LD22 December 16–19, 2011

Finished and Uploaded!

I’m happy to say I got it finished! Nowhere near as polished as I hoped but it is my first time :)

Took a while get it uploaded (forgot how to access my FTP) but you can find it here: http://www.joeaxon.co.uk/ld22/

Just extract the files and run the “ld22.jar”.

 

 

Second Day Dev’s Diary

Hello boys and girls.

YES, one more day in this awesome event. Here’s the link to the second day dev’s diary im doing. Long story short, I have been doing a great work on the game’s engine (.3 and .4 version available in the diary)

I’m having so much fun doing it.

2nd day Dev’s Diary.

Let’s keep the happy spirit !!

Tootoò.

Old Man in the Woods is done!

This is my first attempt at making a game in 48 hours. In fact, I’ve never made a game for fun before, so this was a bit challenging.

I used Ren’Py, a visual novel engine, to create my “game.” Of course, I have no programming knowledge whatsoever, so I wanted to use something that allowed me to tell a story with some player choices.

It definitely could be expanded, but the entire point of this is to finish a game. Which I did!

I hand-drew the picture for the story, and I used Photoshop to color it in.

You can grab the game here: Old Man in the Woods

 

I literally have no idea how to find the source code. Once I published my game, I couldn’t access it to work on anymore. If anyone could offer help, that would be appreciated!

Thanks for the opportunity to do this!

Oh well, time for the Jam

Well, I was stuck with an AI problem in my game, Rocket Man Stan. Soviet robots, supposed to be the enemy, refused to turn around when they hit a wall. Damn them Ruskies and their, well, uh, I guess my, not working AI! But just as I got it fixed, I had two hours left, enough to finish it, when my Dad comes up and asks for his laptop back. (I stole it to do the competition- he usually doesn’t miss it and the family computer’s usually taken, let alone available for 48 hours.) I guess this is a good thing though- Now I can add more levels, fix a problem with my tileset, give more of a satisfactory achievement than jumping on short patrol robots Goomba-style, and maybe even music and SFX.

Here it is, finally

Had some issues trying to publish this, but their fixed now.  The game doesn’t really have a title (or a title screen) but you can call it “escape” if you want.  Being that is the goal and everything.  Your goal is to explore a desert island in search of a wrench, a book, and a battery which you can use to operate a spaceship and escape the island.  You’re only enemy, is the island.

Controls: W,S,A,D to move around, space key to check signs.

Screeny

:

More screens:

http://dl.dropbox.com/u/53542608/ld_alone1.png
http://dl.dropbox.com/u/53542608/ld_alone3.png

Download link (windows only, just use the click once installer)
http://dl.dropbox.com/u/53542608/escape2.rar

Source Code.  Written in C# using XNA
http://dl.dropbox.com/u/53542608/ld_alone.rar

Leave me alone!

I finished my game called “Leave me alone!”. I spent about 95% of the time building the engine from scratch and 5% on making it fun and balanced. This is the wrong decision if you want to make a fun game and the right decision if you want to have fun coding. Luckily, it still turned out pretty fun (well, you be the judge of that). You can get it here: http://g.sweyla.com/ld48/22/

Submission page

Finished!

Last night I decided to use my own codebase instead of FlixelNME, after trying to fix a little problem for several hours (startIndex of a tilemap not working properly).

Today I was away most of the day, but managed to get something ready just in time. There is just one level and I didn’t have time for character animation.

The nice thing about NME is that you can compile it for different targets, so you can play this game in Flash, html5, Windows and even Android (not really playable, since you need to press keys to move, still it works!).

I really didn’t like the theme. Anyway, this game is about a lonely kitten, who needs to find it’s way back to home.

And here is the timelapse video: LD22 Time Lapse

Finished my game – Lighthouse Keeper

Arrow keys to move around.
 A to harvest wood/oil from trees.
 S to punch wolves in the face.

Link to source: http://dl.dropbox.com/u/12350369/ld/Lighthouse%20Keeper%20src.rar

Link to game: http://dl.dropbox.com/u/12350369/ld/Lighthouse%20Keeper.rar

You must survive the wolves and collect enough fuel (> 150) so the lighthouse can work at night.

 

 

 

So, this was my first ever LD. I finished a minute before the deadline, and immediately uploaded the game files. Unfortunately, as I noticed later, those did not include the source or executable, making my ‘game’ simply a collection of pretty pictures. Doh.

Hopefully everything’s included now, though I suspect I’ve probably missed an image or DLL somewhere.

This is what LD is for in any case – maybe messing up a bit first time, but learning for when I come to do the real, non-timed, thing. Also, it’s the second game I’ve ever finished (the first was just a set of extra features and maps on top of someone else’s, so I guess it’s really the first).

Comments

21. Dec 2011 · 23:48 UTC
i can relate! Your deadline/submission sounds very familiar :)

My first roguelike: Complete!

I decided to try something new this compo, for better or worse. It’s finally over in any case, now I just need to study for my last final tomorrow…

Tags: easter-egg, kitten-challenge

Shadows in the Night is up

That must have been the most excruciating but also the most exhilerating 48 hours I’ve had in the last few years!
My head’s so fried right now, I need to take a nap. But here’s the link!

http://www.kongregate.com/games/jwkim88/shadows-in-the-night

[Jam] Mini-demo :)


In the name of the solidarity between compoers and jammers 😉 here is a little demo of our game.
http://01101101.fr/ld48/
We need to sleep a few hours now x)

Success!

Wow, finishing the last lines of code, last fixes, in the last hour of the compo. Quite a thrill.

This didn’t go as well as my first Ludum Dare in May. I’m not quite as happy with the game, and I definitely didn’t use my time as well.  But during the last 8 hours or so, everything finally clicked (maybe only from sleep deprivation), and I managed to create something whole.  It’s weird, I don’t know anymore whether the art is stylish or ugly, the music I wrote yesterday sounds like static.  But I think it’s, at some level, both fun and interesting, so I consider that a considerable success.

Did I mention that it’s weird?  I really hope it’s actually comprehensible, I didn’t exactly get a chance to run it by any playtesters.  Ah well, it is what it is!

 

http://www.host-a.net/u/Ditocoaf/ComfortZone.gmk

An Empty Room. Done.

I may have abandoned my first game, but I finished the second. The entry page is here.

I actually already posted this screenshot. Probably should have grabbed a new one.

Accounting for the time I spent sleeping, etc, I probably spent around 13 hours on this game. It uses the microphone as its only control method. I haven’t really play tested it. Most of my testing was done with debug controls, so I only have a vague  idea of how well the game actually works. There’s no scoring or anything in the game, and it doesn’t track the time you’ve survived or anything, so I guess it’s a little pointless as is.

Doing the microphone stuff turned out to be quite easy using Flash, so that was nice.

I am reasonably happy with how it turned out I suppose.

I finished the game

I don’t believe it! I really finished the game and this time seems fun to play :)

However, I didn’t have time to add music and sound effects. Maybe I’ll add them in a post-compo version…

Screenshot of Start Screen

Screenshot of the finished game!

Screenshot of the finished game!

The entry (source and web version) is here. Now I go to sleep :)

Tags: final, screenshot

Done. No I idea if anyone will have fun playing it, but at least it’s done..

