LD21 August 19–22, 2011

So this is what it feels like to be an LDer! Feels like sleepy :o.

Alright i have been hard at work again today and have finished my game play completely, that is right i have finished the meat of the game, only thing left is to add in sound and music which i am leaving myself 3 hours to do tomorrow before the contest finishes, i am not foreseeing any problems ;).

 

Again if you want to give the game a go head on over to www.nothinggames.com/ld/skx/ and enjoy! see you in 8 hours my fellow LDers!

36 hours in!

Level Transitions!

Robots!

Splodeys! (that look crappy in stills but I like how it looks in motion)

Death!

It just got to a point where it is fully playable (minus the “you win” screen), but it has only one level, only one type of enemy and no audio. Working on all that now!

Tags: progress update

Reporting in

Got a lot done, sound and graphics are all done. For once I didn’t use sfxr! Now the game is only missing interesting levels… which is a quite a problem, but I’ll have rest of the evening to concentrate on that.

Here’s a screenshot again (not much progress visible there though):

coming along nicely, still got a way to go though….

Ok, I’ve fixed the collision detection problems, and implemented a 3D arrow that points to the exit, aswell as the health bar and the score section…. it’s certianly coming together, I think I’ll go try my hand at the….. music *dun dun duuun!*

First screenshot

I’m making a fairy tale of a self-reliant princess who has to rescue herself from a tower. Pretty crazy, right? The mechanics are pretty simple, so now I’ve got to focus on content. Here’s how it’s going:

Despite the mind-blowing 3-D graphics, this is a pygame (SDL) project. Still sticking with what I know here.

Progress report

I have actually felt really productive today, even though the effort is not showing much in the screenshots. Now there are a number of skills and upgrades that you can buy for the coins you collect. I’m currently working on the shop screen and it’s taking a whole lot of time to get all the components right.

I plan to implement highscores and maybe achievements if I can make it.

Shop

Need photoshop help BADLY! <3

RED ALERT! I really need Photoshop help, I’d HUUUUUUGELY appreciate it :O

What I need to do is change a color on multiple layers. I’ve got 27 layers of an animated character. Character is black with white eyes by default. However I need to reskin him a few times, one of which being orange with blue eyes. I COULD use an adjustment layer, but then when I Export Layers to Files it ignores the adjustment layer :'(

How do I replace a color (black, and white) on multiple layers?

I would HUGELY appreciate help with this, big time. :)

Tags: help, photoshop

Comments

22. Aug 2011 · 14:06 UTC
Did you end up making an Action? That’s what I would have done.

Dunkirk and the Escape

‘Dunkrik the Great Escape’ WIP.

I’ve just got this to appear doing it all the wrong way round this time, modelling, graphics interface then mechanics.

Going for a Jam entry.

Tags: unity, wip

Site’s back up!

Hey, all! I meant to post this yesterday, but a certain server decided to be a jerk. Anyway, here was a screen of “Shotgun Man Will Shoot You” yesterday, along with one from just now. I spent a lot of time making it look nicer yesterday, so hopefully it’ll turn out well. #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 */ This one&#039;s from yesterday morning. This one’s from yesterday morning. Here&#039;s from this morning. Here’s from this morning.

Um…the uploader’s a little…Well, you can see them, anyway.

Tools, Algorithms…

When I started work on my LD21 entry, I have some vague notion that I was going to have to create maps, AI, and easy-to-use controls… but I really underestimated how much time all of these would take. It looks like I’ll be able to finish something, but I’ve already had to cut about 90% of the feature I originally planned :)

Map Editor (4 hours): Rather than manipulating large arrays of numbers in my code, I decided to make a simple map editor. In the end, I”m sure this will pay off because editing the arrays by hand is very tedious (and error-prone as you get tired).

Screenshot:

Map Editor

Collision detection/resolution (3 hours): This was actually the first time I’d written collision detection for axis-aligned boxes and walls. Fixing all the issues where you could get “hung up” on walls was a little tricky, but now I”m happy with how responsive the controls are.

Enemy AI (2 hours): This is still a work in progress. My original plan was to have enemies move about randomly. It took about 10 seconds of gameplay to realize that this would not work. To fix this, I had to add scripted paths (and update the map editor to handle this).

Line of Sight (2 hours): Late last night, I realized that I needed honest-to-goodness line-of-sight testing to make the gameplay fun. I wasn’t totally sure how to go about implementing this and I was pretty tired, so I was little worried. Fortunately, I was able to come up with a very simple algorithm and implement it, even in a half-awake, half-asleep level of consciousness :)

Video: http://www.youtube.com/watch?v=7WkDGD1BSZw

Screenshot:

Line of sight demo

Food

FOOD!

I had some delicious nutella crepes for one of my meals yesterday, and they were amazing? Crepes are the greatest contribution French culture has ever had on the world.

Cookin' a Crepe

I made a giant stack of them.

Nice stack, baby

The nutella formed into some very strange letters, too!

Mysterious "LD" in my Crepe

Comments

snowyowl
21. Aug 2011 · 12:46 UTC
Very mysterious indeed.

Progress and screens

So far, I have got nearly everything working that I had planned for the game yesterday. Now I just have to mix it all together and turn it into something that feels like a game and design a few levels. And maybe also improve the art..

First screen is from yesterday before I went to bed. Second one is from just a few minutes ago after I found a better way to get the theme into the game.

