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Archive for January, 2011

Halifax 1917, game over

Posted by
Sunday, January 23rd, 2011 9:16 pm

HA!

So, it was a bit harder than I thought. Managing time is a skill that I still need to master. The game was 80% completed, as it is still missing a winning state, a proper intro state, sounds, music, and some level design. My post-mortem shall follow soon enough.

I guess I can still submit my game, even if it ain’t finished. Oh well!

First Competition!

Posted by
Sunday, January 23rd, 2011 7:50 pm

Woah…

That was great! My first competition  since I joined.

Unfortunately I only got 12 hours to work on my game so it only has one level. But I’m going to finish it with plenty of levels and features!

It’s called 0001 – Life in the Beginning. The spring physics in the end were ball spring physics, programmed multiple springs into a ball.

The microbe will squash then revert back with springiness as well as bounce, etc.

I’m working on making it multiplayer and will post when I get that done.

Have a look at it and please comment. Ideas and suggestions welcome!

Enjoy!!

I Have a Demo!

Posted by (twitter: @henrythescot)
Sunday, January 23rd, 2011 7:15 pm

I’ve finally gotten something that I want to release!

The title of the game is “Luna”. It is about a little round knobbit trying to get a jar of honey back from a gang of square knobbits.

Anyone who would like to play the demo can find it on my Dropbox.

Controls:

Pressed left and right to walk and space to jump. Also, press P to pause, and enter to move on to the next level when you have completed the one you are in. (IE: When Luna is hopping up and down at the “Goal” sign)

When you complete the second level, you just go back to the first. The next demo will have another level in it.

Here’s a screenie:

Luna v0.5.0

Isn't she cute? ^_^

MiniLD #23 Pretty Much Over!

Posted by (twitter: @grimfang4)
Sunday, January 23rd, 2011 7:03 pm

Well, looks like time is up, but don’t worry if you need a bit more time to wrap things up.  This is for you, after all!  However, if we have to name your game 2012, then there’s a problem.

The things I’ve seen out there so far look pretty sweet.  Good job, all!

1773

Posted by
Sunday, January 23rd, 2011 6:57 pm

Wow, what a weekend! 1773 is pretty much finished. Naturally I didn’t get to include quite everything that I wanted. I also learned that I can’t animate. At all. Not even programmer art. Something to work on before the next LD.

Anyways the game! You play as an angry colonial in the Boston Tea Party! You decided you could really launch some tea if you bring a springboard out there on a boat. What a showy form of protest! Unlike the real Boston Tea Party, there’s shooting going on here. Oh no! You can slide to dodge the bullets and drop crates of tea on your enemies. POW!

Check it out right here!

I’m pretty happy with how it turned out. I wish it was a bit more polished. (A menu would be nice.) I also wanted to do a bit more with the slides but it wasn’t going to be finished in time. Instead I spent my last hour making the scoring popups! Unfortunately there’s a small bug where you can score twice on the same enemy. Other than that it looks good!

The rundown of what I ended up using is: LOVE for the graphics, input, all that good stuff. TEsound for the sound playback. LMMS to make the background music. SFXR for sounds. Paint.NET for painting. Notepad++ for coding.

Huh.

Posted by
Sunday, January 23rd, 2011 5:54 pm

Well, just like many others I’m not going to finish the game in the next hour and ten minutes or so. My idea was a bit too complex I guess, but I learned a lot along the way.

Thanks to this I managed to learn how to use BitmapData to my advantage and copyPixels for tilemaps, making the game MUCH more efficient. Unfortunately I had spent too much time on that, art, and coming up with an idea for such a distant theme/sub-theme combo. For the most part it IS complete, but its missing some essentials like a menu, instructions pane, being able to restart the level and some sort of end to it. Originally I was planning to have a boss at the end, and I do have a graphic for it, I just simply ran out of time. About an hour and 45 minutes ago I realized I couldn’t do this much, since theres also a bunch of little here-and-theres, and if I did some quick and crappy work to finish it I wouldn’t want my name on it.

I like the idea I came up with so I won’t mention it, but I will throw a screenshot in:

So I’m going to keep working on this game and hopefully expand upon it and make it great. Thank you, Ludum Dare, for holding this 48h competitions, and I’ll definitely be in the next one!

Halifax 1917, almost end of day 2

Posted by
Sunday, January 23rd, 2011 4:40 pm

Well well well, things went quite well, even if not at the speed at which I hoped they would go.

I now have working water meter, people to save (but can’t be saved at the moment), fire, water taking out fires, a basic tileset of wood, a level design, and….. that’s it I guess!

Remaining : a score, sounds, music, a gameover screen, a real intro screen. Then and only then will it be possible to call this a game.

