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Archive for December, 2009

Over 6 hours to go and all I have is this lousy screenshot

Posted by
Sunday, December 13th, 2009 12:46 pm

ld1

It looks slightly better in motion. Just slightly. So exciting! (end sarcasm)

Materialized: a game!

Posted by
Sunday, December 13th, 2009 12:45 pm

So now there is a game! I call it Scouting only! because that’s what it is all about :) There is Windows, Mac OSX and Linux versions, thanks to Java, and sources are in the same package. This has been fun, and as this was a first time for me, it certainly will not be the last :D

These boots were made for walking

Posted by
Sunday, December 13th, 2009 12:36 pm

I made food and ate it.

DSCN6748 (Small)

Currently I’m enjoying this  brownie

DSCN6749 (Small)

and I’ve also added boots at the bottom telling you how many steps you more can take before your round is over

screenshot_2009-12-13_005 (Small)

Now it’s time for the last bits…

I love deadlines… love the whooshing sound they make as they pass me by…

Posted by
Sunday, December 13th, 2009 12:22 pm

Just finished the map system, it’s pretty cool:

maps.jpg

In the beginning, the 8 items are hidden in the game world, and the player can find/buy maps that allow him to find them… he can also dig to actually get them and get the tick mark next to them…

Now I’m going to raid Icecrown, and hopefully the 3 hours I’ll have left after that will be enough to finish the menus, get the game completed condition working and at least add sound (which should be pretty easy thanks to sfxr)

This is as far as I go I think

Posted by (twitter: @S0phieH)
Sunday, December 13th, 2009 12:20 pm

mars07Ok, I sped up the walking, slowed (and made more controllable) the jetting, added a shadow and this funky rock here (which can be found if you turn right 90 at the start and look over the hill). why is it the end for me now? well I wrote down the story I wanted, not any chance I can finish in the time left. and I don’t want to spoil it by doing it half assed so this is my entry for the weekend I think, pure ‘exploration’ with no goal ;)

playable build is embedded if you view this post in full.

(more…)

A teaser

Posted by
Sunday, December 13th, 2009 12:14 pm

Since no one would play what I have so far anyway, here’s a teaser animated gif of what I’m doing:

My! What a late breakfast you are having!

Posted by (twitter: @xMrPhil)
Sunday, December 13th, 2009 12:13 pm
Vegtable Korma for breakfast

Vegtable Korma for breakfast

I over slept and now I am doomed.

real screenshot this time

Posted by
Sunday, December 13th, 2009 12:07 pm

Just finishing enemies right now, which means there will be even time for some sounds. Weeee!

Bild 5

It was fun while it lasted…

Posted by
Sunday, December 13th, 2009 12:07 pm

…but now I have officially admit I have failed in making a game in 48 hours. The culprits are not planning ahead, rushing things, and distracting myself too often. In the beginning I set my expectations quite high as I usually do but I knew I wouldn’t be able to finish the game. Still, I was hoping to make 4 to 7 levels.
However when a one succeeds he learns little, where he fails he learns a lot, and I did.

This is what it could have been:
what it could have been

By not planning ahead I didn’t prepare my engine for loading levels from a file which was my pitfall. In the last 24 hours I rushed everything, making hacks and half-solutions that cost me a lot of time, hard work and stress. I also lost an incredible amount of time because I wanted to make my engine as modular as I could, so it would load maps, save the game, load the game etc. This is not possible without planning and sketching beforehand, and the first thing I should have done, which I didn’t was to get up from my computer, sit on my bed, grab a drawing sheet and plan everything there.
So although I have failed in creating a game I have learned a great lot from this competition, as for me I still feel like I’ve succeeded.

But be warned! Even though I dropped off now I will be back for the next competition, and when that time comes, I will be ready! And I shall Win!
cool image
~Spliter

Not much left for the final game.

Posted by
Sunday, December 13th, 2009 12:02 pm

title

Here, another Screenshot.

It says a lot more than the other two, doesn’t it? :)

Well, let’s finish this little game.

Canning it.

Posted by
Sunday, December 13th, 2009 11:52 am

Well, I’m totally screwed now. I just implemented the full maze view into my game, thus revealing that my entire game is broken. There are invisible walls all over the place, walls that you can walk over, and it’s all really screwed up beyond repair. Unless I can make another game in these next 7 hours, I’m stuck. :(

Fortunately, I have an idea for a game. It’s not incredibly good, but I think it will suffice. It’s actually probably better than a random maze, since the mazes sucked anyways (could be solved in about 4 moves!).

