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Archive for April, 2010

Finished!

Posted by
Sunday, April 25th, 2010 11:50 am

I did some last minute tinkering with the difficulty, and added some basic tutorial hints (displayed on your first play).  Getting the difficulty right was hard, and I suspect I may have gone too far towards the hard end of the scale.  But then these kind of games tend to rely on frequent deaths as part of their replayability.  I’m interested in what kind of comments I’ll get.

There are 5 endings by the way; 3 bad, 1 good, and 1 very good but rare.

LD entry link.

After the jump, a final food photo:

(more…)

Done.

Posted by
Sunday, April 25th, 2010 11:49 am

Submitted.

The start of a sound handling system is in the source code, but I’ve decided not to implement it. I’m starting to break code while tinkering, so I think it’s time to call it a wrap and get some sleep. From version 0.6, many bugfixes of varying severity. No major gameplay changes.

Good luck to everyone still working!
-TF

SubScreenshot

Pirates is finished

Posted by
Sunday, April 25th, 2010 11:32 am

Here is the link to the entry:

http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=1655

Timelapse here:

capture

YOU ARE ISLAND.

Posted by of Platymuus (twitter: @SpaceManiacX)
Sunday, April 25th, 2010 11:27 am

YOU ARE ISLAND.
GO ISLAND GO!

Goal can be seen in the horizont!

Posted by
Sunday, April 25th, 2010 11:14 am

look out!

Now to work on the game over screen!

One man.
One game.
Two hours left.
Two enemies left.
YEEEEAAAAH

I give up. Here’s the food and what I have done.

Posted by (twitter: @Abel_Toy)
Sunday, April 25th, 2010 11:14 am

Ok. I won’t have time to finish anything… the code is so spaghetti that I need a lot of glue…

But before the game… let’s see the food!

(more…)

sleep time, small demo.

Posted by
Sunday, April 25th, 2010 11:09 am

2am, it is time for sleep.

here is the screenshot of where i got up to.

ld17-final-screenshot

you can click around the procedurally generated world to have hovergirl teleport there. unfortunately no other gameplay was implemented. if you have firefox, go here to test it yourself. if i get time tommorrow morning i’ll make sure it works under webkit browsers (safari, chrome) and then add whatever features i can before the competition end. probably not many! :)

overall i’m quite happy with this as a technology demo of what is possible with just plain old javascript + images in the browser.

Help is horror.

Posted by
Sunday, April 25th, 2010 11:03 am

This feature took way too long to implement. I had to write a description of every single thing in the game. There are quite a few. The only thing it doesn’t do (and probably won’t for sake of time developing the find-the-exact-location algorithms) is give you infromation on structures already built onto an island. Excuse me — skyland. Yeah. That’s right. Ain’t no islands to see here.

help feature

Just about done..

Posted by
Sunday, April 25th, 2010 10:49 am

BubblesAndScore

Just about done.. I think I’ll skip making any sounds/music this time (so the game should work well in office setting as well).. I added “bubbles” that flow with the stream (the little dots). They help to visualize the fluid behavior a lot. I added lives and scoring and also a startup menu screen (not shown here). The hiscore is saved to the registry. So I’m pretty much there, or really close.

I think I might spent a few moments seeing if I can optimize some of the rendering code. For example, the fluid bitmap is updated every frame. With Bitmap.SetPixel for every pixel. :) So things like that may be a bit of a performance overhead.. Not sure if I’ll bother but we’ll see. Then there’s the packaging and uploading to do.

Pizza!

Posted by (twitter: @codexus)
Sunday, April 25th, 2010 10:46 am

pizza

Easier to make than a video game!

Ingredients: pineapple, green pepper, red chili pepper and the usual

And so the end is near…

Posted by
Sunday, April 25th, 2010 10:38 am

LD48_17_5

Well, it’s not as fun/finished as I’d hoped (no title screen, only one type of enemy)…  It’s just a very basic FPS where you fight off waves of smokey snake like creatures (all islands have smoke monsters, right?).  I’m about out of energy, just got to squeeze out a few sound effects, then I’ll call it done…

Breakfast No. 2

Posted by (twitter: @xMrPhil)
Sunday, April 25th, 2010 10:31 am

Finally Finished

Posted by
Sunday, April 25th, 2010 10:29 am

Well I have reached a point where I know that I will do more damage than good if I add anything else.

