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Ludum Dare 18 :: August 20th-23rd, 2010 :: Theme: Enemies as Weapons

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  • Ludum Dare 18 Judging ends in 3 days, 18 hours, 35 minutes, 25 seconds

  • Archive for the ‘LD #17 - Islands - 2010’ Category

    Because you missed it: Part 1

    Posted by xhunterko
    Thursday, August 26th, 2010 11:50 pm

    Ludum Dare number 17 timelapse is uploaded!

    http://www.youtube.com/watch?v=ut-CXi8UDYg

    No, that’s not a typo. I never got around to editing the video from my LD17 attempt. So I had a little time left this evening and thought I’d get it up today. Go me. This is going to be a two part video becuase I did take a lot of footage. I seriously did try to crop it all under 15 minutes but couldn’t crunch it enough. So, after I upload the second part to this, I’ll upload my LD18 timelapse. Does anyone know what I do with the screenshots Chronolapse takes? Is there a program or utility I can use?

    (please note I juu-uust uploaded it so the early views may have quality sufferings)

    Colour game

    Posted by zigs
    Sunday, August 22nd, 2010 1:57 pm

    So my colour game is pretty much done.

    ARH!! THEY'RE COMMING!

    ARH!! THEY'RE COMMING!

    Sadly i wont have time for making a tutorial level, so here goes:

    • Walk with WASD
    • Look with Mouse
    • shift to fire colour beam
    • space to lob “droplet” enemy into the air
    • Choose fire color with Q, 2 and E to get Blue, Green and Red respectively.

    kill enemies by firing a beam of matching color into them. shoot both eyes of the “walkers” to destroy them. shoot your beam through an enemy of a any color to mix the two colors and thus being able to take out other colors than your standard Red/Green/Blue. When in doubt of color mixing, look at the paddle you for guidance.

    The goal is to defend the big flowerish thing in the middle.  the “droplets” wont hurt it very much, so don’t worry TOO much about them. They’ll hurt you though. go close to the flower to heal. take note that you’re draining its health by doing so. The big “walkers” will take a huge bite out of the flowers health if they get a chance.

    Play here:

    • Win: www.zigs.dk/resources/files/unity/colour_win.rar
    • Mac: www.zigs.dk/resources/files/unity/colour_mac.zip
    • Web: www.zigs.dk/resources/files/unity/colour_web.html

    Can somebody confirm that the mac version works? Any comments, rants, horror stories welcome.

    todo:

    • sound
    • graphic cues
    • optimize
    • bug hunt
    • music

    probably not gonna have time to do music, to be realistic.

    Edit: I’m also in need of a name…

    LD 17 entry “Aah Little Atlantis” now converted to Flash for everyone!

    Posted by Robert Swan
    Sunday, July 4th, 2010 3:49 pm

    Having converted my PC XNA LD17 game to the Xbox 360 via XBLIG, I next used it as a learning experience for Flash. With flixel I’ve now got a browser version (with some improvements to the game, such as medals) so everyone who wanted to judge it during LD17 but couldn’t can now see how little they missed out!

    Play it here! Please!

    A Blog, and a Game

    Posted by Kenny G
    Wednesday, June 23rd, 2010 10:38 am

    Last April I entered a game into Ludum Dare for the first time. After some redesigning I started from scratch and fixed a lot of problems with it (although I still have a lot more work to do).  Although it no longer has anything to do with the LD#17 theme of  “Islands” anymore, I’m happy to say that it’s still fun (and even more so than before). I don’t have a version to release yet but I’ll be documenting my progress on my new blog, twentyonepixel, so head over and check it out!

    LD 17 entry “Aah Little Atlantis” out now on Xbox 360

    Posted by Robert Swan
    Wednesday, June 9th, 2010 4:03 am

    My entry into LD17 got tarted up, fixed a bit, had sounds added, was lengthened a tad, is more girthy, and has just come out on the Xbox 360. It’s in the Indie Games section now so thought I’d pass on the information. There’s an 8 minute free demo, so all those who couldn’t play my entry because it was XNA can now not play my entry because it’s on Xbox!

