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Ludum Dare 26 — April 26-29th, 2013
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Posts Tagged ‘android’

My no entry for LD26, still too slow to coding, next time!

Posted by (twitter: @DavitMasia)
Tuesday, June 18th, 2013 9:42 am

I started to work in “No Time To Stop” near the Ludum Dare 26 and my idea was enter with it but unfortunately no arrived with enough gameplay, still i’m to slow to code :S

At first the game was made using a 16 color palette with a resolution of 120×80 and scaled later to 8x, all very minimalistic, here the first game style.

 

Now my idea is try to do something more colorfull with shadows/lights and glow but keeping the 8x pixel-art, here a screenshot:

No Time To Stop

 

To see the game in movement:

 

Some info about the game:

Resolution: 960×640
Genre: Arcade/Platformer with some logic/puzzles
Platforms: Win,Mac,Linux – Android/iOS – OUYA and maybe GameStick
Engine: Multimedia Fusion 2

 

For complete info you can check the official website or if you want to follow the development check the Tigsource Devlog .

And a few days ago the game was uploaded on Greenlight ;)

 

And well I hope code more fast for the next compo or at least enter some fun-playable!.

Android

Posted by
Sunday, May 12th, 2013 1:32 pm

Released a post compo version of my game Kriok
It is also my attempt to finally complete the october challenge.

Get it on Google Play

It has some minor changes and a few more levels than the compo version.

Android port!

Posted by (twitter: @TijmenTio)
Friday, May 10th, 2013 5:58 pm

Schermafbeelding 2013-05-11 om 02.24.59

I have made a port for Android devices of my entry: My Mini Castle!

However, I did have to change the controls (obviously) and I balanced the game a bit more so it’s basically not the same game as the original entry.. But it might still be fun to try out :)

And I am happy to tell you that I’m the continuing development aiming for the app store and google play store! :D

Link: Android

2013-05-10 20.38.40

 

(playing on a tablet)

Note: I haven’t actually tested the latest version so it may contain errors/bugs…

Unexpectedly Useless Things

Posted by (twitter: @https://twitter.com/taro_omiya)
Thursday, May 9th, 2013 11:15 pm

[Cross posted from Omiya Games]

Before I go any further, I wanted to make a quick mention that Omiya Game’s (the game studio that currently consists of only me) latest mobile game, Touch Yoga was just published on the Barnes & Noble NOOK HD tablets! Don’t have one? It’s also available on the iPhones, iPads, iPods, Androids, and even Amazon Kindle Fire HD tablets.


Anyways, I digress. To compliment the unexpectedly useful things list, I now talk about things I thought were going to be useful, but weren’t.

Pen & Paper

I expected myself to doodle and draw a lot of pictures.  Instead, I leave as the cleanest paper yet.

graphPaper

At least it came with a free Mario figure. And speaking of doodling…

Wacom Tablet

My wacom tablet was left untouched on top of my printer. The latter which was also useless, but that was expected for this event.

wacom

No love for the poor guy.

Fossil Wiki

I ended up using the Wiki more than the tablet and the notepad, but only for two things: first, the 30 minute game brainstorming.

LudumDareProgress1

And coming up with the game’s title

wiki

Fun fact: the second best contender for The Sentient Cube title was, indeed, The Artist’s Pornography. I decided against it for an obvious reason.

Unity’s Pre-installed Scripts

Seriously, I ended up using only 2 scripts in the end product: one for the water refraction, and the edge detecting post-image effect. Everything else? Illegibly coded and completely impractical for the game.

unityDefaultScripts

Hero: Post Comp Android Build

Posted by
Tuesday, May 7th, 2013 3:44 pm

So I always conceived Hero as a touch device game. Took a few hours to get Android SDK playing nice on Windows 8 but I built an APK and tested it on my nexus device.

If you want to give it a go download and sideload it.
Disclaimer: Untested on other phones, Unity so should be dandy but not tested

Let me know what you think. I was playing around with the idea of expanding it to a more full mobile title but instead I think I will leave it there and move onto other projects I have on the backburner.

