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Archive for August, 2011

The Cloud of Very Angry Electrons – Post Mortem

Posted by (twitter: @blackhole0173)
Sunday, August 21st, 2011 9:07 pm

This was my first #LD48, and it was a complete disaster. Everything went reasonably well the first day, but on the second day I discovered multiple bugs with my graphics engine.

  • Camera rotation culling glitch
  • cRenderLine was completely broken
  • TransformPoint did not work with rotation
I was able to fix these, but they took a serious toll on my project time, and I had quickly discovered that my lack of developing any real time-saving tools was coming at a serious cost. Then the final day happened. A bug in my physics engine meant that I could not destroy any object that was touching another object or everything would crash. Multiple workarounds failed until I resorted to moving objects out of the way, and even then I was largely out of time, resulting in a game that is just barely winnable and losable but just about as broken as you can be while still being technically playable.
Despite sucking total balls and being at a serious disadvantage, the competition taught me a lot about what needs to happen to make my engine usable, primarily requiring an editor of some sort. Granted, I probably could have used lots of free 3rd party engines that weren’t broken if I really wanted to make a game, but half of this was all about testing my own engine to see how it held up. It did not, and consequently requires more work. If you want to see my failed attempt, here is the entry.

ASM is more confusing than I thought.

Posted by
Sunday, August 21st, 2011 9:06 pm

I’ve been working on my vectrex game, and I’ve encountered a lot of issues.

The two main bugs I’ve encountered are the input and the output………

The issues with the input is that it does not accept it at all, totally not sure why but I’m working on it. The issues with output is that the whole way of drawing is confusing. It sometimes works, sometimes doesn’t.

I’m going to Northern Ireland today, so I will be able to work on it without the distraction of the internet, I know of an internet cafe in the area I’m going to, so I will upload my game there if I’m done.

If you want to see my source code as it is at the moment click here

-bear

Hosting

Posted by
Sunday, August 21st, 2011 9:00 pm

For anyone that doesn’t have hosting for their project, just let me know, and I’ll try to get it onto my own server (have about 100GB of storage, and 600gb/month bandwidth). For really huge projects, though, I might not be able too (slow internet connection, here)

21 so far…

Posted by of Lakehome Games, LLC (twitter: @tulrath)
Sunday, August 21st, 2011 8:58 pm

So far I’ve tried 21 of the competition entries — I’m going to try to play everyone’s entry at least once.  Lots of good entries, even the “partially finished” ones.

Sheep ‘n’ Run

Posted by (twitter: @AhmedSaker)
Sunday, August 21st, 2011 8:57 pm

“Once upon a time, there was a sheep called “sheep”, The sheep “sheep” managed to escape on the great day of the sacrifice festival (Eid Al-Adha/Kurban Bayrami)”…..  yup.

It’s a collab with my Turkish friend Mustafa Colpan, for the jam. we will continue working on it after the compo (probably releasing for the iPhone and Android as well, since that would be a good excuse for making a shitty game).

Anyway, This is a crappy prototype, done in less than 12 hours with a complete disconnection from the outside world which nullified my chance of learning anything new. thank you, my main town’s central, thank you.

The game’s current state is complete shit, so play it at your own risk.hmpf, I know I I still have a whole day ahead of me to finish the game, but  I don’t think I need that extra stress thank you, -my lack of internetZ is breaking my brainS-, maybe another time when I have a proper internet connection :(

here’s the web version:
http://dl.dropbox.com/u/9047337/SheepNRun/WebVersion/WebVersion.html

Thoughts, after the madness has ended

Posted by
Sunday, August 21st, 2011 8:54 pm

I am really happy with how Escape the Wolf: OHR turned out.