Let’s Make a Deal…

Posted by
Sunday, December 13th, 2009 11:51 am

Ok, guys — thanks to the awesome doohan (tester extraordinaire) I now have, in my possession, a fully working build for both Windows and Linux. I’d really love some testers, since my score submission system could use a shakedown (who am I kidding? The whole thing needs a shakedown…) — so I’m proposing the following bargain:

You give my game a quick playthrough, submit a score, then leave some kind of feedback in the comments here. Leave me a link to your builds and I’ll download, play, test, and generally try to break ‘em, generating needlessly detailed bug reports in the process. Sound fair? Together we can improve the overall bug-free-ness of LD16 — download the Windows or Linux build of …Deeper and leave me some thoughts.

A beautiful, animated, working title screen.

A beautiful, animated, working title screen.

...and a gameplay screenshot. Did I warn you it was a roguelike?

...and a gameplay screenshot. Did I warn you it was a roguelike?

In the meantime I’m going to go off and try to hack together an OS X port — and, oh yeah, pack for the plane I’ve got to catch in seven hours. I love LD.

Almost done …

Posted by
Sunday, December 13th, 2009 11:44 am


Just need to work on two final areas, and maybe implement saving. The world is pretty small so I don’t know think saving would even be needed, but I’ll give it a shot anyway if I have time left over.

Sunday hiker finished

Posted by
Sunday, December 13th, 2009 11:40 am

I submitted my game, although not completely finished, but I lost sight of my goal. So I’ll recap and try to figure out where it went wrong. I also have a timelapse in the making, so I’ll post that next week as well. Good luck to everyone that still working hard on their submissions.

Don’t have time to participate, but here’s what I started.

Posted by
Sunday, December 13th, 2009 11:37 am

Like the title says I don’t have time to participate in this compo but I did make a nice mockup and started work on a game. I’ll probably finish it up sometime after the competition is over.

Mokup:

mockup

WIP:

actual

No Idea…

Posted by
Sunday, December 13th, 2009 11:30 am

SCreenshot

I’m way behind, and have practically no idea where my game is going. I still have to program a lot of things, though the basic engine is done… Need to program some enemies, finish some sprites, complete the world/map, and also think of a story… in like what? 7 hours?

:P

Flixel and Tile Studio

Posted by
Sunday, December 13th, 2009 11:23 am

Now I’m able to import maps from Tile Studio into Flixel. I still have to make a game out of this.

ss1

Title screen

Posted by
Sunday, December 13th, 2009 11:15 am

logo_splash2 I think I wasted too much time on this. I need to do a game over and victory screen too, although they can be simpler. Thankfully they are easy to integrate into the program, since they are just single images.

No progress on gameplay… I’m past bedtime too, head is getting woozy. I can do art when I’m tired (well over the 30hr mark if needed), but not code.

Back to coding and a new demo release :D

Posted by
Sunday, December 13th, 2009 10:58 am

Fixed the issues with scrolling, that I should’ve wrote before going shopping, but, well, I completly forgot that D:

You can play the game from here: http://www.mottaweb.com.br/project/oblivious/game/

It should work on any standard browser (Opera, Chrome, Firefox or Safari), maybe it will work on M$’s IEerie, but I haven’t tested and don’t want to mess with all the issues of that browser alone. Not to say, IEerie’s javascript is dog slow, so you’re better up playing on one of those four browser I’ve listed :D

Anyways, this is the todo list for the rest of the day:

  • Write base actor class
  • Fix light handling to support multiple actors
  • Implement player class (for TBS)
  • Implement status bar
  • Implement Explorer/Collector classes
  • Implement win conditions
  • Sprinkle collectable items through the map
  • Make portal acessible only with certain items
  • Make graphics
  • Implement main menu / help screen
  • Implement baddies and sprinkle them trhough the map
  • Implement the Guardian/Soldier classes
  • Implements minimap

Well, that’s more or less this. Maybe I’ll take something out and add others.

Pirates ahoy!

Posted by
Sunday, December 13th, 2009 10:41 am

Player can now land on islands and dig around for treasure… Of course, the probability of finding something without a map is slim, but exists…

dig.jpg

Now I just need to add the spawning of the artifacts needed to end the curse, and the maps to find them and game has finally an objective and end game condition…

8 hours to go (minus 4 hours for raiding and dinner)… tick, tock, tick, tock…


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