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Archive for April, 2010

Lonesome Flotsam by Caleb Jewett

Posted by
Sunday, April 25th, 2010 4:56 pm

http://dl.dropbox.com/u/51715/Lonesome_Flotsam.rar

I finished! Will probably fix and polish later.

2h trainwreck livestream

Posted by of Polygon Toys (twitter: @pekuja)
Sunday, April 25th, 2010 4:53 pm

I’m livestreaming an attempt to make a #ld48game in the two remaining hours.http://www.livestream.com/pekuja_gamedev

Done, but uncertain

Posted by
Sunday, April 25th, 2010 4:53 pm

Not sure if i like it or not, it could probably need a bit more balanceing and depth. But if you get a decent map it can be pretty entertaining i guess.

Try it.

http://www.strangechair.se/WCFTS/

Never the less i’ve had a wonderful time, it has been one of the better game jams i’ve attended so far.

Definitelylooking forward to testing out everyones stuff!

Edit: Time lapse @ http://www.youtube.com/watch?v=0dyHdfmQndI

Too much to do, too little time…

Posted by (twitter: @pjpdev)
Sunday, April 25th, 2010 4:47 pm

Guess I’m not gonna make it… Went a little too big on this one and didn’t plan it well. I’ll have to remember the 5-Ps next time: Preplanning Prevents Piss Poor Performance

Givin’ on up, to the East side!

Posted by
Sunday, April 25th, 2010 4:47 pm

floating_islands04

I didn’t really get this where I wanted it so I’ll just post where I got and leave it at that :P

Controls:

WASD to move, space to jump. (left ctrl will make you lose altitude in your ship, and space makes you gain altitude)

“e” to get on your ship (you have to be close enough to get on); “e” again will drop you off your ship.

Left-click to dig, right-click to build (You have to have blocks to build with)

1, 2, 3 to switch between stone, silver, and gold to build with.

ESC to get your mouse back.

http://ian.paradum.com/SkyVikingBeta.html

Thanks for all the inspiration, and I can’t wait to actually play some games :D

Holy shit you guys

Posted by
Sunday, April 25th, 2010 4:45 pm

Two hours left! And I’ve got all that stuff I mentioned in my last post to do still.

code faster

and that’s it..

Posted by (twitter: @whitingjp)
Sunday, April 25th, 2010 4:41 pm

Finished. Finito. Over at last.

That was a truly epic weekend. Apologies for the lack of interesting posts this afternoon, but I was having to crunch like crazy just to get the damn thing done. There’s a bunch of things I want to say about it, but I’m stupidly tired, and can barely focus let alone type, so I’ll leave it for a post tomorrow.

For those still struggling on, good luck!

Dr.Petter was right

Posted by (twitter: @mikekasprzak)
Sunday, April 25th, 2010 4:35 pm

Sometime Friday night, the good doctor made a clever quip that I’d just do another Smiles port for LD (currently available for iPhone, iPod touch, iPad, Samsung Omnia II, and Windows Netbooks). If you hadn’t heard, I’ve had some awesome luck lately with ports.

Well, he wasn’t exactly wrong… heh.

SmilesPalm03

So here’s Smiles running on the Palm Pre. I actually finished this up last night, and sent it off for pre-approval (haha, get it, PRE approval!!?!). Fun fun.

And no, I wont be submitting this as an Entry. ;)

How the guy you didn’t know was trying failed

Posted by
Sunday, April 25th, 2010 4:34 pm

Unfortunately, my excellent new fan-novel, ‘The Bourne Apoplexy,’ was like 70% done before I realized I’d gotten this mixed up on my calendar with the Ludlum Dare compo. This was a considerable setback!

Okay no that was a hilarious lie invented for the purposes of humor. Here’s what actually happened. After the theme was announced, I spent a couple of hours coming up with an idea for a game (which I’ll describe a little later.) Then I came back, sat down fully intending to work on it, and realized I had no interest in actually programming a game like the one I’d thought up. I still thought the concept was interesting, but the idea of making it was unbearably tedious. So, I procrastinated. Then I went to sleep. Then I woke up and procrastinated some more, and I started to think maybe LD17 wasn’t going to happen for me.

After a short conversation with my brother, I decided that the project was still worth doing if only so that I could participate in Ludum Dare. So I spent a little time coding before going out to dinner, and on the way I realized that the gameplay I’d thought up for this idea was completely wrong and that was a big reason of why I was having so much trouble. So I decided to restart the project in Inform 7 (there wasn’t much progress to scrap anyway.)

At first, things went smoothly. Then I found out how goddamn hard it is to do ANYTHING in i7. I’m sure it’s great once you get used to it, but there was a thousand page manual and even though the things I wanted to do were simple in terms of programming basically no traditional programming constructs worked in i7. Not only that, I was finding it incredibly difficult to even look up how to do what I needed to do. After spending 20 minutes having to look up how to do a basic if-else construct, another 15 looking up the SPECIFIC syntax necessary to check whether the character is holding an object, and another 25 minutes looking up an extension capable of controlling the part of the program I wanted to control, I had to stop before I started breaking things.

