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Archive for April, 2010

Some progress

Posted by
Saturday, April 24th, 2010 10:23 pm

I didn’t have much inspiration for the theme, but eventually decided to make a simple platform game. I was planning to use Flixel, but had trouble getting some basic stuff to work, Flixel has changed a lot since last time I used it. In the end I went back to haXe and my own code base.

I’m using my new Wacom tablet with Photoshop Elements and it feels great! Here is my first screen shot:

ss1.

Envasive attempt

Posted by
Saturday, April 24th, 2010 10:12 pm

After a bout of sickness today and a lot of non-coding drama, I think I might actually have a game starting to click.

I’m using (and LOVING) Pulpcore despite not having touched Java for a million jillion years.

Test applet, updating as I go.

No actual gameplay yet, but another hour or three should have the base play in, and I have all day tomorrow. Right how it’s not obvious how the theme will come in. It looks nothing like all the other island-y things people are posting. But it will get there!

ON SCHEDULE

Posted by
Saturday, April 24th, 2010 10:08 pm

ALRIGHT! After a full day of work, I have the core mechanics down. They work, and they work well. I need to add a few little extras (pickups / powerups) along with some type of HUD, a few more island designs, a couple more castaway sprites, a title screen, an ending screen, and a song. I already have most of the SFX in place, but I want to record a few more tomorrow. I SHOULD be able to wrap this up, unlike last time, where I ended up with 10 percent of the ideas I was trying to implement.

castaway1HAPPY

Island Generator

Posted by
Saturday, April 24th, 2010 10:07 pm

21 hours left, and all I have is a random island generator and a character that is a rotating triangle.  I know what I want to make this, but I don’t think I can get something playable by 8pm tomorrow evening.

Bugs

Posted by
Saturday, April 24th, 2010 9:55 pm

Well, I lost about five hours tonight due to a previous obligation and have spent the last couple of hours trying to iron out a few bugs with the collision handling. I was hoping to spend most of my late evening tonight working on updating the graphics, but I think I am going to head to bed and work on ironing the bugs out in the morning. I’m pretty tired and am having no luck fixing this tonight.

I am a bit worried though as I am again, going to lose about half my day tomorrow as well. I’m still hoping to have something done though as it’s almost there. If I can get these bugs out in the morning, I’m going to attempt to throw a few sound effects in to help complete it a bit.

Little late

Posted by
Saturday, April 24th, 2010 9:50 pm

weel, im a little late, but that is my map generated, the next step is to make this hexagon be selectionable

De ludumdare

Basic Engine Working

Posted by
Saturday, April 24th, 2010 9:35 pm

Basic engine stuff working, pickups, collissions, so pretty.  You’re that ugly rover thing in the middle.

screen1

My Ludum Dare 17 game is done!

Posted by
Saturday, April 24th, 2010 9:34 pm

My game is done!

Flag Island

Links

Gamejolt: http://gamejolt.com/freeware/games/arcade/flag-island/2228/

YoYo Games: http://www.yoyogames.com/games/125124-flag-island

Source: http://www.box.net/shared/1rnv9oqcqv

Comments are welcome :)

First Screenshot of No^Man

Posted by
Saturday, April 24th, 2010 9:26 pm

First puzzle completed.  4 more to go.  Now, the fun part:  puzzle and level design.

No^Man is inspired by Daniel Benmergui’s ‘Today I Die’.  http://www.ludomancy.com/games/today.php

Still needs:  music, main menu, animations, better player sprite, backgrounds?

firstss

Progress

Posted by
Saturday, April 24th, 2010 9:22 pm

Here’s where I’ve gotten to so far with “Viking”. I’m actually really very surprised by the size of the map I’ve been able to shoehorn into this thing without it complaining too much.

I’ve used a 600×600 version of the heightmap on this post to populate the world data, there is also a JSON file that contains entity definitions and locations and another image map that maps cells to biomes, but those aren’t hooked into it yet, hence why there’s only the four types of tile at present. If I have enough time, the image maps and entity JSON will be fed in by a PHP script that will do the procedural generation.

