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Archive for May, 2011

Too sad

Posted by (twitter: @zurashu)
Sunday, May 1st, 2011 8:56 pm

I uploaded it minutes after the timeline, and didn’t knew if it was in or out.

Now I’m sure that its out :(

Its feels very very bad to have rushed the last hours and fail, but well…  things that happens.

Here is the entry if anyone wants to test it anyway: http://www.ludumdare.com/compo/ludum-dare-20/?action=rate&uid=2503

Good luck to everybody!

Timelapse!

Posted by
Sunday, May 1st, 2011 8:46 pm

Timelapse!

Made with chronolapse

I made it… by luck.

Posted by (twitter: @pjpdev)
Sunday, May 1st, 2011 8:43 pm

I managed to submit my entry just before the deadline. I got kinda stressed out, especially after I wisely decided to go for another idea halfway in. So I did my postmortem the visual style  http://www.youtube.com/watch?v=snNehSZ-KxI.

Finally finished!

Posted by
Sunday, May 1st, 2011 8:42 pm

Celebratory dinner! (Thanks Laura!)

I didn’t get to implement everything I planned on, but I think I’ve got a nice demo to build on. I had so much fun.  Now, ZzZZZzzz.

Looks Like Another Jam Entry for Me

Posted by
Sunday, May 1st, 2011 8:38 pm

So 48 hours came and went, and I have no game to submit. B-(

In the last few minutes of Submission Hour, I finally had Enemy Agents who moved towards the package holder. I need to make sure multiple couriers can move at once during the move phase. The agents currently have too much of an advantage if you can only move one courier at a time.

Screenshot - Run Away From The Agents

I had to deal with a few seg faults getting to this point, but they were relatively easy to solve compared to what I’ve written about for this LD.

What’s left:
- moving the agents towards the package holder
- adding pedestrians
- moving pedestrians
- win condition check
- lose condition check
- allow multiple couriers to move during move phase

And I have 24 hours to get all of it done and submit a Jam entry.

Actually, I now have enough to submit what could technically be called a game if I can code up the win and lose conditions. They’re easy and low-hanging fruit, so I’ll tackle those first thing in the morning. It’s too bad I don’t have one more hour, and it’s too bad it took so long to start working on the actual game play. My game could have been among the nearly 300 entries if I had less to do from scratch.

The good news is that next LD, I might be able to take this project and gut out just the Hot Potato-specific parts, and I’ll be able to build a simple, LD-ready project from the moment the theme is announced. This LD showed me that I am finally starting to get a collection of boiler-plate code that’s easy to migrate from one project to another without too much hacking.

00001

For now, I’m getting some rest. Congratulations to everyone who submitted on time, and good luck to all of the other jammers!

So tired…

Posted by
Sunday, May 1st, 2011 8:35 pm

Submitted just in time, and it’s playable and complete, even if it’s not as big a game as I had hoped.

A proper post-mortem and osx version coming in the next few days when I’ve caught up on sleep.

Congratulations to everyone who managed to finish!

A wild feature creep appeared

Posted by
Sunday, May 1st, 2011 8:33 pm

I’ve made steady progress, but engines with tile map and object-object collisions can take a while to write, and it was not until this afternoon that I managed to start programming enemies, treasures, combat mechanics, levels and other such content. The game itself still looks nearly identical to the last screenshot, even though there’s a lot more under the hood. I haven’t made any art yet, except for this hastily put together promo-doodle, which suggests to you that my game will take place in my Hydon setting.

Vault of Hydon promo

Anyways, I’ll work on the project a little more tomorrow. Hopefully I’ll have something playable within days.

Got it done!!! <3

Posted by
Sunday, May 1st, 2011 8:25 pm

OMG OMG OMG I got here at 0255 UK time and was so happy to see that there was an hour’s grace period XD So yeah, I think it’s okay. Well, it doesn’t crash on loading or playing through on most options, so that’ll have to do!  As my first post on Ludumdare stated a few days ago, I only entered if I thought I could put some gratuitous sexy time into my game. The good news is… I could. So I did.

