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Ludum Dare 26 — April 26th-29th Weekend — Theme: Minimalism

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    About juaxix

    Entries

     
    Ludum Dare 26
     
    Ludum Dare 25
     
    October Challenge 2012 Unfinished
     
    October Challenge 2012
     
    Ludum Dare 24
     
    Ludum Dare 23
     
    Ludum Dare 23 Warmup

    juaxix's Trophies

    Rudest Comment
    Awarded by Cyros on September 3, 2012
    The Worlds Connection Award
    Awarded by juaxix on September 3, 2012
    Galaxy enterprise
    Awarded by juaxix on August 26, 2012

    juaxix's Archive

    Only 10h

    Posted by
    Friday, May 3rd, 2013 5:57 pm

    When the date comes, I dont know how but it left about 10h to complete the games when I hit the Ludum Dare contests xD

    Well, this time I knew that I wanted to make a different game , it resulted into this

    you can play here:
    http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=10960

    some explanations…
    The game needs two people, I think it is important to play with other person from time to time, with this videogame I want to help people to get friends more near :)

    I made this game with ShiVa 3D engine, one of the 14 best game engines out there right now…well, time for you to evaluate!

    Super Goat Combo

    Posted by
    Sunday, December 16th, 2012 5:49 pm

    Be Careful when the invaders team hits your planet with the Super Goat Combo!

    KILL'EM'ALL!

    KILL’EM’ALL!

    +1 Goat

    Ship and World

    Posted by
    Saturday, December 15th, 2012 9:19 pm

    Here is the ship in the Shiva 3D engine:

    Fighter by www.psionic3d.co.uk

    Fighter by www.psionic3d.co.uk

    it’s an old free ship by www.psionic3d.co.uk I have converted to fit in this LD25:

    ship by www.psionic3d.co.uk

    ship by www.psionic3d.co.uk

    And here it is, the game running

    Game already working

    Game already working

    this game is just now in Blackberry appworld waiting for review, meanwhile, I’ll try to improve it ;)

    Almost 4am but I’m in

    Posted by
    Friday, December 14th, 2012 7:51 pm

    It’s the first time I read the topic of the LD so soon and before I read it I knew what I wanted to do, in fact, some of you said to me that in my previous game, from the #LD24, the protagonist was a demon god o_O, I thought it is a bit ironic and funny at the same time I must say, that I know what I’ll do now, but hey, here it’s almost 4 am and I have to go to sleep to be healthy tomorrow, and I catch a cold! atcwahhh
    Well, so far, stay well!

    Egypt Wizard now available in the stores!

    Posted by
    Monday, November 19th, 2012 4:48 am

    Egypt Wizard is now available in the following apps markets:

    * Apple AppStore
    * BlackBerry AppWorld
    * Google Play [Android Market]

    here you can find a resume of the development process.

    Promo video:

    Approved and sold

    Posted by
    Wednesday, November 7th, 2012 10:08 am

     

    I’m here to say that my game “Egypt Wizard” has had 2 buys, yesterday , 6 of November :) still doesnt count, but I feel like a win, the game is unfinished, but keep growing very fast, a new update is waiting for review and i’m preparing the versions for Android and Bada markets.

    Here some screenshots from updated version.

    There is a lot of new stuff in the game, lot of hard work and fun.

     

    Game is in japanese, chinese, english and spanish.
    Buy game here:
    https://itunes.apple.com/us/app/egypt-wizard/id570044761?mt=8

    Two days left

    Posted by
    Monday, October 29th, 2012 6:20 am

    This is the current progress, only 3 levels now.

     

    I have already submitted the app to Appstore, I ‘m preparing the new version with the issues from my three beta-test teams (iOS, Android, BB)

    New zone and mini wizard games

    Posted by
    Sunday, October 21st, 2012 3:38 pm

    Have you ever dream about travel throught existence planes? to another universes? Can you believe in your own magic galaxy?

    This is the idea, no more bored menus to choose the level, now, you click play and open your ocean of levels, where you can invoke the monsters you already defeated in all those places.

    These days I’m coding levels with the level editor in XML and adding new fx with meshes

    this is crazy!, just one day more! markets are waiting! :)

    Android version working in 10.1″ tablet

    Posted by
    Friday, October 19th, 2012 4:47 am

    The video as usual:

    New features:

    • New HUD
    • New SFX
    • New enemy <skeletal ice mage>
    • New chest type (tomb) with mechanism

    The game is being beta-tested in iOS with testflightapp and Android (recruiting still in process)

    Screenshot from Android

    First zone almost completed

    Posted by
    Monday, October 15th, 2012 12:43 pm

    New monster and zone almost done!
    Check out the video:

    I’ve been working with physics and lighting.
    I had some problems to optimize the entire theme of light and shadow with the mobile hardware, because some older devices do not support anything but OpenGL1.1 and the ones supporting OpenGL2 only have two lights (hardware acceleration) dynamics, and are directional.
    I also had a hard time trying to coordinate all the events of the generation systems and balance enemy load, these are synchronized via environment variables with the AI, once you load the level you meet certain standards for each part phase, it run macros that direct action through the gaming experience.

