February 23rd, 2014 7:01 pm
We finally started work on our MiniLD#49 (non-human player) submission, it is an underwater Flappy Bird clone for 1-4 players.
The playable characters are grotesque fishes attempting to avoid the grasping tentacles of predatory cephalopods.
The fish expand or deflate when the button is depressed / released, tapping the button makes the fish incrementally rise in the water, holding the button forces the fish to expand making it move more slowly through the water.
We have the basic gameplay implemented (excluding the scoring system) but need to finish, texture, and animate the fish model and add the menu and additional sounds.
We put a short gameplay video on YouTube, the link is Flappy Beasts, we will probably make the fish larger (and inflate more) than the placeholder spheres.
February 23rd, 2014 6:04 pm
Wow, never expected this. Doge vs Doge is ready to play!
Of course there are many improvements I would like to make. Maybe I’ll do a detailed post-mortem in a few days.
But I actually sat down to make a game for a weekend, and ended up with a game that can be won, and lost.
Here’s hoping it doesn’t immediately crash for everyone who runs it, eh?
I hope everyone else had as much fun as I did!
February 23rd, 2014 3:04 pm
Wow, the last day was really tough, but I added everything I wanted to add
I also discovered that music support for HTML5 games is bad :c
Thanks again to Artremix for the chiptunes and Theupgradezone for the graphics !
February 23rd, 2014 2:50 pm
Just in case anyone has a lot of money and wants to support me, you can do so via my Patreon account here. Every month, I post text-based games and other fiction. For every $30 I receive, I’ll post an additional game or story.
Have a look and see if my work is something you’d like to sponsor.
February 23rd, 2014 2:45 pm
Here we are, Gaming Cockroach is out!
This is my third game and third entry to the Ludum Dare in a row :3
Gaming Cockroach is
a serious game depicting how hard it is for cockroach to find adapted gamepad… a stupid game where a cockroach plays Tetris on NES…
Actually, the theme wasn’t inspiring me at all, I thought about all those 16 bits games with animals and couldn’t feel anything but that I would make a clone… Trying to do something new, I tried a few idea with my cat, to see if I could make her play with my tablet, but nothing good there either… Then I’ve got my idea: what if you where playing an animal (so… non human player) playing (literally non human player!) Tetris (again, non human)… This is solid theme following!
The game is REALLY hard, never been able to go beyond level 5, but it’s also fun enough to play not to get frustrated.
Also, I thought it would be better to try some features now than during a classic Ludum Dare, so I added:
- Local multiplayer (you need at least one gamepad though)
- Online scoreboard.
- A Konami Code (try it to have even more fun!)
You should try it, cause I’m proud of it :3
February 23rd, 2014 1:10 pm
February 23rd, 2014 11:17 am
How many programmers does it take to change a lightbulb? None, that’s a hardware problem.
February 23rd, 2014 10:22 am
… but may have to do the final stuff late tonight.
Current build playable here!
February 23rd, 2014 10:15 am
February 23rd, 2014 8:21 am
Im making a platformer and it was over ambitious and I dont think I will get it done by the end of today. If it doesnt get done in time I will keep working on it and post it on GameJolt when its finished.
February 23rd, 2014 7:27 am
So, in December, I (with a 3 rookies team) did my very first game, it was Rogue Rush and we finished #95 overall (many, many thanks!). Last month, I tried doing something alone, it was Grab, Check, Inprison -Extra Invasive Edition- which was inspired by Papers, Please and (obviously) Cook, Serv, Delicious! Extra Crispy Edition, but it turned out pretty bad.
In order to learn a few tricks, for my third game (and also third participation to Ludum Dare in a row :D) I wanted to try something new… So I tried to use some 3D (as you can see, my modelling skills need quite an upgrade) and local multiplayer…
From the look of thing, my game should be ready in time, and I can already announce that it’s both stupid and fun :3
February 23rd, 2014 6:12 am
Its day 3 already?! Wow, time flys when you’re having fun. Im already done almost everything, so today is builds, putting the source on github, and test play a couple more times. First game jam almost complete!
