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Archive for April, 2011

WAIT WHAT? O_O

Posted by
Saturday, April 30th, 2011 4:28 am

WHY U NO WORKSo I’m happily coding along, and then BAM. It stops playing. I have no idea what I changed, but I can’t find it. Why didn’t I set up git? :’(

9.5 hours down. 0 accomplished for me, but you peoples are rockin it!

Posted by
Saturday, April 30th, 2011 4:27 am

Just under 9 1/2 hours down in the compo, and all I’ve managed to do thus far is sleep about 8 hours and read up everything going on here. Y’all have some hilarious and awesome ideas, it never fails to amaze me what the developers here can do with a theme!!!

 

Shower time in a few, then work for 10 hours at my “real job”, then get some dinner. After that, it’s on! Will leave me about 25-26 hours left to work, but I’ve learned that being forced not to develop for that long has two benefits:

1) I get LOTS of time to think about what I’m going to do, get lots of ideas rolling and really plan out what I’m going to do.

2) Actually WANT to get into coding again, since I can’t for so long.

 

Good luck everyone, although it seems you won’t need it with all the awesome screenshots and all you’re already posting :)

Pit of Zedraga

Posted by
Saturday, April 30th, 2011 4:27 am

There’s a game where it’s incredible DANGEROUS to walk around without certain (hard to find) items.

Tower of Druaga.

Zelda was most likely partly based on this game, so it kind of fits the theme. I went to sleep just after the theme was announced, so I’m only just getting started now.

Morning doodles.

Engine: Very simple grid-locked movement. Tiles are drawn overlapped at a slight angle, so when I draw I might just compress the y coordinate a bit (keeping things square in the game physics of course).

I’d have to do a lot of graphics though. The humanoid characters would have 4 directions and walk frames, and the main character has the sword and shield states on top of this… so I don’t know if it’s doable. I might have to be very sloppy. To avoid what happened to Legacy of Hydon (1+ day on art, then 6hrs or something left to do all the design and code), I might do the engine first this time. I’ll be using BlitzMax 1.40.

Concept go! Time to make it!

Posted by
Saturday, April 30th, 2011 4:26 am

My game is about a messenger trying to deliver a message, but has to face a number of hazards. At various points have the choice of items to help you with your quest.

Hopefully the idea is scalable and manageable. Wish me luck!

Day 1

Posted by
Saturday, April 30th, 2011 4:25 am

It’s been.. 9 hours! I’ve amassed 500+ screenshots and settled on something achievable! But this is just a milestone..

I have myself a temporary menu/state handler, and a good deal of prototype code – I spent 2 hours after the theme was announced brainstorming and had a lot of ideas to balance out! Here are some ideas which came out that I rejected:

  • Implication of danger/attack (intense atmosphere)
  • Items of power (balanced gameplay is important to me)
  • Paranoia
  • Emotional independence
  • Clones
  • Dying if alone
  • Wildcard: honeytraps

Here are the idea I’m adopting:

  • Survival
  • Trails (tracking or tracing paths)
  • Distractions/focus
  • Context sensitivity
  • Separation

I made some concept art with some distorted perspective which I’m growing fond of.. I think an extra dimension will bring it more to life?

Either way – sleep is next on my agenda.

 

Just New Screenshot

Posted by (twitter: @TrueValhalla)
Saturday, April 30th, 2011 4:23 am

The interface – keeping it simple again. All coded to work (bars are HP and booster):

-Tv

Breakfast

Posted by
Saturday, April 30th, 2011 4:23 am

Yummy!

Let’s get back to coding…

Screenshot Time

Posted by (twitter: @frimkron)
Saturday, April 30th, 2011 4:18 am

It’s time for a screenshot:

Not much to see, I’ve got a scrolling tilemap in place.

Next I’m going to get somethings moving around on it!

Goodnight Ludum Darians.

