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Archive for August, 2010

Progress (say what?)

Posted by
Sunday, August 22nd, 2010 1:58 am

I was going to use my “engine” but ended up fighting memory leaks, threading issues etc. Instead of wasting time there i’m gonna use torque2d and make something playable instead.

Playable is not here yet, but ill leave this for now.

Mockup

Mockup

Hopefully if i take a break again today i can get something playable uploaded. For the info read this http://www.ludumdare.com/compo/2010/08/21/sentient-code/ and, the red things are bugs. Programmers create bugs which destroy you/your code base. Stronger code fights the ability to create bugs and the bugs themselves. The white bigger blocks are programmers, which you need to convert to your cause (to use as a weapon). This makes the enemy (the programmer) the weapon for taking down the world/etc.

use your imagination

Posted by (twitter: @elibrody)
Sunday, August 22nd, 2010 1:58 am
come on

come on

It is a thrilling battle between the forces of good and evil, as clearly represented by these lovingly-crafted models.

It’s over for me

Posted by (twitter: @FolisDev)
Sunday, August 22nd, 2010 1:55 am

Well I noticed I was spending too much time on my other game ,which got messed up.

I stop coding my game.

I will continue watching you guys, and look into java.

I may see you in 3 months :]

-Folis

And I noticed I like the word I …

Posted by
Sunday, August 22nd, 2010 1:53 am

theyvecomeforme-progress-2Finally, we’re getting somewhere.

I don’t know if it’s finishable in the time allotted, but this is DEFINITELY better than my past attempts, and it’d be very doable by the jam deadline, at least.

A real playable, this time: http://yetanotherbrokenlink.net/game-assets-transfer/ld48-18_build_2.zip

Hour 31

Posted by
Sunday, August 22nd, 2010 1:39 am

Well its been quite a while since my last progress report. I have mostly been sleeping (well 4 hours of it anyways).

So progress is coming along nicely STILL no gameplay tho :S

So far you can shoot and destroy the enemies and then collect thier giblets before they become part of the terrain. The idea is that you can then shoot those giblets back at the enemies. Take alook if you are interested:

Have to play it on my blog as flash doesnt work here :(
http://mikecann.co.uk/ludum-dare/ludum-dare-hour-31/

Oh I just noticed I left some debug sliders on there I was using to try and hone the bloom levels. Have a play with them if you want.

Right. Gameplay.

FINISHED!

Posted by
Sunday, August 22nd, 2010 1:31 am

YAY! im done with “Sun Attack” :D

http://www.yoyogames.com/games/141231-sun-attack/download

thats where to download it!
ss3

(read the read me)

have fun and dont forget to comment!

progress… kind of

Posted by
Sunday, August 22nd, 2010 1:21 am

Hi folks,

game is still not playable… *panic*

But here is some energy particle madness for you:

particlemadness

And of course some food:

pizza (vegetarian) :pizzaand breakfast:

breakfast

Almost done with basic gameplay coding

Posted by (twitter: @ditdahgames)
Sunday, August 22nd, 2010 1:19 am

I’m happy!  Ahead of the game here…  17 hours left in order to get a nap then work on some levels.  Woo!

Sorry, no playable snapshot at the moment.  But here are some screenshots:

An idea of what is going on:  You are an infiltrator into a military base which has been occupied by two armies.  Resources are low, so you have no weapons, but your mission is kill everybody in the base while making your way to the next area.  Enemies can be made to respond by your approach.  From there, you can either use in-world hazards or other enemies to dispatch them.

Not quite out yet…

Posted by
Sunday, August 22nd, 2010 1:16 am

I went to bed last night thinking my LD48 was over, after wasting so much time trying to make a fundamentally incorrect depth-sorting algorithm work for my isometric objects/tiles… I stripped it down to something much simpler (ground layer, tiles/objects layer, simple sort based on one depth value) that worked well enough – but I’d lost a whole lot of time.

But I got up this morning, and decided to give it another push… and it’s amazing what a difference a sky texture and some very simple lighting makes:

LD48_18_3

Loads and loads still to do, though… map loader, player logic, enemy logic, collision detection, and more…

What different sorting algorithms sound like

Posted by
Sunday, August 22nd, 2010 1:15 am

http://www.youtube.com/watch?v=t8g-iYGHpEA

Don’t forget to turn on speech recognition! Enable “CC,” then get the CC submenu, and choose “Transcribe Audio (BETA)”

First prototype!

Posted by
Sunday, August 22nd, 2010 12:57 am

Well, this is my first time doing a Ludum Dare, so hopefully I’ll be able to finish in time.
That said, here’s a bit of progress I’ve made so far (controls are WASD, aim with mouse):
http://dl.dropbox.com/u/2149322/Ludum%20Dare%2018/LD18.exe

The idea is a top-down rotational shoot-’em-up. When an enemy is killed, it becomes deactivated, leaving it motionless and unable to fire. However, it attaches to your ship when you touch it and then fires whatever it was firing before. Essentially, you’re “converting” enemy units to your team. I think I could get some cool things going on here, but if anybody has any feedback or suggestions, that would be great.

