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Ludum Dare 16 :: December 2009 :: Theme: Exploration

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Posts Tagged ‘adventure’

Woo, first LD.

Posted by Kato
Sunday, August 23rd, 2009 3:04 pm

Like a few other here, this’ll be my first LD. I’ll be using Construct for the creation of the binary if my concept ends up being 2D. For 3D, I have a variety of technologies I’d like to explore.

The first is Dage. I’ve been playing around with it for a few days now, and even though the odds of me getting to make a 3D adventure game are hard, I’d certainly embrace the chance to use my recent experience.

I’m also not above Unity, if the trial is viable.

No matter what I use to assemble the game, though, I’ll be using Blender, Photoshop, and Notepad++ for the majority of modeling, texturing/art, and writing, respectively. I know that I’m a bad egg and should use GIMP–but, hey, I like Photoshop’s interface better. If I wind up with Dage, I’ll also have to use Max in my pipeline, another evil, commercial program.

As far as my experience in other areas, I’ve tried a few compos, followed more than a few, but never made a real entry. I’m determined to sneak one into this LD. I’m pretty experienced with Construct, Blender, and Photoshop, and I’m just learning other techs like Unity and Dage. I grasp programming concepts pretty well (Event Sheets in Construct come almost naturally to me), but I fail pretty hard at actual programming (even XNA is beyond me). I like it that way. I like that in this modern day and age, there’s a bunch of technologies (Construct, MMF, AGS, Wintermute) that allow you to script an entire game without programming it. I like that many things are set up for you, and I like WYSIWYG. There’s nothing wrong with WYSIWYG in my book–if you can create something totally awesome, it doesn’t matter by what means.

Anyway, that’s me. Sorry for being wordy. I can’t wait to participate, honestly. I’m sure I’ll be dreading my decision in about 144 hours.

CQZ — Finished

Posted by nilsf
Sunday, February 8th, 2009 4:30 pm

I made an adventure game! It’s called CZQ because I couldn’t think of a name for it. I followed the usual rules (all assets made during the 48h) which means it doesn’t have any sound, feel free to sing while you play.

It’s quite short. The graphics suck. The menu and victory screen suck a little less because I made them just now at home with my Gimp computer.

Use the arrow keys to move around; bump into stuff to interact with it; press the space bar to dismiss a dialog.

Python + pyGame: download. No binaries, if somebody wants to make some I’d be grateful.

Comments are very welcome.

Two Roads

Posted by Hamumu
Sunday, December 7th, 2008 1:56 pm

two roads title

Two Roads is my entry for LD13 – Roads. It’s extremely simple to play, and you’d have to be sick in the head to not have the most fun ever in your whole life enjoying its extremely innovative and immersive gameplay.

POST COMPO UPDATE!  This is not cheating!  You can go ahead and download the 17mb compo edition below, or you can be smart and download the 5.4mb post-compo edition instead!  It’s the exact same in every way, except all the sounds are changed to OGG files, and all the images have been converted to 256 color.  The only code change was to change “wav” to “ogg” in the sound loading code.

Win32 download: http://hamumu.com/goods/ludum/tworoads.zip (17mb! It must be good!)

Obviously I slacked off a lot this weekend, since this is only my second log entry… oh well. I hope you enjoy my game! It was a unique experience creating it.

Quick and weak entry from me this time

Posted by DrPetter
Sunday, August 10th, 2008 4:15 pm

Started at local midnight, two hours ago. I had grand plans of making a generic scriptable text adventure engine when the compo started, but couldn’t find the inspiration and energy needed to get on with it. Instead I stalled and waited for the very last moment to get something half-assed out the door. It ended up completely hard-coded and very simple, but at least I got to write a text adventure. Last one I did was probably in AmigaBASIC twelve years ago.

Download and poke around a bit. You might have a minute or two of frustration fun: drpetter_ld12.zip

There Is No Screwdriver v1.1 Update

Posted by JamesDM
Saturday, April 26th, 2008 5:42 pm

I would have posted this version earlier but I just took a week off to tour a college and didn’t bring my laptop.(which was a stupid mistake on my part considering all the free wifi.)

There Is No Screwdriver

Version 1.1

Bug Fixes:
Fixed an error of being able to leave the first room without actually opening the door.
Cleaned up the code slightly.

Download

If there are any other bugs or if anyone has comments feel free to leave a comment for me.

There Is No Screwdriver.

Posted by JamesDM
Sunday, April 20th, 2008 6:07 pm

So here it is. I began writing the story for this game at 11:30PM on 04-19 and started writing the code at 4:00AM 04-20. I have never coded before in my life. I have no previous knowledge of coding but I have spent time around people who do code. I came into this contest with 22.5 hours left and wanted to have a text adventure completed before the deadline. I came close. I did not have time to finish writing the story but I did implement quite a bit and learned alot. So, as far as I am concerned Mission Accomplished.

There Is No Screwdriver.

Text Based Adventure written in Python.

There Is No Screwdriver Screenshot

ld11-JamesDM.rar

1.19MB contains source .py file.

I had some hosting issues, hopefully I am not too late.

Banana Ship

Posted by jolle
Saturday, February 23rd, 2008 5:10 am

While trying to think of a decent game to make for the Weird/Unexpected/Surprise theme (a theme I had voted for, but never expected to win, so I never thought about any real game ideas before start), I sat down at wrote Banana Ship.

It’s not meant to be a real entry, but yet follows the theme quite well. If anything, it lacks in that it’s not much of a game, you just have to figure out what to do, and it’s not much of that either. It’s more like a short story, really, but you might enjoy it for a minute or so before it ends.

You materialize out of nowhere, and have no idea who you
are, or what you are expected to do.    

You are wearing a pink sheet cut into a really ugly robe.  

All around you are filled with nothingness, except for a
small, yellow banana, floating in the air right in front
of you.  

>

Sokobomb

Posted by drZool
Monday, November 26th, 2007 1:23 pm

We cheated! We were two ppl working on SokoBomb me (drZool) and dr Elak. Yes, but we told so up front when we begun. Anyways the compo game is a randomly generated sokoban adventure… minus adventure. And the postcompo game is a puzzle/action adventure, without randomly generated rooms. But with whitty npc’s and melting icecubes :)

Splash

The original entry with random levels are here

The post compo beta/demo of the game with hand made levels can be found here including a video of the gameplay. We did enter Swedish Game Awards with it, but did not place.

Here are screens from compo entry:

sokobomb_snap2.jpg

First random generated level. Note to self: improve difficulty.

sokobomb_snap3.jpg

Dr Zoolak in a mean mood. Random-generated level.

sokobomb_snap4.jpg

A visit to cubicle hell, random style.

Here comes post compo screens:

sokobomb_snap5.jpg

Soko showcasing the latest in weapon sprite fashion.

sokobomb_snap6.jpg

Refraction in action.

sokobomb_snap7.jpg

Who farted?

sokobomb_snap8.jpg

Better put your shades on, those are real hardshadows.

sokobomb_snap9.jpg

No smoke without fire. Creeping features abound!

sokobomb_snap10.jpg

Pathfinding up and running, so are the conveyor belts.

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