Next stop, bed.

vikingscreenshotlevel1-height

Another screamshot

Posted by (twitter: @fydo)
Saturday, April 24th, 2010 9:18 pm

fydo-ld17-screen2

A few more fun things going on here. :) Looking forward to spending tomorrow polishing things up. Fun times! :D

Mmm… Hoverberries…

Posted by
Saturday, April 24th, 2010 9:16 pm

Alright, I’m done.

Mmm... Hoverberries...

Mmm... Hoverberries...

LD Page

Good color choice makes everything better

Posted by
Saturday, April 24th, 2010 8:53 pm

I’ve officially switched from the common and boring sandy beach and pale blue water style to the deep green ground and slightly green water. It looks much nicer.

Also, I have a fancy draw lots of trees as blobs thing, which I think is ok. I’ll probably do something similar to make the ground a more interesting shape/color.

The units/colonies are all placeholder graphics right now. The only really interesting thing with them is that each one is made up of two different images, one drawn normally and the other one tinted red or blue depending on the team.

take3

There’s still a lot of gamelogic to be coded if I intend to finish this, and I’m not really feeling inspired enough to work fast.

A hint of gameplay to come

Posted by (twitter: @codexus)
Saturday, April 24th, 2010 8:44 pm

island001-2010-04-25-05-41-

But I still haven’t written a single line of code…

tried to make an island text adventure

Posted by
Saturday, April 24th, 2010 8:30 pm

and failed miserably. Just wanted to take a break from Unity and all that fancy 3d. But, it was fun to mess around TADS3 for a bit. There’s a few things you can do in the game, but nothing too interesting. Will probably come back to TADS3 one day and make a proper text adventure. Now to finish my real entry.

windows build + tads3 source code

I think i will call my game…

Posted by
Saturday, April 24th, 2010 8:28 pm

“4 islands”, since “archipiélago” is alredy taken.

Day 2: Night, Light, and Pirates

Posted by (twitter: @moltanem2000)
Saturday, April 24th, 2010 8:26 pm

Finally got pirates done! all the mechanics for night are in place, now i just need to make it switch from day to night. Have a screeny of the three things in the title!

LD17_seven

So, some more info. There are 2 types of pirates, the orange ones, and the red ones. The orange pirates throw daggers at you when they’re right beside you, and the red ones throw bombs every now and again which destroy blocks. They both have a fancy AI for getting around the rugged terrain. Night time is a little laggy with all the dark tiles, but as you progress and get more light tiles it should get better.

So, all i have left now is:

  • Day+Night timer and transitions
  • actually getting hurt by pirates
  • making pirates come out of the pirate cave at night
  • making the inside of the pirate cave
  • having you die when you fall out of the screen
  • Having a consequence for dying
  • Having a way to win

It seems like a lot, but most of it is small stuff. i should be finished most of it tonight then have time tomorrow for music and stuff.

also.

ld17_eight

Pirate cave sealed at day, Pirate cave open at night

so yeah!

Usual Hour 24 Panic

Posted by (twitter: @ExciteMike)
Saturday, April 24th, 2010 8:21 pm

It’s about that time where I start thinking my game idea might be crap!  I was thinking I’d have you grabbing passing ships and using them as weapons to throw at other monsters, but now I feel like this guy just wants to swim around and have a good time.  Probably chase things around the cluster of islands.

Baby Leviathan squirming around.

Baby Leviathan squirming around.

demo/status page here

Isometric madness

Posted by
Saturday, April 24th, 2010 8:19 pm

I am using Python and Pygame for this compo. Ok, so as of now I’ve written an (Really pathetic) isometric engine for my game. I don’t know how it’s gonna turn out, but I have a penguin who may swim from island to island. Right now I can’t figure out how to layer the character and the tiles right.

screenshot3

screenshot2

screenshot

So I might be busy tomorrow, and might not finish.

Update/Engine Release:

Posted by (twitter: @cworkgames)
Saturday, April 24th, 2010 8:16 pm

well, i’ve got the game engine sorted now, now all i need to do is design the levels.

Screenie:

Wheeee!!!

Wheeee!!!

D/L Link:   http://dl.dropbox.com/u/4410179/LD%2317.zip

EDIT: oh, yeah, you can switch block types by clicking on the icon in the HUD or using the mousewheel.


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