LD20 April 29–May 2, 2011

How to survive a zombie apocalypse

well, since this minild so closely aligns to the kind or game I’ve been working on lately (including the last full ludumdare), I’ve just got to give it a go.

I think I have a terrific idea for a dialogue based zombie thriller. It will be another chance to use all my audio equipment.

Basically you make contact over cb radio with a man in a neighboring city which is under seige from zombies. You have to use your general knowledge of zombies from books and movies to help the man make the right decisions so he can rescue his girlfriend and escape town.

It will be a first person affair in which you listen to him describe his situation and then you choose from a dialog tree on what to say to help him. In some cases you might lead him right to his demise.

To improve on my last game, the audio clips will be shorter. No more than a paragraph or two and there will be more interaction.

Let’s see how it goes!

Comments

20. Jun 2011 · 00:12 UTC
Actually, a radio transmission-based game sounds pretty cool! I’ll be looking forward to it (or would that be “listening forward”?).
20. Jun 2011 · 13:31 UTC
Brilliant concept.
21. Jun 2011 · 09:56 UTC
Great idea. I liked your LD20 entry in principle, it was just SO LONG between opportunities to interact. So this sounds like a much better structure…

New Demo

As the this weekend approaches rapidly we’ve been really working on our game.  I’ve included a link to our new demo. We’ve added a ton of features, god powers, updated graphics, sound effects, and much more!

Play it now!  http://shard123games.weebly.com/

Mini LD zero progress

Well I’ve gotten nowhere on the mini LD.  It’s been a pretty crazy couple of weeks.  I’ve had a multiplicity of things taking up my time in the evenings, some of that work bleeding over after 5pm.  And today a recurring eye injury cropped up again, forcing me to stay home from work, meaning I’ll be doing even more in the evenings.  I have a concept and a good codebase, but that’s it.  Seeing as the project is much too ambitious for just a weekend, I doubt I’ll have anything very presentable for the deadline.

On a brighter note, the get-together that I was planning actually happened!  Last Saturday a number of us met at a friends house and hung out and discussed our ideas.  I believe it was a profitable time, and it was definitely fun.  Although many of them won’t be joining this LD, we all shared projects that we wanted to work on and generally had a good time talking about game coding.  Some new ideas developed out of the mix.  We’ll be doing it again this coming Saturday, just in time to wrap up for the mini LD.

Comments

22. Jun 2011 · 13:12 UTC
I hope your eye heals quickly – best wishes for a speedy recovery.

Fat Farming Girl: Prototype Released!

Fat Farming Girl is now playable! It has lots of bugs, but I wanted to get some early feedback before submitting it for the competition:

Direct Download

 

Tags: fat farming girl

Comments

22. Jun 2011 · 14:00 UTC
Incredible! So colourful and interesting. Fantastic work! Here are my two cents worth of constructive criticism, meant light heartedly:
redpandagames
22. Jun 2011 · 23:24 UTC
Thanks for taking a look!

Ren’Py rocks!

Ren'Py rocks.

The author of Ren’Py (the best visual novel engine and the tool I recommend most enthusiastically for this weekend’s miniLD #27) has expressed support for Ludum Dare!  He is frantically working on bugfixes for a fresh new version of Ren’Py for you all to enjoy this weekend.

Be sure to check it out: this is a master work and a labour of love that has been constantly updated for over two years. http://www.renpy.org/why.html

I warmly encourage everyone to follow him on twitter: http://twitter.com/#!/renpytom

Tags: Ren'Py

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This entry was posted on Wednesday, June 22nd, 2011 at 8:10 am and is filed under MiniLD #27. 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.

A Platformer about Persuasion

I’ve been a long time observer of these Ludum Dare contests but have always happened upon them right as they are over.  This will be my first entry!

I am not comfortable doing an art and dialog-heavy RPG, so for the theme of “All Talk” I have decided to take a platformer and smash it down into a game about talking.  The idea is that instead of directly controlling a platformer character, you talk to one and convince it to do what you want.

The idea has evolved into a herding game of sorts.  You are character who is trying to convince all of the little peons to go to the right side of the screen.  There is apparently some great danger on the left side of the screen.  You are opposed by an adversary who is trying to convince all the peons to go to the left side of the screen where he is either trying to eat them or capture them or something like that.

So you are a single platformer character controlled with WASD, and when you are colliding with a peon, you can talk to it to convince it to either walk left, right, or jump by using the arrow keys.  If a peon is doing something you tell it to and collides with another peon, it will try to convince the other peon to do the same thing.  So everyone is talking to each other.  All Talk you might say.

To make it more interesting, each peon will have a rank (and probably some other attributes) that determine whether or not it succeeds in persuading.  The game will basically be an action game to see who can herd the peons to their side fastest.  I might even try to squeeze in a multiplayer where one player herds to the left and other to the right.

I am a big fan of Reddit rage comics, so all of the peons are various rage faces.

I am writing it in Javascript with the HTML5 canvas.  I have been needing to learn Javascript better for a long time and this gives me an opportunity to check out the new features of HTML5.  So far I am very impressed and am excited about the possibility to make browser games without any plugins at all.

