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Ludum Dare 23 — April 2012 — 10 Year Anniversary!

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

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Archive for April, 2011

mailman update #1

Posted by
Saturday, April 30th, 2011 6:33 am


wow I was able to build the mailman lol, soooo ugly !!! huahuahua

Small update

Posted by
Saturday, April 30th, 2011 6:33 am

Sleeping on my idea has indeed proved fruitful; it’s a bit more coherent in my head now. And IRC has spoken on the subject of my game’s protagonist, so I can present my first tentative title screen:
Title screen.
Expect GLORIOUS CIRCLES.

Not much to show, but anyway

Posted by (twitter: @haqu)
Saturday, April 30th, 2011 6:33 am

my cat watching TV :)

Yay, Progress!

Posted by
Saturday, April 30th, 2011 6:28 am

Getting there :) Done the word selection system, next up on the list:

- Making the graphics and interface clash less & prettier

- The ability to choose new sentences (and actually write them :P )

- Grading

- People loitering around the shop (who will leave if they aren’t attended to in enough time)

All stuff to handle tomorrow… In the meantime, some 30 rock and then sleep. Night all!

First Screenshot

Posted by
Saturday, April 30th, 2011 6:27 am

Here is the first screenshote of the game im currently workin on. I hope i’ll have enough time to finish it till the deadline :/
First Screenshot

What was I doing again?

Posted by
Saturday, April 30th, 2011 6:27 am

Progress has been maddeningly slow, seems I’m somewhat out of practice for this kind of thing. >_< Anyway, I have an overly ambitious plan, and I’ve got some art and a player that doesn’t even move yet. Must go faster!

Skeleton main menu

A very crude tile map

He animates, but badly. And on the spot.

Dinosaurs

Posted by (twitter: @FionaSarah)
Saturday, April 30th, 2011 6:19 am

okay

Freakin’ parties

Posted by
Saturday, April 30th, 2011 6:18 am

I’d so want to work on my game, but alas, I’ve promised to go to a party. Hopefully I can catch up tomorrow. Sadface

Platforming done!

Posted by (twitter: @Sosowski)
Saturday, April 30th, 2011 6:16 am

Ok my platformer is platforming pretty well! I’m gonna take a break from coding now to get some fresh air, and then be back to progress further.

Play it!

Now you can dig the mountain !

Posted by
Saturday, April 30th, 2011 6:16 am

Not really useful yet, but I’m happy with the way it turns out :)

What?! Almost 12/48 hours have passed…

Posted by
Saturday, April 30th, 2011 6:14 am

I had to sleep, I’m really sorry I’m not one of those persons who’s able to stay awake for a night. I just slept 4.5 hours, though.

My brain feels sluggish since yesterday. I got a simple addition wrong LOL I’m such a sissy, but I’m toughing it out.

I’ve got a good idea and I have to master the art of working offline while I’m in the bathroom or going to the office.

Finally Rhythm

Posted by (twitter: @Suyo_)
Saturday, April 30th, 2011 6:14 am

I just managed to align my game to the beat. Was harder than expected.

 

In the following version enemies only drop from the top, in the final game they come from all sids, and other patterns.

For now, WAD or UpLeftRight to use your pepper spray in that direction, which only works if you got it ready (which is displayed by the arrow. the numbers are the walking cycle)

http://dl.dropbox.com/u/17041897/Main.swf

 

Now listening to: EPIPHANY – BIT.TRIP FLUX

11 hours in

Posted by (twitter: @kvisle)
Saturday, April 30th, 2011 6:13 am

Been at it for 11 hours – started off pretty good with pixel art that for some reason exceeded the quality I’m used to make. That’s a good sign. Been spending too much time debugging silly things from my rather unstable basecode – but it’s getting a lot better.

So, I’ve decided it will be an action RPG ala Zelda – an obvious nod to the original source of the theme.

My plan is to work for another 3-4 hours, before I eat dinner and head for bed. When I get up again, I plan to work until the deadline.

Won’t be participating… =(

Posted by
Saturday, April 30th, 2011 6:12 am

Hi everyone, I thought I would be participating this time, but then I realized that it had already started. Hopefully next time I’ll be  more ready! Good luck to anyone else though.

More Planning

Posted by (twitter: @Cirrial)
Saturday, April 30th, 2011 6:07 am

So I had a complete change of idea for how the setup for the game should be after a conversation with someone. Rather than be assisted by some voice in the facility, instead the player character takes the other robot along with them and can use them as a platform. The immobility is caused by some experimental device that leads to the robot being immutable in space, which is also how they can be used as a platform (and for some reason the robot’s legs aren’t working I don’t know bear with me here.)

Okay, so, I think I’ve planned out the main thing. Each level/screen/section is basically push button, open door, get to door, next level/screen, except using other robot as a moveable platform. No direct upgrades, instead having new features.

Hazards can be things such as pools of energy that just happen to be lying around, electrical strips intended to take down rogue robots if crossed the wrong way, and the good old laser beam. Also, some mobile enemies that can’t really be defeated directly, but perhaps destroyed if they’re made to fall into a hazard themselves.

Other things that’d be good are launch pads to launch the player into space, conveyer belts because they’re always fun, and devices that can return platformbot back to you for use again. Also perhaps a means to give powerups like a station that allows you to jump and replace the platformbot but only once. Well, let’s see. I think I’ll spend the rest of this day implementing as much cool stuff as I can and spend tomorrow creating graphics and levels.

Sorry, I’m out…

Posted by
Saturday, April 30th, 2011 6:05 am

Since I can’t think of a decent idea for this theme, I’ll not participate on this Ludum Dare. I tried to do some prototyping but all seemed meh to me, so instead of doing a game that I know that it’ll will not be good at all (like my previous entry, Portrait Exploration) I prefer to wait for a theme that suits better to me.

Can’t wait to see what everybody else did in the end though! :)

More Progress

Posted by
Saturday, April 30th, 2011 5:54 am

I’ve now set up the way my tilesets will work as well as sound effects and have finished the Main Menu to the game, here’s a screenshot:

GRAWR is live!

Posted by
Saturday, April 30th, 2011 5:54 am

Now they can move and chase the player.

Unfortunally, progress  is going too slow.

Progressssss

Posted by
Saturday, April 30th, 2011 5:54 am

Catching up with before i get a little nap (its 9:46AM over here, and i havent slept for over 15hs now..)

So, the platforming engine is now completely done (with walljumps, animations, colors for the character, blah blah blah) So i made the ghost that will give you your watergun to kill monsters!

Take this watergun!

Basically everything in the intro is drawn, but i need to scan it.. i guess ill have to do it later, since its too early in the morning.. After i finish the intro where you are given the quest, i can happily start making the enemies and the rest of the story. I guess ill have to keep it short since its gotta be done for tomorrow.. well see how that goes.

See ya all in dreamsland! ^^

Progress

Posted by
Saturday, April 30th, 2011 5:54 am

CB2 has filled up nicely, as you can see in these photos taken with my crappy camera.

Also I have filled up nicely thanks to delicious nourishment provided by CB2’s kitchen (nourishment half-eaten before I remembered to photograph it).

Here’s my game so far:

I won’t say too much about it yet, and to be honest I’m not quite sure what I’m doing with it yet anyway. What I do know is that my game is going to have a lot more focus on the “take this” part of the theme than on the “it’s dangerous to go alone” part. I can’t see myself picking up many points for great use of the theme.


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