About Sheep (twitter: @https://twitter.com/#!/DaanHaaz)
October Challenge 2013
Ludum Dare 27
Ludum Dare 27 Warmup
Ludum Dare 26
Ludum Dare 25
Ludum Dare 24
Ludum Dare 23
Ludum Dare 22
Ludum Dare 22 Warmup
Ludum Dare 21
John Nash Award for Metagame Potential
Awarded by rfgpfeiffer on August 31, 2013
The Greatest Example of Lateral Thinking To Date Award
Awarded by Puzzlem00n on July 14, 2012
Hey everyone! I’m stil waiting on Desura to get approval on publishing my game on their website. Meanwhile I’ve uploaded my game on http://itch.io.
Buy the game on itch.io!
HOX is a turn-based tactical game. It’s origin was the idea for a board game. The number of steps you can take is based on the opponent’s square anti-clockwise from you. So if Green stands on 2, then Red can do 2 steps. Everytime you move, you leave a colored square behind. You can’t land on these, but you can move over them. If it’s your turn but you can’t move to anywhere, you’re dead. If only 1 players is alive, he wins the game.
HOX provides a fun single and multiplayer mode. If your friends aren’t around, you can also play against the computer instead. Each level is randomly generated, so every level is a new experience! Try to out think your opponents and be the last one standing!
HOX is DRM-Free, so share the game with anyone you like after buying the game!
Hey guys! This is my newest game called Fukke! Right now the game is multiplayer only, I’m going to work on an AI these next days. This game has been in development for 1.5 days now. The game’s development went smooth as fuck. No big bugs or anything.
I came up with this game after we got an school-assignment to make a boardgame. The teacher wanted us to come up with a way of movement, other then dice. And then this came out of my head. I felt like I could easily program that in a computer game. So here we go.
I’d like to know: What field-size do you prefer, like what should be standard one?
Then we can use that size for the real thing.
So what is still to come?
► Singleplayer (vs AI)
► Maybe slight gameplay changes
► Visual changes of course!
► More custom settings.
*I am going to try to make my game online once again. I tried this with Combat Time, but it failed. It’s one of the reasons why I’m not working on it anymore. This game should be a lot easier to make online though, since the data being send is a simple number.
Hey guys. October Challenge is awesome. I have never been so dedicated on finishing a game, and I force myself to work on it. It’s going great so far, I’m on schedule, and the bugs are being solved just in time. The local multiplayer is as good as done. I now have a whole week to work on the online multiplayer. This is pretty new for me, so I hope I’ll make it in time.
The further I get with this game, the more excited I become. Art has yet to be implemented and I can’t wait to see what it’ll look like! I have a lot of ideas for cool features I could implement for when there is time left. Replayable, saveable and shareable replays of your battles for example! As you can see in the schedule Alpha is planned on next week’s Sunday. I can’t wait for you to try out what we’ve made since then.
After 3 failing Ludum Dares, I have finally found myself being able to create something again I’m proud of. I present to you: Combat Time!
From the very beginning things were going smooth. I had my idea in an hour or so. My original idea was a level where you could see the first 10 seconds of it, and then you could play the level and both start playing together. I then came to the conclusion that this would be great for a multiplayer game as well. I considered doing both gametypes, but with only 48 hours I wouldn’t get far with that, so I decided to focus on the multiplayer.
The characters were made spot on. I started with the Sergeant Willhem, with very basic shooting. My original plan was to stick with only 1 character till I was about done with my game, and had time left. But this Ludum Dare I turned things around. Instead of doing what was most important, I did what I felt like doing. And that worked out great! I believe that if I didn’t made those characters on day one, they would’ve probably never been there in the game. You can see in my timelapse that I started very early with things like the logo and the player select screen. I felt stupid on the time doing it, and I still think it was a dangerous descision. But in the end it worked out. I didn’t even think about how and what when making Alfred the Wise and El Marco the Armless. I didn’t know yet what their attacks would be. I just wanted to make characters. El Marco was going to have arms, but I was too lazy to make the walk cycle with arms. That’s kinda the sole reason he’s armless. The balancing of the characters was also pretty hard. Some people thought Willhem was OP, other thought he was underpowered. Same for the wizard. In the end I think they were decently balanced.
Normally I have one big bug in my game which I can’t fix for like 3+ hours. I don’t think I had such bug in my game this time. So glad that happened. The fun thing is that the whole game concept of play seperate then repeat together, was implemented in the last 8 hours. Before that I wasn’t sure how I was going to do that, or if I even had the knowledge to do that. But it turns out that the idea of how I had in mind worked. I’m now even more in LÖVE.
I’m very glad people like the game, and want to see more characters and a more polished version. That is exactly what I will be making. I think that if I spend a good time on polishing this, it could be extremely fun to play and watch. I was afraid people might not understand what they are supposed to do. But most people are after playing the game once.
This Ludum Dare was awesome. And I will be back in Ludum Dare #28 with a new game (I hope). Make and play awesome games! Cheers
You might have already played my game
Well, I decided to continue a bit on it. Making it work smoother, better balancing, LAN connection. s/tuff like that. So I decided to put in some more characters as well.
Introducing [Put a name in the comments], the Bomber and [post a name in the comments], the spear man. They don’t have names yet so put one as a comment.
The French guy will drop bombs, which will a second or so later. The spear man throws his spear to the very end of the level, but he will need to get it back, to throw again.
Character ideas are also always welcome.
Goedendag mensen van het goede leven!
We noticed a good amount of Dutch in the chat, so we decided to make a separate channel
Kom gezellig langs!
I decided to make a real quick warm-up today. I didn’t have much time left of course so I decided to make a rhythm game.
My highest score was around 300, after that it gets confusing even for me!
How I fell in LÖVE
A few videos were necessary before continuing on my own. These past months were a great adventure of coding. I’ve learned so much in that time. Things like tile-based levels. Or pendulum physics. And there is still so much to learn. But why LÖVE? What was it that made me understand this framework so much easier than others? Let me show you:
The left code is AS3 and the right side is LÖVE. And for a beginning programmer the left side looks a lot more confusing than the right side. So many words, and so many questions: Private, void, extends, addEventListener, e:Event? A lot problems I hadt with AS3 was “What does all that stuff mean?!”, while at the same time I tried to program a game.
Now the great thing about LÖVE for me is that it skips that stuff. It allows me to focus on programming game mechanics and not having trouble with the tricky code stuff. Here’s the thing: In my time using AS3 I needed to Google my compile error all the time to understand what was going on. With LÖVE I have done that maybe once or twice. Don’t get me wrong, I’m not saying that it’s bad. I understand that it ensures for clean code to make the software run faster (I think), and I will eventually get back to it.
So if you’re like me and have trouble finding a language that fits for you, please give LÖVE a try, it has a great (and a little dirty) community, and it’s so easy to understand.
Thanks for reading!
Hi there! We are
and we are going to join this Ludum Dare Jam.
I will be the developer, and Watersap the artist. Together we will try to create something awesome these 3 days. Or at least create something worth playing.
Tools of Wisdom
Language: LÖVE (Lua)
Text editor: Sublime Text 2
Music: Fruity Loops/Reason 5 or Auto-tracker Bu if we can’t make it in time.
Hope you all have a great Ludum Dare! Good Luck!