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Ludum Dare 23 — April 20th-23rd, 2012 — 10 Year Anniversary!

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

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About HybridMind

I'm Dave Evans, aka HybridMind and I've been participating here since Ludum Dare 11 back in April 2008.

Ludum Dare is largely responsible for getting me back into my childhood dream of game development and I started my own game studio in January 2009 called Hybrid Mind Studios. I currently focus on making fun and original flash and mobile games.

More information:

Blog
Twitter
Facebook
YouTube

My Ludum Dare Games:

LD 11 - Minimalist - 2008: MinMo 32nd overall out of 71 entries
LD 14 - Advancing Wall of Doom - 2009: Fleedom Flies 19th overall out of 123 entries
LD 15 - Caverns - 2009: Angry Caverns Tied 10th overall out of 144 entries
LD 18 - Enemies as Weapons - 2010: AVOIDAL 14th overall out of 172 entries

HybridMind's Trophies

Silver Star for Prototyping goodness
Awarded by Tyler on August 21, 2010
Flash Prototyping like Flash!
Awarded by zlash on August 21, 2010
The Johnny Carson Memorial Award for Excellence in Commentation
Awarded by Doches on September 14, 2009
The Patient Tranquilty Award
Awarded by GBGames on April 25, 2008

HybridMind's Archive

Where the magic happens…

Posted by
Friday, August 20th, 2010 6:41 pm

HybridMindWorkspace

Montage and greetings…

Posted by
Friday, August 20th, 2010 5:34 pm

HybridMind's Montage

So there is my montage. It has been really fun looking at all the other montages people have been posting.

SO MANY GAMES WERE CREATED HERE AND THAT IS AWESOME!

I’ll either be using Flash IDE and ActionScript 3.0 from scratch or HTML5 and Javascript/Canvas via Akihabara game framework if I am feeling adventurous enough to use LD to learn a new tech. Depends on whether I’m gonna do the compo or the jam. Will probably wait to see the theme announcement to make up my mind. I’m worried the jam might not quench my competitive spirit especially since I missed the last April LD.

The thing I am pretty excited about is that a few of us New Englanders are getting together tomorrow to develop in person over in Portsmouth New Hampshire.  If anyone else is in the area you’re welcome to join us! We’ll be picking out a non-crowded cafe over there tomorrow and about 4 of us will be getting together so far. Pretty psyched about that part for sure!

Long live Ludum Dare!

Extreme LD?

Posted by
Friday, April 23rd, 2010 7:37 am

I am hardly going to have any time this weekend for the full LD experience but I may be crazy enough to try and create a game once I see the theme tonight.  I figure I’ll only have a bit of time tonight, a bit more Saturday morning, and a couple hours on a plane on Sunday.  I love LDs so much it is tough to miss one of the main ones when problems come up with your schedule.

If I manage to make a game it will be using Flash and Actionscript 3.0 possibly using the FlashPunk game library.

Alien Flight Academy: Graduation Day (FINAL)

Posted by
Sunday, February 21st, 2010 6:19 pm

Alien Flight Academy: Graduation Day

You can play this game in your browser (warning: sounds will play)

Concept:
It’s time for your final exam to graduate from your UFO school. Only problem is you were a complete slacker. You have no idea how to fly your ship. You have 3 minutes to impress your commander by destroying as many humans, cars, helicopters, tanks and jets as you can–or suffer the consequences!

All you can remember is to use the keys 1,2,3,4 and 7,8,9,0

Tools used:
* Coded in ActionScript 3.0 using the Flash CS4 IDE and using my mouth and microphone and Audacity to process the sound effects. I composed the music loop in Reason.

Rolling rolling rolling

Posted by
Sunday, February 21st, 2010 9:44 am

Alien Flight Academy wip

Here is the latest flash build of my game (you have to click on the game before it will have key focus)

Starting to get collisions and scoring in.  Still need to implement time over conditions and enemy ramp up at various time points.  Need to get jets and tanks in now too.  You can get points now and be killed though.  Tons of balancing will have to be done once I get all the game elements in.  Oh and also hopefully add music, sounds, and more then rectangles for all the objects too! 9 hours left…

early playable demo

Posted by
Sunday, February 21st, 2010 12:08 am

prototype2

I wanted to finally post a link to a playable prototype of my flash game in progress.

Make sure to click on the flash game window to give it focus or the keys won’t work!

It uses all 8 control keys (1,2,3,4 & 7,8,9,0) and they are currently mapped to 8 random UFO actions right now.  WHY?  Because you are playing a slacker alien that wasn’t paying attention in your UFO Academy and now it is time for your 3 minute final exam to see if you graduate.  You slacked so much you have no clue how the crazy thing operates.  You’ll have access of four directions of movement, an energy shield, a death beam, and two different particle attacks.  You must try your best to figure out how to annihilate as many humans, cars, tanks, jets, and helicopters as you can to see if you pass.