The Fair King, Post Mortem and Time Lapse

Posted by (twitter: @caranha)
Sunday, May 5th, 2013 12:00 am

I have finally uploaded a time lapse video for my LD26 entry, “The Fair King”. Feel free to watch it here!

Fair King game screen

Clear the stage by dividing the colors by as close as 50% as possible

For me, Ludum Dare is a chance for me to try something that is out of my usual reality. Game making, art creating, very short deadlines. In keeping with this spirit, I decided that I should move myself outside of my comfort zone, and try a brand new game engine, and a brand new platform. I decided to use libGDX for the first time, and make a game aimed towards the Android platform.

I know that it is not best practice to try out new libraries in the 48 hours alloted by LD, but I wanted this to be a learning experience, so I went ahead with it anyway. Here is the usual “what went well” and “what went poorly” breakdown:

What went well:

  • Think 5 ideas, pick the 6th: My game idea became simpler each iteration, until I had an idea simple enough that I could implement in a day.
  • Porting to android: LibGDX made porting to android really simple, and it motivates you having your game on a mobile platform
  • Image levels: Levels in my game can be stored as images. I used Isopix to work on puzzle levels while I was in the train.
  • Version management with Git: I had to rollback the game a few times when I tried to add some functionalities, and Git made it really simple.

What went poorly:

  • LibGDX is quirky: You have to use power of 2 textures for portability, the font class is a mess, and different drawing models use y-positive or y-negative axis.
  • I’m tired of autotracker: but I haven’t yet learned to properly use any sequencing software for linux. I want to fix this by next LD.
  • No playtesting: means that I missed some pretty obvious interface mistakes. For example, I should throw away invalid moves, instead of showing an obvious “lose” screen for these, also it is not obvious where you should begin the line from.

It was fun, and I’m happy with the result. Please give me your opinions here.

The Fair King Submitted!

Posted by (twitter: @caranha)
Sunday, April 28th, 2013 5:10 pm

Finally! I have posted my game :-)

I’m kinda sleepwalking and can’t think straight… but I *think* everything is all right. I’ve spend the last 6 or so hours polishing and adding levels. There were still a few things I wanted to add to the game, but it is mostly completed as I imagined. :-)

Making mobile games is kinda fun! libGdx has some very strange bugs and pitfalls, but I will let that for the postMortem.

As for now – I will go get some sleep, and you will go play my game :-D

It’s Playable! Now time to Polish.

Posted by (twitter: @caranha)
Sunday, April 28th, 2013 7:21 am

Finally got all the essential functionalities in, and my game is basically playable!

Fair King game screen

Clear the stage by dividing the colors by as close as 50% as possible

There are 14 levels — on each level you need to draw a line that divides each non-black/white color into exactly half (you can miss by 5% and still clear the stage). At this moment, you can play all the stages.

Now it is time for me to add more polish:
* Music and sound effects
* A level selection screen
* An “about” screen
* Some more cleaning up and improving of the game screen

Please do try and let me know if you have any feedback! These last 12 hours are the best time to fix problems on the game that I can’t find by myself! :-)

Linux/Win/Mac Version: http://claus.castelodelego.org/games/ld26/FairKing.jar
Android Version: http://claus.castelodelego.org/games/ld26/FairKing.apk
Source: https://github.com/caranha/ludum26

Thanks!

(EDIT: some people on Macs have had problem to make it run. If you can give me some info, that would be wonderful)

Gameplay Complete – tech demo ready!

Posted by (twitter: @caranha)
Saturday, April 27th, 2013 12:14 am

After thinking a bit more about ideas for the Theme, I decided to go with a very simple gameplay mechanic:

You are a fair king, who decided to divide the land between two warring lords. You drag your mouse (or your finger) to draw a line on the land. The goal of the game is to, simply, try to divide the valuable land as closely between the two lords as possible.

This might look trivial, and maybe it is, but now I have plenty of time for polish, music, and a number of levels. If I have the time, I might add an extra mechanic or two to the game.

You can try it here:
Java (all platforms)Android (a bit slow)

And the code is here:
Git Repository

fairkingss

Checking in! This time with more Android!

