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Archive for August, 2009

Breakfast / Screenshot

Posted by
Saturday, August 29th, 2009 8:55 am

It’s raining terribly outside – I was going to go down to the local awesome coffee shop and get strawberry crepes..but I settled for cereal.

IMG_0625

and I also have my first screenshot! …of a sprite floating in mid-air. I have to admit I’ve mostly been working on ideas about how to use a heightmap in a 2d game and what will actually make the game fun. Maybe I can manage…both?!

screen shot 1

Progress, sort of.

Posted by
Saturday, August 29th, 2009 8:53 am

Well.. Ladder collision took way too much time, I dont have anything “playable” yet, you can walk around, dig and build the ladders.

Now – make some quick artwork for some valuable stuff, implement perlin noise level generator and some score and I have something playable!

(Click for bigger version)

A literal interpretation of “Caverns”

Posted by
Saturday, August 29th, 2009 8:52 am

Just playing with ideas, but I think I know where I’m going now. Here’s the inside of a cavern. Can’t get more literal than that. Now, about that gameplay…

In a cavern, in a canyon...

In a cavern, in a canyon...

Oh dear.

Posted by
Saturday, August 29th, 2009 8:51 am

Not sure if I’m going to finish anything playable at this rate.
LD15 screen 2
Eventually there will be creatures in the caves.

Getting started

Posted by
Saturday, August 29th, 2009 8:51 am

I had a bit of a late start but I am getting into the swing of things. I  decided to go with Visual Studio\C++\SDL.

I have my idea and sort of a plan and now it is time to get a prototype going to try out my idea. Will describe it more once I have a screenshot or something more to show.

Candle, post-pre-prototype

Posted by
Saturday, August 29th, 2009 8:48 am

This game I am make
Is very difficult.
I have found a somewhat satisfactory method of doing the melting
Which is an important thing to do
but the alpha blending, she does not blend.
Very annoying.
However, one of the major technical hurdles has been crossed, albeit in a manner that some might consider crappy.

This version is shiny and melty. These traits are preferable.

This version is shiny and melty. These traits are preferable.


The shiny boy, he melts the ice. He is very hot but not in sexual way.

Now I have a thing I can show you, I tell you a little about what I want this project to be. Red box is boy; I know he does not look like boy, but you understand. Red box is walking in snow when big rock fall out of sky. He fall asleep, as most young boys do when hit with big rock. When he is awakening, he is on rock (is different rock) in bottom of big ice cave. This is unusual, but not as unusual as that he seems to be more immolated than is common in a boy of his age. So okay, this rock it set him on fire. For all that he feels pretty good. But he is stuck in bottom of ice cave, and in order to get out he has to climb on ice. Ice and fire are not super big buddies, so he has troubles you see. This is the plot at the beginning. Some things happen later, but this is not important now. Is difficult enough to make ice melt, you see.

I can hold very hot objects!

Posted by
Saturday, August 29th, 2009 8:47 am

Good morning.

Light Bulb

My item, it's been nulled!

If it isn’t obvious, you can now pick up items. The light bulb lights up the area around you. Pretty useless, but still fun. 30 seconds after picking it up, the light bulb will burn out.

Yes, I did take those screenshots at different times, if you noticed the coin count.

Caverns update, just sat down (1d11h20m to go)

Posted by of LoneStranger Designs (twitter: @lnstrngr)
Saturday, August 29th, 2009 8:46 am

I did some more work after last night’s post.  I worked on the tile map classes and scanned in my sketches, then created a couple image files to load in the tile map.  First shot, blammo, it displayed the map perfect on the screen.   I did a little tweaking of the map size so that it would take up more real estate on the screen and was left with this:

First screenshot of my caverns themed game

First screenshot of my caverns themed game

Not much to see, but the designs are all mine.  They’re loaded from a text file with some level metadata and the grid layout.  The space on the right will be the status area.  The graphcis are not text, like my Kroz inspiration, so they will get better than what I have above. :)

My work this morning will consist of making more sprites for the tiles, and of course, the hero dude.  After that, I’ll work on moving him around.