2012: The Flood

Posted by (twitter: @Twitter.com/roseseatmeat)
Sunday, January 23rd, 2011 4:01 pm

I’ve been working on a game this weekend for the mini-compo in xna 4. I’m not going to finish it, but I will probably spend the next two weeks or so trying to finish it up because it seems like a pretty cool idea.

It’s a steampunk game about a flood destroying the earth in 2012. You have to prevent the waves from destroying the datapods which contain all of the information of mankind (think of the them as google servers). So you lay out girders and use funky steampunk machines that shoot steam to try to prevent the datapods from becoming ruined in the flood. I’m hoping to build maybe ten levels to start. The water will be particle based.

Right now I am working on all of the prologue and menu screens and so forth. Might work on the music tonight. Here is a screenshot preview:

1930 finished

Posted by (twitter: @RatKingsLair)
Sunday, January 23rd, 2011 3:03 pm

Only 5 levels (+ 3 tutorial levels), but I just don’t have the energy to do more.
Music was found here. The music is also the reason why the game is over 3MB big. Sorry!

The final version of 1930 features a gorilla.

You can play the final version here.

“1930″ was made with Unity3D, in less than one day (I started on Sunday). The gorilla was made by my team partner Jana.

Unfortunately…

Posted by (twitter: @alexlarioza)
Sunday, January 23rd, 2011 2:58 pm

…my original plans for this weekend did indeed get in the way of finishing my entry. There is way too much to do with my game before the deadline so I am withdrawing from this miniLD. This was not a waste though; I learned quite a few things about Java and Eclipse while working on my game. So hopefully next LD I will be using Java also to create a game with sprites instead of text! Though I am quite proud my my little text adventure engine. =]

Until next time,

-Alex

On my Intermezzo – A Change of Deadline

Posted by (twitter: @henrythescot)
Sunday, January 23rd, 2011 10:55 am

I’m actually having a lot more fun developing this platformer than I was making Zombies: 1975. I can’t get it done the way I’d like within 6 hours, though.

I will concede that 6 hours was an unrealistic deadline for that, and I will also move my deadline. I will give myself until 6AM tomorrow (EST) to finish this game. That will include 5 levels, a couple of Kongregate badges, and a final boss.

I’ve currently got baddies working as well as player death, and I also have an item. That item being coins that you pick up to increase your score. The game will also count how many coins you have picked up, and you will get some kind of bonus if you pick up all of the coins in the game. As a note, it also counts how many baddies you have killed, and you will get a different bonus for killing all of the baddies in the game.

The gameplay is very similar to Super Mario Bros. in that it is a platformer where you attack baddies by jumping on their heads. Though unlike Mario, player health is simply managed with basic health points. There are two types of baddies, normal baddies that take 1 hit to kill and baddies with helmets that take 3 hits to kill. There are also coins, as I mentioned earlier. There will be a final boss and possibly a mid-way boss.

I’m hoping to have it done by tomorrow morning.

Peace

— Mr. Dude

1930

Posted by (twitter: @RatKingsLair)
Sunday, January 23rd, 2011 9:45 am

This is a WIP post. I don’t know if I will be able to complete the game, but at least I wanted to try it.

Initially, I wanted to name the game “1933″, because this is the year King Kong got his first movie. But this year is just too connected with Hitler’s Third Reich, so I called it “1930″ instead, because of the Chrysler Building which was build in this year and was the tallest building on the world at this point.

Ok, here is a screenshot:

Gameplay image of 1930

At the beginning of the game you will be presented a path of houses, to one last house (will be marked with a star or something like that later). You will then have to follow that path from your memory.

Controls is mouse + left mouse button for jumping. (The longer you hold the button, the bigger the jump is. This is not used in the current testlevel.)

Play the WIP-version here: http://dl.dropbox.com/u/10650964/1930/1930.html

No win-situation yet.

MiniLD 23

Posted by
Sunday, January 23rd, 2011 9:34 am

It’s done! After working on it at an airport, on a plane, and finally at a hotel, I’m posting my game. At first I didn’t think I would have time this weekend to do the MiniLD, but it turns out I had more than enough even while travelling.

(I probably was only able to finish this game because it was incredibly simple, but still.)

C0A57ED

Read it upside down calculator style. Except right side up.

You can go here to play 0xC0A57ED on Kongregate.

(Rule-following is as follows:
Year as title: it’s set in year 0xC0A57ED, so far in the future that we use hexadecimal for years.
Spring physics: the movement and connection between you and the squares seems like a spring, even though it isn’t really. Let’s just say they are year 0xC0A57ED hyper-springs.)

