Home | Rules and Guide | Sign In/Create Account | Write a Post | Donate | #ludumdare on irc.afternet.org (Info)

Ludum Dare 23 — April 2012 — 10 Year Anniversary!

Ludum Dare 22 :: December 16th-19th, 2011 :: Theme: Alone

[ Results: Top 50 Compo, Jam | Top 25 Categories | View My Entry ]

[ View All (Compo, Jam) | Warmup ]


Archive for August, 2009

Polluted Caverns

Posted by
Sunday, August 30th, 2009 12:27 am

Hop.

Nicely coming along. Made the selection system, and the game is detecting that the proper number of items where selected.
It still need to be able to check when the items are stuck together, or not.

Here’s a binary, working but you can’t do anything except selecting the items :)

http://astrofra.com/posts/ld15/binary/

FallingTown 0.3

Posted by
Sunday, August 30th, 2009 12:26 am

Right, I haven’t gotten the building placement yet (nor drawn the buildings, so that’s the major stumbling block) but my little game is correctly placing the supports and displaying the stresses on a heat map. Playable version history here. The halo effect in the screenshot below is caused by setting every border cell, actually, every cell 1 step outside the border of the playing field to be a support. I’m not sure if that’s going to work or not in the long run (however long of that run is left). Ideally, 1 support will nullify 1 building. I’m not sure if it’s a better idea to drop the supports around the edges entirely, or to thin them out a little so their effect isn’t as large…
screen5
-TF

Graphics + sound upgrade, play latest build:

Posted by
Sunday, August 30th, 2009 12:16 am

Same instructions as last time:

space bar to switch which swarm you’re controlling, click to tell them where to move, wasd to pan camera

swarms automatically try and take cover behind cover that is touching the rectangle

75 percent chance that cover stops a bullet, unless swarm member is touching said cover

http://www.swfcabin.com/open/1251614687

More Progress (Can’t think of a good name)

Posted by (twitter: @fydo)
Sunday, August 30th, 2009 12:05 am

Here’s a screenshot of my game so far, our little explorer is getting ready to enter the evil cave for the first time … (click to enlarge)

cave-screen

Still LOTS left to do … sigh. :)

Also, I’m trying to think of an awesome name. I’ll come up with something. :)

Breakfast!

Posted by
Sunday, August 30th, 2009 12:05 am

Yay for food!

The game is nearing completion, by the way. All I have to do right now is to add all perks (there will be 10), story, concept art, music, sound effects, and help. It’ll be easy.

No time for thinking of a good title!

Posted by (twitter: @ExciteMike)
Sunday, August 30th, 2009 12:01 am

Oh my goodness there’s no way I can keep up with the amount of posts and comments this site is getting! It’s awesome that so much awesome is awesoming here so awesomely.

Awesome.

So my update.

TitleScreen

Looks way better in motion. Click it!

Turns out that Flash doesn’t really likethe way I am doing 2.5D, but eventually I got the framerate to be a consistent 30.

Postmortem of Saturday:
I’m doing it wrong:

  • Too much Mtn Dew.
  • Not sleeping when my body is telling me I need it.
  • Maybe concentrating too much on the visuals. I always spend a lot of time tweaking things like colors and animation speeds.
  • Normally I’d say AS3/Flex is great for LD, but I think that for this game concept I’d have been better off dusting off Code::Blocks and using some SDL/OpenGL.  A lot of time was lost to getting Flash to cooperate and the quality of the game is definitely suffering.

I’m doing it right:

  • Never seen a Flash game that looks anything like this!
  • Nap!  I seem to be like 10x more productive now.
  • Excited about the game concept!
  • It’s kind of fun!

Basically I am ripping off the Wario Ware Inc. microgame Ninja Pipe Cleaner. Which you can see a video of here.

You can see my last upload here.   I’ll be uploading updates there occasionally.

More Knight stuff

Posted by (twitter: @grimfang4)
Saturday, August 29th, 2009 11:57 pm

Here it is so far…  I hope I can turn it into something solid, but the knight looks like a pansy.  I might have to redraw that.

knight2

2nd day

Posted by
Saturday, August 29th, 2009 11:35 pm

Okay, so I’m wide awake (thanks, seagulls…) and ready to get back to work.  The plan for today is:

  • First, do all the little things the game still needs:
  1. Light boxes which send the light beams up to the sky.
  2. Light pipes to send the light from light boxes deep in the level up to the sky (and to act as extra obstacles for the player).
  3. UI, showing: number of lives; number of light boxes lit up; number of reflectors available.
  4. Pickup-able reflector crates.
  5. Ability to die, from:
  6. Lava.
  7. Spikes.
  8. Moving spiky ball things (yay originality!).
  9. Fix the stupid collision detection!
  • 10.30: Do the music and sound fx.
  • 11.30: Off to the shops.
  • 12-12.30: Back home for lunch and the grand prix.
  • The afternoon: Finish putting the level together.
  • Late afternoon: Add story screen, build final Windows version.
  • 6.00: Dinner.
  • 7.00: Build Linux version.  Release.  OSX can wait for another time.

Level Editor

Posted by
Saturday, August 29th, 2009 11:26 pm

Well I thought I had a simple idea but I neglected to consider how long it would take to throw together a “quick and dirty” level editor. So instead of getting anywhere with gameplay, I spent all day on the editor.