DiggR: First playable draft

Posted by (twitter: @drZool)
Saturday, August 29th, 2009 8:39 am

http://enedahl.com/ld15/DiggR01.html

Flash 10

Arrows + Z

JayIsGames, Cavern+Exploration, Progress

Posted by
Saturday, August 29th, 2009 8:29 am

Well I remembered that JayIsGames is running another casual game desing competition with theme Explore. It is only for browser-based platforms so it may not be of interest to everyone but to some it will.
(more…)

Jumping, collisions… RAMPS!

Posted by (twitter: @S0phieH)
Saturday, August 29th, 2009 8:29 am
Jumping

Wheeeeeeeeeeeeeee!

once again, view this whole post to play.

(more…)

My workplace

Posted by
Saturday, August 29th, 2009 8:27 am

ld

Pancakes and Eggses

Posted by
Saturday, August 29th, 2009 8:11 am
  • This post is also in list format.
  • Things I have done since last post:
    • Cook breakfast
    • Take foodphoto
    • Eat breakfast
  • What I had for breakfast:
    • Fried Eggs
    • Pancakes with:
      • Butter
      • Honey
  • Here is a picture:
  • 102_5823
  • It looks:
    • Delicious
  • It was:
    • Delicious

Kara Toprak – Coding Starts

Posted by
Saturday, August 29th, 2009 8:11 am

Some sleep and breakfast is out of the way now

03_breakfast

Coding starts at 8.15 am Sat.

More content, an idea

Posted by
Saturday, August 29th, 2009 8:05 am

Since I didn’t have any solid ideas for the game, I continued working on the rendering of the map…

Added holes, water and lava to it… These are not procedurally generated… So, the current “level design” system is to generate a base cave, and then add by hand stuff like the water, lava and holes (according to the gameplay).

cave_holes.jpg

cave_water.jpg

cave_lava.jpg

Wondering how I can animate the lava and water… wanted to do some UV animation, but without shaders I have no idea how to do it (in D3D).. just added an up and down movement to the meshes, just to make it a bit more dynamic.

Anyway, I got a concept for a game…

A robot is sent into the caves, to provide rock samples or something… but the player (which is a scientist) kind of skimmed on the project, and the robot is plain dumb, and not intelligent as supposed… So, he has to help it collect the samples, by use of another robot (one that can’t get the rock samples itself). This robot is controlled by the player, and the player has to make him pickup objects, etc to help the other one gather the samples…

Might work…

It’s easy to fly…

Posted by
Saturday, August 29th, 2009 8:04 am

…just don’t hit the ground! So far our hungry hero/monster flies around and can make a puke-animation, behind the game-window is the sucky level with the even more sucky level-format :)

screenshot_29-augusti-2009_011I might make some touchups here and there, but otherwise that graphics probably is final. If you don’t like it I’m going to send evil kittens to haunt you…

DSCN6655DSCN6656DSCN6657

Those very dramatic shots of my last candy means that I don’t have anything left, and it’s time to shop for food. I’m going to curse my refrigerator for being empty and then go shopping. In the last shot there is a little sketch about how stuff work in my game – enjoy :)

Lunch

Posted by
Saturday, August 29th, 2009 7:55 am
Bacon & Brie Ciabatta, plus a handful of pecans, carrot cake, and apple juice.

Bacon & Brie Ciabatta, plus a handful of pecans, carrot cake, and apple juice.

Oh man, I love food. It’s a good thing I actually have this thing in front of me, because the sight of it makes me hungry. So, progress on the life front — but what about the game? I present a screenshot:

+7 hours.

+7 hours.

You can move, dig, and scroll around. But it’s a start, anyway. Nothing technically challenging or interesting going on here, folks — I’m afraid I’m just not that kind of LDer. Sad day.

Nice glass of red!

Posted by
Saturday, August 29th, 2009 7:55 am
Well man can't live on..er well!

Well man can't live on..er well!

Well minor progress have basic level map drawn in art package just need to convert to image and then tilemap, but that will involve code!

Still messing with rendering code…

Posted by
Saturday, August 29th, 2009 7:50 am
Ambient Occlusion?

Ambient Occlusion?

Still no gameplay whatsoever, but some very basic level editing, and sort-of per-vertex ambient occlusion, which works fairly well…

First Screenshot

Posted by
Saturday, August 29th, 2009 7:37 am

I has procedurally generated caverns!

Screenshot-Cavern

It’s not perfect but it’ll do the job for now.


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