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Archive for July, 2011

Energy Island: Conquest 3D

Posted by
Saturday, July 30th, 2011 8:02 am

OK WAR it is I’m in!

Starting late but will limit myself to 48 hours from now 30/07/2011 15:41 UK.

What interests me about WAR is not so much the battles but why they occure, so I’m going to try and make a game about WAR that focuses on the resources we fight over! So I’m going to rebuild/remake in Unity my Energy Island Conquest game which was a Ludum Dare 17 attempt made in flash.

That’s my main goal, my steps are…

Phase 1 – Mechanics and Gameplay – First 24 hours

1. Landscape Sea and Islands [Done 16:40]
2. Ship Movable
3. Marine Moving
4. Robots Moving
5. Shooting / Damage
6. Hubs / Decoding
7. Energy / Resources / Unlocks

Phase 2 – Polish Gameplay / Sound / Music / Models / HUD

Regular uploads to a webplayer version of the game as I progress!

That’s the plan… b4n

I’m in like a fat rat in a cheese factory

Posted by (twitter: @AhmedSaker)
Saturday, July 30th, 2011 5:22 am

Yup, and I’m serious this time, the idea is pretty simple, you play the role of a Field Marshal in a tower-defense-ish game where you have to place mercenaries and other obstacles along the path of peaceful protests, If you follow the last events in the middle east you’ll easily see where this idea came from.

My gear:-

  • Programming languages: C# -Maybe I’ll have me some JavaScript as well-
  • Engine: Unity -With Monodevelop of course-
  • Graphics: 3D Studio Max & Photoshop & Inkscape
  • Sound: SFXR & FL Studio -probably Audacity if needed-

Now let’s rawk…

 

Progress – War of the Flying Fortresses

Posted by (twitter: @RustyBotGames)
Saturday, July 30th, 2011 5:18 am

So here comes a screenshot showing first progress. It’s still some steps apart from being a game. Just created basic class-structure and positioned sprites.

Next step is to add one round of fight with random/preset presets. After that the player interactions gets implemented. At the moment I’m unsure if I have enough time this weekend to really finish this game to a playable state. Btw, I figured out my project has a nice abbreviation: WotFF!

Entering Mini LD for first time!

Posted by
Saturday, July 30th, 2011 4:56 am

Hey, this is my first Ludum dare.

I am going to develop a game for android phones/tables cause that is what i want to learn right now.

I’m looking forward to see all the results =)

I will use:

Andengine (www.andengine.org)
Box2d extension
Inkscape.

Yes that is pretty much it.

good luck y’all

Lunchtime, 30th July

Posted by
Saturday, July 30th, 2011 4:30 am

So far so good. My entry for Mini LD 28 is coming together pretty well, it already has ships, guns, working collision detection and a simple AI. It also has nice-enough graphics and some particles.

http://dl.dropbox.com/u/16895250/miniLD28/lunch%2030%20july.swf

Lets do this :3

Posted by (twitter: @kalekk1)
Saturday, July 30th, 2011 4:07 am

Im ready, and armed with: Stencyl, sfxr, & Paint.net

My idea is, that you control a dude in this “peaceful” environment, and you evade mines, and bombs and mortars(?).

Squad formations and shooting

Posted by
Saturday, July 30th, 2011 2:08 am

The units go into formation and shoot. For now there is only the line formation, but you can toggle the direction the line faces by pressing the direction keys. The units shoot at a steady rate, but stop shooting when you change directions, so you can’t just go back and forth to quickly shoot all directions. I might add a timer to prevent you from changing to rapidly, or I might leave it. Right now with the small number of units it kind of just feels like r-type :) Not that that’s a bad thing but it’s not quite what I was going for.

The units only move forward when they are facing to the right, so you can stop to fight things off and then set them marching forward.

Nothing to shoot yet, but that comes next. Then I find out how tough I can make it to force you to need to change your formation.

jsGameSoup cross browser Javascript game engine

Posted by
Saturday, July 30th, 2011 1:30 am

Hey LD48ers,

Just wanted to post a quick heads-up about my cross-browser Javascript game dev library, jsGameSoup.

I think you will find it a very quick way to make a game and get it in front of players! For example, I made this demo in a few hours. :)

Have fun!

Entering MiniLD

Posted by
Saturday, July 30th, 2011 12:56 am

I’m going to enter Mini LD #28, with hopes of writing a fun game that’s playable. I have an advantage this time, which is two good ideas and I’m not ill!

