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Archive for December, 2009

big guy

Posted by
Saturday, December 12th, 2009 6:52 pm

Here is a boss.
enlarge the small enemy to make a boss
The text beside the health bar is the name and health of the boss.
Yes, I died after I took this shot.

1 = 0

Posted by
Saturday, December 12th, 2009 6:50 pm

So, I’ve been working on that game, and I’ve definitely made headway on it. However, GameMaker must think that “1″ = “0″. I’m using string_char_at(“0101″,4), and it returns 0! What on earth?

Tower Quest – 1day and some ammount of time-ish

Posted by (twitter: @moltanem2000)
Saturday, December 12th, 2009 6:48 pm

gasp! orange enemies!

gasp! orange enemies!

well it’s safe to say i’m almost done, and with most of tomorrow ahead of me, it’s also pretty safe to say i will finish my game!

Progress:

since my first post, i have:

  • finished all 15 levels
  • added money/points (your points turn into money when you beat the last floor)
  • added 5 types of enemies
  • added FoW-ish stuff
  • added a shop, with three (almost) purchasable items with descriptions and prices
  • added saving and loading
  • made it so you have to press space to go up a level when you’re at the staircase
  • set up some variables for eventual game-modifiers
  • added a treasure at the end of the last floor, each treasure will eventually allow you to unlock one of many game modifiers.
  • Made the character move, instead of “teleport”, around the grid/rooms
  • added lives/dying
  • added menu+fancy cursor :D

there’s probably more but that’s what comes to mind right now.

tomorrow i hope to finish up a few things and if i have time, maybe make some more detailed graphics

Screenshot #2

Posted by
Saturday, December 12th, 2009 6:31 pm

screenshot_02

Looks a lot like the first screenshot. =/

Half-Way Point

Posted by
Saturday, December 12th, 2009 6:27 pm

Almost at the half-way point. I’m fairly pleased with where I’ve gotten.

The core gameplay tech is implemented and I’ve been able to iterate on it as I go.

I’ve rewritten my tile engine to use a .csv file instead of XML which has allowed me to use Excel as a level editor. While this took a good hour to do, it’s proving invaluable as I iterate on my level designs.

In Build 007 Levels 1 & 2 are playable at a prototype completeness level.

Playable version here: http://www.refrag.com/gamedev/ld-16/

Build007

I’m on-schedule. My plan was (and is):

  • Friday: Prove Out core gameplay tech (done)
  • Saturday: Build the game. Make it playable start to finish. Get to functional Alpha.
  • Sunday: Polish, Polish, Polish. Add gfx and audio as time permits.

Devlin’s Foodpics dump for the first day.

Posted by (twitter: @thewizardslair)
Saturday, December 12th, 2009 6:22 pm

Because I want to be working all day, my food pics will be posted at the end of the day.

Although i’ve been a bit bad and had my lunch and I forgot to take a picture of it.

Although here we go…
For breakfast I had toast. I was barely awake and couldn’t see very well, so no picture.

For Lunch, I had a teapot of Earl Grey and meatballs :)
Teapot!

For my tea, I’m having my special recipe spicy noodles with added hot sauce :D and a nice mug of Earl Grey to go with.
My Tea!

I’ll see you near the end of tomorrow with the last of my food pics

12 hours of work

Posted by
Saturday, December 12th, 2009 6:18 pm

What this image shows is what I managed to do in 12 hours of work:

12 hours worth of work

Absolutely nothing.
It’s two squares that don’t collide and you can control one of them though all it does is fall too fast for you to do anything.
I need to setup the collision system and I’ll be able to start making the game logic.
For the past 8 hours most of my time programming was absolved by pretentious bugs, which upon fixing revealed even more bugs. But at least I’ve fixed them all!

This has put me behind the time and most probably I won’t finish my game. Still I will submit my source code, because at least the engine part will be finished! And it’s a good one.
Still I hope I can at least make two or three levels for my game just to have something to show when someone asks me “so how did that 2 day game competition went?”.

Being a programmer with the attention span of a cat next to a yarn ball isn’t helping though.

Posted by
Saturday, December 12th, 2009 6:15 pm

screenshot

This is what the first level looks like currently, still need to fill thouse black areas before i can really crack on with the game proper

Are we limited to one entry per person?

Posted by
Saturday, December 12th, 2009 6:12 pm

Just a random question.

Somewhat playable

Posted by
Saturday, December 12th, 2009 6:11 pm

Well, I haven’t implemented any of the core gameplay, actually. Just the most basic of the engine and the procedural level generation. And it works :D

Well, it's something at least :D

Midpoint (Or nearly there) Screenshots

Posted by (twitter: @TenjouUtena)
Saturday, December 12th, 2009 6:10 pm

Here’s a screenshot.   Right now there is zero interaction, but the idea is indirect control of your little explorer.   I’m not sure exactly how his is going to work, my original idea was like Magestic (Or whatever that game is) where you attract explorers then send them into the dungeon.  I don’t think I’ll have time to fully implement this, but we’ll see how I do.

Screen2

Hopefully I can find some gameplay to implement…..

23 Hours of progress

Posted by (twitter: @serilynx)
Saturday, December 12th, 2009 5:56 pm

I’m making some sort of dungeon exploring game. I have a randomly-generating dungeon now and it is explorable. Now I need to populate it with something to make it more interesting to explore.

DungeonProgress

23 hours down, 25 hours to go

Posted by
Saturday, December 12th, 2009 5:56 pm

I JUST got the inventory system to work ok, meaning you can pick up items, drop items, and equip items. They automatically go in a suitable free slot if there is one.

Monsters drop loot when killed, scaled to the difficulty level of the level, and loot can have prefixes that add bonuses, like “Golden”, which adds 100% to the selling price of an item.