A small level in the "editor"

A small level in the "editor"

Anyways.. a least that’s working pretty well now. Now to try and add some actual gameplay to this thing.

Time for bed.

Posted by
Saturday, August 29th, 2009 11:25 pm

I’ll finish up tomorrow.

Here’s how we’re looking.

Screenshot-Super Bean Kid-2

Poor Lost Dragon Babies…

Posted by
Saturday, August 29th, 2009 11:07 pm

…They’re all still spheres along with everything but my mock level.  Making good progress so far, have most of the game logic done and my goal is concentrate only on art after midnight or so and all of tomorrow.  Also plan on making the game take place on one huge level.

My game involves a dragon looking for her lost babies in a cave (duh).  She can roar to get the closest one to answer and indicate the direction it’s at, use fire to take down enemies, and fly around.  So far I have giant moths and acid dripping stalagmites as obstacles.  Once she finds a baby she has to fly it back to the roost and look for the next one.  Early prototype was ok fun so I decided to stick with it given the short amount of time available.  Gameplay is 2D with 3D levels (Shadow Complex is a recent example).  I’d post a screenshot but just have spheres to show off.

Note: Like I said on IRC, recording a timelapse increases productivity and makes me feel guilty about slacking off on the Internet.  Give it a shot haha.

Chris

Kara Toprak – Terribly late and still fighting

Posted by
Saturday, August 29th, 2009 10:56 pm

I have a ton of code to write, and i have no graphics at this point. Things are looking pretty hopeless. But I just stocked my energy drinks, water and candies, rewatched the keynote speech and am totally motivated.

It is gonna be a long night…

My Progress

Posted by
Saturday, August 29th, 2009 10:51 pm

Well, i now have a J that moves around like The Flash and an @ sign that you move around. I’m implementing PoV’s timer code, too, but I haven’t yet. There’s also a little bit of dialouge at the beginning of the game. No screenshot yet, though.

Coffee Caverns Playable Demo 1.0a

Posted by
Saturday, August 29th, 2009 10:27 pm

Well finally! I have a demo that everyone can try out. I haven’t really spent any time on balancing the game play so don’t expect much in that respect. The idea of the game is simple. You control the little guy at the bottom of the screen with the left and right arrow keys. Your job is to collect the coffee beans that fall from the top of the cavern without being hit by one of the falling rocks.

Ongoing

I have not incorporated a state system yet. When you run the game it will immediately start playing. Once you get hit by a rock the game is over, you will have to close the window and restart it.

Known Issues

For some reason pressing the Esc key is not exiting. I am going to fix this, just haven’t had a chance to yet.

Please let me know if you have any issues or suggestions.

Coffee Caverns 1.0a Alpha Download

Dinner!

Posted by
Saturday, August 29th, 2009 10:22 pm

Dinner tonight was a roast, with a baked potato, a roll, and a bottle of Martinelli’s, prepared for my by my sweetheart of a girlfriend. Afterwards, we played some Animal Crossing, and now, back to work for a few hours before bed.

She's such a sweetie ❤

She's such a sweetie ❤

Food, Fire, and Food

Posted by
Saturday, August 29th, 2009 10:05 pm

I had some time when I got to my parents’ house to pick up my father to go see the Chicago Fire game, so I decided to have some dinner:

Lemon chicken and potatoes

Lemon chicken and potatoes!

The game:
Chicago Fire vs D.C. United

Chicago Fire vs D.C. United

We had great seats. 2nd row, right at the midfield! Unfortunately, the Fire lost 1-0 to D.C. United. Whatever.

When I got home, I had a bit of comfort food: American cheese singles in Italian bread.

American cheese and Italian bread

Don’t need windows to check…

Posted by
Saturday, August 29th, 2009 10:04 pm

Early in a project, things like this are funny. Later on, I find the time lost incredibly frustrating. I don’t think windows is going to find the error before I do…

screen4

-TF

Throwing the dogs a bone

Posted by
Saturday, August 29th, 2009 9:53 pm

Hi!
So, this has been going pretty well, I think. I’ve pieced together something reasonably interesting and playable – while not really constituting much of a game yet, I think I have time to remedy this.
I’m uploading an exe here if you would like to check it out, please let me know what you think :)
Given that I have almost a full day left, I’m intending to add gameplay of some sort, integrate my audio lib, and revisit the cavern graphics, hopefully make them more cavern-like.
Download: ld15_CavernGhost_1.zip (Win32 Binary)
Screenshot:
ld15_progress_3

Morning…

Posted by
Saturday, August 29th, 2009 9:45 pm

Just got up after 5 hours of sleep. I’m feeling like a zombie…
I hope I’ll finish this…

Second day

Posted by
Saturday, August 29th, 2009 9:35 pm

Darn, I have fallen way behind in my schedule. Haven’t done half of the things I set out to do the first day. Oh well, at least I got to my first screen shot. Allthough it is techically just one picture blited to the screen, all the logic to blit all the objects I want is allready there. At least I got something.

Screenshot-LD15-caverns

Next up are ligh emiting objects and some kind of resource object.


All posts, images, and comments are owned by their creators.

[fcache: storing page]