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Archive for the ‘October Challenge 2011’ Category

My (slightly delayed) October-Challenge-Game

Posted by (twitter: @Icarus_Tyler)
Saturday, December 31st, 2011 2:47 am

Hi there,

A while ago the October-Challenge was held. It went over the entire month, with the simple rule “make 1$ with a game.”

I planned to enter this game, but unfortunately the port wasn’t ready in time. So now, with a slight (and very miniscule) delay I present my iPhone-game!

 

Unstoppaball DX is a marble-style puzzler, in which you roll a ball (by tilting the iPhone, no less) through 30 varied levels.

Check out the trailer if you’d like to know more.

Also features a new soundtrack and ball-customization, with 36 balls available.

It’s now up on iTunes. Some say it might be the Best Game Ever. (it’s not) (it’s still fun, though :-) )

-Matthew

XMas fall

Posted by (twitter: @floriaen)
Saturday, December 24th, 2011 1:49 pm

I made a xmas theme too for my LD48 entry game.
Check it out: floriaen.fr/thefall

Anathema Mines: Now In Beta!

Posted by (twitter: @philhassey)
Friday, December 9th, 2011 2:23 pm

Hey … my October Challenge game is making real progress!

Here’s the deal: I’m using Steam to distribute the beta, so you need a Steam key. I only have a limited number of those, so first come first serve. Get a beta key here. They only work for Windows right now, so if you’re a mac guy like me .. well, you’ll have to wait (or run it under VMWare or something. It works fine that way as well.)

I’m totally looking for any and all feedback you can provide, the game even includes a chat-window that probably won’t be in the final game but is in the beta so that you can chat with me / other players / or just complain about bugs / give suggestions. All the chat is logged so I can review it later :)

Thanks a ton! This October Challenge has been great (even if it’s lagging into December now ..) TBH I think this game will be done in maybe 2-3 months. But it’s been fun!

-Phil

P.S. If anyone knows a musician who can do good “sneaking around in caves” type music, I’d love to hear about it. Post a link in the comments to their portfolio.

(I’ve already got an artist lined up to help me with adding a bit of sparkle to the logo / icons / menus / etc.)

The Anathema Mini-Map

Posted by (twitter: @philhassey)
Monday, November 28th, 2011 7:07 pm

Originally I had a pretty ugly colored-pixel-per-tile minimap. Some of my alpha testers protested, so I made it look a ton better.

The mini map only displays areas you have already seen. More or less.

I might try and get a beta going pretty soon here … hopefully that comes together!

-Phil

GACK is finally on sale and made 1$

Posted by
Friday, November 25th, 2011 6:06 am

Howdy.
I miserably failed the October challenge 2011. Mainly because I wanted to polish the release version a bit and add some website and example games.
But! I finally made it. You can get the GACK (Gaming App Construction Kit) now for your touchpad (HP, WebOS) or any Android Tablet that has a 1024×768 screen at least.
http://gack.glbasic.com

I sold already 10 pieces. Here’s a link to promo codes for the Touchpad:
http://www.glbasic.com/forum/index.php?topic=7324.0

Disco Dancin’ in the Anathema Mines

Posted by (twitter: @philhassey)
Tuesday, November 22nd, 2011 8:20 pm

Yo!

It’s been a few weeks .. but I’ve been working away on my Anathema Mines (and also getting my crazy Chickon game released!) Here’s a screenie for ya:

DISCO DANCIN’ YAAAAHH!!!

So, yeah, for the real levels I might just have to be a bit more miserly with my laser placement so things don’t start to look silly ;-)

-Phil

On the 32nd of October – Count your time !

Posted by (twitter: @FredericRP)
Tuesday, November 15th, 2011 12:53 pm

Okay, even if October had some more days, the ski camp wouldn’t be opened on the 34th of October, as a little polish takes way too much time ! But it was really fun and the game is already enjoyed by all the beta testers we got, so we released it online and will continue ! For the next Ludum Dare, or any project if you want too, I made a count down window that you can display right within Unity (of course, that assumes you use Unity). Between wolves and timer, the post continues here after… (more…)

I failed…

Posted by
Monday, November 14th, 2011 8:41 am

I failed the challenge, I wasn’t able to get $ 1 USD out of Escaparazzi during october, the “get the app into the appstore process” is too damn long, and I feel that I have not finished the game yet, but…


I got a 100000% of that during november . 

I entered my game to WorldMakers (the first Chilean game development competition), achieving the second place, so I won:

I’m so happy I could explode.

October Challenge – Failed

Posted by
Thursday, November 10th, 2011 1:37 am

Yes, I failed miserably because I had to fix some issues in GLBasic that took too much time.
But!! The thing is done. I’m just updating a few example games now and release before x-mas. Here’s a trailer for the complete package:
GACK – gaming app construction kit

October challenge – Aftermath

Posted by
Friday, November 4th, 2011 8:34 am

(Crosspost with: http://rs.gam3dev.com/2011/11/04/october-challenge-aftermath/)

I’ll go ahead and say it out loud in the first place: the october challenge is over, and we failed. I do not know how other people here deal with this kind of thing, but in case it is not obvious, it is hard to say this. I do not mean to be discouraging or pessimistic, but I think admitting our failures and not just dismissing them, no matter how hard it is, is an important first step towards becoming better.

While my hopes were high on having something sellable within a month, I am aware that we are still very immature concerning game making, in almost every aspect. But even in not completing the challenge, we learned something. We tried to make something from scratch, and have at least improved our technical and (on a lesser degree) game designing skills. I hope that next time we can reach play testing, or who knows actually trying to market a game.