Posted by (twitter: @caranha)
Thursday, April 25th, 2013 9:19 am

Time for my 5th LD!

This time I’m going back to my origins, and trying to use a library I’ve never really touched before: LibGDX!

I was planning to delay my “I’m in” post until after I had some time to play around with the library, but work got in the way… I’ve managed at least to complete a very simple tutorial, and make sure I could deploy a Desktop and an Android version, so no worries, you WILL be able to play whatever mediocre thing I end up making :-D

Here is the toolchain:

IDE: ADT-Eclipse pack;
Code: LibGDX, versioning with git
Graphics: GIMP, inkscape + {sprite generator, sprite maker, isoPix} (android Apps)
Sounds: bfxr, autotracker, and possibly MuseScore

A word on the android apps: I will have to spend 4 hours on a train, and did some searching on the Playstore for sequencing and drawing apps. I couldn’t find any decent sequencing program, but the three apps mentioned above are quite decent. “Sprite Generator” generates random sprites that could be used as base, or as enemies in a simple shooter. Sprite makes allows the drawing of a simple array of images, and isoPix is a pretty decent image editor. None of these replaces GIMP+Inkscape (maybe Sprite generator does), but they are good in a pinch if you are away from your desktop for an extended period of time.

GLHF everyone!

Sprite Editor/Pixel Editor for Android???

Posted by (twitter: @caranha)
Wednesday, April 24th, 2013 11:10 pm

Hello LD’ers!

So. Ludum Dare this weekend.

And my girlfriend decides to debut her new band on Sunday. On a town two hours away by train!

So I’m looking at a 4 hour downtime in the commute… In order to not waste this time completely, I was thinking that maybe I could work on the art of my game while on the train.

So any suggestions for a pixel art or sprite editor that works well on an Android Tablet?

(Any other suggestions on LD-related things I could do while stuck on a train for 4 hours welcome!)

Thanks!

Select S.A. First Impressions

Posted by (twitter: @stigmawall)
Friday, March 1st, 2013 4:00 pm

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.

 

(more…)

Posted by (twitter: @manu_etchegaray)
Monday, December 24th, 2012 3:42 pm

Hello everyone! I am here today to share with you a game that was born here, in the Ludum Dare, as a warmup game, and now I completed it as a fully playable game with everything a real game needs; Achievements, story, infinite mode, unlockable weapons, highscores, etcetera, etcetera! :)

Promotional poster

Promotional poster

The original game, formerly ‘Earth Defenders’ was a crappy minigame I made as a warmup for my first Ludum Dare, under an interesting mechanic: A 360º Space invaders twisted clone. at the moment with my little game design skills and motivation it ended up being fun, but not fun nough, and definately not as pleasant!

So, three months ago and three years after that initial minigame I decided to completely remake it from scratch, I dumped every bit of that old minigame and started writing this new, enhanced version of it, with High definition graphics, a touch-screen friendly interface, and cross-platform. The result was Earth Defenders HD, and it is now complete :D

 

Trailer

 

 

You can obviously play it on Google Play for free here:

Earth Defenders HD on Google Play

 

 

Enjoy it and dont forget to share it with your friends, thanks everyone! :)

Close My Side now on Android!

Posted by
Thursday, December 20th, 2012 12:19 pm

LOGOcms

My first Android game in my live! Thanks Ludume Dare for this!

You can download game on game page HERE

Thanks!

Egypt Wizard now available in the stores!

Posted by
Monday, November 19th, 2012 4:48 am

Egypt Wizard is now available in the following apps markets:

* Apple AppStore
* BlackBerry AppWorld
* Google Play [Android Market]

here you can find a resume of the development process.

Promo video:

Panda7 game finished! 10 minutes over deadline.

Posted by (twitter: @colincapurso)
Wednesday, October 31st, 2012 3:41 pm

Panda7, my October challenge game is finally finished. Sort of.

I started on 1st October and finished 10 minutes into the 1st of November.

This is the first game I’ve completed and by completed I mean the first game I’ve gotten to a decent playable state.

