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Archive for October, 2011

Spacehunter – short plug

Posted by (twitter: @https://twitter.com/#!/RedWaterGames)
Friday, October 7th, 2011 8:50 am

I made a somewhat longer post being more elaborate about the whole project on my blog.

Go check it out NOW! :D

Spacehunter Introduction

EULA we can use? (End User License Agreement)

Posted by
Friday, October 7th, 2011 6:33 am

Hi,

got my app up to the packaging stage now…

Does anyone know of a decent (End User License Agreement) EULA we can use for our games?  If you know of ones we can use please leave a comment.

cheers,

I maed sum partikels

Posted by
Friday, October 7th, 2011 12:40 am

I wrote a simple particle system editor.

http://iki.fi/sol/thingamagic/

win32 binaries and sources there. Have fun.

I don’t claim it’s bleeding edge in any way or form, but hey, maybe someone finds it useful.

Here’s an oversized picture of it to annoy you:

..the visual editor is white on white text on both firefox and chrome, preview doesn’t work.. neither do most of the buttons.. let’s see what ahppens on ‘publish’ =)

EDIT:..gah, of course my bbcode doesn’t work here, so.. deal with it. This isn’t even in the October Challenge 2011, but I can’t remove that category from the post. yay!

EDIT:..okay, managed to get the html editor on, even though it doesn’t SEEM to be on, so I fixed the links. Enjoy.

Kobo II: Second try!

Posted by
Thursday, October 6th, 2011 8:30 pm

Yep, Ludum Dare is running the October Challenge again – and I’m in, of course! :)

As some of you might remember, Kobo II begun life in last year’s October Challenge. The plan was to start really small, with little more than placeholder graphics and basic game logic, especially considering that I would use my own language EEL, which didn’t even have an OpenGL binding at the time.

[...]

Full story.

Last year: Scripting engine with no OpenGL binding.

Now: The below + physics, GUI, sound engine etc. Somewhat better chances of coming up with something playable, I guess… ;)

Massive explosions

David

Spacehunter is a stupid title

Posted by (twitter: @https://twitter.com/#!/RedWaterGames)
Thursday, October 6th, 2011 3:01 pm

Here are some updates and more info on this particular project:

The funky ship is untextured and therefore very funky!

Summary:
You’ll be a bounty hunter or contractor doing jobs for differnt people. You’ll be visiting different planets or areas in space, like nebulae or asteroid belts for fulfilling your objectives. You will be able to visit other solar systems for more variety of quests, vehicles, items and locations.

Technically i want to have an editor that is capable of designing different planets that are distinct from one another, so no planet is like the other, and there are several ways to do that. For now i will be saturating textures differently for planets to appear distinct from one another. I will also add foliage soon for several types of environments.

Gameplay wise it is your regular shmup, but not all the same! Take from this whatever you might :)

Concept of two regular boring ships, probably not gonna make any of those, just adding for good measure

 

Also i am looking for a decent title. Space hunter is good enough as a working title, but it fails as a product name!

Anyways i will advance gameplay mechanics the coming week. So stay tuned for some actual shooting stuff!

So. I came up with something!

Posted by (twitter: @FolisDev)
Thursday, October 6th, 2011 10:15 am

It’s been a while.

Now I came up with something!

The simple idea is:

OMG!

A 2D Dungeon Crawler thing with a mix of RPG and puzzles!

Yeah. That’s about it. I’ll get started tomorrow.

I’m in.

Posted by
Thursday, October 6th, 2011 9:34 am

October came around, and I started working on a game.

It’s javascript/canvas based, instead of my usual pygame. But, I’m using gamejs which uses the pygame API, so I feel pretty much at home.

We got most of our new graphics and sound into the game today, and all of the game play is done.

It’s not running fast enough on my ipod touch 2g, but I think with some work it could be playable. So we’re aiming to release on the various web stores first. Then perhaps improve things for the mobile platforms.

I had to work on improving a sound engine I call jquery.shitsound, or just shitsound for short. Which uses various web browser sound APIs to work. I’ll have to get it using the phonegap framework to play audio too, since html5 Audio on mobile platforms is simply broken.