I spent really little time in planning the game mechanics, which might not be a good idea for a card game. Sure, I have fun playing it, but I have this nagging fear it too complicated/difficult/unintuitive  for other to enjoy.

But at least it’s done. And I like playing it, it feels like a proper solitaire and it seems to rather unique among the other LD games around.

Final version gameplay screenshot

In case someone wants to try it out, here’s a couple of links:
http://www.aliverkonritarit.com/solitaireofsolitude/
http://www.aliverkonritarit.com/solitaireofsolitude/SolitaireOfSolitudeWin.zip

 

But You Wake Alone!

All right!  My first Ludum Dare is over and I feel fine.  I figure that excluding sleep and other prior engagements (but including some last-minute coding that didn’t pan out), I spent 24 hours working on But You Wake Alone.  I had the idea early on and stuck with really simple graphics, so I had a playable version early on Saturday and spent the rest of the day tweaking gameplay.  It went to some weird places by Saturday night but with same late-night tweaking I was pretty happy with it.

 

Sunday was all about polish: sound, a splash page an intro, a little more content, an end screen.  I have two more features that I wanted to add, but they’re not necessary.  I should even have cut off the features about an hour ahead of time, because trying to debug a feature in the last ten minutes was pretty stressful and ultimately unsuccessful.

I tried to keep the game reasonably abstract although I have a definite story in mind.  Other people who played came up with their own stories that were also very cool.

 

You can check the game out here: http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=8239

Game over man, game over.

Yep Ive bombed out. Got to the point at 4am last night where I realised I more than likely wouldnt have a game worth submitting by todays deadline.

So thats a bit dissapointing. But it was still a good experience. Im determined to work on everything that let me down for this LD (ie time managment, planning and doing things which are too complex) in preparation for the next LD.

Slight malfunction with the space station :(

So yeh, I at least have a brand new game concept developed, with a great story I want to tell, so Ill more than likely get serious about these leftovers from my LD attempt of a game and make it into something better and an actual game.

I look forward to playing a bunch of games over the next week or so however, to see what all of you successful LD guys have come up with, let the voting commence and Ill be seeing you all again for LD23 in a couple of months :)

-ADEdge

Tags: end, fail, game, LD22, over

Are We Alone?

I got out some sort of game against all the odds. I didn’t quite put as much “stuff” in as I’d like to have, but there you go.

It’s a space game where you travel from planet to planet, between star systems in search of intelligent life.

DOWNLOAD IT HERE

GloW is done!ish :P

AWWW FINALLY!! XD

An adventure game where you need to help a tiny rotery bot to freedom, from junk to starlight! 😛

Instructions:
Arrow keys to rotate bot, up key to jump and space to shoot!
You can move the character sideways while in air using
left and right arrow keys.

My first Ludum Dare and it was AWESOME! Thanks a lot to everyone who

participated and made this a great experience for everyone involved!

Too bad I didnt get to finish that boss in the end.
There are still some bugs left. For example, enemie mines
dont seem to react when you shoot at them, but shoot enough
and they will die.
Well, next time! 😀

Cheers everyone!

-MaxDev

http://pdude2k7.blogspot.com/

 

Few pics:

 

LINKS!

browser:

http://dl.dropbox.com/u/53832482/web/GloW/WebPlayer/WebPlayer.html

windows:

http://dl.dropbox.com/u/53832482/win.zip

Game page:

http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=8238

Actually I have something to send… :D

Hi!

In the middle of the bad things I’ve been through the weekend. I decided to keep my game simple and tought that I could make a game out of my work. I’m alone at the night every thay and keep telling Windows that he should work becouse he used to. But I have leaved out the programming and stuff like that and added the fun parts and some problems to solve and watch out for.

Basically you sit in front of the monitor and try to find a way out of randomly generated 2D mazes to get score. But you have 4 stats – awakeness, stress, hydatation and bladder – as well to watch out for. If they reach their limit than you loose – fall a sleep, going mad, get dehydratated or be in shame at work place. These stats can be easily controlled with a mouse click. You can make coffee to drink to stay awake or water to get hydrated and you can go to the toilet.

The problem is their effect on eachother. Becouse if stress go high, then you are getting tired quicker and start to see hallucinations that couse more stress. Bladder goes up from water and coffee too, but you need to drink to reduce stress and to avoid dehydratation. And while you can make more coffe, you can’t replenish the water resource.

Hallucinations are coming when you are doing your job, but gets more intensive when you go alone to the toilet or the make coffee. So watch out. The ghosts are building up your stress…

 

The game made entirely in Processing becouse I needed to learn it. So This was my first time I’ve wrote a line of code in it. Sadly other things have gotten in my way, so the game is about half finished. It need some features and some graphics. There isn’t even support in the code for sound – I’ll add it tough. But the main engine is working pretty well.

This concludes to myself that I’m f***ing awesome and have to work hard on things like game making. Instead of the DAQ programs for foundries and the likes…

 

Anyway have fun with it. The source is up with the release. Feel free to use it. To play the game, click on the first screen, use wasd to move in the mazes and try to go out at the bottom as many of then as you can. Click on the coffee or the water to drink. If you run out of coffee, then click on it once more to get another one. (This minigame isn’t working yet!) To go to the toilet, click on the Bladder stat. (This is a similar minigame and it’s in the state like the other with the coffee…) There are no scores, but I wanted to do it like “how many mazes in wath amount of time, but maybe there are more possibilities than this. I’ll consider them too.

 

Here is the entry: http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=5167 Try it out!

Tags: GIMP, LD #22, maze, processing, stats

Jim just wants to be alone!

Started out pretty badly, the artist I was supposed to work with got sick right before the start.  And then after 7 hours in I decided I was board making the game I was making.  But here I said I would make a game in 48 hours and can’t let all my fans down!  So I decided to work on something a bit to more to my liking lol.  3 hours later had a prototype.  The next day showed it to my younger brother (who did not want to be part of the LD) and decided he would join me.  And 41 hours after Jim came to my mind, with only 10 mins left on the clock Jim was done!… well admittedly I edited the size of text a bit afterwards but hay it’s done!  lol

http://www.kongregate.com/games/equilateral/jim-just-wants-to-be-alone

 

 

 

 

 

You Only Help Yourself – Finished!

After some harrowing final hours, I pushed through to the end! There are far too many bugs for my liking, and it’s possible the game cannot be beaten (I couldn’t exactly playtest…) but hey, it was a ride getting here.

It’s funny, I have these personal rules against starting any new game with jumping/platforming elements(due to inflated scope, collision nastiness, and oversaturation) but I charged head first into making one for my first compo…I only remembered my rules afterwards, and this serves as a reminder to me to write them down and staple them to my computer screen! I probably lost 50% of development time to screwed up jumps and collisions!

Here’s a link to the entry page

And here’s a link to the download

Comments

19. Dec 2011 · 01:25 UTC
WOW, this looks very nice, its a 2D platform ?

Ludum Dare 22 Complete: Leave me alone

This was my second Ludum event and my first time entering the compo. It was pretty tough to motivate myself through the whole competition. I wasn’t even sure I was going to enter until late Friday night. I’m glad I did.

With the theme, “Alone”, I decided go with the desire to be alone. To escape the clutches of others or to run away from your own inner demons. My dare entry, “Leave Me Alone”, takes this idea and runs with it, literally.

