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Archive for May, 2011

Red v Blue

Posted by
Saturday, May 28th, 2011 2:06 pm

Red Wizard v Blue Wizard, basic two player movement in place…

Try it here Magix Elementus

Keys

Red: w, a, s, d and z (levitate)
Blue: up, down, left, right and m (levitate)

Does it work for you can keyboards handle it?

Hint: If you fall off the end of the world try levitation.

Mini-LD #26: Excelsior

Posted by
Saturday, May 28th, 2011 12:57 pm

Yeah!  Late start!  Themes: dirt, drill, demolish.

You’re in a rocketship trying to drill its way out from the planet’s core.  Because your species crash-landed so hard 15,000 years ago that they ended up at the middle of their planet instead of on its surface, and only now have developed the crucial rocketship-drilling technology required.

Here’s a rough sketch, probably completely unlike how it will actually turn out:

To be done:  nice vertical scrolling in HTML5, hex tile randomly-generated world, a rocketship that crashes through the ground, and a surface to get to.  The art will be weak.

Some artwork and programming finished.

Posted by (twitter: @austinbreed)
Saturday, May 28th, 2011 12:27 pm

The player and Death, along with some in-game objects.

Deploying Java game help

Posted by
Saturday, May 28th, 2011 11:01 am

I’m making my entry in Java (as I stated in a previous post), but I don’t know how to deploy my game so that you guys can download it.

I’m using Eclipse as my IDE and pure Java only, no external frameworks.

Any ideas on the best way to deploy my game?

Thanks for any help :)

MiniLD #26 – Dirty Things Tracy

Posted by (twitter: @FredericRP)
Saturday, May 28th, 2011 10:51 am

Hello everyone ! It’s saturday evening here (almost 20pm) and I’m starting the MiniLD, I’ve got 1 day and some hours left to finish my game, that’s why it’s called “mini” right ? #ohwait …

Ok, so Dirty Things Tracy, that’s how I call my game, and there’s no -that- kind of dirty things in it. It’s a 2D platform game where you’ve got to destroy dirty things  (like the evil dirty t-shirts mawning at you) by using two weapons : the compactor and the water spray. The compactor can reuse compacted dirty stuff to help you cross a trap or a gap. I’ll try to make my design with a Rick Dangerous inspiration.

Here are some drawings I made before going home to start the MiniLD (should I call it tinyLD for me ?) :

ideas coming in...

It will be Done if there’s at least a Tracy character able to cross a level with a 3 screens size, Dirty T-shirts monster, a weapon to destroy them, with sound FX and a background music.

It would be a Well Done if I’ve got graphisms that make the game look like a real game, with two weapons and traps on the way.

It would be Awesomely Done… in another situation/life/dimension (strike whichever does not apply) ?

Shifting the Goalposts

Posted by (twitter: @Cirrial)
Saturday, May 28th, 2011 10:08 am

So my original goals were far too ambitious. With the six hours I have left in this day, here’s the updated checklist:

  • Core mechanics
  • All eight ability upgrades
  • Three enemy types
  • The main level
  • Graphics for player character and enemies
  • Sounds
  • Title screen
  • Ending/credits/shout-outs screen

If I can get all this done before the deadline maybe I’ll add music. Maybe.

Initial Progress

Posted by (twitter: @atkinssj)
Saturday, May 28th, 2011 10:02 am

So far today I’ve managed to get some base code done that I should have done a long time ago (hooray!) and basic player movement.

The level generation is still just a test thing to see how the tiles look… not great, but they’ll do for now.

I’m currently metaphorically bashing my head against a wall, trying to do collision checking. I’d forgotten how horrible it is. :( I think jumping in using hitboxes isn’t a good idea. I’ll have to simplify it, get it working, and then make it horribly complicated. :P

Not visible is the scrolling view as you move around. (Yay!)

Anyway, not spending enough time on this today, and hitting a block have injured my plans in getting Done. Oh, well.

You’re Going to Hell

Posted by (twitter: @austinbreed)
Saturday, May 28th, 2011 9:32 am

I’m not positive about the name of the game, but for now I’m called it “You’re Going to Hell.”