My Mini Idea – Will I get the time?

Posted by (twitter: @grimfang4)
Sunday, January 23rd, 2011 8:35 am

I came up with a fine idea, but I had a full day workshop yesterday in another state and I have to go pick up my wife from yet another state today.  At least here’s a mockup:

2110 – So close!!!

Posted by
Sunday, January 23rd, 2011 6:45 am

Things are nearly there!

Sound effects: done, Music: done, Carrying crates around: done, Dropping them off to beat a level: done, Go to next level after that: done, Deprive self of sleep: DONE.

Sadly I have yet to replace the crates with kittens or chinchillas, though I would still very much like to. Robotic Kitten Rescue 2110!
Or maybe the crates should be made of gold. Everyone likes gold… righhhht? Hm.

Anywho, now to build some fun levels and figure out how to deploy this as an OSX App/ Windows exe.

Screenshots of dooooom!

Intermezzo – To Regain My Sanity

Posted by (twitter: @henrythescot)
Sunday, January 23rd, 2011 6:05 am

Went to bed yesterday knowing that I’d want to work on Zombies today. But it’s just not happening. I’m really bored with it. I really am.

With that in mind, I’ve decided that I need to do something to wake myself up. I’m going to put myself to a speed challenge. I will attempt to make a platformer in 6 hours.

I will start at 8:30 EST, and will finish at 2:30 EST. I’m hoping that doing this will wake me up and help me get rid of the boredom that I’ve developed.

I have my game in mind, but I’ll post about it when it’s done.

I will be using Flixel as my base library, Inkscape for graphics, and sfxr for sound. Hopefully.

So then I’m off. I’ll hopefully have good news in my next post.

2110 – Further Developments

Posted by
Sunday, January 23rd, 2011 1:25 am

Hello again!

This is actually reaching the point where it feels like a game (rather than an exercise is random development).

You can run & hop around, as well as use the grappling hook. I spent some time refining the springy-ness of the hook and it helped a ton, still needs work though. There are now crates placed throughout the level, which you can pick up. While carrying a crate you move much slower, and can’t really jump (like 2 pixels high). You can, however, use the grappling hook to move around quickly. I’m thinking there could be some neat gameplay there, easily get to a crate, then figure out how to get out carrying it. After grabbing the crate, you must bring it back to the crate drop area (which shows a count-down of how many needed to beat the level).

After thinking about it a bit, I’m not sure they should be crates. Because I mean… who really cares about crates? Maybe they should be kittens, or chinchillas, assorted cute furry animals? Perhaps they all got loose in 2110 and it’s your job to save them? Hmm… perhaps…

TODO:

  • Help / Instructions panels for intro level
  • Sound effects
  • Music
  • More tile types
  • Design a few levels
  • Make it so after beating a level, it advances to the next
  • Perhaps change crates into adorable pixely kittens

Screenshot time!

Any comments, questions, suggestions, or random statements are much appreciated.

Thanks!

Another day down…

Posted by
Sunday, January 23rd, 2011 12:17 am

1773 is coming along great. I’ve spent waaay too much time just playing with the physics and toppling over piles of redcoats. I’ve got them shooting bullets, and first up tomorrow I need to make contact with the bullets or the redcoats kill the player. After that I just need to finish my slidekick mechanic and hopefully make it so you can crush redcoats under boxes. Then refine the spring board and scoring system. Then polish! Looks like it’ll be a long day.

The demo in my dropbox has been updated and is available here.

1871 – End of day + Android-Demo

Posted by
Saturday, January 22nd, 2011 10:22 pm

Ok, actually I’m quite statisfied. Got my engine and blender->libgdx/box2d level/editor/pipeline running. Tomorrow I can concentrate on some gameplay elements. Everything is a bit slow! Have to think how to get this faster… Have a look in the video:

or if you want to you can try it on your android-phone (2.2). Here is the apk:

http://dl.dropbox.com/u/11752001/1871-TheBigFire.apk

Adios and cu tomorrow

Halifax 1917, end of day 1

Posted by
Saturday, January 22nd, 2011 8:39 pm
I also posted this on my blog! : http://kapokgames.tumblr.com/

Alright. So today, I’ve done assets and animation (player, fire, skeletal remains, brick house backdrop and part of the HUD).

Todo list for tomorrow :

  • Shoot water from gun
  • Extinguish fire with water
  • Civilians to save
  • Time tracking / score
  • Update of the HUD
  • A basic level design
  • Sounds
  • Music

Nice to have :

  • Objects
  • Objects on fire
  • Topdown view where you choose the building you want to rescue, like a hub of some sorts
  • An intro animation, with the cargo ships

Alright, good work everyone!


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