“Leave Me Alone” is a fast-paced platforming game where you have to evade the demons that are chasing you. As you run try to collect fragments of yourself and escape their clutches forever.

Leave Me Alone – Entry Page


Competition: Out. Jam: In

My game is not quite done yet, so I’m sticking myself into the jam instead. I am perfectly fine with this as I have spent the last 48 hours sleeping, hanging out with friends, going over to visit family in town, and (most of all) watching my brother play through the epic game known as Chrono Cross.

I am slowly making progress though! Here is a current screenshot, minus gameplay:

There are key elements still missing that I need to implement during the slow parts of Chrono Cross :P

When all is said and done,

I managed to complete the Ludum Dare! :-) Amazing!

Maze Explorers!

I didn´t quite know what to expect when I decided to join this LD, two weeks ago. I had never made a game from start to finish. But the time limit pressure, and watching other people do the same thing as me gave me a lot of motivation.

Also, I learned a LOT. In my job I have to make java programs to solve optimization problems, and they never involve things such as states, interfaces, resource management, etc. If nothing else, Ludum dare was worth it just for the learning experience alone.

That said, I´m actually rather proud of the game I´ve submitted. Granted, there are a lot of planned things that are missing (just note the huge blank space in the bottom of the playing area). But it went much much farther that I would have guessed. It has half-decent old school graphics! It is multi-platform! It has levels! And I can even add more levels easily in the future.

So, to celebrate, here is the obligatory time lapse. Sorry for the lack of sound!

A shout to MME, who did the dare in parallel with me. We shared a lot of ideas, questions and lols in these 48 hours.

And make sure you find the secret kitten in the game!

Tags: final timelapse, finally done, java, kitten-challenge, timelapse

Tired, happy and successful.

The submission is finally through and i am incredibly tired now, after a slow first day and a hectic second one. The theme didn’t appeal to me, which resulted in lack of motivation and ideas at first, but i am quite pleased with the end result nevertheless. The only thing that bugs me is that i didn’t have time to do a proper title screen and better storytelling, but oh well.

The game is about a boy who wakes up all alone. After initial fear he discovers that he has the ability to bring inanimate things like furniture to life. Supported by his wooden companions he ventures into the dangerous world to find out whats going on.

Screenshot:

Screenshot

Alone with... things!

Links:
Submission Page
Game Download (Windows)
Sourcecode
XNA 4 Runtime (required)
Timelapse

A Lonely Moon: submitted!

A Lonely Moon

After some last second bug fixes, I’m calling this done for the 48 hour compo :D.

My schedule was pretty lax for this (until the last second omg-get-the-sounds-playing-and-post-it-now rush).  I took plenty of breaks, hung out with family, and saw the new Mission Impossible movie.  I’m pleased to be able to finish something like this while still enjoying my weekend, but now that it’s done I do wish it had a more solid ending.  It’s a very short and simple game, and it doesn’t have an arcade-style high score hook like most of my others, but I am proud of it.

I feel like I got the lonely parts of being alone:

and the fun parts:

 

 

Gameplay:

I was dangerously close to just having running and jumping being the only game mechanics.  I went back and added a dash powerup to the game with about 5 hours left to go in the competition.  It enabled one of the more pleasingly lonely scenes I’d envisioned when designing the art style: flying through an empty desert with no other living thing  in sight.  I also added some falling blocks to add to the challenge and force more dashing, which isn’t particularly notable except for the last-secondness of it.

 

Graphics:

I tried to take advantage of the ease of animation and physics/collisions calculations in Unity and 3D engines in general to make development faster than it would be with a 2D engine.  Given the cubetastic style, things were pretty easy

My pretty baked lighting did bite me in the end; I regenerated it all in one huge time-eating chunk after my patient piece-by-piece method inexplicably failed on me.  It’s a fun, fast and clean style, though.  If I can figure out how to do it in a more pipeline-able fashion I’d be thrilled to use it again.  Unity’s built in light baking is damn pretty.

 

Music:

I tweaked the settings for atrk-bu.py for my music and kind of lucked out with how nice this particular generated song sounded.  It was about my 20th song generated, though.  Maybe that’s more persistence than luck :P.

 

Mission Impossible: Ghost Protocol:

It’s okay.  I had plenty of fun and the cinematography was generally gorgeous and impressive.  It tried to be smarter and more introspective than it was sometimes and those were its lamest moments.  The ridiculous plans and gadgets never disappointed.  That 95% on Rotten Tomatoes is probably going down once it’s not IMAX-only.

 

The Last 10 Minutes of Rumble in the Bronx that I saw while waiting for the submission to upload:

A “YEAH!” freeze frame after running over a mob boss with a hovercraft?  Yesss.

 

Check out A Lonely Moon’s Ludum Dare contest page.

[LD22] Last Stand is DONE :)

It’s finally done!

Litres of coffe and energy drinks and tonnes of chocolate later, it’s done. I’ve finished :)
My best LD entry yet. Fixed a lot of mistakes from my last entry and made a lot of new.

I barely slept, barely ate, barely done anything but code. Don’t you just love Ludum Dare? :)

I’m quite happy with the result. This is a proper, although short, game with sfx, music, plot and other stuff.
I’ve found a number of problems with my framework and used bfxr for the first time (awesome piece of software).
I’ve also manage to record two full music tracks for the game. They are short and rather simple, but I’m happy with them nevertheless.

Tommorow I’m going to post a time-lapse. I finally got around to making one :)

Also my girlfriend is a bit angry with for sticking my nose to screen for the last 48h 😛

I’m finishing my celebration been and going to sleep. It’s 3:10 AM here and I have to go to work in the morning 😛

If You can, check out my entry :)

Done!

Once again I ran out of time to finish to my satisfaction, but I managed to produce something I’m mostly happy with. The finished game has only one level, but at 10:30pm GMT I decided, rather than adding a second level, I would overhaul my drab artwork to make it more presentable.

In ‘Ennui’ you play as a French philosopher and use your existentialism to cause bystanders to disappear in a cloud of logic.

Friend-Bot

I finished my game earlier today. It’s called “Friend-Bot.”

You are running away from the bot, while racing against the level not to go off screen. Kind of like a “Falldown” game, except something is chasing you. It’s on page 13, check it out.

Finished my first LD game!

I have successfully finished my very first LD game, The Last Man on Earth.

You play as the last survivor of an alien invasion, your goal is to avenge your species by clearing out an alien spaceship.
It is a pretty hard game, but please don’t get mad at me – I had no time to balance the gameplay.
The game has two endings… and a kitten.

It has been great fun, I would love to participate in the future, too.

Screenshots:

Tools:

  • Visual Studio 2010
  • XNA Game Studio 4.0
  • Paint.NET
  • Inkscape
  • Bfxr

Download: http://attilahorvath.me/TheLastManOnEarth.zip
Source: http://attilahorvath.me/TheLastManOnEarth-source.zip
Game Page: http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=8403

Kitten Dare Badge

Tags: challenge, compo, easter-egg, final, game, kitten-challenge, LD22, screenshot, tools, Windows, xna

Submitted: Carry Meow Home

My game is done and submitted!  The last hours were hectic, both in terms of trying to finish the game and because I had some stuff going on in “real life” of great urgency… so unfortunately I wasn’t able to do a lot of updating.  Ah well… I’m here now!  Here’s the entry link!

