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Ludum Dare 26 — April 26-29th, 2013
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Our Game is Up!

Posted by
Monday, April 29th, 2013 7:28 pm

So we actually ended up finishing this game yesterday at around noon, but we waited to submit just in case we had additional motivation to work. We didn’t. But the game has everything we set out to put in it, there’s just not much polish. It’s a minimalistic horror game! You literally just run in circles, which is why we called it *Running in Circles* dun dun dun……… Scary. If you play on mute it’s not very scary :’(

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=4069

ld26screen4

 

Almost Sleepy Time

Posted by
Sunday, April 28th, 2013 2:23 am

There’s just a few hours left in the night for us, but we’re going to take a little break now. A good friend of ours who is wayyy up in California joined the team! (We’re in Hawaii)

Additions:
- Some textures – courtesy of said California friend
- Game over :(
- Bad man teleports

Play our minimalistic horror game! https://dl.dropboxusercontent.com/u/17256312/horrorWeb.html

Screenshot!

ld26screen4

Day 1 Over

Posted by
Saturday, April 27th, 2013 7:35 pm

First day ended half an hour ago, and we’ve just made a change of hea – I mean camera. We decided that a first person camera is MUCH scarier :D

Screen shot!

 

ld26screen3

Lunch Time

Posted by
Saturday, April 27th, 2013 4:47 pm

Almost at the 1 day mark! Here’s what we’ve got so far.

We finally perfected the level and controls. Also, we got in the scary bad guy. Next comes his AI, right now he just runs in circles. We’re pretty pleased with how this is coming out. Again, this is our first time with Unity, usually we use my custom engine, and I’m pretty happy with how easy it is to pick up. Also, this is our first time doing a horror game! I’m really hoping it comes out good.

Now then, off to lunch :D

Screen shot!

ld26screen2

After 5 hours

Posted by
Saturday, April 27th, 2013 12:17 am

So here we are at the 5 hour mark. This is our first time using Unity, and boy does it speed things up! There’s barely any code at all! So far, I still prefer using my own game engine, but I figured Unity would be a valuable skill to learn this weekend.

We’re making a minimalistic horror game! You run in circles in either direction to avoid the scaries. We’ve got the movement down.

ld26screen1

5th Time’s the Charm!!!!

Posted by
Thursday, April 25th, 2013 9:57 pm

Hey all, my roommate and I are IN for the jam!! This is my 5th time doing the dare/jam, and it’s my roommate’s 3rd time. We are very excited for this one! My girlfriend just surprise visited me with a month worth of groceries!!! Lot’s of goodies for the jam :D Also, Finals are coming in a week, but who cares :D

Our tools will depend on the theme and the game idea we come up with.

If our game is 2D…

- Game Engine: Fission, wrote it myself for the last LD. Grab it here: https://github.com/DrSuperSocks/Fission
- Art: Photoshop
- Music: Fruity Loops
- Fuel: Pizza and root beer

If our game is 3D…

- Game Engine: Snow, wrote it myself for 3D development. It has Irrlicht at it’s core. It’s not open source yet as I haven’t had time to refactor the code, I’m ashamed of it still. Message me if you REALLY want it. It has a level editor too.
- Art: Photoshop, Maya
- Music: Fruity Loops
- Fuel: Pizza and root beer

Happy gaming and coding, and good luck to all!

Ninja’s Ascent is Complete!!!!

Posted by
Saturday, March 23rd, 2013 10:50 pm

Hey fellow game jammers, I’m very proud to say that our (my roommate and I) first Android app is finally complete! A while ago I posted about it, but back then it was only at v0.3.0. This is the real deal. Version one point oh. I like to think of this as our October challenge entry, we’re just half a year late to the party (or half a year early ;) ). The goal is to make a dollar. So far, we’ve made a whopping 77 cents off the ads. Raking in the dough! Haha. There’s a paid version for a dollar if one of you spectacular jammers would like to fulfill our goal on the spot! If not, you should still check out the free version and get us closer towards our goal! We’re on to our next project now, and looking forward to the LD in a month!

The game: The game is simple: just tap where you want to jump. You are a badass ninja who jumps on falling rubble to get higher. You have to jump quickly! Also, be careful to avoid those pesky UFOs and dodge those dangerous fireballs. Power ups help you avoid sticky situations, so make sure you grab them!

All feedback, suggestions, and criticisms are welcome :)

Also, the high score board is fully functional. See if you can get your name above mine ;) It’s DrSuperSocks

Free: https://play.google.com/store/apps/details?id=com.drsupersocks.ninja
Paid: https://play.google.com/store/apps/details?id=com.drsupersocks.ninjafull

Screenshot!
screeny

Video!

First Android App!!!

Posted by
Wednesday, March 13th, 2013 3:34 am

Hey guys, me and a friend of mine have been doing these dares for a while now, but we’ve never actually gotten to release a game. I started working with Java and Android a few months ago, and this is what we’re able to come up with so far. Java is still an infidelity that will be crushed by the pure holy might of C++, but I’m starting to get used to it.

