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Archive for April, 2010

progess

Posted by
Saturday, April 24th, 2010 4:32 pm

I havent reported in yet today so yea, things are going smoothly, almost done with my map view after that its some simple path AI and balance the number system, the birth of a game

Screenshot-3

Not quite done.

Posted by
Saturday, April 24th, 2010 4:27 pm

I’ve finished making all the levels, made the sounds, plus a beginning and an end screen. So why am I not done? Well, currently the game takes about ten minutes (at most) to beat. Also, it’s kinda boring.

I’m not sure what to add, so here’s a demo.

Wow! You can even jump!

Wow! You can even jump!

Try to escape the giant floating island! Go!

Please let me know what you think.

The Early Bird

Posted by
Saturday, April 24th, 2010 4:06 pm

Due to limited time this weekend, the basics of the game are working but I haven’t done any assets yet. I just got the puzzle loader working- the puzzles are loaded from .png files, with different colors becoming different tile types or entities.

The puzzle loader working for the first time

UPDATE:

Posted by (twitter: @cworkgames)
Saturday, April 24th, 2010 4:04 pm

Even more functionality!

Now we have:

Bridge: solid, can be walked on and underneath. can only be placed to the left or right of something

Box : solid, acts as a platform and/or wall. has physics (aka, it falls)

Jump pad: can only be placed on floors. makes l’il dudes jump

Screenie:

Wheee!!!!

Wheee!!!!

Half way?

Posted by
Saturday, April 24th, 2010 4:04 pm

Untitled-3

Desert islands AND floating sky islands! Why not?

So, halfway in and my game is working, but it’s very short — and boring! Since I’m doing this with no fancy frameworks or basecode, I had planned to spend day 1 on the engine and day 2 on the content. Well, the engine’s done, and so is some of the content, so tomorrow I should be able to flesh this thing out a bit.

(I know I’m not going to win any originality points for going with floating sky islands, but they’re just so cool!)

Status: Procedural Generation Quite Lovely

Posted by
Saturday, April 24th, 2010 4:02 pm

Lakes, mines, trees, palm trees, dirt, and sand hooray! The final island size will be approximately 5-10x larger, but I’ve not done so yet because I haven’t made a way to scroll the map.  :)

Wish me luck! There’s still no gameplay yet. I hope to begin working on at least some gameplay tonight, finishing it up tomorrow.

(But I love the concept I have going here so much, that I’ll probably spend the week after LD finishing it up to my liking. Networked multiplayer is something I’m thinking about.)

Halfway to go

Posted by (twitter: @elibrody)
Saturday, April 24th, 2010 3:58 pm

Here it is, I’m turning myself into a sleeping  Eli, and this is what it looks like after ~~10 true hours of coding throughout the day:

Islands in progress 1

As you can see, things are kind of blocky, but they are moving along. The protagonist is the intrepid Pale Yellow Square, as pictured in the center of the screen.

There may be an visual island theme, but the story is quite relevant. In short, your task is to make islands stop being islands.

Well, it is 2am now. I hope to conclude this successfully tomorrow.

ps. amazing WIPs so far!!!! You guys are unbelievable.

my islands are hungry

Posted by
Saturday, April 24th, 2010 3:57 pm

so I got some McFatness++ stuff.
null

Along with that, some kind of concept art:

null
He doesn’t seem to approve of my meal.

Posted by
Saturday, April 24th, 2010 3:52 pm

Well, I added lots of stuff:

  • Camera control
  • Airship control (the airship is the  flat box with steering wheel in the screenshot)
  • Vertex colors
  • OpenGL fixed-pipeline vertex-lighting
  • A second island
  • Clouds
  • HUD display

screenshot2

What I’m still missing:

  • Gameplay
  • Collision detection
  • More and better models
  • Textures (won’t have time)
  • Audio (won’t have time)
  • Skybox (won’t have time)

End of Day 1

Posted by
Saturday, April 24th, 2010 3:52 pm

Man, what a day. This is my first go at LD, and nothing could have prepared me for it.

It didn’t help that I had to be out of the house for four hours – and the same tomorrow. I can’t even work into the night because I need to be up early.

