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Ludum Dare 23 — April 20th-23rd, 2012 — 10 Year Anniversary!

Ludum Dare 22 :: December 16th-19th, 2011 :: Theme: Alone

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Posts Tagged ‘demo’

Alone in the Crane now for Android and iOS devices!

Posted by
Friday, January 6th, 2012 12:35 pm

We are happy to announce that our little LD 22 game - Alone in the Crane – was published to Android Market and App Store!
So now you can try:
- Android version
- iOS version (for iPhone, iPod and iPad)
- Windows version
- Mac version
and Online version
:)

And here we have some iTunes promocodes for iOS version for you:
KHR9P4PX3RFY
K9MWRLLMXKRH
LTKJM46T3E4X
XXH3A3YJAXLT
KPXWAYNLPMTP
NA4XKYLH376T
FFMWKPM6LJTN
KK96AHAPXW9A
3ETLFW37RJRE
3PPF7HX9YFXA
F4NTMMEPLXXP
FR7T4E49J44M
XLY9F766ARTK
J7TAPMYNT6NT
3KAR3TPJFNN7
EAWF6KN9YA3A
XN3M6JA7JNWF
APMP79EL9XWM
YKKMHPT7XYTF
ATHM7F7AMHF6
NL364AH6MPAY
JLLKLYNXWHMT
L7W7N9LKXA3R
EXKATMLPFLER
NN4K6MTL3YY7

Have fun!

Progress report after 24h

Posted by (twitter: @Kableado)
Saturday, December 17th, 2011 7:46 pm

I think i have finished with almost all the gameplay elements. Now I’m planning the rest of the graphics and starting with the sounds.  So now the status is:

  • Player –  Gameplay done – Graphics pending - Sounds pending.
  • Columns - done!
  • Floor - pending. (fix border tiles)
  • Barrel – done! - Sounds pending.
  • Spikes Hole – done!
  • Spikes Hole filling with Barrels – done! – Effect pending
  • Lava Hole – done!
  • Arrow Shooters – Gameplay done! - Graphics pending. Sounds pending.
  • Arrows – Gameplay done! - Graphics pending
  • Boulder Dropper – Canceled.
  • Boulder – Canceled.
  • Save Points – done! - Graphics pendingSounds pending.
  • Exit Point – done! – Graphics pendingSounds pending.
  • Menu - pending.
  • Intro screen – pending.
  • Game Over screen – pending.
  • Ending Screen – pending.
Here is another screenshot:

I have put the Alpha1 for testing purposes here:

Lonley Ruins – Alpha1. This version is for windows and linux.

24 Hours Down

Posted by (twitter: @incobalt)
Saturday, December 17th, 2011 7:17 pm

After 24 hours, I have something that resembles the whole of the game.  The remaining hours will just be for polish and adding features.  Really happy with myself at this point :D

 

The latest demo can be found here.

 

 

Prototype available to play!

Posted by (twitter: @Cirrial)
Saturday, December 17th, 2011 4:40 pm

yupThus ends the first 22 hours of Ludum Dare 22 for me. It’s almost like I timed this! (no I didn’t)

zzzapUnfortunately, lacking any of the graphics, sounds, or narrative kind of reveals my game to have precious little game in it. Here’s hoping the rest adds something it’s missing right now, or I can think of a neat and quickly implemented little mechanic to spice things up a little.

You can get access to the prototype HERE!

 

First Playable Demo

Posted by (twitter: @incobalt)
Saturday, December 17th, 2011 3:00 pm

I haven’t named the game yet; it will come to me eventually. What I have, though, is the first playable demo of my entry available for all to play.  It has mostly all the mechanics in place, the rest is just some map magic.  You can get it here.

 

 

Enjoy and if you encounter anything super strange, let me know :)

Carol and the Haunted Castle (WIP)

Posted by
Sunday, August 21st, 2011 9:16 am

Hi all,

Thank you for bringing the site back!!!

My progress so far:

Blood!!!
2.5D Engine
Enemies
Blocks and jumping
Multiple rooms with camera at different distances
One tune (made using Guitar Pro)

Next:
A better death (?)
One more class of enemy
locked doors and keys
Spikes in the floor (platform section)
More rooms

I’m not sure I’m going to be able to implement all features I want :(

Try the current version

Good luck to all!!

Status Update #3: A demo!

Posted by
Saturday, August 20th, 2011 8:35 am

Click the image to try out what I’ve done so far! Which is not, admittedly, much. I like the atmosphere I’ve got going, though!

EDIT: Fixed a positioning bug due to last-minute style changes. Mixing percentage and em measurements causes strange things, people!

 

 

 

 

Breaktime / Progress Thus Far

Posted by (twitter: @kranggames)
Saturday, August 20th, 2011 12:09 am

Time for my first break! After five hours of good solid work, I’ve got a great understanding of the story and some thoughts about the game’s visual style. Anyway, here’s a working prototype of my progress so far. That camera was a royal bitch, but gosh darnit, she’s a-working! Flash AS3 Profession IDE, CS5.5

http://www.nyonge.ca/Flash/WhoSoldTheWorld_00.html

Try out Guns for Roses

Posted by
Friday, July 29th, 2011 1:06 pm

I just uploaded a demo of my entry Guns for Roses on my site so try it out! Remember though, it’s nowhere near complete. =)

 

Try it out!: http://shard123games.weebly.com/ludum-dare.html

Demo!

Posted by
Thursday, June 16th, 2011 8:14 am

We got a little farther, it’s still far from finished but here’s a little demo. It’s sort of a simulation strategy.