Hopefully I get this done in time!

The game will live at least for now at http://lifelessboring.com/minild27 so give it a play if you are interested.  I will try to keep at least moderately playable versions on the live site.

Comments

huhwhozat
23. Jun 2011 · 16:09 UTC
I know you!

MiniLD #27 Intentions

For this miniLD I plan to program an RPG-style NPC dialogue system for my touch-screen Android phone as well as web and windows executable.

I already have a very basic proof-of-concept running on all three platforms.

For the art, I’ve prepared several Poser 2010 characters that I can render with various facial expressions.

I have a fighter, a cleric, a retired army general and a wise old alchemist, along with their “familiars” (magical talking animals).  You can see a screenshot of the cast in a previous post.

I think the animals will be more entertaining than the people, so the story will be seen from the perspective of a sarcastic orange shorthair exotic cat named Prince Charlemainge Powerpaws III (prince Charlie for short).

Tools:
– written in HTML and javascript
– windows .exe is just a wrapper for a xulrunner chromeless web browser
– web version is naturally just the HTML file itself
– android version is built using Phonegap (with a WebKit window)

Wish me luck!

 

Tags: screenshot

Intentions

The last time I tried to participate in a Ludum Dare was like a year ago. Unfortunately a relative(not a close one) died and I had to be there to support my family, so I didn’t finish a thing. Anyways, this time I’m planing to make it to the very end >:D. I’ll be using as3/flixel, Paint.NET and milkytracker. I’m not sure about the last one, but if nothing works out I’ll use some samples. I don’t have anything planed so I’ll be writing some code for the dialogs. I think I can work something out…

 

Comments

25. Jun 2011 · 01:15 UTC
Good luck and have fun! I can’t wait to play your game.

Done!

Yes, we’re finally finished! You can check out our game, the Struggle for Humanity under all entries for the MiniLD. Hope you enjoy it!

Comments

25. Jun 2011 · 01:14 UTC
This is the comment I posted on the game page: WOW this is epic! Ventura vs Sectiods! I just got to 10,000 population and my screen is almost completely filled with people. This game has everything – very well done! I am so impressed. Keep up the wonderful work!

MiniLD #27: A Little Demo

Well, over the past few weeks I’ve worked a little on an engine to use for this mini ld. There are still bugs, but I made a little example program with the thing to hopefully help motivate you to enter the mini ld.

Without further ado, here it is, a little sample of what my engine can do.

EDIT: Here’s an updated version!

Hope you enjoy it!

(I’m the31 in IRC, by the way.)

My intent.

Well, for this MiniLD, my intention is to create a working dialogue engine and a working pseudo-3D overworld engine… in GM Lite! The story will probably involve schoolgirls killing zombies and monsters. From what I have done building base code while waiting for the LD to actually start, I have gotten a Ren’Py engine somewhat working, though it’s a bit disorganized and I have not yet gotten questions finished. I want there to be multiple endings that depend on the path you choose, and yes, shipping will be involved because I ship everything. (Linkxfloor FTW), and so for the engine I built a choose-your-own-adventure type story redirection system. It actually was really easy to do that, especially with how computers work rather than books. Anyway, I’ll will prolly post screens, but don’t be surprised if I don’t (I’m not good at doing stuff like that). At the end, however, I *will* post a time lapse, along with the finished blank dialogue engine and the game.

Fenyx

MiniLD #27 hopes+dreams

Howdy! Looking forward to putting as much time as I can this weekend into a small game :) I’m working with Ren’Py, which is a first for me but it looks great. I think I’ll also be using the Dating Sim Engine framework, though the game definitely won’t be about dating or romance. My girlfriend has been playing a game that uses those dating sim mechanics (Matches & Matrimony) and they look like they could be a lot of fun in another kind of story as well.

I have a couple of story ideas, so I’m going to spend the rest of this evening sketching & see which one sticks first!

Comments

25. Jun 2011 · 04:22 UTC
Considering how absolutely FANTASTIC I thought that Hummingbird Mind was, I am so excited that you are going to make another Visual Novel. Good luck and have fun! Your game will be amazing, I just know it.

All talk (or whistle) game thing

After some conversation in the IRC channel (go there if you aren’t already there), I’m working on a simple game where you fly through a cave and avoid blowing yourself up…. but you control your ‘ship’ by changing the frequency of your voice.  Really it’s just a pink block right now but it will be cooler,  I hope, pitch control proof of concept is complete, just need to make the whole game part, minor detail:

miniLD – All Talk

I’m starting my miniLD entry for the All Talk theme. I’m going to be using C++ with SFML and Code::Blocks as my IDE to create a text-based conversation game. The game will give you some text from a person talking about you will be given some options to reply with. Each different option will branch to another option, so the game will be a full conversation with lots of replayability for different scenarios and endings. I only have a very vague idea for the storyline, but I think it will develop as I write each part.

I’m starting the engine right now. I don’t think it will be very tough. The main work will come from writing and linking all the conversation pieces together.

