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Archive for June, 2011

Voting will end in a few days!

Posted by (twitter: @McFunkypants)
Thursday, June 30th, 2011 5:53 pm

Keep those votes and comments coming! We’re going to close the voting after the weekend.

Remember, you do NOT have to have submitted a game to be able to vote/rate/comment. Everyone is allowed to rate the games!

So far I’ve been totally amazed by some of the games made for this miniLD. Definitely one of the more active miniLDs in recent memory. Must be the “summer vacation just started” effect. =)

New version on our new website!

Posted by
Thursday, June 30th, 2011 2:43 pm

Hello again!  There’s a new version of The Struggle for Humanity that you can find here: http://thestruggleforhumanity.weebly.com/download.html at the games official website. The new version offers slightly improved graphics and various bug fixes and changes. Also, once you have the altar and click on the demigod god power,  you can click on a lady and make her create a demigod. Once the demigod is middle aged, you can control it by clicking it and moving it around with the arrow keys. If a demigod is selected and you press C you can build Stonehenge.

Hope you guys enjoy the new version!

finished acquiescence!

Posted by
Monday, June 27th, 2011 10:33 pm

play it here!

I’ve never made a game with any sort of dialogue choices, so I didn’t know how to approach this.
Most dialogue-heavy games allow the player as much time as they want to make a decision; I wanted to make my game real-time, in the sense that conversations had to be responded to one way or another. After a bit of mulling over the theme for a week or two, I hit on the idea that’s represented in the game.

I kind of missed the mark from my initial intent. I initially wanted to give the game a lot more depth (I had 5 or so more screens planned with interesting decisions), with part of the goal being to illustrate the impact that having different companions colors the choices available to you. I also never came up with an ending that I really liked, so I pretty much just avoided one altogether.

With full-time job and a fully-booked weekend, I wasn’t sure I was going to be able to finish. I ended up putting a few hours in after work for a week, and then doing some touch ups and all of the art in one sitting. This game was definitely made in the least amount of time of all my games; maybe 15-18 hours total.

I’m very happy with the art style I ended up with. I deem it minimalist-by-necessity; I did it all Monday morning starting at 12:30am, with having to go to work the next day. I’ll probably use it in future ld’s, where I don’t want to focus on art much.

My First Ludum Dare Entry

Posted by
Monday, June 27th, 2011 7:14 pm

Thanks to Ludum Dare, I can now boast of my first effectively finished, self-contained game: Viking of Love.

Screenshot, Linux: Viking of Love

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30 games in one weekend?! WOW!

Posted by (twitter: @McFunkypants)
Monday, June 27th, 2011 10:11 am

[ RATE ALL THE GAMES! | View All Entries ]

The “ALL TALK” June 2011 miniLD is officially over. It was a gigantic success and the support and community enthusiasm was overwhelming and far exceeded my every hope. Not only was I inundated in kind words of thanks and encouragement on twitter, but people seemed to really love the theme and enjoy themselves. The general vibe I got from people was incredibly positive, filled with humour and positivity and creativity.

The sheer number of games made BLOWS ME AWAY. I expected 5 to 10 games at most but so far there have been THIRTY games submitted! I’d say that for each game that was finished, two more were started but abandoned. Therefore, it is entirely possible that this little game jam affected a hundred people’s lives – hopefully for the better. I’m glad I left the entry form open a little later than midnight last night (the official closing time) – one last minute entry just came in.

[ RATE ALL THE GAMES! | View All Entries ]

Remember to be nice and overlook any rough edges: we had several first-timers join and what people really need right now is positive encouragement. Along with your ratings, be sure to leave comments telling the author what you liked and where there is room for improvement.

You can play all the games here – remember to give feedback for every game you play. In the next couple weeks you should have the much-sought-after rare and valuable Ludum Dare achievement trophies you deserve appear on your profile pages… but give me a few days to try out all your games.

I’m so grateful for and proud of all of you.  You guys rock!

