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A wild game appeared

Posted by
December 13th, 2009 9:32 am

Iso_gameplayI didn’t think I’d get this far. The character can move around, collide with things, change stance/posture (def/off) and also collect treasure.

I only have 2 hrs until super tiredness assaults me, but hopefully I can make the enemies move, do a rudimentary combat system, some GUI cleanup.

Pronably no time for sound. My idea was that each tile when drawn has a small chance of making an ambient sound. This would make a huge on screen forest go fooosh, a grave yard wooo aaaaaauuh… I have no sounds for that though. Trivial to add the code though, I think.

Also, I only have the gameplay and editor mode now. Maybe a big non interactive splash screen is doable as a title screen, but I also need a game over and a victory screen (panties). For now I was thinking the game is over once all of the treasure bits have been collected.

7 Responses to “A wild game appeared”

  1. fartron says:

    Holy shit a real live game by Arne! Could this start a trend?

  2. wonderwhy-er says:

    Wow graphics looks sick!!!

  3. Gilvado says:

    God the sprites look incredible. I can’t imagine pumping out that much amazing artwork in 24 hours :P .

  4. BenHem says:

    Sick graphics indeed! That’s some awesome fast asset generation ability!

  5. DrPetter says:

    I’m loving those rocks, and the ceiling tiles look like tasty chair cushions (in a good way).
    Would it be possible for you to add some oversized grass/dirt tiles with a natural fringe pattern/mask that you could use to overlap transitions between the two ground types, without having to draw a million corner cases? Those clinical edges are the only blemish on this wonderful screenshot.

    • Arne says:

      Yeah, I could be more clever with the masks, but I don’t have time now :/ It bothers me too though.

      Instead I have tried to put rocks and trees between ground types to cover up the seams.

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