Archive for the ‘LD #25’ Category
Since Ludum Dare 25 (December 2012), I’ve been chipping away at making the 48hour version of Terra Forma into an actual game. I’ve improved the graphics and user interface, added 60+ levels, more block types, an online editor, and online community levels. The PC version of the game was released in early August followed by the Android version just before September. The iOS version has been submitted to the Apple store and is currently awaiting approval. Many thanks to the Unity engine for making multi-platform deployment much less painful, and to Ludum Dare for birthing new game ideas through the competition. Check out more info about Terra Forma along with a playable web demo here.
Space Hero is what happens when you take a game about being the villain, and then make it about being the hero again. In other words, people design levels by playing Space Lord, submit them to the Hall of Fame, and then you can test out the levels they’ve designed by playing Space Hero. I won’t pretend this is the best shmup game ever made – it’s mostly just a fun little experiment.
And now it’s on deviantART.
And on Kongregate.
And on Newgrounds.
I wonder how it will do!
While we wait for the game to emerge from its judgment period on the portals, you might enjoy reading this detailed blog post I wrote to announce the release of Space Lord.
Good luck to everyone participating in 7dRTS, by the way! I wish I could have joined you. Looking forward to playing all the games you come up with!
Back in December, I made “Cruel Cruel Dastard” for Ludum Dare 25. Folks seemed to respond positively to the mechanic, so I’ve spent the past few months making an updated version. The new game, now called “Ragtime Ruffian” was just released today and is available for iPad/PC/Mac/Linux.
The new version includes completely re-done art, new mechanics, 50 designed levels, and the procedurally generated endless mode I originally wanted to implement during the compo. You can get it here if you’re interested.
Earlier in December 2012. I went all out in my first Ludum Dare, 25 themed “You are the villain” which sparked all kinds of ideas… especially sub-themed with a goat. I went for an overhead traffic game where you play as a goat working for a corrupt mechanic, dropping objects into traffic to create accidents to earn more money and unlock new items. It was an amazing experience! I almost panicked near the end of the compo, due to several physics bugs and strange Flash issues. Titled “Goat Mechanic”, it earned 15th place.
I have completely redone the entry, adding new items, levels, polish, and pushing it to the Apple App Store and Google Play! Tokens are earned over time and creating accidents eventually unlock more items and levels.
I haven’t added any Newgrounds medals for the game, since it hasn’t been doing too well on Kongregate…
We’ll see how the players on Newgrounds like it – I’m hopeful that it will do a bit better than it did on Kongregate. Doesn’t look like Space Lord is going to get any front page features, in any case.
Well, here – want to check it out?
I’ll be curious to see what people think of it. Kongregate can be a tough audience to please.
Last time I mentioned that I was working on a major new feature for Space Lord. Well, now it’s time for the big reveal!
Ladies and gentlemen, I present to you… Space Hero!
I thought it would be cool to be able to play as the hero ship, against all the shmup levels that people design by playing Space Lord. So now you can! When you beat Space Lord, you can submit your score to the Hall of Fame, and then anyone can click on it to play against it as Space Hero! Cool, huh?
Here, try it!
My entries to LD25 (Under a bloody sky) and LD26 (Not Complex) now have touch support, and work properly on my Nexus 4 Android device. Those two project use WebGL so few thing where realy necessary to make them working. For an unknown reason,, “Not complex” only work with firefox, not with chrome. It’s the same with every THREE.JS samples i could test.
“Under a bloody sky” use the framework PlayCanvas, and was very very simple to port. In fact, nothing needed changes except adding touch control. It work on Firefox beta and Chrome on my Nexus 4. The layout is prety simple, with only one touch event supported, dragging horizontaly will rotate the camera, and if you are above half the screen, you will go forward, and below 1/4 you will go backward.
“Not complex” was, well, not so simple to port. First, chrome doesnt seem to handle THREE.JS webgl, and some graphics bugs were visible in Firefox (changing an alpha value from 0 to 1 magicaly fixed it) and the control are a lot more complex. I also needed to attach keyboard event receiver to document, and touch event to the welGL canvas to make it work properly.
The controls use two distinct hidden zone. When the mobile is vertical, it’s the top and bottom, while horizontal use left and right, so you can put your left thumb and your right index. Draging on the bottom/left zone will make the character start moving in the specified direction, and tapping will make the character jump. The top/right zone make camera rotate by dragging, and tapping will make the character punching. The control are a little bit slugish for now, mainly with the jump, and it realy need a GUI to be user friendly.
Here is a small abstract of the layout for “Under a bloody sky” and “Not complex” horizontal and vertical.
If you have any advice or tips about touch handle and layout, it’s realy wellcome.
- Advanced and
- Test ( or trauma )
That’s what I planed to call it but family matters decided otherwise. Compo is over for me, I’ll never have the time to finish. Seriously, someone should come up with a “occupation-for-wife-or-girlfriend-during-ludum-dare”-dare.