    Instructions on how to find the demo on a 360 here.

    Some screenshots and a slightly wry (sly?) video that deliberately tries to misinform the viewer about the game here.

    It costs less than a dollar to buy.

    Arks of Mercy: the future

    Posted by Tenoch
    Thursday, May 20th, 2010 1:17 am

    My game got 15th place on 204 entries. “Yay”, mesays.

    And 4th in Innovation, Community and Theme.

    So close to a medal! Thank you so much for your votes, and comments.

    About the comments, they are very very positive, and this is extremmely rewarding. You all point out very clear downsides, that I am going to list here.

    You big enthousiasm gave me the will to rewrite the game. Take your comments in account, try to make it better. More optimised, more fun, more functionnal, more beautiful. It might become my first full fledged game. And that would be nice.

    Controls are awkward

    True. As I wrote, I designed them with a gamepad in mind, and that was probably a bad idea. First because everyone doesn’t have a gamepad, and second because as it’s been pointed out, mouse controls would be a lot better.

    Also, there are far too many controls. Moving, rotating, zooming camera is already 8 buttons. Could be reduced by suppressing the “strafe” left and right controls and probably still be functionnal. Given the height of the hills, we certainly need camera rotation, to reach “behind” them.

    In the same vein, the “beacon” and “boat” shortcuts might be removed. They allow for faster play, but are confusing at first.

    However, mouse controls were a lot harder to implement (I’m still not sure how to do the inverse transformation to get from screen to heightfield cell), so I went for buttons.

    Solution: go for mouse control, as in classic RTS. Mouse to select buildings, mouse buttons to bring up menus, mouse at the edge of the screen to scroll. Mouse wheel to zoom. Maybe mouse in the top corners to rotate?

    With of course keyboard equivalents for the poor chaps who still one one button mouses… Wink wink nudge nudge. And good old RTS keyboard shortcuts.

    Gameplay is a bit confusing

    Some of you mentionned this, and the fact that 3 pages of manual is too long. I can understand that, especially when you have 204 games to grade. Guilty as charged. When I decided to make a strategy game — with different types of buildings, each with its specificities — the game became inherently complex. And not “casual” anymore like many of the LD entries. That’s a choice that probably rebuked many players, and a risk to take. On the other hand, the only remaining ones were the most perseverent, and they seemed to find the game worth the effort. And graded well. Thanks again!

    Solution: as suggested, inside help could be useful, as well as tooltips, maybe even tutorials. And pictures in the external manual.

    Polish

    Shading is a bit off at night time, menus sometimes disappear under water, aiming precision is not great, beacon rings should be visible at all times, colors didn’t get unanimity, etc.

    Obviously, in a limited time competition, some polish gets left out. Especially since the technical part was quite challenging to me. All that would be corrected/improved in a post compo version. Notably, I would like to:

    • replace my lousy 3D icons by 2D, maybe have a HUD à la Warcraft, or just a bring-up menu.
    • use 2D sprites as well for the dezoomed view, instead of OpenGL square dots.
    • more eye candy. My lightnings are a bit lame, the uniform water is not that nice. could use a sky in zoomed views. Maybe more gimmicks on the land so that it doesn’t look so empty.
    • sound effects.
    • longer music, maybe different themes.
    • different environments, colors themes, etc.

    More gameplay

    No one commented on that, but I was thinking about it in my postmortem. Although many of you found the game enjoyable as it is, my intention was in fact to make it multiplayer.

    • cooperative mode. 2+ players share the same ressources (max number of stuff) on the same map, and try to save as many people possible, together. Allows for more micromanagment and interesting strategic interaction.
    • competitive mode. 2+ players share the map and people, but have their own ressources/buildings. In the end, the winner is the one who saved the biggest number of people.
    • versus mode. 2+ players play on totally independent games but with an identical starting point. Other players can be displayed as “shadows”. There is no interaction at all between players, the point is to see how many people is saved by each player, given the same map.

    Now I’m not sure a solo campain would be interesting. There are few types of buildings, one type of guys, and the point of the game is to control them indirectly. There wouldn’t be heros, or real stories behind.