Brief summary and screen shots are included with the entry, of course, so I’ll use this space to mention some other things:

First, what went right:  Most everything!  I made a lot of lovely art, got most-all of my intended game mechanics implemented within the time limit, and got a playable game out of an already otherwise very busy weekend!  I learned some new useful programming tricks and now have a MUCH better understanding of how to effectively use SpriteGroups in pygame, which helps greatly with streamlining code.  Hooray for me!  Also it’s my damn birthday, so double-hooray!

What didn’t go as planned?  Well… I didn’t have any time for sfx/music, which would have been nice.  I also wasn’t able to add all the text screens I wanted for a narrative, but that’s actually less than 10 minutes additional work there, so I’ll have it for a post-judging version.  A few other little details: Cars on the road, maybe some time/score mechanism, possibly even predators?  Hadn’t put any thought into that last one really… just an idea that existed.  There’s also still some awkwardness with people’s movements that wasn’t fully polished and makes the games slower and more frustrated than it’s meant to be… I really want to redo some of their pathing logic when I get more time.  I also didn’t have time to add a few little in-game decorations I was considering adding… wouldn’t have really made much of a difference except visually… and without the improved navigation it would have made things slower, so maybe it’s for the better.

OH YEAH!  I also need to mention!  Did you notice?!  All the maps in the game are procedurally generated!  Isn’t that awesome?  Yeah.  I’m bad-ass like that.  Random roads, trees, buildings, ponds… people navigating between them… it’s pretty dang awesome.  Sometimes you start out right next to Mommy… sometimes insanely far away; I would like to make that less random and perhaps make it something like a difficulty setting?  Changing the map size and the number of each thing in it is trivially easy, so I could easy adjust for desired complexity.

Anyways,  yeah.  Please play my game if you haven’t yet!  And vote on it!  And more importantly, give me some feedback!  I want to make the best games possible, so comments and constructive criticism are incredibly helpful for me.  Thanks :)

Tags: alone, awesome, done, game, kitten, play my game, pygame, python

My first Ludum Dare Complete!

Here’s my game, it’s sort of a micro-dating sim:

It’s very short and runs in a browser, so you have no excuse not to play it!

http://dl.dropbox.com/u/50224195/Alone_v3/alone.html

I thought it would be fun to make a dating sim, because I haven’t really seen a lot of those, and I thought it was a cool interpretation of the “alone” theme.  The original idea was that there would be several girls you could try to woo, but they would all just shoot you down no matter what you tried.  The “twist” would be that to get a successful date, you would have to stop trying to appease those women and just explore the world.  It’s sort of a statement about dating I guess, and I also just thought it would be funny.

Unfortunately, I didn’t get to make enough content to make something like that work.  As it is, the game is sort of pointless.  Just a silly little linear plot.

I spent a lot of time writing a system to help me script the character interactions.  I’m pretty happy with how it turned out, but it took so long to write that I didn’t have time for very much else.  I also really underestimated how time-consuming it can be to write dialog and synchronize the timing.  I spent probably 10-12 hours on getting 5-10 minutes of dialog in the game.

I ended up not having time for sound at all, and the art is pretty rushed.  C’est la vie.

Overall I’m reasonably happy with how I did, even though the game isn’t very good.  At least I got something finished, and I like the little scripting system I wrote.  My art also exceeded my expectations (which isn’t saying much).  Not too bad for my first Ludum Dare ever!

Night Time

 

Lots to do.

Comments

Hempuli
19. Dec 2011 · 01:49 UTC
I absolutely love low-poly stuff!
AD-Edge
19. Dec 2011 · 10:09 UTC
Great models, very simple yet you can see the time and detail thats been put into them :)

Forgot to put a Kitten in!

OH NO! I was going to enter the meta-challenge, by putting a kitten in my entry, but I totally forgot. Last minute stress I suppose. :(

Sokobot is go

Holy cripes that was fun. Sokobot, my entry for LD22 is done, and is available for download at github.com/kpullen/ld22.

All in all I was only able to put about 10 hours of work into the game, and it shows. The puzzles are too simple, the graphics are weak, and the story makes… almost no sense, but the mechanics are there.

I used Ruby, Gosu, and Chingu.

Ruby is amazing, just a great language all around, and there is a vibrant and helpful community.

Gosu is a strong game framework, written in C++ with Ruby language bindings. I would like to try my next game in C++ using Gosu.

Chingu adds functionality to Gosu, and is great overall, but tends to hide things that surprise you during testing. For example: Did you know that all timers started in a game state continue running even if the game state they belong to isn’t the primary game state? I didn’t. I assumed that the timers would pause when their parent game state is paused. There is a workaround, but I wasted lots of time trying to figure out WHY the timers were running. Oh well, Ippa is awesome for making Chingu, and Chingu is awesome too.

Wahey

Never before have I finished so close! I think I’m getting a bit too old for all this, or I’m not getting as much sugar intake as I used to when doing LD.

My game is called Run Justin, Run

Run Justin, Run was one of two ideas I had for LD22, the other involved a meditating monk which I think I should have gone with after finding out that my concept and that of tacograveyard were very similar which makes me sad; I like to be the weird idea that no one thinks of. However Run Justin, Run was the most fun, and I like my humorous games, so here goes.

As a very famous popstar; we’ll call him Justin you’ve just come back from a very successful gig, however he’s got a bit of the lergy, and
he’s feeling particularly disgusting.

He knows that if a fan gets too close then they won’t be able to make it to his concert tonight, so he’s only one option; get to the public toilets at the end of town so he can be alone and away from his adoring fans.

It’s basically track and field with screaming girls, so press the left and right arrow keys like a nut to run away from the crowds.

Occasionally crazed fans will launch themselves at you, you’ll need to kick or punch them away unless you want to lose a particularly
die hard fan!

It’s missing a lot of animations that I wanted to do, as well as a few sounds that wouldn’t loop.

It also marks my first forary into GM HTML5, which was interesting to the say the least, no custom loading bar or icon sucks! However it means my game can be played on the web yay 😀

Unfortunately I’ve got problems with the backgrounds popping in a bit late, don’t judge :)

@tacograveyard please understand that i have not copied your idea, we must just be on the same wavelength

I finally finished an LD!


It’s nothing amazing but after several unsuccessful attempts at finishing LD, I’m very proud of it!

Click the picture to play.

 

The Chosen: Has arrived

Finally everything submitted and played through, it really works..

I’m glad with what I have done  but there is still more that I would like to add.

Amazing Ludumdare once again.. hope you enjoyed it.

another shot:

 

You can play on the web or download for windows.

If you like the music go have it.

Thats all from me for today a really tired.

 

Submitted!

It is done. (Not really. Bugs. Bugs, everywhere. I’ll probably make a improved jam version of it). Making gameboy graphics was so much fun.

Finished! Minus cross-platform shenanigans…

http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=7285

Well, the deed has been done!  I’m really happy with the end result–maybe would have liked to have time to do a few more levels or so, but it’s okay.

I also managed to actually get the windows version packaged up properly–first time I tried it turned out I was missing a .dll from my package so it wouldn’t work on anyone else’s machine.  D’oh!  But it should work just fine now!  It might still throw you a crash when you exit the app though…sigh.