We’re in, I should say. Since I’m doing a collaboration with Spencer Sternberg ( http://www.spencersternberg.com/ ) video game audio and music productions.

The second app I’m working on next after this one is released I’m doing as a Powered By Bees production ( http://www.poweredbybees.com ). It’s less game related, and more content related, but I still think it will count for this October Challenge.

Thanks Ludumdare!  This October competition has really given me a big kick up the backside.

OPifex Entertainment is in!

Posted by
Thursday, October 6th, 2011 7:03 am

Hello everyone!   OPifex Entertainment is a group of friends who are dedicated game development hobbyists.  We’ve recently banded together to form OPifex, and right now there are four of us: three programmers, one team leader, one artist, four game designers, and one writer.  You do the math ;)

We’ve decided to take up this challenge to push ourselves to create a game using the new engine we’ve been developing.  We’re going to focus on a small, simple game we’ve dubbed “Splat!”.  The idea was to focus on one core mechanic in order to keep the game simple.  Color blending was chosen, as few games effectively utilitize color as a game mechanic rather than just an art style.    I won’t go into too much detail about the rest of the game just yet… but to give ya’ll a little teaser, here’s our first concept art!

Concept Art for Splat!

Ok, I’m in, but with a different take.

Posted by (twitter: @Sosowski)
Thursday, October 6th, 2011 2:27 am

My take on the October challenge is to sell an actual copy of a game, which I didn’t manage to do so far. I have licensed flash games, but I never even tried to sell a copy of a game directly to end-user.

So, my game is… McPixel!
I have already begun work on this and made a few levels. I need to pull myself together and manufacture the levels like there’s no tommorow!

Here is a proof of intent:

If you have no idea what I’m talking about, then you should play the original LD21 entry

Anyways, the idea is to take it to the mobile market. I hope it will work well!
Also, visit my blog for some more detailed updates.

Goal for 2012 – 12 one-month games

Posted by
Wednesday, October 5th, 2011 11:27 pm

One of my goals for the year of 2012 is finishing 12 one-month games. In preparation for that I am going to come up with 36 game ideas, and pick 12 of the best and make 12 1-day games. Then I will expand them into 2-day games. When January rolls around I will expand the first game into a full one month game. I’m going to try to use stencylworks. I probably won’t be competing in the October challenge.

I’ve decided…

Posted by (twitter: @IamJacic)
Wednesday, October 5th, 2011 11:32 am

…almost nothing. ;) I will be using FlashPunk for my game (yes, I decided to start a new one), and will try to get the $1 via Kongregate ads.

As for the game itself, I have a few pieces of an idea, and that’s it. I’ll post more when I’ve done more.

I’m in, yes but with what?

Posted by
Wednesday, October 5th, 2011 9:24 am

My choices:

  • unfinished visual novel engine (android) – I believe I misplaced the source
  • unfinished bullet hell engine (android) – Needs everything except the actual bullet engine
  • LD21 entry: Urth - Needs about 2 tons of polish
  • MiniLD29 entry: Redeye - Needs about 20 tons of polish
  • Something completely new – no
So that’s clear enough. Going with Urth.
Urth had a little head start on the android market, so I’ve fixed it by strapping beta to the end. How does that fix it you ask? Well it doesn’t really fix it actually, but I’m October challenging with the non-beta (gamma? :D ), which I intend to have for non-mobile platforms as well.
The to-do list is huge so I’ll not post it for obvious reasons. But I am going to say that I’m working on a ‘user friendly’ level editor and online level database of sorts. After that’s done the visual elements are going to have a once-over and then a twice-over to try make up for the low ranking on visuals during the compo.
For the moment you can get to the latest version of the game by searching “urth” on the android market.

Buy a framework to a developer for only $1

Posted by (twitter: @floriaen)
Wednesday, October 5th, 2011 5:13 am

…this my unexpected goal: buy the Impact framework http://impactjs.com

My name is Floriaen and I am actually writing a HTML5 game during my free time.
Of course, instead of sleep.

I am on Twitter: @floriaen there is some goodies inside!

My Desk

Thanks.