    Of course, there could a be a series of tutorials, introducing the buildings one by one. Or I could radically change the whole thing and add lots of unit/building types, and make it a full fledged RTS with military and bloodbaths and whatnot. But that wouldn’t really uphold the original concept.

    I could, later, make a wargame out of this, in a sequel. But for now I’d just like to remake *this* game, since you seemed to like it so much.

    Technical notes

    I’m not really sure what i mean by “rewrite”. Of course, the LD code is pretty much unusable. Globals everywhere, fake OOP with ugly shortcuts, last minute patches that became core functions, etc. Also, it’s written entirely in Lua, and performance is probably not excellent. That means I should probably move the computation intensive parts to C (or a C based language such as Objective-C that I happen to know): heightfield generation and altitude interpolation, drawing calls, etc.

    Sadly I don’t really know where to put the limit, and I haven’t really experimented yet with C-Lua communication and design. For now my library is mainly a wrapper that makes low-level functions available to Lua, and everything from low-level to logic is in Lua.

    Might be an interesting challenge. Might also be one of these things I get sucked into and in which I roam around for ages in technical desperation.

    The good things

    You mentionned awesome, fun, damn cool, interesting, great visual style, atmosphere, “perfect” music, great feeling of doom.

    Mission accomplished. Thank you a billion times.

    Stay tuned for a possible remake, and see you during the next LD!

    Thanks for The Votes!

    Posted by Colin Allen
    Friday, May 14th, 2010 3:11 pm

    Holy Crap

    Posted by Cooshinator
    Tuesday, May 11th, 2010 2:44 pm

    This is my first ludum dare, and wow, 15th place??? I’m really excited right now. Thanks to everyone that voted for me and everyone else who contributed and made this competition as fun as it was!

    Comment Response (Hungry Hungry Castaways)

    Posted by Kenny G
    Monday, May 10th, 2010 10:53 am

    SonnyBone says …

    SOME OF MY CREW STARVED TO DEATH

    I’ll miss you forever, Frank!

    I love that guy. He was a last minute addition but did add a bit of humor to an otherwise morbid game.
    (more…)

    About timelapse videos on youtube

    Posted by arielsan
    Monday, May 10th, 2010 8:12 am

    People, I was trying to watch some timelapse videos on youtube of Ludum Dare #17 and there is a lot of videos named only “Ludum Dare #17″. It would be nice to use the game name on the video like “Ludum Dare 17 – Timelapse – Gaiadi”.

    Thanks, and nice videos :D

    Random votes

    Posted by ickylevel
    Monday, May 10th, 2010 2:00 am

    I have 7 votes out of 21 that noted sound in my game, but there is no sound at all. I assume some of them didn’t know they could leave a blank but there are values above 1 , which mean theses are random votes.Anyway, congrats everyone !

    Postmortem: Comment Comments [part 2]

    Posted by 31eee384
    Sunday, May 9th, 2010 9:55 pm

    For part one, head on over here This post will continue on the 4th comment. I’m going to respond to every one!

    (more…)

    Responses to comments for SkyLands

    Posted by Diet Chugg
    Sunday, May 9th, 2010 8:15 pm

    LoadingScreen

    First I would like to say thanks to everyone who took the time to play my game. My music took 15th place this time. I look forward to next time when I will add sound effects as well.

    Now for the responses to the comments….

    (more…)

    Island Hopping Post-Compo Version “1.2 Beta”

    Posted by Praetor
    Sunday, May 9th, 2010 8:01 pm

    Yay #7 in Fun and Overall! Congrats and thanks to everyone who participated and voted! I only got to rate about 66% of the games thanks to a hectic couple of weeks, but I’ll definitely still have a look at some of the ones I missed.

    Update: More final version released, (includes fix to the double jumping issue mentioned in the comments), here’s the mod db page for it http://www.moddb.com/games/island-hopping/

    Island Hopping 1.2b 01

    ihld17_03

    Thanks to homework and all sorts of unexpected junk these last couple weeks I wasn’t able to get this ready until now, I still have yet to make a web interface for viewing the high scores or a tutorial, but whatever…

    Here’s what I’m calling the version 1.2 beta, it’s probably fairly buggy and missing things, but I think/hope it is significantly better than the compo version.

