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 October, 2011

export scripts for apps…

Posted by
Thursday, October 13th, 2011 6:45 am

http://renesd.blogspot.com/2011/10/export-scripts-for-app.html

LD19 – Rosetta v8

Posted by
Thursday, October 13th, 2011 4:48 am

Rosetta v8

Last and probably final update to my Hieroglyph-deciphering game.

http://www.ninjadodo.net/temp/LD19/rosetta_v8.zip

Replaced handwriting with a font, tweaked puzzles, added some sound and various other changes. More info in the TIGS forum thread.

Collaborate and use original game music for free!

Posted by
Wednesday, October 12th, 2011 9:19 pm

My name is Jim Peterman, and I am a video game music composer studying at St. Olaf College. I’ve worked with zillix a couple of times on Ludum Dare projects, and am looking to write more. I can write in a variety of styles, and have a large number of sound resources with which to supply a game. I am used to writing under a time crunch, and generally write a piece of game music in two hours. I only ask for money if you make money on the game.  Check out my portfolio:

http://www.kongregate.com/games/Zillix/endeavor
http://www.kongregate.com/games/Zillix/p-i-g
http://www.kongregate.com/games/Zillix/summit (same music as endeavor)

 

If you are interested in working with me, email me at petermaj@stolaf.edu.

Are we almost half-way already?

Posted by
Wednesday, October 12th, 2011 8:20 pm

As we near our first milestone, OPifex Entertainment is almost ready to roll out our engine and begin building our game.  The concept and game design have been finalized, so all that’s left is to put the pieces together!

It’s a good thing our game Splat! is going to be relatively simple.  This allowed us to use the first half of the month to work on the Rough Edges engine, which is named after our next, much larger project.  The engine is built using SlimDX, which gives us easy access to the powers of D3D 10 and D3D 11.  While we take the slightest performance hit for using C#, we more than make up for it in development time.

Since most of the work is done by the engine, we’re going to use LUA to script the game into place.  Through the use of the engine’s powerful API, sculpting a game has never been more fun, or easy!  We highly recommend using the highest level tools available to you and your team’s skillset.  Development is fast, and more likely to be completed.  Using C# and SlimDX is our way of cutting out the headaches of most programming tasks while still holding complete power over our creations.

We’ve started some animations and other art assets, so here’s another teaser. This is blob man!

Blob Man Running from Garrett Hoofman on Vimeo.

We hope Splat! will be an exciting color mixing game that everyone can enjoy.  Keep a lookout for more frequent posts as the OPifex team starts the final sprint in the last few weeks of October. We wish you the best of luck, because remember, we’re all in this together Winking smile

Monts Online (Progress) Part 3

Posted by
Wednesday, October 12th, 2011 6:13 pm

The main town is D-U-N..DONE! Not only is the main town completed, but i had also added extra scenery with a nice lake and rocks(Floating island in the sky dripping water)  I also finished creating the server.exe. The online is now officially 50% completed.

Next step?: Creating new monsters and more weapons and armor. Stay Tuned!

Snapshots:

 

TRAILER:

McPixel trailer and progress report

Posted by (twitter: @Sosowski)
Wednesday, October 12th, 2011 2:21 pm

Making these levels can be a bit boring, as there are quite many, but I’m not giving up! I plan to have 100 levels, and already has 25. I’m getting up to speed as I can reuse stuff I made in multiple levels.

Here are some new level screenshots:

And here is a trailer I put together today:

And obligatory LD21 version link: Play!

Signed my app with certificate, and submitted for validation again.

Posted by
Wednesday, October 12th, 2011 10:02 am

So, I managed to sign my app and submit it for validation on the appup store.

It took at bit of messing around, converting certificates, and installing lots of microsoft software, but eventually got my msi signed, and submitted to the store.

That made me happy.  Now I’m off to drink wine!

Intel appup progress. Got certificate, looking forward to webkit upgrade.

Posted by
Wednesday, October 12th, 2011 6:27 am

Well, some good news on the intel appup front.

I finally managed to get my certificate, so I should be able to now sign my apps to upload.  Unfortunately I used firefox to download the certificate, which means that I need to convert files in order to get into the microsoft fomat needed for code signing.  So I’d recommend anyone else use IE8 to save that hassle.

As well, I’ve been reporting my problems with the webkit they use in their forums.  They just gotten back to me, and say they hope to use the latest webkit (which should include a year of webkit bug fixes and feature additions).

So now, I’m going back to trying to submit my app again.  I hope that it gets through!

From Game Maker to where?

Posted by
Wednesday, October 12th, 2011 5:38 am

Hey guys, I’ve been realizing that I think there’s really not much more that I can do with Game Maker. I was wondering if you guys had any suggestions as to what platform I should move to next. Something similar to Game Maker but maybe a little more advanced.

Sound Problems fixed!

Posted by (twitter: @barblewarble)
Wednesday, October 12th, 2011 4:36 am

So it turns out ffts on the fly is no problem, a quick check with timeit suggests I should be able to do around 1500 a second of the size I’m trying to do and I only need to do two per frame ie about 120 if we’re locked to vsync. The problem was that pyglet seems to take sound data twice as often as it “schedules” things if you set them up using pyglet.clock.schedule so I was giving two different data chunks for the same start time.

Lend a hand to a fellow Ludum Darer!

Posted by
Tuesday, October 11th, 2011 8:32 pm

I’ve been working hard to complete the october challenge using my LD21 game Escaparazzi, and one of the steps was to enter it to a game dev contest.

