Archive for April, 2010
A message
Dear everyone who came close, but didn’t finish their game in time for LD17,
FINISH IT ANYWAY.
With love,
The Hinch
Artillery Isles, Complete!
Huzzah! I’ve completed my real-time strategy game of sorts, and I just officially submitted it for the Ludum Dare 17 competition! The object of my game, Artillery Isles, is to destroy the enemy’s island encampments before he destroys yours. It’s a fast-paced strategy match of launching missiles at the enemy’s base or at his incoming rockets, redirecting rockets in flight, repairing buildings and expanding to new islands!
It’s better in action, but here’s how it looks:
Have fun, and good luck in the judging! I had a great time again this time around, and I look forward to trying out all the other island games for LD17!
I have a game, sort of!
The island has broken apart into white glowing pieces in a freak storm of spiky red things! Chaos! Calamity! Climate change! Who shall save us?
Have no fear, brave citizens! ISLAND REPAIR MAN is here!

Golly gosh! Thanks, Island Repair Man!
In about 1.5 hours I have added a level counter, lives, level progression, and win/lose mechanics. Which means I kind of have a game now! Not a particularly good one, but beggars can’t be choosers.
The list from my last status update, with done stuff crossed out:
- Game-y elements: Win condition, lose condition, lives counter, level progression
- Physics working better (still chugs on later levels but TOO BAD SO SAD)
- Graphics that don’t suck rotten eggs.
- Sound. ANY sound.
- A public build. Need to remember to statically link the VC++ runtime so more people can run it.
45 minutes left. Better push out a build before its too late! Polish is for schmucks, and people with more than 45 minutes to finish their game.
Ancient Island
I’ve finished all I can before deadline. I’m still missing an area (the final area) but I’m too tired to design a new puzzle and code it.
Still I think it was good entry considering the time I had, I hope you all enjoy it. I’ll upload a py2exe soon.
Entry: http://www.ludumdare.com/compo/ludum-dare-17/?uid=209
PSnake
Sad Attempt
Well just less then 1h to go and totally not going to finish something decent so here how my sad attempt look like right now. Still missing some actual game play ahahaha, now you can just move the boat around the see and islands and that’s about it.
So its definitely a NO GO for me, oh well did have fun experimenting and still have several ideas with the theme islands to make some real games with a bit more time
.

Submit Now!
We’re just about done here with Ludum Dare 17. This is a reminder that once you finish your entry, you must submit it via the submission system, otherwise we might miss you.
[ Submit Here ]
Feel free to continue working on your entry up until the deadline, then get it together for submission. Submit for whatever platform you can, then get to porting at your leisure. We’d like to open voting about an hour after the deadline, which means people will want to start playing your game. If they can’t run it, they can’t vote for you, so be sure to get your ports in ASAP!
If you have problems submitting, feel free to leave a comment here, or join us in IRC (#ludumdare on irc.afternet.org). Ask for PoV.
That’s it for now. We’ll let you know once voting has begun.
TIP: If you need last minute hosting, TenjouUtena posted a guide how to upload ZIP files to Google Sites.
Still a work in progress
So, It doesn’t look like I’ll be able to finish on time. I’m not really sure how close I am to finishing. A lot of the mechanics and data structures are working, but it’s the little stuff which is the most time consuming, like bugs, adjusting values, chopping up graphics, etc.
Seen here is the refit hideout, which is pretty much functional. What’s left is… connecting this game mode to the half finished shooter game mode. While I don’t have any enemies yet, they already have some data structures in place.
Anyways, tomorrow is a busy day, so I won’t be doing anymore work tonight. Goodnight folks.
Still going…
Well, I lost about two hours, cause I had to go to church. Meh, I’ll just dis include music
[FINISHED]
finished my LD game: “Island World” go play it here!:
http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=1548
hopefully it lives up to your expectations
Hockey Island is done.
Apologies in advance if your favorite island wasn’t included.
Quite happy with how this turned out. It was originally intended to be no fun at all, but I think it’s somewhat fun.

Not Today
Things went poorly for me in the real world. Apart from taking up time, also not good for a coding mood.
I have what could be called a tech demo.
http://screamingduck.com/Lerc/LD17.html
It’s all Javascript and canvas.

This is the critter that I made to test things out. It has no brain other than the bits you see. The yellow circle provides a waveform signal for the various parts to use. White lines are muscle-rods, if attached to a signal their length varies proportional to the signal. The blue circles grip the ground proportinal to a signal. The green dots generate a signal proportional to the proximity of food.
The yellow lines show the signal attachments.
Island Robotica Done, as close as it will be anyway
Pincer – nee “Pirate Panic” – DONE
It turns out to have some astoundingly deep gameplay for how few elements are in there. I don’t think I took the level design nearly as far as it could go.