I hope to learn how to effectively distribute my C++ games with SFML for multiple platforms – but starting with Windows, since this is the first time I will be making a game in C++, let alone using SFML. I typically use MMF2.

MiniLD #27 All Talk engine updates

Just most of the code so far. It’s small and simple and it works :)

The more difficult part of the code is actually displaying it without using console! That’s where SFML comes in.

I’m in with 3 wise men

I wasnt shure about entering but after reading the secret phrase yesterday, I woke up this moring with an idea aching to be implemented.

the game is pretty simple you go into a tmple where 3 wise men are waiting to answer your questions and when yousay the right thing you can fill in their role to answer questions yourself, the game will run online of course and so with every game the 3 wisemen hopefully become mroe wise as they have more questions and answers to tap from..

what do you think?

I’m going to use node.js and nodester for the server and html5 canvas for the game interface hope I get everything done in the weekend.

Screen 2 and progress

I finally managed to progress with my game. Although there isn’t much to see in this screen right now i am focusing on code, and then art more.

Game will be in 800×600 resolution with windowed and fullscreen option. Feedback? Comments? Critics? You are welcome. :)

Tags: ld48, progress, screenshot

Comments

25. Jun 2011 · 16:36 UTC
Looks really great! I love the clouds. Put more clouds and smaller ones in the game background!
25. Jun 2011 · 16:43 UTC
Thanks for comment. I will add more clouds and also animated ones.

Saving his code is hard

Be aware. “Unknown” is sending his forces, computer viruses that are trying to vanish you. More about my MiniLD #27 game, you can read here. I am making progress with code, and also today I’ve done a lot of art. So here is my screenshot 3. Comments?

 

 

Tags: 2d platform, ld48, MiniLD #27, progress, screenshot

A few screenshots

A bus stop

I’m working on a visual novel about a person who wakes up to find the world empty. It’s one of those old scifi trope premises (like The Quiet Earth, for example) — but this won’t be science fiction in that it won’t preoccupy itself at all with the “how.” Instead it’s a story about the more mundane experiences this person has in an empty world.

For the backgrounds, I’m using creative-commons photos from Flickr, with some cropping & other adjustments.

day planner

I’m using the Dating Sim Engine from Ren’py, so it has this day planner interface. Depending on what you choose for the character to do each day, a few invisible stats are tweaked. The stats have a few different impacts: they affect the character’s dreams, determine which ending you see, and some activities have special events that only occur when you do them with certain stats at certain levels. So hopefully that adds some dynamism to the story!

I’m going to take a break from coding now to work on some music, and then I have a bunch of writing to do before tomorrow :)

Comments

25. Jun 2011 · 22:00 UTC
WOW! Looks slick.

MiniLD #27 – Sunday Morning Green Tea

Just woke up, Sunday here 10AM (Australia). I worked out the storyline for my game while lying in bed this mornin, debating whether or not to get up. I’d let you know it now but it would spoil the game. I think it’s pretty cool and will allow a few different places for branching the story in different directions. The secret phrase: “I think we can work something out…” actually fits in perfectly as well and I’d totally forgotten about it. So that’s good to know.

Here’s my plan of attack:
1. Finish dialog engine to display text and allow you to choose an option. (Problem: I don’t know how to wrap text with SFML.)
2. Build the dialog/game!

Text wrapping works!

Text with text wrapping is now working! I solved my major problem in writing this engine. I had to split the string to render by whitespace, and then insert linebreaks when the length of the words was greater than the screenwidth.

Threads that helped:

  • http://stackoverflow.com/questions/236129/how-to-split-a-string-in-c (how to split a string in C++)
  • http://www.sfml-dev.org/forum/viewtopic.php?t=3225&highlight=wrap+text (pseudocode for wrapping the text)
  • http://baconipsum.com/ (delicious placeholder text!)
  • Now to generalise the splitting code so that I can also use it on the player’s response choices.

    Comments

    26. Jun 2011 · 02:38 UTC
    Your sample text sounds very… meaty! =)

    All talk whistle game progress

    So I have a really basic game, you can speed it up, make the cavern tighter, looser, more varied etc.  There’s a ghost drawn of your ‘ship’ of where the pitch is bringing you to.  There’s a frequency graph on the left, your selected frequency range is shown in blue.

    Too… much… stuff…

    Sorry… My ability, time, and maximum stress level fell far short of where I expected… so no little school girls killing zombies with dialogue… I simply have far too much to do tomorrow and during today, I was unable to work due to unexpectedly changing bedrooms and having to get my stuff out of my old room and into my new one… That took a good… ah… 15 hours considering all of my junk, my brothers’ junk, and my sister’s junk. Also, RISK is extremely distracting, but that’s my own fault.

    However, I do have a decent framework for an engine, a timelapse, and a picture of one of the characters… The important thing is that I got a basic framework piece done that I really needed, the dialogue system. Along with the smoooooooth 8-directional movement from another side project of mine, I could prolly pull it off, just not this weekend. I’ll post what I have, but it’s not going to be entered as a MiniLD game. I’ll probably end up using pieces of this, like I do with everything, in a single major project.