(Actually, it’s not so racy, I’d say it’s a 12A game). I must confess, I only downloaded Ren ‘Py 5 days ago (and Sibelius First 4 days ago) so I had to teach myself how to do this stuff pretty quick! Sincere apologies if anything seems a little clunky/buggy. You can view my entry here: http://www.ludumdare.com/compo/ludum-dare-20/?action=rate&uid=4135

I managed to get the sentence “It’s dangerous to go alone! Take this!” In there no less than FIVE TIMES XD Time lapse video and other stuff when I get some sleep. Trust me to make the type of game that not only needs some (simple) coding, but tons of graphics, music and some semblance of a story… My husband (mjb67) was able to submit his game after lunchtime and he just played Mass Effect 2 all evening whilst I was rushing to churn out the last graphics on mine…

GOODNIGHT and congratulations to all who managed to get their stuff in on time, commiserations for those who didn’t (but keep trying! Always!) and for those still racing to get their JAM games done, YOU CAN DO IT!!! *lovelovelove*

Lone Tank – Submitted

Posted by (twitter: @chaotikZA)
Sunday, May 1st, 2011 8:22 pm

I got my game submitted about 10 minutes before the submission deadline – that was the longest 80 minutes of my life – phew!!!

Things that went wrong:

  • Initial concept failed, because the art requirements were too difficult for my poor skills…
  • Only managed to come up with another concept 13 hours in…
  • Performance issues about 6 hours before deadline, requiring implementation of more efficient hit detection!
  • Struggled with Java Webstart in-spite of having done a warm-up game as a test before the competition started.
Grid Based Broad Phase Collision Detection Debugging

Almost failed to finish due to having to do this...

Things that went well:

  • My most complex and complete game in an LD so far (ignoring graphics / sound) – in spite of the 13 hour penalty due to my theme problems!
  • My base code library performed pretty well (the hit detection issues aside) – also made many improvements in the course of the competition.

All told I feel like a winner! For about a week of work spent on Ludum Dare warm-up and competition I have:

  • 2 good prototype games that can easily be fleshed out into nice games.
  • Massive improvements to my base code library that will help my all my other projects.
  • I had a lot of fun!

Thanks for a great competition and well done to everybody that finished a game – to those that didn’t: keep trying and better luck next time!

The Zom-key-bot-calypse has Arrived!

Posted by of Sugar Pill Studios (twitter: @SugarPillStdios)
Sunday, May 1st, 2011 8:21 pm

The world’s last ninja creeps in the shadows of zombies, monkeys, and robots in this post-zom-key-bot-calyptic world.  Watch the creatures’ movements to navigate the world while collecting batteries, bananas, and brains to redirect them.  Can you survive the zom-key-bot-caplypse?  Can you say zom-key-bot-calypse? Cheers fellow LD20ers! Download, Play, and Rate Here!

Done!

Posted by
Sunday, May 1st, 2011 8:20 pm

I am actually amazed I somewhat finished a game.  I only put about 10hr of work into this entry.  I literally added all the enemies that you see in the game in the final hr of the competition.  Hope you enjoy my game/timelapse :)

 

My Final Entry Link: http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=55

 

 

 

Sort of a Game

Posted by (twitter: @frimkron)
Sunday, May 1st, 2011 8:19 pm

I sort of got some kind of playable thing together by the deadline – more or less.

It was nowhere near what I wanted it to be; no audio, no real gameplay other than a quick boss fight, no titles, no ending… But I guess the graphics could be a lot worse.

I’m going to work on my game more tomorrow and probably enter it as a jam entry, too. I’ve also got to edit my timelapse together. But now, sleep.

p.i.g

Posted by
Sunday, May 1st, 2011 8:18 pm

Finished!

Play p.i.g here!

Upside down!

I’ve been thinking in portals the last few weeks, so I made a puzzle platformer with portals.
The portals are like tunnels: you shoot one end, and another appears at the other side.

Once again, my project grew as I worked on it. I told myself I’d make a very short demo of the portal mechanic, since I graduate in a week and have final projects to attend to. But I was having too much fun with it, and I had to implement all of my ideas!