    I made ​​several models in 3DStudio and Maya, textures with Photoshop and it has been more difficult than I thought, but also a lot of fun :)

    I’m making a summary of what I’ve done since the last update:
    - Added a compass (triangle in front of the avatar) to know where to go next
    - Creation of optimized materials compatible with light and shadow
    - Creating a new enemy: mini skeleton, with its animations, etc..
    - Creation of a series of doors with different animations, particle systems and so on, that are synchronized to provide a consistent flow to the game
    - Including transients and environmental sound effects are played according to a given priority
    - resource optimization: its a need to use the least number of objects in memory and AI’s possible, it’s an art to know how to do this and mantain the FPS high, almost between 40-60+

    In six days I have to submit the game to the markets.
    And it is working in Blackberry PlayBook, iPhone4+, iPad (1,2,3), Pc (win,linux,mac), etc

    Current progress, two days after

    Posted by
    Friday, October 12th, 2012 3:04 pm


    I was travelling throught Spain, meanwhile in the bus I have drawed the things I wanted to do after.
    These are the results:

    * A new logo of XIXGAMES for the game intro:

    * New doors game system, until you kill the mobs around you cant pass to the next room (today I replayed “No More Heroes” for PS3 and this people use the same , ah, guys from Darksiders do this trick also ;) )

    * A new intro, first show the XIXGAMES logo, then run three animations in 3D with a particle system and another in 2D for the play buttons.

    * Magic and physicial Combat systems are more efficient now, there is a new spell also (icebolt). Player can die now XD and return to the menu very fast. There are new sound fx also, when you get hitted and new sounds for the spells also, there is a random sound for repeated tasks. Damage is calculated this way:

    -- Compute damage with armor and so on
        local nResist = 1.0 - this.Resistance ( )/100.0
        local damage  = magicalPower * nResist
        this.health ( this.health ( ) - damage )

     

    * Added a chest system based on proximity sensors, it works like the Dungeon Hunter (iOS), when you are near a chest, the physical attack button change to a button with a opened chest, I’m working on this now

    * Scene loading mechanics, thanks to Davit Masia, who made me the Loading Screen and help me choose the right font for the title

    * Camera movement with touch support: this part was a little bit hard to accomplish because of the current Camera Script had already touch controls and rotations in x,y,z

    Things to be added:

    • more mobs
    • two scenes with 2 simple gameplays
    • level up mechanics
    • final bosses!
    All these stuff must be done in 8-9 days in total to be able to submit the game to the markets! , btw, I’m getting ready
    Things that should be but not
    * I’m not gonna add big scenarios, other classes or big challenge with a lot of story, no time
    * I really would like to export to consoles but I need to learn the SDK’s of PSP,PS3,NDS,XNA and Wii ware
    * Complex mobs have been removed due to poly count, they can not be handled by less powerfull devices such as BB’s, iPhone’s, Android’s and so on

     

    This is a video from Pc (Windows 7) this time:

     

    First beta test – video made with iPad 1

    Posted by
    Tuesday, October 9th, 2012 3:55 pm

    Let’s see, there is complex logic now, enemies generarion with ai states, spells, attacks, optimizations, etc
    It is working fine in iPad 1.
    I need to improve timing for attack and casting, maybe add a spell cast progress bar?, right now I am focusing in the particular cases of spells and attack phases, each model has attached an AI encapsulating the dynamics, sensors and the back of the behaviour of each actor, movements, classes issues and so on.

    My desk during October Challenge

    Posted by
    Monday, October 8th, 2012 3:20 am

    I’m reading a book to know more about RPG classes, the name is “Programming Role playing Games With DirectX” from André LaMothe – CEO Xtreme Games. Although I’m writing the game in Shiva with Lua and exporting with C,C++,OBJC,and so on, I love the way it handles the kernel of a RPG game, my game is special kind of hack & slash, with magic spells, mages, etc. so this book is helping me to focus on the balance and the classes definitions, AI and so on.

    Here the pic:

    I’m learning a lot of 3D and positioning, timing, frame syncing, fx creation, 3d art, …still a newbie :) crazy and hunger for more!

    I got 60FPS in all iDevices!

    Posted by
    Sunday, October 7th, 2012 1:19 am

    Here it is

    the video is of an iPad2, and it’s over 60FPS!

    I have added a menu scene and some action to the game, now I’m going to complete the first big level with two mobs and a big boss, attacks, magic spells, and all those stuff. A lot of fun and work! :)

    Let’s go with this star travel!

