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Archive for July, 2011

Ancient Arts: Defeat

Posted by (twitter: @chaotikZA)
Sunday, July 31st, 2011 11:29 am

I’m afraid I won’t have time to finish Ancient Arts far enough to submit… too much work and Flixel took a bit longer to figure out than I had hoped.

I’m quite happy with my graphics and animation and hope to come back to this later when I have more time to actually prototype the gameplay!

You can play with the rough prototype at my website.

Here’s a final screenshot:

Ancient Arts menu soldiers fighting!

Menu Combat

Holy Shamoly

Posted by
Sunday, July 31st, 2011 11:05 am

Well well well, I’ve actually managed to build something for this compo. It’s hardly what you would call done, but I’m pretty happy so far. This was my first time implementing collision-detection from scratch.

I wish I could work on this some more today, but I have an important birthday to attend =D. That said, there was plenty of extra time, so I shouldn’t complain. What can I say, time management for this is hard, but I feel much more ready for the next LD

Entering First MiniLD

Posted by (twitter: @EricOlsn)
Sunday, July 31st, 2011 10:55 am

Hi Everyone!

I’ve been following LD off and on for a while, and finally decided to enter one.

I started yesterday and hopefully will finish something by the end of the day.

I’m trying for an android app.  I prefer pygame, but will be using the corona sdk for this since I haven’t tried pygame for android lately.

Also, I’m using inkscape, gimp, and a little bit of imagemagick.

Here’s screenshot so far:

Update the 4th

Posted by (twitter: @jonbro)
Sunday, July 31st, 2011 10:30 am

Just did the following:

  • Rebalanced the game, played against my girlfriend a bunch, now it is anybodys game. Also made the ammo limited, so there is more of a strategic bent to it.
  • Did audio. Luckily I had some code lying around that I could rip off. Thing might not have gone as smoothly if not for that.
  • Came up with a name, and did the default screen and icons.
Still need to do:
  • Clean out the assets. For some reason, the .app is 24mb. This is absurd for such a small game.
  • Submit to Apple.
  • Fix all the size constants so that it works correctly on an old iphone, non-retina display.
If anyone would like a build of it, I could send you one on TestFlight. Add your email addresses in the comments if so :D . You will need some iOS device.

Got the game loop in.

Posted by (twitter: @jonbro)
Sunday, July 31st, 2011 8:29 am

http://www.youtube.com/watch?v=BTxKJaCEhl0

I think that is probably the shortest amount of time that it has ever taken me to get a full game in. There is still a bunch of tuning that needs to be done, but so far so good! I think this is a pretty ok version of crossfire, and it also plays a bunch like FingerBattle, one of my favorite two player iphone games.

Submitted Global Warfare

Posted by
Sunday, July 31st, 2011 8:16 am

Please note that I wrote “submitted”, not “finished”. This is how far real life allows me to take this entry:

http://www.ludumdare.com/compo/minild-28/?action=preview&uid=3796

I don’t really like how the interface turned out, but it stands as it is. If I find time between my other projects I might work some more on this game in the coming weeks in order to make it more into a fully fleshed out game.

 

 

 

Moving Shooting Robots

Posted by
Sunday, July 31st, 2011 8:16 am

Robots Open Up

Robots (Red/Pink Cubes) Marine (Green Blob) Turrets (Red/Orange T’s)

Robots move towards and shoot at marines or subs – Running behind schedule (Slept in!)

Next up – Shooting Back Marine / Submarine Missile – Damage and Explosions (Yay!)

7. Energy / Resources / Unlocks

6. Hubs / Decoding

5. Shooting / Damage / Explosions

4.  Turning Turrets and Shooting [13:57 - 21 hours in ] and Moving Shooting Robots  [16:09 - 25 hours in]

Sleep – Day 2 11:23 UK  [Zzzz from 23:59 - 19 hours in]

3. Marine Moving  [Done 22:48] 7 hours in

2. Sub Movable [Done 19:45] 4 hours in

Tea Break

1. Landscape Sea and Islands [Done 16:40] 1 hour in

Phase 1 – Mechanics and Gameplay – First 24 hours

Started -  15:41 UK 30/07/2011.

Lunch 31st July

Posted by
Sunday, July 31st, 2011 8:10 am

I had a slow start this morning, and this post is rather late, but the game is getting better fairly rapidly. It now has better stats, a new type of ship (in progress), and a better spawning system.

http://dl.dropbox.com/u/16895250/miniLD28/lunch%2031%20july.swf

My Mini LD Entry

Posted by
Sunday, July 31st, 2011 8:00 am

My entry is a space invaderish game.  You try and defend against the enemy assault.  You can buy new weapons.

 

 

 

What I still Need to Add

  • Airstrikes
  • Enemy snipers
  • Allies
  • Fortifications
  • More weapons
  • Scenery

Turning Firing Turrets…

Posted by
Sunday, July 31st, 2011 6:01 am
Turning Firing Turrets

Turning Firing Turrets

Another step forward, Turret(orange and yellow cube) turning towards and firing at Marine (green blob)!

Rockets even have smoke trails!

Next up robots…

7. Energy / Resources / Unlocks

6. Hubs / Decoding

5. Shooting / Damage / Explosions

4.  Turning Turrets and Shooting [13:57 - 21 hours in ] and Moving Robots

Sleep – Day 2 11:23 UK  [Zzzz from 23:59 - 19 hours in]

3. Marine Moving  [Done 22:48] 7 hours in

2. Sub Movable [Done 19:45] 4 hours in

Tea Break

1. Landscape Sea and Islands [Done 16:40] 1 hour in

Phase 1 – Mechanics and Gameplay – First 24 hours

Started -  15:41 UK 30/07/2011.