Anyways, my game was to be a bullet hell style shooter without a shooting button mixed with a block puzzle. Basically, bullets have color. When you’re hit, you accumulate charge. If the next hit is from a bullet of a different color, you fire and start charging the new color and so on. The goal is to accumulate as much as possible charge of one color to destroy incoming blocks. Not very clear, isn’t it… Here is a screen shot. You can also try the latest builds here : Mac / Win / Linux
Good luck to those still fighting through the final stretch and congratulations to all who already posted their contributions ! Can’t wait to give them a try !
I’ve been hard at work for the last month or so, polishing up a new version of Space Lord!
As you can see from the picture, the “player” now makes annoying comments after every wave you send, and significantly, we made the game turn-based so you have time to read and respond thoughtfully instead of flailing around. But in general it’s just way more polished, with tutorial sequences, better feedback, improved sound effects and music, and high scores.
As an initial test release, I’ve put the game on deviantART!
This week I’ll be adding a major new feature to the game, before I go ahead with a full release on Kongregate and Newgrounds. Any guesses as to what it might be?
So, I didn’t like having several different files for LD25 loose in my dropbox directory. I moved them all to one folder.
I went back to try to edit my LD25 entry page, but I don’t see a way. Is it frozen forever with broken links? The Postmortem should still work, but I’ll have broken the GitHub link, too… :s
Hello folks, today i’ll post a beginning project that I’m working in this last month. They’ll call SELECT S.A., and will be a mix of Missile Command… with reverse screen.
Yeah, that’s a pretty good definition.
The project born in the Ludum Dare with the theme “You are the villain”, and after the event i started the planning, script, test and everything else. In this month I start to code it in AS3 (same code that I used in the LD) and i’m thinking about make this game in Unity because he doen’t work fluently in old android phone.
Alright, that’s not a excuse if the game needs power of processing… but the fact is: the game doesn’t need too many power.
I just think to make this changes after i see the game Gunslugs work very smoothly in my smartphone (an Xperia X10 from 2009). If they make all of the game so nicelly, I have to make some at least similar in my game too, but the fact is: it will be a spend of time. So, I’ll finish this one in as3, and the next ones in UNity or other mobile languages.
Here i’ll let some images of the game until now.
The title pretty much says it all. I’m very excited about this, more so than I can convey in a post like this!
I finished up Mr Wizard for my January #1GAM game, releasing with 3 difficulty levels and an endless mode. Please, check it out here: http://www.indievania.com/games/mr-wizard-vs-world
It’s pay-what-you-want ($1 minimum). If you can’t afford it, or just aren’t interested in that type of game, please just spread the word! I’d really appreciate anything: tweets, reviews, complaints, anything.
Thank you for taking time to read this. Long live the Ludum Dare community!
AGENTS : Update
You might remember the voice-controlled game Agents from Ludum Dare 25. You might also remember that there were a lot of devices that it simply did not play well with, and a distressing number of them were modern and popular phones!
You can see here that I’ve put in the time to fix these issues. I’ve tested on other popular Jellybean-running devices as well, and the problems appear to be resolved there as well.
Now that the code is in a state such that it is fit for wide distribution, I’ve removed the original game from Google Play. When next we see it, the game should be quite a bit more interesting (and less frustrating) for everyone.
For LD25, I tried using Unity for the first time. Well, that’s not quite true–I had tried using it a few times before, but never got anything done. As a programmer, the seemingly content-oriented interface threw me off, so before LD25 I read a lot of documentation to ensure I knew what Unity is all about.
Today I released MidBoss (v0.5 beta), because stuff might still change and/or break) as a feature complete game. It’s an overhauled, rebalanced version of my LD25 game, and my January entry for One Game a Month.
MidBoss is a game about possessing your defeated enemies in order to become stronger. You play the weakest of the dungeon denizens, an imp with no ability other than possessing other creatures. Your goal is to defeat and possess increasingly stronger creatures, unlocking their abilities for yourself and becoming stronger as you go along, and eventually defeat and become the dungeon’s ultimate endboss.
Features now include:
- Possess your enemy and gain their strengths and skills
- Dynamic music system with more frenetic music to accompany action
- Line of sight and fog of war systems
- A total of 15 monsters to defeat and 10 skills to unlock
- Randomly generated dungeon floors
- Single-file save and resume
- Permanent death, if you die your save is gone (save-scumming is available)
- Full options menu including key rebinding
I’ve spent some time on my Ludum Dare 25 game ‘The Twist’, and have now released it for Android. Got a new high score system, added some new graphics, some time bonus powerups, and other little features. I’ve also got a new game mode in the works. I thought those who played it during voting might be interested!
It’s here! After a lot of hard work, I’ve turned my Ludum Dare 25 entry into January’s One Game A Month, and released it for sale!
Check out the page on my blog here for more information, as well as a link to purchase it. Among other new features is an endless mode in which, quite fittingly, you must defeat heroes endlessly until you are defeated. Go for a new record!
I have two codes, each for 33% off!
Since the LD, I’ve been doing many things but also working on polishing my game. It is still remarkably similar to the compo entry.