LD21 August 19–22, 2011

There’s Always a First Time

Hi! I’ve only recently found Ludum Dare and I was looking for a chance to enter. This seems like the perfect time.

I’m just starting in game development. Honestly I’m a bit better at developing resources (graphics, music, etc) as opposed to programming, but I’m driven and not afraid of the challenge.

I’ve already the idea for my game in place. In the interest of keeping the post short and tidy, here’s the short version: My Ludum Dare attempt will be a run-and-gun type game inspired by Gunstar Heroes with a dash of puzzle game thrown in for good measure. Elemental gems influence your attacks, and the gems are constantly changing beyond your control, forcing you to change tactics on the fly. To turn the tides in your favor, you can “eject” the gem to enable a grenade-like attack or combine two gems into a powerful new attack. You don’t have the luxury of biding your time for a perfect gem combination however, as the longer you draw out a battle, the more powerful your adversary becomes.

If that interests you and you’re hungering for a little more info, you can find it here: http://www.8bitpalate.com/2011/10/my-game-idea-for-the-ludum-dare-challenge/

At any rate, I’m excited to see how everyone’s attempts turn out.

Pvt Littledude vs Robot Armada

Hi,

Just wanted to mention that I finished and published a bigger version of Pvt Littledude vs Robot Armada, a game I did originally for Mini Ludum Dare 28 (and got #1 for Fun, yay!). It includes more levels, better balanced gameplay, infinity mode, achievements, lots of original music, etc. etc. So now it’s even more fun! (But not apparently enough, since I failed to get a Flash sponsorship, but whatever. :))

So, here it is:

http://www.kongregate.com/games/gimblll/pvt-littledude-vs-robot-armada

I’m in, yes but with what?

My choices:

  • unfinished visual novel engine (android) – I believe I misplaced the source
  • unfinished bullet hell engine (android) – Needs everything except the actual bullet engine
  • LD21 entry: Urth – Needs about 2 tons of polish
  • MiniLD29 entry: Redeye – Needs about 20 tons of polish
  • Something completely new – no
So that’s clear enough. Going with Urth. Urth had a little head start on the android market, so I’ve fixed it by strapping beta to the end. How does that fix it you ask? Well it doesn’t really fix it actually, but I’m October challenging with the non-beta (gamma? 😀 ), which I intend to have for non-mobile platforms as well. The to-do list is huge so I’ll not post it for obvious reasons. But I am going to say that I’m working on a ‘user friendly’ level editor and online level database of sorts. After that’s done the visual elements are going to have a once-over and then a twice-over to try make up for the low ranking on visuals during the compo. For the moment you can get to the latest version of the game by searching “urth” on the android market.

Tags: android, java, update, urth

I’ve decided…

…almost nothing. 😉 I will be using FlashPunk for my game (yes, I decided to start a new one), and will try to get the $1 via Kongregate ads.

As for the game itself, I have a few pieces of an idea, and that’s it. I’ll post more when I’ve done more.

Tags: idea, Kongregate, update

Ok, I’m in, but with a different take.

My take on the October challenge is to sell an actual copy of a game, which I didn’t manage to do so far. I have licensed flash games, but I never even tried to sell a copy of a game directly to end-user.

So, my game is… McPixel!
I have already begun work on this and made a few levels. I need to pull myself together and manufacture the levels like there’s no tommorow!

Here is a proof of intent:

If you have no idea what I’m talking about, then you should play the original LD21 entry

Anyways, the idea is to take it to the mobile market. I hope it will work well!
Also, visit my blog for some more detailed updates.

I’m in.

October came around, and I started working on a game.

It’s javascript/canvas based, instead of my usual pygame. But, I’m using gamejs which uses the pygame API, so I feel pretty much at home.

We got most of our new graphics and sound into the game today, and all of the game play is done.

It’s not running fast enough on my ipod touch 2g, but I think with some work it could be playable. So we’re aiming to release on the various web stores first. Then perhaps improve things for the mobile platforms.

I had to work on improving a sound engine I call jquery.shitsound, or just shitsound for short. Which uses various web browser sound APIs to work. I’ll have to get it using the phonegap framework to play audio too, since html5 Audio on mobile platforms is simply broken.

We’re in, I should say. Since I’m doing a collaboration with Spencer Sternberg ( http://www.spencersternberg.com/ ) video game audio and music productions.

