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Archive for October, 2011

Anathema Mines – now with animated characters

Posted by (twitter: @philhassey)
Saturday, October 22nd, 2011 7:18 pm

So .. I’ve done a ton to the game in the last day or so. Got all the in game features working nicely and stuff. The most notable visual change is the addition of characters. Check out these lil’ guys! These are the same guys I used in the original “Dynamite” I made for pyweek like a million years ago. They work pretty well scaled down and tiny. Next up, I gotta add a basic save/load interface for my level editor and then start churning out levels and all that!

Oh, and I grabbed all the sound effects from Dynamite and Escape from Anathema Mines and added them into this game. Makes it feel a bit more lively! I’ve also added “data cartridges” that display text messages when picked up, I guess that’s the cheap way to give a game some vague story-line.

-Phil

UPDATE: Using my cool-sauce edge generation script, with just a few minutes of graphics work I can get a totally different look to my game. This is going to be super helpful to giving my low-budget game the appearance that it has art in it (maybe).

Weird and squiggly:

Fractalicious Puzzle Shaped:

Square:

I think with varying the user flashlight color and varying the floor texture I can probably get some really different feeling settings for the game to take place :)

-Phil

SpaceHunter (aka Funky Ship) Tech update

Posted by (twitter: @https://twitter.com/#!/RedWaterGames)
Saturday, October 22nd, 2011 5:43 pm

Last 2 days i was fidgeting with my shader implementation, and i finally got it to a stage that is totally usable. The Text formatting is not perfect yet, and syntax highlighting would be nice, but i’m still proud of it.

So here’s my first devlog, although i felt a bit awkward talking to myself, but i guess i’m just not used to it.

Earlier today i was playing and recording some guitar, so here’s a new theme for the solar system.

wzl – desolate place

I’ll be refining it, and probably writing some more in the next couple of days

First Video

Posted by (twitter: @barblewarble)
Saturday, October 22nd, 2011 4:33 pm

So I finally got a video made. It’s not particularly exciting but it shows off the main features so far: speed shift, pitch shift, reversing. The colours are picked at random because I haven’t got round to implementing anything more exciting yet.

Ludum Dare October Challenge 2011 – Gamplay Footage

Haunted Hallway is Out!

Posted by (twitter: @UncadeGames)
Saturday, October 22nd, 2011 9:48 am

Hoorah! Haunted Hallway is now out on the App Store! It’s an infinite runner, but with actual platforming controls. It’s also a universal app, and only $0.99, so you should totally check it out. Here’s a video of the game in action:

and here’s the App Store link: http://itunes.apple.com/us/app/haunted-hallway/id456061359?ls=1&mt=8

Deface progress update

Posted by (twitter: @IamJacic)
Saturday, October 22nd, 2011 9:00 am

It’s been quite awhile since I posted an update, so here I am!

I have added backgrounds to the title and other screens:

The Title

No, that’s not a face in the center, although it does look like one. (It’s graffiti, so I can pretend I can draw well ;)

Here is a picture of the gameplay:

Giving Liberty a 'stache

I’ve also added (basic, not quite finished) scoring, added help and credits text, and fixed a few things that I wasn’t happy with before.

Next up:

- Music

- Kongregate API

- Final tweaks/polish

Clone Wolf gameplay video

Posted by (twitter: @jarnik)
Saturday, October 22nd, 2011 1:56 am

As promised, a gameplay video from one of the levels:

McPixel is halfway there!

Posted by (twitter: @Sosowski)
Friday, October 21st, 2011 3:33 pm

I’m probably won’t finish in October, but I’m not giving up no matter what. I’m currently reaching half of the work. i have 50 levels ready, and as soon as I wrap them around, I will be looking for people to test it (I’m looking even now, actually).

Also, I made this cool poster :)

If you want to test it or have no idea what I’m talking about, go here:
http://mcpixel.sos.gd/

Update for Constant Sail: Pirates & Traders

Posted by
Friday, October 21st, 2011 1:45 pm

A video of the current state of the game:

 

Clone Wolf intro animation

Posted by (twitter: @jarnik)
Friday, October 21st, 2011 7:58 am

I’ve doodled some simple illustrations for a Clone Wolf intro this morning, so here is a short animation introducing a story:

I’ve captured a few gameplay videos, I’ll post them later this weekend.

 

Screen capture software

Posted by (twitter: @barblewarble)
Friday, October 21st, 2011 5:51 am

Does anyone have any recommendations for creating footage of openGL games on linux? I’ve tried recordmydesktop and xvidcap but I’ve basically wasted two days trying to get sound and a decent frame rate out of them!