    Enemy AI and user interface

    Posted by
    Thursday, October 4th, 2012 4:08 pm

    Here is the video from these days progress:

    Now I could export the game to iOS 6.0. It works with iPad3 and iPhone5!
    Bad news are that the game in iPod/iPhone 3G will not be available and in iPhone 3GS too slow…
    I’m trying to make this better. Here is the discussion in our engine forum:

    http://www.stonetrip.com/developer/forum/viewtopic.php?f=28&t=26748

    Egypt hack and slash video progress

    Posted by
    Wednesday, October 3rd, 2012 12:29 am

    I have made this video:

    EHS 4 October

    to show the current progress of the game in about 2 weeks.

    Player has animations, touch control pad,physics,low poly geometry, etc

    The first level consists in 2 rooms and a mage tower, all the game is related to magic and mages!, i am a bit worried about fps, with 5-7k polys for each part of the full scene (rooms and tower), 4 particle systems of 16 elements each one, collisions, object occlussion, physics, AI, animations (no lights , no shadows), the game is running at 40-50fps…
    I am wondering if I would need to reduce the meshes again! Or remove particles, occlussion ,etc, so I can add bloom fx, lights and more action to improve gameplay and game itself: graphics, sounds, music, attack,fx,etc

    Hack & Slash Progress for October Challenge

    Posted by
    Sunday, September 30th, 2012 10:49 am

    Hey guys, here is the logo

    and a screenshot from the game

    This is the wizard character.

    Running in an iPhone 4S with iOS5.1.1 at 60FPS, less than 10k polys for each part of the whole scene, it also contains  4 particle systems for the torchs, a HUD control to move the char and 2700 frames of animations for the model.

    The initial scene has a camera trajectory that follows a helper like a trail and end up then with the logo and menu buttons to start the game.

    All I can say is that I’m working too hard to make this game really good.

    Egypt Hack & Slash: October Challenge number one!

    Posted by
    Thursday, September 27th, 2012 5:57 pm

    Hey, I made other games later and published to the markets, now I will expand the business lines and use more markets.

    The game is called Egypt: Hack & Slash, it’s in dungeons and crypts inside Egpyt, mummies, demons, orcs, skeletons,…slay them all! :)

    Tools:

    • Shiva 3D
    • Blender
    • 3DS Max
    • Maya
    • Photoshop
    • etc
    Good luck and have a lot of fun!

     

     

    Hosting servers with Google App Engine

    Posted by
    Monday, September 3rd, 2012 6:03 am

    I thought that players would need other players ip’s to play matches ,and some of them would prefer to hide that so I created in one day a Google App Engine WebApp with a set of servlets to store the ips of the users whose create servers from the game so other players can connect directly by fetching the list via XML and populate a hud list to easily select one of them.

    When the server is created, only in Windows,OSX,Linux native versions (I need to create sockets and I cant do it in the browser right now ), the game send a XML petition to the GAE servlet of game matches server application and store the name of the server (given by the player) with the IP of the petition, so, then, other users check the list of available servers and select one of them (there is no limit at all) then connect and in about 2-5 minutes the server is deleted from the list with a cron task that check the creation date. If the server disconnect the game send a cancel server and the match is erased from the list also.

    The Match class used in the matches server

    So, I think the hardest part is to find a balance between the streaming load and the number of users in a game to be able of handle connections and avoid lag , if it is well done you will have a great user gameplay experience.

    Hope this help to other people.

    Next: I’m thinking in add an AI for players who want to play solo… I have adquired this book

    Play the game with GAE matches hosting here

    The Darkness evolve – Post mortem

    Posted by
    Sunday, September 2nd, 2012 3:52 am

    What I did in 16h

    I made my game for Ludum Dare #24 in less than a day. It caught me by surprise, I read the news that the contest had begun the second day and sat at my computer and started drawing textures for models, Run the Game Engine Shiva3D and then I composed a simple scenario and I remember that I was very clear about what I wanted to do, a kind of evolution of planets, something dark with a touch of Mario Galaxy :)

    What went right

    I built up the scene, get some free sounds modified and a simple music (atmosphere) and wrote the AI’s, behaviours and HUD scripts in the speed of light, but something bothered me and totally stucked me , a common math problem with free rotations in 3d axis.

    What went wrong

    The final hour arrived and I had to post the game with 2 bugs: camera and control, users started to test the game and all they said was good things but complied about the bugs, so I kept working on the game until I got a version with less bugs, without the gimbal lock in the control and a better camera, still to be improved…

    What a lovely community

    I was very surprised with so many comments, when I started to rate the games, I found there was lot of fun games, mine is more like a weird experience said some guy :D ,I love the touch of humor the users distillate here in the Ludum Dare, I was so used to getting bad reviews of my games in other networks, that this experience of have opinions of people with such passion and professionalism really left me overwhelmed and makes me think all this has a really good purpose to work and deploy a good game for the people, and I love to create new experiences, emotions and travels to other world, those kind of stuff, thank you !

    The game evolves too

    After reading and talking with other users I found that my game need a whole new point of view, so, one of them said me that it needed another player, I liked the idea and I turned the game into a multiplayer conquer for evolve experience in Space, dark matter is waiting!

    Play and rate this game


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