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Archive for April, 2011

Day 2/2 – Hour 29!

Posted by (twitter: @FolisDev)
Saturday, April 30th, 2011 11:52 pm

So I just woke up and got another 19 hours to do stuff! Great!

Let’s see if I can finish my little thing: ‘The Right Decision’

- approved by Folis drinking tea.

Thar be enemies

Posted by
Saturday, April 30th, 2011 11:51 pm

After a slight roadblock because I didn’t test my “new” font code as well as I thought I did, I got more gameplay basics in there.

And also there are enemies. And they can hurt you. Woo. But there’s still no way to fight back. And only one map screen. And I’m starting to fall asleep.

Gonna be a busy day tomorrow if I am to finish this.

LATE START

Posted by (twitter: @http://twitter.com/#!/chinchang457)
Saturday, April 30th, 2011 11:50 pm

Just started few minutes before ( I know its late :P ).

Have finalised the gameplay and done with some concept art and game screens. Its gonna be a mix of MEMORY GAME + ROCK-PAPER-SCISSOR type.

A rough sketch of my main character.

Rough sketch of my main character

Going to start with the programming now. Catch ya all later.

Game Mechanics Playable Prototype

Posted by
Saturday, April 30th, 2011 11:37 pm

Here is a prototype with all of the core game mechanics included in one quick demo stage:

Click here to play this prototype

Click the image to play this prototype

To be honest I was hoping to be further along by the time that clock hit 19 hours. The physics on this game have been a pain to deal with, and have involved a lot of rewriting whole sections of code that were causing incredibly wonky behavior.

I think I’ve got it mechanically where I want it, though, and it’s now time to start building sprites and more stages for it before the deadline. Hopefully I can at least get in the titular waterfall, or I will need to change this to an avalanche rescue game.

Witty dialogue to come

Posted by
Saturday, April 30th, 2011 11:35 pm

28 hours in and the game is starting to shape up. I finished a lot of the “store” graphics, the wise man and 2 adventurers. Still very little in terms of gameplay, but the little guy walks in, you throw an item at him, and he turns around to leave.

 

Next step: Witty banter. Probably a class full of all the choices and outcomes since I am too lazy to mess around with XML anymore (after Ogmo).

 

Edit: No witty banter, but I got the dialogue box working. It slowly writes in, like the old RPG style. I had to get a monospace font for sanity purposes. Also threw in a sound for “picking up” an item, not that you can hear it yet.

Well over halfway finished

Posted by (twitter: @Ythmevge)
Saturday, April 30th, 2011 11:32 pm

Finished the final Level just a  few minutes ago… (only took all day) but I did do music, sound effects, and a intro screen.  All that is left is to add a End Game screen/trigger, then refine concepts and maps with whatever time I have left. I also created a new character image, I like the image better, but I’m still not sure about the arm or the device… I also found a rather bad bug with the character that I can’t seem to get rid of, give the character a swing while against a wall, and you pop out on the other side.

 

I also got the minimap working for the most part, it still readers a few things weirdly, such as the circle traps rendering as egg-shaped.  But it works great for figuring out the distance and how far you need to place the device for it to work.

 

The ever growing list of ideas I’d like to refine:

- Teleporting one teleporter to another, while they are in motion.

- Lives, right now when you are hit with a  bullet you start back at the beginning of the map, but your teleportation devices stay where you last had them, so a keystroke and you are back. With lives you would have a limited number of times your devices would stay, before you had to redo the obsticals you already past.

- More levels, more traps, different environment.

 

Overall I’m happy with my progress, and feel I could finish anytime in the next 19 hours.

Isolation – Enemies

Posted by (twitter: @iammitch)
Saturday, April 30th, 2011 11:31 pm

Quite simple logic, but it works. (Once the player gets to a certain distance, they start following by going left or right until they hit a wall, at which point they will jump).

Update: “Stealth” units now crouch when not pursuing the player.

Game Over Screen

Posted by (twitter: @qrunchmonkey)
Saturday, April 30th, 2011 11:30 pm

I’m honestly surprised by my progress. This thing is looking nearly like an actual game.

Might have to switch back into graphics mode soon.

Posted by (twitter: @isoiphone)
Saturday, April 30th, 2011 11:09 pm

Making good progress now.

I have basic game play working. (collect ammo, shoot, a game over condition, a tutorial)

Not spending my time on pixel art was the best decision I have ever made. I should have time to iterate on gameplay for once!

