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Archive for August, 2010

WHAT!?

Posted by
Sunday, August 22nd, 2010 12:09 am

Okay so I wake up this morning. I have no idea what time it is.
Because of this:

So much for a day of programming, but the power will be back soon right?

Okay, so that’s 6 hours gone, but I can still record music on my mobile phone for a while, right?

One battery bar. Great.

This is part of my song. “The Flying Elephant” was a title for a song that I never wrote, perhaps 10 years ago – so the song was written today, the title 10 years ago. Hope that’s within the rules.

Don’t be fooled,

Posted by
Sunday, August 22nd, 2010 12:04 am

it’s not there to try and look pretty.

2010-08-22-02

Screenshot

Posted by
Saturday, August 21st, 2010 11:54 pm

I made good progress today.  Making something a little like captain forever.  Not ready to post an exe but here’s a screenshot.

snapshot_0037

screenshot

Posted by
Saturday, August 21st, 2010 11:11 pm

I’m too slow!

but i post a screenshot anyways:

ld3

Grabitas: progress report 03

Posted by
Saturday, August 21st, 2010 10:46 pm

screenshot
Implemented enemy grabbing, flinging, and damaging. Now we’re actually getting somewhere. Still debating how exactly bullets are going to work.

Quitting

Posted by
Saturday, August 21st, 2010 10:44 pm

I don’t have the skill I guess. Since there was a joke entry, I guess I could make a joke game. Anyone know how to fold a box out of paper?

I should make a note to not visit the ludum dare site while making the game come december. I make myself sick. ‘Oh my art sucks’, you say.Then I take a look, my jaw drops. Seriously, anything I’ve seen on here is better work then mine. Well, except for the smiley face target. Nah I take it back, it still looks better.

My, What a Fancy World You Have There!

Posted by
Saturday, August 21st, 2010 10:35 pm

My, what a fancy world you have there!

What you see is the game’s rendering of a small 50×32 image, blown up below:

The Tile Map

Besides creating a world tile map, it also figures out where to place towers, chests, and the castle. The black spot is the hero’s spawn point. Red squares represent chests with health in them, and yellow ones represent chests with weapon upgrades.

The tile map will also help the AI figure where and how it can move. I need to do some trickery to make sure it deals with towers and castles correctly. They’re larger than a single 16×16 tile, but the AI should act like there is an impassable wall where it looks like there is one. Also, I need to make sure the hero knows how to get to the entrance of a tower or castle.

UPDATE:
Iteration 2 of 7 started with a little over 20 hours left in the compo.

Iteration 2 of 7 starts with 20 hr 15 min left.

recycle robots – update 3

Posted by
Saturday, August 21st, 2010 10:29 pm

ludum dare 18 athanazio update3
Aloha … sleeppppyyy zzzzzz….
update on the task list:

Ok here are my plans:

- shoot, is a little weird ... when moving backards ... probably is the angle...
- show the bullet inventory

step 3 - there comes life

- add life bar to the alien
- add npc with life bar in map 1
- shoot the npc

step 4 - recycle

- add the bullets counter
- reduce npc life to zero shooting
- show dead sprite
- recyle to energy
- recycle to bullets

step 5 - levels please

- define levels map + npc positions
- code boss behavior for levels
- count the time used to finish each level

step 6 - polish

- add help screen

--- done

step 1 - navigation

ok - show splash
ok - show map selection
ok - select each map
ok - press Esc to end the map and go back to map selection

step 2 - movement

ok - build map based on string of heights
ok - build the char (do i need to animate the bottom of the alien ?)
ok - move the alien around the map
ok - make the jump of the alien
ok . control the height of the alien with the colision with the ground.

ok - add the head
ok - move the head

there is a demo online
http://www.athanazio.com/ludumdare/ld18/version2010aug220221/index.html

Behold

Posted by
Saturday, August 21st, 2010 10:28 pm

Third version posted of “Avoidal”

Posted by
Saturday, August 21st, 2010 10:27 pm

Version three

Posted my third playable version of my game.

Spent the last part of the first day here getting the preloader, menus, highscores, and other assorted UI ephemera working. This way I won’t have to think about all that stuff during the last day when my brain starts shutting down trying to do game state flow. Always a recipe for last hour bugs!