Posted by
Saturday, April 30th, 2011 4:12 am

Who says that’s not a word. Anyhow, work on my game, as yet unnamed, has gone suprisingly well. Too well, some might say. I’m pretty tired, so just have a screenshot.

My First LD!

Posted by
Saturday, April 30th, 2011 4:11 am

Hello, I’m going to participate in LD 20, pretty excited! :P

I will be using:

Engine: Unity3D

Graphics: Paint.NET

Sounds: http://www.bfxr.net/ (wav generator)

Screenshot!

Posted by
Saturday, April 30th, 2011 4:09 am

I always wanted to try this. No idea about how this could fit into the theme, but I will figure out something…

We’re in !

Posted by
Saturday, April 30th, 2011 4:09 am

We’re a team of three, Po8rewQ as coder, RyF as game designer/sound guy and myself Luc as pixel pusher.

We’re leaving in a company house and realized by chance yesterday that we were all interested in participating to this Ludum Dare !

- Flixel 2.5 / FB4Linux

- Bfxr,  MilkTracker.

- Promotion, Artrage.

idk still

Posted by
Saturday, April 30th, 2011 4:08 am

7 am… think i better get to sleep. made some progress. tried adding in message boxes, but it still needs some work. it’s super spaghetti code to the extreme, but it’s something. i have a feeling i won’t get much more done the rest of the weekend. i really should be working on my two final projects instead!

 

Slow progress

Posted by
Saturday, April 30th, 2011 4:05 am

So far, I got, a charactertemplate who can walk around and pick up stuff. Sadly, stuff is yet to be implemented.

I got a basic pixel-particle-sand rain going on.

What really sucks is that now that I reallly gotten into this, I have to leave for 24 hours, which will make finishing this competition really hard. Gonna try to make some real graphics on my laptop during that time though.

First Screenshot

Posted by
Saturday, April 30th, 2011 4:03 am

Here’s the first screenshot of what I’m working on, I’ve knocked out the movement part of the platforming, everything seems smooth and responsive.

Update #2

Posted by
Saturday, April 30th, 2011 3:59 am

It’s a little later and I’ve done a little more.

I drew a stick figure player image and a star and put them in the game. I also have levels now, they’re loaded from text files.

Next: Physics, i.e. the platforming part.

After that: Come up with something the player gets because it’s dangerous to go alone.

So long,

Mr. Wonko

It’s Dangerous to go Alone; Take a Convoy

Posted by
Saturday, April 30th, 2011 3:59 am

I’m in.

I’ve finally found an idea for this theme that I am inspired to make a fun game with: Convoys!

My original idea was to race with a convoy of crazy cars and trucks and try and get as many of your convoy as possible across the line. I quickly changed to UFOs becuase it doesn’t matter what way they are facing. This means I don’t have to muck around with a bunch of sprites and try and get changing directions to look natural. Also, UFO races sound fun.

Here is my first screenshot:

This is my second Ludum Dare and I am using Game Maker. Good luck everyone!

Some guy with a sword jumping over a generic terrain

Posted by (twitter: @jarnik)
Saturday, April 30th, 2011 3:58 am

… is all I’ve got so far :) It’s flash, click on the image to test it. I’m going AFK to make some lunch.

Let’s get started!

Posted by
Saturday, April 30th, 2011 3:56 am
First: Let's get the art assets ready...

First: Let's get the art assets ready...

Like a Zen Koan it is the themeless theme this time.

 

Does this make it easier? Or more difficult?

Stayed Up All Night… Here’s What I Got

Posted by
Saturday, April 30th, 2011 3:55 am

sonnybone teaser 1

 

I have my main character sprite MOSTLY animated. I have the runs, the jumps, the falls, the turns, the stops. Now I just need the fights and the swims. Then I have to draw enemies, the rest of the level sprites, create the sound effects, write the music, record the voices, then slap it all together with a story.

Yeah… that’s not gonna happen.

Now I’m going to sleep. See you suckaz in a few hours.


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