ANYWAY

If you have the time, you should download the app and comment what you think! It’s not done yet (it’s on v0.3.0), so I’m still planning on putting a good amount of time into improving this. The high score board still isn’t functional. I’m working on the server right now. But tell us what you think so far! Happy game deving :D

Go here :)

screen2

screen3

screen1

Submitted the game!!!

Posted by
Monday, December 17th, 2012 8:28 pm

This has been my 4th Ludum Dare and this time I decided to work with a friend, so we submitted to the jam. Also, the extra time was helpful since we had things to do throughout the weekend. I was the programmer and he was the artist. I used a framework around SFML that I wrote right before the competition.

Overall, I think the game came out pretty good. We did have to let a few features go, but that happens every time. Basically, you are an overpowered villain who attacks hordes of brave marines with your many powers. You can zap people like a Sith, move objects around using telekinesis, and spawn spontaneous explosions!

What went right: The framework. SFML is on par with root beer on my list of cool things. The SFML code was clean and easy to implement into an object oriented framework. The framework I wrote has some cool ground features like physics, lighting, and easy input handling. You can find it on GitHub: https://github.com/DrSuperSocks/Fission

What went wrong: Me and my friend had very different opinions on how the final game should look. Also, towards the end of the competition, I had little motivation to finish after not getting enough sleep. Also, I was stressed because my car wouldn’t start, but it was just a simple electrical issue and it was finished. Yay!

Play the game right here

Screen shots!

badassscreeny4

screen1

screen2

Status Update

Posted by
Sunday, December 16th, 2012 2:54 am

Spontaneous explosions!

badassscreeny4

Just Past Half Time

Posted by
Saturday, December 15th, 2012 8:08 pm

So just passing half time, here’s the status update. The AI is just about done, things shoot at you now, and the level is almost completely done. Now for the super powers allowing to annihilate all the good guys!

Screenshot!

badassscreeny2

End of Night One

Posted by
Saturday, December 15th, 2012 3:11 am

Off to a pretty good start. There’s basic animations and AI in. Also, the code for the weapons is done.

Screen shot!

badassscreeny

Good night all!

Got the Concept!

Posted by
Friday, December 14th, 2012 10:01 pm

So the idea is that you control a pretty much all-powerful villain trying to crush the world, and you use your many powers to crush hordes of good guys hopelessly dying to save their planet. Eventually, you will die and receive a score.

Baddy Character:

1

Amping Up!

Posted by
Friday, December 14th, 2012 6:39 pm

Hey, so I already wrote the obligatory “In” post, but now I’m REALLY ready. As promised, I wrote a simple framework this week and it’s ready for the Ludum Dare (I hope)! I uploaded it to GitHub, and you can find it here. I called it Fission.

Here’s a screenshot of it’s capabilities!

fissionscreeny

Good luck and have fun! Just 20 more minutes!

IN!

Posted by
Sunday, December 9th, 2012 11:39 am

This will be my fourth Ludum Dare and I am excited! In the past I’ve used Irrlicht with C++, but now I’m going to migrate to SFML since the API is MUCH cleaner in terms of 2D (which I would expect since Irrlicht is an outstanding *3D* engine ;) ). My last game, Shrink Force, which I did with a team, was 3D, and it ended up being too much to be able to polish, so I’m going with 2D this time.

I have a serious addiction to writing my own game engines, so I will probably write a simple framework for SFML right before the competition.

Tool Box:
- CodeBlocks with MingGW g++
- SFML
- My framework that I haven’t written yet
- Root beer

Progress on Fractured Soul

Posted by
Wednesday, July 4th, 2012 6:01 pm

My Game Engine :D

Posted by
Monday, June 11th, 2012 12:01 am

So this is the game engine I’ve been working on since January. I think it’s come a very long way. It’s written completely in C++. The screenshot is of the editor. It’s built off of the API. I never came up with a cool name, so it’s just called GameEngine. It’s a lot like Unity. It uses Irrlicht for rendering, Bullet for physics, and Lua for scripting. I’ll be using this in the MiniLD. The editor also has support for C++ projects. It builds your games for Windows and Android so far. Working on Linux and Mac. I work on it when I can now, though I just graduated from high school, so the grad parties are pretty amazing/time consuming :D . Also, I live in Hawaii, home of the world’s slowest internet.

Almost there

Posted by
Sunday, April 22nd, 2012 12:21 pm

Had to fix the particles and Lua scripting in my game engine. Also, we thought of a name for our game – Shrink Force. A few more screenshots, this time with lua-coded moving platforms. This was to make them more customizable without recompiling every time.

Running out of time, still no levels D:

Posted by
Sunday, April 22nd, 2012 1:05 am

But we do have pretty graphics!

And when you die:

Roughly Half Time

Posted by
Saturday, April 21st, 2012 8:34 pm

So the competition is about halfway over (technically we’re in the jam, but we have to fight grizzly bears at school on Monday). The core gameplay is coming out nicely, you can grow the shrunken objects temporary to make your way across the level. Also a little bloom :D


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