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Archive for the ‘MiniLD #22’ Category

Forever Alone

Posted by (twitter: @c4llidus)
Saturday, December 17th, 2011 12:08 am

ok, so the theme has been out for a while, and we have a new voting category. Awesome, I was kinda hoping for Randomly Generated, but alone should be fun, time to get cracking!

Project Spitfire results

Posted by
Monday, November 29th, 2010 9:29 am

Well, as it turned out, I didn’t get anywhere near 48 hours; more like 8… Even so, I now have a slightly updated retro sound fx engine (PC speaker emulator, originally), and the OpenGL based graphics engine can load and render tiles, maps and sprites. Not quite what I intended (a playable game), but still OK considering that I’m messing with old C code and only got a fraction of the time I planned for.

I’ll probably spend a few more hours on it now, getting the game logic in too, before I go back to working on Kobo II.

Still not quite sure where to go with Project Spitfire from then on. Stick with the 320×240 256 color retro style graphics, or upgrade to current standards? Or maybe make it even more retro…? Or something completely different, way out there? Keep the fast scrolling (60 pixels/second in the original 320×232), or step down to a more traditional scrolling speed? (This has massive impact on level design and attack waves, obviously – which is why I’m leaning towards the fast scrolling, rather than doing what “everybody else” has been doing for a few decades now.) More of the current 8-bit era fixed attack waves, or add smarter enemies?

Well, a few more hours, and I can start to actually try things out and see where I want to take it – which was the whole point of picking this up in the first place! So, although Real Life(TM) got in the way again, making the deadline impossible to meet, I still got another project off the ground, and in the process, I cleaned up some old code that might show up in other projects later. For example, the graphics engine uses some code from Kobo Deluxe and the OpenGL binding from Kobo II, and might replace the messy code (and glSDL) in Kobo Deluxe later on.

Thanks for the motivation and inspiration!

David

Done! sorta…

Posted by
Sunday, November 28th, 2010 8:39 pm

Well, time management didn’t go as well expected. What can I say?

Anyway, I didn’t have enough time to finish the tank and robot system. My code is poorly designed, but oh well. What I did finish though is citizens moving around and an energy meter. (you can only shoot for a certain amount of time) Oh, and a score system. :)

Hey, at least I did better than last time.

Conquer The Planet

Conquer The World

http://www.ludumdare.com/compo/minild-22/?action=preview&uid=2287 – My entry :)

Submitted

Posted by
Sunday, November 28th, 2010 5:28 pm

Back to day job, it was a great week-end with you guys (and girl)!

http://www.ludumdare.com/compo/minild-22/?action=preview&uid=2837

And a lil’ screenlapse :D

Mini-LD progress

Posted by (twitter: @McFunkypants)
Sunday, November 28th, 2010 4:11 pm

Sadly today was filled with a minor medial emergency and sitting around in the hospital.  The great news is that my wife is fine, the bad news is that I definitely will not finish my mini-LD on time.

When you think about it, the most important thing turned out well.  And the game, while important to me, suddenly meant nothing whatsoever when a loved one needed medical attention.  Really puts perspective on things, how your priorities can instantly shift and what was super important one day becomes a mere triviality when real life comes down on you like a ton of bricks.

That said, I had some really encouraging progress yesterday using away3d and jiglib in FlashDevelop for a truly 3d flash game with nice 3d physics.  I learned a lot about flash and 3d, which I needed to do for a client project anyways.  The game prototype needs 3 or 4 more days put into it to become something worth playing.  Maybe next time.  See you all next LD48 in a few weeks!

Oops

Posted by
Sunday, November 28th, 2010 3:49 pm
Missing sending gone wild!

Missile sending gone wild!

DONE

Posted by (twitter: @AurelDev)
Sunday, November 28th, 2010 3:18 pm

Okay, submitted.

Play it HERE if you want.

It includes only 4 levels and no music… I also wanted to add much more. But then again – 48 hours is the limit.

Just a little bit more

Posted by (twitter: @AurelDev)
Sunday, November 28th, 2010 1:31 pm

Okay, so now I need just the music and… LOTS of puzzling levels.

Gotta love sfxr and his child, as3sfxr. :D

Also – the ladders:

This !!! is !!! LADDER!!!!! *kicks*

This !!! is !!! LADDER!!!!! *kicks*

By the way, there IS gonna be a time lapse, although not a complete one… That annoying software I use to record it crashed trice, so I’ve lost more than an hour (a PRECIOUS hour) of memo… making of … video.

