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Archive for February, 2010

Alien Flight Academy: Graduation Day (FINAL)

Posted by
Sunday, February 21st, 2010 6:19 pm

Alien Flight Academy: Graduation Day

You can play this game in your browser (warning: sounds will play)

Concept:
It’s time for your final exam to graduate from your UFO school. Only problem is you were a complete slacker. You have no idea how to fly your ship. You have 3 minutes to impress your commander by destroying as many humans, cars, helicopters, tanks and jets as you can–or suffer the consequences!

All you can remember is to use the keys 1,2,3,4 and 7,8,9,0

Tools used:
* Coded in ActionScript 3.0 using the Flash CS4 IDE and using my mouth and microphone and Audacity to process the sound effects. I composed the music loop in Reason.

Rolo Bloco

Posted by (twitter: @Sosowski)
Sunday, February 21st, 2010 6:11 pm

I made this:

Rolo Bloco

It’s an epic depiction of a war between two tribes of alien creatures who live in the world that doesn’t resemble our own even a bit.

One is the tribe of Rolo, benevolent round creatures that tend to bounce from everything they see in a frolicking manner.

The others, Bloco are cold-blooded hard blocky entities, that seem to be addicted to crush evertything.

Lurk into the deep, vast world of Bloco Roco, use your imagination, meet the tribes, fight and cry with them. Do not miss this ultimately epic gaming experience.

Make critical decisions, be the first to act, show no hestitation nor fear. Choose your tribe and win them a bright and colourful future!
Enjoy the real-time battling with friends and family now!
(And the price is fine too)

Send troops of your favourite side using keys
1234 - for Bloco
7890 – for Rolo

Share the fun!

Pyloon final

Posted by
Sunday, February 21st, 2010 5:55 pm

The time has come for my first LD compo.  Life and time constraints made things more difficult, but I did get a few hours to create art/code before the end of the compo (technically, it’s not over, but I don’t know what to refine within an hour).  Sound turned out to be harder than I thought, and was scrapped (I didn’t use SFXR, and my music loop is 0 seconds, so I meet the constraints).  In this compo, I learned how to create a scrolling, collidable image, as well as how to use pygame.mask collision detection.

Pyloon is a very casual, slow-going game.  It does eventually become impossible to continue, though; this is the area that could use the most tuning.

A .zip file containing a windows executable and needed data files can be found here, as well as a python ‘egg’ and the source code.

Screenshot beneath More:

(more…)

Tank: MiniLD16 Version

Posted by
Sunday, February 21st, 2010 5:37 pm

Soo,…after lot’s of work and lot’s of problems at places I wouldn’t have expected before I finally have something to release. See it as demo as I again hadn’t enough time to really design a level. But now I have to stop cause I have somehow think about work tomorrow…. :D

The Level is still the same as yesterday now with NPC…Very very “intelligent” ones with from time to time strange behaviour :D Actually I worked lot at my engine but in the end didn’t use most of the new stuff… (clever, isn’t it? :D ).

Here a satellite-picture from the whole scene:

overview

Play the game here:

http://thomas.trocha.com/games/tank/tank.html

It tried to fulfill all constraints. (color,24sec loop,microphone effects,size and input)

SCIENTIFICAL TITAL – The Game

Posted by
Sunday, February 21st, 2010 4:56 pm

Well, this probably took about 20 hours, maybe a bit more, maybe a bit less.  But my game is done.  It’s actually pretty hard, due to the AI that tries to follow you, or escape.  I actually turned down the difficulty a bit.  Anyway, ripping straight from the readme:

—IMPORTANT PART—

Controls: 1 and 2 will move you left and right, respectively, 3 will give you a speed boost (the bar on the right will decrease while boosting).  Your vertical movement is limited by your position on the screen.  The white specks give you an indication of what direction you’ll go in that general area.  Escape or 0 will quit the game.

Gameplay: You are the orange dot.  You must eat smaller dots to grow bigger.  When you reach a certain size, the game ends and you can play again.  Enemy positions are random (except for the first game, which has a constant seed).  Enemies are color coded by size, with small sized enemies being light blue, and large enemies being a darker blue.  Enemy movements are semi-random, but they will chase you or avoid you (depending on size) if you get too close.

Download the game here: http://barchok.com/p/miniLD16/miniLD16-thedaian.zip

Get the source code (only) here: http://barchok.com/p/miniLD16/miniLD16-source.rar

Game compiled/tested on Windows XP.  Could feasibly work on other operating systems.