I used the OHRRPGCE game engine. I took advantage of the layered tilemap engine, the built-in sprite editor, and the slice collection editor (screen layout editor). Pretty much everything else I scripted. The OHRRPGCE only has one real datatype, the integer. strings are accessed via an integer handle, and there is no array type, although there are a few ways to “fake” arrays. needless to say, scripting anything complex in the OHRRPGCE is an adventure. Take a look at escapewolf.hss if you please. It is a peculiar language.

For music I mumbled and warbled into my laptop microphone, and applied the noise removal filter in Audacity.

For the full-screen graphics that I couldn’t do inside the OHRRPGCE, I used MyPaint to draw and color, and the Gimp to get things cropped and sized and ready to import.

And I can’t think of anything else to say. Sleep time!

Scratchy Get Out!

Posted by (twitter: @Twitter.com/roseseatmeat)
Sunday, August 21st, 2011 8:53 pm

Wow, finished my game and am just exhausted.

This is an arcade game that I tried to model after classic arcade games like Mario Bros. The objective is to escape from the room (alive).

I should point out this is as much a puzzle game as it is an arcade game. It is pretty tricky but it is solvable. You will definitely have to use your brain to escape the room.

Well, please check it out. It is in flash and I posted it on Kongregate. Let me know if you like it. Hopefully I can do more levels now as that should be super easy.

Warning, this thing is probably buggy as hell. I got what I could, but there have to tons of issues left.

http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=258

Qua-tzar is finished!

Posted by (twitter: @ericraue)
Sunday, August 21st, 2011 8:53 pm

My goal from the start of the competition was to finish my entry and I reached it!

Concept: Qua-tzar is a simultaneous turn based local multiplayer game. The object of the game is to get your BITs to your spaceship on the other side of the game board without being captured.

Inspiration: The initial idea came from a gym class game I played in elementary school called Octopus. In Octopus everyone would line up on one side of the gym and try to get to the other without being tagged by people in the middle. I took part of this idea and turned it into a symmetric two player game where each side has pieces that move across the board to score and also pieces that can capture or prevent your opponent from doing so. Then I thought of simultaneous turn based movement and started to prototype the game with my Chess set.

Since it’s a local multiplayer game I realize it’s going to be difficult for a lot of people to play. I hope you check it out and let me know what you think!

Entry Page 

Play Game (Web – Unity)

Caved In – Post Mortem

Posted by (twitter: @alexlarioza)
Sunday, August 21st, 2011 8:50 pm

It still amazes me what someone can accomplish in 48 hours, especially when it comes to making video games. There is so much that goes into make a game – artwork, sounds, game design, programming, etc – that I am surprised what comes out of Ludum Dare is even playable. Nonetheless, most of the games I’ve looked at so far are awesome! I’m going to try and not touch any more though until the ratings open up. Anyway, this is supposed to be a post mortem.

When I was first presented with the theme, I immediately thought of rouge-likes. Mostly because in such games, you are always put in situations where your two options are fight or flee (escape). Not to mention, once you get to the bottom you have to escape all the way back to the surface with your prize. This how the ascending from the depths mechanic came about.

Of course Minecraft and Terarria had some influence here, but just because I wanted some sort of destructible terrain. There really isn’t any sandbox elements present unless you like channeling water and lava away from you. Either way, going in this direction allowed me to explore tile maps in Flashpunk/AS3. I have used them before in a couple of my past games, but not to this extent. Prior to Caved In, I only used tile maps for platformers or any games with some sort of pre-defined level. In this case, I am procedurally generating entire levels that the player can interact with – every single block is manipulable.

In my first LD game, Voyage of Discovery, every tile was an individual entity which caused some pretty bad frame rate issues but since it was turn-based, it wasn’t too much of a problem. Obviously the same technique wouldn’t have done too well in Caved In as there are 875 blocks per level, but the tile map technique does wonders! Yet, as expected, the code is VERY messy since I was sprinting through the whole thing. I always want to add more than what I can comfortably do in 48 hours.