Play here.
Aaaaaah!
Almost there. I’d better upload this thing… anyway here’s a final screenshot!

Islands of the Stone God – FINAL
Sunday, April 25th, 2010 5:19 pmPhew, 2 hours left, but I’m done (2 am here) . You can play my entry online here: http://www.jarnik.info/pub/ld17/
Latest updates: sound effects (via sfxr), one music theme (via Musagi), minimap, Redshirt, Starchild, Tribbles, monkeys…
Achievements now totaling 15:
And the last in-game screenshot (Cuzco the Goat with his wagon in top right corner):
I wish I had one more day to add some content – I always end up devoting more time to building the tools than actually using them.
Anyway, this was my second LD, I enjoyed it as much as I could. I took a lot of food photos, I had a great time (huge thanks goes to my sweetheart :*).
Chronolapse has been capturing my desktop for past 48 hours, so the timelapse video should follow.
Hairgel Quest
Finally finished and submitted..
I’m pretty happy with how it turned out, but it’s missing a lot of polish I wanted to implement.
Next time, I should really have some base code prepared
.

Hula Girl HD – HIGHSCORES!!
Hey, the LD was a blast! If you haven’t gotten it yet, here’s the link to Hula Girl HD!
Post your best scores here!!!
Radio Silence

Finished! Made today in Unity!
The Island, The Lily, The Rose
This is the game that didn’t happen. I started out imagining it as a top-down adventure kind of thing, but ended up trying to make it a text adventure; unfortunately the tool was too obstinate to be learned in the kind of time I had with the kind of attitude I had.
Here is the story, interspersed with passages excerpted from the IF I was working on for it:
The main character is a woman called Lily. She has rented a small house and has been using it as a writer’s retreat while she works on her novel. In her time there she has rarely left the room upstairs.
This is the room you’ve spent the last week in (or was it longer?) The walls are just starting to yellow from the tobacco smoke, and a vague grey haze hangs in the room. The study is a dingy and uninviting spectacle; nevertheless, you find yourself drawn to this room. Stairs lead down to the living room, and directly across from the stairs are the desk and chair which have been your constant companions for the last weeks (or has it been months?) Off to your right side is the couch where you’ve been sleeping; the bedroom, somewhere downstairs, remains unused. There is a skylight which lets natural light into the room.
On the Desk are a Brass Lamp, a Typewriter, and a Manuscript.
However, when the player eventually decides to leave the house:
The stale air of the house is abruptly exchanged for the most unusual sensation of sea breeze; particularly unusual given that until recently this house was hundres of miles from the ocean. Now, though, the waves lap gently at the steps of the house. Somehow, while you’ve been writing, everything has washed away. The house stands alone above a featureless sea. Last time you were out here, just down the hill was a small town where you could buy cigarettes and tea and sometimes food; no sign of it remains.
This was about as far as I got before the i7 environment started to become a serious impediment to progress. The gameplay would consist of waiting for the tide to start going out, then wandering out into the ever-shifting ruins left by the receding water and seeing what could be found. After several hours (in game time) of wandering, the tide would come back in and the player would have to run back to the house or drown. The first time the tide came in, it would wash into the living room and lower floor of the house, about waist-height, and would prevent certain actions. The second time it would completely flood the lower floor, leaving only the Study the player starts in accessible. The third time it would wash the house away and the game would end.
The later the game went, the stranger the items that would start washing up. Maybe the first day would be fairly normal things, like a candy bar or shoe, but by the third day there might be a strange alien device or a burning sword or a shrink ray… something like that. The goal would be to escape the island or to otherwise survive/prevent being washed away.
The environment would tend to reflect Lily’s attitudes about herself and the world. Lily is a woman who’s driven herself to isolation believing that that’s the path of true art; she has few friends, never speaks with her family, and is despised by most of her students (of course she teaches, she’s an English major). She thinks of her parents as dead even though they aren’t because that’s more dramatic. She thinks she’s horribly unattractive, but she’s actually okay (though somewhat slovenly). In a nutshell, bitter and misguided and unhappy, but intelligent and generally reasonable. She does much of her writing under the pen name “Rose,” which has always been a flower which appealed to her much more than the lily, believing it derives beauty from being solitary and unapproachable.
That’s the basic set up, but one final note is that the world operates on a kind of twisted literary dream logic. Lily starts with a Pack of Camels (cigarettes) in her pocket, but can take one out and ride it to get more exploring done before the tide comes in. The undo function is initially disabled, but by retrieving the White-Out from the top drawer of her desk Lily can undo past actions. Integrating the alien device with the typewriter yields the literary device, which provides an instant escape from the island… and so forth.
Unfortunately, odds are I’ll never get around to making this game. I like the concept but there are a lot of other projects that I’d like to be working on. Oh well, thanks for reading if you’ve gotten this far, and I’ll see you at LD18!








