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Archive for August, 2009

Oh, Cats

Posted by
Saturday, August 29th, 2009 11:14 am

It’s hard to type when a cat decides that NOW is the time to curl up in your lap, rubbing against your arm or face.

Diego is hamming it up

Usually Gizmo is the one who does this, but this time Diego decided to make an appearance. He really hammed it up when I got the camera out. Caption contest?

I’ve decided not to pursue Test Driven Development with this project. I can imagine that I will spend time on infrastructure more than anything, and Rule #1 of many Rule #1s for Ludum Dare is “Focus on making a game, not an engine for games.” I am still going to try to keep things focused and small, which is what TDD usually helps me with. What I won’t do is spend too much time on wrapping up hardware or libraries in testable code. I can spend hours on that alone, and I just don’t have the hours.

I just fear that the end of the contest will find me wishing I had unit tests in place because “I don’t have the hours” to not have them. B-)

Cave frog

Posted by
Saturday, August 29th, 2009 11:09 am

frog

Ew. That looks ugly.

The game is now practically finished, just gotta do more levels and musics. And probably something to the grahics, too.

Curry Time…

Posted by
Saturday, August 29th, 2009 11:08 am
Red vs Blue or BLue vs Red?

Red vs Blue or BLue vs Red?

chickenBaltiChicken Balti…

Got a basic menu screen appearing … OMG I’m trying to create an RTS in 48hrs don’t tell me the odds, now where is more red wine and lots of coffee!

humdedum.

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

So, I didn’t really have time this weekend. Too bad, the theme was great; I had some nice ideas I’d like to implement, and might yet. So, all I’m leaving you guys is the silly joke. =)

Instead of trying to do something and getting frustrated, I spent time with my wife and baby.

Judging from the screenshots, this LD seems to be a real success. I won’t be around much tomorrow (either), so good luck to everyone and make some great games!

An update and lunch (1d8h55m to go)

Posted by of LoneStranger Designs (twitter: @lnstrngr)
Saturday, August 29th, 2009 11:05 am

Turns out my folks aren’t coming down until after lunch, which means probably an early dinner… so early lunch it is!

Just some left overs from the other night:

couple of tacos with beans, rice, ground beef, cheese, lettuce, salsa and sour cream.

couple of tacos with beans, rice, ground beef, cheese, lettuce, salsa and sour cream.

An update on the game front… I’ve finalized my two wall tiles and am getting ready to start with the player character sprite and code, and his movement around the board.  I did some more code work to facilitate the transition and change of the player based on reactions of the tiles.   Also in this time I took a shower, did some pool maintenance, and tried to ignore the TV before it was shut off.  So here’s to a good work effort over the next hour and a half!

second screen shot, showing the two tiles and some more test map.

second screen shot, showing the two tiles and some more test map.

Introducing: Wagon race

Posted by
Saturday, August 29th, 2009 11:04 am

Hey everybody,

I wanted to have something visual before making a first post about my LD entry. So here it is:

screenshot

My game will be a fast-paced racing game inside caverns. The goal is to drive your wagon through the caves as fast as possible without hitting any obstacles or going too fast into a curve. There can be multiple simulanous rails so that the player has to be fast in his decisions when switching between them. I will soon be finished with my map editor that allows users to create their own tracks :) . I will concentrate more on the graphics tomorrow, i promise. :D

Breakfast!

Posted by
Saturday, August 29th, 2009 10:59 am

I’m a tad late in posting this picture, on account of the extreme busyness I’ve been under in order to complete the awesome game of complete wonder and joy that I’m working on for Ludum Dare 15. Seriously, it’s going to be sweet… just like this delicious plate of french toast with blueberry syrup and cherries on top I had for breakfast this morning (along with the orange juice, can’t forget that!):

LudumDare15-food2I’ll make an update with my progress on the game soon. I know you’re all just dying to see it…

(Very) Simple Map Engine

Posted by
Saturday, August 29th, 2009 10:55 am
map engine, main character, and a very simple map

map engine, main character, and a very simple map

Finally something to show :P .

I got the game to read a map from a file and finished the code that make the map scroll when the player moves.

Also created some quick art in Gimp. Now I’ll concentrate on collision (should be fairly easy) and then I’ll focus on enemies.

First screen, catchy name (I think)

Posted by
Saturday, August 29th, 2009 10:53 am

I think that I got the name for my game, which is really the concept behind it as well…

Announcing Last Minute Miner!

Here is the first screen :

Screenshot 1

I’ve been using Boulder Dash’s tiles, and while replacing them I realized that my tile making talents are only good at 16×16, so the game will have 16×16 tiles doubled (or even tripled) in size. I’ll call it a “retro look”!

