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Archive for July, 2010

Graphic Style

Posted by
Saturday, July 17th, 2010 6:26 am

The block graphic generator seems to work fine, seems to become a gradius style treasure hunt.

One of each,…. Really?

Posted by
Saturday, July 17th, 2010 6:21 am

Ugh….

This limitation makes no sense.

One of every object?!

So my idea for a platformer will have to go -_-”

A start

Posted by (twitter: @S0phieH)
Saturday, July 17th, 2010 5:29 am

greed01

Not using the same asset twice? just not hardcore enough; none of my assets will ever be the same even from one frame to the next =p

anyhoo, I think this will probably become an RTS-style art game. playable web version here

Considering Whether to Continue

Posted by (twitter: @henrythescot)
Saturday, July 17th, 2010 5:14 am

I have to admit, I’m stumped.

Using the theme, rule, and alt-theme, the only game that comes to mind is trying to catch as many different fish as possible.

Taking out the alt-theme (It’s optional!), my pool of ideas doesn’t widen significantly.

Because every entity and terrain piece would have to be unique, I’d need loads of artwork to do something satisfactory, as well as some code that I wouldn’t be happy with.

I may be withdrawing from this one right at the start. I really don’t like the theme, and I really hate the alt-rule. Sorry folks, but I’m wanting to sit this one out. We’ll see how I feel after breakfast.

A glimpse of what’s to come

Posted by
Saturday, July 17th, 2010 3:42 am

Crazynate MiniLD 20
Over 7 straight hours of work and I’m still not tired…
I figured I could have some greedy animal trying to catch as many different fish as possible, so that’s what i’m trying to make.

Tag.

Posted by (twitter: @thegrieve)
Saturday, July 17th, 2010 2:31 am

I’m in. Not sure what to do with the theme/rule/alt-theme.

But We’ll See.(TM)

Grieve

Correction:

I’m in once I get an operating system installed :D

One of each, seriously?

Posted by (twitter: @codexus)
Saturday, July 17th, 2010 1:53 am

I thought I’d try this MiniLD for a change but I’m not sure what to do with the special rule. It sounds interesting at first but it can also be very annoying.

Let’s see how one could get around it:

  • Make crap or minimalistic graphics. Unfortunately it’s the most obvious choice. It’s easy to get lots of different objects if you don’t spend more than a few minutes on each one.
  • Procedural generation. Each snowflake may be unique, but really they all look the same. I don’t like games that rely on generated content too much. It’s the human touch that makes things interesting, the procedurally generated stuff is just more of the same.
  • Avoid the problem entirely, choose a game genre that doesn’t rely on repetition of content. Adventure games or visual novels don’t have a lot of use for multiple copies of the same object. That’s also why they are heavily dependent on content and really hard to complete in a week-end.
  • Find an awesome gameplay idea. One that will satisfy the constraint and fit with the theme and be an original never played before gameplay.

So, since the last option isn’t going to happen just because I want it to. I’m left with some unsatisfactory choices…

In!

Posted by
Saturday, July 17th, 2010 1:04 am

Well, I picked up SDL only a couple of days ago, so at best something uber-simplistic can be expected from me.

Right now I am thinking of a game about a gang of -duh- gangsters each of whom has a choice: work for the common goal – getting a fat prize or reducing number of people it is going to be shared with…

Artsy Farts

Posted by
Saturday, July 17th, 2010 12:02 am

Here are some of my graphics:
lulz
hurr hurr
awkwardpause

I wonder what the game will be about?
Ok, so I’m no good with themes like “greed” so I went for the alt theme. I’ll try to shovel in some greed there but I’m still trying to figure out how.
Oh, and I still haven’t thought of the game mechanics themselves despite already starting to write code (I would post a screen if it wasn’t a black screen with a tini fish in the middle of it).
so… yeah…

MiniLD #20: I’m in.

Posted by
Friday, July 16th, 2010 11:29 pm

I finally decided that I’m going to give it my all. Might be going somewhere tomorrow, so my time might be a little limited, but I’m pretty sure I have an idea and will be able to complete a prototypeish version of it.

I’ve decided on a resource-gathering game, where the goal is to gather the most material within a time limit. During this time period you must place collectors, manually collect, and cut off your enemy’s collectors from material supplies. Pretty simple, but the levels are looking varied enough that it should turn out to be pretty fun to play with a friend. (Probably not going to code AI.)

The levels are procedurally generated (ooh, buzzword) and so will be the collection units’ graphics. Also, I hope to make a special vector font system that offsets all line segment points to create a font that never uses the same glyph twice–every character having unique offsets within it. If you didn’t notice at the beginning of this paragraph, you can see my level generator in action here.

Can’t wait until tomorrow! I think I’ll be able to finish this project.

My Brilliant Idea!

Posted by
Friday, July 16th, 2010 11:26 pm

So you’re an evil alien race who wants to conquer Earth. You have a spaceship that shoots freaking lazer beams. In the levels your goal is to kill all of the population in the city. Once you kill all the citizens and enemies you win that level. Now eventually you encounter tanks that fire bullets at you and move around. After a few more levels you encounter flying robots invented by human engineers. They give off streaks of energy that can hurt your health a lot.

I call this game Conquer The Planet. Now “all I need to do” is code and make graphics for it.

Mini LD #20 work in progress…

Posted by (twitter: @McFunkypants)
Friday, July 16th, 2010 10:36 pm

Things are coming along quite well. I started from PURE scratch. Meaning: I began with a blank text file. And started typing.

