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Archive for August, 2009

DiggR: Gold and bombs

Posted by (twitter: @drZool)
Sunday, August 30th, 2009 10:54 am
Gold and bombs!

Gold and bombs!

Arrows + Z + X

Chicken Madrass and Broken Code…

Posted by
Sunday, August 30th, 2009 10:52 am
Yeah, curry and cuppa!

Yeah, curry and cuppa!

 

Well currently code is broken but prior to the syntax bomb of new elements being added I had red and blue soldiers on the map admittedly appearing in the middle of the sea but in the game!

Now have coffee and going on a bug hunt 9:07.51 to go!

Cavern Copter update

Posted by
Sunday, August 30th, 2009 10:52 am

I’m making some progress, although not quite as much as I would have liked.

The helicopter can now collide with the walls of the cavern. The player has a score, and the helicopter is far more controllable than it was at the end of day one.

Here’s a screenshot that shows the helicopter in a canyon in a cavern.

The helicopter flies through a cavern.

The helicopter flies through a cavern.

Still lots to do, such as…

  • when the player reaches the end of the level they are congratulated and shown their score
  • when the water reaches the helicopter it’s game over
  • the helicopter should respond when it collides with the walls of the cavern (haven’t decided yet if it’ll crash or just deduct some points and continue)
  • scientists
  • sensible scoring
  • sound effects

But it’s getting there.

Digging caves

Posted by
Sunday, August 30th, 2009 10:47 am

Yay, digging through works now :)

20090830_2045

Final day, final touches, fooood

Posted by (twitter: @isoiphone)
Sunday, August 30th, 2009 10:47 am

I haven’t really done anything LD wise other then tweak a few constants in the last 12 or more hours. Tons to do so trying to kick myself awake with an assault of food and sugar.

The last meal before I fell asleep and stopped producing:

 

Steak of Unproductiveness

Steak of Unproductiveness

Now with only about 9 hours left. Eeek!

 

 

Breakfast of inspiration

Breakfast of inspiration

 

Caverns need to look cavernous (brown rectangles won’t do)

Game needs some scoring system so it has a point!

Game needs some sort of menu!

 

Top priorities for now.

My game has been done!

Posted by
Sunday, August 30th, 2009 10:39 am

Finished! It is not a good game but I really appreciate make it. It took me about 10 hours, because I have to stop the development a lot of time to do some weekend stuff, and I use to sleep 8 hours every day.

Download Links:

 

Graphics done

Posted by
Sunday, August 30th, 2009 10:26 am

After eating a large bag of candy to wake me up, I added all my graphics to the game(programmer art!). I also added collectable gems for extra points

My game(now with Graphics!)

My game(now with Graphics!)


And, yes, that is Gordan Freeman in the cart(please dont sue me)

Beaten by the caverns

Posted by (twitter: @shrrt)
Sunday, August 30th, 2009 10:26 am

So, yeah, I haven’t done anything at all today. Mainly because I completely lost motivation on day-one where I just didn’t get any bursts of inspiration.

It was my plan to use Unity3D and create awesomely sweet looking 3d graphics with lots of cool gameplay, but lacking that one *good* idea, it just never happened. Also, I really suck at modelling AND drawing graphics/textures!

Late day-one, however, I did decide to just whip up a heli-flyer game using the iso tech I had sort-of implemented earlier that day, but after fiddling around for a while creating some temporary art I decided it wasn’t worth the trouble. So here’s a shot of the few (crappy) things I made:

shrt-ld15

Isometric graphics textures projected onto 3D cubes

Should you not have realized it yet, this is an “I give up”-post :)

Kara Toprak – Some minor progress

Posted by
Sunday, August 30th, 2009 10:19 am

I am still terribly behind schedule, and  most probably won’t make it. But I have made minor progress. My sprite animation framework is implemented now. Still a long way to go.

And one more thing I learned… I really can’t pull “all nighters” anymore.

