Home | Rules and Guide | Sign In/Create Account | Write a Post | Donate | #ludumdare on irc.afternet.org (Info)

Ludum Dare 23 — April 2012 — 10 Year Anniversary!

Ludum Dare 22 :: December 16th-19th, 2011 :: Theme: Alone

[ Results: Top 50 Compo, Jam | Top 25 Categories | View My Entry ]

[ View All (Compo, Jam) | Warmup ]


Archive for September, 2011

Stranded Again!

Posted by of Lakehome Games, LLC (twitter: @tulrath)
Sunday, September 4th, 2011 4:18 pm

I’m planning on releasing an updated version of Stranded called “Stranded Again” that will include a lot of the suggestions I’ve been receiving from the Ludum Dare community!  This release will be free, and will include all the original content, plus episode two, and more puzzles and more fun gameplay.  The original Stranded was made for the Ludum Dare 21 (48 hour compo), so there’s really not a lot there right now — I want to fix that and bring a lot more of the story to the community.

Here’s the deal – I’m new to Twitter and I’m trying to build up followers who are honestly interested in unique, fun, challenging games; and have strong opinions on game design that they don’t mind sharing.  I’m sure I could find a few people that fit that description somewhere around here :D

Let me know that you want me to keep working on Stranded Again by following me on Twitter @tulrath

The more followers I receive, the more features I’ll build into Stranded Again:

  • 50 Followers:  Episode Two Story, improved game graphics, new backgrounds and effects
  • 75 Followers:  Everything above plus Enhanced Puzzle Mechanics for the core gameplay
  • 100 Followers: Everything above plus Additional Puzzle Mechanics for the advanced game play (100 Follows is my goal)
  • 125 Followers: Everything above plus 3 Mini-Games that can be played at specific points of the story (once unlocked, can be played at any time)
  • 150 Followers: Everything above plus Achievements System with at least 18 Achievements that can be earned
  • 200 Followers:  The 200th follower gets to CHOOSE what he/she wants added to the game from this list: 2 Additional Mini-Games; or 10 New Achievements; or 2 New Enemies of your own design; or 5 New Story Branches that provide more back-story around the core game story.
As I gain more followers, I’ll add more features — so the game will just keep getting better!  Plus, people following me on Twitter will automatically get special access to try new features before anyone else, and it’s all free :D
More details to be posted soon at Lakehome Games.

hi

Posted by
Sunday, September 4th, 2011 9:08 am

hi

Urth on android

Posted by
Sunday, September 4th, 2011 7:03 am

After a process which was longer than it needed to be I’ve finished up a first installment of the post-compo Urth(for android only at the moment). And it works. Let’s have a look at lessons learned:

  • never EVER hardcode menus ever again
  • good coding practices aren’t necessarily compatible across programming languages
  • having a deadline positively influences productivity
  • next time use a real font and not gimp+a tablet
  • some things just aren’t meant for 3D and fancy lighting
Obvious things, which one tends to overlook in a 48 hour compo. Now let’s look at what I’ve managed to improve:
  • reduced processor load
  • improved the gui so it doesn’t look like it’s held together with duct tape and chewing gum
  • replaced difficulty cliff with difficulty curve
Images:

Main menu: Merged two buttons and added a new one

The level menu now matches the main menu and has pagination

A sneak preview of one of the new levels

 COMPO ENTRY ~ IN THE MARKET

Finishing the Game

Posted by (twitter: @@frr171)
Saturday, September 3rd, 2011 8:40 pm

I had originally started Ludum Dare 21 in hopes of finishing a complete and coherent product, but I had to stop my entry due to personal problems.  My final submission was a simple game with a meager four levels. I liked the concept, but the game lacked any substance to be of enjoyment.

So, now that I have the ability, I’ve decided to direct efforts into finishing the game. Its taken quite an upgrade and is now what I would actually call a game, rather than a concept. As of now, there are only 8 levels (World 1), but a world system is in place to make it easier to create more levels. The upgraded version also has a level select and a saving system which saves completed levels and the total amount of deaths. I want to have at least 5 worlds for the final version – the next ones should be coming soon.

Play World 1 here: http://dl.dropbox.com/u/2727127/Pressure/World1.swf

Upgraded Version

 For those of you who noticed, my game did in fact take a lot of inspiration from VVVVVV, specifically the tower level.

Updates…

Posted by
Saturday, September 3rd, 2011 4:09 pm

Hi everyone, I had a blast doing this Ludum Dare! I’m really excited for the next one, I think qwezc and I will be a lot more prepared now that we’ve done it before. Also, we’ll both be using the same software so we’ll be able to collaborate on coding more. We also found a nice music generator that will allow us to make music in a short period of time.  Now about the MiniLD. I’ll might enter in it, but because of school starting, I might not have enough time for it. But I’m hoping to least make something!

Facilitated Escape 1.0

Posted by (twitter: @BlackBulletIV)
Saturday, September 3rd, 2011 3:02 pm

A bit over a day ago I released the first post-compo version of my game, Facilitated Escape. I’ve done quite a bit with it in the two weeks since Ludum Dare 21, such as making it a bit easier, and improving the visuals. Anyway, for more I’ll direct you to my website.

A gameplay shot with the title overlayed.

A gameplay shot with the title overlayed.