I’ve been using Keeyai’s Chronolapse to take time-lapse screenshots.

I’ve decided to write the game in pure HTML5 – that’s right, folks, no 3d engines or anything. But heck, the game will work on all platforms, in all OSes and on handhelds like iPhone, iPad, Wii and PS3, etc.

So far, I have timers, a debug log display, a splash screen, buttons, keypress events, and multi-layered parallax scrolling.

How are YOU coming along? I’d love to hear what you’re doing. Post something and make sure checkmark the tag “MiniLD #20″ from the catagories tab to the right of your new post box.

This is fun! Time for a break.

Greedily signing up

Posted by
Friday, July 16th, 2010 10:34 pm

I need something to distract me. I will do this. I will try hard!

I hope flash is okay, even though so many people will feel like its not quite as programtastic.

The theme.

Posted by
Friday, July 16th, 2010 8:42 pm

So the theme is greed. What a strange topic…
I honestly don’t know what game I should make. It will probably involve stealing items or cash from something. The weird thing about this competition is that every item must be unique.
This will be a challenge. (Especially since this is my first competition)
Oh, and the fact I know little about the game library I’m using.

This game will be coded in Python with pyglet. (Yayz!)
For those who are interested, I’m making this on Fedora 13. (which in fact I just installed today)

Good luck - fingers crossed

MiniLD #20 Is a Go! Theme=Greed

Posted by (twitter: @McFunkypants)
Friday, July 16th, 2010 8:20 pm

To quote GBGAMES:
http://gbgames.com/blog/2010/07/minild-is-a-go/

MiniLD #20 Is a Go!

BY GBGAMES, ON JULY 16TH, 2010
I’m hosting the MiniLD #20 this month, and it starts……NOW!

Theme: Greed.

Special rules: Only One of Each.

In programming, it’s easy to make lots of copies of objects. Well, I’m putting a stop to that! For this MiniLD, you’ll need to ensure that every object in your game is unique. If you build a wall, there better be a single wall (it doesn’t matter how complex it is) and not many tiles composited together to make a wall (unless all of those tiles are completely different from each other, which might make an interesting game…) Granted, maybe everything derives from a common object, but you can’t have two objects that are exact copies of each other. If that means you can only make a few objects, then work within those constraints. B-)

Optional secondary theme: Fishing. Just because.

You have 48 hours to make a game using the above theme and rules and optional secondary theme. Go!

Retro awesomeness

Posted by
Friday, July 16th, 2010 8:18 pm

There seems to have been a Dwarf Fortress frenzy in the channel these past few days (which of course pushed me to fall in the DF trap once again. Already 2 all nighters lost to it…) and necessarily I wondered about some of the technical aspects. And of course I started coding.

Screenshot

After a few hours, there I am, with an OpenGL powered virtual terminal, that displays a 256 glyphs bitmap font, has 16 colors, has background and glyph coloring, and is actually just a network terminal.

Yeah. The only thing it can do is connect to a server, get text and color information from it, and send keypresses.

It’s kinda like OnLive, but for 8bit text 2*4bits indexed color games. Awesome. In fact the original idea was that since keypresses and a few letters are quite light with modern connections, why bother duplicating the game world in each player’s client? It brings lots of annoying things like synchronisation, world updates, distributed computing, cheating, etc.

My legendary laziness suggested that any game could in fact regroup world data, game logic, input and output in a single place. Exactly like a local multiplayer game. But over a network. It gives interesting ideas like very cheap “observer” mode (just broadcast some player’s screen to anyone who wants), transparent join/leave (after a deconnection or a local crash, find the game as it was, assuming the server paused, or rejoin a persistent multi experience), etc.

Now a cool thing would be to apply that for this MiniLD. I’m still not sure I’ll have time to enter, but who knows. It will depend on the theme I guess.

EDIT: oh and needless to say, there is some Lua involved. The main app with the OpenGL drawing is in C, but the config and the network code is Lua. Manipulating text and sockets is much easier there.

And about the protocol, it couldn’t be simpler: client->server is “SDL_Key code (as decimal text) and newline”, server->client is “char, 4bit background color, 4bit glyph color” for all cells, topleft to bottomright, followed by a newline.

The client also sends “tsize w h” to announce its size to the server at connection. That’s about all control messages I’ll use.

Plan to join MiniLD #20

Posted by
Friday, July 16th, 2010 8:01 pm

I plan to join miniLD #20, which will be my first time competing.
This should be interesting

Posted by
Friday, July 16th, 2010 7:39 pm

Hi guys! I just registered! How can I participate???

@#$%^&*

Posted by
Friday, July 16th, 2010 2:06 pm

When is the miniLD20 gonna start??!?!?

See you at MiniLD #20

Posted by (twitter: @McFunkypants)
Friday, July 16th, 2010 9:03 am

Well, here goes nothing. As a long time lurker and first time compo entrant, I hope to K.I.S.S. and finish a game in 48 hours. Sounds crazy: I’m a pro game dev and generally work on projects that span many months (and even those are considered “fast” turnaround times).

Truth be told, I’m sick of giant, featurecreepy megaprojects and a crisp little mini game sounds like a wonderful diversion. So what the heck, after years of talking about it, I’m finally going to give a weekend game project a try!

This post is being made primarily to test my Ludum blog account as I just signed up and I’m only now figuring things out.

I plan to post lots of screenshots of the work in progress, work environment, and the food.

Good luck to everyone, have fun, and see you on IRC!

- Breakdance McFunkypants


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