FallingTown 0.5

Posted by
Sunday, August 30th, 2009 10:18 am

New playable build. Got the building selector working a lot faster than I expected. Now I need to (in the order it’s likely to happen):
- Recolor Buildings so they are unique for each player
- Add tracking for the Player’s Cash (Left side of screen) and Points (Right side of screen)
- Come up with a score mechanism :eep:
- Script some type of AI to replace players 2-4. Generally thinking here, player 2 will always place the largest building he can afford on the least stressed square. Player 3 will 25% of the time place a support, rest of the time place a building on a low-stress square. Player 4 will try to collapse the human player’s buildings into the cavern… but obviously none of this has been implemented yet.
Screenie:
screen8
-TF

Progress so far

Posted by
Sunday, August 30th, 2009 10:02 am

So far, I have what appears to be a working game. I only have one level, but they are hard to make. Essentially it’s about a Leprechaun who get’s captured and must escape.

Celtic Cavern

Celtic Cavern

LD15 – Black Cave (Final)

Posted by
Sunday, August 30th, 2009 10:01 am

I lost motivation, so the game has been cut short.

Final

Fetch.

Angry Caverns – v0.3

Posted by
Sunday, August 30th, 2009 9:58 am

I’ve got another playable billed uploaded along with another gameplay video for the passively curious:

Play version 0.3 here (Flash)

Watch gameplay video of version 0.3 here (YouTube)

screenshot-v03-mainmenu

A suitably themed main menu

Concept:
You are an extremely angry cavern. You awaken one day to find many creatures living inside of you. This pisses you off! You have a short amount of time on each level to use your cavern weapons to destroy as many creatures as you can. Kill multiple creatures with one attack to earn combo points and kill rare bonus creatures for extra score! Compete online with global leaderboards.

Controls:

  • Use your mouse to click on your weapons (stalactites, geyers, etc.)
  • Kill as many creatures as you can within the time limit.
  • Kill all the creatures for a big bonus!

A few more screenshots with captions after the READ MORE…

(more…)

Checkpoint 2

Posted by
Sunday, August 30th, 2009 9:37 am

Completed the filter,  also added the main tower object. I made the map brighter, the dark color was really hard on the eyes, once I implemented the color filter. I also have a normal tower and a factory done, now I need a HUD/GUI to make them buildable.

Screenshot-LD15-caverns-3

I find the green color relaxing. :) Now I’m off to play some basketball, I’ll be back in ~2h and see if I can still make a game of this.

Level Layout Loading

Posted by
Sunday, August 30th, 2009 9:27 am

It’s the start of a level layout, loaded from a file!

CavernGameLevel

You can see the ground, the darker walls, the green monster lair, and the blue minerals.

I hope. Anyone out there who is slightly colorblind and can’t tell the difference between the lair and the mineral? I can fix that if it matters.

First build of the penguin game

Posted by
Sunday, August 30th, 2009 9:22 am

ld15-11

I got my first test environment working in the penguin game!

Test it out (needs unity3d browser plugin):  http://deadpanda.com/lj/ld15test.html

New name, new cave

Posted by (twitter: @draknek)
Sunday, August 30th, 2009 9:13 am

screenshot

Working title is now “F equals ma”.

I wasn’t too happy with the square cave that I had going before, so I’ve replaced it with a randomly generated cave system. Now I just need some reason to explore.

Play in browser here.

Falling into the Cavern

Posted by
Sunday, August 30th, 2009 9:11 am

Ok… Finally got the buildings to fall into the cavern. I’m having massive issues because I’ve got grids 90 degrees off from each other, and not all my grids are the same size. Definately next time I’d use a master class which stores EVERYPIECE OF DATA that ANY type of cell could want so that I only had one NxN array instead of 7 or 8…

Haven’t touched the building selector yet, or recolored the buildings for the other players. No chance I’ll get to sound I think… I’ll be lucky if I finish a UI and have an AI which does more than place random moves. Here’s a current screenshot though.

Falling
-TF

More progress

Posted by
Sunday, August 30th, 2009 9:05 am

http://d-games.co.cc/LD15%20-%20Cave%20Invader.exe

I have a prototype! No screenshot, just an exe. This is not the game,  it’s just what the game is so far,and I need it tested! Test away, people!

Cooler combos

Posted by (twitter: @S0phieH)
Sunday, August 30th, 2009 9:01 am

its not much bit its actually been the biggest headache so far this LD =/

hopefully the game will be done soon and I can add more ticks and rejigger the player art.

hopefully the game will be done soon and I can add more ticks and rejigger the player art.

playable after the link:

(more…)


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