February 23rd, 2014 12:20 am
The probe crashes through an asteroid, hurtling towards the sun.
So today I got a bit more work done on Space Prober, including deadly asteroid collisions, planets, infinite universe generation, and so on. Most of the gameplay is already in place; from a design perspective, all that’s missing is some kind of time pressure that forces the player to keep moving. I have a few ideas!
Otherwise, I hope to spend tomorrow focusing on polish – adding sound, particles, touching up the graphics, improving the GUI, tweaking the numbers, etc. Hopefully, by tomorrow evening, I’ll have something that’s at least somewhat juicy and is fun to play around with for a few minutes!
Anyway, we’ll see how that all goes. For now, I need to go get some sleep.
February 23rd, 2014 12:09 am
We like creative inputs, so decided to make “clap”py bird. We have long ways to go to make clap detection robust, but here’s a sneak peak:
clappy bird prototype demo
hope you guys enjoy it
February 22nd, 2014 11:49 pm
Today was a great day for progress. I finished up the main engine and almost all of the art assets. I also built up a GUI for the control panel. By the end of the day, I got the paint mechanics in, along with half functionality. Wood Blocks burn if you’re coated in fire paint, metal blocks dissolve if you’re wearing acid paint. Soon I’ll have it so that electric paint powers generators and ice paint freezes flame jets.
But what’s a bit of progress without pictures to show it? Here are some screen shots of my crappy little game!
Tomorrow, I plan to finish up the art, including the logo, and do the sound effects/music. This will give me the rest of the time to polish it and make it more presentable. Once again, I will also be streaming footage of myself working on the content, under the name BETAMANOMEGA on Twitch. I plan on working from 3:30 PM to 5:00 PM, and if nothing comes up, 7:00 PM to 10:00 PM. I invite anyone interested to come watch and comment on my progress, be it good or bad.
February 22nd, 2014 11:22 pm
I’m genuinely getting worried that I’m posting here too often, but I’m just so happy to be here. I realized that I haven’t been posting screenshots when I totally can. Well, I present to the jury, the good citizens of this fair internet, a picture of one of the main characters, *— jumping up a wall, because that is her special ability.
It’s really hard to show in a picture something like that, but I promise, that’s what is happening.
As always, you can look at our GitHub and our (Cody’s) twitch.
February 22nd, 2014 7:48 pm
Hello everyone, 2 months ago we joined the jam and had a great time on it. Now, we have finally completed an alpha of an evolution of aour original game.
Experimental Exodus is a 2D Procedurally Generated action-adventure RPG that mixes elements from The Legend of Zelda Series as well as the Souls series (Demons’ Souls, Dark Souls).
On it you will explore a laboratory filled with crazy enemies, dangerous traps and epic Bosses. Find new abilities and gain acces to previously unnaccesible areas. Just remember that the more power you attain, the more frail your humanity will become, acquiring diseases that will try to stop you as well.
Death is non-optional, how many experiments will it take you to reach the end?
Visit us on our facebook page:
February 22nd, 2014 6:16 pm
I know it’s bad to prematurely or pre-emptively optimise, buuut I was concerned about CPU usage, and it all seemed to stem from drawing routines…
So after a bit of reading around and testing and worrying, I rewrote all the drawing to use a spritebatched tileset image, and it’s now much much more comfortable. hooray!
If I’d been using images in the first place for tiles, I’d probably have done this from the get go, but because this is all solid colours, I thought creating images for them was madness. Turns out I was wrong; at least the images are being created once at runtime each, and only ever sat in memory. Making 32×32 flat coloured squares in Photoshop would have felt really botchy…
obligatory screenshot of progress:
Rooms are now randomly coloured, which I think is nice. Breaks up the monotony. Map view works, for each player. I think it’s rather nice, even if it is just scaling the live render.
Heading to bed now, tomorrow will see fast implementation of mechanics and UI (hopefully). At least I have a plan for those and they shouldn’t be too complex – I knew graphics-y stuff and the procedural thing would be the hard work on this, but I’m pleased with the results!
February 22nd, 2014 5:44 pm
I finally added volume sliders and noted that Level 2 is a work in progress.