Posted by
Sunday, November 28th, 2010 11:52 am

I had to take a break for family reasons which took me most of the day, but maybe I can still do something tonight :)

I had to take a couple hours to figure out windows deployment, basically: do not use windows 7 (py2exe doesn’t seem to work there), and be aware that pygame doesn’t run in a KVM virtual machine (while C SDL does!).

So I’m building in a wxp vm, testing in a woe7 pm. Result: the sounds is much slower / less chunks at the same time under windows, ruining my rapid-gun-fire effect. woe is win…

Anyway, I have RAILGUN!

Rail Gun !

Rail Gun !

with a sound effect that I’m proud of (sfxr tuning).

Now I have to make an actual level… fast!

Code: RUNNER!

Posted by (twitter: @AurelDev)
Sunday, November 28th, 2010 9:16 am

Um… So I guess I am one of the few people here who actually HAVE something fully playable :D

Anyway – I’ve changed the title from Code Runner (running on code) to Code: Runner (yeah, you’re the runner). Such a big CHANGE isn’t it?

Screenshots + TODO after the BREAK.

(more…)

Project Spitfire status

Posted by
Sunday, November 28th, 2010 4:18 am

Well, I haven’t been able to spend all that many hours on it, and yesterday, I just couldn’t focus if my life depended on it! No idea what that was about… So, I’m still basically nowhere.

At this point, I’m not really expecting much, but nevertheless, I’ll spend the few remaining hours on it, and see if I can get something together. If nothing else, writing some code and actually taking a few steps in the right direction might take the edge of the intense frustration I’m feeling right now.

mini-ld half way report!

Posted by
Sunday, November 28th, 2010 3:19 am

Good morning! Hope it isn’t too cold for you all to get some LD action!

So here’s my progress report:

Remade the game using flashpunk! All levels are playable, so 90% of today’s work will be cosmetic, adding more levels and prettying things up :)

I’m pretty happy with my progress so far, as even if I stop now I will have done what I set out to do, and anything more for me is a bonus.

You can see the current progress here:

http://benn-gaming.co.uk/minild.html

Benn

Let’s do this

Posted by (twitter: @coffeeonimal)
Saturday, November 27th, 2010 11:37 pm

All right, I’ve been lurking in the shadows for long enuf, it’s time to reveal myself. I’ve wanted to do an LD for a while now, but work/commitments/laziness/what-have-you have all conspired to keep me out. No longer! I have informed the world to leave me alone for this all important weekend in 19 days and some change (i live in japan so it actually starts around noon for me, but that’s neither here nor there…) and will be sequestering myself in what the family refers to as the Gundam Room. Half of my workspace has a half-complete VF-25 kit on it (diversifying…) but that should be cleared off in time. Dunno if i’m going to do the time-lapse thing yet; seems like a fun idea tho’. I’ve been goofing around with AS3 and Flixel lately so i think that’ll be my framework, and I might use Box2D if i have a good enuf handle on it by then. We’ll see.
Since this’ll be my first attempt at this particular feat of masochism, I’ve decided to get my feet wet with this weekends MiniLD. I don’t have any previous LD games to dust off, so I’m going to “finish” a game that only made it into the planning stages. Yay!
I’m going to use my idea for the Mini that had your worst fear as a theme, plus the colab with a non-designer. Before my son was born, i used to read him Mo Willems’ book, Don’t Let The Pigeon Drive The Bus. Awesome book btw. So there’s the colab, with my boy. The fear comes in that now if i see a pigeon near a bus, i make sure that the swine doesn’t get anywhere near the driver’s seat.

I’m starting kinda late, so who knows if this’ll get done, but from what I’ve seen that’s all part of the experience. So far, i have a whole swarm of pigeons flying in the general direction of the bus.
The idea is, the pigeons try to get to the bus to drive it away, you try and stop them by whacking them with the mouse. You can also periodically distract them by throwing a hot dog on the screen, since according to Mo, pigeons love hot dogs. Fortunately, since pigeons aren’t particularly intelligent creatures, my AI requirements won’t be too taxing. Planning!

Progress. Yummy.

Posted by
Saturday, November 27th, 2010 9:19 pm

Ok, I’ve gotten things done! Feels good. :D

The character now moves correctly and can shoot laser beams. (Thanks to HyrdroKirby in #pygame and cafesofie in #ludumdare)
I’ve also given the clouds a thicker border to make them look *nicer*
Here’s what it looks like:

Laser beams!