Cancer Wars October Challenge Update

Posted by
Friday, October 21st, 2011 5:44 am

I thought I had the October Challenge covered put an existing game up for it that is already earning money and make it for charity!

Cancer Wars is on Kongregate

And to date for this month it has made $0.35 from 207 ad supported plays so I only need about 389 new plays to earn that 1$ this month!

Please play it here http://www.kongregate.com/games/Arowx/arowx-cancer-wars-v0-5!

Because cancer effects 1 in 3 people and all revenue goes to a Scientific Cancer Research Charity!

getting into samsung store

Posted by
Friday, October 21st, 2011 5:36 am

http://renesd.blogspot.com/2011/10/getting-into-samsung-store.html

Im A Drop-Out!

Posted by
Thursday, October 20th, 2011 7:29 pm

I decided to drop-out of LD October Challenge, due to the fact that I am not too far and another surprise project is coming up.

The Not-So-Big Bad

Posted by
Thursday, October 20th, 2011 6:40 pm

I thought I’d make a post here, since I’m making it for this competition!

 

The Not-So-Big Bad is a game where you play as the boss of an RPG, I love upgrades so that’s a huge thing in my game!

To win, you have to beat the highest level AI at the last location (upgradable, of course!), but you can get other awards also!

check out more at darkbirdgames.freehostingcloud.com

Fallling Friends

Posted by
Thursday, October 20th, 2011 3:20 pm

I never really got to work on my October Challenge game, but today I met up with an old friend and artist. (http://pernillesihm.blogspot.com/) and we decided to do a game with imaginary friends!

It’s running great on the iPad and I’m quite happy with what we managed to do! You can find a web build here: http://timgarbos.dk/FallingFriends/ but the controls aren’t super great on pc.

Any feedback? Otherwise I think that we are pretty much going to submit it to the AppStore tomorrow :P

A few screenshots:

Math Wars Accepted[= Free to play!

Posted by
Thursday, October 20th, 2011 3:10 pm

Woohoo!

My app Math Wars just got accepted into the iOS App Store :D It’s an educational app designed to help kids practice and improve their arithmetic skills. Free to play, but users can buy extra levels if they want. Hope people find it useful, it will give me something to write about in my college application haha (I’m 17)

Get it here

CotC – Crypts needs YOU!

Posted by
Thursday, October 20th, 2011 10:38 am


This time I’m not here to showoff or to report what I’ve made in past few days but to seek your help!

As you might know, Courier of the Crypts will be a puzzle game with small amount of action mechanics. I want to ask you, what would you like to see in game like this one. Traps? What kind of traps? What about scarry moments that will throw you out of your chairs? Dancing coconuts? Everything! I want to hear everything that goes trough your mind.

I want to make this game as enjoyable as possible but I need your help here!

Android Market problem. Then no problem.

Posted by
Thursday, October 20th, 2011 8:17 am

http://renesd.blogspot.com/2011/10/android-developer-store-problem-no.html

Insert/Delete and Power-Ups

Posted by
Thursday, October 20th, 2011 12:53 am

I have a new button that allows the users to insert or delete images, that are correctly updated in the animations and level-background lists then. Tiny feature but a lot of work.

 

The next great thing I added are “elements”. Each player/enemy and shot and “vulnerability” has a set of 4 elements to choose from. You can control what happens on collisions between player-enemy, player-shots, enemy-shots and so on with them. Awesome! I’m so excited.

The last step is to implement a small menu for customizing the controls and an export function that makes stand-alone Apps for WebOS, Android, iOS and PC, Mac, Linux.

Petris Update

Posted by
Wednesday, October 19th, 2011 6:46 pm

I’m currently trying to get Indievania to host my game, Petris. Over the last week I’ve implemented Marathon, Timed, and a 20 Line mode for Petris. Also the ability to save scores to a text file. Here’s the title and game screen:

PetrisTitleScreenPetrisGameScreen

 

Issues: I’ve got two things I’m worried about. 1-The blocks while playing the game don’t line up perfectly. 2-I use Java’s graphics to draw text, which makes it not look the greatest…

Goals: I plan on fixing the block issue in the near future, and try to learn bitmap text drawing. Also, maybe flesh out the bg music(wrote it myself). It’s 2 short parts that play over and over and might make other people go crazy. If people want the ability to switch polyominoe sets, I’ll try that too.


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