OSX is pretty much hopeless in terms of a good portable bundle, I think.  The good news is that on my machine it actually runs really well (still crashes on exit though…).  You probably need to install Mono to be able to play it, and even then I wouldn’t get my hopes up.  I thought about trying to just include the frameworks in the .app, but it turns out the mono framework is like 300MB or something ridiculous like that, so…well, I’ll spare you -that- trouble.

Linux is the front I’m currently combating right now…it works fine on my VM but my friend says it refuses to start, giving some crash or other.  I’m trying to use another VM to test it…we’ll see how it goes.

But in terms of the actual game, I’m really happy with how it turned out.  It’s even pretty polished, I would say.  The only thing that’s bad about it right now is getting it to actually work…and hopefully that problem has been solved on windows, at least *crosses fingers*.

=====

I should also add that I had a really great flash of insight when I came up with the idea of having a mirrored version of you.  I probably didn’t explore that mechanic nearly enough in the game as it is right now, but after thinking about a whole bunch of other concepts (moving platforms, keys, switches, teleporters, lasers, …) this is the only one that seemed to make sense in an easy way.

 

Done!!!

Well this is how my first LD ends. It was pretty cool considering…

This be my entry: http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=7350

Play the game!

And then play it again to figure out what the hell was going on..

EDIT: I just checked, I worked 23 hours, the rest I either slept or had to go out :-s  Gotta make sure I have more time to just work on the entry next time

 

Gaah!

Just tried to play my entry on windows and found that for some reason the jar wont run and that windows thinks all of the files are encrypted for some reason. :( Hopefully it will still work on OS X, although the only box I can test it on is the the one I used for development – if anyone with a mac or linux set up could test it for me I’d be grateful!

Submitted – Never Dance Alone Darryl

Just noticed everyone’s posting a little blurb about their submitted games,  so here’s mine.

Well, this was quite an experience! I wasn’t able to polish off a few of the rough edges, or get the code as clean and solid as I’d have liked. But the core game-play is in place, and I’m happy with what I did get added.

Enjoy:

http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=8308

Tags: completed, easter-egg, kitten-challenge

Temple of Loneliness. Done! Alright now I can go relax and sleep :)

Wow what an cool weekend!
This LD I was able to finish my game in time and it feels so good!!!

Even though I did finish in time, there’s some things that were not completed like I wanted it. There’s not as much challenge as I wanted and not enough puzzle. Also, there’s a bug that needed a complete rethinking of my movement code and it wasn’t happening too often so I left it in the game.

Now the positive side! My game is complete and it was done in 48 hours. I’m happy with the result and I think it’s not the best game in the compo but it’s fun and it looks alright I think.

What is my game? Well, it’s a puzzle game where you move rocks to their respective switches. Simple.

What went right :

  • I was able to concentrate on getting a game done instead of making a game engine
  • I had some sleep (but not enough)
  • I had coffee to drink
  • I got an idea right at the beginning
  • My “engine” was simple

What went wrong : (I did finish anyway)

  • I got stuck on irritating bug
  • I didn’t have enough pizza
  • Sleep…

I’m really happy that I was able to finish in time. Now i’ll go sleep and let you play my game. If you do play it please leave your comments and your thoughts about the game, it’s really appreciated.

You can play the Temple of Loneliness here : play here

And if you want the source : source here
(You shouldn’t look at it because it’s really ugly and I don’t program like that irl 😉 )

Thanks!

Comments

asharwood
19. Dec 2011 · 02:17 UTC
Oh, fun game. I enjoyed the puzzles and the graphics were a nice retro look. Takes you back. It was interesting being able to learn the mechanics of the game while playing. It would be nice to have more lives so that you don’t start back at the very beginning if you die, but that is ok (or at least when you die start you back at the beginning of the puzzle. The puzzles were quick and sweet that it didn’t take long to get back to where you were. Good job.

Sleep now, mortem later.

I’m so happy I finally participated in Ludum Dare, it’s been something I’ve wanted to do for a long time.

This weekend my brother had a wedding, and I was the celebrant and also the best man.  So I was fairly busy but I managed to get the game done.

I had no idea what I was making but it came together in the end, and I’m proud of what it is.  It’s kind of zen.

It was also strange to think of the theme of ‘alone’ during a wedding, because I was surrounded by friends and family.

 

I made sure I still made a game, because I want to do every ludum dare from here on in, and I was worried if I make excuses this time it will be easier to make excuses later.

I made the game in 24 hours, so next Ludum Dare I will try to be more ambitious.

I’ll do a blow by (jonathan) blow analysis of the whole process when I wake up.  I’ve had no sleep all weekend so I’ll see you on the otherside.

 

Can’t wait to jump in and play all your games.

Peace

Canyon

The Word Alone is done!

Somehow I managed to finish it on time, I have no idea how.

 

 

 

 

She is finished!

Now that the server shows signs of life, i decided to make a little post about the game. Finished just 5 minutes before the deadline and added to the database ~12 seconds before that (…and then i noticed the extended hour thing :-P).

Here is the database entry for the game. Have fun :-).

Ah, yeah. The title is She Loves You. Because she does, really.

The Level Ending Mirror is appropriate for this post: the journey just ended. Well, almost.

Comments

GreaseMonkey
19. Dec 2011 · 02:05 UTC
That mirror reminds me of Spyro the Dragon.
19. Dec 2011 · 02:11 UTC
Haha, dunno, i never had a Playstation or other console of that era (the last console i had was a Master System i think… well, it was a Sega one but i’m not sure which). But i’ve got comments about the screenshots reminding people of 90s 3D console games :-).
mlindgren
19. Dec 2011 · 02:16 UTC
This might be the weirdest game I’ve ever played. I love it!
19. Dec 2011 · 02:49 UTC
Thanks :-)

My First Ludum Done!

Well, that was pretty intense…

Friday night I had a party to go to, and only stayed until 10. Coded for about 2.5 hours until 1AM or so. Woke up on Saturday and coded from 9AM – 5PM, 10PM-2AM. And coded today for another 3.5 hours or so, for a total of ~18 hours.

I’ll know better, so next time I can spend a lot more time coding, and a little less time with so many events. I’m pretty sure that with grad school, the April event won’t be my friend, though next August sounds pretty good.

All in all, I’m still pleased I did this– it was a great time of learning and self-reflection on what I do with my time.

You can see my entry here: http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=7737

Good job everyone!

I finally can sleep!

The Darkness You Wander Alone

dywa titlescreen

This is a short retro-acion-platformer. You are wielding the sword of swords to shoot your way though darkness and hordes of mysterious hostile creatures. Enjoy!
I spent most of the available time on that darkness/vignetting effect and on playing around with sine wave interference (which you can see in the title screen), but I think that was worth it. I’d love to add more content, a story and an actual ending – we’ll see…
Also, this was not only my first Ludum Dare but this is the first game I ever released.

Controls: Arrow keys + Z + X

The tools I used:
– Game Maker 6.1
– Musagi and Audacity (sound)
– Gimp (some graphics)

This is Eelfroth, signing off. I was in!

EDIT: Does anybody have the new Game Maker version and can compile the game for mac, please?

Download for Windows
Download Source
Submission page

Comments

Hempuli
19. Dec 2011 · 02:14 UTC
Lovely! The aesthetic is really wonderful.