And no, I am not making Boulder Dash… I did to much of that in my life…

RAWR!! Rex’s cavernous adventure

Posted by
Saturday, August 29th, 2009 10:51 am
Rex shooting some mud

Rex shooting some mud

So far I have a hamster with a gun that can carve holes into the cavern. Good times!

Yummy Doritos ~!!

Posted by
Saturday, August 29th, 2009 10:47 am

so far I didn’t ancounter any bugs in my game unlike the prevouse entry which I worked for 6 hours to fix the arrows hehe…

I’v done a background I don’t think its too fancy but its okay I guess

and Akin can now walk and jump and shoot and slash and do hell lots of stuff perfectly =]

soon I’ll add the enemys ;) and heres a picture of Doritos with cheese inside a very russian looking plate =] on the side u can see my energy drink and my exotic soda joice and a water melon XD AWHOOO~!!!!

doritos

Shot #2 – sandbox power!

Posted by (twitter: @philhassey)
Saturday, August 29th, 2009 10:44 am

So, it’s not very blobular yet, but it let’s you shuffle “sand” around.  Soon I hope the sand to turn into BLOB SLIME!!!

bc2

Look I made a sand sulk.

-Phil

Cavern Ghost first screenshot

Posted by
Saturday, August 29th, 2009 10:44 am

Ok, a lot of fundamental stuff out of the way, I’m now going to dive into getting my procedural cavern generation working.
But in the meantime, I took a screenshot of my current progress:
ld15_progress_1

rogue-ish dark cave w/light

Posted by
Saturday, August 29th, 2009 10:40 am

so far very basic,. just a procedural-noise based cavern and a brute-force point light algo,. it runs fine here but it terribly unoptomized,.  I may try to get some recursive shadowcasting going,.   however for the sake of a timeline I should probly just move on to a bit of gameplay and see what develops.

I am working in the ZGameEditor,. so it’s opengl for the graphics, once I get the game working I will then consider the visuals..,

IDE shot,. .

IDE shot,. .

Late Breakfast

Posted by
Saturday, August 29th, 2009 10:39 am
Delicious Bunches

Delicious Bunches

I’m all set with my music, laptop for chatting, and a nice clear screen for code!

Plus, there’s nothing like honey bunches of oat to start the day!

Internet down, Lots of pixelling!

Posted by (twitter: @fydo)
Saturday, August 29th, 2009 10:38 am

guy Hello! This is my little miner guy that I’ve been working on pretty much all morning, but now I have a decent walk cycle for him (at least I think it’s pretty decent)

Last night I got a level loader done that’ll read data from a bitmap file to construct a tile-based level. Still no screenshots yet… I hope I can get my vision into something playable before the 48 hours are up. Ho ho!

My Internet was down for about 4 hours this morning. Yikes! It actually helped me focus on working on the sprite. Woo.

Hope everyone is having a great time with their LD entries! Bam pow.

Some progress

Posted by
Saturday, August 29th, 2009 10:35 am

Ive got how I am going to do the scrolling maps worked out, just need to figure out collision

Screenshot

Polluted Caverns

Posted by
Saturday, August 29th, 2009 10:24 am

a series of screenshots to show the current progress

the assets & layout seems ok, now comes the tricky part: coding the game itself !

He is the Basic setup. The scene, the assets, and a spotlight.

More of the same :)

Collision shapes roughly setup.

Seems good so far, unfortunately, tomorrow I’m outside, hence I should finish the most of the work today. We’ll see :’)

Assault on Cavern Station + Swarms

Posted by
Saturday, August 29th, 2009 10:20 am

Was the theme swarms? No? It was caverns? Apparently I thought it was swarms…

I’m trying to make my space marines move and fight together as squads, and decided to use a few flocking algorithms. Now my space marines are swarms that don’t move like space marines. I’m thinking I might arbitrarily decide they’re flying drones, but at this point I’m not sure. If I’m lucky, I’ll at least implement cover so that you can make your swarm take cover. But right now I’m thinking my theme score is gonna be pretty low…

Still, work is progressing. Going to add some progression elements soon.

aocslatest

Caverns – v0.1 BETA

Posted by
Saturday, August 29th, 2009 10:13 am

caverns v01 screenshot

It’s still in a pretty early stage.

I’ll add a bunch of more critters/creatures, perhaps some other tiles. Creatures will interact between them, if they’re compatible.

Please feel free to try it, it’s made for Flash: Here’s the link


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