    Tutorial is listed as an option, but I never got around to it, so just ignore it for now. Also, keep in mind that this is my first attempt at online leaderboard stuff, so I might disable it at any point (or it might break) due to unforeseen events.

    [Download Link]

    Released a more final version on Mod DB: http://www.moddb.com/games/island-hopping/

    Changes:

    • Improved double jumping (also double jumping is removed for hard and insane modes)
    • Online high scores
    • Local high scores
    • More options (toggle music, allow internet access, field of view, etc)
    • OGRE dialogue thing removed in favor of ingame options
    • Jumping is now mapped to all letter keys, up arrow, ctrl/alt/shift/enter/space and mouse clicking
    • All of those above keys also restart the game now (there is a 1/2 second delay to keep you from clicking right through it though)
    • Misc bugfixes
    • And probably more but I’m drawing a blank now…

    Anyways, I’d appreciate any feedback, and I hope you enjoy it! I’ll probably keep working with it for a week or two, so suggestions are welcome.

    Ludum Dare 17 Results!

    Posted by news
    Sunday, May 9th, 2010 7:51 pm

    Ludum Dare 17 voting has finally ended, so lets get you some results!

    Top 20

    You can check out the top 20 games here (including ties):

    http://www.ludumdare.com/compo/ludum-dare-17/?action=top

    Winners are decided by the Overall category. To see the complete list, hit the “Show All Entries” link at the bottom.

    Categorical Top 5’s

    Here at Ludum Dare, being the best game isn’t the only way to win. Games are rated in 7 additional categories, with a special “Coolness” category highlighting people that went above and beyond to be sure you got a vote.

    http://www.ludumdare.com/compo/ludum-dare-17/

    *NOTE*: You can click on the titles of the categories for Top 20 style lists per category.

    Ludum Dare 17 as Screen Shots

    And since it looks cool, you can see screenshots for the full list of 204 entries here:

    http://www.ludumdare.com/compo/ludum-dare-17/?action=preview

    And that was Ludum Dare 17

    What an incredible turn-out for our first competition of 2010! When the smoke cleared, we had 205 entries, but I received a request by the author to remove one. There was also a brief blackout (?) with one of the entries, bringing us down to a total of 203, but that mystery entry came back (somehow). Hooray!

    Numerical nuances aside, HOLY COW! We did over 200 games! Congratz, and thank you everyone for making Ludum Dare 17 such an incredible success!

    Ludum Dare 18 coming August 2010

    Our previous record was 144 entries in August of 2009, and the way things are looking, Ludum Dare 18 should eclipse that. Continuing our regular 4 month schedule, Ludum Dare 18 will be in August, date to finalized as it gets closer.

    If you haven’t already, you can sign up for the mailing list, and we’ll keep you informed. Also, you can follow Ludum Dare on Twitter, or subscribe to the NEWS RSS Feed.

    Big news for Ludum Dare 18 (Compo and Jam)

    We have some big changes planned for Ludum Dare 18. You can check out my introduction to the new Ludum Dare here:

    http://www.ludumdare.com/compo/2010/04/28/future-dare/

    Mini-LD #18 “Blind Date” this weekend

    Can’t get enough Ludum Dare? This upcoming weekend, tune in for MiniLD hosted by SpaceManiac. Details about the upcoming mini can be found here.

    http://www.ludumdare.com/compo/2010/05/07/mini-ld-18-blind-date/

    Unfamiliar with the Mini-LD? Mini-LD’s are smaller competitions hosted by Ludum Dare veterans. They’re held monthly in the off months between our major competitions. Tune in to the website every month for details on the latest Mini-LD competition. Curious who’s up next? You can check out the host list on the wiki.

    Suggestions

    If you have any suggestions for the compo, we continue to collect them in the comments here:

    http://www.ludumdare.com/compo/2009/08/30/suggestion-post/

    Thanks everyone for coming out and making Ludum Dare 17 such an incredible success. See you in August!

    - Mike Kasprzak (PoV)


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