Currently using boxes for object art, no collision detections or scoring yet, and I’ve only implemented humans, cars, and helicopters behaviors.  I’m quite happy with how they are moving around though.

current prototype

Posted by
Saturday, February 20th, 2010 5:06 pm

prototype

This is like the fourth prototype I’ve worked on so far.  Things are going slowly today for me as I have been scattered between a few ideas while I hoped for one to spark my excitement.  I think I’ve finally got an idea I’m psyched about enough that I’m doing a bare bones playable version of.  Hoping the scope is right for the time remaining.  We shall see.

Mini LD 16 CONSTRAINTS

Posted by
Friday, February 19th, 2010 7:05 pm

CLICK FOR THE CONSTRAINTS

Start: February 19th, 2010 at 9PM EST (GMT-5)

End: February 21st, 2010 at 9pm EST (GMT-5)

Submit Here | View All Entries Here

Mini LD 16 Teaser: Constraints

Posted by
Tuesday, February 16th, 2010 1:43 pm

Constraints

Mini LD 16 is fast approaching!

It will kick off this Friday, February 19th at 9pm EST (GMT – 5)

The theme of this competition is Constraints.

Major goal:

  • To explore what game designs we are able to create given a certain set of arbitrary constraints

Minor goals:

  • To have the games share a common control scheme
  • To have the games share aspects of look and feel
  • To have total designer freedom of genre and topic

I won’t be announcing the final constraints until this Friday at 9pm EST but I’d like to provide a teaser of some of the things you may encounter.

Possible constraints:

  • Must work with a specific color palette
  • Limited to specific control inputs/keys
  • Music length limits (looping allowed)
  • Numbers of sound effects
  • Specific screen dimensions
  • Sprite or game object size requirements
  • Background graphics
  • Text limits
  • Levels / Waves / Rounds requirements

As I mentioned in my minor goals above–I have no intention of specifically limiting the topic or genre of the game you create. I want there to be at least that one axis of complete freedom for the designer as they work within the constraints.  I’m looking forward to this weekend–see you all soon!

EDIT: 9 pm Constraints posted

Feb Mini LD date announced (Feb 19-21)

Posted by
Friday, February 5th, 2010 12:12 pm

Hey there folks–I’m hosting the Mini LD for the month of February and I wanted to announce the date!  It will take place the weekend of the 19th-21st.  I’ll have more specifics as the date approaches of course.

EDIT Feb 16th: More information posted!

Angry Caverns – Timelapse

Posted by
Sunday, August 30th, 2009 9:39 pm

You can watch 36 hours of my game development on Angry Caverns compressed into 3 minutes here in my timelapse video on YouTube.

It was my first year doing a timelapse and I think I’m hooked.  So much fun to see the creative process!

Time to sleep soon too…

Angry Caverns – I’m finished!

Posted by
Sunday, August 30th, 2009 7:59 pm

I’ve used the snazzy new uploader tool to submit my final version of Angry Caverns with 10 minutes to spare even!

You can play Angry Caverns here in your browser.

Main menu

Main menu

Level 5 of the final version

Level 5 of the final version

You can play Angry Caverns here in your browser.

ANGRY CAVERNS – by HybridMind – August 28th-30th, 2009
Created from scratch for Ludum Dare 15′s 48hr game competition

Concept:

You are the angry caverns. You awaken one day to find many creatures living inside of you. This pisses you off. Destroy as many as you can.

How To Play:

  • Click on the stalactites and bubbling vents to trigger your attacks.
  • You will have limited time on each level
  • Chain attacks for big combo points
  • Glowing creatures are worth more bonus points
  • Bigger completion bonuses for more creatures killed
  • Supports online leaderboards!

Tools used:

Coded in Flash / ActionScript 3.0 using the Flash CS4 IDE and using Dr. Petter’s sfxr for sound effects. I composed both music loops in Reason.

Got Feedback?

Feel free to email me at dave [at] hybridmind.com or visit my blog and leave me a comment.

I’ll be working on this game some more so any thoughts or suggestions while be taken into consideration for the post-compo version! Thanks for playing and I hope you have a good time with it!

Angry Caverns – v0.4 Sound Added!

Posted by
Sunday, August 30th, 2009 12:28 pm

I’ve finished plugging in a bunch of sound effects for Angry Caverns and you can hear and play the result here (Flash)

Now I’m off to use Reason to compose a quick main menu loop and at least one level loop…

Then it will be time to generate some more levels than 1  !

EDIT: If anyone plays and the sounds are too loud / soft / annoying.. feel free to let me know!  Thanks  :)

Angry Caverns – v0.3

Posted by
Sunday, August 30th, 2009 9:58 am

I’ve got another playable billed uploaded along with another gameplay video for the passively curious:

Play version 0.3 here (Flash)

Watch gameplay video of version 0.3 here (YouTube)

screenshot-v03-mainmenu

A suitably themed main menu

Concept:
You are an extremely angry cavern. You awaken one day to find many creatures living inside of you. This pisses you off! You have a short amount of time on each level to use your cavern weapons to destroy as many creatures as you can. Kill multiple creatures with one attack to earn combo points and kill rare bonus creatures for extra score! Compete online with global leaderboards.

Controls:

  • Use your mouse to click on your weapons (stalactites, geyers, etc.)
  • Kill as many creatures as you can within the time limit.
  • Kill all the creatures for a big bonus!