Laser beams!

Too bad it only gets a terrible 16-26FPS. :(
I’ll have to optimize it somehow. The code is extremely rubbish at the moment.
Next up: citizens and tanks.

So it turns out I’m actually doing this!

Posted by (twitter: @S0phieH)
Saturday, November 27th, 2010 12:13 pm

So I’ll be making a sequel/remake in 3D of my first Ludum Dare game ‘Ramuh-Shmoo‘ (here’s a link to the playable version on my site if you like)

rst02it’s super ugly but the key things are almost all working, so I can get to prettying it and then making some actual levels (yeah, those are my priorities, screw you practical people, you’re no fun! :P )

Much like 3 years ago, the biggest challenge was figuring out how to make the cables, but this time I wanted the cables to be 3D, have collision, and be grabable and fixable at either, both or neither ends, which I got working for the first time ever :D

anyway, I think this should be fun, to compare how I take a similar project with one weekend 3 years apart :)

Getting somewhere

Posted by
Saturday, November 27th, 2010 10:13 am
Firing

Firing

With the built-in screenshot feature, I can get rid of tearing in my pictures at last :)

Duckie can die, but not giant fly – working on fixing that injustice now.

Continuing LD #18

Posted by
Friday, November 26th, 2010 6:38 pm

mini_ld22_00

I will be continuing work on my LD #18 attempt.  I did not upload it to the site at the time, since it was not really a game at the time — no winning or losing.  It may be possible for me to create some levels and turn this into a little platforming adventure.

Here is the timelapse from the LD #18 weekend.

MiniLD – Grey

Posted by
Friday, November 26th, 2010 5:19 pm

OK, this gets tricky.

This is my first LD. I’m doing it as a challenge to myself to take what I’ve learned in Game Maker and try to finish something. I’ve got a collaboration going that I’m putting on a backburner, this will be my first foray (with Game Maker) on my own.

So I don’t have a playable old project to share.

The only unfinished project I’ve got other than the one that’s still in active development was a game I was working on a couple years ago in Adventure Game Studio. It was a small project to teach myself the engine. A simple adventure game called Grey about a black & white man in a black & white world. All the puzzles centered on having to navigate around what you could and couldn’t see depending on whether the background was black or white. I abandoned it when I gave up on learning AGS, and the laptop with the last version of it has since died and been sold for parts.

So I’m going to attempt a re-imagining, using the core idea. We’ll see what I come up with in Game Maker. Best of luck to everyone else!

Mini-LD22: Revisiting Roads to Nowhere

Posted by
Friday, November 26th, 2010 3:21 pm

This weekend I’m going to revisit my LD13 entry.

The game received reasonably high ratings in the judging, which surprised me.  I felt the game was very unfinished, but the feedback was quite positive.

The game is playable here:

http://disruption.ca/roads/roads.html

The LD13 details are here:

http://www.ludumdare.com/compo/?category_name=ld13&author_name=erik

Based on the feedback, I plan to work on the following things this weekend:

  • Interface improvements.
  • Better graphics.  More visual feedback for actions.
  • More levels, perhaps with some additional gameplay elements.

MiniLD #22 – GunDuck Force IV

Posted by
Friday, November 26th, 2010 2:52 pm

There was a “R-Type contest” last year at a SDL tutorial site (eventually cancelled), and I contemplated writing something. I didn’t do much (a scrolling background and a movable “ship”), though that test app recently helped me test a lot of scrolling-related issues (vertical sync, crt vs. flat displays smoothness, opengl vs. software rendering in the galaxy of GNU/Linux possible configurations, etc.).

scroll

My goal for this week-end is to produce at least one playable and FUN level.

The title is a tribute to a well known side-scrolling shooter from the Genesis/Megadrive era (as for ducks, I’ve been crossing a few of them for the past few months, I can’t explain :p).

Over last week I experimented with fixed logic framerate and independent graphic framerate, as described at http://dev.koonsolo.com/7/dewitters-gameloop/ and in the Fixed Rate Pig demo (olofson: cheers! – and please name your variables better ;) ). This is my starting point, written in Pygame. During the week-end I’ll try to focus on the game itself rather than toying with programming concepts.

http://www.beuc.net/ludumdare/minild-22/gunduck-20101126.zip

Being in the European timezone, I’ll start this MiniLD the best way ever: by having some mind-refreshing sleep :)


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