I expect I’ll be using HaXe/Swfmill (flash compiler), the GIMP, SFXR (or BFXR) and possibly Inkscape/Blender.

I’ll probably use my personal (messy) utility code too: http://dl.dropbox.com/u/16895250/tools2.zip

[Insert cheesy locked-n-loaded joke here]

MiniLD #28: Statement of Intent

Posted by
Saturday, July 30th, 2011 12:46 am

Ohai thar.

 

So I’m entering this time round, and it’ll be my second forty-eight hour stint, the first having been LD #20.

 

  • Language: AS2 (Please don’t judge me! :P )
  • IDE: Flash CS3
  • Any extra tech: sfxr, probably.
Theme is war, so plenty of routes to go down there. At present I’m thinking sneaky-stabby-spy game, and the idea seems to work out alright in my head. But then again it always does, right?
Wish me luck!

Watch me develop!

Posted by (twitter: @thedayturns)
Friday, July 29th, 2011 11:35 pm

Here’s my repository. I’m coding in Clojure, which is going to be…interesting.

I have no idea what I’m doing with the theme yet. This is extreme writer’s block. According to the repository, it has something to do with a block moving around…

Formations

Posted by
Friday, July 29th, 2011 11:16 pm

I decided to go with a more or less linear shooter, with the variation that rather than have direct control over a single unit, you have more strategic controls over a team of units. I still like my other idea better (the god game where you try and keep two warring nations from destroying each other), but I was having some major design difficulties with making that work. When you are doing well, the game basically consists of watching not much happen, and when you are doing poorly there really isn’t the feedback to know how to do better. Going to shelve that idea and maybe work on it later!

So, how to do formations?  I have some pretty good ideas of how to give enough control to the player to really be in charge of the outcome of the game without it being challenging or turning into a click fest. I’ve started coding, but making the units actually work is going to be interesting. In addition I don’t think I really have much time to actually work on it :)

I will consider it a success if I can get the 3 formations I have planned to even work properly, and at least have some opposition that makes the gameplay necessary.  I have my doubts.

Here are the 3 formations:

Line – the standard formation. Think revolutionary war. Everyone lines up and fires at the enemy that appears in their sights. You can control the position and spread of the units. Best used in situations where the enemy is also in a line.

Circle – your units stand in a circle aiming in all directions. Most obvious use is when you are surrounded.

Concentrated – Sort of a diamond shape, with your units all aiming at the same spot. For when you really need to bring the firepower!

I’m sure I could keep going, but this is probably as far as I can get. I’ll probably have 2 types of enemies, a tough and a grunt, and they’ll basically come in waves and with very simple patterns. If that.

Surviving in a warzone

Posted by
Friday, July 29th, 2011 6:11 pm

I have an idea for what kind of game I want to make, but I’m not 100% certain about how successful I might be.  I have been wanting to test out Unity more and the idea I have might have quite a bit of content, so between how much might need to be figured out and how much needs to be made I might not have enough time.  That being said, I still intend to try to make something.

The idea I had was to present a different perspective on war.  You play as a defenseless civilian in a war-torn area.  There are soldiers, tanks, artillery, and bombers throughout the area battling each other.  The city is being destroyed and crumbling around you.  All you need to do to ‘win’ is to survive to the end of the battle.

First timer

Posted by
Friday, July 29th, 2011 4:37 pm

This is actually my first time Im making a game for a competition! I had never really attempted since I always felt nothing I could make would be good enough, but I’m quite confident for this Mini Ludum Dare :)

Im using game maker because it is so easy for making fast games! It will be a retro themed artillery game. The idea is to make the controls and concept as simple as possible but give the game a lot of depth and strategy.  Hopefully it will turn out very fun.

 

Im excited but also a bit confused. Is it okay to start work before the Mini Ludum Dare begins?  If so, how much pre-ludum dare work is acceptable?

3-directional field

Posted by (twitter: @tut_tuuut)
Friday, July 29th, 2011 2:25 pm

When I decided to enter miniLD #28 a very long week ago, I already had decided my concept: my mini-LD entry would be based on javascript, and, most important, on hexagons. Hexagonal tiling is the most classy regular tiling of the plane. And the most brainfucking too, when it comes to reproduce it in HTML/CSS and a few JS.

