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Archive for August, 2010

Posted by
Saturday, August 21st, 2010 7:45 pm

screen2

It’s coming along.

Gonna write a ship AI so I can actually play it.

Sprite…

Posted by
Saturday, August 21st, 2010 7:41 pm

Finally animated all the sprites…
Still so much to do.. I don’t see how I’ll meet this deadline but I’ll try!

Gosh, I’m reeeeaaaalllyyyy tired ¦D… Nearly 4am…


Anyway, meet the main character, Reddy ;w;

Lunch (late)

Posted by (twitter: @xMrPhil)
Saturday, August 21st, 2010 7:39 pm

It was slow going… I took a NAP AHhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh!

Seconds Thoughts and Hating Myself For It

Posted by (twitter: @henrythescot)
Saturday, August 21st, 2010 7:26 pm

I’m rethinking Starrior.

I… I dunno. It just doesn’t seem that interesting. I’m kind of lost now.

I wish I had *good* news to post. I don’t, though.

I’ll still (hopefully) turn something in, but it probably won’t be Starrior.

Lasers and stuff

Posted by
Saturday, August 21st, 2010 7:21 pm
LD18 take3

I think I may be abusing flash's glow filter

You can play what I have so far  if you want, though it’s still really rough. Both units autoshoot and turn towards the mouse.

Halfway there!

Posted by
Saturday, August 21st, 2010 7:19 pm

Shooty stuff, and enemy groupings in queue.

shot4

Obligatory Cat Post

Posted by (twitter: @spiridios)
Saturday, August 21st, 2010 7:17 pm

Obligatory Cat Photo

Obligatory Cat Photo


This is what my cat thinks of what I’ve completed so far….
Seriously, I need use a library or engine next time and take the week prior to prep my dev environment. I have a mausoleum and some 16×16 pixel people on screen, but the people don’t do anything yet.

Burning Rangers

Posted by (twitter: @grimfang4)
Saturday, August 21st, 2010 7:12 pm

I’m not sure if I’ll go with that game title, since it’s kinda taken, but here’s another screen:

ld18 - burn level2

End of Day 1 – EnemyBomber (Android / Applet)

Posted by
Saturday, August 21st, 2010 7:11 pm

Ok,…let’s end day one.

Actually I’m a jMonkeyEngine-User but this time I want to create an android-app for my new phone. I use gdx that should help me a bit with that. Still I don’t feel too comfortable with that….until now I have build a TileMap-Reader that read my txt-based tilemaps with additional meta-data (postions of player and enemies). Actually there is no game play, yet!  But that will change tomorrow.

Here a screenshot:

ld18

This is more or less one to one to the android-version! As soon as there is some interaction I will publish an apk-file.

Half way

Posted by
Saturday, August 21st, 2010 7:07 pm

Well, it doesn’t feel like I’ve gotten a lot accomplished, but when I look at my todo list it seems to be getting checked off pretty well. I guess it’s just perception.

I’ve implemented 3 out of the 5 weapon types, and partially implemented all 5 aliens that serve as various types of ammo. The levels transition, but there’s nothing to indicate you cleared the level and are proceeding to the next. No menu or game over screens either. I may drop one of the weapons to save time. Implementing the upgrades should be faster than weapons, so I’ll definitely try to squeeze that in. The graphics are crap, but I’m not an artist so I don’t really mind. Music and sound goes at the end, as usual, and may get cut if I run out of time.

With a little cleanup I could submit it now, the gameplay is functional, it’s just not as polished and featureful as I’d prefer. Here’s hoping the next 24 hours will be productive!

Home stretch! Lets finish this together!

smores attack update

Posted by
Saturday, August 21st, 2010 6:57 pm

Smores attack is finally in progress after a day of mostly life delays, and with coding almost entirely wrapped up in cobbling together a simple way to handle my graphics in a java applet. That part is finally working, leaving only the game guts, which i should be able to do pretty quick. I can see why so many people use a code library, a framework, or “not java” haha.

My attempt

Posted by
Saturday, August 21st, 2010 6:52 pm

Well, I figured I’d give it a go this year. I got off to a bit of a late start, but still 24hrs to go :-)

ludum

Not much gameplay at all so far.
Just messing with tech right now. Hopefully it’ll all come together in the last hour or so…

Halfway

Posted by
Saturday, August 21st, 2010 6:50 pm

My game has all of the really important elements, and I’m pleased with my progress thus far.  Though it’s designed for iPad / iPhone, it should work on all Webkit and Mozilla browsers as well.

Todo list for tomorrow (in no particular order):

  • Splash screen
  • Better player movement
  • Score
  • Difficulty progression
  • General funness
  • Sound
  • Detecting end of game
  • High-score list
  • More enemy types
  • Some way to dispatch with the last enemy
  • Background image
  • Graphics for player
  • Explosions on bullet impact

If any of you find any bugs, please let me know.  Any thoughts you have about what might make it better would also be appreciated.

