Archive for May, 2011
Done!
And with only five minutes left, it’s over
Sadly, it’s hard to call it a finished game. However, I’m exhausted after coding the whole night, so I don’t think Jam would help much. Sorry if the game is horribly raw, or should it happen to be boring — I did what I could for the first time. I’ll try to be as active as I can in rating your games after I get some sleep.
Congratulations to everyone who finished on clock
Done and done.
Managed to finish, and then spent an hour trying to get everything onto the internet. Ugh. But I finally got everything done, and here is the result. Saddly no music, but whatever. Here it is:
http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=3743
–
Mikhail Rudoy
There and Back Again
To everyone who has completed this Herculean task and come out smiling, I salute you.
To those that fell to the mighty and unending blows of concentrated content production demand, I say this: fear not! For though this was an even-numbered competition and that makes it a very cool one to have completed, there will be many, many more. Many more chances to test your resolve and prove that you can, like some of the very stalwart few, produce ass-kicking games in a fraction of the time the people in big pants do.
Thanks for coming out, and we’ll see you in the time lapses!
Shortest game ever?

There we go! Everything is Sand is officially submitted! Kinda proud about how much I actually managed to do in less then 24 hours, even though I’m willing to bet my game is one of the shortest.
Try it out if you feel like it, http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=3831 , now I’m going to bed!
Disappointment.
I didn’t finish in time, sadly.
This is what I accomplished, which doesn’t look like much, but it now features NPCs, with a few different customizable move behaviours (going straight forward, pacing back and forth, random direction). Regular map entities are y-sorted to allow you to walk in front of and behind guys, depending on where you are positioned, relative to them. It also features buildings, which you can walk in front of, behind and “underneath” (through the door when it’s open — which occurs when you step into it).
Eventually, there’d be a bunch of buildings, some interiors, and stuff to collect and do.
Sadly, I ran out of time, so that’s all for now. And I can’t do the jam, since I work tomorrow. However, I will try and be dilligent and continue my game progress anyways. A lot of projects that don’t finish in compo deadlines usually don’t get finished, but so far I don’t feel disgruntled or anything. It’s just slow going.
Part of that was the decision to use FlashPunk, which I had never used before. And it has a lot of little weird gotchas, especially when it comes to the collision and rendering systems, which could use a lot of work, in my opinon. Thankfully, with a bit of cleverness, I was able to work around most of the hiccups I had, but it did mean I spent a lot of time reworking small things.
I’ll try and make an effort to finish my game down the road. Obviously, I can’t promise anything, but I’ll try anyways.
LD20X6: To the Jam, I suppose.
Wow… I thought I’d be able to finish this faster. Of course, it doesn’t help that I’m falling asleep at the keyboard… had I known that LD was running this weekend before Friday night, I would have made an effort to not get ridiculously exhausted this past week.
All in all, even if I don’t get anything submitted, I’d say this LD went pretty well… this is the first one I’ve ever participated in, this is the first game I’ve ever written using PyGame (aside from a tiny bit of joystick work in my main project a couple of years ago) and I just taught myself how to work with PyGame on Friday night, and this is the first 2D game I’ve worked on since high school. Not to mention that I wrote my own parallax-capable system for the game using PyGame’s sprite support – the first time I’ve ever even messed with code that does something like that.half hour,
Still, even though there’s no way I’ll be able to submit anything in in the next 10 minutes I’ll still try and submit this for the jam… it’s already a pretty cool game, just missing some important pieces, so it feels pretty incomplete at the moment. I’d probably be able to finish it all in like 6 hours if I slept first… but if I had slept earlier today, I would have slept through the deadline, easily.
Real life beckons…
We won’t finish our project in time for the Jam, but I thought it’d be nice to at least share the details. So here’s the rundown…
The game is called “L.I.N.K. : Laser-powered Interplanetary Nazi-tracking Killing-machine”. It’s a space shooter with plenty of Hyrule satire and a Katamari twist. The L.I.N.K. ship is a super magnet. Any weapons you bump into on the field stick to the ship like glue and you can fire them using the mouse button. Weapons include the iconic sword, cannons, lasers, and asteroids.
I was barely able to touch the code today in between grocery shopping, cleaning the house, getting laundry ready for next week, and shipping some mail. But, we’ll keep poking sticks at it and see if we can’t finish it in the near future. I think it was a little too ambitious for our first Dare, especially since this is the very first time I’ve ever coded (or even looked at) AS3/Flash and I have absolutely no code-base to work off of in this language. With that in mind, I think it’s an impressive amount of work, and I had a lot of fun doing it.
Final entry for LD 20

I’m sorry I didn’t post much on the last day, hours were too short and the task was HUGE. Really. I solved most of my problems after a good sleep. I woke up full of energy and litteraly coded non-stop for 18h…
I really hope that you will appreciate my entry, I did my best to focus on the ambiance this time.
I didn’t have time at all to implement the sound part, sorry… I really didn’t want to put bad sfx in that could totally ruin the ambiance.
Thank you all !
Get Against the Wall
The game turned out perfectly, and I had a lot of fun making it. You play as a person stuck on a ledge on a world that is just one flat vertical surface. You must rise up to your city above using a ledge-creating device. I got the random generator to create an infinite world but my computer’s memory overloaded quickly. Rather than resolve the problem within the last few hours, I limited the size of the worldto about fifty chunks, with fake wall streaming off into the distance. Maybe I’ll fix this in an actual release! I really enjoy the Ludum Dare, and hope that I will be able to compete in the future as well.
Edit: I originally submitted a .7z file and did not know that still had 15 minutes to correct my submission to .zip! Thanks to PaperCutDoom for the save!