    I will make sure to do better on the actual LD48-21 in August.

    Timelapse: http://adf.ly/1v8dB
    What I have so far: http://adf.ly/1v8el
    Character picture: http://adf.ly/1v8gF

    Visual Engine Novel working!

    My engine works! It’s not pretty. But it works. The code isn’t great, but I’ve learnt a fair few things about programming in C++ and using SFML – seeing as though this is my first game in C++.

    There are a lot of things that are quite hard to do that I take for granted in my other game development tools. Things such as getting a nice GUI and even organising screens/menus is quite a hassle. I’ve learnt that I’ll need to plan the classes and architecture better for my next game. I find it quite straight forward to do game logic, but actually displaying it I find a bit annoying!

    I’m going to do all the story writing now and then I’ll probably release a first version.

    The Deadline

    This weekend’s miniLD will be officially over at Midnight tonight.  That said, there would be no problem if you post an entry a few hours late.  We will close the submission form on Monday around lunchtime.

    Remember: you do NOT have to finish your game – we warmly welcome all submissions including failed projects.  Post whatever you have – just for fun – bugs and all!  Ludum Dare is great for learning new things and the short 48 hours format doesn’t leave time for polish.  A simple prototype, demo or even just a title screen is still an accomplishment.  =)  We don’t mind a few rough edges.

    Good luck finishing your games today!  Enjoy the process and don’t stress about the final product.  Whatever you end up with, even if it is a broken piece of junk is worthy of submission.  We promise to be kind with our comments!

    Tags: motivation, spreadingthelove, youcandoit

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    This entry was posted on Sunday, June 26th, 2011 at 8:19 am and is filed under MiniLD #27. 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.

    Mini LD 27 progress

    Well, this weekend… Ahh… Nothing worked. 😀

    But, anyways here is an extremely boring game which is actually my first ever Flashpunk game. 😀

    No release yet, though, only a screenie.

    Yay! Messed up game.

    Yay! Messed up game.

    Homing rockets, extremely hard boss, shopping, inter galactical routes, and so on. :)

    Comments

    26. Jun 2011 · 13:13 UTC
    Don’t be so hard on yourself. Think of it this way – YOU MADE YOUR FIRST EVER FLASHPUNK GAME! This is a considerable achievement and you should be proud to have done so in so little time! Ludum Dare is great for learning and you do NOT have to finish or polish your game: please post whatever you have, bugs and all! =)

    Finished [in]Sanity!

    [in]Sanity is finished, and you can see it here: Play!

    Well, we had to cut most of the game because our artist had to leave early, but it’s still playable and have multiple endings (most of them are death…).

    At least I submitted!

    My game turned out to be not really fun, and not how I would have liked it to have played. Here are the reasons it is bad:

  • Presentation sucks – no typewriter effect of typing out text, no sounds, looks bad, not neat at all
  • Story line was weak and clichéd at points. I came up with it on Saturday morning and I think it’s actually quite a good premise, but I’ve never really written a story out in full before, only concept and high level overviews, so writing dialog was new for me. I also didn’t do nearly as many story point branches as I wanted to so that really mean that…
  • It’s basically linear and there’s not any really good endings. I put in about one ending, but I had thought of about 4-5 different ways the story could have gone.
  • The code was , but I learnt how hard it is to get some things to display that I normally take for granted such as simple boxes and getting text to wrap.

    I think in future LDs I’ll stick to Multimedia Fusion 2 because I am very experienced with it and I know I can make games very quickly.

    Overall, an interesting experience and I’m sure my C++ skills improved. I’d be impressed if anyone found my game entertaining for more than 3 minutes and 37 seconds. Even that might be stretching it!

  • Inside – update

    Oh Crap!!! I forgot I have to be GM this weekend. With this new (6 or 7 hours less) time constraint wrapping up my game seems even harder. I’m definitely using that extra time. Anyways, here’s a screenshot:

    The game is supposed to be named Inside(where most of the talk is going on) and is some sort of exploration game where you can see every though of the main character (a pretty thoughtful guy), ramble around and there are some minigames where you can do stuff. Displaying the thought balloons(in the right direction, place and size), in a way that looks nice, has been proved harder than expected, I’m probably changing the way I display dialogs…

    Comments

    26. Jun 2011 · 16:41 UTC
    Really nice screenshot. Can’t wait to try this.

    ‘Adventures in the Public Domain’ – My first ever LD entry

    Evening, LDers (Is that a thing?). I’m Zed, I’ve never entered Ludum Dare before so I figured this ‘mini’ one was as good a time as any, and this is my entry, ‘Adventures in the Public Domain‘.

    Title Screen

    It’s a nice simple Visual Novel, using an engine I created in Clickteam’s Multimedia Fusion 2. The controls are pretty basic (in fact, they’re on the title screen), so feel free to just jump in and get on with it.

