LD19 December 17–20, 2010

I had to take a break for family reasons which took me most of the day, but maybe I can still do something tonight :)

I had to take a couple hours to figure out windows deployment, basically: do not use windows 7 (py2exe doesn’t seem to work there), and be aware that pygame doesn’t run in a KVM virtual machine (while C SDL does!).

So I’m building in a wxp vm, testing in a woe7 pm. Result: the sounds is much slower / less chunks at the same time under windows, ruining my rapid-gun-fire effect. woe is win…

Anyway, I have RAILGUN!

Rail Gun !

Rail Gun !

with a sound effect that I’m proud of (sfxr tuning).

Now I have to make an actual level… fast!

Just a little bit more

Okay, so now I need just the music and… LOTS of puzzling levels.

Gotta love sfxr and his child, as3sfxr. 😀

Also – the ladders:

This !!! is !!! LADDER!!!!! *kicks*

This !!! is !!! LADDER!!!!! *kicks*

By the way, there IS gonna be a time lapse, although not a complete one… That annoying software I use to record it crashed trice, so I’ve lost more than an hour (a PRECIOUS hour) of memo… making of … video.

Tags: as3, screenshot, sfxr, timelapse

To Prove I’ve Done *Something*

I’ve decided that I need to prove that I’m not just spewing hot air, I’ve got a screenshot of my… Ship on a screen that moves around and points to the mouse cursor…

Here:

This took about three or four hours, but that's all.. I.. spent... &%$#.

This took about three or four hours, but that's all.. I.. spent... &%$#.

Comments

28. Nov 2010 · 19:35 UTC
Heh, you don’t use your time the best way possible, do you? 😀
30. Nov 2010 · 10:10 UTC
How did you make it look at the mouse?

DONE

Okay, submitted.

Play it HERE if you want.

It includes only 4 levels and no music… I also wanted to add much more. But then again – 48 hours is the limit.

Tags: final

Comments

28. Nov 2010 · 21:00 UTC
Wow! Fantastic Loderunner style, with really great drawings for the sprites. I’m impressed! Sometimes it takes a couple seconds to die when a MONK falls on top of me. Absolutely wicked – keep up the great work!
29. Nov 2010 · 10:49 UTC
Thanks! I might finish this outside the contest.

Oops

Missing sending gone wild!

Missile sending gone wild!

Done! sorta…

Well, time management didn’t go as well expected. What can I say?

Anyway, I didn’t have enough time to finish the tank and robot system. My code is poorly designed, but oh well. What I did finish though is citizens moving around and an energy meter. (you can only shoot for a certain amount of time) Oh, and a score system. :)

Hey, at least I did better than last time.

Conquer The Planet

Conquer The World

http://www.ludumdare.com/compo/minild-22/?action=preview&uid=2287 – My entry :)

Tags: final

Project Spitfire results

Well, as it turned out, I didn’t get anywhere near 48 hours; more like 8… Even so, I now have a slightly updated retro sound fx engine (PC speaker emulator, originally), and the OpenGL based graphics engine can load and render tiles, maps and sprites. Not quite what I intended (a playable game), but still OK considering that I’m messing with old C code and only got a fraction of the time I planned for.

I’ll probably spend a few more hours on it now, getting the game logic in too, before I go back to working on Kobo II.

Still not quite sure where to go with Project Spitfire from then on. Stick with the 320×240 256 color retro style graphics, or upgrade to current standards? Or maybe make it even more retro…? Or something completely different, way out there? Keep the fast scrolling (60 pixels/second in the original 320×232), or step down to a more traditional scrolling speed? (This has massive impact on level design and attack waves, obviously – which is why I’m leaning towards the fast scrolling, rather than doing what “everybody else” has been doing for a few decades now.) More of the current 8-bit era fixed attack waves, or add smarter enemies?

Well, a few more hours, and I can start to actually try things out and see where I want to take it – which was the whole point of picking this up in the first place! So, although Real Life(TM) got in the way again, making the deadline impossible to meet, I still got another project off the ground, and in the process, I cleaned up some old code that might show up in other projects later. For example, the graphics engine uses some code from Kobo Deluxe and the OpenGL binding from Kobo II, and might replace the messy code (and glSDL) in Kobo Deluxe later on.