On Development

I feel like a Java pro. 
I learn best by going head first into the unknown and making mistakes and this game was full of mistakes.
I started this project not  confident with Java. It was fun and painful learning the quirks and weirdness of Java.
Although similar, Java is not C#. C# makes life a lot easier.
So many code re-writes.
After writing hundreds of lines of code, my brain tells me,
“You know what, I’m only going to tell you after you’ve spent 10 hours on code, a better way to do the whole thing”.
This happened about twice a week and had me moving large chunks of code all over the place. Fortunately, I have a preference for re-writing things rather than fixing them, so this wasn’t too painful and I was used to things now working so no unusual problems there.
The biggest code re-writes were;
  • Splitting everything into Controller / Input / View.
  • Moving all my sprite sheet slices and their destination rectangles into a single class. A class made up of nothing but static fields and methods.
  • Game Logic got re-written a few times. It finally found it’s home in a method that returns after each successful logic execution. Gave my game that staggered one after the other effect.
  • Removing my event system. The game was too small for an event system and the game logic also doesn’t traditionally run like a normal game. It only executes bit of logic per update (my normal games execute all logic)
Android.. horrible Android
Fragmentation. I know that word gets thrown around a lot with regards to Android.
Some things to know about Android
  • There are a gazillion different versions
  • There are a gazillion different screen resolutions
  • There are a gazillion different screen aspect ratios
  • All 3 of these are common
Display
Originally I had coded the game to change all my screen elements to different sizes and different spacing depending on the size of the screen.
It worked, but it was messy. The code was messy (I was inconsistent) and the game screens were inconsistent. The last run of coding was re-doing the display system.
Essentially all I’ve done is designed it for a 480×800 screen and linearly scale it for different resolutions. It means it will look a bit silly for the more squarish screens with the extra space on the sides.
Weird bugs and debugging
When I first started making the game for Android I had crashes all the time. I had no idea what caused them and no idea how to fix them. The Internet helped a little. The biggest help was my house mate giving me mini lessons memory address and stack traces (I hadn’t learnt about it  before in class, I am a still a current student after all). So thanks house mate for that. It made tracking down bugs a lot easier.
My game has HD and SD graphics. If your device is over 600px wide, the game will switch to HD mode. This was a problem in my emulator which only had 128Mb of RAM. I spent plenty of time fixing it, clearing memory and only loading images that needed it.
For some reason, Android 2.3.3 would constantly throw out of memory errors when loading HD Bitmaps.
Bitmap objects have a method called .recycle(). A lifesaver.
UI
I started coding a screen overlay, a menu with things like “Go to title screen, mute sound/music, restart game”. Mid way through I remembered that Android has a menu button. That was incredibly easy to implement so I used that instead.
I ran into problems towards the end when I found out that later versions of android tablets don’t have menu buttons. It is still a problem I haven’t fixed yet. Not sure what to do.
Graphics
The easiest part of the whole process for me. I spent a couple of hours designing the game visually in Adobe Illustrator. The benefit of working in vector is I can just click on objects and I have the x,y,w,h coordinates immediately.
Rects and Rectangles
The default class Android uses for rectangles is called Rects.
A Rect rectangle is defined by left, top, right, bottom. I think it’s the same in pygame.
I hate it.
I wrote a new Rectangle class which defines a rectangle as x,y,w,h. The way god intended.
It ended up being a great idea, things got done a lot quicker and the code was tidier.
They did a couple of extra things, take in pretty much any data type in the constructor.
They remembered their original size, which allowed me to have a absolute scale method. Very handy.
Adventure Mode
Adventure mode was meant to be a main feature in my game and it’s the thing I wanted to add more than anything but time just didn’t allow for it.
Now that the game is done and it is mostly nice code, it’s doable. So if I have the time I’ll add that.
Ads
My game is a free game. I needed to get some experience with monetization so to start with I’ve got advertisements. They’re horrible and ugly but I’m not going to make a dollar for the October challenge unless I have them.
They were quite a tricky to put in. I’m not familiar with Android and I learnt everything as I went along.
What I think I did was create my game view/surface independent of the typical Android way and I believe the Ads needed the typical way.
I ended up creating a layout Java code, added my Game View and Ad View to that in code.
The ad supplier I used was AdMob by Google. Besides the above, it was a painless procedure.
Publishing to Play Store
Incredibly simple process. I uploaded it at midnight and it didn’t appear on the store before I went to sleep. It was there in the morning so my guess is it takes about 4-8 hours to appear on the store.
That’s it for now.
If you read the whole thing, thanks for reading.
Please  feel free to download it and leave positive feedback and click ads.
It’s here and it’s free https://play.google.com/store/apps/details?id=com.handsomegoats.panda7