It’s the End of the World

In the last – frantic – 3 hours, I started Ludum Dare, wrestled with my screenshot program, wrote a level editor, went for a walk and took photos with my new camera, and did absolutely no programming on the actual gameplay.

However, I’m very pleased with my progress. I now have my game loading pieces of “level” from the level editor, which includes some basic physics that lets the pieces float around in the screen. I chopped some of the photos up and now have rudimentary graphics, which look something like this:

Destroying Houses

It’s very tempting to keep adding graphics and making things look prettier, however I really need to get some gameplay in there. The next step is to add a character who’s trying to escape the end of the world by running across the pieces.

 

And of course I need to give the game a proper name. I welcome any suggestions.

 

11 hours and counting! Time for dinner.

Death Boulder Jones update

Okay, so maybe the name is now Death Boulder Jones. I have decided to call the main character Jones, as a little “hats off” to the character who inspired him.

I have the following done:

– Jones runs! He steers!
– Jones takes damage and dies when he hits traps!
– Traps are made:
– Arrows that shoot from faces in the wall!
– A massive boulder that follows you unceasingly!
– Bubbling lava pits that kill you instantly if you touch them!
– Click-and-drag to create walls in order to protect Jones and show him where to go!
– Moar exclamation points!!!!!

Still to do:
– Game tweakage
– More traps
– Level design
– Powerups
– Money pickups

I have a few hours I can work today, then that’s it. Hoping to get this done to a level that makes it fun. Still, I’m really very proud of this already and I think it’ll be great for only having 10 hours or so to work on it.

Outrunnin' Boulders and Arrows

OMG Close Call

Magic Walls!

 

Finished My Entry!!!

Click here for my entry!

I did it! I thought it might take 2 hours if I ran into problems, and it of course, problems cropped up!

But it’s done. Finished. Submitted.

I may upload an OSX and Linux version too if I get time.

Post-Mortem to come tomorrow.

Main points:
* MMF2 allowed rapid development + SWF export (Linux & Mac to come hopefully)
* Game idea changed mid way due to a couple of things that just weren’t working > result = better game!
* Finished what I set out to do 😀

Woo! Asset Time! (Demo for Macs included)

So, I managed to get my game logic finished last night, and now since the site is back up, here’s a demo (without so much

milo.grotonma.net/uploads/LD21.zip

It contains no instructions, so I’ll give a brief rundown:
1) Each weird redish-thing is a building. If you click on it, cars spew out. Red Building = Not evacuating, Green Building = Evacuating, Gray Building = Empty.
2) Cars always take the shortest path to the exit (which is any road leaving the left side of the screen). This usually causes gridlock.
3) There is a deadly wave bearing down on the cars. Evacuate the buildings before it’s too late (or don’t; it’s your choice).
4) Clicking on roads makes them into 1-way roads. Cars will obey these UNLESS there is no path to the exit.

Okay. That’s where I am now. Also, that’s an entire game. That means that tomorrow is left for assets, tweaking, and making menus and stuff. Which is AWESOME because, last time I did the Ludum Dare, I was working on the game logic until up to the deadline! Also, my timelapse is working this time! Things are really going up my way this time.

Of course, I have to say that if I had been a fool like last time and tried writing a fairly elaborate physics engine, I would be failing again (Read: All the blog posts I wrote last time about HOW ANNOYING that code was. Debugging it took up, probably, 90% of the entire time I was working on that). Also, every system in this game is discrete, so I didn’t waste time on difficult math (I love doing that math though). I think that, even though I only intended to do the Jam this time around, I’ll be able to make the competition, which is pretty sweet (although, I don’t have any windows computers nearby, so they’ll have to compile for themselves; shouldn’t be too hard though, since its only dependency is SFML).

I’m quite pleased with this game, especially considering that the theme completely caught me off guard (what were you thinking, people who voted for “Escape”?) and that I didn’t really have any good ideas (~first 16 seconds of my timelapse = creating a game below my quality standards) until about 8 hours ago. I’ll have to think about whether I want to keep working on this game after the dare (it needs more spicing up though).

Movement

Skel as I call her, is now moving around the map, doing some A* and playing some directional anims.

The A* is pretty rough and boxy, and the anims states don’t have transition or loop etc. Oh and the Idle doesn’t play half the time its meant to but still it will do for now.

Onto Doll NPC to give you the basic overview and first up two missions, one a ground puzzle, the other is looking a little more action orientated

 

Catchy lyrics for title here

Saturday was both a disaster and an extremely productive day. On the positive side, I was able to hammer out lot and lots of code and complete everything on my todo list for the day.

On the negative side, I wasted many hours sorting out issues to things that shouldn’t have needed to be sorted out. Included in the problems was one in which my ftp program was uploading a text file as ASCII when it was being read locally as Unicode. This resulted in the game working fine locally, but as soon as I or anyone else tried it online, the thing stopped working almost entirely.

I also had a code issue in which I wasted nearly two hours trying to sort out. In the end, I decided to recode the offending block of code. Thirty minutes later, I had a perfectly working second version.

A little frustrating that the 2-4 hours I wasted may have made next next 11 hours much much easier, but such is the nature of the Ludum Dare, I suppose. At this point, I’m treating my first Ludum Dare like an Ironman. I’m not here to win, I just want to cross the finish line. Regardless of what happens today, I will cross the finish line.