The third version still needs a bunch of gameplay work but I have activated the local and global highscores.

I finally picked a game name of “Avoidal” too for this creation.

I have my plan for tomorrows code, graphics, sound, and music. Time to get to bed (about 1:30am here) and wake up in about 5 hours for the last day of the compo. What a marathon this LD beast is.  Good luck everyone!

Video Evidence

Posted by
Saturday, August 21st, 2010 10:23 pm

2010-08-22-01 Ludum Dare 18 on YouTube

My Primitives

Posted by (twitter: @zurashu)
Saturday, August 21st, 2010 10:16 pm

I hope this soon turns into something,

What kind of  something, even I don’t know…

wtf

Well, I know something, I’m not embeding anything into this swf. If I cannot make it coding, then it won’t be done.

Desperate times,
Desperate measures.

Too much for today,  I’m going to get some sleep and see what happens tomorrow.

Can’t draw? No problem!

Posted by
Saturday, August 21st, 2010 10:14 pm

Simply hide the fact that you’re art-challenged behind bad lighting.

theyvecomeforme-progress

Please watch this thread for a link to a first playable (win32 only at the moment, sorry).

First image is up!

Posted by
Saturday, August 21st, 2010 10:11 pm

First image from my game is up and available! Enemies will attempt to make it from the bottom left door to the top right one! Next I need to put in the code to have an enemy move from one to aImagenother!

Milestone!

Posted by (twitter: @FionaSarah)
Saturday, August 21st, 2010 9:59 pm

screen4

My battle system is finished!!

I’ve got fighting, capturing, running away, experience gaining, leveling up and the strength progression that goes with it.

Happy times. :D

Now I have a lot of work to do on the overworld and tons of content creation. (Lot’s of Daremons to make!)

Egg-bert vs. The Vampire Robots

Posted by (twitter: @Kalakian)
Saturday, August 21st, 2010 9:58 pm

Got up nice and early this morning (nearly 06:00 here) and I’ve had an idea!

I spent so long working on the baddie’s spritesheet yesterday (they kinda look like vampire robots), so I needed something a bit quicker for the player character, and I decided an egg on wheels would be good.  Anyway, basic premise:

  • You control Egg-bert as he is faced with hordes of vampire robots
  • Use you zapper to disable the robots, turning them into harmless (to you) blocks
  • Whack the blocks into the other vampire robots to kill ‘em

Now let’s see if I can get this done in the remaining time :)

Grabitas: progress report 02

Posted by
Saturday, August 21st, 2010 9:51 pm

screenshot
Starting to implement enemy behavior. Not a lot of progress, but it’s something.

This is actually going to be an actual game with actual gameplay, I promise.

Progress Update

Posted by (twitter: @DigiJerm)
Saturday, August 21st, 2010 9:45 pm

So my ADSL router decided to stop working this weekend. I spent a while trying to fix it, but in the end I gave up and bought a new one. As for my game, it’s called “Killer Knife-Robots from Knife Planet K” and I have a demo available for download (requires Windows). It’s not playable yet, but it does have spinning blades of doom. I am probably going to make it so that you can take control of the robots and use them to destroy the other robots.

Spinning blades of doom!

Spinning blades of doom!

Barrage of Bouncing Baddies

Posted by
Saturday, August 21st, 2010 9:38 pm

I now have improved player controls, animation, backgrounds, and bouncing enemies.  I have no idea how the gameplay is going to work, but I’m thinking of this Pied Piper type guy being able to tame different enemies with different instruments.  Then they follow him around like Yoshi’s eggs in Yoshi’s Island.  I’m not sure what happens next.

Bouncing Enemies

Bouncing Enemies

Progress…!

Posted by
Saturday, August 21st, 2010 9:33 pm

Okay, 26 hours and 30 mins in, mostly feature complete, though I’ll have to tweak the controls a lot to get em just right (gonna have mouse, arrows/ZX, WASD/something, etc to allow for peoples’ preferences). I also need to get the enemy generation running better and add more enemy ship types, but other than those, gameplay is all there. After that it’s just gonna be a mad dash to texture it all up pretty (almost every texture in the shot is placeholder) and add particle effects everywhere.

At the moment I have the enemies’ colors set to their health for debug purposes:

LD18_002


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