The rest of the game was the usual, nothing new. I will be revisiting  this someday as I want to make a graphical, simplistic, and user friendly game similar to dwarf fortress. Until then…

PLAY CAVED IN

Prisoner Submitted

Posted by (twitter: @IamJacic)
Sunday, August 21st, 2011 8:42 pm

This was my first time doing anything like this, and I’m actually pretty happy with the output.

There are a few minor bugs, but nothing killer (I think/hope)

I decided to go for a more story-based game than I have before. The gameplay could be better, but I will continue to work on it after Ludum Dare.

I also eventually try to port it to other platforms, namely Linux.

Check it out: http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=5267

Red buttons and red doors

Much smoother this time!

Posted by
Sunday, August 21st, 2011 8:40 pm

 

 

I even made a How-To screen this time!

My second LD and I still feel like a novice, but it went much smoother.  The biggest lesson I learned from the first one was not to make puzzle games.  Designing the actual puzzles just takes way too much time that I have to spend programming simple things.   Some of you guys are giving me code envy.  Nevertheless I got the thing working how I wanted and with time to spare, but not enough to figure out exactly how to work with audio.  I guess that’ll be for Decemeber!

Now on to playing!

Done and done!

Posted by
Sunday, August 21st, 2011 8:38 pm

I just finished my first ludum dare game! I’m so excited. Go play it!

 

 http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=5421

 

ESCAPE Screenshot

Hell yeah

Posted by (twitter: @https://twitter.com/#!/RedWaterGames)
Sunday, August 21st, 2011 8:38 pm

The first actual game, in an actual kind-of-finished state. I must say i am kind of proud of it.
I like the game idea and art direction quite a bit, so i might continue working on it, depending on the feedback :)

Sorry, however, for the lack of updates, but most work went into the map editor, and screenshots would have all looked all the same.

I hope you enjoy this little game, because i sure enjoyed developing it.

Thanks for hosting Ludum Dare

(and thanks to notch at mentioning #LD in his twitter, i would have missed it otherwise :)

 

Good night \o

Submitted

Posted by
Sunday, August 21st, 2011 8:34 pm

Well, I submitted my game. I have to remember how to package my submission for next time though, since it took well over an hour for me to go from “Done” to “Done and shared”. So, tips to myself and others using SFML & Mac OSX:
1) sndfile.framework needs to be included.
2) Remember to add frameworks to the “Copy Frameworks” step.

Other than that, I’m very pleased with my game. At the start of this competition, I really did not have any good ideas – or at least, I didn’t really have any ideas that I really wanted to work on until about 40% of the way into the contest (although, I hadn’t had much time to work on it prior to that, so I only lost an hour or two of work time). I actually was planning to leave the competition entirely because my ideas were all basically remakes of some other game – that is, the theme was only present in the assets that I created, not in the game mechanic itself. Also, I got the game finished faster than I thought, since I only *meant* to do the Jam.

I’ll probably get a bit more into the process later, but for now, I’m quite tired.

Vault

Posted by
Sunday, August 21st, 2011 8:30 pm

My game ‘Vault’ went into the submission morass about 45 minutes ago. CLICK HERE!

This is a game about a security system, a series of barriers you gotta hack your way through in grayscale rectangle land.

As is my wont, I spent more time doodling around with superficials (and lazing about) than working on the game proper, so the experience is rough and feels sort of cloudy. It’s consists of an odd game mechanic where optimization is the most interesting thing, yet the only push to optimization that I put in was points and leaderboards for finishing in X moves. Maybe ought to have added a fuel gauge limiting how many moves you can take. The game could use a lot more experimentation, level design and otherwise.

With leaderboards and that unique hamburger something or other, I hope this Flash game will mean something to someone. :)

Fleet

Posted by
Sunday, August 21st, 2011 8:27 pm

A game about having nowhere to run but faster.

I took a good deal of inspiration from Canabalt, shifting the perspective to first person, and the player’s control to fending off a never ending tide of pursuers. Have fun, I had a lot making the thing.