On to what I have so far:

Expanded the level a bit more to allow for testing. My first trap has been implemented – As noted by the /0 block. Monsters are functional and working.

I feel I Should expand upon my theme idea a bit. The basic premise for the game is that the player is a Virus, escaping the Anti-viruses of the system. Due to lack of time, the end-goal will be to survive the longest before being overrun by the anti-viruses. To aid in the escape, the player will have access to 3 traps that they can lay. Essentially the traps all have an effect on the anti-viruses chasing you. My current goal is to have 3 different anti-viruses with different behavior for the final release.

With the 11 hour deadline looming, I feel as if I’ve already wasted too much time writing this blog post. Sheesh, back to coding.

 

Progress – and new Demo – again

Implemented Water System and Material harvesting

Plants have a need for water, well watered plants take less damage, not watered plants starve.

Material is Harvested from Plants, build a Harvester

Demo Here

ToDo:

Energy System for buildings

Win/Loose conditions

Different attack animations for different buildings

A Menu

Content

Maybe sounds

Spotlight Search! Deluxe

Spotlight Search: A game for the Ludum Dare 21 Jam by MiniTroll (age 9 ½) and PapaTroll (age 39 ¾) and made in short bursts over one day using Scratch & a Casiotone MT-70 keyboard. Scripting by PapaTroll and MiniTroll, art by MiniTroll, sound by MiniTroll.

Deluxe - now with sound effects!

http://scratch.mit.edu/projects/moomintroll/1988546

Developer diaries below!


MiniTroll’s Diary
When we were making the game we each had ideas. It was my idea for the game and the name and how to get the timing right so the characters come in on time. I also drew the door and helped with the sound effects. Papa Troll helped by explaining and doing the hard bits. The hardest bit was making the levels come on automatically. I made the level backgrounds I call them 1) sky 2) candy floss 3) volcano.  It feels great to have made a game again! (To play them go to scratch program and share and search moomintroll)
PapaTroll’s Diary
This was our first ever Ludum Dare game. I had promised to make a game with Mini Troll during the summer, but we somehow never found the time – so this was a good chance to make good my promise! Mama Troll and Teeny Troll were off to visit Troll Family for the day, giving us a chance to get some development time without interruptions.
We had a leisurely start to the morning. Discussed the theme, Escape. Straight away MiniTroll suggested a game where the player is escaping from prison and has to avoid the search lights. We had some discussion about top-down vs side on platform style gaming, MiniTroll initially preferring the latter. I thought the former would be simpler, and that is what we decided to go with. Basic outline of player, maze, exit and two spotlights came together very quickly.
Development was generally in short bursts of 30 minutes to an hour, interrupted by going to the library, stopping for reading breaks or for snacks. MiniTroll had ideas for the title screen, but we decided to start with a playable level instead… MiniTroll enjoyed drawing the background and maze. We looked at some of the Scratch examples for inspiration – the PacMan example showed how to test for collision between one colour on a sprite against background colours. We used this approach to test when the player’s feet are touching a wall. MiniTroll found it challenging to work out the logic for testing collisions without sticking on the walls when trying to the turn round – so we took a screen break.
After the break, we fixed up the wall collision scripts and posted our first playable! http://scratch.mit.edu/projects/moomintroll/1987783
Worked through for another couple of hours – focussing on adding the title screen, a second level, and the logic for managing game state (the only part I did without MiniTroll). Before dinner we had our second playable ready: http://scratch.mit.edu/projects/moomintroll/1987940
During dinner, the second level was re-designed on paper, and implemented after dinner when MiniTroll worked solo for a while. MiniTroll also added buttons to the title screen and an instructions screen at this point. I helped fix up the scripts for these, then MiniTroll decided to add a third level. This was pretty easy, and we had our ‘final’ game uploaded pretty quickly: http://scratch.mit.edu/projects/moomintroll/1988135
Then MiniTroll pointed out that we had forgotten to add sound! Disaster! Somehow it had been left off the to-do list. A quick jaunt to Sainsbury to get batteries for the Casiotone, a hunt around the study for cables to connect the line out to the laptop, and we were in business! A siren-like blare for when the player is caught and a triumphant ta-da!!! for successful escape were soon added. It was our intention to add music too – but MiniTroll’s repertoire isn’t very extensive at the moment – tunes she knows either being not too suited for the game or still in copyright . So we have no music – but perhaps next time!
MiniTroll went to bed and I slumped in front of the television. The Bourne Identity was on ITV (again!). It is one of those films I can always watch one more time… Then I remembered that I hadn’t uploaded the last version of Spotlight Search. A very minor script fix, and game uploaded. Off to bed, happy to have completed our Jam entry in one day.

I’m out, for now.

I'm out for now, but will finish soon.

Progress

 

Making a 5x retro pixel adventure/puzzler:

 

 

 

 

Almost time….

Going to submit the game in the next few hours…

Added automatic saving and reduced the gold drop of the rock monster.

Here

Any input on how to continue the story, is very much appreciated.

Neeeaaaaarrrff…

OMFG Aliens! is trudging along, I’m getting yet more segfault for no apparent reason, I’m seriously doubting my C++ skills.

If I can get mobs to spawn (add them to the dynamic array that is crashing) then I’ll be rolling. I can use a static array and have an arbitrary number of mobs in game, maybe I’ll just cap the number of mobs at 20 and spawn more when they die.

