Posts Tagged ‘complete’
Clone Colony Frontier is out now.
Take an exercise in futility as you watch your brave clone workers perish one by one in the ruthless hands of Space Germs and Space Famine.
Also Potato certified. Although it’s quite a rare occurrence to see one in space.
And now I’m going to sleep a bit, before tackling the thousand or so games…
Around 40 minutes ago I uploaded my completed stealth game, entitled Amongst Shadows. It’s Ludum Dare page is here: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=3915.
I’ll get onto writing a post-mortem and making a timelapse sometime today or tomorrow. Also, here’s a screenshot:
Whoohoo! I managed to make a game that actually feels pretty complete! This is unusual for me.
Heinous Yak Destruction is now available to play on the charitygamejam.com site. It has music, explosions, helicopters, and an actual lose condition! Huzzah!
I didn’t quite get the time to add online high-scores in. The backend is there, just not the stuff in-game. I’ll fiddle around with it tomorrow and hopefully get that included.
If I had more time, I’d have liked to add more buildings – I’d hoped to have big tower blocks and shops as well as the tiny houses. Never mind.
I’m seriously surprised with how fast Apple approved my game.
It went live around 8hours ago, so go check it out. Spread the word and help me make my $1, a bit more if possible
Considering the proceedings from Apple I need to sell at least 2 copies of the game to make $1.
So help me spread the word.
Here are a couple of screenshots:
So I’ve completed my game. Or should I say, the time is up and thus my game is finished.
I have to admit, over the past 48 hours even though it didn’t feel like I got much done I feel completely drained from it all.
I am however very happy and glad to be finished, at somepoint during today there were times I didn’t think I would be able to hand anything more than a basic prototype in. I’m glad I stuck through and kept going.
For those that are reading who have participated. Well done, I’ve been watching all your games and it’s been interesting to see how much progress (or how little) everyone had made.
So, if you’d like to play the game, you can view it here:
I also have a timelapse, but I’ll upload that tomorrow. I’m pooped!
I’m off to bed. Night all
Woohoo! Got it done and submitted on time! See my entry HERE!
This is my 2nd LD, and the first one that was really complete, so I’m quite proud of myself! I was going to do a full write-up, but I’m just too exhausted. Maybe tomorrow?
A few comments though:
The AI needs refinement. There’s only so much you can do under the time limit… and even less when you don’t actually know the game well enough to have a good strategy even for yourself, no less for a machine.
That said, the AI is pretty competent at Defending, despite sucking at Attacking.
I forgot all about running the whole screencap video thing this time! Eek!
Most of the sounds are me screaming or bashing things into my desk.
I am going to look into what it would take to refine this for an android/apple app!
Aaand… yeah! Good job everyone! I look forward to actually being able to participate in the judging this time; something I completely missed out on last time. Hundreds and hundreds of games to review! Eek! Too much fun!
I tried not to post that much today, actually, I just forgot about posting in the whirlwind of finishing the game. It isn’t a compo game, I worked on it with Sean and Yann for graphics and sound, and I will be posting it on the Jam page shortly. First, some screens.
Right now it is iPad only, so kinda hard to distribute. I may spend a bit of time tomorrow trying to get it working on osx or windows.
This LD48 took me to my limit, everybody to the limit, I said come on Fhqwhgads!
It’s a 2D beat ‘em up with a twisted theme interpretation. The majority of your entertainment is gonna come from the audio and basic mechanics, as there is not challenge at all… since you CAN’T DIE. Or win. You just go through the rooms and then the game resets after the last room because I didn’t have time to make a ‘win’ screen or whatever. I prefer to play in full-screen… which you can do with F4, or you can manually change the game window size.
GAH I’m tired. Going to sleep now.
I can’t wait to dig into these games!
Woooo hoooo I finished my game. Overall it was a great learning experience and I even got to a point where I ALMOST gave up. I’m really happy that I stuck with it, got past “the wall” and polished it until it was done.
You can view my entry here and I would be grateful for your comments.
Streaming flash video, high score list, downloads and web version here:
Use the arrow keys to move.
PuzzaBOMB is a simple action-puzzle game. The objective is to lure the time-bombs toward castles which contain powerups. Collect the glowing powerups to go the to next level.
When a bomb is flashing red, it is about to explode!
Features: Five levels, including a “speed round” where the bombs get really spammy. Hand-painted textures. Music featuring me on electric bass and mandolin. Online high score database using php and mysql. Really damn high framerates. nVidia Physx rigid body physics simulation. And lots of explosions!
There are three versions available:
- Windows (does not require shockwave: uses directX)
- Mac OSX (does not require shockwave: uses openGL)
- Online (in any browser: uses adobe shockwave)
You can get Adobe Shockwave here:
Have fun, and thanks for playing! This was a blast to make. Ludum Dare ROCKS.
I have really loved playing everybody’s games and reading your posts. This was a wonderful experience and I’m grateful for PoV’s hard work hosting it.
- Breakdance McFunkypants
P.S. Double ZOMBIE Rainbow! =)
Smashing chompers and staying on the tallest mountain in the area? Sounds difficult …
Are you up to the task??
Don’t get carried away.
What an awesome weekend.
This competition has finally gotten me to complete a game. Until now I was a game-finishing virgin.
I want to thank all who were involved – it was great.
You can see my entry here:
Finally, I finished… It took me about 18 hours or so of work to get this up and running… and I had to do a plane travel from Lisbon to Dublin in the meantime and all…
This was by far the smoothest compo I was ever in, probably because the game isn’t as ambitious as my previous attempts… I don’t know whatever I should be happy for finishing a product (complete in terms of menus, music, sfx, even a pause key!) or unhappy because it’s so unambitious… I’m getting old, methinks…
You can download it here (Game)
Source (C++/DX9) can be downloaded here (Source)
You can also download a more complete journal here (Log)
Timelapse can be downloaded here (*.wmv)
And I think that’s it, looking forward to judging you all (eheheh, sounds funny said like that)…
Covenant, signing out…
Having learnt some great lessons from my previous LD48 entry, Save The Hut, I decided to not include as much boringness, confusion and frustration in my next game. Together with the theme Construction/Destruction, and a cosmetic theme of Sheep, it all became so obvious: I was to make a game where you construct traps to destruct sheep. And lo and behold! there was The Destruction of the Sheep.
I decided to use pretty much the same tech as for Save The Hut, but used it better to get some fancier stuff, like sub tile precision movements, rotated sprites, pseudo 3D particle gibs, and paintable background.
The game was supposed to be a puzzle game, but in the end only a few levels were puzzly, the rest was just mindless, but entertaining, sheep destruction with lots of gore. All in all, it worked out very well, making me a winner in ‘fun’ and ‘complete’ categories, and third in ‘gameplay (innovation?)’ and ‘overall’.
There’s an improved version available, adding some fixes, and a 2x time speed-up button (but there remains at least two bugs and a lot of spelling errors). You can get this version of The Destruction of the Sheep as a .zip archive or as an installer. They’re for Windows.