Lonely Island…salvaged from wreckage

Damned Unity first bluescreened my laptop, and then hung while trying to make last-minute text tweaks. After the second reboot, I found that the hand-sculpted terrain data had vanished. I am NOT BEST PLEASED.

Luckily, I had a test submission build, which is functional…but missing the majority of the flavour text and a proper ending. I’ll upload the source assets (sans terrain) in the morning when the rage has subsided.

Lonely Island screenshot

Lonely Island

Tags: LD22, lonely island, submission, unity, unity3d, winterblood

Done

I didn’t get to spend as much time as I would have liked on my entry.

Its got bugs and a ton of stuff didnt make it into the 48hr limit, but the time pressure was an amazing push to get something done.

I’ll continue working on it for the next day to the point im happy with it, I forced myself to submit something even though I might be alittle emberassed by it, because I said I was going to do something from scratch in 48 hours.

 

Participating in LD 22 is an amazing learning experience. I made my entry with unity, which i’ve been learning seriously for about a month now.

I also bit off more than I could chew by going outside my comfort zone and trying to code some complex dialogue flow to create a ‘mood’ which is something i’ve never tried before. that part alone took way more time than it should have.

Tags: postmortem, screenshot, unity

Entry ready! Except it is nothing like the plan…

At the end the game wasn’t like anything I planned. It is incomplete, except for an additional effort for the community challenge at the last minute.

All my time was used for technical things, and the gameplay was the feature that suffered. But without doubt the experience is there and I can’t wait for the next event! Now is time to prepare myself better and learn all the tools and skills needed for the next competition!

If you want to check it out, you can download the source and the techdemo through this link.

 

 

 

Tags: easter-egg, kitten-challenge

Glad that’s over.

It’s called “Cave Wanderer” because I had to pull a name out of my ass.

It’s for the Sega Master System.

i think that has all the tiles which aren't the door

I’m not going to recode scrolling in a 48 hour timeframe ever again. Which means this’ll probably end up being base code for the next time I feel like doing this for Ludum Dare.

But I’m totally keen to try this platform a third time.

Oh, and here’s a link to the game.

I had a blast

http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=5426

I really enjoyed making the game.  This was my second ludum dare and I think it went a bit smother.

I had fun using jmonkey here is some of my PM notes

Good:
The blender importer is freaking awesome. I was able to model and get the models into the game with ease once I figured out the gotcha
Enjoyed using LMMS for music even though I did not create much its still fun.
I used the Blender UV exporter for all of my textures so i save some time doing that. Also it gave it a nice lonely feeling.

Bad:
I still dont know how to use Nifty. lots of things I wanted to do I could not figure out. Maybe someone could make a video tutorial on some nifty basics.
I didnt get a chance to do any animation.
I had in mine a whole second level for the game but ran out of time.

To the Ludum dare peeps : Thanks for having this website :)

-Greg

A good learning experience :D

Because the theme was Alone, I wanted a game with a very dark and ambient feel to it. For the most part I achieved that, but it’s entirely thanks to the new lighting system I developed for about the first 4 hours of working on my game. Before this contest I always struggled with making good lighting, but as you can see from the ss below, I did it pretty damn good 😀

If you feel like trying out my game, you can find Chamber of Remorse here.

 

 

 

 

 

 

 

 

Shadow Showdown

In this Java Swing game you fight against your subconscious.

 

 

 

IT’S OVER

So I went into this LD with a specific goal to make a game using Polycode. Instead, I wound up out of the house basically nonstop from the start of the competition until late Saturday night. So Sunday morning I got up, STARTED a project using the framework I used for my previous Ludum Dare entry, and except for a break to go to Burger King did not stop until I was done. Nothing survived from the idea I had when I started this morning except for the sound.

The result is called “My own footsteps”, it took me about seven and a half hours start to finish and it is the first 3D game I have ever made. I hope it amuses people, I very much like the sound.

My Own Footsteps

reflections

I’m pretty happy to have completed a game in my first attempt at Ludum Dare. I don’t know if the game is good or even fun, but I think it manages to create somewhat of an atmosphere and tell a small open-ended story.

 

Dying Alone

You play a dude on an alien planet.

Comments

19. Dec 2011 · 02:41 UTC
Nice atmosphere!

It is so sad that you always die alone in this game :(

(-o^_^)-o HUG MONSTER <3 working on the game so much it can’t stop!

Obviously the LD entry time has passed for any further improvements to the Hug Monster game, and I’m okay with what I’ve submitted. For a first try at a 48 hour game competition, I’m really happy with how it turned out and I am happy to call the entry “complete.”

(-o^_^)-o LD48 submission page for HUG MONSTER here o-(^_^o-)

But that doesn’t mean I’m done working on more levels for the game, or adding polish by any means. IT IS TOO MUCH FUN TO STOP WORKING ON IT! If you’d like to play a version of Hug Monster with more levels and more puzzles you can do so on my website at the following link:

HUG MONSTER – DELUXE AND CONSTANTLY UPDATING VERSION

-:: Screen shot from the brand new Level 8 ::-

Planet Earth Is Blue, And There’s Nothing I Can Do

 

So pumped to have finished my first Ludum Dare entry! (And first real finished game project period!) It was down to the wire time-wise but I was able to implement nearly all of the features I wanted. I even had enough time to make a font, some passable sprites and backgrounds, and bang out almost 7 minutes of actually decent music, the latter done in 5 hours on Saturday night – no huge technical hurdles code-wise except for a few XNA SpriteBatch quirks. Somehow I made a fully playable, fun, challenging game! Hooray! Timelapse video forthcoming.

 

Comments

Irish Taxi Driver
20. Dec 2011 · 06:10 UTC
Had a lot of fun:

Alone With a Phone – concept pages

One more update then I can finally sleep.

Its hard to believe this all started from scratch 48 hours ago. I flipped through the notebook where I was brainstorming ideas after I heard the topic. Here’s where my idea for AWAP came together Friday night/Saturday morning after 4 pages of unused ideas. I love looking back at original ideas and concepts, thought some people might find this interesting 😀

#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 */ After an idea about sound waves canceling, as I was falling asleep I thought of the core concept of AWAP. It says, &quot;tap spacebar set # of times for each &quot;word&quot;, click to advance? speed and accuracy matter.&quot; After an idea about sound waves canceling, as I was falling asleep I thought of the core concept of AWAP. It says, “tap spacebar set # of times for each “word”, click to advance? speed and accuracy matter.” First basic sketch of what the phone would be like, with the symbol and icons for spacebar presses First basic sketch of what the phone would be like, with the symbol and icons for spacebar presses Fleshed out the idea a bit and a few more sketches. After this I got to work! Fleshed out the idea a bit and a few more sketches. After this I got to work!

compare that to the finished product http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=8729

Its been a looong 2 days. Nice job to all 720 (!) people who got into the compo. Can’t wait to see your games. And now some long overdue and much-deserved sleep

Submission failed

Dunno what happened, but submission just wouldn’t work for some reason. No response, and apparently nothing entered.

OTOH, no big deal, as there isn’t much of a game anyway. It’s “playable”, but the physics is half finished and enemies don’t actually do anything. I’m considering entering the Jam instead, although have a cold and for some strange reason, I’m rather tired. 😉 Also, should get back to work on Kobo II ASAP. But well… Some 20 hours more or less.