I also hope I won’t have the same issue with turret, but I might try a similar workaround if I do.

I WILL put out a game, I WILL NOT give up twice…

Changing Gears….

Went from an exploratory type trading sequence game to now a fighting game…. Fights will probably be generated, less work for me. :3.
I’ll post a screenshot once I get enough done on basic combat and AI.

Kapow, Music

I spent 2 hours making this beautiful 1 minute piece of music. Hopefully you’ll join my ears in bleeding when you get around to playing my entry.

Comments

21. Aug 2011 · 14:20 UTC
League of Legends! Nice! 😀

Almost done!

With almost eleven hours to spare!impending doom!

Hamster Escape! (Temporary Title)

Hey, all. My game’s going good so far, and It involves a hamster trying to escape the pet store with some relatively easy puzzles. (I’m not a very good level designer) The mechanics are pretty solid and cool, even though I’m using the dreaded AS2 programming language. After this LD, I will start learning how to use Flixel and AS3, though. :)

So here’s a picture of what I have:

Graphics will be tweaked later in the day, after I’m finished with (AT LEAST) 8-10 levels. If I have more time, I’ll add more levels.

It is how it is.

RedAnt

I guess I’m in after all!

So, I didn’t think I would have time to do Ludum Dare this weekend, but I ended up starting anyway.

I’m making a game called Red Rover… it’s about a robot planet explorer. You can pick up rocks to get points, explore the planet, etc. That’s all I want to say about the plot for now. I’m using Python + Pygame (again)… but I think I will fare a bit better than I did last time.

At this point I have the level/terrain/movement code all done as well as most of the graphics!

screenshot of Red Rover game

Yet to do:

Caption/Score display
Title screen
Music
Some secret things I can’t talk about :)

Hopefully I’ll make it!

uuuugggghhhh…

I really like making tilable level pieces, but I forgot how much I hate slotting them together. this final stretch is likely to be a drag, but at least right now I have everything done and working except levels, and sound effects.

got 5 hours to go, I can manage I think/hope :)

 

I’m out

So much for this LD. 2 nearly working alpha-prototypes and not enough time make this my first LD catastrophic failure. The lesson from this LD is: stay focused, don’t make fundamental changes on the second day (it should me mostly assets).

Plans for the future: Join a mini-ld, remember and learn from mistakes.

Not without my Zombie ! #1

Hi all ! I’m a bit late to post something.

Well I’m totally excited to be here, I’ve been working on my game since yesterday. It is the first time I make such an advanced game, and it’s called Not Withou my Zombie. It’s a plateformer in a strange facility where you need to escape, done in AS3 with Flashpunk.  But let’s go for an image :

LD21_BlackDogg_01

Good luck to everyone coding out there !

Changed my mind!

So at first I wanted to just make a game where you run away from water, but that’s been done so many times that I felt it was kind of cheating to use it for my entry. So now the idea is that you’re stuck in a dungeon that’s slowly filling with water and there’s an exit somewhere higher up that you have to get to.

But wait, isn’t that the same idea? Well, it would be if you didn’t have stubby little legs and could actually make it to those platforms. The only solution is to ride the wave to the top of the chamber, avoiding what would have been handy platforms but are now annoying obstacles, then swim down to the exit once you’re pushed under the water by the ceiling.

All I have left to do is code in some buoyancy and I’m done with the mechanics, then I can move on to putting in some levels (or, if I have enough time, adding some procedural generation for the levels) and adding some SFX/Music.

Wish me luck!

Comments

Frimkron
22. Aug 2011 · 07:36 UTC
I love the colours :)

YAPR (Yet Another Progress Report)

Since, the site now works, it’s time for a progress report. I quite moved from the original idea, but the game in now playable! You have to prevent the ball (which goes always faster) from escaping. You can do this by placing blocks on the ground against which the ball will bounce.

I know you prefer a screenshot rather than a long text, so here you go:

The game itself is ready, sound is being worked on. :D

So close yet so far

#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 */ promo1 promo2 promo3

http://www.mediafire.com/?255xu6275h5afhb

With 10 hours to go, here’s a beta with collision bugs and an unfinished level. It’ll however give you a good sense of what you’re going to get. I’m going to be able to submit something alright, but I’d feel dirty if this were the finished one.

colortests!

Trying to fit in with our theme, I’m making our backgrounds. Just to be sure I don’t rush into anything stupid, I like to make color samples, were I lay flat colors and remove the lineart.

 

The Second one i may redo… Hm.

Tags: 2D, artwork, photoshop, progress

Run Run Robot status

Progress for the Jam entry game, "Run Run Robot"

Our jam entry entitled Run Run Robot is coming along well. We have most art assets complete, and we have completed most core game play. Today we just need to finish off a few features, and then add some polish.

Comments

21. Aug 2011 · 14:01 UTC
I like that monster! I want to feed him robots!

Deadline

Hi,

 

I got a question, should I upload the game before the left 10 hours or we stop making it in 10 hours and have a lapse of time to upload it?.

Sorry if it’s a silly question, just want to be sure about it, thank you.

 

Comments

Goldendice
21. Aug 2011 · 14:03 UTC
You should upload it before the deadline.

Breakfast Time!

