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Ludum Dare 22 :: December 16th-19th, 2011 :: Theme: Alone

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Archive for April, 2011

Bouncy bouncy

Posted by (twitter: @Cirrial)
Saturday, April 30th, 2011 7:39 am

I like my idea of adding all the bits and pieces for a level first and then doing levels and graphics later.

Unfortunately it has lead to me bouncing up and down on the launch pad over and over. Curse my terrible attention span!

LD20 level with player character (as box) being launched by a launchpad

The launchpad happened to disappear when I took this picture.

Get a load of that programmer art. Oh yeah.

2D Tile Engine!

Posted by
Saturday, April 30th, 2011 7:37 am

Yay!

Just a few demos using only 10×10 tiles:

(more…)

“A Tiny Sin”: Engine Pretty Much Finished

Posted by (twitter: @TrueValhalla)
Saturday, April 30th, 2011 7:35 am

“A Tiny Sin” game development log
LudumDare / GMC Jam – [0 hours of sleep, 18 hours awake]

That urge to sleep is kicking in, but I’m happy with progress. The whole engine is pretty much done, sans some weapons. Enemy AI I am saving for later, though.

I’ve added:

  • Text display (with some nice effects) for stats
  • Completed booster code
  • Linked booster to interface
  • Improved flexibility of interface
  • Added a massive background image
  • Added background particles

It’s similar to the last screen but I wanted to put the background up:

I’m thinking since I am further ahead than I planned, I’m going to get a few hours sleep in. I’ll be back in 4 hours.

When I wake up, the goal is to complete all the weapons and get some basic AI finished, and an objective display system.

-Tv

Some Voxels

Posted by
Saturday, April 30th, 2011 7:35 am

Well, it’s off to a slow start, but I can render a chunk of voxels.

That’s supposed to be a shrubbery.

I’ve still got a long way to go…

A new screenshot!

Posted by
Saturday, April 30th, 2011 7:33 am

For the benefit of my loyal fans (all 2 of you), I must announce that I have finished the physics side of things, and the game is slightly playable. The red goo sticking to the walls will eventually be replaced by a real tileset.

And in case you were wondering where the sword from the last screenshot went, he’s standing on it.

Lets begin

Posted by
Saturday, April 30th, 2011 7:30 am

12 hours have gone by since LD#20 started. It was 3am here in Portugal when the theme was announced. I only had time to give it some thought and went to dream land to prepare it.

Just so everyone know, my breakfast/lunch was sea food rice, but I didn’t take a picture. Maybe I’ll show photos of my next meals :)

And now it’s time to get it started. I’ll be using flixel, and probably nape/box2d if needed. The ambient music I was thinking in Otomata. I really like the looping sounds it produces.

Given the theme, I’ll take the path of a plataformer where an item takes a special role. Lets begin!

Happy game development

Bidimensionnal Array

Posted by
Saturday, April 30th, 2011 7:30 am

Just found out that they’re possible in AS3. I had just got the syntax wrong and then assumed that not…

Kicking myself for that error. I’ll try and fix it, as quickly as possible I hope.

Basic enemies and attacks done!

Posted by
Saturday, April 30th, 2011 7:30 am

I’m getting close to finishing the core gameplay features. My hero can move on his own, my cat is controlled by the player, and my enemies walk around as well.

If an enemy touches you (or the hero), you will flash for a second or so and be invulnerable during that time, and you lose health. No health = death, sort of. On the other hand, you, as a cat, can claw in front of you, dealing damage to enemies, making them flash, AND stun them for a second or so. Also, enemies which are stunned won’t damage you or the hero if you walk through him.

In this pic you see the hero, the cat, the cat’s attack and some random simple enemy of doom.

I’m now going to create some more enemies, each with their own way of movement and perhaps even ranged attacks. After that, I’ll work on items for your hero to use. Right now he’s essentially a timed underwater escort mission objective without the underwater part, which will be the first portion of the game, but later on he will be more useful.

I’m wondering if I should add checkpoint saves, or make it so death = game over. It will probably depend on the length of the game.

Anyway, at this rate, I think I can get this game done in time! Yay! I might even have time to fancy up the graphics by adding animations.

Just starting with my game – Taken

Posted by
Saturday, April 30th, 2011 7:30 am

I dunno what to do, I have some ideas but none of them are convincing, and for now the project’s codename is Taken (no, I mean, that’s the codename)

Anyways, I am preparing my workspace and all necessary stuff for my project, here a photo of the first one:

Arielsan - Workspace

Arielsan - Workspace

Only found out Ludum Dare was going on… right now…

Posted by
Saturday, April 30th, 2011 7:29 am

So. I just found out that Ludum Dare was going on. WAAAY too late of course. I wanted to be part in a Ludum Dare contest for a while now, but well… never had time. And now, theoretically, I would’ve had time(And I do have an interesting idea already), but I only found out about it now. Well… maybe I can still make something. If not in time, then… too bad.