Thanks for the motivation and inspiration!

David

My own personal December Challenge

For various reasons I don’t want to get into, I wasn’t able to take part in the October Challenge, nor the previous mini-LD, but I finally have the time, motivation and inspiration, so I’m joining the party only two months late.

My target platform is XBLIG; for the purposes of the challenge, if I have successfully submitted a title that works like I want it to by the end of the month, I’ll consider it a win, since I don’t really know how long the review process takes and there’s probably a monthly or quarterly lag between first sale and first pocketable dollar.

As for the game itself? No idea yet.

Endeavor is out!

Hey everyone!

I’d just like to share that my October Challenge entry, endeavor, is finally out!
Play it here!

EndeavorIconFinal

See you all for LD19!

-Zillix

Comments

01. Dec 2010 · 16:54 UTC
Absolutely in-freaking-credible.

Such a lush, huge world, great atmosphere, perfect controls.

Keep up the amazing work.
bear
01. Dec 2010 · 17:52 UTC
I think McFunkypants put it quite well.
01. Dec 2010 · 18:01 UTC
Good one. I felt kinda bad after choosing the wrong path… AND slaying my people.
01. Dec 2010 · 23:57 UTC
I actually found it a little dull. I really hate to say it, but I didn’t think it was very fun. :(
Zillix
02. Dec 2010 · 04:57 UTC
I’m happy you guys liked it!

LD #19 Event.

I didn’t have anything better to do so I created a LD #19 Event on Facebook. Anybody who uses Facebook: Feel free to join it.

Link: Facebook Group

LD19 Unity Resource Request

I’m planning to use Unity for LD19 and was wondering if people had resources they’d recommend or share such as code, urls, blog posts etc. I’m especially interested in 2D tips and tricks.

Thanks,
MrPhil

PS I made a post on /r/gamedev too: What Unity Resources Would You Recommend for Ludum Dare 19 (Dec 17-20)

Tags: basecode, resources, sourcecode, unity, unity3d

Comments

02. Dec 2010 · 13:24 UTC
Hola, I’m using Unity for about 4 month and I can say that it is so unbelievable good documented.

There a bunch of sampleprojects, tutorials, etc
03. Dec 2010 · 14:46 UTC
Somehow my last post ist still waiting for moderation!? For sure cause of the bunch of Links the spam-detector was alarmed…

LD19 preparation

Hi all !

for my first LD event, I will try to make a game using html5 + canvas (and maybe SVG with the use of raphaelJs library).

Having a flash + haXe background, I think this is a good opportunity to test the technology and see whether things can happen.

Anyway, as I don’t want to spend my whole week-end building a library, I will prepare a few helpers to get things started early so I can focus on the game code itself.

See you all !

Whitetigle

Comments

02. Dec 2010 · 14:10 UTC
Welcome to the fun!
whitetigle
03. Dec 2010 · 06:33 UTC
Ok !

If I manage to create something beforehand, I’ll release everything before the competition (even though, it may lack quality… ).
Folis
06. Dec 2010 · 16:19 UTC
So MrDude’s text in short version:
whitetigle
07. Dec 2010 · 08:31 UTC
All clear !

Thanks :)

I’m IN!

Looking forward to LD#19, expect to see my entry!
Tossing up between FlashPunk and GameMaker, and FP is winning. I’m also taking part in the FlashPunk community compo, so wish me luck!

Brandonman is returning!

Just thought I’d let you guys know, the guy who made the “epic” cave maze for the cave theme earlier this year is back! I really haven’t coded since then, so I’ll be rusty, but it’s my incentive to start again. Can’t wait 😀

iQueens for iPhone

Granted, this took a while, and the respective challenges are also over already, we still wanted to share this with you: We submitted a game to the app store, and after 10 long days of wait it has passed Apple criteria. YAY!

So we present you: iQueens for iPhone!