Polonius (MiniLD 27, “All Talk”)

Posted by (twitter: @radiatoryang)
Monday, June 27th, 2011 10:00 am

Me and Eddie Cameron did a game based on Francis Ford Coppola’s “The Conversation.” I did art / design, and Eddie did code / design.

We got done with about 80% of it. We have a pretty good skeleton, but the gameplay needs some serious tuning and I still want to add character animations.

It’s a single player, multi-character FPS in Unity3D.

Basically, you have to eavesdrop / record a couple’s conversation as they walk around a crowded plaza — without them noticing. To do that, you have 2 long range “sniper” mics watching them… and a guy on the ground following them with an “aura” mic in a briefcase. Keep track of them and don’t lose them in the crowd!

Important stuff to know before playing:

*** A yellow arrow hovers above your target for 30 seconds as an aid at the beginning of the game.  After that, you’re on your own.***

*** Also, keep your briefcase guy out of the couple’s LoS, or else you’ll lose! They have really long LoS! ***

*** Oh, and there’s one huge exploit. See if you can figure it out! ***

 

Unity Web build, 7.1mb: http://dl.dropbox.com/u/19887116/polonius1/WebPlayer.html

Entry: http://www.ludumdare.com/compo/minild-27/?action=preview&uid=4369

Space Pirates Stole My Entry

Posted by
Monday, June 27th, 2011 4:32 am

I’m aware it’s not the best etiquette to not show something even if it’s unfinished, but hear me out.

I planned the entry to be based on my fully-fledged game as a prequel — perhaps to introduce would-be players to the universe of SoL and as such title it SoL: Plutocracy, where you play a dirty space pirate/merchant/hippy in the early years of Stardrive travel, before the war with the Stygians broke out and when Earth was still mostly a hegemonic plutocracy.  “Yes,” I thought, “that is brilliant!  The story meshes so well and considering the topic IS story-based, it’d be perfect.”

However, after building the game itself, I realised one thing: designing something entirely around dialogue in a game mostly derived from action is kinda difficult.  I wanted the meta-gameplay to be at least moderately fun or act as a diversion, but this would’ve taken longer than the 48 hours given.  I quickly realised all I had was really just graphical eye candy.  I can’t have that.

Regardless, I found this thoroughly interesting and challenging to give myself such constraints, as the last time I did a timed game challenge was well over a decade ago in the ZZT/Megazeux days (which a very select number of you might remember).

But I won’t leave you with nothing.  Here are a couple of screenshots:

The planets were textured with a Perlin noise generator that my team and I developed for SoL.  Almost all the graphics you see was procedurally generated.

A Familiar Story

Posted by (twitter: @McFunkypants)
Monday, June 27th, 2011 12:30 am

I finished my game! It is called A Familiar Story. A “familiar” is a magic animal companion, such as a witch’s black cat. Familiars are used to boost the magic strength of their companions and have a history of being valuable allies. [VIEW MY ENTRY]

Click this image to play in your web browser!

Follow the adventure and friendship between two lonely young heroes. From humble beginnings, their partnership are all that the world needs to save them from an evil tyrant. Recruit allies and meet people and creatures along the way toward the boss battle.

This was created using art that I’d made previously. I created all the avatar art (cats, dragons and people) using Poser Pro 2010 and DAZ art assets. Most of the backgrounds were created in Vue 8.5 xStream.

I decided that my challenge for this weekend would be to build my first MOBILE game. Using Phonegap and jQuery, I created the entire game in HTML. Using Eclipse to compile a simple .java class, I packaged phonegap and my html sources into a non-signed Android .APK which is designed to be used on phones like the HTC Desire, or any Android 2.2 device with 800×480 resolution. It might also work on tablets and older phones as well. Because it isn’t a signed .APK, it is not yet ready for prime-time (it wouldn’t be allowed to go on the app stores, and you need to enable “debug mode” on your phone and “allow unsigned apps”).

For the Windows .EXE, I used Appcelerator Titanium to create a stub executable which is really just a chromeless web browser (using a variant of xulrunner).

