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Archive for April, 2011

Progress report

Posted by
Saturday, April 30th, 2011 10:19 pm

I did about 30-40% of the expected work, the basic engine works, but there aren’t any graphic assets or levels (well, there is the prototype level). It’s still doable, but it will be close to the deadline.

More pixels.

Posted by
Saturday, April 30th, 2011 10:18 pm

I drew a bunch more characters, door opening frames, random collectable items to woo and impress your lady, litter on the ground.

I think I can probably move back to coding soon. Eventually will need walk frames for guys, but that’s kinda minor and will be done in the cheapest 2-frame way possible. I also need to figure out how I will do a rain effect to overlay on the game world (for when the main guy is depressed).

Okay, time to grab a snack and quaff an energy drink. With much less than 24 hours, this had better go well.

End of First Day

Posted by
Saturday, April 30th, 2011 10:14 pm

I spent all day laying the groundwork for my game. There’s not much actual game done yet, but I think the base code I have now will serve me well tomorrow. I think I did a good job making things data-driven. Almost everything is powered by config files, so adding new levels will be easy and changing up the player’s items and abilities should occupy most of my time. Tomorrow will consist of mapping out levels, making sprites, writing code for new abilities and items, and writing scripted interactions (conversations and such). I’m planning on taking things easy and just seeing how much I can get done. Here’s a screen shot of my work so far:

Morning 2 with some red and blue

Posted by
Saturday, April 30th, 2011 10:13 pm

Where I got to before getting some rest, the liquids now flow from the inlets over the map, following the objects in the world and mixing when they meet.

The model is far from perfect, but enough time has been spent on it, now I have to flesh out the game around it.

Heading up the Display

Posted by (twitter: @moltanem2000)
Saturday, April 30th, 2011 10:07 pm

working on the HUD. it’s basically done now. I just need to make it work instead of just sitting there looking pretty. you have your two resources, and 3 buildables. I’m going to make this a ROGUE-LIKE RTS. WOAH. coin will be earned by killing duders I guess (duders not pictured as they do not yet exist). Coin acts as both score and resource. using coin you can build a wood mill, which will spawn a duder that goes and gets wood for you, with which you can build bridges and more docks. once the variables are set up and whatnot I’ll work on the rogue-like part.

 

Harder than I thought… (that’s what she said)

Posted by
Saturday, April 30th, 2011 10:05 pm

Hi guys…  Long time follower, first time masochist. I really liked the category this time around, so I downloaded FlashDevelop and FlashPunk on Friday and started coding.

This is the first time I’ve ever touched As3, so we’ll see what comes of it.  I hit the tutorials Friday night, did the ye’old Hello World, and now I’m near 800 lines of code into a half-working 2D space scroller called “L.I.N.K.”.  Got my brother on the graphics and the roommate on voice over.  I’ll publish what we have done, finished or not.

See ya’ll on the other side. :)

Yay for lighting

Posted by
Saturday, April 30th, 2011 10:04 pm

I also got explosions and Font/Text handling working! :D

Getting late here on the east coast

Posted by
Saturday, April 30th, 2011 9:55 pm

Well, I have had a fairly productive day.  I have a rough physics engine in place though I still need to implement the main component of the game.  I’m thinking of calling it sprung and you have these spring shoes that allow you to jump higher and higher as you go faster and faster.  Its going to be a pretty linear 3d game, but thats ok with me.  I need to clean up the mouse panning so its more controllable.  My collision detection is “ok” in that it works, just you can see through walls but they also do keep you in, so its an aesthetics problem more than anything.  I’ve never worked on a 3d game so these things are a bit foreign for me.  Anyways, I have one level just about done, I still need some detection that the level is complete.  Tomorrow is going to be level design and polishing day.  I’ll probably have a rough build set up around noon if I keep up the pace.  I’m really excited about this

.

You can never have too many spikes.

Under 24 Hours Left

Posted by
Saturday, April 30th, 2011 9:51 pm

And I’m still on the 2nd level (out of 4).  Demo here.

SPOILERS BELOW.

The idea behind the game is you’re a mental patient with a psychiatrist who’s trying to diagnose your disease.  You go through the different lobes in your mind, while the psychiatrist administers pills to “help” you (they actually hinder you a bit).  Don’t want to give away the ending.

Different lobes (in order):

  • Temporal Lobe – Audio – Marine Animal Themed – The pill dims the audio, or something.
  • Occipital Lobe – Visual – Bug Themed – The view splits in half, with the top half of the screen displayed on the bottom.
  • Parietal Lobe – Motion/Orientation – ??? – Slows down, maybe?
  • Frontal Lobe – Logic – ??? – I have no idea augh.