Now I need your help, one of the judging phases requires public voting, so I was wondering if you could spare a minute of your time to go to the contest webpage and click “like” (highlighted in red), in return, you’ll get my eternal gratitude :-D

(also you can play the latest version of the game using the button highlighted in green)

.. a gorilla in my face?

Posted by
Tuesday, October 11th, 2011 5:58 pm


My previous post was about starting and choosing between finishing my LD20 entry (link) or possibly my failed LD21 experiment for the October challange. Based on that i originally thought that my LD21 idea deserved more work, that the LD20 game would have “half” the work done by just porting and that i needed “app store experience” i went with planning to make the LD20 game for October challange.

Work went fairly well and as of today i was a few days behind but i had put a lot of time to spare at the end of my schedule, i also figured out a great idea for updated iOS controls and a bit of a difference in the gameplay to make it more accessible. Great so i go out on app store to what the price point of similiar games is… and what do i find at the top of the paid charts but this game that was released on the 6th of october!

Now this isn’t exactly the same game i was going to make but the similarities are close enough that i suspect that my game would have been dismissed as yet-another-clone. (My game would have been more towards a classic RTS with controls more reminicent of flight control and a bit more “realistic” gameplay)

So where does that leave me? Well i could try finishing the game for Android instead, betting that they don’t have an Android port hitting soon and doing something on Android for the very first time. Or i’ll cut it and go for making the LD 21 game or some other idea. I’m still open to input and am heading to bed now to sleep on this, but right now i’m heavily leaning on dropping the current game and plan, but do i really have anything better to do? Got some conceptual ideas around the LD21 experiments and old mini-LD ideas but not concrete enough and nothing that immideately says “great game”.

Code switching game compo idea

Posted by
Tuesday, October 11th, 2011 5:39 pm

Cosmologicon and I have been talking over at pyweek about code review and he thought that if other people looked at each other’s code during the compo they could help each other out.

So I had the idea that there should be a game compo where everyone starts making a game and then they switch code with someone else and start working on each other’s game. Every day or so they’d switch code with someone new, and at the end of 7 days everyone would have a frankenstein of a game. People would practice reading other people’s code and in turn writing readable code for others to read.

EDIT: Here’s a link to the pyweek discussion which has now become a code review event.

Monts Online (Progress) Part 2

Posted by
Tuesday, October 11th, 2011 5:10 pm

Alright guys so not much has changed since yesterday. All I have been working on is the overall scenery and esthetics of the main town. I had created all the weapons earlier today but I later got the blue screen of death and so i lost my work of weapons. Luckily i do still have the textures ready made. Here is a snapshot of the town. The waterfalls in the background are animated textures.

Next step? More towns, Complete weapons, armor(Coming soon!), ranged weapons etc.

 

New sound problems

Posted by (twitter: @barblewarble)
Tuesday, October 11th, 2011 4:07 pm

It turns out my filter had something to do with the previous speed problem and not using it doesn’t seem to affect the sound in any other way so that’s gone. Now it just skips and jumps a bit which is annoying, that may be down to my calculations of the duration and time stamp of the returned sample or because doing real time ffts is too demanding.

Sound troubles

Posted by (twitter: @barblewarble)
Tuesday, October 11th, 2011 2:13 pm

I just managed to sort one of my problems while trying to implement tone changing code. It turned out that I forgot that using every second character from a string containing sound data doesn’t give you just the left channel, well not in a 16 bit stereo file. I used the excellent audioop library, that comes with python, to split the data and now it’s playing seemingly correctly although incredibly fast.

Oh well better get back to sorting this problem out.

A short progress update

Posted by (twitter: @IamJacic)
Tuesday, October 11th, 2011 11:41 am

I’ve been thinking: Why did I decide to start a new game instead of improving on an old one? Why did I decide to make the new game in a language I rarely use, using a library I’ve never used before?

Answer: For the challenge! I decided to use FlashPunk, and put my game up on Kongregate to try to get the & through ad revenue.

I’ve got very little done, but here’s the basic idea: You will be presented with various building/landmarks/monuments, and will have a short amount of time to deface them with spraypaint. As of now, drawing works, and so does switching nozzle sizes of the can. That’s about it. :p

To do

Posted by (twitter: @barblewarble)
Tuesday, October 11th, 2011 7:30 am
  1. Tone change code
  2. Surrounding terrain
  3. Texturing
  4. Lighting
  5. Menus
  6. Game modes
  7. Volume change code

Yeah I don’t think this will happen by the end of October but I’m going to keep trying. I’ll probably post a video once 1 and 7  are complete.

Thought I forgot this, right… wrong!

Posted by (twitter: @shinnerjt)
Tuesday, October 11th, 2011 6:44 am

Here’s a new video! Some new features! Still bare & incomplete!

Challenge accepted

Posted by
Tuesday, October 11th, 2011 3:56 am

I always wanted to make my SEUCK remake into a touchpad app, so you can create games ON your iPad/Touchpad. Now that I have my HP touchpad and development is so much faster and easier, I started finishing it.
I hope to bring it quickly enough to the market to get a $ from it. I also hope that people are willing to buy it.

Plan is to make a touch-only GUI to create full games and make an exporter so you can “sell” the created games for iPhone and WebOS phones (Pre2,3, Veer…)

I also plan to bring at least one proper game as a reference/tutorial.

Current status: It’s working pretty much with touch input only.
I added a lot of ace features like:
-shots/players/enemies have “elements”, so water can attack water and such
-I plan to bring powerups
-I need an option screen for the controls of the mobile devices

sprite editor

GACK sprite editor

 


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

[fcache: storing page]