It’s a puzzle game based on chess figures. There are three modes to choose from. A puzzle of the first mode is shown here:

mzl.nuilwjqb.320x480-75

In this (very simple) tutorial level you have to place 2 Queens on the board so that every single field is attacked. In later levels of this mode fields get more complex and you will have a different set of figures.

The second mode is commonly known as the 8 queens puzzle, where you don’t try to control the board, but try to set figures so that they do NOT attack each other. This mode will be included in the first update which we already submitted, but have to wait for (again) due to Apple’s policies.

The third mode is known as the Knight’s Tour. Will be included at the start of the next year.

So if you want to give it a try, it’s being offered for 99cents in the app store. Have fun!

Alright, LD19

Whoo, this will be my second LD I’m entering in, since my first one was LD18. I just hope the theme will be better haha. I will probably use C++ with Allegro, or maybe GLUT.

See you all there, now when does the voting for a theme start :) ?

LD#18 game now available for iDevices: Explosive Love

Explosive Love

Explosive Love

I’ve been working on my Ludum Dare 18 game Robots <3 Monster which is now called Explosive Love and was released for ipod/iphone yesterday! You can see a trailer here: http://www.youtube.com/watch?v=y464HJvnk5s&feature=player_embedded and view the appstore page here: http://itunes.apple.com/dk/app/explosive-love/id405025826?mt=8#

However, some people have reported crashed and I’d really want to know which devices/firmwares that have a problem so that I can release a fix. If you want to help, but can’t afford 0.99$ I do have some promocodes.

The Itunes description:

As an attractive monster, you suddenly find yourself surrounded by robots, all madly in love with you. Sadly the feeling is not mutual. Avoid the clingy robots by predicting their movements and luring them into fatal collisions. Collect points and survive as the difficulty ramps up, all to beat the highscore!

An addictive action arcade game filled with love and explosions.

Comments

05. Dec 2010 · 01:06 UTC
Nicely done!
timgarbos
05. Dec 2010 · 09:32 UTC
Thanks for featuring the game 😀
05. Dec 2010 · 17:31 UTC
Great work! Game runs without crashes for me. There are a few stutters sometime. It took a while for me to stop avoiding the circle power-up/levels. Sometimes, the hearts are on top of the baddies and I can’t see them.

Hello, getting ready for The Jam!

Hey Ludum Dare! A couple of friends and I are preparing to make a game for #19 after being inspired by Notch’s Metagun from the last compo. We’ll be using Java and probably either plain AWT or SWT to code it. We’ve been friends for several years, and have always done programming stuff as a hobby.

I just want to ask, does anyone have any tips as far as project management goes? This is our first attempt at a Ludum Dare compo, and we only have one head particularly familiar with game design.

Comments

Dslayer27
05. Dec 2010 · 16:52 UTC
If you’re entering the competition, you must work solo(unless you mean each of you and your friends will have their own individual submissions), you can have teams if you enter the jam though.
Dslayer27
05. Dec 2010 · 16:54 UTC
lol oh my bad, didn’t read the title of your post, sorry ’bout that

It’s been a long time

Ahh, Ludum Dare, I’ve missed you so.

Back in 2004 when my online handle was Spectro and I had little to do with my time except sleep through class and design games, I threw my hat into Ludum Dare #4 (Infection) with a zombie game called The Lobby. My usual development process took 7+ months, so the idea of making a game in 48 hours was ludicrous to me, but I had a ton of fun doing it, and strangely enough came out of it with what’s still one of my favorite games. I’ve been pulled away from game design over the past few years by the usual chaos surrounding graduating from college, but now that things have settled down and my weekends are free, why not dive back in with another Ludum Dare?

The only game-oriented programming language I knew in 2004 was Fenix, which was never very good to begin with and is now dead. My old Fenix games don’t even run on newer computers anymore, so that option’s definitely out. I’ve decided to throw my lot in with Pygame, because I’m already in the process of learning Python for my day job, and because I love the Python design philosophy — no boilerplate! I’m not sure yet if it’s a good idea to be committing to a 48-hour game when I still have only the barest familiarity with the language I’ll be using, but it’s happening.

Looking forward to the 17th.