Anyway, here’s what I tried to submit:

Direct download.

EEL scripting engine with full source, Win32 build and the support scripts I started out with can be found here, as announced earlier.

David

Breaks are good for the soul.

After coding for 48 hours and preparing myself for the jam, I’m relaxing tonight. I’ll spend time tomorrow working on making the game fun and playable, but for the rest of tonight, I’m playing other video games. Maybe some of your submissions, and some of my favorites.

Let me tell you though, after closing Visual Studio for the night, I instantly started feeling much better. Looking at lines of code for who knows how long gets tiring.

Doot da do, da doo… I’m finished

Moving Day is finished! Play it!

Features include:

  • infinite running… to the LEFT!
  • pixel-perfect footsteps! (such a waste of time ^-^)
  • gliding physics
  • a token kitten
  • You can win! (temporary ‘feature’)

Moving Day screenshot

 

This was my first Ludum Dare and I will probably be back for more! I really appreciate the motivation provided by the community and time limit.  I did record a timelapse, but I’m undecided if I will post it. I’m not sure if there would be much interest in watching a noob such as I.

Things I learned in the last 48hrs:

  • How to animate a run sequence
  • Flash + FlashDevelop + Flixel is a very pleasant and forgiving coding environment.
  • premature gameplay tweaking is about as evil as premature optimization.

Hopefully someone will enjoy Moving Day, now I’m off to play some of the other entries!

Tags: easter-egg, Flixel, journal, kitten-challenge, screenshot

Entry – Separation Anxiety

I finished my Ludum Dare entry earlier this afternoon but waited until this evening to submit it.

It’s called “Separation Anxiety,” and it’s a puzzle game. This is my first Ludum Dare and it was an incredibly positive experience overall. I’m so happy I did this, and I hope people enjoy my game. :)

#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 */ screen screen2 screen3

You can find its Ludum Dare page here. I did do the hidden kitty challenge, although I think it’s pretty hard to find. You really have to look closely. 😉

I hope you like it. Feel free to leave feedback/responses in the comments. I’ll probably do a post-mortem tomorrow (Monday) or sometime thereafter.

I did it! (Alone in a cave)

This was my second Ludum Dare and I feel like this entry is an improvement over the last one, so that’s nice.

The result is a 13 level puzzle game with an exploration vibe and three possible ‘endings’.

I did manage to hide a kitten somewhere, and even though it is pretty obvious where it is, it won’t be easy to get there!

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

My submition can be found here.

I Wanna Be the Fishy – Complete

I Wanna Be the Fishy is meant to be a somewhat rage-inducing arcade game, inspired by I Wanna Be the Boshy.

Summary: You’re a little fish, lost in the ocean, searching for his friends.

I wish I had enough time to add music, but otherwise I’m quite happy with it. Hope you like it. =)

Database Entry (Flash)

Tags: easter-egg, kitten-challenge

Postmorten & Timelapse

This was my first time and it was really fun! Although I liked my warmup game a lot more than the one I made for the compo/48.

Things I want to do better next time:

  • Sound – I totally neglected this, mainly due to inexperience
  • Set up a framework beforehand so I don’t have to write so much boilerplate
  • Design a better game. or at least something that is easier to understand by the player.
Things that went well
  • I finished?

Here’s My timelapse !

Oh and game is here:
http://hyperturtle.net/ld22/

http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=8106

Coffee

Time to put in that final sprint and get everything done and polished. It’s coffee time!

Comments

19. Dec 2011 · 03:34 UTC
Compo is over.

SPS Solo Jam Progress

I’ve only spent 20 hours in this game jam so far and I have a pretty solid (unbalanced, unpolished) game prototype.  It is a third person shooter inspired by Boxhead: Zombie Wars.  There are five weapons and four different types of zombies.  If I have time tomorrow, I’ll implement the ability to place turrets and walls and I’ll polish/balance the gameplay. You can play the game in the link below.

Controls

1 – Pistol

2 – SMG

3 – Shotgun

4 – Assault Rifle

5 – Machine Gun

Movement – WASD

Shoot – Left Mouse button or Spacebar

http://skyparlorstudios.com/games/jam/Apoc/Apoc.html

Enjoy!

 

 

Known Issues

Text doesn’t display properly in the main menu or on the top left corner of the game screen.

Update

Well I’ve been jamming out for a couple days now, but ran into some problems that kept me tied up.

I’ve got the basics ready but I don’t see how I am going to realistically get this done. I’ve got to get some sleep and I have to work tomorrow. That leaves me with about 3 hours after work to get it done. Maybe, MAYBE if I absolutely slam it out, but I just don’t see it happening.

Argh, I’m so frustrated. I’m still going to finish it, even if I miss the deadline.

Here’s a screenshot. Working title is The Loneliest Robot
 

Comments

Scipio Xaos
19. Dec 2011 · 03:44 UTC
I agree with you. It took me forever just to get something to render to a screen. I just spent all day on content development and even if I don’t make the deadline, my game will be finished. Tuesday, a week later, no matter what, we’ll get them done.

Shrimp

Howdy folks! I finished my game, and while it’s not the most polished piece of work out there, I’d encourage you to give it a shot. You can play through in probably ten minutes.

Will you be able to avoid being caught by the shrimp in their darkness?

LD entry here.

I also recommend New Game+.

Voy a descansar..

Well Absence — I have told y’all that the name of the game is Absence right?  oh well :3 — is on its way to finishing.  I doubt I’ll have it done by nine tonight, but I’m going to give it my all tomorrow.  Right now I’m going to sleep and I’ll be up again in about seven hours.  Everyone have fun.

 

And the title says “I’m going to sleep…”

Status:  Approaching menu completion…  Yes only approaching…  *snivel*

Made it (not in time, kinda)

As I suspected, I had to work over the deadline to the submission period in order to get the game to an acceptable state. However, I think the game ended up pretty cool, and I’ll probably keep working on it later on. (It’s probable that it’s currently too random for anyone else, though.)

Submission page!

danke

Okay, this is as good an excuse to learn Away3D + Stage3D as any.

Yep, looks like I definitely won’t make tomorrow’s deadline given the above.

On the other hand, this’ll be more productive leveling up skillset-wise.

This fun exercise has given me inspiration & quite a few ideas…

Game on!

Survival Shooter with random generation elements

I created a topdown survival shooter:http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=7278

This was my first LD and I was motivated to put in effort and as such I have produced something that I am exceptionally proud of.

Post-mortem:

* Unity makes life such a breeze.

* Guitar Pro is good for midi music.

* I still suck at art but I used particle systems quite well.

* The gameplay is challenging and addictive.

 

Let me know your survival status 😛

 

 

 

 

 

 

In for the Jam (+ engagement pics)

I’ve had a big weekend – after almost giving up on my game entry I’ve decided to try and get something in for the jam. Over the weekend I’ve really enjoyed fleshing out my JavaScript game engine, but unfortunately didn’t focus enough on the actual game 😛 And as promised, below are pics from my previously mentioned engagement this weekend.

 

And of course, the obligatory work-in-progress screenshot. Not much has changed visibly, but believe me, 600 lines later the code is a lot, lot cleaner and more robust!

