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

The Final Hours of Ludum Dare 15

Posted by (twitter: @ludumdare)
Sunday, August 30th, 2009 2:32 pm

As we wind down Ludum Dare 15, I’d like to bring your attention again to the Submission System. * NEW

DO NOT make a post with a final tag.

Instead, visit this page and fill out the form to submit.

http://www.ludumdare.com/compo/ludum-dare-15/

The submission system is all-new for Ludum Dare 15.  Hopefully it’ll treat us well for years to come.

If you need help hosting your entry, make a post requesting help or ask in IRC.

For more details, see the Wiki.

Post Deadline Porting

By the 48 hour mark we’d like everyone to submit a working copy of their game for some platform.  If you’re not a native Windows user, that’s okay.  Submit a build for whatever your native platform is, then get started on porting as soon as you can.  Again it’s strongly recommended you have a Windows build of your game, as the majority of entrants either run Windows or have access to a Windows machine/VM.

Voting begins a few hours after the deadline and lasts for 2 weeks.  The longer it takes you to provide a Windows port, the less time people will have to try your entry.

For ports, you are strongly encouraged to provide a fully self-sufficient Windows build.  If LD14 taught us anything, there’s probably going to be a lot of entries to dig through.  That means you should make every effort to provide an easy to play game.  Include all required DLL’s (that aren’t built in to Windows).  Python users, use py2exe.

Porting Helpers Wanted (Python+PyGame, Allegro, SDL, etc)

If your game was made with a cross platform API like those mentioned above, and you lack a Windows machine to make a port, let us know.  Either stop by IRC, or (NEW) respond to this post. Provide specific details such as all libraries used, and a link to download the source.

If you can help people by porting their game to Windows, it would be greatly appreciated.  If you can’t or would rather not host the files yourself, let me (PoV) know.  I’m going to see if I can set up a shared FTP account for our helpers.

That’s all for now.  Thanks everyone for making Ludum Dare 15 our best compo yet.

- Mike Kasprzak (PoV)

PS: Announcement Post+Keynote Link Here.

PPS: If you have any compo/submission comments or suggestions, I’ve started a post/thread here.

Third Milestone!

Posted by
Sunday, August 30th, 2009 2:26 pm

That’s me reached my third milestone!
Seems like it’s third time lucky, this time ( this is my third main ludumdare ) and I might actually really finish this on time :)

Obligatory screenshot:
I died.. again.. yea it's not easy.

All game mechanics are implemented and work, it’s now a case of sorting the levels out properly, and sound!
There’s meant to be 25 levels in all ( or atleast, I’ve made space for 25 levels) – five areas per moon.
Each moon has a different graphic set ( read, I’ve changed the colours in GIMP ;) ) and a different amount of rooms per cavern. Your first moon – Chronos – starts with 4×4 caves, whereas the last moon – Wenut – will have 8×8 caves.
Oh and be warned, the gravity changes per sector ;) Chronos Sector 1 is fairly light, Sector 2 is heavy as sin, but 3 – 5 are about average.

Currently, Chronos is complete… though some of the rooms could be tightened up a bit, but it works for the moment. Rest of the moons are just repeats of Chronos for the time being.
Playable is here – http://www.stuckiegamez.co.uk/gamez/ludumdare/ld15/MoonsOfSubterrane-44.7z

Now for some sound!

Finally Some wall collision

Posted by
Sunday, August 30th, 2009 2:14 pm

Ok I have burned soooo much time on getting my dumb little spaceship to collide against the cavern walls, and now Ive got it working … sorta, but its good enough for now

Less than 6 hours to go and I am just now starting on the game parts … wish me luck

Screenshot-1

LD15 – Sally Spelunker in CAVE EXPLORER

Posted by
Sunday, August 30th, 2009 1:56 pm

cave_explorer2

so I’m kinda new at this whole thing. I’ve never actually had an LD weekend free before, so for my first try, I wanted to go for something so simple that I would definitely get it finished. mission accomplished.

it takes place in a cavern, but I went for a less literal interpretation than most people did, it seems. I had a false start trying with Löve before figuring that maybe ludum dare WASN’T the ideal time to learn Lua’s many nuances, so I fell back on pygame.

best played with the volume turned up, and nobody within earshot. WASD to break blocks, arrow keys to move, alt-enter for full screen (maybe). work your way through the bricks to get to the end of Sally’s cavern.

