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Archive for August, 2009

Finished! With 45 minutes to go

Posted by
Sunday, August 30th, 2009 7:20 pm

I got my entry far enough “done” to submit, and have kicked it off – not to be touched again :)

So this competition has been rather entertaining this time around – I didn’t have any real solid ideas for what sort of game to make so wound up with something not really very game-like; I’m pretty happy with it though – the tech is good; the game could have been better, but ran out of time and motivation.

I’ll probably post a proper postmortem within another day or 2, but need to do something other than the computer for a while now :>
See you all later

Duplicating combo submission stuff:
Download: Win32 Binary | Source
ld15_progress_4

AND I AM DONE WOOHOO! Finally, The Narwhal Bacons At Midnight

Posted by
Sunday, August 30th, 2009 7:15 pm

YAH LADIES! This is my first LD48 and I’ve got to say, even though time was quite limited, I’m happy with the result.  Needless to say, I learned a lot and had a lot of fun, especially with the nice IRC folks who so happily helped me procrastinate on stuff that I didn’t want to do (collision “system” comes to mind!)

Anyhow, without further crap I present to you: The Narwhal Bacons At Midnight


A game of love, romance, bacon, lots of funky characters and one little narwhal who wants to find his destiny. All in all, a heartbreaking 3-minute piece of art that everybody should have played.

Download here: http://www.ludumdare.com/compo/ludum-dare-15/?action=preview&uid=1097

NEEDS URGENT PORTING TO WINDOWS USING PY2EXE!

PoV Food – 47 Hours in… Chicken!

Posted by (twitter: @mikekasprzak)
Sunday, August 30th, 2009 7:08 pm

I went out for a walk and hit the grocery store not to long ago.  It was around 8:30 PM when I got got there, and I was pleased to discover they had reduced the price of the stuff in the hot food section.  Sooooo… Blam!

FoodPhoto4700A

Delicious 50% off pack of fried chicken.

FoodPhoto4700B

Yummay!

This should get me through the super busy end of compo submission phase, and provide some delicious leftovers for tomorrow. :)

Finished! :D

Posted by
Sunday, August 30th, 2009 7:08 pm

I finished! I’m so happies! (And tired. It’s 3am here!)

My game has the dreadful pun title of ‘Miner Distraction’, being a minor distraction from the games I should be making. Hmm. Download is here: http://bentosmile.com/games/minerdistraction/ There’s no sound or anything I’m afraid, as I ran out of time. (My bad for trying to learn while doing this!)

minerdistraction

Cavern Chase – Postmortem/Words on development

Posted by (twitter: @thewizardslair)
Sunday, August 30th, 2009 7:03 pm

This is going to be short and sweet. because my Model M makes a racket and it’s nearly 3AM.

About the game :

Well it’s the second ‘game’ i’ve made this year, it’s simple and has that one-more-go factor to it(at least in my opinion).

Things that went right :

Oh, So much went right and I was overjoyed when they did and it was finished and it actually ended up being pretty righteous. sound was nice and easy to do, graphics took the longest(the playersprite mostly – I was pretty lazy when it came to the floor tiles. Coding was fairly easy, the generation of the floor was a bit tricky but I got it in the end and was amazed when it all worked without a hitch! Scoring and highscores were easy to do, you get 1 point per step(~60pts/sec) and at 100,000pts(add : it’s actually about half an hour) something the world changes.

Things that went wrong :

Oh god the collision was a nightmare. The way i’d written it was everything except the score was moving at 2px a frame left, and Game Maker doesn’t like to do collision very well with moving objects because they are notorious for making the object stop without warning. This of course, led to problems with making gaps in the platforms. I think I completely squashed it though, but I think it might come back in a very very rare case.

ADD: People have commented about the logs that materialise out of nowhere, and they were a hacky bugfix that allowed me to get away with just randomising the floor/fire generation and letting it run wild(there’s a 25% chance of getting a fire tile) as anything more than a 2-tile jump is impossible(note : all two tile jumps are possible, anyone saying otherwise just got unlucky.).