I have added all of the features I wanted and have packaged up all of the media(despite it turning into a massive pain)

Overall I was really pleased with Allegro, I will definitely use it in the future, allthough one bug that i couldnt seem to iron out, was that the level would simply not be there sometimes, no idea how to fix it, so the submission will have it in.

Stan, lost and angry alone in the middle of the sea with only his gold and the rising tide for company

Stan, lost and angry alone in the middle of the sea with only his gold and the rising tide for company

The water is much better now.

I also added a speech bubble, which introduces the game quite nicely, as well as start and ending screens:

AngryStanScreenshot2

Stan Casually Explains the severity of the current situation

I  improved the day->night transition, still not perfect, the stars stay too long, but the blend is nice

also changed the display to use a better bigger and bolder font, and moved them out of the centre of the screen.

Finished adding sounds.

Thanks And good luck to everyone who hasnt finished yet, good work to everyone who has.

Now to get some beer, and play some LD 17 games ( :

food!

Posted by
Sunday, April 25th, 2010 10:23 am

I got up about an hour ago.  I think i have  a good idea what my game will be now that I have slept on it.

I made some pizza for breakfast :P

food1

Scuppered?

Posted by
Sunday, April 25th, 2010 10:22 am

My idea may be sunk. I need to find the centre of buoyancy of objects to make it work, and I’m just finding out how difficult that’s going to be. Time for a break and a visit to the LDers over at CB2.  Mealwhine, if you want to have a go, look at http://richard.brooksby.org/2010/04/24/ludum-dare-17-islands/ and for a laugh, walk forwards onto the second tile.

Screen shot 2010-04-25 at 18.06.35

Technical details

  • The character stays upright using a vector PID controller implementation of an inverted pendulum, like a Segway but in vector space.
  • The objects float in the water with a buoyancy approximation that’s unfortunately too approximate to make my floating icebergs idea work properly.

The overall game was just going to be “get from A to B” by jumping from precarious floating object to other precarious floating object, such as ice blocks, lilos, rubber rings, etc.

If I can solve the buoyancy problem in the next hour or so I might get at least a prototype up.

Videos !

Posted by
Sunday, April 25th, 2010 10:20 am


-Youtube links-

Second level

Some stunts

———————-

Sans titre

my game, it is done

Posted by
Sunday, April 25th, 2010 10:18 am

http://dl.dropbox.com/u/2355556/brave%20island%20diver.exe

about 3 hours of work <3

Day 3: Swords Lanterns, Springs

Posted by (twitter: @moltanem2000)
Sunday, April 25th, 2010 10:10 am

So i 100% finished the items now, you keep them from map to map and i actually fixed the torch (only works if you buy it) the spring (actually makes you jump higher) and the sword exists and kills pirates! I’ve also updated the HUD, you have 3 lives, and a health bar. that’s almost done, i just need to health bar to refill when you lose a life :P

screenshot:

ld17_ten

After finishing up the health stuff it’ll be time for pirate spawning!

Cleaning Up, Fixes, One Significant Change

Posted by
Sunday, April 25th, 2010 9:42 am

New build here

I now have a title screen, win/lose screens, and the game can reset itself nicely. Made a number of small changes for aesthetics (aligning text, cleaning up the intermediate zoom sand tiles, etc).

I’ve had enough play testing now, to decide that I needed to change the walls so they block both the glompers and the kiwis. So that’s done. I don’t want to make traps life-limited, so that means I’m getting close to done.

Quite a bit of CPU usage on my computer, but it seems stable and I don’t seem to be leaking memory (for once :) )
CPU

I just need to figure out what sound effects I need/can generate… Thumps and such when the player adds objects are easy enough, but if I add a sound when things get eaten, it will be getting played more or less continuously in midgame.

-TF

“Coconuts” Progress Update

Posted by
Sunday, April 25th, 2010 9:31 am

I’m pretty happy with how things have been going. There are some bugs in the engine (for instance, I can’t seem to get the monkeys to stand flat on the trees all the time) but overall the project has gone pretty smoothly. Barring any huge issues when porting to Windows, I should be able to finish with time to spare!

coconuts2


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