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Ludum Dare 24 — Coming August 2012

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About Arowx

An Indie games developer who has used BlitzMax, Flash and currently useses Unity to make 'great' games!

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Arowx's Archive

BEF – Timelapse

Posted by
Friday, August 26th, 2011 5:43 am

Here is the Timelapse for my Jam entry, for Ludum Dare 21, BEF.

I was using Chronolapse 1.0.7 on a two monitor setup, but some entire sections of the capture were just blanks, which was annoying as I did some serious modelling the first day, troops, tanks, aircraft and a ship (only the ship and french trooper appear).

This is a good example of how not to do a LD, don’t just model everything first at least model and develope or better still build the mechanics then bring in better models.

Play the game.

BEF Finished and uploaded!

Posted by
Monday, August 22nd, 2011 7:24 pm

Wow it’s done kind of BEF

Not sure if it’s a fun game but mechanically it ‘works’.

Quick Postmortem:

(more…)

Dunkirk and the Escape

Posted by
Sunday, August 21st, 2011 7:27 am

‘Dunkrik the Great Escape’ WIP.

I’ve just got this to appear doing it all the wrong way round this time, modelling, graphics interface then mechanics.

Going for a Jam entry.

385, Music, BG or AG and Fighter Pilots!

Posted by
Friday, August 19th, 2011 7:27 am

Hi LD’ers yay why am I so hyped at this rate I will be tired before the event begins!

Just a quick line to say that already 385 people have played Energy Island Conquest (the enhanced beta of my LD mini 28 entry) on Kongregate.

I was just thinking of what Music I should line up for my Ludum Dare Weekend?

I recall a scientific article that said classical music is supposed to be good for your brain.  I know I’m a BG (before Google) nerd, my introduction to my first computer was the ZX81 and they did not have a internet search bar, or browser or internet!

So are you a BG (before Google) or an AG (after Google)?

LD Tip: Play Ludum Dare like a fighter pilot!

Fighter pilots train themselves so they instantly forget any mistakes they make, as even a split second worrying about something that went wrong could take you down in flames.

So for Ludum Dare expect failures, mistakes, errors, dead ends but prepare to forget them fast and fix/drop/work around them faster.

Energy Island Conquest – WIP

Posted by
Thursday, August 18th, 2011 8:53 am

Quick update on my miniLD 28 entry, it’s gradually progressing…

You can play the Work In Progress Version on Kongregate

 

Game Development Tag?

Posted by
Tuesday, August 16th, 2011 1:58 pm

If you are ‘In’ could you put a tag on your posts for the technology you are using e.g. Unity, Flixel, GameMaker.

Because it would be great for people to know who else is using the same game development technology as they are and what tech was used to make each entry (especially the great ones)?

I’m in but I have to get this working first…

Posted by
Tuesday, August 16th, 2011 8:52 am

The plan is to get Energy Island Konquest up and playable on Kongregate…

It’s a 3D version of my LD17 none-entry reworked for the MiniLD28.

The aim is to get it looking like this…

This is what I like about LD it gets you to build up your game development skills and push the boundaries of what you can do!

This is it in the game so far still a WIP thought!

I’m in…

Posted by
Saturday, August 13th, 2011 2:51 am

Tools Unity, Xara, GIMP, Blender.

See if I can improve upon my last entry, with models/textures and maybe even animation and sound/music!

Finished in 48 hours!

Posted by
Monday, August 1st, 2011 7:26 am

15:18 and uploaded, not an official entry as it is based on my own start time!

Follow this link for the details, instructions and link to the game!

http://www.ludumdare.com/compo/minild-28/?action=preview&uid=680

What went right, got the basic mechanics working and more gameplay than the original just by concentrating on the basics!

Got the control mechanism wrong should be mouse look 3rd person, got around it a bit by adding in a jetpack jump mechanic!

No Sfx/Music/Main Menu/Repeat Plays (without reloading browser ;o)!

With a template I could have done better or if I had gotten the control mechanism right the first time, spent far to long trying to tweek it when it just needed to be ripped out and replaced!

Bring on LD21! ;o)

 

Hubs Captured

Posted by
Monday, August 1st, 2011 4:08 am

12:02 Energy Hubs Added and can be Captured!

Game displays Won  Message when all Captured!

But the game is almost unplayable, low frame rate, no woking hud, poor control mechanism!

And Missiles don’t work, a key feature of the original was the sub being able to launch missiles at targets and the marine being able to ‘laser designate’ a target and launch a missle from the sub!

Still 3.5 hours left to my 48, going for coffee then need to see if I can get it working better!

 

 

Day 3???

Posted by
Sunday, July 31st, 2011 11:29 pm

Good Morning Ludum Dare,

Well it’s day 3 for me, and I’m up very early 07:24 now where was I…. (48 hours can span 3 actual days honest, I think it’s early! ;o)

That’s it targeting definitely needed, then hubs!

09:35 Arrgh targeting/control mechanic is a pain, given the marine a jetpack, more chance to hit the targets! (Need to figure out an auto-targeting system or mouse look control!)

Right next up going to add the Hubs and Decoding system for island control!

Turrets Explode…

Posted by
Sunday, July 31st, 2011 2:35 pm

Yay, damage works but still need auto targetting, very hard to aim in 3rd person with locked forward firing!

Tired going to miss the deadline but will continue with this tomorrow on my own 48 hour timeline (one day to go!).

Good Night!