    The reason for the title is that all of the presentational resources within the game (graphics and music) have been sourced from the public domain, then minimally edited to make them fit with each other. Had I needed to do everything from scratch, the game would probably never get finished, because my art skills are abysmal.

    There are three distinct paths through the game (featuring zombies, aliens and… kissing a dog), all of which take you to a single choice, which will then determine your ending. It’s not very complex, but I think it’s worth playing through a few times in order to see everything. I happen to be a fan of the dialogue. But then I would be; I wrote it.

    You can play Adventures in the Public Domain on Gamejolt, here

    No Mini LD for me

    Due to various reasons, most prominently an eye injury, I have to withdraw from this LD.  I currently have nothing even started so it’s pretty far fetched to hope to submit anything now!  Until next time folks!  I may try to enter July’s mini if the topic is released early enough, but August’s LD sees me going back to school and moving into the dorm so that’s probably not an option.  Best of luck everyone!

    Earnest Emissary

    Im mentally exaust.

    Today I had to learn how to use a program and write a lot in english (im still learning).

    I always wanted to make my own interactive fiction and I thought in this LD as the perfect oportunity to start with one. I know that the final product of what I did is really far for being a game; but even if the plot was improvised, I really like the idea of cotinue it in the future.

    The renpy is great, I think it is a great tool for those of us who don’t know anything about programming. Im going to keep learning how to use it.

    Try my entry for this MiniLD!

    White Flag – unfinished

    I’ve polished up what I had, though it’s exceptionally short. I found tarting up the background an excellent displacement activity to avoid actually writing content. Play “White Flag” here.

    I’ll let it rest a few days, then add to it. The dialogue system was intended to have internal variables, but I ran out of time – only managed to spend about 12 hours total on this, much of which was learning Stencyl and ActionScript. It’s been good fun though, and I’ve got a good solid template to build a more advanced system on…

    Tags: as3, dialogue, flash, stencyl, unfinished

    Hello, world!

    * Update: Monday 27th June (morning) – Lots of bug fixes. Should be a little easier to make it through to the ‘end’. Still no sign of grenades yet, though.


    What better way to get into all this than a certain MiniLD #27, where the pressure isn’t too great and the theme is more fun than a fridge full of monkeys? This is my first hack at interactive fiction – I’m using Inform 7, for the first time, and it has taken me longer than I thought to figure out how it all works. Loving it, though!

    Since around 9 on Saturday night, I’ve been badgering (badgering; to badger; do badgerific things) on a text adventure. I kind of strayed from the dialog centered chocolate experience, but there’s definitely dialog sprinkled around (like, say, nuts) so it should be a nice snack at the very least. Mmm. Snack.

    It’s getting to the point where I don’t think that I’m going to finish this in time, so I’m posting up a link now just to be sure to get something in before the deadline…

    My game is a remake of the first Call of Duty game in the format of a text adventure / interactive fiction piece. In 48 hours, given the fact that I’ve never used Inform before, I think I was dreamin’.

    I call this – “Text of Duty”

    I expect a cease and desist to be in the mail by the end of the week, of course, or at least the distribution of some legal penguins to the pool – that’s the way things go these days, isn’t it? Well, so be it. That’s the kind of rock n’ roll we crazies like to mosh to.

    All the best to the other MiniLD’ers!

    Keep up the fantastic work :)

     

    Link-tastic:
    http://psychicparrotgames.com/TOD/play.html

     

    M. Mieux – As Entered, If Not As Envisioned

    

    So I didn’t finish, but I do have the lion’s share of the structure in what I’ve managed to get done in two days. Turns out it takes longer to find and clean engravings than one might suspect. Anyway, you can see my entry for the contest here.

     

    And rest assured I’ll be finishing this up. I can’t say exactly when, but inside this week seems like a safe bet.

    It’s also worth noting that mine was the twenty-third submission to this miniLD… Ψ

     

    Crosswind Posted

    My time was fairly limited this weekend: between a distant wedding, birthday BBQ, and soccer practice, but fortunately I managed to find just enough time to participate in MiniLD27!  Choose words from a word find to progress through the dialog and story of Crosswind.  I had a bit more planned for the story than I had time to write, but feel this is a good start and really look forward to the feedback and comments of others.  I’m also looking forward to finding time to play through the other exciting submissions.  Thanks to everyone involved in making MiniLD27!  ENTRY LINK HERE

    Last Tuesday

    screenshot of 'Last Tuesday'

    I scaled back some of the dynamism of the story, so it’s pretty linear, but there are still 3 different endings to see depending on your choices during the game.

    Play ‘Last Tuesday’ here!

    Ren’py is great! Glad to have learned a bit about that tool. I posted my source code on github as well, tho it’s probably a bit naive since this is my first time using Ren’py.

    This LD was a really good experience for me. It’s the first one I’ve done & I’m glad I had a framework like Ren’py to use so that I ended up focusing on it more as a short-term writing challenge than a coding challenge. There were several moments in which I wanted to discard the story I had in order to pursue some new story that occurred to me & seemed more interesting in the moment but, because of the time limit, I had to just keep going on the track I had chosen. So that was an interesting constraint — I hope it made for an interesting game!