Some Delays, Ok Progress

Posted by
Saturday, August 21st, 2010 6:38 pm

I had a few delays today — slowing progress down a bit, but I feel like I’m getting back on track.  Here is a screenshot of how my game currently looks.  It has almost no gameplay — just a tilemap and basic character controls.

Hero standing near some water.

Hero standing near some water.

After 2.

Posted by
Saturday, August 21st, 2010 6:37 pm

The title has a double meaning.

A) This is what the game looks like after 2 hours:

2 hours.

B) It’s past 2am so i’m going to bed!

Later guys. :)

Off to bed…

Posted by (twitter: @agAitcheson)
Saturday, August 21st, 2010 6:18 pm

It’s 2:15am and I am sleepy, so off to bed I go!

The game’s starting to take shape, but it’s still not “fun” so to speak!

screenshot of Ludumzilla at 2am

The game as it is now…

coding on the train

… and me coding on the train back from Cambridge!

Staying at home in Wiltshire tomorrow. Had an awesome time with the CB2 Indies, and looking forward to seeing them again!

Progress

Posted by
Saturday, August 21st, 2010 6:16 pm

Hi all!

It’s gone 2am, which is not ideal considering that I intend to join the other Cambridge guys in CB2 again in 8 hours. I shall be off to bed soon, but here’s a quick progress report.

I’m collaborating with my buddy George, so we’ll be entering the Jam, not the compo. Here’s a screenshot of our progress so far:

ld18

It’s a bit like Asteroids, except enclosed within a circular play area, and you can’t destroy the ‘asteroids’ directly. Instead, you can push them around by firing lasers at them. To destroy the ‘asteroids’ and score, you must collide them with each other.

I’m pretty pleased with our progress. The game is basically playable, there are sound effects in most places where you’d expect sound effects, there’s a scoring system that even I’m happy with, and I even wrote a little bit of ‘music’, but I’m not sure if I’ll put it in since it’s painfully repetitive (like all my music). The only major remaining gameplay issue is that sometimes an ‘asteroid’ will spawn on top of your ship and destroy it without warning, but that’s easy to fix. Once we’ve fixed that, we intend to introduce some new mechanics to make the game more interesting – and more challenging as it progresses.

Frustratingly I spent about three hours today trying to make the ship and ‘asteroids’ bounce off the arena wall in a convincingly elastic fashion. The eventual code to implement that was about four lines long. One and a bit lines of code per hour is not particularly good going when you’re working to a deadline. I owe a debt of gratitude to Alan who gave me a hand with my dodgy vector math code, which got the bouncing working as expected. (I think I’ve got the right Alan there, but hopefully someone can correct me otherwise.) Other than that, everything has gone surprisingly swimmingly.

You can follow our progress on GitHub. If you want to build the code, you need Flex and a little bit of nous. There’re no build instructions because, until the contest finishes, we have better things to do!

I have to say that a lot of the other entries are looking absolutely amazing, given that they’ve only seen a day’s work. I’m eagerly anticipating the finished products!

(Semi-crossposted to my personal blog).

Half-time update…

Posted by (twitter: @PaulSBurgess)
Saturday, August 21st, 2010 6:09 pm

Now that the Red Bull is wearing off and I’m losing my gift of sight, it’s time to call it a night and finally admit I’m halfway through the weekend (UK time here). Progress has inevitably not been as good as hoped, partly due to having several hours of my day stolen by my call into work (damn you day job!). But at least I have the idea, a foundation with a player character and a level, and all of Sunday still to come.

The idea will involve turning hostile robots against each-other using nothing more than your awesome hacking skillz. Not that I even have the enemies just yet…

Tomorrow will be a busy day...

Tomorrow will be a busy day...

Jam Update

Posted by
Saturday, August 21st, 2010 6:09 pm

Ok so I didn’t manage to find the time to work on both LD and the other game jam that was organised by friends, but I wanted to combine the two together so at the very least I can show my work over here as part of the Jam.

Its been a slightly bizzare setup as I am in Copenhagen and the sound guy and artist are over in Norway….

Because of that I’ve been posting regular updates of my progress over to them in the form of video screen captures :)

So here is a link to my videos… should you wish to see the evolution of our Whale game.

Linkage!

Our theme was code within code, whale and light..           and we decided to scrap the code within code bit and go with whales and light.

First playable :D

Posted by
Saturday, August 21st, 2010 6:03 pm

I started way too late, but I finally (after 10 hours) got something working that I’m almost okay with.  You can try out the current build at: http://garbos.itu.dk/ludumdare/ (Windows or Mac)

It’s made in Unity and is still a bit buggy. Also you can’t die yet.

Boom

Boom

Kaboom

Kaboom


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