FUCK RASTER

Posted by
Saturday, April 30th, 2011 10:54 pm

 

 

Here is some graphic from our game for the jam… we love bacon…

Saturday Night Fever

Posted by
Saturday, April 30th, 2011 10:40 pm
Had a pretty good day. Didn’t get hung up on anything in particular, but trying to be pretty careful about not overscoping the game. Added a theme song to the title, implemented physics, animated our adventurers. Transitions between rooms work (after a hairy refactor) but might need some polishing. I’m currently making improvements to the level editor so that I can crank out a bunch of content tomorrow. If I can spend the whole day on gameplay and content, I will be pretty happy because that’s a lot of content!
Similar Interests

Similar Interests

First day is over (I’m tired)

Posted by
Saturday, April 30th, 2011 10:38 pm

Hi all,

First day is over. My filmation engine is almost done. I failed with a couple of goals, but not too much.

My partner sent me the sprites for the main character… still waiting for the rest of the sprites, before use them in the engine, so the “graphics” were made by me in the following screenshots:

Still working on the gameplay concept :(

Good luck!!

That’s why they’re chasing me…

Posted by
Saturday, April 30th, 2011 10:38 pm

Boxes. They want to kill me for moving harmless (so my employers tell me) boxes around a solar system.

So I narrowed down what I’m going to try and get done before the end. A decent amount of stuff is working, sort of. I also managed to get around some performance issues (I’m starting to think Three.js might not be so great at handling lots of scene object insertion/removals, so I’ve switched to creating a pool of objects to reassign when needed). Hopefully I can put up a demo instead of a screenshot for the next post.

Furious Fighting Felines – Mini Progress Update

Posted by
Saturday, April 30th, 2011 10:34 pm

FFF is coming along pretty well, have most of the engine done, a good chunk of the assets. Feeling comfortable now that we’re just past the half way point. If worse comes to worse I can limit the game to one screen as opposed to being a side scrolling beat ‘em up, and have something “finished”.

 

Click to play!

Not a whole ton of gameplay yet (press space to punch, timing your punches on the right frame lets you combo {or you can just mash the space bar}).

idkness!

Posted by
Saturday, April 30th, 2011 10:32 pm

alright, this is too fun to work on despite having school final projects to work on. no idea if i’ll actually finish this but for once i’m getting stuff done! made a better map system reading in from a file, added camera scrolling/zooming so you can move it however much you want. here’s a pic! :D

…weird thing happening with the note image. alpha mask is set to 255,0,255 yet it makes it black and i don’t understand why. it works fine for my character image. :(

Late to the Party

Posted by
Saturday, April 30th, 2011 10:32 pm

I started around 6 hours ago, never wrote a platformer in my life and naturally struggled for 4 hours to get the silly collision detection working.

You can run a silly little jar here. I have a pretty good idea where i want to go with this. The only thing between me and a finished LD entry is my woman, when she finds out we do not go to the HR Giger exhibition. A little bit of sleep to get more inspritation.

A Really Big Rock Tutorial Level

Posted by
Saturday, April 30th, 2011 10:30 pm

http://www.youtube.com/watch?v=fBE2tQpijnw

Dawn of the Final Day

Posted by (twitter: @bartveldstra)
Saturday, April 30th, 2011 10:27 pm

I finished up the collision detection routine last night. I felt I could not go to sleep until I got something going and somehow CD always gives me some sort of troubles. In the end, I noticed I was coding a system that was way to general and ambitious for my game, so I replaced it with a dead simple system that just tries to move, checks against a bitmap and reverts back to the original position if something is hit. No normals, separating axis theorem or anything.

Today I have some social obligations, so I cannot code full time, but I still feel I can create some game before the deadline. Ah, ambition :)

Now, where is my cup of tea and breakfast?

EDIT: The obligatory breakfast photo – a cup of tea and some healthy ‘musli’ (not sure how it is called in English)

That’s it for tonight

Posted by
Saturday, April 30th, 2011 10:26 pm

Starting to burn out a bit :|

Posted by
Saturday, April 30th, 2011 10:25 pm

Work is getting a little slow and I can feel myself starting to burn out a bit! I gotta get on the ball though since I skipped out on Linux North-By-Northwest for this!

Basic console and events are starting to come together though :D

edit: oops, forgot the pic!

 


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