I’m not gonna lie: this Oxycodone stuff does its freakin job. Unfortunately, it also makes me as high as a kite. XP
This, coincidentally, is not so good for my coding capabilities. I spent four hours yesterday fighting phantom bugs.
Today, I had a special guest at breakfast to help fight those imaginary beasties… 😀

CAPTAIN CRUNCH!!!! (Crunchify Me Cap’N!)

All I need to do today is polish! Maybe some more features and game play elements, and some sfx and muzak.

New Direction….

Well! Sort of panicing since I only have 9 hours left to do this, but….

I have basic sword fighting in. The player has a slight edge because their weapon reaches out a little farther than the enemy’s.

The problem is that it’s too easy if you just engage one, and ridiculously difficult when you engage several.

(By the way I’m so glad I’ve implemented velocity for all movement; it makes fighting physics a lot easier)

 

So, my solution, is going to be to vary enemies, somewhat, but the larger part of the solution is Arrows.

You’ll pick up different kinds, and then they have different abilities (normal, explosion, freeze, slow, fear, etc).

The Blueprints: Enemy logic, safes and bushes

Well, since yesterday I’ve made pretty good progress. I have the enemy AI working reasonably ok to where they will walk around and if the see you they will give chase.  Still not what I want, but for this compo, it is good enough.  I also implemented safes, and I’m thinking that before you escape the blueprint, you will have to open a set number of them.  Finally, I’ve added bushes and a title block to the blueprint think it looks pretty cool now.

I want to do at least one more blueprint, but alas, attention must be paid to other things..

Time to finish things up

The AI is now done and fully functional. They can have a variety of states, like patrolling, wandering, guarding, and of course chasing you. I hit a few roadblocks while doing AI, and I’ve been working around most of them, as usual. But because of that, it’s such a mess now that it started to hurt performance-wise. So I had to work around that as well.

I’m not very happy with my game so far. I expected to create something else, something more fun. What I had in mind and what it is right now are similar, but I imagined it to be more fun to play. 😀

In any case, I’ll finish my game. I’ve got footstep sounds with panning depending on where you look (which is very confusing when you’re looking down, as left=right and right=left then) which makes sound sort of useful, but while it should be a vital key to knowing where your enemies are, it doesn’t really help that much at the moment.

In hindsight, if I had known my game would end up looking the way it does (infinite 3D pillars going to the sky instead of shadows, tiles instead of more ‘exotic’ polygons), I would’ve made something more similar to the old GTA series. That way I could at least paint the walls with a texture, or turn it into first person view from the get-go. I’m not unhappy with the current state, but I really did expect something else. It’s been a good and fun experience so far, though.

On my to do list are menus, win and lose conditions and a screen, and some more fancy graphics if I can. I won’t add any more level objects like doors and keys and all that.

Escape from the void

The game is coming along nicely, the story is so: Your an atom before the creation of the universe, you must smash into other atoms in order to move to the next level, as you progress, levels will get more complicated and have more features because the universe is getting more complex.

Camera tracking is easy thanks to GM8, so bigger levels with scrolling, the below level is level 8, and scrolls upwards, its the first level to feature the cannon powerup! 😀

So far I have a few good features, and i’m just adding as I go along!

A screenshot


(Right click, view image to see full size) This is the first screenshot I took of the game, last night some time. I’ve since added a lot more atmosphere to the game. I don’t yet really have a working title for the game yet, but it’s going to be an “escape the facility” type of thing. Also, no food photos because the LD site was down, and being smart I forgot to take a pic of it anyway to post later. Oh well!

progress report, 1st time trying LD

progress, ive spent 75% of the time making art :(

note for next time, learn hotkeys for flash and buy a tablet for drawing

 

#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 */ Clipboard05 Clipboard06 Clipboard07
Clipboard08 Clipboard09

Comments

21. Aug 2011 · 14:29 UTC
omg dude that artwork is off the hook, in fact i dont think you even need to submit a game, just make a slideshow of screenshots

Buoyancy!

Carol and the Haunted Castle (WIP)

Hi all,

Thank you for bringing the site back!!!

My progress so far:

Blood!!!
2.5D Engine
Enemies
Blocks and jumping
Multiple rooms with camera at different distances
One tune (made using Guitar Pro)

Next:
A better death (?)
One more class of enemy
locked doors and keys
Spikes in the floor (platform section)
More rooms

I’m not sure I’m going to be able to implement all features I want :(

Try the current version

Good luck to all!!

Tags: demo, screenshot

Shot’s LD21 progress recap

My first LD48 and I think it’s gone very well! I’ve been timelapsing with chronolapse and it’s been working very well. I made and uploaded a video of my progress at about 1 am last night, so 23 hours in. Viewable on youtube! Since I finished game mechanics pretty much completely last night I’ve done some work on sound today (music with audiotool.com and sound effects with bfxr.net) and I’m about to get to work on the remaining graphics. I’m pretty happy with my entry so far, and I’ve been really enjoying idling in the #ludumdare irc channel and trying out all the different games people link for critique. Can’t wait to play all the finished games!

My entry is at http://www.tomcorke.com/ludumdare/escape/ and I’m working on it live – if it isn’t working when you load it just wait a minute and refresh, I test immediately after changes and fix them just as quick!

I’d appreciate any reports of bugs or issues, idling in #ludumdare on Afternet as “Shot”.

 

 

 

 

 

Server up! Yay!