The player will be presented as a spirit before his body after a successful suicide attempt in his bedroom. Death will appear and command the player to select three things from his room to take with him to Hell. The descend into Hell will then ensue and in certain encounters, the player will have to lose one, and then two, of the items he has brought with him in order to pass. Standing before the portal to Hell, the player’s character will reminiscent about the last remaining item in his inventory before passing through the portal.

Here is an mock-up of the items that can be taken, from my sketchbook.

In order to be finished, I will need to draw all the graphics, create the introduction, create the path to the portal of Hell, and write the corresponding cutscene messages for each item.

I’m getting a late start, so wish me luck!

Floating landscapes…

Posted by
Saturday, May 28th, 2011 9:07 am

[Done] Random Floating Landscape of elements

Next…

[] Wizard

Mini-LD #26:

Posted by
Saturday, May 28th, 2011 8:26 am

A: the dearth of dynamite device debuggers

B: diagnose a defective dynamite-based digging / drilling device

C: 

D:

  1. more than one sound
  2. some kinematics animation (moving along a conveyor, falling)
  3. some sprite-sheet animation
  4. more than one level
  5. an in-game tutorial
  6. a win screen
  7. a splash screen

Note: fun is not on the list

Report before lunch.

Posted by (twitter: @zurashu)
Saturday, May 28th, 2011 8:21 am

The destroyable world now works, kinda buggy, but I think that its enough for tomorrow’s build.

The next step will be to add the characters. I’ll begin working on it after lunch.

Screenshot:

Dundradoid

Posted by
Saturday, May 28th, 2011 7:45 am

Themes: Destroy, Detonate, Descend (,Dirt, Dig, Demolish are there too, to a degree!)

Dundradoid heard there are tons of gold under the earth! Let’s make explosive excavation! A platformer where the objective is to proceed down a procedurally generated, never ending level by detonating little Dundradoid to remove obstacles. Collect gold and destroy enemies for score!

Definition of Done: At least 3 enemies, randomly generated terrain using tiles, 4 different tiles, highscore and some sounds…

 

 

Knights of Alentejo – report 1

Posted by
Saturday, May 28th, 2011 6:18 am

Yeah, maybe I overslept. Again. Its 10 am here and I’m still having breakfast. Last night, I got some pretty interesting stuff: fixed all bugs that prevented me to get-things-done ™ and finished the basical mechanics of the game. The knights and the monsters now can attack, die, kill. The knights can also finish a level and a new level now loads in case all the alive knights exit it. Today I want to do some very un-get-things-done thing, rewrite a lot of code. But that will be needed to get rid of more bugs.

In a few words: Yesterday, I went from a tiny scrolling overview of small characters in a big map to the real game.

What’s next: Add some better speciallization to the characters (stats like defense, visibility, etc), more inteligence to the monsters. A Boss would be a good idea. Also game over and a title screen would help.

Oblig. screenshots:

The Knights at their starting position for the first level. We actually see all regular enemy varieties.

Not the game, really ;-) Just my desk, like someone else posted.

Fuel ( black tea ).

“brainstorming”.

The Unglamorious Halfdozen

Posted by
Saturday, May 28th, 2011 5:39 am

A: Name of the game

The Unglamorious Halfdozen
B: Description (140 chars)

A group ragged fighters from the Frenglerican nation are sent behind enemy lines with an ample supply of ammunition and dynamite to demolish Germaneese installations during Vanilla Wars 2.0

 

C: One mockup image

 

 

D: Definition of Done:

1 working level with plenty of explosions. I am very uncertain of my chances of succeeding at finishing anything playable this time due to other commitments so i’ll be more than happy to get anything running!

Pitdive update, climbing etc.

Posted by
Saturday, May 28th, 2011 5:38 am

Pitdive is looking really good… for an ascii game.  you can climb, dig out walls, falling scrolls from middle, even without any other features it is pretty compelling to mess around with at this point.

Demolish-Destroy-Detonate-Dynamite

Posted by (twitter: @Sosowski)
Saturday, May 28th, 2011 5:01 am

So, I’m making a sequel too this time!