Avoider is done!

Posted by (twitter: @IamJacic)
Tuesday, October 30th, 2012 3:39 pm

Actually it was finished yesterday, but I’ve just submitted it to the site today.

Here’s the links if you just can’t wait: http://www.ludumdare.com/compo/october-challenge-2012/?action=preview&uid=5267 https://play.google.com/store/apps/details?id=com.jacobwgames.avoider.Avoider

The game was made with Haxe + NME + HaxePunk, a great combo. I’m working on getting some other versions built. Specifically: Linux and Windows. Mac and iOS might come eventually.

Anyway, I’m really excited, and I’d appreciate it if you took a look at my game. :)

Android version working in 10.1″ tablet

Posted by
Friday, October 19th, 2012 4:47 am

The video as usual:

New features:

  • New HUD
  • New SFX
  • New enemy <skeletal ice mage>
  • New chest type (tomb) with mechanism

The game is being beta-tested in iOS with testflightapp and Android (recruiting still in process)

Screenshot from Android

Android Testing

Posted by (twitter: @IamJacic)
Sunday, October 14th, 2012 2:00 pm

My game, Avoider nears completion, I need people to test it. The details and download link are over here: https://jacobwgames.wordpress.com/2012/10/14/avoider-android-test/

I’d appreciate it if you let me know what you think!

I also got my Google Play account set up, so I’m ready to distribute the game when it is done.

Current progress, two days after

Posted by
Friday, October 12th, 2012 3:04 pm


I was travelling throught Spain, meanwhile in the bus I have drawed the things I wanted to do after.
These are the results:

* A new logo of XIXGAMES for the game intro:

* New doors game system, until you kill the mobs around you cant pass to the next room (today I replayed “No More Heroes” for PS3 and this people use the same , ah, guys from Darksiders do this trick also ;) )

* A new intro, first show the XIXGAMES logo, then run three animations in 3D with a particle system and another in 2D for the play buttons.

* Magic and physicial Combat systems are more efficient now, there is a new spell also (icebolt). Player can die now XD and return to the menu very fast. There are new sound fx also, when you get hitted and new sounds for the spells also, there is a random sound for repeated tasks. Damage is calculated this way:

-- Compute damage with armor and so on
    local nResist = 1.0 - this.Resistance ( )/100.0
    local damage  = magicalPower * nResist
    this.health ( this.health ( ) - damage )

 

* Added a chest system based on proximity sensors, it works like the Dungeon Hunter (iOS), when you are near a chest, the physical attack button change to a button with a opened chest, I’m working on this now

* Scene loading mechanics, thanks to Davit Masia, who made me the Loading Screen and help me choose the right font for the title

* Camera movement with touch support: this part was a little bit hard to accomplish because of the current Camera Script had already touch controls and rotations in x,y,z

Things to be added:

  • more mobs
  • two scenes with 2 simple gameplays
  • level up mechanics
  • final bosses!
All these stuff must be done in 8-9 days in total to be able to submit the game to the markets! , btw, I’m getting ready
Things that should be but not
* I’m not gonna add big scenarios, other classes or big challenge with a lot of story, no time
* I really would like to export to consoles but I need to learn the SDK’s of PSP,PS3,NDS,XNA and Wii ware
* Complex mobs have been removed due to poly count, they can not be handled by less powerfull devices such as BB’s, iPhone’s, Android’s and so on

 

This is a video from Pc (Windows 7) this time:

 


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