Well, now that the server’s up, I can post a progress report on our game: http://i.imgur.com/kPVcU.png It looks bland right now because it doesn’t have blocks, powerups, particles, enemies, or soundtrack. But since it’s a Jam entry, we’ve got it all planned out for the next two-ish days and we’re right on schedule.

Good luck to all fellow Jammers and you hardcore Compo programmers!

Tags: jam, paint.net, visual studio, xna, xna 4

Prison: Escapor

9 hours to go… I doubt I can finish my entry in time, I’m not giving up though, planning to enjoy it till last second :)

Because this is the first game creation contest I ever participate in, and I think it’s the greatest competition in the history of gamedev contests so far.. I mean we took down the competition site!! it was like friendly-fire DoS attack.. I’ve learned many good lessons, I’m definitely going to write a detailed post-mortem on what went right and what went wrong, at least for my future self who I know is folish enough to participate in many more competitions.

When I first started working on my entry, I had 4 game concepts within an hour, all of them are great ideas on paper, in the end I chose this one which I called Prison Escapor:

It may look kinda chaotic, but the idea is clear in my head… I think 😀

Here’s how it looks now:

 

 

 

The biggest problem I have is the AI, it took me most of today’s work so far to make that guard chase the player around through the tunnels until he losses him or finds another prisoner to beat down, that’s one way to get rid of guards 😉

So you see, finishing this today is unrealistic, but I’ll try my best to get it as close as possible to playable state.

The Final Push

ARE YOU SEEING THIS

ARE YOU SEEING THIS

I’M PUSHING THE CRATE AGAINST A SOLID OBJECT AND NONE OF US IS FLYING ALL OVER THE PLACE

Tags: ALL CAPS

Comments

21. Aug 2011 · 14:58 UTC
OMG OMG OMG OMG I AM SEEING THIS BRO

The Final Stretch

I love tilemaps; you can throw so many on the screen with hardly any dip in FPS. =] Anyway, I spent most of yesterday tweaking with the level generating code as well as the liquids. Then I went to bed early because I was really lacking the rest from the night before. So today, I’ll need to add most of the polish, menus, and a game-win/game-over condition. I’m very pleased how far the game has come! The goal is to reach the surface (depth 0) by finding the ladders in each of the randomly generated levels. You have to dig around in the dark to find it though. ;] You can also mine out some gold and fetch the princes on each level to score some extra points. Lava, water, and cave-ins (screen shakes and destroys a few walls and add indestructible rubble blocks) block your way.

 

A second pre-dinner update

That’s the battle screen; Elephants vs. Park Wardens, taking place in a town (there are different maps generated depending on what kind of tile you were on in the overworld).

I have the basic game up and running now. It’s missing a lot of the extra stuff that’ll make it fun, but if I had to I could submit it as is. I’m hoping I’ve still got time to add in Items and Inventories though, as that should make it a bit more interesting. And it would be nice if I could spice up the combat by letting you gang up your animals on individual humans, but we’ll see how much time I’ve got.

Suddenly, progress!

Well, I’d have made some posts earlier but the site was down. So, that meant I had a lot of time to get things done! It’s almost a game! During the downtime, I’ve added a laser cannon to the tank (Strangely detached, though, because of a bug in the physics positions), and a landscape generator. The next thing to add will be health, things to take away health, and EXPLOSIONS. Anyways, have some screenshots:

 

 

Comments

21. Aug 2011 · 15:11 UTC
I had to remove lots of ideas from my project, or it would have taken ages. Maybe you can still do something with what you already have.
21. Aug 2011 · 15:38 UTC
ehm… wrong post, sorry, just ignore that xD

I give up :(

Yeah its true, I chose too complex of an idea, and I don’t think i have the skills to code a FULL game. The farthest I got was jumping and moving. I failed you Ludum gods

Comments

Felipe Budinich
21. Aug 2011 · 15:36 UTC
Do not feel bad about it, you’ll keep improving each time you try. 😉
21. Aug 2011 · 15:39 UTC
I had to remove lots of ideas from my project, or it would have taken ages. Maybe you can still do something with what you already have.
Sanguine
21. Aug 2011 · 15:44 UTC
Was this your first one? I failed my first time, but it will get better eventually :)

A little progress

I’ve added some more thing like loading the minimap colors from a txt file which you can edit in order to make your own map with your own tiles. HERE you can download the game so far. If you can comment about things that you think are bad or wrong or generally what can I change or add. Thanks.

Something is happening

Added Lua scripts, level loader and here’s a screenshot of the first “level”. There is no obvious goal there, but that’s the point.

Also, I don’t know why the script making the thumbnail does it so bad.

Bug Fixes

Fixed a few bugs, re-uploaded.

Link!!!

If you could, please play the game, it has about 5-10 min of content.

If you get any errors, see any mistakes, find bugs, etc. please comment here.

If you have any ideas on how I could extend the game before the LD ends, comment.

If you like/hate the game, please tell me in the comments.

Thanks,

ZeroLRS

Laser Gates, Oh my


What good is a game without key-based gates? Also I need to do some serious optimization soon, this thing struggles for 60 FPS on my fairly new laptop, so I don’t know how it’ll fare against all of the LDers out there.. (hint: requires a good graphics card more than processor)

Segfaults = Bad

So, throughout this entire dare, I’ve been having to deal with my program randomly segfaulting and crashing due to reasons that were unknown to me, and somehow related to the std::list class. To fix this, I rewrote the class, and it runs perfectly now (or, so I think. It’ll probably crash when I go back to test more). Also, I’ve got my title page and credits page done, and am making good progress towards finishing!

