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Archive for April, 2009

Progress

Posted by
Saturday, April 18th, 2009 11:03 am

What I’ve noticed during the programming of this game: I code too “cleanly”. I waste time with making stuff be in seperate files and stuff. I got like, 17 files or so and what I got now is this

Same procedure ..

Posted by (twitter: @kamjau)
Saturday, April 18th, 2009 11:00 am

Spent some time going outside, and also eating stuff.

Still, I’ve now got a black screen that tweets! This can’t possibly go wrong.

Well, I may be able to do something..

Posted by
Saturday, April 18th, 2009 10:55 am

Between some friends coming over for dinner and taking care of the baby, I may be able to whip something together. We’ll see if I finish this.. this is the slowest progress I’ve ever had in an LD =)

I have the first gameplay test here – draw the walls in the lighter green area.

Evening snack

Posted by
Saturday, April 18th, 2009 10:54 am

Didn’t take a pic of meal a few hours ago.. but here’s one from evening meal:

Morning coffee leftovers (with fresh milk) heated in microwave.. again a Karelian pie, this time with some tasty meat aspic on top. The tomatoes are there just to fool you again.

Monster Wall (or better: wall of monsters) approaching!

Posted by
Saturday, April 18th, 2009 10:50 am

When I heard about the theme, this was the picture that got in my head (or at least something like lava where you have to escape). Doing good so far (still having to calibrate, as the monsters are still too strong right now :D )

monster wall

Silly Maze Game [Working Title]

Posted by
Saturday, April 18th, 2009 10:48 am

I’ve decided to enter my first LD, we’ll see what it brings.  So far I’ve got a quite playable bouncing ball that’s being chased by an autoscroll.  Next is to add traps and special kinds of tile.

Here’s a shot.  There will be a deadly wall of spikes on the left…

Not playable, but showing something

Posted by
Saturday, April 18th, 2009 10:41 am

Random board generation is ready to go, with controllable piece density:

A randomly generated board

Brunch

Posted by
Saturday, April 18th, 2009 10:38 am

It’s got C-Power(tm). I never really eat breakfast anyway, but unwrapping oranges is fun.

Jetpacks are go

Posted by (twitter: @noonat)
Saturday, April 18th, 2009 10:38 am

Physics are mostly done, and a jetpack to boot! Gotta work out some weird sticking problems and do better collision response. Added some simple particle effects for the jetpack.

Off to lunch now.

Initial tests

Posted by
Saturday, April 18th, 2009 10:37 am

Framework working and some initial test code is also in place (the object placement there, rest is just fooling around!). And no, there’s not even the wall yet.

Advancing Development of Gameplay

Posted by
Saturday, April 18th, 2009 10:35 am

Photobucket

Finally got a functioning game! You control the bug, and you have to get to the top by jumping on the ledges. Oh, and don’t get hit by falling cans.

The original wall of doom

Posted by
Saturday, April 18th, 2009 10:32 am

OK, with 33 hours remaining, hamburger’s finally going to start thinking about getting started.

“Advancing wall of doom” is a pretty morbid theme, guys. I feel compelled to make a game about the original wall of doom, that one that is advancing upon us all – death, of course!

I picture myself on my deathbed, waves in my head slowly shrinking to whispers, then nothing. I have a little bit of energy left in me, but not enough to run the whole machine of my body. Should I focus it in my eyes, to see my loved ones around me? Or in my ears, to hear what they’re saying? Or in my hands, to feel when they hold them? Or should I focus all my energy inside my head, to keep those waves alive?

Is this a game? I hope so. I’m going to try to run with it. If you have any suggestions, please make them. :)

Hard stuff pretty much done

Posted by
Saturday, April 18th, 2009 10:31 am

map collision, object detection, wsad and arrow key keyboard support done

analog / digital joypad support comming in next, then its off to make a camera, and finally start to polish this thing into a game

Claustrophobia Start!

Posted by (twitter: @mikekasprzak)
Saturday, April 18th, 2009 10:30 am

Good morning.

Learning how to spell a word correctly I think is as important step in naming a game. So at this point, the most notable aspect of my game is it’s name. Claustrophobia.

The premise I came up with involved creating some rooms that are constantly getting smaller (well, initially it was a wall, but technically there could be multiple ways a room shrinks). To contrast my usual character driven stuff I do, this compo prototype will likely be extremely boxy.

Anyways, now that I’m awake enough to work, it’s time to get the a Window on the screen.

First pre-alpha pre-release preview

Posted by (twitter: @sowbug)
Saturday, April 18th, 2009 10:28 am

The game is now playable and has a working end condition. It’s not much fun yet, but that’s OK. Download source.

Breakfast at Lunch

Posted by
Saturday, April 18th, 2009 10:26 am

Breakfast at lunch

A healthy breakfast: a banana, a bowl of Trader Joe’s Twigs, Flakes, and Clusters (which sounds horrible, but tastes great actually!) covered with blackberries, and washed down with good ol’ orange juice.

Another idea came to me while eating: Remember the game Rampart? How about building walls to surround resources that you use to defeat your enemies instead? BRILLIANT! Maybe.

Shaktool enters the ring

Posted by
Saturday, April 18th, 2009 10:25 am

Getting a late start here, due to a power outtage. >:( 

I’m going to be using wonderfl to code a sort of life sim. Is anyone else using wonderfl? 

My Game No walls?

Posted by (twitter: @TenjouUtena)
Saturday, April 18th, 2009 10:24 am

I’m doing a strategy take on the theme. You use your resources to conquer the cities on the map. Any cities you control builds a wall between themselves, that the other army can’t cross.

I’m afraid I’ve bitten off more then I can chew. With wife, kids, and such, I don’t think I’ll have enough time to complete it. Originally the idea has a little turn based battle happening for control of any give city, but I definitely won’t have time to complete what will turn out to be two games. Of course, I’m only 4 programming hours in, so who knows what will happen.

first screen

Programmer Art!

Posted by
Saturday, April 18th, 2009 10:21 am

Off to a pretty good start programming wise, nothing to show yet, but hey, have some sprite sheets.

 

Wall o\' Doom

Wall o’ Doom

Blotty

Blotty -loveable main character

I wanted to toss a food pic in here but it turns out I don’t have the right usb cable for my camera. Why can’t they all just use a universal plug?

Advancing without graphics

Posted by
Saturday, April 18th, 2009 10:17 am

After the first five-six hours or so I’ve gotten the basic gameplay working. The game design is a turn-based strategy game where you control a kingdom fighting yet another Dark Lord and his advancing wall of darkness and orcs*. I wanted the wall to bulge inwards when it hits a city, but LOVEs polygons don’t seem to like being concave very much.

* Does not contain any actual orcs, or any kind of graphics yet!


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