I’m going to do this mini LD with a partner in code too. He read my twitter news about mini #LD, but he didn’t want to go alone. So he took me. However I cannot introduce him, he did not create his account here yet.

During the last week-end, we managed to produce a hexagonal-tiled field generator of a gorgeous realism.

Green ! Rock ! Forest ! Meanders !

Yay ! Now, just… err, do something with it. :)

I’m thinking of a kind of memory game on these hexagonal tiles, which would help you gain resources. With these resources, you would do war things on the same plate. With 2 brains and a good night of sleep, we will finally get a more precise idea of  “war things”, I guess.

So, good night, and good code! :D

Try out Guns for Roses

Posted by
Friday, July 29th, 2011 1:06 pm

I just uploaded a demo of my entry Guns for Roses on my site so try it out! Remember though, it’s nowhere near complete. =)

 

Try it out!: http://shard123games.weebly.com/ludum-dare.html

Randomly encountering!

Posted by
Friday, July 29th, 2011 1:05 pm

quick, name the most annoying part about RPGs…

 

bingo, Random Encounters every two seconds!

My basic random encounter system is working, but it runs about 30 times a second, but hey, I can get that tweaked!

 

Anyway, I might not get any story done, but at least with the random encounters done, I just need battle, levels, money, and shops, and that should be enough for the Mini LD!

 

No updates yet, as the changes aren’t visible, but there’ll be an update tonight, I promise!

 

FYI, the “Black Triangle” is a milestone for the programmer that nobody else knows/cares about, like outputting a black triangle on a black screen, it’s a huge achievement, but nobody notices it!

Declaration of intent!

Posted by (twitter: @gimblll)
Friday, July 29th, 2011 10:12 am

This MiniLD hits a good weekend, so I’m planning on doing something this time. And somehow this seems a bit more relaxed than the big LD lately, not too many people to actually follow what others are doing.

Generally my LD:s have been painful because I’ve always tried to think of something too out of the box with the theme and in the end run out of time to actually implement the cool parts. So this time I’ll just do a really simple desing without much innovation in it. I’m thinking of some kind of a Robotron/Tower defence combo/clone with lot’s of blood and guts. One screen, player war dude vs. increasing amount of enemy war dudes, just basic stuff. But hopefully get it done to the level where it’s actually fun.

My self imposed schedule:

Day 1 (sat): Setup project, implement rules, objects, controls

Day 2 (sun): Do graphics, sounds and effects

 

My Ludum Dare starts today.

Posted by
Friday, July 29th, 2011 6:06 am

Hey everyone, I am starting the MiniLD now.

My plan is to use Unity3d and make a simple FPS level. and the setting will be futuristic. Aliens and War always seems to go well together.

 

I will post up pics as the day progresses, I am also doing a screen record of my time so hope to post that up later

*update* My screen recorder is messing with my screen to much, so just pics will be posted.

 

*UPDATE*

Hey everyone, it is still a major work in progress but you can check out what I have done so far here:

http://fatcowgames.net/ludumdare/miniLD28/WebPlayer.html

*UPDATE*

Nearing the end of Day 1. Not as far as I wanted to be, but here is what i have so far, I had way too much planned, so i scaled it back down. and since I have very little skill in the way of graphics, I will be going with Block Wars. :) .

Due to my schedule the Second day will begin on Sunday. It will be a crunch day for sure, I refuse to fail this.

 

 

Idea: War of the Flying Fortresses

Posted by (twitter: @RustyBotGames)
Friday, July 29th, 2011 5:09 am

Here is my idea for the Mini-LD this weekend. It is about equiping your flying fortress with different parts and weapons to fight an enemy fortress. One might say “where is the war in it, it’s just one battle.” The plan is to make this battle not last until destruction of one fortress but calculate the damage after some number of rounds and determine the influence of this results on an ongoing war. After that the next battle awaits.

So far I have a mockup of the battle screen:

The silhouettes in the background are other flying fortresses. Before the battle begins you can change the four segment with different hull strength and change weapon types. Then you choose which segments attacks which enemy segment and start the first round. After that round and each following you can change where each segment aims again.

In this mockup there are some examples of weapons: torpedo, big gun, small guns, some smoke device for defensive purpose and a hangar for attacking gliders.

Tools I will use:

  • Python with pygame or pyglet (I’m not sure which lib to prefer. Just have tested pygame some time ago but pyglet looks slicker but lacks collision. Any advice?)
  • Gimp or Paint.net
  • Bfxr

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