The second app I’m working on next after this one is released I’m doing as a Powered By Bees production ( http://www.poweredbybees.com ). It’s less game related, and more content related, but I still think it will count for this October Challenge.

Thanks Ludumdare!  This October competition has really given me a big kick up the backside.

OPifex Entertainment is in!

Hello everyone!   OPifex Entertainment is a group of friends who are dedicated game development hobbyists.  We’ve recently banded together to form OPifex, and right now there are four of us: three programmers, one team leader, one artist, four game designers, and one writer.  You do the math 😉

We’ve decided to take up this challenge to push ourselves to create a game using the new engine we’ve been developing.  We’re going to focus on a small, simple game we’ve dubbed “Splat!”.  The idea was to focus on one core mechanic in order to keep the game simple.  Color blending was chosen, as few games effectively utilitize color as a game mechanic rather than just an art style.    I won’t go into too much detail about the rest of the game just yet… but to give ya’ll a little teaser, here’s our first concept art!

Concept Art for Splat!

Comments

06. Oct 2011 · 13:05 UTC
looks curious!

looking forward to more info 😀

Spacehunter is a stupid title

Here are some updates and more info on this particular project:

The funky ship is untextured and therefore very funky!

Summary:
You’ll be a bounty hunter or contractor doing jobs for differnt people. You’ll be visiting different planets or areas in space, like nebulae or asteroid belts for fulfilling your objectives. You will be able to visit other solar systems for more variety of quests, vehicles, items and locations.

Technically i want to have an editor that is capable of designing different planets that are distinct from one another, so no planet is like the other, and there are several ways to do that. For now i will be saturating textures differently for planets to appear distinct from one another. I will also add foliage soon for several types of environments.

Gameplay wise it is your regular shmup, but not all the same! Take from this whatever you might :)

Concept of two regular boring ships, probably not gonna make any of those, just adding for good measure

 

Also i am looking for a decent title. Space hunter is good enough as a working title, but it fails as a product name!

Anyways i will advance gameplay mechanics the coming week. So stay tuned for some actual shooting stuff!

Comments

06. Oct 2011 · 22:34 UTC
Hey, that looks quite nice already! What is the tech behind? Nice terrains…

Kobo II: Second try!

Yep, Ludum Dare is running the October Challenge again – and I’m in, of course! :)

As some of you might remember, Kobo II begun life in last year’s October Challenge. The plan was to start really small, with little more than placeholder graphics and basic game logic, especially considering that I would use my own language EEL, which didn’t even have an OpenGL binding at the time.

[…]

Full story.

Last year: Scripting engine with no OpenGL binding.

Now: The below + physics, GUI, sound engine etc. Somewhat better chances of coming up with something playable, I guess… 😉

Massive explosions

David

Comments

onefineline
08. Oct 2011 · 17:59 UTC
Hahaha, I have no idea what your game is, but your pics are very cool!
09. Oct 2011 · 17:36 UTC
Thanks! Well, there are obviously massive explosions! What more does one need? ;-D
onefineline
10. Oct 2011 · 02:08 UTC
Haha, my thought exactly.
digital_sorceress
10. Oct 2011 · 10:02 UTC
I remember playing Kobo Deluxe a couple of years ago, when you mentioned it on indiegamer forums. :) Your new project sounds interesting. The terrain looks wonderful. but I’m a bit concerned seeing all these explosion graphics. :/

First cheap things.

Woah! Not-so-niftyness!

Welcome to moving squares and a HUD.. thingy.. I still.. need to properly implement!

The family friendly game!

There’s the player (green square), the walls (dark brown square), a chest (violet chest-square thingy) and the HUD (the rest of the screen)!

That’s it. Back to work.

3

This entry was posted on Saturday, October 8th, 2011 at 2:22 am and is filed under October Challenge 2011. 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.

Battling Intel Appup submission

Well, I managed to prepare my app for submission to the intel appup store.

I first had to figure out bugs: Sound doesn’t work. Also fonts don’t work. This was very disappointing considering that I’ve been working with a musician on sound effects and music. So we’re not able to use any of that work we did until they fix sound. I even tried to use a flash based sound player, and use the embed tag. None of it worked.

Also the lovely font we selected does not work. Trying to use a font-face crashed the browser completely. So instead I had to use ‘Arial’. arg.

I’m not sure what sort of html5 games and apps they expect if fonts and sounds aren’t working?

It seems they are using a 1 year old webkit implementation, so I hope they will upgrade their encapsulator soon. One year in web browser years is about 70 human years.

