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Archive for April, 2009

Sidebar and Scroll Window

Posted by (twitter: @frimkron)
Saturday, April 18th, 2009 10:16 am

screenshot

A sidebar, A scroll window, some trees and a collection of houses.

Its progress, I suppose, but I’m a long way off the game I had in mind: a rolling-fortress-of-evil simulator,  where you must manage your staff, purchase rooms, etc in order to keep the “wall of doom” crushing everything in its path.

Hopefully I’ll get the actual fortress part in there soon…

Breathrough.. arg!

Posted by
Saturday, April 18th, 2009 10:14 am

I think I’ve just spent the last 3-4 hours completly rewriting my fleet movement/tweening code like 4 times and back again.. and have FINALLY solved my #$^$!@ engineering problem…. arg.

Need a break now… but the good news is I finally have smooth movement of the fleet in all directions and it doesn’t matter how many echeleon patterns you are shifting through…. it is all fine dandy.

Don’t ya love programming?  ;)

Advancing Snack Break of Yummy

Posted by
Saturday, April 18th, 2009 10:14 am

SNACK BREAK!

Doritos New Unidentified Flavor!

This has been lying around in my house for a week. “Why not have a snack?” I asked myself. Tasty, these are.

Back to work!

Lunch time, courtesy of Chef Boyardee

Posted by (twitter: @grimfang4)
Saturday, April 18th, 2009 10:08 am

Ravioli and PB&J.  It’s basic, but I have serious programming to do.

Meh, 48 hours is too much

Posted by
Saturday, April 18th, 2009 10:07 am

Hooray, I’m going to do my Ludum Dare thingie. I was in a place called Macau and now I’m back in Hong Kong feeling like the luckiest/awesomest person alive, doing the 48 hours game development competition in such a cool city on such a great extended vacation.

Taking a break

Posted by
Saturday, April 18th, 2009 10:05 am

I have to leave for a while (couple of friends want to go to the casino, really couldn’t deny them), but it’s just as well… I’m at a bit of a low point right now, don’t know if my game mechanic will ever work out. It isn’t even worth showing a new screenshot as so little visible has changed.

So, I’ll take my head off it for a while, have a couple of beers probably, and later we’ll see.

Cleaning up the graphics

Posted by
Saturday, April 18th, 2009 10:04 am

Went outside with Q (my 5 year old) and decided to take some shots with the camera of the ground to liven up the images. Going to use some other ones to do the maze.

Turned the player from a circle to some hand pixel art – does not look quite right – may go back and re do that if I have time.

I have to build some levels and test – may rework the wall of death image – I have a shot of some bricks may try that,

Cleaning up the graphics

Avoid a wall of doom by climbing a wall!

Posted by
Saturday, April 18th, 2009 10:03 am

Well, gameplay is progressing. The camera sucks, the temp art is temp, but you leave trail and move around.

Keys and doors

Posted by
Saturday, April 18th, 2009 9:58 am

Just added the keys and doors mechanic… Keys and doors can have 8 different colors, and a door can only be opened by a key of the same color…

Moving/crushing blocks add to the mayhem… :)

screen08.jpg

Next stop is to build the lava, the spikes, the enemies, the spawn area and the exit situation (so you can actually win)…

I’m trying to get everything done gameplay-wise today, so that I only have the sound, music, gameflow and level design to do tomorrow… Also have to find a backstory of sorts, so that this looks like it has a purpose… :) Oh, and a name would be nice aswell…

Uber Unmanned Wheelchair Deluxe

Posted by
Saturday, April 18th, 2009 9:55 am

I named my game. So far, you control an automated wheelchair and navigate the trickiest urban terrain. Here’s the catch: A giant lazer is coming in after you! Here’s a little picture of preview-mode, which allows you to check out the level before you play it.Preview mode preview

Rather large screenshot. The game automatically adjusts the screen resolution to reduce blurriness. It also gives the game a “retro” look because the view in the room is 320×240, half the size of the resolution. Now, an in-game screenshot.

In game screenshot

As you can plainly see, the wall of doom is catching up on me. I intentionally did badly just so I could get the wall of doom in the screenshot. :P

Anyways, so far, the game has 1 level, 1 tileset, 2 blocks (green and purple), a wall of doom, and a wheelchair. And don’t forget preview mode! :D

Diodontidae necandi ! graphics elements

Posted by
Saturday, April 18th, 2009 9:54 am

the brave Diodontidae will fight the polution in the Sea !

Something started in ZGE,. . not too sure yet,. .

Posted by
Saturday, April 18th, 2009 9:47 am

I started hacking around in Z Game Editor to see if I can get anything happening that I like,. .

So far I got some cube jumping around on a wall of blocks,. mostly working out the collitions handeling and looking for a fun mechanic for movements,. first game idea was just to shoot at an advancing wall,. but I will see how it developes,. .

started,.

More stuff, almost gameplay

Posted by (twitter: @FionaSarah)
Saturday, April 18th, 2009 9:40 am

Okay so you’re a little green blob (Called Jamie) you fly around a lab of some sorts just because you can. But oh no! You’re slowly desintegrating, and so you must smash things to regain health and try to escape.

At the moment he’s only got tables to smash but soon he shall have so much more. (Jamie shall feast on flesh this night.)

Gas chamber

Posted by
Saturday, April 18th, 2009 9:35 am

In the beginning is an empty room with little people (white boxes) in it. The poisonous gas starts to flow downward from the top. The people start running from the gas (red boxes) when they smell it. They die after some time (black boxes). You build additional walls to manipulate the gas. By manipulating the gas, you can poison people differently, and make them flee to different directions. The control is somewhat indirect. This can be the level editor, or it can rather be the gameplay itself.

prototype2

As you can see, this is still a toy. When it becomes a game with a backstory, you’ll probably have to kill some guys and rescue others. There’ll be some sound and graphics too, hopefully.

You can test and comment on the prototype:
Download fidaner-LD14-prototype1 (Windows)

Keys:
Enter – Restart
LMB – Put wall
RMB – Delete wall
MMB – Put agent

I’m open to new ideas too.

Breakfast of Champions

Posted by
Saturday, April 18th, 2009 9:35 am

getting started

Posted by
Saturday, April 18th, 2009 9:34 am

grrr had trouble coming up with something.  have finally committed to an idea at the least.  here be a mockup:

time to get coding now…

Getting back to work…

Posted by
Saturday, April 18th, 2009 9:29 am

Got up a couple of hours ago and made myself breakfast. Here is my food in progress:

Making breakfast

I ended up with enough food for both breakfast and lunch, which is nice. Unfortunately for the competition, I had to leave right afterwards for swimming lessons with my kid, so I’ve only just returned. Here’s hoping for a productive day!

First Screenshot… It compiles anyhow.

Posted by
Saturday, April 18th, 2009 9:27 am

That’s a volcano over yonder on the right. I think next LD48 I’ll spend a little more time making some boilerplate code in advance. I’m just using GLUT / OpenGL code in C++, so this is taking longer than I’d hoped. Then again, I did get 8 hours of sleep. Rock on Ministry!

Step 2: Preparation. Setup.

Posted by
Saturday, April 18th, 2009 9:26 am

Sorry for the crappy camera. Everything is set up. I have to come up with some simple idea now.

Pancakes :)

Posted by
Saturday, April 18th, 2009 9:15 am

So, pancakes with powdered sugar and cherry jam. Im doing allright with my level editor (it requires a large reso screen :) ) and i’ve started on the game. I’m allready able to import the level i make with the editor and im now working on player logic and physics stuff.

Thats it for now, more coming soon :)


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