For the web version, all I had to do was upload my HTML sources to my web server. The sound is done with soundManager2, which can use HTML5 audio but generally sticks with more reliable invisible Flash.

Although this is a very simple game right now – just some conversation and one battle – I am very proud of what I accomplished. As a tech demo for a future, more advanced RPG or visual novel, I think this is a great start. Perhaps I will flesh out the adventure, add a few more characters, implement game saves and inventory and a quest manager and craft a more robust RPG game like I’ve always dreamed. Who knows?

In any case, it was really fun working on this. Hope you enjoy it!

Last Tuesday

Posted by
Sunday, June 26th, 2011 10:51 pm

screenshot of 'Last Tuesday'

I scaled back some of the dynamism of the story, so it’s pretty linear, but there are still 3 different endings to see depending on your choices during the game.

Play ‘Last Tuesday’ here!

Ren’py is great! Glad to have learned a bit about that tool. I posted my source code on github as well, tho it’s probably a bit naive since this is my first time using Ren’py.

This LD was a really good experience for me. It’s the first one I’ve done & I’m glad I had a framework like Ren’py to use so that I ended up focusing on it more as a short-term writing challenge than a coding challenge. There were several moments in which I wanted to discard the story I had in order to pursue some new story that occurred to me & seemed more interesting in the moment but, because of the time limit, I had to just keep going on the track I had chosen. So that was an interesting constraint — I hope it made for an interesting game!

Crosswind Posted

Posted by of Sugar Pill Studios (twitter: @SugarPillStdios)
Sunday, June 26th, 2011 9:47 pm

My time was fairly limited this weekend: between a distant wedding, birthday BBQ, and soccer practice, but fortunately I managed to find just enough time to participate in MiniLD27!  Choose words from a word find to progress through the dialog and story of Crosswind.  I had a bit more planned for the story than I had time to write, but feel this is a good start and really look forward to the feedback and comments of others.  I’m also looking forward to finding time to play through the other exciting submissions.  Thanks to everyone involved in making MiniLD27!  ENTRY LINK HERE

M. Mieux – As Entered, If Not As Envisioned

Posted by (twitter: @polm23)
Sunday, June 26th, 2011 9:44 pm



So I didn’t finish, but I do have the lion’s share of the structure in what I’ve managed to get done in two days. Turns out it takes longer to find and clean engravings than one might suspect. Anyway, you can see my entry for the contest here.

 

And rest assured I’ll be finishing this up. I can’t say exactly when, but inside this week seems like a safe bet.

It’s also worth noting that mine was the twenty-third submission to this miniLD… Ψ

 

My Mini LD 27 entry is finished!

Posted by (twitter: @HarisGameStudio)
Sunday, June 26th, 2011 8:29 pm

So here it is… “Saving his code” 2d mini platform game. I managed to cut my ideas and move on. I had a lot of gameplay features, but it would take a lot of time, that i don’t have right now.

MY ENTRY

 

 

 

 

Hello, world!

Posted by
Sunday, June 26th, 2011 8:18 pm

* Update: Monday 27th June (morning) – Lots of bug fixes. Should be a little easier to make it through to the ‘end’. Still no sign of grenades yet, though.


What better way to get into all this than a certain MiniLD #27, where the pressure isn’t too great and the theme is more fun than a fridge full of monkeys? This is my first hack at interactive fiction – I’m using Inform 7, for the first time, and it has taken me longer than I thought to figure out how it all works. Loving it, though!

Since around 9 on Saturday night, I’ve been badgering (badgering; to badger; do badgerific things) on a text adventure. I kind of strayed from the dialog centered chocolate experience, but there’s definitely dialog sprinkled around (like, say, nuts) so it should be a nice snack at the very least. Mmm. Snack.

It’s getting to the point where I don’t think that I’m going to finish this in time, so I’m posting up a link now just to be sure to get something in before the deadline…

My game is a remake of the first Call of Duty game in the format of a text adventure / interactive fiction piece. In 48 hours, given the fact that I’ve never used Inform before, I think I was dreamin’.