Anyway, we decided to submit the app anyway. The font makes it look a bit ugly, and without sounds it looses a lot – but at least the game play works.

Then I filled out a few pages of forms, prepared images, wrote copy, and did all sorts of guff so that I could upload the app. For some reason they required silverlight or google gears to upload the file (weird). Not sure why they couldn’t use a normal html upload form, or even a flash upload form.

Anyway… all that got done until I had to apply for a security certificate to sign the files. I fill out another form of my personal details, press submit and I’m greeted with a great error message: “An error has occurred. -1”

Oh well. Sent off an email for support, and now I wait.

Finally blocked after a couple of long days and nights – stopped by the error “-1”.

Hi everyone, screen comparison

The dialogs used to be like this:

 

And now they are like this:

 

What you guys think?
I’m also thinking of trying Desura too, on a desktop format, I hope they accept my game :(

October Challenge

I would like to participate in the October challenge, and make a completely new game. I started an engine and then I thought, “I don’t think this game will actually go anywhere”. And “Games that get money fast are simpler, arcade style, and pixely”. So, I decided to stop working on the engine. And before I begin think up some concepts for another game, I was wondering if anyone would like to join my quest in a miny dev team. I work in FlashDevelop with FlashPunk Library. If you seem interested to do a project this month, comment. Also, to be specific, I am not looking for a co-programmer, I am looking for someone(s) good at pixel art, thinking up concepts together and making Music.

Comments

7heSama
09. Oct 2011 · 01:36 UTC
I would like to help you, but I’m already working on my own project. Sorry… but best of luck to you!
09. Oct 2011 · 02:08 UTC
It’s fine, I just started another engine. This for a side-shooter.
09. Oct 2011 · 21:29 UTC
Anyone else interested?

October Challenge – Checkpoint #1

9 days in, and this is where I’m at:

Currently, the plan is to get path-finding working, and then getting the rest of the game logic in place (Win conditions, objectives, combat, etc).

 

Hm… A menu :3

Well, I have a temporary menu up and running… and it is smooooooooth… :)

Random menu link :)

Entering!

I know I said this last year, and all the other LudumDare compo’s that have been on since then but now I’m finally getting into programming again (or really starting now). I have been using Corona SDK for creating iPhone games but have decided to move off it it due to the iPhone Developers Licensing fees and all the money involved, and have moved onto Unity!

I’ve been following a few tutorials, with no Java knowledge, and I’m glad at how it’s turning out and how simple Java is and how simple it is to use it in conjunction with Unity. So I have gotten a group of peope together, where we all learn different languages and tools and make games and I am making the first one to be sold. Not sure how I will sell it/earn money yet, but I’m leaving htat to last, probably using Kongregate or something simliar.

Expect more posts from me soon on the progress of my game!

Pause Menus are Awesome

It’s like I’m an all powerful force, able to stop time at a whim. Fear not from incoming doom, for time shall be rewound for one more attempt to evade your fate. Or perhaps you’d like to go home or be deaf from the horrors of the world. Fear the menu’s almighty power!

*going crazy with boredom making menus

 

 

big direction change

Well, I may have screwed myself for the october challenge. I decided to change projects. I decided that a brainfuck interpreter for iphone is retarded, and no one would want to use it. Well maybe there are a few people. The other problem was that my core programming interface was really bad, and it was hard to enter programs. I just couldn’t bring myself to work on it more.

I decided to resurrect an old project that I never released. Itch is a partial clone of scratch for iOS. I wrote a bunch of it way back in the day, and even have videos and stuff. There were a few problems with it. One big one was that I never implemented saving, so it was a pain to work with. Another was that a bunch of the interesting opcodes were hidden in an arb opcode. Yet another was that I was paranoid about both apple and the scratch team, on one hand apple was way more strict about interpreted code, and on the other I didn’t really understand code licenses, and was afraid of the scratch one.

No longer! I have started rebuilding the project, and have a pretty good stab at it going after one weekend of work. I am probably just going to include the logo / turtle ops this time around, and leave the interactive and sprite drawing for another time. If I have time I might throw in some sound opcodes. To see.

In all likelyhood, this will make me miss the october deadline. I will try my hardest, but if I don’t make it, at least I am not putting out something that I think is a bad idea down at the core.

Comments

Jacic
10. Oct 2011 · 14:52 UTC
I think there is already an interpreter for iPhone. It was called something like ‘esolang’.