 

The Final War – first demo

Posted by
Sunday, July 31st, 2011 5:50 am

Hi !

So I’ve been working on my entry since yesterday, and it’s really far from where it began.

I started by working on setting the game (the battlefield) then worked on the Soldier class, animations, sounds… I’m now working step by step on the available actions to the player.

Quite a lot has been done but I still need to have : scouting, flares, mg nests & orders that go with that, artillery strike, smoke drop, reinforcement call and maybe something else if I have time.

Go check out the current version (how to play is in the Help menu ingame) : Here

It goes BOOM!

Posted by (twitter: @RustyBotGames)
Sunday, July 31st, 2011 5:39 am

Yeah! Added explosions with fancy transparent scale effect. Next I need some visualisation of the damage taken per hull part.

WarBeats in the mud

Posted by
Sunday, July 31st, 2011 5:06 am

I have serious doubts as to whether I’ll reach my goal during this miniLD. While my initial ideas were interesting the fun factor would be very circumstantial.

I’ve reached a point where I know what needs doing and most of it is cleaning up code in aggregate classes, art assets and sound. Sound is my enemy, and unfortunately such a central part of the game, still. Luckily, I “only” need to make a single music track with four or five instruments (reason pending) for a single level of gameplay, maybe 3 minutes or so.

I have just under 23 hours to finish this thing. Let’s get crunchin’

As the screenshot hopefully implies, it’s still a chaotic mess. Maybe I should add five pixels worth of depth?

Status update II

Posted by (twitter: @gimblll)
Sunday, July 31st, 2011 4:13 am

I’ve been drawing some graphics and building effects since this morning.

Here’s an in progress screenshot (robots are attacking, beware!):

Next up: Sounds!

Memoxagonal wars : day 2, 1PM

Posted by (twitter: @tut_tuuut)
Sunday, July 31st, 2011 4:06 am

We now have a little wizard who can walk in his hexagonal land. He can now cast spells, too.

Next step: give him another locomotion mean than the firebug console and a method name containing far too many letters…

A wizard! A river! A… firebug console!

 Next next step: fill this peaceful land with evil minions. *evil laugh* This wizard needs something to fight against, after all. >:)

You can check last changes on our brand new google code project, or directly test here. :)

Day 2 Begins

Posted by
Sunday, July 31st, 2011 3:27 am

Next on the list is Robots and Turrets, codeing turrets then robots.

Started -  15:41 UK 30/07/2011.

Phase 1 – Mechanics and Gameplay – First 24 hours

1. Landscape Sea and Islands [Done 16:40] 1 hour in

Tea Break

2. Sub Movable [Done 19:45] 4 hours in

3. Marine Moving  [Done 22:48] 7 hours in

Day 2 11:23 UK  [Zzzz from 23:59 - 19 hours in]

4.  Turning Turrets and Moving Robots

5. Shooting / Damage

6. Hubs / Decoding

7. Energy / Resources / Unlocks

 

Can’t participate

Posted by
Saturday, July 30th, 2011 9:21 pm

Unfortunately, stuff came up, and I didn’t find the time to do anything for this miniLD. I am not happy about that. I know I won’t be able to make my idea in only 1 day as even doing it in 2 was a stretch. I hope I will go back and make my idea at some point. I really don’t have anything more to say.

:’(

Slow Progress

Posted by (twitter: @@timbeaudet)
Saturday, July 30th, 2011 8:45 pm

Well, I guess I’ve made infinitely more progress than expected since I didn’t expect to work on this MiniLD project. That said I am disappointed with what very minimal progress and effort I’ve put in, given how excited I’ve been about this for the last two weeks.

I wasted time on a Splash Screen right from the start, then a quick “Play Game / Quit Game” Main Menu. My idea was to network a very simplistic game, but not sure if I’ll be able to do that. I have abstracted a ‘GamePlayer’ class for the option, and the game is turn-based. I just need to add the world, turns, and gameplay. Lets see if the steam will raise, I’m not nearly as hopeful as I was previously.

Getting Off the Ground with Wham Bam

Posted by
Saturday, July 30th, 2011 8:41 pm

Having reintroduced myself to EaselJS, I can join everyone’s exciting efforts with my second Mini Ludum Dare entry. Brace yourself for Wham Bam: Fighting the War of the Sexes in a Relationship-Restoring Educational Rhythm Game.

I put in about three hours of work so far (having foolishly ignored Sol’s advice on scheduling) but I have some very basic functionality to show for that short burst of activity.  If I can advance it to a state capable of keeping score and refactor out some proper MVC structure in the process, I might just leave myself time for minimal graphics and music.  Too bad that my schedule nearly killed this attempt in the cradle.  What time remains still leaves me plenty of opportunities to learn before the next full Ludum Dare, though, so the development continues.

Interesting game I came up with.

Posted by
Saturday, July 30th, 2011 5:16 pm

It’s not exactly fun, but that’s what the second 24 hours is for, amirite? I think my main problem is I got a bit carried away with how easy and fun it is for me as the developer to design all these crazy formations. Within the actual game, choosing from such a large selection just doesn’t work that well. I bound 4 very directional formations (basically lines facing in each cardinal direction) to wasd, with the other ones bound to the arrow keys. It’s not terrible, and I can pretty easily kill the two enemies that spawn.

I REALLY need to actually flesh out the level in some way that I can judge the controls and gameplay a bit better. But I guess this is still a pretty big milestone, so I’m happy!


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