to myself. “I guess I could do it.”

But we already established that I’m really bad at assessing levels! And so: after you complete a course in Double Bounce you can rate it /5 stars (you know the drill) and that rating will get averaged and aggregated on the download server. Pretty slick, though I’m clearly not going to have the time to iron out the kinks and weird bugs in my network code. Grr.

Tags: progress, screenshot

Ludum Dare 18 Judging

Judging is on!

On the voting page, all participants are assigned 20 random games. If you can make an effort to play and rate these games, then we’ll get a good distribution of votes for all games. The more games you play, the higher your placement on the “Coolness” charts. The list will grow as you play more.

If a competition participant forgot to include source, please don’t down-vote them, but politely remind them to include it. All verified, thanks sfernald.

[ VOTE HERE | VIEW ALL ]

Interesting Links

– ** MEETUP ATTENDEES! CLICK HERE!! **
Number of competition entries in the final minutes
Watch the Keynote, hosted by Mike Kasprzak (PoV)
View the Theme Voting Results
The “ALL GAMES” wallpaper by ExciteMike *NEW*
– Question: Did you like the Jam? *NEW*

Interesting Tags: montage, motivation, foodphoto, deskphoto, timelapse

Pretty much done

Alright, after a very long night of coding, I think I’ve got my game to where I want it, with a few hours still on the clock.

Screenshot

It is playable here: http://switchbreak.net/blog/?page_id=147

Time

Another day down

So that’s day 2 of my jamming done. We’ve left the Cambridge meet up and although a few of us still working on projects tomorrow I think we’re all doing so in the comfort of our own homes.

Game still a fair ways off. I think next time I’ll go back to aiming for a 48 hour game as my amibitous project for the jam is wearing me down. But non the less I shall be back to coding from tomorrow afternoon (once I get back to London) and there will be a game for you all to play by the end of the jam time limit.

Modding is fun

I’m taking the extra time to do something extra for the moddability of my entry. Why? Because spending an hour to implement this is probably going to yield more positive results than the extra few enemy waves I might design instead. I’d already made it easy for myself to work with content by defining enemy waves and dialogs outside the game code with a simple syntax, and now I’m making it work with the enemy definitions as well. I’m not going to make movement patterns moddable, though, because that would be a freaking ton of work >_>

Comments

22. Aug 2010 · 21:03 UTC
\o/ for another convert to the data-driven camp!
madk
23. Aug 2010 · 14:47 UTC
Heh, I’ve been here for a good while, no worries. My first decent game was a Falling Sand Game with good modding support 😀

Now that I’m finished…

.. (looking at my desk) I noticed what we need.

GARBAGE-SHOTS!

GarbageShot

Well, don’t mind me posting crap.

Good luck to everyone still working hard on their awesome game.

You can and WILL do it.

Come on!

Don’t lose concentration!

It’s almost done!

loseconcentration

It’s a witch! Burn her!

Lich2More a mage than a witch but there’s now combat!

Title.

Lol thought of a title for my silly game…

Still so much left to do ;__; I think I won’t make it on time.

/wrist. Should have made a text based game or something.

Comments

22. Aug 2010 · 20:41 UTC
Finish it for the jam? 😀
22. Aug 2010 · 23:13 UTC
Wow! I love the artwork :)

Going for the jam

Things aren’t going as fast as I had hoped and it doesn’t look like I can finish my game in the next hours, so I’m going for the jam! (Should have made that decision earlier, then I wouldn’t have had to code that basic platform stuff again…)

screenshot1

Enemyinfection Finished

40h without sleep….

I wanted to add some levling stuff but iam too exhausted to go on.

The Result is good i think.

Now i just need to submit this somehow.

Constatine Sucks: Update 4

Constatine Sucks is nearing its complete stages. I just need to add an ending and package it all up.
I think this is the closest I’ve ever gone to a deadline, probably from watching Notch’s livestream most of the time. XD
constatine4
Also, the screenies are squished. The resolution is 640×480.

Pills

AAAAnd I’m done !

Good night everyone !

3 hour status update…

So there is a mere 3 hours left in my first Ludum Dare event. The idea has come along slowly over the weekend. With both having to acquaint myself with AS3 and the Flixel library, there has been no shortage of learning this weekend for me.

My original idea is still very much in tact. In fact, here are some screenshots to show the current status:

#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 */ ss1 ss2

Still a lot of work to go though, and not a whole lot of time.

TODO:

  • Add HUD display of time left for each host
  • Add pain threshold for host Guys
  • Add individual abilities to each Guy (ArmyGuy shoots, MedicGuy heals, TechGuy uses computers)
  • Make an actual playable level so it FEELS like a game!

Hopefully that’s doable in 3 hours…

Oh, and if you want to try the current build for yourself, go ahead (Arrows move, Space to shoot).

OH AND A TITLE SCREEN, BLAH! (Maybe… :P)