Good morning!

Posted by (twitter: @agAitcheson)
Sunday, August 22nd, 2010 12:55 am

Up I get and enjoy a healthy bowl of Frosties! Today I’ll be coding at home in Wiltshire instead of at Cambridge, where I was yesterday. This means, instead of gorging away on biscuits and Kick, I’ll be getting proper home-cooked food. Thanks, Mum! ;)

infinite frosted flakes

These infinite bowls of cereal will take a while to finish…

Waitrose is a symbol of my hometown

Time for a massive one…

Posted by
Sunday, August 22nd, 2010 12:53 am

The game is almost in a fully submittable state, however I can’t really show you guys and gals anything since I’m temporarily using graphics from my No More Sweden entry. That will of course change in the following few hours. I’m aiming for a happy coulourful character in a black/dark “full metal alchemist” inspired world that plays sorta like super mario, hopefully I can pull it off :)

Hit more, for images of what I have eaten this far during the event and (more…)

How much money can you thieve!?

Posted by
Sunday, August 22nd, 2010 12:51 am

ss4Seriously, play it, and share your high-score!

Sonic Boom preview

Posted by
Sunday, August 22nd, 2010 12:35 am

demo 2 (windows only, but should work in wine?)

sbss1

Haven’t added the levels/scoring yet and it needs balanced/shinified, but the basic idea:

You’re in charge of a sound-powered ship. Sadly all you’ve been able to fit on board are a few drums, which are only powerful enough to charge the engines. Fortunately, amongst your enemies are three rather noisy ones, whose presence on screen enables you to fire your 3 wave-shaped weapons. Flying close to them gives you greater firepower, but be careful not to destroy them, otherwise you’ll be left without weapons until they respawn. Arrow keys to move, mouse to aim, left click to fire.

I’m considering making two games in one here – the original plan was a side-scrolling shooter with pure keyboard controls, and if I’ve got time I’d like to add that as an option for those who find keyboard and mouse control a bit awkward.

Feature lockdown commences!

Posted by (twitter: @McFunkypants)
Sunday, August 22nd, 2010 12:33 am

I’m so happy I reached this point! My little game is “feature complete”. All required coding is DONE. The entire game “works” from start to game over. It isn’t “fun” yet, but my goal was to finish early and not add any new features on Sunday.

From now on the project is going into “feature lockdown”. Tomorrow, all I am going to do is add “polish”, create levels, improve the graphics, etc.

This has been really fun. Yawn… time for me to sleepzzzzzzzzz.

For those of you who are still hacking away: DON’T GIVE UP! YOU CAN DO IT!

Progress

Posted by
Sunday, August 22nd, 2010 12:31 am

Greatly scaled back the scope of the game from wicked baddass epic side scroller, to high score survive as long as you can deal

I actually did that much earlier this afternoon, but just now admitting it (stupid 48 hours)

90% of the game’s element is there just need to add my tractor beam and test, after that its all fluff, unlike most of my LD games if you figure out a way to cheat on this one, it will screw you over! the game’s score is based on time, so if you manage to hit a spawn (its randomly generated at start, and randomly manipulated per cycle) that allows some dead space that you can hide in, the asteroid fragments quickly increase in velocity assuring you a quick “death”

so, if we were to have a high score contest, its in your best interest to interact with the game (evil laugh)

If I have time in the next 18.5 hours I would like to have a win situation, and I have an appropriate idea of how to do that, but time will tell

oh yea, screenie

Screenshot-2

Day 2 dawns

Posted by
Sunday, August 22nd, 2010 12:26 am

BreakfastBreakfast with a black beauty. She’s eyening my bacon, but it’s all mine!

a bit less than 19 hours left now. I had an awesome progress last night and I hope I can keep it up today. But there’s quite a few bits and pieces that I need to do. For example, I need to change the graphics! It’s awful! It has a bit low priority, but still. And I need to add a third enemy. And I need to add the boss fight at the end. And I need sounds! And I need music(?) and I need to add something more to the game. At the moment you walk up to the first zombie, punch him silly, pick him up, hurl at second zombie, repeat until highscore is beaten. One of the last things I did last night was to change it so the zombies wakes up if they’re still on the ground or being carried, but it wasn’t enough to make the game more challenging.

I will spend some time to try and do what GBGames are doing with that cork board. I need to plan. Once I have a plan I will try and be awesome!

Progress

Posted by
Sunday, August 22nd, 2010 12:15 am

Almost Rainbow Almost All the Way!

Almost Rainbow Almost All the Way!


Let’s see. I have an engine. Sorta. And I’m spawning enemies who are rushing the target. Sorta. And I have art. Sorta. (that rainbow streak is a row of enemies that must be spawning once per frame).

Tomorrow I need to get enemies hitting the target, pathing, defenses, allowing the player to place defenses, losing state, and winning state. Hmm, sounds so easy!

Screenshot!

Posted by
Sunday, August 22nd, 2010 12:14 am

work from day 1

I’m finally starting to add some graphics to my game that aren’t colored rectangles. Gameplay is coming along… we’ll see how it turns out!


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