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Posts Tagged ‘demo’

24 Hours In

Posted by kai
Saturday, August 9th, 2008

Edit: Got a demo going! It’s Java WebStart. If you play it, let me know how it went!

Progress is going well. I have introduced an animation thread into my game so it’s not turn-based. The rendering is spotty - the player flickers just noticeably enough - but there is a lot of improvement I can make in the rendering code. Right now all sorts of things happen in the paint method, which should go elsewhere.

The camera switches direction every 1.5 seconds (it’s supposed to be a security camera). Collision detection still works, which is never taken for granted. Next thing I will do is package it up as a JNLP so I can put up a demo.

(more…)

Demo!

Posted by Morre
Saturday, August 9th, 2008

I’ve gotten as far as having a demo to show. It’s Java webstart this time - will probably create an exe wrapper for the game before submission tomorrow. Try it if you like! :)

Journal post 5 & demo

Posted by nilsf
Saturday, August 9th, 2008

LDT + 1400

Local time: 19:00

 

Here’s a working demo. :) The collision code is still buggy though, and it’s rather ugly.

It’s written in python + pygame, so just $python run.py to play.

Also it doesn’t catch exceptions yet so if the sound isn’t available it will die.

 

edit: dead link,  get the final version instead

(Mac only) demo and some more food

Posted by jlnr
Sunday, April 20th, 2008

According to my To Do list, I’ve been late for the last four checkpoints, now lagging 44 minutes behind… panic panic panic! …actually I already ruled music out in favor of more levels. :(
If anyone wants to play a two-level demo version, it’s here. Instructions are given in the first level briefing, but of course there’s minimal need for them.
And for the record, here’s my breakfast and lunch:Breakfast on last day of Ludum Dare 11
Lunch on last day of Ludum Dare 11
Nom!


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