 

Grab my Source | Play the Game

 

 

Glissaria Submitted

Posted by (twitter: @arkeus)
Sunday, August 21st, 2011 8:26 pm

It’s done! Mostly… It definitely isn’t “complete” in the sense of what I was aiming for, but it’s been submitted and is ready! If you like tower defense, puzzle, or rpg type games, check it out here! I hope to start work on improving it for a post-competition version (with many new features that didn’t make it in in time, and much better balance) as soon as possible!

Submitted and happy!

Posted by
Sunday, August 21st, 2011 8:19 pm

For the last 24 hours I’ve been creating a game for the LD48,  the theme was announced on Saturday morning (3 am here!) as “Escape”.

With the theme Escape the first thing that came to mind was a platformer consisting of various levels with enemies to get past / kill, however when I started on developing it I quickly became bored with the idea and after looking at a couple of other projects people had announced I realised that it was being done by several people.

Instead of continuing with the platformer idea I opted to create something different, I enjoy making procedural enviroment’s so I created a city algorithm that effectively created a maze which the engine then drew city buildings / decals and objects onto. On top of this it added guards and snipers to give the player something to fear while trying to find the exit (Which is randomly placed too!)

Anyway, makes more sense to actually see the game in action!

Links to Game and Source code:

Ludum Dare Source-code for CityRun

CityRun

Let me know what you think!

Chaoslab – Escape Forest 2012, primary release

Posted by of Infiverse Representitive (twitter: @chaoslab)
Sunday, August 21st, 2011 8:17 pm

This is the primary release. Escape – Forest 2012 – Version 1.123 – 48 hour game entry

Requires

Java  -  http://www.java.com/en/download/
JMF  (for music) – http://www.oracle.com/technetwork/java/javase/download-142937.html

It does have spelling errors and was uploaded over an hour and a half ago

http://dl.dropbox.com/u/38895459/ludum_d21/ludum_d21.zip

http://dl.dropbox.com/u/38895459/ludum_d21/run_game.bat

Just unzip the zip file and copy the run_game.bat file into the install directory (forgot to put it in the zip /facepalm).

Just click the run_game.bat file once you’ve copied it into the install directory

Its a quirky text adventure with some scanned pencil drawings with graphics touch ups in Paint Shop Pro,  lots grammatical and spelling mistakes (had to find them after uploading eh? that’s lysdexia for ya! ;-) and over 30 minutes of music.

Runs on the Macintosh (Should be ok with Linux) from the command line
java ludum.Escape

If  I have time and energy I might do a secondary release to fix some spelling mistakes and slight glitches.

:-)

Regards

Cameron Mckechnie

Ludum Dare #21 Entry Page

http://www.ludumdare.com/compo/ludum-dare-21/?uid=5609

Tiny URL for this page   http://tinyurl.com/4yq6yh6

Finished. Fully.

Posted by
Sunday, August 21st, 2011 8:17 pm

So, I finished at about midnight, which was pretty good time. No sound, but that would have been an afterthought anyway.

A screenshot of the bar in Unrest.

The bar.

Unrest is a game where you have the goal of escaping hopelessness. You are set upon by all the issues that plauge your life, and must fix them without creating too many issues, or making any one issue too big.

You can grab a copy of the source code, but unfortunately no compiled versions yet. I was planning on waiting, but after hours of setting up the environment under Windows (real pain compared to Linux) it turns out the latest version of the bindings has a bug.

If you use linux and happen to have the older versions of the PySFML2 bindings, please give it a go, if you don’t, you can give it a try and see if your distribution has the right versions (if at all).

My mistake, just turns out the bindings have changed. I’ve updated the source code to reflect that, and it should now work with the newest version of the bindings. Windows build coming soon. Windows build now up.

I havn’t got easy access to a Mac to make a build – but the source code version should work if you can get all the dependancies (SFML2, PySFML2, Python).


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