Oh, and the physics engine now works, and sprites are animated 😛 If nothing else, I’ve been recording my screen the entire weekend, so a timelapse video of my Jam entry will follow at some point.

Happy Coding!

Comments

19. Dec 2011 · 04:30 UTC
Sounds like an eventful weekend! Congratulations again! Nice ring.

End Defenders – Mayans Demise

3D Strategy Defense with “Social Sacrifice” model.  Beta Version coming for those who dare to play..!

Break time for tonight.  We’ll take some time to organize and then regroup.  Stay tuned.  This game’s creation will exceed the duration of the jam. [SEE previous posts]

Last Stand: Development Timelapse

Proud to have submitted my second Ludum Dare entry tonight. Thanks everyone for such a great community and for building the enviornment for such a great experience. So much fun! Anyway, this time around I created a timelapse of development for my entry. I hope you all enjoy.  If you are interested please feel free to play or rate for my game!

[Watch Timelapse] [Play Game] [Rate Game]

 

Congrats to everyone who has submitted an entry!

Tags: LD22, ld48, timelapse

My game – Duckling

My game has been finished and uploaded! Actually that happened a few hours ago, but I forgot about making this post until now.

The game is a fairly simple platformer called “Duckling” where you play as a duckling who has been left behind by it’s mother and is now ALONE. Kind of lame use of the theme, I know. However, this is my first LD entry so I tried to make it simple. I hope the game is still somewhat enjoyable, though.

http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=8132

I’m sorry :(

Don’t you hate it when a major bug, not a game-ending one, turns up and stops you from making any more progress? Well, that’s happened to me. So I apologise for my broken game. You can still play it up to a certain point but can’t go further due to a pressure-pad bug.

So I’ll fix the bug and upload the fixed game (with a kitten :3 ) under a slightly different name for the Jam.

Calling it a night

Well, I’ll definitely be sure to do a full port-mortem later, but for now I’m done wrestling with bugfixes and compiling and repackaging things.  I have v1.01 of One of a Kind up which fixes a stupid crash that happened at the end of the game.  It works on windows, it works on linux as long as you’re not 64-bit and…well, osx -works-, but you need to install extraneous other stuff.

Off the top of my head though, the short version of how things went:

+ Great end product that I’m really happy with.
– Really stressful times, had a lot of trouble thinking of puzzles and game mechanics.
+ Developing was for the most part, a breeze.
– Ran into performance issues and other things, but…
+ Managed to work through them all and I think the end product is really quite polished.
– Frantic headaches trying to get my final distribution packages good to go.

In the end I’m really happy that I was able to make a game of this type–it’s pretty much exactly what had envisioned when I first started scoping out the idea, so I really can’t ask for anything more (well, besides nice cross-platform portability).

Definitely check it out if you have the time.  It’s not very special, but maybe if you look closely you’ll find that it’s One of a Kind. 😉

Eyes of the Exorcist (Alpha Demo – Early Build – Update

Play the alpha demo

 

     

 

    

 

Wilson – Crunching on major code, added day and light. Managing and helping everyone on the workflow, art & code. Gave everyone some sushi. Modeled a cat as an additional feature in the game and created a cool code add-on in the game. Working with Alex on the AOE effects in Unity.
Anthony – Worked on the basic UI/HUD layout. Created more bushes. UV mapped and textured Wilson’s cat model. Creating tree assets.
Jon – Coding for the UI/HUD (Health bar, mana bar, etc.) and moderating the livestream, banning trolls. www.livestream.com/dormousedev
Caryn – Rigging the main character models to animate (Ghosts & the Priest)
Thomas – Programming a power pick-up for the player and fine-tuning the player’s function in the Unity scene. Compiling the assets/prefabs in Unity to view/test the game. Posted the web player demo of the alpha.
Alex – Working on the UI/HUD designs, doing some quick QA on the game, working on the AOE effects, adding a fireball feature and adjusting the attacks. Brought some good Chinese food for everyone.

Goodness Gracious Great Balls of Fire!

Our Jam game is going well! Many many bug fixes, Chris and I made a list of about 30 fixes to be implemented, and tore through about 25 tonight, leaving the game in a state of near-perfection! Our story is coming along nicely, and the mood feels sad, but with the right amount of humour, in the form of achievements to obtain, of course.

Fireballs OP as usual! >:D

We will get a post with some photos up soon! Promise!

–Team Epsilon

I didn’t make it! I am a failiure!

Yes, I was unable to complete my game, I’m very sorry, maybe I’ll enter next time, once I’m a bit better.

Comments

kp
19. Dec 2011 · 05:15 UTC
At least you tried! Better luck next time!
Madball
19. Dec 2011 · 07:08 UTC
But you can try to complete it for Jam!

My Submission: Abandon

Yesterday I successfully submitted Abandon as my LD22 game. It’s set in a world of turrets, towers, and domes that are all built on top of each other. Your goal is to find your friend who has gone missing in one of these towers, and to collect his belongings along the way.

The game is short by a few textures, and there is no collider on one of the domes, but all in all I’m happy with the project. In the last two LDs, my games were a bit too difficult. This time, I made sure that the game was intuitive, simple, and beatable.

I’ve learned a lot from this experience, and it was a great deal of fun to put together! Play it, vote for it, and let me know what you think.

Abandon

Desperate final hope thing…fail

I woke up this morning with three hours left desperatly hoping to pick up from were i rage quit last night.

I actually got the world generator working… but then i ran out of time.

LUDUMDARE YOU WIN THIS TIME!

maby next time…

 

Furever Alone – Post mortem

So now that I’ve slept and finished work (Crazy Australian timezones), I’ll talk a little about my project.

Overall, really happy with how it turned out.
I planned it terribly, so the gameplay coming together as well as it did (well, I like it) was more of an evolutionary fluke as opposed to clever planning. Next time I’ll definitely spend a lot more time in planning… more than walking to the shops and buying food, then starting.

I think I’d also like to explore character and story development more. Surprising doing the little comic / instructions screen was a lot of fun. Had I been more organised or had more time I would definitely like to animate cutscenes in that style.

On the downside, loading it up at work I noticed that some of the fonts didn’t embed, which was a bummer because I don’t have access my server from here to correct and upload the fix. I should just be thankful that it was just a niggly thing like that and not a deal-breaker.

Lots of fun, will definitely be doing it again in another 4 months. I’m hooked!
Time to go play a boat-load of games…

Oh, you can view my entry here:
http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=8591
Would love to here what scores you’re all getting. I just got 133 points. I think there’s potential to get upwards of 300… maybe more.

I'll be back!

Didn’t make the compo, going for jam.

 

 

Above goes a timelapse of day 2.

I didn’t make enough levels in time, so I guess I’ll go for the jam.

Gratz to everyone who made it! And good luck to all jammers!

18 hours to go!

Only 18 hours left and the worst feeling….
Something I was trying to do (math-wise) took about  50 lines and 48 hours to do poorly, until I found that I could do it well in less lines (Law of Cosines instead of Vector Trig).

So, now I have only one basic mechanism finished and little workable hours left (School!)

I may not have a submit-able game, so time to hurry!

This is what I have so far, the red ball is the player:
(Cant even get pictures to work on this post)

Just Click This

Hope everyone enjoyed LD48 #22, I hope next time I’ll get a decent game.