I decided to up the resolution from my usual 320×240 (and then zoomed x2) to 640×480. I adjusted my art style to something a bit cleaner, and I’m happy with the result.

I’ve always struggled with level design, particularly puzzle design, so I took this as a challenge to improve my skills. Hopefully the results are enjoyable!

Well, my game may be broken but it is different.

Posted by
Sunday, May 1st, 2011 8:16 pm

Also, a timelapse!
Atomic Pinball Timelapse
Atomic Pinball
My game (Atomic Pinball) was based on the idea “It’s dangerous for [Atom X] to go alone! Bond with [Y] to not explode!”
I ended up never quite getting properly “in” to making the game, this time. It felt like too much work for 48 hours, but no simpler ideas seemed more interesting anyway. I eventually changed the game from a general “get an atom from A to B safely” to a pinball game as the movement system was still pretty horrible. That had some other effects like ending up with music made for a somewhat different game. Anyway, I hope some people get some entertainment out of it. :)

If only…

Posted by (twitter: @grimfang4)
Sunday, May 1st, 2011 8:15 pm

It appears that I didn’t get enough time on my game.  That’s okay though.  Lots of other things demanded my time (like screaming kids), but I managed to make a really fun game.  Really, me and my wife were having more fun with this than with all of my previous entries.  It’s not ready for the compo and I might not bother with the jam because work starts again tomorrow.  That means there will be a post-compo version for sure!  Stay tuned to my website or the LD planet.

I had a great time, as usual!

Here are some screens to part with.  Behold, “Don’t Blow It”.

Last minute coding

Posted by
Sunday, May 1st, 2011 8:13 pm

A  few hours ago I didn’t have much of a game at all. I’ve been learning to sleep 2 hours per day for the last ten days and I’ve had lots to do. I had decided that I wasn’t going to enter in this LD. Then I decided, to hell with that, let’s see how much of a game I can crack out in the last three or so hours of the deadline. So here it is, I’m quite happy with the result tbh. Even though there are a few things that are missing for this to be a complete tiny game, I’m still happy with what I could produce this fast. It was really fun to make too, I will probably work more on it within the coming days to get everything working correctly.

Anyway, this was a great first LD entry for me, I hope you enjoy it! I look forward to testing out everyone elses games!

http://www.ludumdare.com/compo/ludum-dare-20/?action=rate&uid=3933

Sorry darling, we’re gonna be late.

Posted by
Sunday, May 1st, 2011 8:11 pm

Ok we won’t be able to submit our jam tonight…
Too tired to fixed a twisted shit in the spawning engine, i m sure a good night will help.

But you could try our (hardly) playable Beta.


beta

_Click Me_

Good enough

Posted by
Sunday, May 1st, 2011 8:11 pm

Another competition over.
Completely ran out of time again. My idea requires a lot more art to come close to my vision. I was planning to throw together some simple music and add sound effects but then the deadline sprang up and attacked from behind line an angry velociraptor.

The current level and goal is a bit last minute. Actually the level is my testing level, I ran out of time to do a proper one. Even the stone tile was meant to be a place holder.

Here are some screenshots:


I do like where the game is headed, and I may continue writing it, but may not as the code is a big mess and could do with a lot of optimisation. As it is, it seems to struggle with more than fifty creatures.

Anyway – time to sleep. I will edit and upload my timelapse video tomorrow.

Diamond Hollow Timelapse

Posted by (twitter: @arkeus)
Sunday, May 1st, 2011 8:09 pm

So I decided to timelapse about 30 seconds before the competition started, so I wasn’t really prepared to do anything cool. However, the video turned out okay for being pretty basic. The beginning is kind of boring because I was working in photoshop on another monitor, which is the most interesting parts. Still interesting to see how the game progressed. I also have timelapse caps of my webcam the entire time, still debating whether I should show that one, lol.

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

You can view the game here:

Finished, alas!

Posted by
Sunday, May 1st, 2011 8:07 pm

Close call.  Ran into tons of bugs all over, but I think I fixed them all.

Link here. I’ll post a timelapse as well as a post mortem tomorrow.  Tired and have to do all of my weekend schoolwork.

/relief


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