Archive for May, 2011
Duple!
Hello everybody!
I finally finished my 48-hours game – Duple!
I actually had to go out for a whole day yesterday so I only had a little less than one day to actually work on the game.
As soon as I heard the theme, I started running ideas in my head. I guess after all it was not so bad that I had a day to clear my head so when I sat down to work I knew pretty much what I wanted to achieve.
The main idea is that for each level (except the first introduction level) there are several “targets” that should all be occupied at once for the level to be complete. To do this you have to split your characters in two (since it’s dangerous to go alone, you see…), and you do this by stepping into special transporters. The clone works a little different from your own character and may be rotated or flipped (when you go left he goes right) – and it’s different each level so you have to think carefully about where you are going at each step.
I spent the last couple of hours building and tweaking my levels. I actually wanted to go a little further but ran out of time – so there are only 6 levels for now and they are rather easy to solve.
In the future I hope to add a few more levels and the possibility to create your own levels.
I wrote the game with javascript, so it can work everywhere with no installation and no compilation – and of course it’s easy to see the code and change it if you are interested. I tested it on Chrome and Firefox and it worked fine, hope you guys have no trouble running it.
I hope you all enjoy this silly little game – I had fun creating it
You can check it out at http://duple.yanirk.com.
Yanir Kleiman (hexygen)
LD20 has been Blended!
Sunday, May 1st, 2011 7:23 pmIt feels good to finish!
I like to use the Ludum Dare compos as motivation to learn something new – or learn something better. This compo I decided I wanted to learn how to create models and animate them in Blender. I also figured I’d ratchet things up a bit and go 3D.
This was my first try at using Blender to model stuff with animations and I have learned a lot and had much fun in the process. I spent a bit of time with Blender before the compo began learning about how to do bone animations and getting the exported fbx files to come into Unity correctly. That prep work paid off and my work flow from Blender into Unity went very smoothly. Check out my entry and leave a comment here.
I AM A WINNER!
I GOT MY GAME SUBMITTED! WOOHOO!! I think it was technically 1 or 2 minutes late, but that’s because I was having upload troubles. At any rate… I did it! It’s not complete! It’s not perfect! It IS playable though! I had to disable a couple half-finished things for the submission version, but there’s still enough there to see where I was going, I think.
Also, I’m entirely too exhausted. And I have work in about 9 hours. I’ve gotta go to bed, which sucks… I’d love to hang out with the festivities on IRC and here on the blagosphere. Tomorrow, though, I’ll start looking at everyone’s stuff! Good job, y’all! It was an amazing experience for sure!
Finished!
Phew, after a minor panic attack, I managed to submit my entry. It is not much (only five levels), but it demonstrates the principle. Looking forward to playing the other entries!
But first a short nap and then to work.
Never Go Alone (completed)
http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=2303
Never Go Alone, an adventure game.
I ran a few minutes over debugging this, but I also had a blackout that cost me more time than I spent on the last bug, at around 9:30. I think it’s justified.
I know the combat is a little light, and if I had the art skills there’d have been a great deal more enemies. As is, you’ve got ghosts, slimes, and bats. Fight them off and find the treasure!
At the end of the game, please enter a comment.
Finished!
I wasn’t going to enter this one, but i found time and cooked a little something up. I hope you enjoy it!
The entry can be viewed HERE.
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I don’t like OS X
I hope the code doesn’t build for OS X users and the game crashes for them too.
My windows build was done around 9:20, so I should have uploaded it then. But instead I shut down and switched to OS X, and it was nothing but problems galore after I got the game to build.
Downloads:

Finished! Well, finished enough.
I started by focusing on the “it’s dangerous to go alone” part of the theme. I thought it would be easier to make a game where you have to make a group than one about taking things. So, I did that. I decided to essentially make a pokemon clone, except more evil.
Then, with a little bit of trying-too-hard-to-be-serious storyline (Phantom Keeper? What?), I put in the “take this” part both ways.
This was a very difficult project to take in 48 hours, because the genre is basically fueled by content and I hadn’t made a game like it before.
In the beginning, I doubted I could finish the game. 48 hours (and 48,000 terrible hacks) later, I find that I was correct to doubt it. I barely got a lot of the core features packed in there, and the game is terribly unbalanced. If I ever find an artist who would want to do a game like this in the future I’ll think about it, but I think Phantom Keeper is done until then.
It was a fun LD, but I’ll be scaling back to a simpler game for the next minild.
So, I didn’t partcipate.