    Comments

    Pierrec
    27. Jun 2011 · 08:04 UTC
    Very nice game! Very immersive. I kept listening the radio hoping someone will talk to me.
    Radiatoryang
    27. Jun 2011 · 18:07 UTC
    I liked the writing for “learning Spanish” the best. Was that your notebook? And your apartment that I cleaned? Cool beans. I got the cafeteria ending.

    Space Pirates Stole My Entry

    I’m aware it’s not the best etiquette to not show something even if it’s unfinished, but hear me out.

    I planned the entry to be based on my fully-fledged game as a prequel — perhaps to introduce would-be players to the universe of SoL and as such title it SoL: Plutocracy, where you play a dirty space pirate/merchant/hippy in the early years of Stardrive travel, before the war with the Stygians broke out and when Earth was still mostly a hegemonic plutocracy.  “Yes,” I thought, “that is brilliant!  The story meshes so well and considering the topic IS story-based, it’d be perfect.”

    However, after building the game itself, I realised one thing: designing something entirely around dialogue in a game mostly derived from action is kinda difficult.  I wanted the meta-gameplay to be at least moderately fun or act as a diversion, but this would’ve taken longer than the 48 hours given.  I quickly realised all I had was really just graphical eye candy.  I can’t have that.

    Regardless, I found this thoroughly interesting and challenging to give myself such constraints, as the last time I did a timed game challenge was well over a decade ago in the ZZT/Megazeux days (which a very select number of you might remember).

    But I won’t leave you with nothing.  Here are a couple of screenshots:

    The planets were textured with a Perlin noise generator that my team and I developed for SoL.  Almost all the graphics you see was procedurally generated.

    Polonius (MiniLD 27, “All Talk”)

    Me and Eddie Cameron did a game based on Francis Ford Coppola’s “The Conversation.” I did art / design, and Eddie did code / design.

    We got done with about 80% of it. We have a pretty good skeleton, but the gameplay needs some serious tuning and I still want to add character animations.

    It’s a single player, multi-character FPS in Unity3D.

    Basically, you have to eavesdrop / record a couple’s conversation as they walk around a crowded plaza — without them noticing. To do that, you have 2 long range “sniper” mics watching them… and a guy on the ground following them with an “aura” mic in a briefcase. Keep track of them and don’t lose them in the crowd!

    Important stuff to know before playing:

    *** A yellow arrow hovers above your target for 30 seconds as an aid at the beginning of the game.  After that, you’re on your own.***

    *** Also, keep your briefcase guy out of the couple’s LoS, or else you’ll lose! They have really long LoS! ***

    *** Oh, and there’s one huge exploit. See if you can figure it out! ***

     

    Unity Web build, 7.1mb: http://dl.dropbox.com/u/19887116/polonius1/WebPlayer.html

    Entry: http://www.ludumdare.com/compo/minild-27/?action=preview&uid=4369

    Tags: FPS, unity3d

    My First Ludum Dare Entry

    Thanks to Ludum Dare, I can now boast of my first effectively finished, self-contained game: Viking of Love.

    Screenshot, Linux: Viking of Love

    While my earliest attempts at a game engine met with some success (here and restarted in HTML5 here), the short and external goal of Mini Ludum Dare challenged me to slap together something that others can actually enjoy on its own merits.  I dare say that Ludum Dare achieved its goal.

    Let me share a word of caution in the hope that you avoid my game’s faulty opening. The very first incarnation of the game began as a retrofit to the platformer demo game that accompanies the Akihabara engine (my second attempt at such) but a few hours of development made it clear that the necessary graphics and code rework would eat up the entire 48 hours before I could even start on the writing.  Putting that aside, I then switched to a platform that I hadneglected for entirely too long: Ren’Py.  My initial exposure to it dates back a few years and I must say that the developers have made exceptional progress since then.  I might just focus on contributing to their ongoing effort directly instead of continuing work on my own visual novel engine.  Anyone looking to focus on the content of their next game would benefit greatly from learning it.

    In the end, however amateur my results, I enjoyed the process more than enough to eagerly anticipate the next Ludum Dare.  In the meantime, let me know whether this short but introspective story resonated with you.  Thanks for playing!

    James H.

    Screenshot, Windows: Viking of Love

    Comments

    28. Jun 2011 · 15:30 UTC
    Good work! Keep it up! =)

    finished acquiescence!

    play it here!

    I’ve never made a game with any sort of dialogue choices, so I didn’t know how to approach this.
    Most dialogue-heavy games allow the player as much time as they want to make a decision; I wanted to make my game real-time, in the sense that conversations had to be responded to one way or another. After a bit of mulling over the theme for a week or two, I hit on the idea that’s represented in the game.

    I kind of missed the mark from my initial intent. I initially wanted to give the game a lot more depth (I had 5 or so more screens planned with interesting decisions), with part of the goal being to illustrate the impact that having different companions colors the choices available to you. I also never came up with an ending that I really liked, so I pretty much just avoided one altogether.