So here’s the plan: Work like mad tomorrow, and right up until the deadline if need be. It doesn’t matter that that’s 3 in the morning, as Monday is my day off.

It’s been a lot of fun today. I’ve learnt all sorts of fun stuff – what bezier curves are, why the static keyword can be very evil, and just how bad my art skills are. I can’t wait for tomorrow.

A thing of beauty.

A thing of beauty.

Robinson crusoe

Posted by
Saturday, April 24th, 2010 3:51 pm

sprite_robinsonI’ve made some sprites of my old friend Robinson crusoe :)

I’ts late i’m going to sleep now.

Possibly Some Sort of Pumice

Posted by
Saturday, April 24th, 2010 3:48 pm

islands_in_the_sky_with_diamonds

Some islands (with nothing on them and way too tightly clustered), some UI elements, invisible skyship. Bedtime.

First screen

Posted by
Saturday, April 24th, 2010 3:45 pm

Lost a lot of time, but no excuses. Will probably have to cut back on what I intended to make, but I’ll be damned if I dont have something playable by the deadline.

Getting there…

Posted by
Saturday, April 24th, 2010 3:34 pm

I’m finally getting somewhere, I wasted far too much time trying to do music I don’t have the experience to make, but now i’ve done the majority of art, got a bit more animation to do and i’m nearly done with character movement.

Here’s the current build (in Unity so plays in the browser):

http://www.billyfletcher.com/LD/Build1.html

WASD or Arrow keys to move around, that’s all it does at the moment!

11:33pm Saturday Night

11:33pm Saturday Night

Lots of love,
brian

Collect & Protect: Good night

Posted by (twitter: @Abel_Toy)
Saturday, April 24th, 2010 3:34 pm

16 hours and 30 minutes of almost non-stop of Ludum Dare.

The screenlogger has a lot of screenshots. And my game it’s so advanced.

Here it is! (click the screen to play)

Collect & Protect

Collect & Protect

The graphics are not definitive… trees and mines and the treasure are not mine.

Here are the instructions:

Move your player with arrow keys.

Get resources from a tree or a mine (rock or gold) pressing SPACE near it.

Build things using resources pressing SHIFT to go to the build menu, and then select the building you want to build. It’ll be built in front of you.

If you press SPACE near a building you will access to its upgrade menu system.

You have to defend your treasure from pirates as long as you can!

Good luck!

For now, you can only take resources. After the resource provider dies, it regenerates 1.30 minutes later.

Good night!

Posted by
Saturday, April 24th, 2010 3:30 pm

Got my tiles all ready on a grid!

Also I mispelt my music link last time woops: here

Still need to do some kind of pick ups and other stuff, but I need to get on with actually coding now!

edit: forgot to mention, I’ve re-jigged my 16 colour palette, as I needed a proper skin tone for the large scale hand graphics. I dropped grey for it, replacing the greys with light blue. Also meant I could brighten up the yellow a bit as it’s not being shared with skin-tones any more.

Now it’s war!

Posted by
Saturday, April 24th, 2010 3:26 pm

Oh no, looks like diplomatic efforts have failed. Not that there were any real efforts to begin with, because people seem to like blowing stuff up. I’m not sure what the deal is…

This should be good.

This should be good.

There is now a decent computer player to fight against, and the core functionality is working just fine. Coming right along.

It’s coming along

Posted by
Saturday, April 24th, 2010 3:21 pm

All that’s left to make this game presentable is a decent computer opponent (it’s quite broken at the moment) and to fix the numerous bugs involved with turrets. After that I’ll be adding a ton of bells and whistles to keep the game exciting.

Progress

Lunch No 1.

Posted by (twitter: @xMrPhil)
Saturday, April 24th, 2010 3:18 pm
Chicken, mix vegetables and a club coda with a lime.

Chicken, mix vegetables and a club coda with a lime.

50% update!

Posted by
Saturday, April 24th, 2010 3:15 pm

Yo peeps!

So it’s 23:08 here and slowly getting to the end of the day…and 50% through the competition! And what do I have to show for it? well…

Victory!

Just showing how the first level has been made and can be won/lost, so hopefully I can spend tomorrow on those all important gameplay features! Having spent ages today on getting the UI all working nicely.

Also todo: Sound, Music, Graphics, Polish!


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