Final Words :

I had a lot of fun coding this. Small games are easy to make, can sometimes be horribly addictive, and a big rush when people like them :)

My personal highscore is 20,171 – try to beat it!

I’ll definately be doing this again.

Cavernous Shooter is done!

Posted by
Sunday, August 30th, 2009 7:03 pm

And… I’m done! Four LDs in a row, imagine that :)

Cavernous Shooter! is a top-down shooter set in a cave environment. Try to fight your way through the entire cave system, using the links below:

Windows / OSX / Linux / Source

Java Webstart

Controls:
[WASD] or [Arrows] to move
[Left mouse] to shoot
[Right mouse] to fire shotgun (if you have ammo for it)
[R] to reload
[Q] to toggle particle quality settings

The linked zip file contains .bat and .exe files for Windows, or .sh for Linux and OSX. It also contains the game source code.

There is also a web (Java Webstart) link – just run the .jnlp through your java/bin/javaws.exe (most browsers will default to this behaviour).

screenshot1

screenshot2

Finished!

Posted by
Sunday, August 30th, 2009 7:02 pm

Download Cavern Pellet Eater Creatures!

final

Whew, what a marathon! I am totally brain dead.  It’s amazing how much work goes in a small game project.

The amount of entries is mind boggling, I’m looking forward to playing as many as possible in the next week.

Good night all!

Deskphoto before and after:

ld15002

ld15

Suggestion Post

Posted by (twitter: @mikekasprzak)
Sunday, August 30th, 2009 6:58 pm

Hi everybody!

I’m getting a lot of comments in IRC about things, so I figure I’d start a post to collect them all.

So if you have any thoughts about how thing ran this weekend, or the voting, post a reply here.  This way, they’re all in one place, and we can see them when we get a chance.

Thanks!

final submitted, LD writeup

Posted by
Sunday, August 30th, 2009 6:46 pm

Wow, what a weekend.

That there was a ld15 this weekend caught me by surprise. I was not sure I would enter until it all began. I figured it was time to complete a complete entry. First up, I started with the music.

I wanted to have some voice, so I wrote stuff into a text-file and got mac speech to speak it out loud. At first I had no idea how to record it to a sound file, but somone on the ld-irc helped me out by showing me that “say -o sound.aiff” would record to file.

The lyrics in the text were inspired by that song “I’m on a boat.. ” , and I wanted to do something similar only in cave setting.

I’m in a cave.
in a cave mother fucker.
never thought I’d be in a cave.
dark void and sunshine miles away.
baby let’s cave-in tonight, fuck the light today.

Then I figured, since the mac speech sounds like a robot, that there would be a robot speaking. And I wrote some stuff about the robot needing a rope. I still had no gameplay ideas. I dribbled down some stuff on a paper about a rope and a cave, but didn’t find anything. In the lyrics there is also some hints to the robot being evil and wanting to kill you for the rope.

Then the idea came to me, to make a cave setting with stone monsters spawning to attack you, to get the rope that the robot claims you have.

Oh, and a fun part of my experience was after creating the song, I went outside with my camera to take stone/cave textures. They turned out quite decent I think, allthough I’ve probably tiled them to death on my very flat box-like geometry. Wish I had a 3d program available in the pipeline to make some cool geometry, but maybe for next time.

Also thanks to the people at the irc channel for company throughout the weekend.

Here is the link to the game entry

And for people who really wants it, here’s the complete lyrics.

I’m in a cave.
in a cave mother fucker.
never thought I’d be in a cave.
dark void and sunshine miles away.
baby let’s cave-in tonight, fuck the light today.

The cave is so dark and loomy,
caveat I forgot we can’t see shit,
the monsters, the horrors.
shoot them, with your colt, revolt,
light baby, light. hold me tight.