Still to do is implement more item types (armor, helmets, pants (PANTS!)), make the powerups from the items work, add shooting  and ammo, make some proper monster types, add level transitions, and think of some kind of ending to the game.

Oh, and I should probably make the different jobs actually behave differently as well, and perhaps make the stats matter in some way.

With 50% of the time remaining, I’d say I’m about 30% finished with this game.

At the End of Day 1 – The Story so Far

Posted by (twitter: @henrythescot)
Saturday, December 12th, 2009 5:47 pm

Hokay, I’m ready to call an end to day 1, since I’m tired and can no longer concentrate on work.

Here’s what I have so far:

  1. A generic game agent class with reasonable movement that can move toward a goal heading
  2. The beginnings of an object factory that can currently manufacture player characters and wall segments. Wall segments are automatically fitted according to given neighbor pieces.
  3. A large part of a world generator, though it is completely untested. This is the part that I am least sure about. The logic is there, but I’m still a little nervous.
  4. Most of the sprites for the player character

Here is what I still need:

  1. Full set of sprites for wall pieces
  2. Last few player sprites
  3. Sprites for baddies, items, and props
  4. Full world generator (This will be the hardest part, I think)
  5. Doors
  6. AI with A* pathfinding (Ugh, I think this’ll be a tough one, probably do it once I’ve got worlds being generated)
  7. World area serialization/deserealization
  8. Full player class with stamina
  9. Start screen
  10. Cut-scenes

I think, though, that I can pull it off. I think I can…

Here’s hoping…

—Mr.Dude

Coding problems, Panic, and the all-too-familiar 53 lines of code for moving your character (WTF?)

Posted by
Saturday, December 12th, 2009 5:44 pm

Yeah, with my current game, it takes 53 lines of code for you to move, and it’s just a maze game. No wonder I’m getting a headache! With the random generation system, it accesses a data structure about a million times, and sometimes it gives me errors because some spots on the data structure don’t exist yet! I’m running out of ideas and I’m panicking quite a bit, with only about another, say, 5 hours left of good development time to get it working. Then, I have to copy the code into the other 4 directions so you can actually move around the maze.

Then, I actually have to make a purpose to the game. <_> If I don’t finish, I might just make a simple preset maze, making the game much easier to make. But hey, what’s the “fun” in that?

Also, since I’m required to release the source code, I’m commenting it to help clear up my head, and that of anybody who wants to take a shot at fixing the darned thing so it works. This is really giving me a hard time.

But hey, no worries! I don’t have to submit anything, now do I? :P

News: @ is walking, simple level generator, save/load

Posted by
Saturday, December 12th, 2009 5:43 pm

Just 2 screenshot

001

main screen

002

ingame

Devlin’s Progress

Posted by (twitter: @thewizardslair)
Saturday, December 12th, 2009 5:43 pm

Screenshot
You just know it’s going to be awesome.

Zeno Comfort

Posted by
Saturday, December 12th, 2009 5:42 pm

Okay, I think I’ve come up with something interesting and simple enough, but I am not sure it fits the theme quite well.

Don’t want to spoil it now but I’ll write down some keywords.

RPG, screen-by-screen, neon, weird, phobic protagonist, clubbing, city

Now making screenies.

Milestone!

Posted by (twitter: @frimkron)
Saturday, December 12th, 2009 5:40 pm

Well, I’ve come to the conclusion that I don’t have a clue what I’m doing when it comes to procedural generation. I should have had this done much sooner, but I’ve finally reached the stage where I have something which could be described as procedural dungeon generation.

I don’t actually have any graphics or gameplay, but I can now generate maps from a seed number. Here’s a section of map 0:


# # # # # . # # # # # . # # # # # # # # # # # # # # # #
# # . . . . . . . . . . . # # # # # # # # # # # # # # #
# # . . . . . . . . . . . # # # # # # # # # # # # # # #
# # . . . . . . . . . . . # # # # # # # # # # # # # # #
# # # . # # # . # X # # # # # # # # # # # . . . . . . X
# # # . # # # . # . # # # # # # # # # # # # # # # # # #
# # # . # # # . # . # # # # # # # # # # # # # # # # # #
# # # . # # # . # . # # # # # # # # # # # # # # # # # #
# # # . # # # . # . # # # # # # # # # # # # # # # # # #
# # # . . . . . # . # # . . . . # # # # # # # # # # # #
# # # . # # # . # . # # . . . . # # # # # # # # # # # #
# # # . # # # . . . X . . . . . . . . . . . . # # # # #
# # # . # # # . # . # # . . . . # # # # # # . . . # # #
# # # . # # # . . . . X . . . . X . . . . . . . . # # #
# # # . # # # . # # # # . . . . # # # # # # . . . # # #
# # # . # # # . # # # # . . . . # # # # # # X # # # # #
# # # . # # # . # # # # . . . . # # # # # # . # # # # #
# # # # # # # . # # # # . . . . . # # # # # . # # # # #
# # # # # # # . # # # # # # # # . # # # # # . # # # # #
. . . . . . X . . . . X # # # # X # # # # # . # # # # #
# # # # # # # # # # # # # # # # . . . . . . . X . . . .
# # # # # # # # # # # # # # # # . # # # # # . # # # # #
# . . . . . . . # # # # # # # # . # # # # # . # # # # #
# . . . . . . . # # # # # # # # . # # # # # . # # # # #

Once I’ve had some well-needed sleep I’ll get some graphics done, tilemap rendering, get a player walking around and introduce some treasures for him to find. Bah – there’s loads of time left ;)

Zombie Survival game

Posted by
Saturday, December 12th, 2009 5:39 pm

preview

Hi, it’s been a while since i sit down and do a game myself. So, I really hope i can finish this one in time;)

yue


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