In summary: It sucks balls to try to learn a new tool under time pressure.

Anyway, I’m going to write a followup post with the failed project summary. Stay tuned.

Thanks everyone

Posted by
Sunday, April 25th, 2010 4:28 pm

Thanks everyone.  I had no intention of entering this competition and despite the set backs I still got a lot accomplished and I’m proud of what I’ve done.  Island Drop wasn’t finished by the deadline and my time is out but never fear because I’m going to finish it.  Here’s the last build I’ll make within the deadline but not the final build ever.

http://www.internetspacepimp.com/unity/Islands/9.html

Thanks to #ludumdare, #unity3d, my friends, my girlfriend and my parents.  See you all next competition!!!

Island Guns

Posted by
Sunday, April 25th, 2010 4:27 pm

Is anyone doing a game under the name “Island Guns”?

If not, I’m taking it.

Isle of Junk#3

Posted by (twitter: @drZool)
Sunday, April 25th, 2010 4:20 pm
There you have it. Fail! I blame it on the physics! I got myself in a bunch of problems with creating resizable sticks. And also creating joints on those sticks. It is somewhat solved but not bug free. I might look in to it some day. Link to unfinished game.

Space – Toggle Edit/Game mode

S – Toggle Select and Create Sticks

L – Toggle Log

Mouse – Click n Drag, in game and in editor

It was fun anyway!

/drZool

IsleOfJunk03

Flag Island (LD17) gameplay video

Posted by
Sunday, April 25th, 2010 4:12 pm

Anyone want to see my LD17 game in motion?

Here it is:

Flag Island Gameplay

Comments are welcome :)

Roller-Derby 20XX: Mega Islands of Awesome

Posted by
Sunday, April 25th, 2010 4:07 pm

rollerderby20XX_screen4

And I’m done. I had full intention of sticking more closely to the theme, but I was just having too much fun with this game. Would love to hear any feedback you may have. :)

Timelapse and full Postmortem coming later this week.

A huge thanks to everyone that provided feedback during development and of course a gigantic thanks to the organizers at Ludum Dare HQ. It was an awesome weekend as always.

Uploaded!

Posted by (twitter: @https://twitter.com/#!/Cooshinator)
Sunday, April 25th, 2010 4:06 pm

Yay, I finished! And wow, these other games look awesome! I can’t wait to play them all

Island Tour Racing – complete and failure

Posted by
Sunday, April 25th, 2010 4:04 pm

‘Complete’ in the sense it’s vaguely playable and I’ve uploaded it, and I implemented most of the main features  – basic movement stuff, randomly generated track (though for now it’ll always load the same one – this is intentional for time trial play, and it’s not like there’s much replayability with different tracks anyway), islands with purchasable repairs and upgrades, and you can find out your time if you complete the three tracks(or losing message if you lose all your health) though you have to go into the log file to see it.

‘Failure’ in that there’s not much gameplay and what’s there just doesn’t have a good feel to it, and there’s next to no presentation/interface or music, and even for programmer art it’s a bit below average,  and out of everyone who actually followed the theme I’ve probably set a record for smallest use of islands. Gameplay wise I’d mostly have liked to have added mines and/or opponents and a way to choose tracks.

Anyway, overall I’m pretty happy with it for my first time actually taking part in LD rather than just lurking around, and I’ve surprised myself a bit with what I’ve done here despite failing to prepare as much as I’d have liked. Looking forward to playing the other entries starting tomorrow, considering developing this a bit further though probably in more of a spacy direction, and looking forward to the next LD. :)

http://www.shockedfrog.com/misc/itrld.zip

itrss2

Time is running out

Posted by
Sunday, April 25th, 2010 4:04 pm

Not a whole lot changed visually:

screeny6

But I’m a lot closer to having something actually playable. Still a few last details, and of course, content. Blah. I lost a few hours to a graphics bug, too, but that’s cleared up now.

One thing that I’m happy about is that it’s got music and sfx now. I realized I’d have to choose between having music, and probably not finishing the game, but I choose music, cause the last few LD games I didn’t have any music and I didn’t finish gameplay anyways. So there’s that. It’s not very good music, but it’s fun and self-indulgent and trippy.

This will probably be my last update until it’s done, so wish me luck.

BTW the game has a name now, it’s called “Galapagos”.

I’m probably out.

Posted by
Sunday, April 25th, 2010 4:02 pm

There is no chance in hell that I can make a game out of this in the next 3 hours. Shame, really.

I’ll still post whatever I’ve done at the deadline, but just don’t expect the “final” tag on that post.

100% – Submitted! :D

Posted by
Sunday, April 25th, 2010 3:51 pm

I’ve finished! And I’ve come up with a name for the game since my last post!

Island Construction Malfunction is my game, and I’m feeling pretty good about how it came out.

game

If I had more time, I would have added sound effects to go with the music, have made a level editor, and added more gameplay features.

Nieuwe Aarde: Complete!

Posted by
Sunday, April 25th, 2010 3:49 pm

nieuwe_forge

Oh man, finally. I thought I was done two hours ago and then my build system decided it hated me.

Game released! Check it out!


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