You can download the demo here: http://shard123games.weebly.com/ludum-dare.html

Red/Yellow/Blue is not a useful colour model

Posted by
Saturday, April 30th, 2011 8:35 pm

Yeah, I know. We were LIED TO at preschool. Childhood: destroyed. :-(

My idea: You are a nurse at a hospital for solo adventurers. It’s dangerous to go alone, but they went anyway, so now they’re sick. Each one has a different illness, represented by a different colour. In true homeopathy style (hey, it is a fantasy universe), to cure an illness of a particular colour you must make a potion of that colour, by mixing primary colours together.

Since potion colours are caused by pigments (SCIENCE!), a subtractive colour scheme is called for – namely, CMY. I wanted to use Red-Yellow-Blue, but it doesn’t actually work in practice. Sadness.

Here’s what I have so far: Playable Demo (requires Unity Web Player)

 

What do you reckon - graphics award is in the bag, yeah?

Click boxes to go there. You can visit the grey box to pick up a (weirdly-spherical) flask, and then visit the cyan, yellow, and magenta boxes to fill it with colours. Colours mix together quasi-correctly (I cheated and scaled them, so that one of the CMY channels is always at 100%, to make mixed colours look more vibrant).

The other rectangle thing will be a bed, eventually.

Playable Demo (requires Unity Web Player)

To-do list:

  • Patients with semi-randomly-coloured diseases
  • Patients have a sickness bar that starts at 50% and fills up over time.
  • Using a correctly-coloured potion on a patient will decrease the sickness bar. The closer the pigment, the bigger the decrease. Completely wrong potions will INcrease sickness.
  • Patients die when sickness bar is full
  • Patients survive (disappear and +1 score) when sickness falls to zero
  • Clicking queues up movement orders. Right-clicking clears the queue.
  • Tables to put WIP flasks down on.
  • Graphics
  • Sound
  • Animations?
  • High score list?

Oh boy. Less posting more coding.

Do.one

Posted by (twitter: @AurelDev)
Sunday, December 19th, 2010 4:01 pm

Okay I am done I hoped I could do more it was fun though now here you are the link to the game:

http://download.thenet.sk/images/out/NiribuX.swf

Jam Time — Here’s what I have.

Posted by
Sunday, August 22nd, 2010 8:35 pm

I didn’t really have a playable game at the time of the deadline, but I thought I’d share my game’s current status.

DOWNLOAD CURRENT PLAYABLE DEMO (Windows executable)

Enemies following and some musical instruments.

Enemies following and some musical instruments.

recycling robots – update 4

Posted by
Sunday, August 22nd, 2010 11:42 am

the robots are moving !!!
see the demo : http://www.athanazio.com/ludumdare/ld18/version2010aug221537/index.html
move with the arrows, shoot with 1, move the head with up down.
ludum dare 18 athanazio update4

next steps

- loose life and restart level
- end level and go to the menu

step 4 - recycle
ok - add the bullets counter
ok - reduce npc life to zero shooting
ok - show dead sprite
- recyle to energy
- recycle to bullets
- test yellow bullet to reduce speed

step 5 - levels please
- define levels map + npc positions
- code boss behavior for levels
- count the time used to finish each level

step 6 - polish
- add help screen
- add backgrund image to the levels
- mute music

Day 2 – Actually getting somewhere

Posted by (twitter: @DigiJerm)
Sunday, August 22nd, 2010 6:36 am

At the start of the day I didn’t feel like I was making much progress, but now I think I’m getting somewhere. I’ve decided that the objective of the game is to survive as long as possible before the robots eventually kill you. My original idea was that the player would be able to take control of the robots (which would actually fit the theme better), but I’m too lazy to implement that :) .

My plan for tomorrow is to get up early, ingest lots of caffeine and sugar, and spend the rest of the time polishing up my game.

There is a playable version of my game available for download (requires Windows).

Title screen

Title screen

And now I’m off to bed.

You can beat the game!

Posted by
Sunday, August 22nd, 2010 2:12 am

ss5Same drill. What’s your NUMBER?

How much money can you thieve!?

Posted by
Sunday, August 22nd, 2010 12:51 am

ss4Seriously, play it, and share your high-score!

Progress Update

Posted by (twitter: @DigiJerm)
Saturday, August 21st, 2010 9:45 pm

So my ADSL router decided to stop working this weekend. I spent a while trying to fix it, but in the end I gave up and bought a new one. As for my game, it’s called “Killer Knife-Robots from Knife Planet K” and I have a demo available for download (requires Windows). It’s not playable yet, but it does have spinning blades of doom. I am probably going to make it so that you can take control of the robots and use them to destroy the other robots.

Spinning blades of doom!

Spinning blades of doom!

Starrior – Another Demo, Now With a Gun!

Posted by (twitter: @henrythescot)
Saturday, August 21st, 2010 1:19 pm

I’ve got another demo ready! This time, the ship has a gun that you can fire! (Also, it’s red instead of blue)

Check it out here! (Plays in browser, opens in new tab/window)

Here’s a screenie:

Now you can shoot!

Now you can shoot!

Hour 17

Posted by
Saturday, August 21st, 2010 11:37 am

Okay its been about 6 hours since my last update, and I have been working pretty much solid apart from an hour lunchbreak when I went for a wander into town.

Ive made quite abit of progress with the core bits of the engine including the physics particle systems and the destructible terrain.

Dont believe me? Take a look for yourself:

(Gotta play it on my blog, no flash linking here for some reason)
http://mikecann.co.uk/ludum-dare/ludum-dare-hour-17/

Theres still no game really, just a pretty tech demo. Im hoping the gameplay will come next :)

Im going to have abit of a break now, get some food wind down a little then its going to be a loooooong night ahead for me!


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