Archive for September, 2011
64digits.com Halloween Comp
Hi! 64Digits is having its annual game making competition, Scary Four Digits.
There’s some (very) modest prizes up for grabs, but it’s mainly for fun and everyone’s welcome, novice or pro!
If you’d like to find out more please visit 64digits.com. Here’s a direct link to the comp:
LINK TO COMPETITION LINK TO COMPETITION LINK TO COMPETITION
Thanks!
OpenGL (ES) 2 tutorials
While studying OpenGL 2, which is gaining widespread availability in mobile devices, I released there were few free/open (as in: anybody can share and contribute) resources on the subject – and too many outdated documentation on legacy OpenGL 1.x.
So a few fellow contributors and I set up a new set of tutorials based on modern OpenGL, through the excellent Wikibooks project (CC-BY-SA).
http://en.wikibooks.org/wiki/OpenGL_Programming
The code samples are in the public domain.
I bet quite a few LDers have something to say on the subject – we would much welcome proof-reading and comments
Long Time Project Help
Hello, I was thinking of making a flash game with someone, so if you what to work together post a comment below and will get right to it! (tell me what program you will be using) Ok that is everything I have to say goodbey now…
Oh god.
Well I really need to sleep. But I feel like I need to finish some crappy game that I started, but it’s going to take forever. D;
Failure…
Gah. I spent about 48 hours on this last weekend, but the collision (which SHOULD have been simple) took me so long to debug (and there are still plenty of bugs) that I didn’t get any time to include actual horror… or gameplay, for that matter. I’ll put up what Flash-work I got so far, but I’m done hacking this thing together. See it here if you’re interested.
I was actually going for what McFunkypants jokingly referred to a few posts down- the horror of drowning. That is, I noticed that sequences in many games when the player character can only be underwater for a certain period of time get really tense when the countdown clock is approaching 0 (as in Sonic 2, for example), so I wanted to capitalize on that and add some scary enemies, sounds, and music (I got one enemy done, but none of the sound/music, and I was SO looking forward to that). Hold the arrow keys to swim slowly, and tap the spacebar to paddle once (tap repeatedly of effectively swim faster). The blue bar is the drowning meter, and the red is health. I’m hoping the rest is self-explanatory.
The plan was to have the player swimming from surface to surface in order to breathe, as the paths between the surface areas got more difficult to navigate and infested with creepy stuff. I only got to finishing one path, though, and a little stub branching off of it.
At least there’s the October Challenge… I’m looking forward to actually polishing a project for once.
Anyone want to collab for the October challenge?
Well, the title says it all really. Anyone interested in doing a relaxed collab for the October challenge? (http://www.ludumdare.com/compo/2010/09/27/the-october-challenge-begins-a-guide/)
I’d be primarily interested in collaborating with an artist, seeing as my artistic skills are very lacking, but I think it’d be nice to work with someone else, regardless
I work in AS3, so if you’re a programmer too, I’d obviously prefer if you did too.
Oh, and if you want to see some of my stuff just check out http://natpat.net
Love/Lua tutorials?
Hello everyone! I just started using Love/Lua the other day. I’ve gotten through all the ole HELLO WORLD programs and such, but I’m having a really hard time finding ways to learn the language. I played a few of the games on here and it’s only heated my excitement to start using this! I’ve got a few years of C++ under my belt so I’m no stranger to programming nor syntax. I’m just looking for a baby-steps intro into doing more exciting things. Thanks!
Gratuitous Placeholders
So many placeholders. My goal for this evening is to finish the “go” button logic that executes your actions on the characters and rooms each night, dress up the placeholders a bit, and get a story put together that can evoke some horror from the player. That’s probably enough to submit for this, though not enough to satisfy me. I might keep polishing it for a while after the mini-LD with an eye toward this month’s Experimental Gameplay and Super Friendship Club.
I was able to formalize the story module format last night. Everything’s in CSV spreadsheets; characters, rooms, story fragments, story-specific game configuration… This lets me almost completely separate content from logic, and should let a person build a story module without learning/modifying the code.
Screen shot below. That’s the basic interface once you’ve started a story. Clicking a room gives you a menu where you can “lock in” an experience type for the night (e.g. noises, dreams, physical manifestations). Once the actions are locked in, the “Begin” button will start the night. You’ll get accounts of the night’s goings-on from the characters the next morning, which will help you understand the story you’re trying to tell them.
Diamond Hollow II Released!
Wednesday, September 21st, 2011 1:58 am
After a seemingly long process, Diamond Hollow II, the follow up to my Ludum Dare 20 entry, is finally released (click to play)! Please let me know what you think! I’m always looking for feedback to not only improve my current games, but also give me ideas to better craft games for the future.

If you want to see the process of how Diamond Hollow started, how it ended, and how it slowly evolved into Diamond Hollow II, check out my evolution post here! Thanks!
Yeah, I finished
Lucky I had enough time to finish this game. Didn’t had enough time to add what I wanted to add but it is a working game
http://www.ludumdare.com/compo/minild-29/?action=preview&uid=4506
There are already some nice games
I hope you like mine too.