Nothing beats being a game developer :D
It’s 4:00 AM here and I have managed to finish my game for this entry. I’m not as tired as I though I’d be, but it must be the caffeine running in my veins. Time to open a well deserved beer
I hoped I would manage to put more stuff into the game. I had a number of weapons and choosable items planned, more monsters, more music… more of many things. At least there are 22 levels
I just hope that at least one person plays my game until he/she gets the invisibility ability
If You want to try here’s the link: http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=33 ^_^
I’ve also managed to put my framework to a good test. I found a lot of bugs (forgot most of them though:P) like the light management is foobar and I do have some serious memory problems. I’m wondering… is it Java’s or my fault?
It’s time to rest…
ARGH! Done
Well… my game only has one level, zero sound effects, and isn’t challenging in the slightest. It does look really pretty though, and I’m still pleased with the result.
I thought I had a pretty good idea for a gameplay mechanic, but I ended up spending all my time on graphics and what I would loosely refer to as polish. I still think its pretty cool, and I look forward to adding to it in future.
Well done to everyone who entered in time, and thanks to those who came to CB2 in Cambridge for all the helpful suggestions.
Legend of Parasite
Sunday, May 1st, 2011 7:42 pmYou are welcome to play Red
- - I’m so glad I made this
Welcome, please check out the game. It is my first LD and first game out and I’m glad I managed to finish in time.
I’m happy to have joined this event.
I am really excited.
Good luck to everyone during the game rating phase.
Best regards,
ER
Woah! Excellent!
So glad I decided to Ludum Dare this time. The sprint to the finish was crazy, the kind of stress that makes you feel super-great when it pays off. I finished my game with 10 minutes left, and submitted 5 minutes into the extra hour — my internet had died, and I needed to walk a ways with my laptop for some WiFi! The perfect conclusion to this hectic event.
My game polished up better than I thought it would, though there’s a rather big spike in the difficulty curve after level 8. Also I might have turned the music into a muddled mess among all of my hasty tweaks. But I think the game concept is really fun, and my execution was about as good as it could have been for my first Ludum Dare.
I gotta say thank you to everyone who puts this event together. Such a good idea.
LD20 – sort of victory post!
The gameplay is unfinished, there’s no audio, and the code is terrible, but I think I did a decent job with the presentation (as far as programmer art goes) and I think it’s a good base for a completed game, so I’m happy enough with it to submit as opposed to my total failure in LD19. LD18 is definitely still my best, but this might do better for graphics and humour.
I do have some good ideas for turning this into a proper game so I’d like to develop it further (maybe for the Jam, maybe later) but I always say that and nothing ever really happens, haha. :/
Dodongo dislikes smoke.
It’s done! It’s not [i]done[/i] done, but it’s done.
I hope to continue improving this in the coming weeks (though I guess I’ll be to busy judging, for a while!).
Anyway, congratulations to everyone who finished, and to those who are doing the Jam, go baby go!
Whew!
It was a long haul, but I’m glad to say that I actually finished my first Ludum Dare about 45 minutes ago.
I made Armageddon Moochery, a game where you act all heroic to mooch stuff off of other people. I thought it was a nifty idea, and I’m happy with how the finished product turned out. Bad code though. It isn’t the worst code I’ve ever written, but it comes close.
That being said, I’ve learned a few things for next time:
- I needed to have a better, more solid idea for the model for the game. All the entities are reaching all over the code because I didn’t have a strong concept of how to organize conversations. If I did it again, I’d probably have swappable controller classes for switching between walking and conversation states. As it is, the controlling code for the conversation is half in the player and half in the townsperson who is being talked to, and the controlling code for the walking state is all over the place. Not really sure if it would be overkill to do this, but I might give it a shot next time.
- I started with graphics that I thought were really simple, at 32×32. I soon realized that if I wanted to finish the project, I would have to simplify the graphics further – I’m not much of an artist anyway, but I was spending a lot of my time trying to draw tons of walking frames. When I simplified the basic character model, it got way easier to create a much more diverse cast.
- I’d like to do music next time. If I follow my plan and don’t waste my time with simple graphics, I’ll probably be able to squeeze some music composition into the next try.
But holy crap. I haven’t finished a self-directed project in years.
I’m totally sold on Ludum Dare. I’m balls tired, but it was totally worth it.
Finished with some time to spare
Well that concluded my first LD48 competition with the game Ant General.
So how did it go?
The positive:
- I picked a good scope on the project, i got pulled away to real life a few times and still managed to finish a playable game. I guess i can thank my years in the demoscene for this
- The game looks pretty good and plays pretty well
- Game mechanics based on the theme
- Learned how to use HTML5/Canvas
- Figured out how to make InkScape work as my level editor
The negative:
- Had a little inspiration lapse and didn’t figure out more game mechanics on time, once i figured out some fun stuff i didn’t have time to implement it or make levels for most of the ideas.
- Only 2 levels.. it’s mostly a tutorial game right now. Could’ve been really great with a few levels.
- No sound (But for webgames it can be a good thing)
Gonna write a bigger post-mortem later and upload a timelapse video tomorrow after sleeping and catching up on real-life.
WOOOHOOOO, DONE!
I can’t believe I really finished. This was my first LD and I thought I get probably stuck somewhere or underestimate the time I need, but no! I finished just in time. Ok…. some more content would be fine, but apart from this I’m really pleased with the outcome.
Looking forward to play all the other games. Good luck everyone. “hurry up” to those who haven’t submittedd yet, “keep on” to all those jammers. Good night to everyone in a timezone near mine (It’s 4:25 here).