7. Energy / Resources / Unlocks

6. Hubs / Decoding

5. Shooting / Damage / Explosions [22:32 - 27 hours in]

4.  Turning Turrets and Shooting [13:57 - 21 hours in ] and Moving Shooting Robots  [16:09 - 25 hours in]

Sleep – Day 2 11:23 UK  [Zzzz from 23:59 - 19 hours in]

3. Marine Moving  [Done 22:48] 7 hours in

2. Sub Movable [Done 19:45] 4 hours in

Tea Break

1. Landscape Sea and Islands [Done 16:40] 1 hour in

Phase 1 – Mechanics and Gameplay – First 24 hours

Started -  15:41 UK 30/07/2011.

Damage…

Posted by
Sunday, July 31st, 2011 1:11 pm

Hmm, having a bit of bother here, thought I could just add Stats as a GameObject and then hook it all together, well it’s not working so far but going modular is definitely the way to go with Unity IMHO.

So going for tea break… then giving Damage stats another go!

Also need to sort out some mechnic for aiming/locking on nearest target either mouse or automatic.

Is this a strict miniLD or more relaxed?

As I started late ;o) !

 

Moving Shooting Robots

Posted by
Sunday, July 31st, 2011 8:16 am

Robots Open Up

Robots (Red/Pink Cubes) Marine (Green Blob) Turrets (Red/Orange T’s)

Robots move towards and shoot at marines or subs – Running behind schedule (Slept in!)

Next up – Shooting Back Marine / Submarine Missile – Damage and Explosions (Yay!)

7. Energy / Resources / Unlocks

6. Hubs / Decoding

5. Shooting / Damage / Explosions

4.  Turning Turrets and Shooting [13:57 - 21 hours in ] and Moving Shooting Robots  [16:09 - 25 hours in]

Sleep – Day 2 11:23 UK  [Zzzz from 23:59 - 19 hours in]

3. Marine Moving  [Done 22:48] 7 hours in

2. Sub Movable [Done 19:45] 4 hours in

Tea Break

1. Landscape Sea and Islands [Done 16:40] 1 hour in

Phase 1 – Mechanics and Gameplay – First 24 hours

Started -  15:41 UK 30/07/2011.

Turning Firing Turrets…

Posted by
Sunday, July 31st, 2011 6:01 am
Turning Firing Turrets

Turning Firing Turrets

Another step forward, Turret(orange and yellow cube) turning towards and firing at Marine (green blob)!

Rockets even have smoke trails!

Next up robots…

7. Energy / Resources / Unlocks

6. Hubs / Decoding

5. Shooting / Damage / Explosions

4.  Turning Turrets and Shooting [13:57 - 21 hours in ] and Moving Robots

Sleep – Day 2 11:23 UK  [Zzzz from 23:59 - 19 hours in]

3. Marine Moving  [Done 22:48] 7 hours in

2. Sub Movable [Done 19:45] 4 hours in

Tea Break

1. Landscape Sea and Islands [Done 16:40] 1 hour in

Phase 1 – Mechanics and Gameplay – First 24 hours

Started -  15:41 UK 30/07/2011.

 

Day 2 Begins

Posted by
Sunday, July 31st, 2011 3:27 am

Next on the list is Robots and Turrets, codeing turrets then robots.

Started -  15:41 UK 30/07/2011.

Phase 1 – Mechanics and Gameplay – First 24 hours

1. Landscape Sea and Islands [Done 16:40] 1 hour in

Tea Break

2. Sub Movable [Done 19:45] 4 hours in

3. Marine Moving  [Done 22:48] 7 hours in

Day 2 11:23 UK  [Zzzz from 23:59 - 19 hours in]

4.  Turning Turrets and Moving Robots

5. Shooting / Damage

6. Hubs / Decoding

7. Energy / Resources / Unlocks

 

Marine Moving

Posted by
Saturday, July 30th, 2011 3:00 pm

Progress Update…

Swimming moving Marine (green blob) next to Submarine (black blob)!

Started -  15:41 UK 30/07/2011.

Phase 1 – Mechanics and Gameplay – First 24 hours

1. Landscape Sea and Islands [Done 16:40] 1 hour in

Tea Break

2. Sub Movable [Done 19:45] 4 hours in
3. Marine Moving  [Done 22:48] 7 hours in
4.  Turning Turrets and Moving Robots [Paused for sleep at 23:59 -  8 hours in]
5. Shooting / Damage
6. Hubs / Decoding
7. Energy / Resources / Unlocks

Next on the list is Robots and Turrets!

Launching

Posted by
Saturday, July 30th, 2011 2:11 pm

The Sub can now launch Missiles and Marines in a forward direction fixed angle, but the Marines which were supposed to use the same control mechanic as the sub are going to take a little bit of work, they keep falling down and rolling about!

Small steps!

Spring to the rescue

Posted by
Saturday, July 30th, 2011 11:48 am

Basic sub movement working with ‘bouyancy’ and fixed the problem of roll with a spring physics joint!  Not really great looking but prevents the sub from rolling over if you bump it into islands!

Progress Update…

Phase 1 – Mechanics and Gameplay – First 24 hours

1. Landscape Sea and Islands [Done 16:40]

Tea Break

2. Sub Movable [Done 19:45]
3. Marine Moving
4. Robots Moving
5. Shooting / Damage
6. Hubs / Decoding
7. Energy / Resources / Unlocks

Next up marine – may resemble green capsule!

Time for tea…

Posted by
Saturday, July 30th, 2011 10:32 am

Quick update the ship is now a submarine after I added a Capsule shape and scaled it.  It has basic movemnt but trying to give it some floating bouyancy like physics.

Time for Tea!


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