 

:) Have a nice day,

 

~Qqwy

It’s original if no one else is doing it!

Posted by
Saturday, April 30th, 2011 7:28 am

First time Ludum Darer here. I was born AFTER the original LoZ and never played it, so the “Take this!” meme doesn’t really mean much to me. I still decided to make a game despite that awful theme, and since there’s a category for posting, here’s some progress. Since I figured everyone in the world and their cats’ daughters would be making dungeon exploration games, I decided to just go with a Zelda theme. You’ll play as the old man in the cave, then people come in and you must give them what they need, like he gave Link the sword. Hopefully the simple gameplay will be fun and will give me time to draw something that’s more or less not too terrible (I suck at drawing). Here’s a screenshot:

 

 

I think it looks bad enough to be funny. Nothing worse than being caught in between “not bad enough, not good enough”. By the way, I use Game Maker.

Blue Wizard: First screenshot

Posted by
Saturday, April 30th, 2011 7:27 am

After 5 hours of day-dreaming, design and making bad pixel art, I was able to whip up a decent-looking screenshot.



The Game

You’re a blue wizard that can conjure artefacts. Your job is to aid heroes in their journey by making artefacts that fit each hero’s journey requirements. You will draw the shape of the desired artefact in a 5×5 grid a-la Minecraft. As the game starts to shape up, I’ll probably refine this idea further to make it more exciting.

I use FlashPunk as the game engine.

All the Cool Kids are on the Web

Posted by (twitter: @taybenlor)
Saturday, April 30th, 2011 7:27 am

I’m a web app developer. Thought – what the hell, I like games. So I’m making one. First time here, be nice.

I’m developing in HTML+CSS+CoffeeScript and custom rolling my own MVC framework along with JQuery and Underscore.

PS: All those graphics are pure CSS.

25% Progress Report!

Posted by
Saturday, April 30th, 2011 7:27 am

Well, the competition is quarter way through already. Time flies when you are having fun! ^___^

Having a lot of fun playing around with Flashpunk, got plenty of ideas to work with, so it’s all good!

Without further delay, my first screenshot!

lasers

As you can see, the game has lasers. The rest, is a secret! :P

See you at the half way point!

Benn

Broadsword – Restarting with Love

Posted by (twitter: @henrythescot)
Saturday, April 30th, 2011 7:18 am

Making a 3D model of a mech is taking too long and the results aren’t good.

I’ve decided that I still have time to start fresh, and I’m going to.

The game’s premise is the same, but I’m doing it in 2D using Lua and Love2D.

I hope to have a screenshot later.

Peace, love, and clever hacks,

— Mr. Dude

Phase 1: Eat.

Posted by
Saturday, April 30th, 2011 7:18 am

Way to start the compo … is to eat and post a foodphoto. :) My wife whipped up some excellent ingredients for this Tex Mex moment.

In fact I’ve been working on an entry for maybe 2-3 hours now, but I don’t have anything sensible to post about it yet.

Moar Progress

Posted by (twitter: @Rialgar42)
Saturday, April 30th, 2011 7:15 am

Basic Engine ready, doors work, enemys and “weapon” missing.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

There will be a playable draft online, as soon as this map is more filled

Graphics probably not final

First Screens after 13 hours *facepalm*

Posted by (twitter: @FolisDev)
Saturday, April 30th, 2011 7:12 am

The first two screens!

I can’t believe it took me freakin’ 13 hours…

But all in all it’s coming along pretty well.

Also: I love the cave :P

+ Simple Movement
+ Collision Detection
+ You can already go into the old farts cave already.
- No mighty axe right now
- No mighty sword right now
- No WEAPONS at all…
- No enemies

First update

Posted by
Saturday, April 30th, 2011 7:08 am

It’s dangerouse to go alone! So take this WAND!

 

Summon monsters, make a path go to treasure :D

Now working:

  • level loading,
  • sprite loading,
  • hero selection using mouse,
  • hero collision with walls

 

Next? put some gameplay into it :D

I’m Out :(

Posted by
Saturday, April 30th, 2011 7:06 am

So it turns out that i’m completely demotivated this weekend. Due to a mixture of issues cropping up, including a poor design choice, external deadlines, and programming fatigue, i won’t be completing a game this weekend.

I’ll be giving it another shot in the next compo. I’ll have no assignments due, and will hopefully be in a less stressful mood.

See you next time!

-DeathBySnail


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