Our problem might have been not taking one of our incomplete projects and invest the time in it, it might have been not being able to do the first things first, or even not having a plan at all. And this is where I think we can learn from failure itself. After failing we analyze the past objectively…by thinking what went wrong we can create a path forward, a path of improvement that leads to the future!

So, best of luck to every game designer out there. And congratulations to those that actually cleared the challenge!

Second game

Posted by
Thursday, November 3rd, 2011 3:04 pm

Second “1-day” prototype for my 12 single-month games for 2012.

Turret Gunner.  Z,X,M for rotate ccw, rotate cw, shoot respectively.

Final version (final 1-day prototype version) on the bottom of the post.

 

DNF

Posted by (twitter: @barblewarble)
Thursday, November 3rd, 2011 2:07 pm

So as expected I didn’t get my game to a releasable state but I got some useful work done and I’m still motivated to keep working on it so I’ll carry on and probably keep posting here for now. Well done to everyone that managed to release and have made some money.

CotC – Journey goes on

Posted by
Thursday, November 3rd, 2011 1:42 am

With this new video preview I just wanted to point out that Courier of the Crypts goes on with the development despite failure at the October Challenge 2011. This preview is featuring new tiles for the Marble Halls thematic and ladder transitions.

 

If you like what you see then don’t forget to follow the rapid development at my blog.

RPG progress

Posted by
Wednesday, November 2nd, 2011 8:07 pm

So, for the last week I’ve been working on a game programmed in Java called Eternities RPG (originally named after my 3D RPG I was making until my harddrive broke originally named after my game made in RPGVX called Eternities Faith before I started programming). It’s a simple topdown RPG, so far there’s only stats, art, and 1 enemy. But if people would like to keep track of the progress (which will be like, no one) I’ve been posting youtube videos of the game in developement. Eternities RPG progress update

On which platforme do we have to develop?

Posted by
Wednesday, November 2nd, 2011 11:12 am

Hello,

I am a software engineering student and very passionate in video game developing. I want to know on which platform the video game, that we want to submit, must be developed?

thank you forward

Ludum Dare Gift Exchange, looking for an organizer

Posted by (twitter: @philhassey)
Wednesday, November 2nd, 2011 9:01 am

Hey,

Last year we did a world-wide gift exchange which was a ton of fun! I’d love to do it again, but I really don’t have time to organize it this year. If there is someone who wants to head this up, please get ahold of me!

Here’s a few things we learned from last year:

- Participating costs about $50 .. Spend about $25 on gift(s) and $25 on shipping.

- Gift must be sent out by the end of November, we try to have most gifts go over seas, so they often take 3-4 weeks to arrive at their destination.

Cheers!
-Phil

So I failed this Ludum Dare… But I have a blog now (?)

Posted by
Tuesday, November 1st, 2011 8:15 pm

I actually have a commercial version of my game ready, but I couldn’t get everything up and working before the end of october, since actually selling the game can be a little bit complicated…

First, in Android Market, you need a Google AdSense account, and that can be complicated to get.

And in Desura, I’m still waiting to get accepted.

I’m a little bit sad about “losing”, but it was definitely a positive experience.

And as far as getting an AdSense account running, I’ve created a blog about my thoughts on game design and everything else. I’m still a newbie at the whole thing, though, this is my first blog.


Anyways, here it is: Stories of Game Design blog!

Anathema Mines: gameplay video footage

Posted by (twitter: @philhassey)
Tuesday, November 1st, 2011 9:32 am

Hey,

Here’s my gameplay demo video. I’m attempting to “monetize” the game as of Oct 31st, so I’ll report back on how well that goes.

It’s been a great month working on this. The game is coming along super-well, I imagine it’ll actually be released publicly in about a month now.

-Phil

RUNNIN’

Posted by
Tuesday, November 1st, 2011 8:41 am

After a really intense month, I’m really glad that my app finally made it to the App Store!

RUNNIN

How far can you run?

Apple’s review process took almost exactly seven days – and the game was approved and ready for sale just in the nick of time at 7:00 PM last night.

My game is a short and simple, yet addictive game called RUNNIN’. The goal is the use the accelerometer on your device to dodge obstacles and keep RUNNIN. The farther you run, the higher your score.

You can check it out over here: http://itunes.apple.com/app/runnin/id475156262?mt=8

If you’re broke or you don’t have an iOS device to try it out, I’ve also published it for free on the web. You can play the same game (in Flash) over here: http://www.stencyl.com/game/play/2005

I’m really glad with the way everything turned out. Four weeks ago I would never think I would have a commercial product out on the market – I’m really glad I was able to experience the entire development process from start to finish. This is definitely a huge turning point in my game development career. :)

Thanks, Ludum Dare!

 

While it’s not coming out…

Posted by (twitter: @@fenyxofshadows)
Tuesday, November 1st, 2011 5:51 am

…I have some more progress on A Fey Mood. I was able to add a shadow effect and improve the quality of some effects, as well as make the particles and shadows adjustable (as while it looks good, some effects are a bit hard on the computer). I need to add the rest of the story, and this also means adding transitions between stages and actually adding in more content. I also still need to create music and art for the game, but that I’m leaving for later, as I could get all wrapped up in doing that with no real progress. When I complete all the stages and start building assets, I’ll begin taking pre-orders… Hoping to get this onto Desura by the end of this month, at least as a WIP.


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