Pvt Littledude vs Robot Armada

Posted by (twitter: @gimblll)
Wednesday, October 5th, 2011 2:21 am

Hi,

Just wanted to mention that I finished and published a bigger version of Pvt Littledude vs Robot Armada, a game I did originally for Mini Ludum Dare 28 (and got #1 for Fun, yay!). It includes more levels, better balanced gameplay, infinity mode, achievements, lots of original music, etc. etc. So now it’s even more fun! (But not apparently enough, since I failed to get a Flash sponsorship, but whatever. :) )

So, here it is:

http://www.kongregate.com/games/gimblll/pvt-littledude-vs-robot-armada

There’s Always a First Time

Posted by (twitter: @8bitpalate)
Tuesday, October 4th, 2011 10:27 pm

Hi! I’ve only recently found Ludum Dare and I was looking for a chance to enter. This seems like the perfect time.

I’m just starting in game development. Honestly I’m a bit better at developing resources (graphics, music, etc) as opposed to programming, but I’m driven and not afraid of the challenge.

I’ve already the idea for my game in place. In the interest of keeping the post short and tidy, here’s the short version: My Ludum Dare attempt will be a run-and-gun type game inspired by Gunstar Heroes with a dash of puzzle game thrown in for good measure. Elemental gems influence your attacks, and the gems are constantly changing beyond your control, forcing you to change tactics on the fly. To turn the tides in your favor, you can “eject” the gem to enable a grenade-like attack or combine two gems into a powerful new attack. You don’t have the luxury of biding your time for a perfect gem combination however, as the longer you draw out a battle, the more powerful your adversary becomes.

If that interests you and you’re hungering for a little more info, you can find it here: http://www.8bitpalate.com/2011/10/my-game-idea-for-the-ludum-dare-challenge/

At any rate, I’m excited to see how everyone’s attempts turn out.

A New Challenger Approches!

Posted by
Tuesday, October 4th, 2011 4:12 pm

Well hello there. I figured that Since I’m new I’d just do a little introductory post so that when I attempt to enter something people don’t wonder who the heck I am.

I’m CorruptOne, often abbreviated as CO, or occasionally people refer to me as Carbon Monoxide. I’m an aspiring game developer/programmer/artist. I originally ( 2007) started working with RM2K, for anyone who even knows what that was, but it was unfortunatly not meant for what I wanted to do.

Which brings me to the kinds of things you should expect out of me, game-wise. I’ve been playing Metroid and Zelda since birth,  I’ve gotten a bit enamored with roguelikes lately, and I love games that make you think. I do have somewhat of a bad habit of never finishing a game, but that’s really because I’ve never set out with the purpose of making a game, just learning to do bits and pieces so that I can make up a whole.

I’ll probably start posting updates about the October challenge soon, but for now, here’s my plan:

  • Procedurally generated  \\I am not very good at static content
  • Minimalist Graphics \\I have a bit of a thing for these…
  • Probably Top-Down
  • Roguelike \\Technically associated with the top bullet
  • Sort of Like Zelda(1)
  • Made with Java

So, until next time, thanks for reading.

-CO

Just what i need!

Posted by (twitter: @https://twitter.com/#!/RedWaterGames)
Tuesday, October 4th, 2011 10:33 am

Challenge? Hell yes!

I was getting nowhere with my previous LD entry remake, and eventually i cancelled it. Now, just when i need something new to work on, i see this!

What i will be working on is a concept i have lying around for quite some time, which i was refining every now and then, and apparently now is the time to bring it to life! I don’t want to spoil all of it just yet, but i give you this much: it involves horizontal shmup’ness in 3D ‘n shit! Better prepare for some bad ass shoot-out :D

Here’s what i got so far:
SpaceHunter planetary prototype

So, how would i earn that $? Easy, you just preorder it (at some point in the near future :p).

Edit: How the heck do you embed youtube videos? >:O

Yes… I’m in.

Posted by (twitter: @@fenyxofshadows)
Monday, October 3rd, 2011 9:48 pm

Well, I decided that this would be a good way for me to actually finish a finished game… so…

So far, I gots a random shoot’em up IN SPACE!! It’s functional, has 3 enemy types so far (not actually shown :O), and the art’s pretty decent…
screeny

I still need to build a frontend, an actual HUD, fix some bugs, add more enemy types, balance its difficulty, add the bosses, add music and sounds, and add variety and possibly some story?

