Archive for August, 2010
Meetups – Post some details and photos
Did you get together with some people and make games together this weekend? Tell us about it! Where it was, who/how many people attended, and any fun stories of the gathering.
For results day, I’d like to have a list of some of the events and meets that went on concurrently with Ludum Dare. Even if your group didn’t submit a game, I’d like to hear about it. Make a post here or on your own blog. Then make a note it in the comments. Thanks!
It’s a witch! Burn her!
Sunday, August 22nd, 2010 3:29 pm
More a mage than a witch but there’s now combat!
Come on!
Don’t lose concentration!
It’s almost done!

Now that I’m finished…
Sunday, August 22nd, 2010 3:26 pm.. (looking at my desk) I noticed what we need.
GARBAGE-SHOTS!

Well, don’t mind me posting crap.
Good luck to everyone still working hard on their awesome game.
You can and WILL do it.
Modding is fun
I’m taking the extra time to do something extra for the moddability of my entry. Why? Because spending an hour to implement this is probably going to yield more positive results than the extra few enemy waves I might design instead. I’d already made it easy for myself to work with content by defining enemy waves and dialogs outside the game code with a simple syntax, and now I’m making it work with the enemy definitions as well. I’m not going to make movement patterns moddable, though, because that would be a freaking ton of work >_>
Another day down
So that’s day 2 of my jamming done. We’ve left the Cambridge meet up and although a few of us still working on projects tomorrow I think we’re all doing so in the comfort of our own homes.
Game still a fair ways off. I think next time I’ll go back to aiming for a 48 hour game as my amibitous project for the jam is wearing me down. But non the less I shall be back to coding from tomorrow afternoon (once I get back to London) and there will be a game for you all to play by the end of the jam time limit.
Pretty much done
Alright, after a very long night of coding, I think I’ve got my game to where I want it, with a few hours still on the clock.

It is playable here: http://switchbreak.net/blog/?page_id=147
Hello.
Heya. I’m Quinn Negrych, better known as Qbopper, and better better known as Kid/Kid2255/Kid2277. I’m a huge Notch fan (creator of Minecraft, Breaking The Tower, Bunny Press, The Europa Archeology Incident, and more recently Metagun) and was starting to get into Java when I realised that I hate NetBeans.
One birthday later, during Notch’s Metagun livestream I found that he uses Eclipse what is so much nicer to handle than Netbeans. Once I get home I intend to use it (I downloaded it today but was too busy playing SC2 and Minecraft) and maybe make a game.
Excuse me if I shouldn’t be posting this.
MafiaRevenge
Sunday, August 22nd, 2010 3:02 pmUser Generated Content, or Man, Do I Hate Level Design
It’s true, I do. I mean, I don’t hate it per se — It’s just that I’m really bad at it, and I hate doing things for which I know I have no skill. I like my games nice and easy, perhaps too easy, and my level design tends to reflect that preference rather strongly.
Ahem.
And so I present: Double Bounce, a content-driven puzzle-type game where each level (‘course’) generally takes no more than a handful of seconds to puzzle out.
Wait — but I wanted to avoid level design, right? Well, sure — but Double Bounce includes a reasonably easy-to-use editor, and makes it super easy to share your own creations. Editing a course? Click that ‘Upload’ button! Want to play something you didn’t make, but that’s harder than the usual fare I create? Download more courses.
It’s a button. Click it.
Oh yeah.

The world is full of crap. That's why we have n/5 stars reviews, right?
But the thing is, it’s so easy to publish courses that even I’m generating crap very nearly by accident. Crap I don’t want to play. “Boy, it sure would be helpful if someone would sort through these levels and tell me which ones are worth playing,” I thought to myself. “I guess I could do it.”
But we already established that I’m really bad at assessing levels! And so: after you complete a course in Double Bounce you can rate it /5 stars (you know the drill) and that rating will get averaged and aggregated on the download server. Pretty slick, though I’m clearly not going to have the time to iron out the kinks and weird bugs in my network code. Grr.
The jam it will be, then
I entered this Ludum Dare with the intention of submitting my game to the Competition. However, after a busy day yesterday which meant I didn’t get much game development done, my game is still lacking enemies… although I do know how I want them to work. I think.
So it’s looking like I’ll be submitting my game to the Jam, then… Hopefully some of you will find the motivation to play it, but don’t feel obliged.
Hacking 4 Dummies gone gold
Sunday, August 22nd, 2010 2:54 pmyep, I finally managed to finish my game.
I had a hard time running out of beer, cigarettes and finally food. I dunno if I got the theme right.
Hacking computers to use them as a weapon against other computers. kinda cheap
Anyways, here’s my kid in all it’s beauty:




thanks for watching
Initial cutscene…
Finished the initial cutscene and the one at the ending of the game…
Basically did the same as on my “Exploration” game, with different graphics and some more “bells and whistles”, but not much… This would be so much easier using scripting like Lua or something…
Anyway, it’s pretty cool (I think) and it sets the mood for the game… Now to design some levels and see if I’ll have spare time for sound and music…
Tasklist:
- Level design (7 levels)
- Startup gems
- Sound
- Music
ALL DONE
Hey – just submitted HOME – my LD entry for this competition.

Here’s a link to it – don’t forget to vote!!!
Thanks everyone!
Daniel
Master Exploder is done (for now)!
I’ve submitted Master Exploder. I learned that a design requiring a large number of interesting levels is a bad choice for LD. I also learned that I’m capable of putting out at least recognizable graphics. There’s some hours left, but I’m exhausted and the game does everything I’d wanted it to.
The current state of things
Spent most of my time on art, which I believe has payed out. However, I still have quite a few things to implement in code before the deadline. Here’s hoping I can get them in!
Here’s a little screenshot of what I have so far:

Chomp chomp chomp
Desk pic
Here I am, this is my desk, the mate and cup (with tacit instant soup) and half a chocolate where my nutrients today

Pulled an all nighter ;-;
It’s my first time trying to enter a Ludum Dare competition ): Wasted lots of time trying to come up with a decent idea, but made significant progress overnight.
You play a little penguin who starts off with a limited number of snowballs, fending off snow enemies that’re invading your little glacier. You can then make snowballs from the remains of the enemies to continue fighting. =P Harder enemies come out over time and such.


I’m not very good at making background music so I don’t know how that’ll turn out =<
Ludum Dare 18 Compo – Mere hours to go
The competition is winding down! There’s only a few hours left to finish your game and submit. Feel free to work up until the deadline. It is now submission hour! You get an hour to fill out the submission form. Once the hour mark passes, we’ll be setting a flag that groups all further submissions in to the Jam instead of the Competition. To submit, click the links at the top or right here:
If you need to fix any stability/crash bugs after the deadline, that’s alright. Also, if you initial version is available for one platform, you’re welcome to include ports after the deadline. Use the edit link to make changes.
If you need a place to upload, try DropBox. Sign up for a free account, place the file in your “Public” folder, then you can use More Actions->Copy Public Link to get a URL to it.