Latecomer

Posted by
Sunday, February 21st, 2010 4:51 pm

Only got started a few hours ago but couldn’t pass up the great theme.

screeny1

I’m not starting entirely from scratch, as I’m using some code from my Hexplanet Demo , but it’s been public available for a while so that’s within the rules. However, I’m going to have to bend the contraints a little bit — I’m allowing myself to use blends of the colors a bit, and since I’m doing this for the iphone I can’t exactly hit the resolution or input contraints. Still I’ll try my best to stay within the spirit of the constraints given.

There’s no way I’m going to finish this today but at least I cam make a start of it…

Mini LD#16 : Sine Bender Final

Posted by
Sunday, February 21st, 2010 4:00 pm

Alright, this was 100% an experiment to see what I could do with Flixel and Flash, and how much I could push out of the little web player. I’m doing a crazy amount of copies and color checks, I even had to extend Flixel a little bit to allow the sprites to be more color based (fill was not setting _color). The intro screen is Conway’s game of life wrapping around the edges, cause I love that one.

Game Link:

Sine Bender – http://cthulhu32.kraln.com/misc/MiniLD16/

Source! (with Flixel license) -
http://cthulhu32.kraln.com/misc/MiniLD16/SineBender.2-21.zip

Controls:

1 2 3 4 – Control the speed of the sine waves from top to bottom
7 8 9 0 – Control the x-value of the sine waves from top to bottom

Objective:

Every time a sine wave you control intersects an incoming sine wave, a gold ball appears. When this ball hits the left side of the screen, a white ball appears. Fill in the entire left side of the screen with white balls to Win! You have 30 seconds.

The Dragon

Posted by
Sunday, February 21st, 2010 2:30 pm

The Dragon is a 75% puzzle, 25% platform game with 30 levels. It saves your progress and allows you to play levels again if you have already beaten them.

The story is told through white text that appears on the level, and which follows your progress through the game. The story is intentionally ambiguous, and supports several interpretations. Spoilers may or may not be found in the comments below this text.

A screenshot from The Dragon. Click for download.

Click screenshot for download.

I will be writing a post-mortem shortly, once the competition is over.

Made with Game Maker.

Shmup

Posted by
Sunday, February 21st, 2010 1:13 pm

At this point, all I’m doing is refining graphics. It is essentially done.

It’s available
Here.

Hit the jump for video.

(more…)

A screenshot

Posted by (twitter: @kamjau)
Sunday, February 21st, 2010 12:18 pm

Here’s a screenshot of my progress so far:

skjermbilde1

Also done some music bits. Most of the time has been spent working on things behind the scenes; mostly graphics processing stuff and sound mixing.

Had to disable fullscreen mode since SDL does something weird with the audio callback there (I need that to work for audio/visual synchronization, which I definitely want to do), but otherwise it actually works now. There’s even a simple level generator (wip), so for once I’m actually going to have some levels =)

If it gets done, that is. I kinda doubt this is going to be done before the deadline. Still have to add player and enemy characters, and interaction, and lots of other stuff, and I don’t know if I can do much more today. Still want to see how the game turns out though, so I’ll probably finish it sometime regardless.

What the Duck?! is finished

Posted by
Sunday, February 21st, 2010 10:07 am

My first mini ludum dare game is done! It’s a simple game where you guess the object being drawn on the screen. A single-player mode is available, but the game is most fun with another person. So download the game and then grab a friend, partner, neighbour, cat or priest!

Download What the Duck?! (48kb)

What the Duck?! menu screen

What the Duck?! menu screen

Drawing is not one of my talents...

Drawing is not one of my talents...

Rolling rolling rolling

Posted by
Sunday, February 21st, 2010 9:44 am

Alien Flight Academy wip

Here is the latest flash build of my game (you have to click on the game before it will have key focus)

Starting to get collisions and scoring in.  Still need to implement time over conditions and enemy ramp up at various time points.  Need to get jets and tanks in now too.  You can get points now and be killed though.  Tons of balancing will have to be done once I get all the game elements in.  Oh and also hopefully add music, sounds, and more then rectangles for all the objects too! 9 hours left…

Mr. Blocky

Posted by
Sunday, February 21st, 2010 8:34 am

Mr. Blocky

Mr. Blocky. Control the evil blocks and reach the top.

Link to LD entry (with download)

Thanks for playing, feedback is wanted

The Constrainers – work in progress

Posted by
Sunday, February 21st, 2010 5:34 am

While this isn’t quite finished (no music, no scoring, no title/menu, no levels, needs more game logic & eye candy), I’m impressed with the progress I made with Flixel. This is also the first time I’ve really taken the ‘graphics first’ approach, and I’m happy with the way it panned out. The mockup screenshot I made about 24 hours ago looks (almost) exactly like the game.

miniLD16 screenshot

You can play it in it’s current incomplete state here (requires Flash).