A: Name of the game

(Peddler man in…) Ponyland

B: Description (140 chars)

Peddler man goes to Ponyland for some pony holocaust this time
Involves lots of explosions destructible levels and strawberry pony guts

C: One mockup image

D: Definition of Done
It’s impossible to finish it this weekend, since it’s 2 p.m. Saturday and I’m drunk already. so there’s what I want done:

  • Extend FlashPunk Tilemap class to support dynamic environments
  • Make a level and make it explode and
  • Make some enemies and make them explode and splatter strawberry guts around
  • Have Peddler Man lick the guts from ground and say ‘mm… yummy’

Mini LD 26 – The Fall

Posted by (twitter: @Cirrial)
Saturday, May 28th, 2011 4:50 am

The Fall

Themes chosen: All of them

Misfortune throws you deep into the wild caverns below. Forging past the danger, you will return to the surface, no matter what.

This game is intended to be a Metroidvania sort of game involving collecting upgrades, all based on each of the themes given, to be able to progress further up the level. In a way, the primary theme is an inversion of Descent – the descent has already happened, and now the protagonist wants to return from it.

The Definition of Done - 

Disclaimer: Final graphics practically guaranteed not to resemble this whatsoever.

Checklist:

  • Core mechanics
  • All eight ability upgrades
  • Sub-upgrades for some of the upgrades
  • Five enemy types
  • A boss fight
  • In-game scripted sequences
  • The main level completed
  • Graphics for player character, NPC and enemies
  • Sounds
  • Ambient background sound
  • Incidental music
  • Title screen
  • Ending/credits/shout-outs screen

Posted by
Saturday, May 28th, 2011 4:44 am

MiniLD #26 – Entry

Name of Game: Magix Elementus

Description: You are a Warrior Mage who must journey to the Elemtus Realm and battle other mages to gain power and prestige and grow your domain.

Mockup

Definition of Done

[] Random Floating Landscape of elements
[] Elements have magic / colour
[] Wizard
[] Move Wizard
[] Move element blocks
[] Turn elements into magic
[] Cast Spells
[] Create Golems from Elements
[] Golems move
[] Golems battle
[] Golems collect elements
[] Enemy Wizard
[] Battle Enemy Wizard
[] Win / Lose State

Smashy smash!

Posted by
Saturday, May 28th, 2011 4:39 am

Question: when does this mini-LD end?
Question2: Where do you post the game when it is ‘done’.
Thanks.

First, I have a few things to say:
Today I realized in a very painful way that I’ve been very  disorganized in the past.
I recently worked on a flash game for a teaching project I participate where University students teach programming in High School.
One of the AS3 classes I wrote for that project was what I call ‘art code’ that means code that can’t be replicated.. because the goal is artistic.
That specific code was used to generate random brick tiles for 2d games..
It seems that I have deleted it completely somehow.. is there no use crying oer spilled milk? Why do I unknowingly delete code I love?
:(
I hope to learn from this mistake and that I’ll be truly organized from now on. :)
(I have made this mistake many times before)

Themes I chose:

  • Descend
  • Demolish(?)
  • Destroy
  • Dirt

A: Name: Smashy smash!

B: Description:
You are an unseen force around a giant demolition (wrecking) ball  that is constantly chasing the ‘hero’ of the game.
Use the pointer to place dirt and alter the direction of the ball. (click on the platform to erect a ramp, in the air to create a floating block)

C: One mockup image:
One mockup image coming right up:

This is a picture of a big ball chasing a little man with big balls

smashy smash

 

 

D: Definition of Done:
A player can:

  1. Move the ball around, bouncing it from platforms to platform and switch directions.
  2. Lose if the timing of the jump is ‘lousy’ or if she did not switch direction in time.
  3. Win the game and get the hero. :) And smashy smash.

Features:

  1. It takes over a minute to win the game.
  2. The hero keeps running away and jumping around.
  3. It gets more challenging over time.
  4. There is a game over screen.

Twisty Passages

Posted by
Saturday, May 28th, 2011 3:35 am

It was a sunny afternoon, and Alice was having a picnic on a grassy hillock, when suddenly the ground gave in under her..

The game will feature twisty passages that don’t quite follow euclidean geometry.  In the darkness lurks cave-spirits, silently stalking the player as she tries to make it out of the dirty tunnels.

Feature targets:

  • Portal based non-euclidean passageways
  • Moving translucent cave ghosts, that send the player character running in panic away from them if she gets too close
  • At least two different levels / cave styles
  • Intro and ending

Theme:

Loosely based on the Dirt and Descent themes.


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