Anyway, progress is progress… and I need to make sure I have enough time to actually finish this…

My personal goal: To get enough to buy a Game Maker Standard and possibly Game Maker HTML5 (uses GMLite for everything)

Let’s get this style train a-rollin’!

Posted by
Monday, October 3rd, 2011 5:18 pm

Anxious to finish an actually polished game for once, I’m definitely entering the October Challenge.  My target platform is Kongregate, for two reasons. The first: I’m working in Unity this time, and since I lack a business, my own website, or any mobile device worth playing games on, Kong’s definitely the easiest way to get exposure.  The second: Having hosted things there before, I’ve seen how much a game makes in ad revenue, so the $1 itself looks like it’ll be a simple task.

My personal goal is to make a game that gets more players than the few hundred you get within the first 24 hours of posting any game on a web portal, and actually keeps a few of them coming back.  Basically, I’d like a jumping-off point to start a reputation.  Maybe, if all goes well, I can use the revenue to buy some decent hosting/domain registration and finally put up a website for my development projects.

The project I’ll be working on for the Challenge is a game I’ve been making on and off since the summer.  The theme is disorientation.  To this end, it’s an abstract first person shooter set in a 3D maze in zero gravity.  The most important part, however, is what happens when you manage to shoot an enemy.  Basically, this is an entire game’s worth of Touch Fuzzy, Get Dizzy.  I’d like to have several different effects that could be randomly activated in order to give the game a more chaotic feel- think Treadmillasaurus Rex. The range of screen effects I can use is rather limited, considering most of them are exclusive to Unity Pro, but I think I’ve got some good, feasible ideas.

This is what the game looks like so far:

It’s not much to look at right now, (and yes, that’s a Mandrill Maze shout-out lining the walls), but it’s functional. It randomly generates a maze of any size made out of cubic rooms, you can fly through it, you can shoot at things, things can shoot at you (the only enemies so far are those red squares on some of the walls- at the bottom is a bullet barely missing me), and you can reach a goal.  Now that I’ve done the basics of the game, I’m ready to test the visual effects that will form the main draw of the game.  Maybe I’ll do some basic lighting while I’m at it; it looks kinda dark at the moment. >_>  For the art, I’m thinking of doing something in the style of M.C. Escher, as that’d add a lot to the theme of disorientation (although I know it won’t be the first Escher-inspired video game).

I think the biggest design challenge for me will be balancing the difficulty.  I’ve noticed that, in games that gradually increase the difficulty of the game by adding speed, enemies, or chaos (like the aforementioned Treadmillasaurus Rex), if the difficulty ramps up too quickly, the player gets frustrated and leaves.  If the difficulty ramps up too slowly, the player gets bored and leaves.  If a game is balanced between the two, by the time the player gets overwhelmed, they’re hooked and will want to see if they can beat their previous level of endurance. I’ll probably have different difficulty levels to make this job easier, but it helps to be thinking about this.  I’ll not only have to balance the intensity of the visual effects for this purpose, but the frequency/strength of the enemies.  If either obstacle overpowers the other, the player becomes more focused on that one, which takes away from the chaos.

The working title is “Get Lost!”. Whaddya think?

Game Finishing Time

Posted by (twitter: @barblewarble)
Monday, October 3rd, 2011 4:22 pm

I’ve been working on a game for quite some time now and this seems like it might help motivate me to finish it. My plan is to produce what essentially will be a demo for PC’s (Mac’s are personal computers too!) it will have the most basic functionality of my game and after October I will continue to develop and add features and possibly release mobile versions.

The game takes a music file and procedurally produces some ‘terrain’ from it. The player can then fly through this terrain and how they fly will affect how the track plays i.e. speed, pitch, volume, tone. I plan to have a sandbox game and a couple of game modes where the aim will be to keep a certain volume, by controlling your height, or similar.

I currently am able to fly around in 3 dimensions in the terrain although it is not textured yet and there isn’t much in the way of physics implemented.


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