Calling it a night.  Waking up in two hours.

doing better than expected

Posted by
Saturday, April 30th, 2011 9:50 pm

Making a Zelda clone. Quite a bit got done.


Mikhail Rudoy

Blobs vs The Cabin

Posted by (twitter: @philhassey)
Saturday, April 30th, 2011 9:44 pm

I’ve added the protagonist .. the harmless cabin dwellers!

I also decided that my photos of the physical can of Blob Repellent weren’t awesome enough, so I CGed the label on so it looks shinier. Next up – making some real gameplay .. Once I’m happy with that it’ll be time to wrap things up with some good ol’ fashioned polish (music, sfx, menus!)

-Phil

In over my head

Posted by
Saturday, April 30th, 2011 9:44 pm

I’m starting to get the feeling like I’m not going to finish.  Have a very basic map-rendering engine set up and working

But it’s pretty rudimentary, and getting an actor to play on that, including making a performer from scratch, something I haven’t done before, is going to be a tall order for less than 22 hours left.  Not giving up mind you, just starting to think I over-estimated myself and my time this weekend.  Oh well, any lesson learned is a lesson learned :-p

Fell asleep sitting up; callin it for tonight.

Posted by
Saturday, April 30th, 2011 9:39 pm

I just drank a monster, and yet, I managed to fall asleep at the computer. I’m finally caving in. I have a horrid time waking up, so hopefully i will actually get up and finish this tomorrow. I really wasn’t expecting to pass out so early!

Good luck everyone! See you in the A.M! (or afternoon, depending on how lazy i am)

Cheers!

Still working on this Just got started on day two

Posted by
Saturday, April 30th, 2011 9:36 pm

Progress still tracked here

9:30 pm

http://alfredoalvarez.com/blog/?p=160

I have resolved to keep working on the game after taking a power nap when I
came back from my daily routine. I figured that i f I don’t sleep I still got a
good 21 hours to finish the game and submit.

I will report in about 2 hours with progress and some screenshots. Going to
get this character functioning completely. Wish me luck on day two and on
serious sleep depravation.

YEAAAAAAAAAAAAAAAAAAAAH! Won’t be fooled again!

Posted by
Saturday, April 30th, 2011 9:33 pm

Yay! I finally coded something that isn’t completely broken!

your player can jump, hop, and skip walk around. Here’s the first level.

Pushing back scope

Posted by
Saturday, April 30th, 2011 9:32 pm

When the contest first started I planed to make scripted missions, which now seems like a bit of a waste since I spent most of my time making the engine, and drawing the sprites.

The new plan is to make a random environment and have the player wandering around it killing stuff for money.

About time I posted here

Posted by
Saturday, April 30th, 2011 9:28 pm

I started out pretty slowly, but now I’m making some real progress and things are looking up!


YOU are the reason it is dangerous to go alone into these caves.  You can only take on an enemy if they are not aware of you. This is very easy to do one at a time — but if they have friends nearby, one victim will alert the others!  You must use a system of traps to separate your foes before taking them on.

I’ve got a playable game with three levels, finally.  Now it’s a matter of implementing the right number of mechanics to build a variety of interesting puzzles, building those puzzles, and then polishing the whole lot as much as I can.

More than just blocks now!

Posted by (twitter: @grimfang4)
Saturday, April 30th, 2011 9:28 pm

It’s moving along slowly…  I have level loading and animations in.  Now I need some goal triggers.  Once I have that and some custom control setup, I’ll be ready to pump out some fun, playable levels.  It’s a puzzle platformer, so the level design will be enjoyable.  :)  It’s likely that the game will feature different levels depending on the number of people playing.

A name would be nice, but my preschool kids have only been able to come up with “Throw Jump”, “Throw Everything”, and “Backpack Throw Jump Everything”.  With that kind of creativity, I’m sure it’ll have a name sometime next month…  and it might involve peanut butter and jelly.

Progress on starting gameplay

Posted by
Saturday, April 30th, 2011 9:27 pm

I’ve at least got a controllable entity that can run around now…. Man those are ugly graphics.

meal b4 code

Posted by
Saturday, April 30th, 2011 9:25 pm

Today I had to do a few things other then work on my ld20 game.  Luckily I still have about 22hr left.  I did come up with the game I want to make and ate some of my friends good food.


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