I call this – “Text of Duty”

(more…)

White Flag – unfinished

Posted by (twitter: @Winterblood_Dev)
Sunday, June 26th, 2011 7:18 pm

I’ve polished up what I had, though it’s exceptionally short. I found tarting up the background an excellent displacement activity to avoid actually writing content. Play “White Flag” here.

I’ll let it rest a few days, then add to it. The dialogue system was intended to have internal variables, but I ran out of time – only managed to spend about 12 hours total on this, much of which was learning Stencyl and ActionScript. It’s been good fun though, and I’ve got a good solid template to build a more advanced system on…

Earnest Emissary

Posted by
Sunday, June 26th, 2011 5:27 pm

Im mentally exaust.

Today I had to learn how to use a program and write a lot in english (im still learning).

I always wanted to make my own interactive fiction and I thought in this LD as the perfect oportunity to start with one. I know that the final product of what I did is really far for being a game; but even if the plot was improvised, I really like the idea of cotinue it in the future.

The renpy is great, I think it is a great tool for those of us who don’t know anything about programming. Im going to keep learning how to use it.

Try my entry for this MiniLD!

No Mini LD for me

Posted by
Sunday, June 26th, 2011 1:05 pm

Due to various reasons, most prominently an eye injury, I have to withdraw from this LD.  I currently have nothing even started so it’s pretty far fetched to hope to submit anything now!  Until next time folks!  I may try to enter July’s mini if the topic is released early enough, but August’s LD sees me going back to school and moving into the dorm so that’s probably not an option.  Best of luck everyone!

Finished [in]Sanity!

Posted by (twitter: @legacycrono)
Sunday, June 26th, 2011 12:52 pm

[in]Sanity is finished, and you can see it here: Play!

Well, we had to cut most of the game because our artist had to leave early, but it’s still playable and have multiple endings (most of them are death…).

‘Adventures in the Public Domain’ – My first ever LD entry

Posted by (twitter: @DedHedZed)
Sunday, June 26th, 2011 12:38 pm

Evening, LDers (Is that a thing?). I’m Zed, I’ve never entered Ludum Dare before so I figured this ‘mini’ one was as good a time as any, and this is my entry, ‘Adventures in the Public Domain‘.

Title Screen

(more…)

Inside – update

Posted by
Sunday, June 26th, 2011 11:36 am

Oh Crap!!! I forgot I have to be GM this weekend. With this new (6 or 7 hours less) time constraint wrapping up my game seems even harder. I’m definitely using that extra time. Anyways, here’s a screenshot:

The game is supposed to be named Inside(where most of the talk is going on) and is some sort of exploration game where you can see every though of the main character (a pretty thoughtful guy), ramble around and there are some minigames where you can do stuff. Displaying the thought balloons(in the right direction, place and size), in a way that looks nice, has been proved harder than expected, I’m probably changing the way I display dialogs…

At least I submitted!

Posted by (twitter: @JigxorAndy)
Sunday, June 26th, 2011 11:11 am

My game turned out to be not really fun, and not how I would have liked it to have played. Here are the reasons it is bad:

  • Presentation sucks – no typewriter effect of typing out text, no sounds, looks bad, not neat at all
  • Story line was weak and clichéd at points. I came up with it on Saturday morning and I think it’s actually quite a good premise, but I’ve never really written a story out in full before, only concept and high level overviews, so writing dialog was new for me. I also didn’t do nearly as many story point branches as I wanted to so that really mean that…
  • It’s basically linear and there’s not any really good endings. I put in about one ending, but I had thought of about 4-5 different ways the story could have gone.
  • The code was , but I learnt how hard it is to get some things to display that I normally take for granted such as simple boxes and getting text to wrap.

    I think in future LDs I’ll stick to Multimedia Fusion 2 because I am very experienced with it and I know I can make games very quickly.

    Overall, an interesting experience and I’m sure my C++ skills improved. I’d be impressed if anyone found my game entertaining for more than 3 minutes and 37 seconds. Even that might be stretching it!


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