Esc. The Robot Walkthrough

Posted by
Saturday, September 3rd, 2011 8:46 am

Hello everyone,

After some problem to capture my game i finally achieve to make a Walkthrough of it . I don’t know why but the game is darker in the video… if someone have an idea about that.

LD21 entry Walkthrough

 

how do you embed a Youtube video in a post?

Making of Free Bee

Posted by
Friday, September 2nd, 2011 1:18 pm

Posted on my blog. I penned this last weekend but got caught up and forgot to publish… <sheepish grin/>

HMS Lightning Beta v0.2 (LD20)

Posted by
Friday, September 2nd, 2011 10:34 am

You can play it on Kongregate – HMS Lightning BETA v0.2

Just an Update on my LD20 project, added in a menu (see below).

Improved the intro graphics, couldn’t resist adding a Scuba HUD.

Music and sound effects added but still quite a bit I would like to add!

Please give it a whirl and let me know what you think, on LD or Kongregate.

Cheers

Updates for “Bunnies, Back Into Your Cage!”

Posted by (twitter: @RatKingsLair)
Friday, September 2nd, 2011 8:38 am

Just wanted to tell that I did some minor updates to my LD21 game, “Bunnies, Back Into Your Cage!”. This is something I don’t do often (working on a post-compo version always was a timewaster to me) but this time it felt like it was worth it. Even though some people really HATE the controls.

Well, at least I had some fun with it.

Updates include bug fixing (no invisible blocks anymore, also no double level loading), rebalancing (especially the last level) and a new control scheme (picking/dropping blocks only with shift key now, WASD added). The latest enhancement is the addition of text which serves the purpose of a tutorial and a “story” alike. Also, someone didn’t like that falling out of the level resetted it, so this was removed too.

The updates are for the Kongregate version only, so play it there.

The Ludum Dare entry page is here – please rate it (the unaltered LD version, of course), if you haven’t already! :-) Thanks!

During and after

Posted by
Thursday, September 1st, 2011 5:52 pm
During compo:
  • 24 hours – core gameplay, bulk of levels
  • 19 hours – graphics, sounds, menus, more levels, tweaking
  • 5 hours – everything works, time for extra unplanned features
Work on post-compo version*:
  • 24 hours – make game playable on different resolutions
  • 24 hours – fix bugs from previous step
  • 24 hours – get 5 more fps
  • 24 hours – fix bugs from previous step
  • 24 hours – fix horrible bugs that nobody has noticed
  • 24 hours – fix bugs from previous step
  • 24 hours – leave town, do no work
  • 24 hours – fix bugs from previous step
  • 24 hours – enhance menus and UI
  • 24 hours – fix bugs from previous step
  • 24 hours – get 5 more fps
  • 24 hours – fix bugs from previous step
  • [...]
__________________
*may vary

AWOL on Unity3d Blog

Posted by
Thursday, September 1st, 2011 11:58 am

Hey guys, I recently attended the London Unity User Group and during a quick Open Mic slot between sessions managed to show a little bit about my Ludum Dare entry! The main unity3d blog has it on there now, so go have a look if your into the Unity thang.

Thanks for watching!

Ex-Dodge Update.

Posted by (twitter: @FolisDev)
Thursday, September 1st, 2011 11:54 am

If you ask: “Why Ex-Dodge!?”

I got an answer for you.

WTF?!

Is this game Dodge?

You may say, no it isn’t, but know one thing. It actually is.

So what happened to it? To be honest, I don’t really know. It all started when I worked on the lighting. At first I wanted to do the actual lighting system, then I experimented with lamps to pick up and changed the graphics to be darker. Moment after moment, a game formed in my head. A not all to family friendly game. Then I started working on it and the outcome can be seen above. As this is definitely not Dodge anymore I changed the name to: Codename Orbit. This is only the temporary Codename if you get it.. :)

And now. This is the update for this time.

- Folis

Facebreak Escape playthrough!

Posted by
Thursday, September 1st, 2011 8:57 am

Finally managed to put up a gameplay playthrough video! I’ll see if I can collect more videos from Ludum Dare Kajaani participants to put them all up to the same site.

(Now back to playing some  game entries.)

Tell me..

Posted by (twitter: @FolisDev)
Thursday, September 1st, 2011 8:09 am

.. what do you like the most about making games?

Coding?
Level Design?
Drawing Sprites?

I’d be interested to know.

I even start: My favorite thing about making games is, that I can create whole worlds. If I can imagine something, I can build it! And that is the general fun for me. Coding is more or less just what I do to create those imaginations.

Uchuu Sentai Pastagaga Time lapse !

Posted by (twitter: @shiftyweb)
Thursday, September 1st, 2011 2:05 am

Hi Guys ! Here is the time lapse video of the webcams of the 3 members of the Uchuu Sentai Pastagaga team. We worked at 3 different places and thought it would be fun to make a time lapse of us 3 at the same time :) The update of Pastagus Fantasyis on its way, don’t forget to vote !


Enjoy!

Mini Ludum Dare 17-18th

Posted by
Thursday, September 1st, 2011 1:28 am

I can’t find the list on the wiki at all, I think I’m next to host. I think the host list is down. Let’s say the weekend of the 17th.

I have no idea what it’ll be yet.

COME ALONG it’ll be a laff

( UNRELATED GAMES EVENT I HAPPEN TO BE ORGANIZING THIS MONTH at superfriendshipclub)


All posts, images, and comments are owned by their creators.

[fcache: storing page]