Feelings are for pussies,
now I want you to fight.
Shoot your terror,
bring me a rope.
I’m the cave monster,
mostly your mother,
t-bone was busy, so mac-speech got busy,
in the mix slicks, rock steady, the cave is full of them.
the rocks everywhere, cool bystanders drip from the ceiling.
cave is ready, let’s go rave in the cave.

For what it’s worth, which amounts to nothing,
there is less here than four-fourtyeight hours
could bring to this thing.
I am instructing you. A rope, a rope.
I want your rope. My monsters want your rope.
Survive them, survive me.
In a cave. what the fuck are you doing in a cave?

Disco shit, bring light shows in the mix.
Cave, cave, rope rope, ain’t it all dope dope?
stones are cold and wet, will you slide away?
please, I’m the robot in the cave, save.
save me in the cave, save me in the cave,
your rope is the only way to save me in the cave

Never thought I’d see the day,
when a cave came tumbling my way,
believe me when I say,
I fucked a golem

Mr Monocle – The Post mortem

Posted by
Sunday, August 30th, 2009 6:34 pm

I’m “done”

“Done” as in, some stuff left to do, but I give up. The game is playable and submitted. People can play it. I will release a Windows version tomorrow-ish. (The XP laptop is asleep and I don’t want to wake it up and start downloading files)

(more…)

Simply Cavern Done!

Posted by
Sunday, August 30th, 2009 6:30 pm

Uploaded my entry just a bit ago.

http://www.esnips.com/r/hmfl/doc/2cc943fe-3236-4740-b288-0aac64fb7550/scavern

http://rapidshare.com/files/273654558/scavern.exe

http://rapidshare.com/files/273654962/scavern.gmd

Find the key and open the treasure chest to win!  Avoid the Red Dragon and Bat.  Arrow keys to move.

Used Jave and Irfanview for graphics.  SFXR and MS Sound Recorder for sound.  Yes, this sad excuse for a game was made in Game Maker 5.  Blame it on me not Mark Overmars.

11:58am Sat.  Power reset before I saved the last log.  Didn’t save what I’d developed as of yet either.  Decided to sleep over coding last night.  Still a little shakey on theme.

Currently drinking:  Instant coffee + rice protien + stevia + strawberry extract.  Really bad instant coffee too.

12:43pm Sat.  Gettings caffeined up.  Frustrated with thinking about game ideas.  Has to be simple.  Has to be doo-able.  has to be fun and unique..  Arrrgh!!!!  Shooter RPG Cavern style?  Hmmmn..

4:38pm Sat.  Decided on an art style.  Took awhile to figure out the image processing.  Thinking of standardizing on a Venture/Adventure motif.

5:11pm Sat.  Still working on the game font.  What a pain!!!!  Only doing symbols, numbers and caps though..

5:40pm sat.  Did I mention custom fonts are a pain?  Almost to the letters though..

6:26pm Sat.  Font is done!  Moving on to player sprites and objects.

7:17pm Sat.  player is moving with basic collision.  Added dummy treasure object.

8:24pm Sat.  Ate Steak & Cheese Hose ole and tried to take a nap to no avail.

12:41pm Sun. Started work again after abandoning the project for the rest of Sat.  Got title screen mostly done.

3:01pm Sun.  Got room exiting and enterning done.

4:01pm Sun.  Red Dragon Sprite “good enough” done.  Adjusted game for Full Med and low hero health.

6:15pm Sun.  Got some sound in.  More animation for dragon.  Player health dealt with.

9:12pm Sun.  Went to work to finish the rest.  It’s feature complete.  You can die and you can win.

Jumping Ship… or that’s all folks!

Posted by
Sunday, August 30th, 2009 6:15 pm
Well the  blue army is ready to deploy...

Well the blue army is ready to deploy...

 

Only due to cutbacks and time management issues the landing craft will not be available in time, just as well as the red army are on holiday…

So no war today, still there is always tomorrow!