Dinosaurs didn’t have keyboards

Posted by (twitter: @S0phieH)
Sunday, February 21st, 2010 2:08 am

…but if they did, they wouldn’t break (like yours is about to)

dinosDoneplay is here!

So I Vaguely Know How To Make Games

Posted by
Sunday, February 21st, 2010 1:28 am

Here’s a screenshot of how the game will work in general. Two players, (I could do playing against a CPU for 1 player but being a huge NOOBhole limits my time immensely) they shoot at each other. Each has an amount of health and a powerup level. Both will be shown over each player’s side (when I get around to it). Only the player whose lasers match the color of the powerup can pick it up, and the other can shoot it to kill it before the owner can grab it. I haven’t figured out just how the powerup level matters yet, whether it’ll increase your main laser somehow per level or just add to unlocking a massive one-time use attack against the other player, like a HUGE laser or a wide spread or something. Anyway, check it out, suggestions are very welcome.

sc

early playable demo

Posted by
Sunday, February 21st, 2010 12:08 am

prototype2

I wanted to finally post a link to a playable prototype of my flash game in progress.

Make sure to click on the flash game window to give it focus or the keys won’t work!

It uses all 8 control keys (1,2,3,4 & 7,8,9,0) and they are currently mapped to 8 random UFO actions right now.  WHY?  Because you are playing a slacker alien that wasn’t paying attention in your UFO Academy and now it is time for your 3 minute final exam to see if you graduate.  You slacked so much you have no clue how the crazy thing operates.  You’ll have access of four directions of movement, an energy shield, a death beam, and two different particle attacks.  You must try your best to figure out how to annihilate as many humans, cars, tanks, jets, and helicopters as you can to see if you pass.

Currently using boxes for object art, no collision detections or scoring yet, and I’ve only implemented humans, cars, and helicopters behaviors.  I’m quite happy with how they are moving around though.

Experiments with the Sine Wave for Mini LD #16

Posted by
Saturday, February 20th, 2010 11:49 pm

Here’s an experimental piece for the Mini Ludum #16. Right now there is no actual goal, but I’m liking how bizarre its becoming. I’m only using the 9 colors available, and I’m doing a really easy overlay to make it look cool.

http://cthulhu32.kraln.com/misc/LD16/CoastalBlues.2346.swf

Controls:
1 2 3 4 – Change Sin Wave Speed
7 8 9 0 – Move X value of Sin Wave

Doomsday Eve (final)

Posted by (twitter: @Twitter.com/roseseatmeat)
Saturday, February 20th, 2010 9:27 pm
 

  

Hey, wow, I finished my game for this Ludum Dare contest.

I have to say this is probably the best game I’ve made yet in a contest. It is actually pretty fun.

The name of the game is Doomsday Eve. It is a cross between Missile Command and these Chaining games that are common on the Internet. 

I will post a full post-mortem later, but I believe this game meets all of the constraints of this contest. 

It only uses the 9 colors. It is the correct resolution. The sounds I made using the vocoder on my MicroKorg (which basically means a Microphone with processing). The music is slightly less than 24 seconds.

Actually the input category I really didn’t meet I just realized. I don’t use any keys on the keyboard actually. Just the mouse and the mouse button. Oh well, this game would not have worked well on the keyboard at all.

Anyway, there is a java applet (JRE 1.6) you can play here:

 www.DoomsdayEve.com

 Thanks and let me know if you enjoy it!

But to fully enjoy the game (and it is worth it because it’s pretty fun), I suggest you just download the jar and run it fullscreen on your computer. Again you have to have JRE 1.6 installed on your windows/max/linux computer. 

Just double-click the jar and the game should start in fullscreen mode:

 Fullscreen Download Edition

 This was also by far the easiest time I’ve had of it. I only spent about 6 hours or so making the game. I wish every contest went like this one!

 

TANK: Day1-Demo

Posted by
Saturday, February 20th, 2010 7:33 pm

Well, after quite some time in front of my computer I finally came to a playable demo where you can drive your tank through a 9-color landscape and fire you bullets as much as you want :D . Actually I used an indexed-colormap in gimp to convert a baked colormap in order to fit the color-constraint.

Control:

1-Left 3-right 8-forward 9-backward 0-fire

You can start the game from the website with java-webstart. Follow this link:

http://thomas.trocha.com/games/sheriff/sheriff.html

You will need java to start the game. (Just try what happens if you press the button! If it does not work, plz tell me your configuration…)

minild16_day1


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