Here’s a screen of the title screen, for your enjoyment (and it gives the name of the game!):

Comments

21. Aug 2011 · 15:21 UTC
Hooray for re-writing poorly written classes! XP

Or writing ones that really should’ve already existed…

Getting Tired – I’m bad at music

I didn’t realise I needed to create my own music, instead I’d sourced some freeware stuff. So, I’ve now discovered I’m really bad at music – hopefully this will be good enough.

Also starting to get really tired now, screen is starting to fade – but it’s my eyes, my eyes I tell you! Garble Garble!

One more level to design, some graphical finished and I’m ready to submit…

I think.

 

Playable Start to finish

Its like 90% done, just want to add some sound… Besides that everything is done. Using GML and paint.net for my first finished LD project!The First Level

Final Version of level 1/8

Mechanics are done!

Now to get onto some quick SFX, then music. After that I’ll decide between making some levels myself or coding in some procedural generation for them.

Oh, and I might have to do something about the title screen if I have time…

Fire Arrows Coded (and of course normal arrows).

Boom!

Particles have also been added.

Now I just have to make quivers and some levels and enemy variance… Actually enemy variance could be fully procedural… hm…..

Gameplay almost finished

So, the basic gameplay is almost finished (I will tweak it if I have time). So right now I will focus on finishing the game, which means I will now implement the winning and losing conditions. The game is about escaping an avalanche alive, while riding a cool snowboard, avoiding trees and jumping over rocks. As you can see:

I promise it is more fun to play the game than to look at it :D. So off to make a menacing avalanche :)

Lunch Update

yummmmm

Lunch Break! Turkey burger and falafel chips :)

Tags: foodphoto

Beam Runner

Submission link: http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=2001

So uh, I’m off for the night.

Got editing etc in at the cost of not actually having many levels in-game, heh.

Finalised 'Concept'

Still, it looks pretty and does what I wanted it to. Huzzah.

How the editor looks.

I’m more or less at a loss about exactly why sometimes saving to the clipboard works and sometimes it doesn’t. Browser specific? If anyone with more expertise could shed some light on it that’d be fantastic.

 

Good luck to everyone who’s still got work to do!

Comments

ointment
21. Aug 2011 · 15:40 UTC
I’ve said this before and I’ll say it again: your graphics are eye candy.

Hard game to test

Hey

My game is in a playable state. I haven’t finished the level yet. But there is quite a bit which you can play so far.

Download Beta2     arrow keys to control

Does it work? Are you good enough to reach the “E” at the current premature end? Do you like it? Do you get why it’s an escape? Any name suggestions?

Ton of artwork, titlescreen, ending still to make. I got music, but it’s not really running yet. Thinking about switching to libgdx to get some stuff to work easier.

Tags: half life 3, java, lwjgl

Comments

BackwardSpy
21. Aug 2011 · 16:42 UTC
This is a really fun idea, very difficult but very enjoyable!

I wish you best of luck!

Still a lot to do….

Mechanics and some art are done. Still need to build out a lot more of the level, make more tiles, player anims and music / sound… 😐 Would also like to add some intro/end game screen but man not much time left.

LD21_2

Almost done :)

The game is pretty much done, just need to come up with an ending. The art looks bad and there’s no sound, but I don’t know if I should do something about it, I suck at drawing and never made music before. Just some finishing touches, test it in other computers and I can send it :) Oh and I have to change the title lol

 

Here’s a link to the current version: http://www.mediafire.com/?gn4qrwx3wzhypsf

Looking forward to playing some of the games being made :)

Update

My game is almost finished as a short game. With the rest of the time I hope to make it a better short game instead of a longer, but still short game.

Comments

baconman
26. Aug 2011 · 08:06 UTC
I’m glad to see somebody take inspiration from the Non-Euclidian Space suggested theme, and I love how it’s this ingeniusly laid out “classic Lost Woods” adventure. Getting into the palace part was a total pain in the butt. :)

Finished

Whoa, I actually did it ! ! !

Here’s my game titled Monster Hunt : http://db.tt/J9fQa5W  <-Go get it ! ! !

Controls: Jump with space

I used Game Maker, photoshop for images, and sounds are from freesound.org.

Feedback is appreciated.

Tags: gamemaker

Something is missing…

Graphically looking good, gameplay...not so much.

Graphically looking good, gameplay...not so much.

Oh, right. I know what’s missing. The game. (Woops, sorry about that… totally unintentional.)

It’s looking pretty cool, graphically…but there’s not much in the way of gameplay! Ugh. I belong on a team. Solo projects are hard.

Anyway, still streaming if you want to tune in: http://www.livestream.com/ludum?t=240086

Argghh

I’ve been busy staring at a screen, paper, and reading reading reading.  Here’s some notes of what I’ve got.  I think those pages are doubled sided too.

Falling to my Death

Five hours into my LudumDare entry, with less than 8 hours until the end, I finally have something playable.  There’s still no beginning, not much middle, and no end. But the red square you see in the image below is a fully interactive character.

Oh, and there’s a background image. Yay.