Wagon race finished for now

Posted by
Sunday, August 30th, 2009 6:15 pm

I’m done for today! Get ready to race your way down the caverns as fast as possible. The game also includes a level editor if you want to create your own tracks! You move the wagon with the arrow keys (more introductions can be found in the readme-file)

The game was developed using Python+pygame.

Screenshots (game view on the left, level editor on the right):

screenshot-gamescreenshot-editor

and the game can be downloaded from here

It was a super hard day to find the motivation for some reason. I got very far yesterday and it’s kind of a shame I didn’t use it as well as I could have, but my biggest goal for this weekend was to make a game that would be interesting enough to keep developing and I think i somewhat managed to do that. I will try to update the game with more tiletypes etc. in the near future. I think a postmortem of this weekend is needed for my part as well :)

Kara Toprak – still working but no cigar

Posted by
Sunday, August 30th, 2009 6:10 pm

I am still continuing the work in good spirit but I am pretty sure, that i won’t make the deadline. Below is a screen shot.

 

ss1

still no enemy ai and less than 2 hrs left. :(

And I Actually Finished!

Posted by
Sunday, August 30th, 2009 6:10 pm

Well, more or less…

I only got the first seven levels done – the entire Moon of Chronos, and the first two sectors of Kala. Rest are repeats of Chronos with slightly different gravity pulls, and textures.

But wow, I felt it was complete enough to actually submit! :)
Here’s some screenshots of the past few hours:

Final ScreenshotMoon of Kala has different enemies!Easy, it is not!You'll be seeing this a lot.. I did ;)

But it’s all submitted now so, hope you have fun playing it as I have had making it this weekend :)
Even if I did only spend about a day all in on it due to feeling a bit bleh…
Good Luck to everyone that entered!

Before Pinball there was Cavern-ball!

Posted by
Sunday, August 30th, 2009 6:08 pm

Ok, so this is my first LD and it was fun, the game isn’t complete yet, but it is playable (if you don’t mind getting no score hehehe)

Yikes

Posted by (twitter: @terrycavanagh)
Sunday, August 30th, 2009 6:08 pm

So, only two hours left? Hmm. Have a bit of a dilemma. I actually haven’t gotten far enough to implement the core mechanic that makes my game work! I think that’ll take a good hour, which doesn’t leave much time for anything else.

All I have to show at the end of my 24 hours is a basic platform engine and a few basic game elements. I don’t have time now to develop the idea I wanted to do properly, so instead I’m just going to try and muck up something with what I have – which isn’t much. It’s better than nothing, though. Here goes!

The Home Stretch

Posted by
Sunday, August 30th, 2009 6:05 pm

My game, now titled “Broken Cave Robot”, is nearing completion. 2 hours left! Still need to do one more track of music, one or two more levels, and some testing. Getting tired, but must go on.

Cavern Chase

Posted by (twitter: @thewizardslair)
Sunday, August 30th, 2009 6:02 pm

It’s been done for a few hours now, but I needed to sleep.

Page is HERE for your enjoyment.

Have fun ^^

-Devlin

cavernchase1

Cave without Story

Posted by
Sunday, August 30th, 2009 5:43 pm

I need to learn how to draw one of these days.

I need to learn how to draw one of these days.

Play Online: http://realnoyb.googlepages.com/cave.html

Finally done with my first Flash game (for certain definitions of done). I’m absolutely enamored of Flixel, especially coming from the oft-quirky Multimedia Fusion.

This game is a fairly straightforward sidescrolling shoot-em-up, with a greater focus on dodging than shooting. Collect gems. Ants fire blindly. Bats charge down the center if you wake them up by shooting. Shoot down stalactites to crush enemies beneath for bonus points. Falling stalactites shake the cavern when they land, and might cause unwanted collapses. The enemies get faster, stronger, and more numerous as the game progresses.

Controls: Arrow keys move. X shoots.

Tools: FlashDevelop, Flixel API, GraphicsGale, Modplug Tracker, sfxr, Audacity


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