Windows, source

Final

Posted by
Sunday, August 30th, 2009 1:54 pm
Screeny

Screeny

Barely excusable as a game, its not fun but I thought I’d rather submit something than nothing.

Didnt really get into the theme, started a day late blah blah.

Zip: XOUTLD15

sfxr is ssssffffxxxxrrrr

Posted by
Sunday, August 30th, 2009 1:52 pm

Umm… I mean:

I made BOTH my sound effects and music [samples] with help of sfxr!

Thanks DrPetter. :)

PS. edit: If somebody has a link to most recent version of sfxr (which has the mutate/random buttons etc as seen in some latest screenshots), please post here. The sfxr home page seems to be down.

Collision Detection Is In

Posted by
Sunday, August 30th, 2009 1:52 pm

CavernGameCollisionDetection

See the yellow sphere? That’s the driver of the tank, out to get those blue minerals. Both the driver and the tank respect the walls of the level now. The driver can get in and out of the tank, but only from the front. I should probably do something to make it clear to the player. If I have time, of course.

I still need to implement mineral collection, and then it is time for the monster lair to hold and release monsters. After that, a way for you to stop the monsters from coming out after the driver when he’s outside of the protection of the tank.

Then sound, then better looking graphics.

If I have time, of course. B-\

FallingTown 0.6

Posted by
Sunday, August 30th, 2009 1:45 pm

I can’t believe how far some of you guys got… I must be looking at the compo site too often. New build is up, here. I’ve implemented scoring, couple of bugfixes. 6 hours left, I need to:
- Set computer behaviors
- Set Win/Loss conditions
- Write Instructions
- Add a help button
- Add a reset button
- Do whatever gameplay tuning I have time for… don’t think it will be much.

screen10
-TF

Cover Art Timelapse

Posted by
Sunday, August 30th, 2009 1:43 pm

I timelapsed the whole weekend, and although most of it’s not really interesting, the part I spent making art was kind of cool. Posted for your enjoyment.

Timelapse: http://zandermilroy.com/LD15/onefifth/inkscape_unicycle.avi

Coverart: http://zandermilroy.com/LD15/onefifth/UnicycleCover.png (larger than previous post)

You have to burn the zombie…

Posted by
Sunday, August 30th, 2009 1:39 pm

ingame2

Well this is all I have so far: you, a zombie, and torch to hit it with. I have nice flame effects going on, all hand animated.

I don’t know if I’ll have enough to enter this with, oh well, it’s bee fun drawing it all.

Here was my dinner, hand-made sushi from Kana…

cavestory3

My main character

Posted by
Sunday, August 30th, 2009 1:30 pm

I finished drawing my main character in Tile Studio:

mainchar

And here he is in the game:

screen5

A Little Progress – SGDSGU

Posted by
Sunday, August 30th, 2009 1:23 pm

A lot of the entries this time around look extremely nifty, I think that’s why it’s taken me so long to show off my own stuff.

Beanie Zombie

Stalactites go down, stalagmites go up

You can also check out an early build (mostly showing off the art) here.

It took me a while to come up with a concept that I liked. Spent a little too much time playing around with the art.  Still shouldn’t take too long to program the whole thing and toss some sound effects in.

The main concept is your a little guy with telekinesis holding off zombies with stalactites and stalagmites.

The end result for LD will be pretty simple, with more time and Box2D I think the concept would be really nifty.

Cavern Generation is a go

Posted by
Sunday, August 30th, 2009 1:19 pm

Lets see, I got on the computer at what, 10:30 ish, and now it is 3:12. (should have waited two minuets to write this.)  After much coding, I finally have cavern generation working.  Every cavern you’ll see is generated by the game from scratch including the first cavern you start in.  While you play the game will seamlessly generate the next cavern in the background.  It will then place it on chance with coming in at a random point on the direction your mining, and if the space it wants to be placed in is open.  What’s left is to do a tiny bit of finishing up on cavern generation including adding things like stalagmites and mushrooms to make the caverns more interesting.  Then I will hopefully get some music made that will play in the background.  After that I want to add a goal to the game (collect as many mushrooms as you can?) and some other goodies that will make it fun to play.

