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Ludum Dare 26 — April 26-29th, 2013
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ship it!

Posted by
Sunday, December 18th, 2011 10:44 am

http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=3340

Almost done, just need sound.

Posted by
Sunday, December 18th, 2011 6:59 am

partitipatton

Posted by
Monday, August 15th, 2011 5:04 pm

code: C++

ide: Qt Creator

art: gimp

ponch: o frui

 

 

More previews + epic game over screen

Posted by
Sunday, May 1st, 2011 3:50 pm

I never want to work with programmer art ever again

Fearless journalist

Posted by
Sunday, May 1st, 2011 8:37 am

started a cooperative development with one of my particularly artistically inclined friends. It is programmer-art free.

Game design documentation

preview

Posted by
Saturday, April 30th, 2011 3:38 pm

 

 

 

 

 

 

 

Me and my friend this

Game concept

Posted by
Friday, April 29th, 2011 9:13 pm

It’s Dangerous to go Alone! Take this!
In this game, you will move a guy through an obstacle course. He needs multiple instances of him to complete it, so he needs to make copies of himself by copying “this“, which will be the surface of the screen. The surface of the screen at the time of the pull will be shown on the dude’s shirt, and a new dude will appear after each pull.

LD20: Introduction

Posted by
Tuesday, April 26th, 2011 1:05 pm

I just finished my first year of software engineering, and I’m working as a game programmer on a work term right now. I made my first game using SDL during LD19, and I have been preparing for LD20 ever since. My toolkit will change depending on which is most fitting for the game.

Language: C++ (2D or 3D with SDL/OpenGL) or AS3

IDE: Code::Blocks

Frameworks: My engine (http://projectknightengine.googlecode.com/svn/trunk/)

Visuals: Gimp, Flash CS4, MS Paint.

Sound: Recording with audacity

Clothing: My faithful bathrobe

 

Can’t wait until next weekend.

Espial update: Sound, gameplay changes

Posted by
Monday, December 20th, 2010 9:07 am

There are now little cute boop effects when you click on blocks. Also, using blocks in combinations makes them become grey.  If you solve combinations fast enough, you can recover greyed out blocks. (Grey blocks can’t be moved)

Todo:

-Implement high-score board

-Make menu graphics better

-Ambient BGM?

Known bugs:

-None at the moment

Espial beta release

Posted by
Sunday, December 19th, 2010 4:00 pm

http://www.mediafire.com/file/9256m4upw9wbraz/Espial.zip

As explained in the readme, you probably need to have mingw installed on your computer for this program to work.

Incomplete:

-Music/sfx are still not implemented

-Some screens a little outdated

-Gameplay depth not satisfying

Known bugs:

-To be reported?

Major graphics update

Posted by
Sunday, December 19th, 2010 2:10 pm

Looks much nicer now, doesn’t it? It even has a menu before that screen!

Just about working game

Posted by
Sunday, December 19th, 2010 11:19 am

To do: Give it a menu, a scoreboard, some explanations on how to play, updated graphics and a public release.

Change of plans

Posted by
Sunday, December 19th, 2010 6:10 am

Game will no longer use a sprite to represent the player, it takes too long to implement.

Expect a puzzle game about finding patterns. It won’t be glorious, but it’s not bad for a first game programmed in old fashioned C using SDL.

Implemented colour drain

Posted by
Saturday, December 18th, 2010 3:12 pm

Going over land grayscales it, and makes it no longer a good spot to hide in. Now I need to make it so that the player absorbs the colour of the land he touches, and give the player some abilities and reasons to use them.

Development update + New ideas

Posted by
Saturday, December 18th, 2010 6:15 am

I implemented the movement. Now you can click somewhere and the Espial will quickly follow. I’ve decided to upgrade the plot of the game.

Going over land will make it turn into grayscale, and will make your character become tinted by its colour. Scientists in a lab are trying to track you down, and will all of the scientific tools in their inventory to track you down. To dodge satellite photos, you will have to camouflage yourself to the colour their satellite is calibrated to. You will be able to find powerups that will let you restore the colour of a block by right-clicking it, or create zones of static that will save you but draw attention.

Maybe I’ll also throw in guards to evade and other ways to hide. I also want to add an active chat bar to see how the enemy is reacting to your movements and at the right a bar that shows your powerups and stuff.

I like this idea :D

Map maker completed

Posted by
Saturday, December 18th, 2010 1:37 am

ps3sux

I will make the squares look better later. Maybe I’ll make them smaller too.

The program reads the map using a text file, which opens the possibility for custom maps to be easily shared online. This screenshot was produced by the following input:

GGGGGGGGGGGGGGGG
GDGDGDGDGDGDGDGD
DGDGDGDGDGDGDGDG
GGGGGGWWWWWGGGGG
GGGGGGWWWWDGGGGG
GGGGDWWWDDDGGGGG
GGGDDWWWWWDDGGGG
GGGGDDDDWWDGGGGG
GGGGDDWWWWWWDGGG
GGGDWWWWWWWWWWDG
GDWWWWWWWWWWWWWD
DWWWWWWWWWWWWWWW
GGGGDDWWWWWWDGGG
GGGDWWWWWWWWWWDG
GDWWWWWWWWWWWWWD
DWWWWWWWWWWWWWWW

As you might imagine, G stands for grass, D stands for dirt and W for water. There is also another fortunately unused tile for E- Error. This tile is printed when a character the program doesn’t know how to use appears.

You might have also noticed the little arrow in the first quadrant of the picture. Although this feature is not yet implemented, the character will follow that arrow, which will appear somewhere when you click on the map.

Movement is my next step. Hey, this is really fun for being my first game in C!

Game design plan:Espial

Posted by
Friday, December 17th, 2010 9:17 pm

You play the role of Espial, a blob of a newly discovered element who escapes containment. He then explores the world. The game will be in 2D, but it will be possible to switch point of view and move in 3D anyways.

You will control the blob by clicking on the map, and he will follow your points.

There will be a story mode, a randomly generated world and a world editor.

Some objects will be possible to interact with.

player

Here is the first model of the player.

This is a little ambitious, but I’d rather aim high and make sacrifices than aim low and miss out on stuff.

HEAVEN OR HELL

Posted by
Friday, December 17th, 2010 7:36 am

I’m a bored first year software engineer who took game design classes and I want to make a game!

Weapons of choice:

- C: Yes, just plain old C. No C# no C++ just C. It will rock your world.

- SDL: Simple DirectMedia Layer. OLD SCHOOL multimedia library for C. It’s like a crummier version of DirectX. I don’t know why I’m using it.

- GIMP & Paint: For pictures. What else?

- Audacity: For recording music (using my keyboard or guitar or beautiful, handsome voice)

- My bathrobe: THE BEST INDOOR CLOTHING KNOWN TO MAN

Ok, it’s 6:30 am and I just pulled an all-nighter working on prime numbers. So far I’m able to find all prime numbers under 1 billion in around 50 seconds. That’s pretty good. See you all in 12 hours, it’s NAP TIME for me.

PS: ENGINEERS ROCK


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