    With full-time job and a fully-booked weekend, I wasn’t sure I was going to be able to finish. I ended up putting a few hours in after work for a week, and then doing some touch ups and all of the art in one sitting. This game was definitely made in the least amount of time of all my games; maybe 15-18 hours total.

    I’m very happy with the art style I ended up with. I deem it minimalist-by-necessity; I did it all Monday morning starting at 12:30am, with having to go to work the next day. I’ll probably use it in future ld’s, where I don’t want to focus on art much.

    New version on our new website!

    Hello again!  There’s a new version of The Struggle for Humanity that you can find here: http://thestruggleforhumanity.weebly.com/download.html at the games official website. The new version offers slightly improved graphics and various bug fixes and changes. Also, once you have the altar and click on the demigod god power,  you can click on a lady and make her create a demigod. Once the demigod is middle aged, you can control it by clicking it and moving it around with the arrow keys. If a demigod is selected and you press C you can build Stonehenge.

    Hope you guys enjoy the new version!

    Didn’t make last weekends Mini…

    I missed last weekends mini LD becasue I was working on the Thorntons chocolate discount code word search addon to the ‘Relax with Oonagh’ App!

    Now available on Android Market and on it’s way to iPhone once the lite version clears apples review process.

    Full version on Android Market

    Lite version on Android Market

    Unity Webplayer Version Online

    But I think I should build a dialogue system as it would be handy for future games!

    MiniLD #27 Results

    The June miniLD #27 (theme: ALL TALK) has officially ended with a bang! The results are in!

    View all the stats for each of the 30 games here:
    http://www.ludumdare.com/compo/minild-27/?more=1

    The gold medal for fun goes to Zed with his zombie/bacon adventure, Adventures in the Public Domain. Gold for gameplay goes to 31eee384 for his IRC hacker simulation, Secretnet. Gold for presentation goes to Jake Elliot for Last Tuesday, his eerie visual novel about a world devoid of people.

    Other standouts include Zillix’s Acquiescence, Reltair’s Project Eidolon, Radiatoryang’s Polonius and smalldeadinsect’s Leaks.  There were 30 games created in all, and many not mentioned above that were truly awesome.  Check them out!

    As one of the most active mini dares in recent memory and one filled with enthusiasm and positivity, I just want to thank you all for being such a creative, energetic and kind-hearted bunch of gamedevs. You rock.

    Viva Ludum Dare!

    Tags: All Talk, McFunkypants, rankings, results, voting, wrapup

    How I made a game in 3.5 hours

    It’s quite some read, but it might be of interest for you, especially when you want to participate a LD48 for the first time. I wrote some lines about how and in what order I created a tiny math game for a mobile device.

    Tags: glbasic, motivation, postmortem, timelapse, tutorial

    Comments

    08. Jul 2011 · 11:21 UTC
    Oh, hmm… where?
    huhwhozat
    12. Jul 2011 · 11:02 UTC
    I too, want to read this. Link?
    13. Jul 2011 · 16:11 UTC
    Yes, I agree. A link to the article would be very nice to have.

    Conflicted – Wondering Whether to Enter the Mini-LD

    Well… I said I would skip this month’s Mini-LD. But with a recent adjustment to my medication (true story, not a joke), my mood has stabilized very well and I think I can take the stress of a mini this time.

    I’m not sure, though. Realistically, I will probably enter. Something will happen and I will ultimately wind up entering. I’m still not just dead certain about it, though.

    I dunno. I’m kind of curious about what folks here think. I could not enter and keep working on my shooter or I could enter and take a break from it. I’ve recently redesigned large parts of the shooter (switching from OpenSceneGraph to Ogre, for example), so I need to redo a lot of things. The mini-LD could be a great break from that. On the other hand, I might well be through redoing things by the time the mini-LD takes place. Really not sure. Even then, it could be nice to take a break.

    So… I’m looking for advice here. I’m probably going to enter, but I’m not sure.

    Peace, love, and a touch of good luck,

    — Mr. Dude

    Timelapse, a bit late

    A little bit late, but here it is. 😀

    This time I did it with 1 pic / 10 sec instead of the regular 1 pic / minute.

    So, here is the link:

    http://www.youtube.com/watch?v=BISq7nFIKT0

    Comments

    13. Jul 2011 · 18:05 UTC
    “This video contains content from UMG, who has blocked it on copyright grounds.”
    14. Jul 2011 · 13:15 UTC
    Hmm, it didn’t show me this, but swapped anyways.

    Post-mortem for Legend of Kalevala (based on LD #19 entry)

    Hi, ChainedLupine here.

    I never did a post-mortem for my Ludum Dare #19 entry, called Introspect.  So, instead, I finished the game, published it, and only six months later did I write a post mortem.  Wow, am I lazy or what?

    I wanted to share the news that my wimpy little Ludum Dare entry was brutally stripped to pieces and then slowly re-assembled over five months into a full featured game.  It was released not too long ago on Kongregate.com and quickly shot to #3rd of the highest rated top new games!  Just a week after release, it received badges and is now sporting nearly 200,000 plays!  (It actually has 10x as many plays as that, but if you want to know why I don’t count those, then check out my blog post linked below.)