Gimme some blood

Posted by
Sunday, August 30th, 2009 1:18 pm

I wish I were on a different time zone. About 8 hours to the end of the compo, but I need to go to bed in 1 hour so I can wake up early and go to work :(

Anyway, progress until now: the character now can collide against stalagmites and bleeds to reflect that. Bleeding is achieved with particles and the collisions are detected with simple rect bounding boxes.

Character bleeding

Character bleeding

I don’t think I’ll be able to include enemies, power-up’s or falling stalactites. However, I’ll try to include victory and game over conditions…

Throwing in the mouse pad

Posted by
Sunday, August 30th, 2009 1:17 pm

I’d like to say I went down with a glorious ring of the clock, as the time ran out. But if I were to burn through the night, chuging something that would resemble coffee jello I would surely be out for the better part of tommorow. And I just can’t afford that. I guess this LD is just not to be.

I need to prepare myself better next time. My game this time had some potential, It wasn’t jsut some lame ass idea I usually go with. But I spent almost no time on it the first day, just enough to get my framework up. And today I bravely took on my herculean task thinking I could still salvage it, and at least make it playable. But I have failed again.

Next time I need better preperations all around. Just a good idea or refeined game engine just don’t work out. You need the package. So until next time, I will either finish up my SDL framework or learn some other killer framework or game engine. I will also buy a box of energy drinks and burn through saturday and sunday. I will find a peacefull spot, where I won’t be distracted by every little event. I will try to take monday off, so I can charge to the finish line, and more importantly, have a day dedicated to sleep. Also I will prepare for any other possible scenario, that could prevent me from finishing a kick ass game ( mother nature will not have the best of me!).

Cavern Copter – web playable work in progress

Posted by
Sunday, August 30th, 2009 1:12 pm

Here’s a work in progress. Click on this link and open the .html file when prompted. You’ll need Unity web player to run it.

Use WASD or arrow keys to steer the helicopter. There are 8 scientists. Fly over them to rescue them.

Shot’s heard but did that mean a tree fell?

Posted by
Sunday, August 30th, 2009 1:07 pm

Well I now have two unit’s appearing and the logic starting to come together for them to shoot at each other…

Only they shoot at each other making a racket but no shot’s are dislpayed or hit anything, time left 6:54.00 !

Plan – So get shot’s and movement to work, then let loose 2000 units to check it works!

Cave Ninja – Hot Lava

Posted by
Sunday, August 30th, 2009 1:06 pm

Finally made a level that made use of the water simulation, only I changed it to be lava instead. Lava suits its purpose much better — as a force of doom. And also, the simulation acted more like something less liquid than water.

jolle_cave_progress_07-lava

I’ve also added some quick sounds from sfxr. Now I need to go on with making levels, and if I have enough time, more enemy types and weapons. Got maybe 2-3 hours more before I need to sleep (with work tomorrow etc).

Cavern Tycoon LD48 – FINISHED!

Posted by
Sunday, August 30th, 2009 1:04 pm
Cavern Tycoon Final Screenshot

Cavern Tycoon Final Screenshot

Check it out here or at its page on my site here.

Let me know if there’s any problems not known, or just send an email if you like the idea. Thanks so much guys. I’ll write a proper postmortem later. But this has been an amazing experience.

Restarting from scratch

Posted by (twitter: @codexus)
Sunday, August 30th, 2009 12:39 pm

My game is going nowhere so rather than giving up completely or forcing myself to continue something that is not going to be finished or be any fun even if it was, I’m starting over from scratch.

It’s kind of late but for LD #3 I made a playable (if rudimentary) pygame entry starting 7 hours before the deadline so it’s not impossible. :D


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

[fcache: storing page]