Cave Jimmy II: Physics Breaker. Rendering engine.
Finally succeed at making LudumDareBot function properly. End Friday.
Physics engine. Level-switching engine. Umbrella.
Several hours later – add slime. End Saturday.
Do nothing all day. End Sunday.
And here we are! Food pics from Sunday, (maybe) timelapse, and the unfinished version which is totally useless coming in a bit.
I’ve completed LD20
I had a very frustrating beginning as this was the first time I made a platformer with flash. I almost quit a few times the first day, but I held in there. Then Sunday (today) I went out for a bit and realized I probably didn’t have enough time to finish the game. When I got home I decided to see how much I could get done before the deadline. Guess what? I finished it! It’s missing sounds/music and a proper ending though, but it is fulling playable. I am very proud. =]
TORCH: http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=3079
Will post timelapse later.
Aaaaaand we’re done.
Not much of a journal, but hey:
http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=1740
That’s it! No Trees. No Waterfalls. No Bamboo or Coins. Ran out of time…
Tips: You run faster with your umbrella closed… please take your umbrella with you.
But I like my robot.
It’s over!
Sunday, May 1st, 2011 7:15 pmThere’s a whole bunch of stuff I wish I could have done (mostly being sound, music and better graphics), but isn’t that always the case?
A post-mortem will be on its way at some point in the foreseeable future, and I have yet to decide whether or not I want to jam it up and submit an enhanced version of my game with actual sound and music and better graphics. Signs kind of point to no, but we’ll see what happens. No screenshots, because there’s plenty of them over at the entry page, so.
It’s 3 AM. I am going to sleep for so long. FOR SO LONG.
I made it!
Finally, Mittens is finished! I really need to sleep right now… so I’ll submit a time-lapse video tomorrow.
Instead of using Musagi I used Wolfram Tones random generator for music, since I ran out of time to make it myself.
I also used flixel Power Tools for the health bar.
I hope you all like it! I’m really proud of the game I made, this was a great experience
And I’m done!
Okay, the final game is complete, submitted, source code zipped and frozen, everything is done. Finished right on the buzzer.
The main difference between what I submitted and the final prototype I posted a few hours ago is this has a mute button (M on your keyboard or click the icon in the upper right), and a more full tutorial on stage 1.
You can play it here and see for yourself: Waterfall Rescue.
Now I’m gonna go get some sleep.
I’ve made it, Courier of the Crypts is out!
There it is, end of the competition and my submision is among the others! I’m filled with happines since this was my first “make a game” competition and I had doubts about completing a whole game in only 48 hours. It was nice to see how active was everyone and helpful in the same time. Impressions about this Ludum Dare are unspeakable!
Congratiulations to everyone that made it to the end, we’ve done it!
Done! Priority Cats by Tom 7
Guys I did it! I was good about continuously reprioritizing throughout the day (you can see this in my timelapse which I’ll post tomorrow), so I was actually done with about an hour to spare, just tweaking and putting together a pixely preview:
Entry:
http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=1984
Good times as usual! Now we need some beer over here.
Finished in Time!
Holy crap, finished in time. Really focused and left a bunch of things imperfect at the end. HOORAY! I didn’t Ludum Fail my first time!
Anyway, my game is an old school arcade puzzler. You play as a guy who needs to “go” to the bathroom, and will take a kitten with him so he’s not alone… and it is dangerous. The game is HTML5/JavaScript using the Akihabara engine, and the graphics are a bit of a ZX Spectrum flavor.

Moving Couriers and Game Play
In the final stretch, I can finally DO something in the game.
In the Move phase, I can select couriers and move them to open adjacent tiles.
In the Shove phase, I can select couriers and shove another courier, and if the shover has the package, it is passed off.
What’s left:
- moving the agents towards the package holder
- adding pedestrians
- moving pedestrians
- win condition check
- lose condition check
Can I get at least a good chunk of it done during Submission Hour? I hope so.
OH GOD I’M DONE
Well, that was fun
And stressful. But mostly fun.
So here’s my game: A Steampunk Axebot Supply Run
Three robots are marching to fight the evil Prof. Malevolent in his castle, but they forogt their repair-packs. Your job is to keep them alive with repair-packs you send them via-rocket. In the end you will be judged on your effienciency.
Go see the entry here, or go play here.
Once I can think straight I’ll consider putting up a compressed timestream of two days of me sitting awkwardly in front of my pc, frowning and not working.