My next step is to start spawning platforms as you run along, and add some obstacles to be avoided. Also some code re-factoring so that I can change the parallax of the background and get things looking a bit less flat.

 

Also I’m going out to a concert for 3 hours, so I’m going to be happy if  manage to have more than 10 seconds of gameplay!

So far, not so good

I am coding like a maniac… I don’t know what to do next (really). I have no great ideas for traps… The only thing that comes to my mind, is labyrinths… You start here, you gotta find an exit…

Oh well, ideas are welcome! http://nng.is-a-geek.net/ld21/mousetrap
Also my “livestream” is here.
And for those even more curious my yesterday’s timelapse is here:
http://www.youtube.com/watch?v=bhoU6mSmKHo

Have fun, and good luck!

Update

Making progress (much too slow)

Done! for now…

I finally got around fixing some major bugs that were discovered when I was about ready to submit the game (most of which were Windows related…).

While the game is nothing to write home about I reached my goal and finished a “game” in time from scratch (with almost 8 hours remaining on the clock) so I’m rather happy.
Had great time and will definitely enter again, most likely with more ambitious game designs =).

Cant wait to try out all the great looking games!

Oh and the game can be fetched from: here
(windows and Linux version available)

Tags: C++, finished, submission

Will I make it?

Here’s a top down shooter that I’ve been trying make since this morning. I started late and this being my first time, I’m unsure whether I’ll make it to the compo. Anyways, here is the update!

The Great Escape!

Comments

Jorjon
21. Aug 2011 · 16:17 UTC
You can make it! I want to play the game once is finished :)

Game Complete!

I tried not to post that much today, actually, I just forgot about posting in the whirlwind of finishing the game. It isn’t a compo game, I worked on it with Sean and Yann for graphics and sound, and I will be posting it on the Jam page shortly. First, some screens.

Right now it is iPad only, so kinda hard to distribute. I may spend a bit of time tomorrow trying to get it working on osx or windows.

And of course a gameplay video and a timelapse of the completion.

Tags: complete, timelapse

Comments

Sanguine
21. Aug 2011 · 16:14 UTC
Wow! The graphics in that first picture are great!

F*ck El Dorado, Let’s get the hell outta here!!1

Now that the place is up and running I can announce that I’m entering this compo.

I started my entry when it was about 18-19 hours left and progress have been nice. Player can move the wagon left and right, and also jump. The object of the game so far is to avoid the spears thrown by the native americans.

Progress to date

Progress to date: I’ve got four ‘levels’, each with different gameplay.  I’ve got programmer art, but this is a solo competition, so that’s the best I can do.  I haven’t tested it on other people to see if it’s fun, so apologies if it causes traumatic hair loss.

What I still need to do: test the game would be nice.  Add in wall-o-text screens that are probably the best part of the game.  Package for various platforms.

See below for a screenshot of the hardest level to code, the Solar System (with only one planet, due to the size of the window and sprites)

zomg gravity

Whew! Finally signed up.

I had problems when I tried to sign up with my gmail account. Luckily I tried another email service and I am ready to go.

 

I started this LD late. Put in about an hour yesterday and 3 or 4 today. I’m very behind a lot of other people, but hopefully I can get a working version up in a few hours.

 

Anyway, here’s a screenshot of what I did so far yesterday.

(Not very impressive huh?)

Yesterday’s progress

Couldn’t post it since the site was down.

Also, demo here:

http://dl.dropbox.com/u/18105137/ld21.exe

There’s a lot more progress now, of course. The game is almost finished, so…

Is it too late to sign up?

I’ve been somewhat aware of ludumdare for a while now, but I never participated. I wanted to do one this summer, and I just heard about this one late last night. Can I still sign up for the Escape compo? I’ll be using GML as my language/library/fancywords. Also, quick question aobut music/sounds: can I use pre-existing samples as a PART of an orginal song?

Comments

Felipe Budinich
21. Aug 2011 · 16:21 UTC
Dude go ahead!
panzermancer
21. Aug 2011 · 16:26 UTC
Cool beans.

Submitted, but not done.

Hey everyone!

I’ve submitted my game to Ludum Dare. If you want to check it out, here’s the link. Screenshots:

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 20%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ The dialogue when you escape. The dialogue when you escape. The tunnel you escape out through. The tunnel you escape out through. The first puzzle you have to solve. The first puzzle you have to solve. The first chamber you are in, after you are shown the puzzle. The first chamber you are in, after you are shown the puzzle. The game title screen. The game title screen.

Anyway, my game is submitted, but not done. I’m sure there will be code that needs fixing, which I’ll do during the last few hours. I’ll post my post-mortem after the 48 hours is done.

This is the first Ludum Dare I’ve actually completed with a game that resembles finished. Ah, that first time feeling 😀 Technically, I did attempt LD 20, but that failed miserably.

After the 48 hours is up, I’ll call my game finished. Until then, I’ve got everything covered so can spend the last 8 hours with the code. And maybe some caffeinated drinks.

I was planning to do the Jam this time round, but my team are all over the country right now on holiday :)

See you on the other side of the 48 hours.

Tags: 2D, compo, finish, journal, LD #21, progress, screenshot, update, Windows, xna

Sunday Dinner

Delicious bean stew. Now to get back to finishing my game.

Tags: foodphoto

Comments

21. Aug 2011 · 16:35 UTC
That looks delicious!