    So for those who might want to hear some advice from someone who managed to turn a shoddy Ludum Dare entry into something playable and successful, I recommend you check out the entirety of my post below.  I cover everything from the Ludum Dare version all the way up to the final released copy, and then some of the post-release problems I had.

    Click here to play Legend of Kalevala!

    or

    Click here to read the Legend of Kalevala Post Mortem!

    To everyone who puts in their valuable free time to working on Ludum Dare, a much hearty thank you for inspiring people like me.  And to those who participate:  Let’s keep having fun and mak’n games!

    You can also check out the review for Legend of Kalevala on Jayisgames.com.

    Tags: post-mortem, published, released

    Mini-LD #28 – If I Compete, I Will Use…

    I haven’t really decided whether to enter into the Mini-LD, but if I do enter, here is what I’ll use:

    • C++ (language)
    • CMake (build tool)
    • Code::Blocks (IDE)
    • OpenSceneGraph (graphics/input/gui library)
    • OpenAL (sound library, if any)
    • Bullet (physics library, if any)
    • Blender (modeling)
    • Inkscape (images/textures)
    • LMMS (music/sound)

    That being said, I’m not 100% sure I’ll enter. I’m about 80% sure. Maybe 85%.

    Peace, love, and fractions,

    — Mr. Dude

    Maybe Joining the Mini LD

    Seeing that the competition date of the mini LD is also the GMC Jam’s competition date, I may enter this time. I couldn’t get an engine up for the “ALL TALK” miniLD. It seems Game Maker does not like text-based games. But I’ve expanded my horizons to Stencyl, so I hope those game creator software will be accepted.

    Tags: Game Maker, GMC Jam, mini LD #28, stencyl

    Comments

    16. Jul 2011 · 12:09 UTC
    It is probably accepted. He did say that all platforms, libraries, and engines were, and Stencyl is indeed an engine, so it’s fine. Don’t sweat it. :)
    shard123
    22. Jul 2011 · 10:51 UTC
    I use Game Maker and that was my problem too. So I just focused on story and game choices.

    Thinking about volunteering for keynote.

    Soo, yeah I think about volunteering as the second person – besides Awesome McFunkypants – to do a keynote, but there’s something that kinda stops me from volunteering.

    Well, as far as my little, crippled brain knows I am the youngest Ludum Dare participant, as I’m only .. (prepare for instant death) only 14 years old..

    So, there is only a 50% chance of me getting picked, but if I actually am to do a keynote, who wants to see a 14-year-old talking ‘n’ stuff`?

    Tags: Folis Keynote tags are totally uneeded because no one ever searches for a post

    5

    This entry was posted on Saturday, July 16th, 2011 at 1:41 pm and is filed under Uncategorized. 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.

    Yay, Mini LD!

    Okay, I, thePalindrome, wanted to ask which would be better, as I want to be prepared for my first (mini)LD…

    Which is better, making the game with C++, or AS3?

    I have experience with C++ and Java, I’m thinking C++, but it wouldn’t be web-compatible…

    What would you guys say?

    Comments

    wisnoskij
    18. Jul 2011 · 01:25 UTC
    I know that Ludum Dare recommends browser games, but personally I dislike browser games and like .exe games.
    18. Jul 2011 · 04:11 UTC
    You’ll get more players for a browser-based game, but you’ll still get good feedback for an exe game (especially if you provide a few ports). Do whatever you’re most comfortable with and what fits your game idea.
    18. Jul 2011 · 05:51 UTC
    You really should take the language that allows you to make a complete game in 48 hours.
    Unnaturalist
    18. Jul 2011 · 08:40 UTC
    I’ve only done one LD, but I definitely learned that you need to use whatever you’re most comfortable with. Whatever time you spend looking up syntax and figuring out how to do what you want to do is time — well, not quite wasted, but it will bog you down.
    18. Jul 2011 · 15:22 UTC
    Definitely use whatever you already know best. Go with what you know. 48 hours is too short a time to learn a brand new language or set up a game engine and get over the learning curve.

    I’m writing a book on game jams!

    Hello Ludum Dare friends, I am writing a book on game jams.  As part of the research I wanted to ask you if you had any anecdotes or advice you’d like to share for achieving game jam success!  In particular, funny stuff is what I’d like to hear most. =)  One liners, haiku, yoda-like wisdom… you name it. Update: I’m loving all the haiku (5-7-5 syllable poems) please submit more!

    McFunkypants
    blog: www.mcfunkypants.com
    twitter: @McFunkypants
    google+: http://gplus.to/gamedev

    Tags: advice, Book

    MiniLD #28 – Might Enter

    Not sure if I’ll be able to enter the MiniLD as I don’t fly home until the day it starts, but I’ll try. If I do enter I will use the following:

    • FlashPunk
    • FlashDevelop 4
    • Paint.NET
    • sfxr

    Hope I won’t have to do anything that weekend!