Now I go to bed. Good night.
Corné
Angry Bat
With only few hours left before I go to my bed a quick update of what I have until now. Want to finish this, but I go sailing tomorrow. But this is what I have until now: http://games.corne.info/AngryBat/1/
What works:
- Jumping humans
- Flying bat (controll with arrow keys)
- And thats it.
The Tragic Tale of the S.S. Orca
My game didn’t follow the miniLD theme strongly enough so I don’t think it would be welcome in the official submissions… but at least I DID make a game in 48hrs last weekend! Perhaps the “horror” of drowning is enough to make it worth a quick play.
Silly little html5 + box2d “plinko” game that runs on web browsers and Android phones where you are trying to save drowning victims by throwing life preservers to them.
If the victim sinks past the bottom of the screen they are lost. How many can you save?
http://www.mcfunkypants.com/OrcaJam2011/
I failed :-/
Too much traveling around the country with shitty satelital internet conectivity due to Fiestas Patrias (and being to drunk around the clock due to them too), made me miss the mini LD deadline.
But I’ve made some great progress on the “typing of the dead” like input, so I’m gonna definately get the game into Experimental Gameplay Project. (I would love to give you a playable version, but if I do, it would comepletely spoil the surprise ending :-p)
This is Blasphemy!
My first Ludum Dare game, Madness, may seem a little cheaply made, but I have reasons why it doesn’t have power-ups, or enemy intelligence:
I started working on it on Saturday after tea, just after installing openSUSE. I added the basics and implemented lasers. On Sunday I was near to completion when the computer froze and wiped the game (i was editting it when it froze – thankfully a back-up was made of it on Saturday) – I had to try and re-implement enemies in an hour, which I did.
However, they deleted themselves after like 3 frames. So then I go on to Monday, which was school, tea, computer 1h, scouts 2+1/2h, computer 1+1/2h.
So, that’s why my entry’s not so good and not so well-developed as the others.
Tomorrow I’ll finish off the game’s lost and won screens and add in more enemies – I promise!
Location, Location, Location – Damn the Deadlines
Still going on the Mini-LD. It’s my first time, so I figure I’ll get the blatant cheating out of the way now; it’s been more than 48 hours on the wall clock. I probably only have 12 hours of dev time so far, so I’m running with that. =)
Javascript is a tricky mistress/master when you’re not accustomed to working with it. I’m learning the CraftyJS framework at the same time (for the second time). Got the concept for a data-driven horror-ish story game pretty well worked out and more than half-implemented. It’s almost interactive now.
The premise is that the player is a location that has experienced something wrong. My sample case is a house which experienced a tragedy. Some folk have chosen to spend the night at the house, and it’s your job (as the house) to communicate the tragedy to the occupants through metaphysical actions. Your basic set of actions can produce different outcomes based on the person and the part of the house they occupy. The player learns the story through the experiences of the visitors.
Afraid of the Dark
Okay, my entry’s up:
Windows and Linux-64 builds. Linux has been up for quite a while. Man, building on windows is a pain.
Anyway, I didn’t get a chance to do as much with the game as I would have liked (so it goes), but I had fun exploring creepy being stalked around a dark room dynamic.
A small idea for the ludum dare website: better trophies?
So I had this idea, maybe give us a code to implement into our game that awards the player’s profile (if exists) with a custom trophy, just like you can do now (manually)?
This could be a great feature for the ludum dare website, as it would attract more people to join and it would be fun to have!
No time.
Official time is over, was on a holiday this weekend. Need to go to school. Need to work. But still, I have some time
so I will try to make a game before the submit time ends.
What I have so far:
- An idea
- Some graphics
- More graphics
- Very small start of code
- And a idea in the trashcan.
48 hours down, no game
So, I didn’t manage to produce a finished game within the timeframe of 48 hours. In that sense, this miniLD was a “fail” for me.
I did however manage to make something which I think has some potential. I think I’ll carry it over to October and thought that while it’s not ready to submit, I’d drop what I have here. Try it out, it has issues and there are no winning/losing states, no animations, but tell me what you think, how the controls feel and whatever, that’d be a help going forward with this project!
Comment here or send your thoughts via twitter!
See ya in October Challenge!
Not enough time for the miniLD
Sunday, September 18th, 2011 6:51 pmWell, I was planning on doing something for this mini compo, but real life caught up with me. With half of my Saturday gone and almost all my Sunday taken up, I pretty much got nothing done.
I was planning to make a text adventure game (old-school, think Zork) in Inform 7. In my idea for the game, the player is in an old hotel which has lost it’s electricity. There is also an unspecified monster in the room next door, which will eventually wander around after the player.
Well, that was the plan. I ran into some problems early on, which, when combined with the burden of real life, kept me from finishing in time. My next couple of days look busy too, so probably no real development time there either.
Sorry I couldn’t finish. I think I will continue to work on the idea sometime, and will make absolutely sure I have time to compete in LD #22!
Good luck to everyone else!