A few more screenshots with captions after the READ MORE…

(more…)

Angry Caverns – now with Cavemen

Posted by
Saturday, August 29th, 2009 7:54 pm

ok Ok.. so they are still rather stick figure like.. BUT they switch comically between running and walking and change directions too.  You can watch a gameplay video of version 0.2 here.

screenshot-v02

At this point I’ve implemented 2 different enemies (bats & cavemen), 2 different weapons (stalactites & geysers), a combo system, tracking of stats like base level score, bonus score, and reporting back on a level over screen.

Many things still to do of course but my plan is still holding so far of trying to get the bulk of all implementation finished before generating levels and upgrading the graphics.

You can play version 2.0 here in your browser too.

Dinner with Hurricane Danny

Posted by
Saturday, August 29th, 2009 4:46 pm

As the remnants of Hurricane Danny thrash against the windows on it’s way out to sea I’ve finished with my dinner and half-finished with my beer.  Been working on the game now since 5am EST and it is now almost 8pm.  I had way too much coffee a few hours ago and in some attempt to bring my nervous system’s ballast back in line I’m having a Corona.  :)

LD15-sat-dinner

The game is going well so far.  Angry Caverns is starting to be fun and I’m starting to refine some of the ideas and mechanics with all the time I’ve spent playing it.  I hope I can get a bunch more finished tonight before I have to crash though.  As soon as I start nearing this point in the competition (usually about 15 hours of dev in) I start getting a little loopy and distracted.  If I can just stay focused for as long as possible I can lay the ground work for a productive day tomorrow.  Well.. back to the game dev!

Angry Caverns – Gameplay video

Posted by
Saturday, August 29th, 2009 2:58 pm

Thanks to some help from Gilvado I figured out this whole CamStudio business and uploaded my first ever gameplay vid to YouTube!  ;)

It’s 20 seconds of the current state of Angry Caverns

I’m tuning some of the bat physics now.. which reminds me– ya know one thing I love about doing game development?  It’s getting to say things like “I’m tuning bat physics…”

Hopefully I’ll be back soon with more exciting developments.

Angry Caverns v0.1 – Playable Proof of Concept

Posted by
Saturday, August 29th, 2009 1:47 pm

Alright– finally have my initial proof of concept demo up and available for any curious souls to try out.  It isn’t too exciting yet but it will show you the initial inklings of what I’m going for anyway.  It’s Flash so you can run it in your browser.

working-screenshot

Basically this is a test level here with 4 stalactites, 3 steam geysers, and 6 flying bats.  I am enjoying the bat movement at this point.  Each time you play the game the cavern levels will have the same configuration of weapons for your use.  What will change is some slight variables on the initial speeds and directions of the enemies in the cavern.  The timer will likely be going away as now each cavern level has a limited number of weapons for you to use.  You use a cavern weapon by clicking on it with your mouse.

I hope to support interesting combos and other funny events perhaps to help your score and experience of the game.

Today my main goal is still to get all the behind the scenes engine working with my levels, get all the enemies moving correctly in the various levels, and finish coding all the weapon functions and effects.  That way tomorrow I can spend as much time as possible on bringing the graphics up to speed beyond the rapid primitives I’ve made everything here in.  My plan is to have the game be fun before spending anything more then the bare minimum on graphics because the game is what matters in the end to me.  Especially if I want to keep working on anything post-compo I’ll be far more motivated to improve graphics and polish if the actual game is fun!  ;)

Controls:

Click on the bubbling steam geysers or the stalactites at the top of the cavern with your mouse to trigger them.  Steam geysers work like a short range shotgun at the moment so wait for the bats to be near.  Stalactites fall so you need to time them right with the bats movement.  100 points per bat.  Max score of current demo is 600 points… ;)

lunch

Posted by
Saturday, August 29th, 2009 9:35 am

My pot pie has finally finished cooking.  Luckily I had a few CheezIts so I didn’t collapse before it was ready:

LD15-sat-lunch

After this hot meal on a dreary rainy day here south of Boston it’ll be back to work on the Angry Caverns.

They’re getting angrier…

Posted by
Saturday, August 29th, 2009 8:59 am

6 hours of development so far and progress continues on my game…  thought I’d post a few early screenshots.  I’m working to get the first playable level done so I can continue messing with making the mechanics fun.  Doing bare minimum art as the lumpy bats will testify to:

early-screenshot

Stalactites, Geysers, and Bats now spawn.  The bats have a funny animation right now which I think will make them enjoyable to watch flap around as you try to eliminate them.

early-menu

Rough working main menu too.

Well, I’m stalling out on productivity right now because I am starving.  I have a chicken pot pie in the oven cooking but it won’t be ready for another 30 minutes so I’m powering on best I can.

I’m really trying to focus on getting the earlier playable and fun parts of this game coded.  Building out primitive menu systems and game framework logic so that I won’t have to mess with it later.  I have implemented the timing bar, level counters, and scoring widgets.  My hope is that once I get the basic ‘level format’ working I can do 5 rough levels with very basic art today.  Then tomorrow can be spent on improving the art and adding music and sound.


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