Posts Tagged ‘done’
return “DONE!”;
Sunday, April 28th, 2013 6:39 pm
Finally done! Woah, such an awesome feeling I must say!
The game can be found here, Click Me
Tools I’ve used,
- IntelliJ IDEA
- Slick2D
- bfxr
- Audacity
- Photoshop CS6
- Pickle Editor
Plus, my game includes Potatoes (If not many!), so here is a seal of potato approval.
You’re totally free to use the Seal yourself!
Game submitted!
Finished my entry for the compo just a moment ago.
The game is simple runner type game in which you can flip the physics.
The idea came from VVVVVV which imho is king when it comes to simplistic mechanics (and graphics for that matter!) combined with bit.trip runner(s).
The whole game is played with single button and the only goal is to get as far as possible.
Unfortunately the game doesn’t save high scores (even though there would be time to implement it, I’m just too tired to do it) which is bit of a bummer.

Go check the game out if you’re interested: in here
Thanks everyone for great event, can’t wait to get to judge your creations, but now, it is time for me to eat and sleep so that I can actually do something at work tomorrow
My game is done.
I want to keep making new stages, but I really have no idea…
So that’s all, maybe I will make more polish tomorrow.
It’s about 12PM here.
G’night.
Done!
Sunday, December 16th, 2012 6:37 pmFinished, Sort of…
Well (I’ve started all my posts for LD25 with Well,
), I’ve finished. As I was finishing i realized there really are no levels, just the tutorial and one sandbox. I’m still happy with what I accomplished though, even though some things aren’t noticable. The Web versiion seems messed and blurs and doesn’t play sound. no idea why. So i just have the dumb Gamemaker Installer thing. Or a workshop Link.Here’s a screen and some links:
![]()
Cherry popped and game submitted
Sunday, December 16th, 2012 4:14 pmThe first time is officially over. I am no longer a virgin.
It has been an intense 2 days but I’ve learnt alot and had fun! And best of all, I was able to deliver a game
It might not be the funniest one you’ve ever played but at least it works (to my knowledge)
Anyways, check it out HERE
A little screenshot for you
Cheers and good nite!
Final Update for Goblin Fortress
Sunday, December 16th, 2012 2:12 pmIt’s been an awesome weekend.
Unfortunately, I attempted something far too big, and so while I’m really pleased with what I have, there’s no actual goal, or win/lose condition. Then again, I’ll probably continue working on this after LD finishes.
I’ve added sound effects and the last few animations, fixed the last couple of bugs I came across, and put in a spectacular menu screen:
Ah, isn’t it truly beautiful?
Anyway, it’s 9pm, and I know I couldn’t get much more in here, so I’m done! Good luck to everyone still working furiously on their games.
Game page is here.
Game submitted
Just finished submitting my little game for the compo.
With 10 hours still in the clock, I could’ve probably still polished it, but some rest & laxin sounds nice since gotta go to work tomorrow
The game contains 3 minigames all of which are different criminal activities to gather money for the end goal.
I had really hard time coming up with the 3rd game (which ended being the credit card fraud one), but it worked out OK.
Not 100% satisfied with the game, it kinda needs some bigger game to wrap the minigames or give a reason for the minigames.
Now it feels bit glued on :/
Anyways happy that I finished since 2 last LD’s have been major fails on my part and couldn’t even submit anything.
The games submit page is here: link
And here’s a screenie:

Thanks everybody for awesome event, can’t wait to get my hands on all the games developed this weekend!
PS.
I had some issues with the screen capture software and Im not entirely sure if I can make a time-lapse, but atleast I will write a post mortem…
Checking in Approx 20 hours.
Saturday, December 15th, 2012 5:40 pmSo woke up today around 12pm. It’s now 4:30pm. I slept around 7am and lost lots of time due to just laying there in bed.
Checking in. Just looking at the list of things that need to be done to make this game… *gulp* fun… I’m not too confident about meeting the deadline 25 hours from now. I learned a lot so far though. The first is that everything you thought you prepared is broken and needs to be fixed on the fly.
I’m regularly uploading random progress on my youtube playlist here. I’m sorry if I talk too fast or too quiet at times. I’ll be uploading my timelapse at the end.
Sweet finish! :)
Monday, August 27th, 2012 12:22 amThis is my first ever LudumDare out of 4 when I managed to finish my game in time. No sounds though but everything is working fine and every feature I wanted in the game is implemented. So I consider this a big success!
So what are you waiting for? Go diamond hunting on staticvoidgames.com! Just click ‘Applet’ on the left to play Gems of the Evolving Land in your browser.
Here is the entry page please rate!
Done: Morph, Virus, Morph! v0.3 final
Sunday, August 26th, 2012 4:43 pmHello, you happy people!
I decided that the game´s done for now, since I realistically won´t have time to do much more on monday evening.
http://codemachinery.net/files/LudumDare24/MorphVirusMorph_Bin_v0.3-final.zip
And the sources here:
http://codemachinery.net/files/LudumDare24/MorphVirusMorph_Src_v0.3-final.zip
BTW: that´s the first time, I actually composed music for a game myself. In the past I always used to fetch nice CC tracks from other people. Hopefully the sound does not make your ears bleed
…and now for something totally different: me.sleep().
Happy coding & cu next time?!
I’d Change the World for You
Sunday, August 26th, 2012 4:28 pmHi friends (Gosh I wish I knew all of you. Imagine the kind of games we could make if we combined our powers?)
So I’ve looked at a few of the games so far and I’m impressed! This is my first time taking part in a full Ludum Dare competition. I hope I do well, and of course I hope everyone else does too. It’s quite a bit of work to finish in 2 days, am I right?
I was able to influence two of my closest friends (Jawn and GhostID) to join Ludum Dare this time. It helps so much having friends by your side. It’s nice to see the Ludum Dare competitors grow. As a side-note, I was a bit disappointed that Notch didn’t join this time.
Anyhoo, how, and way,
Here’s my Ludum Dare submission. I must say, I underestimated how long it would take me to finish. It kind of makes me think, if there were no cats on the internet, would we all be this productive every day?
Yep that’s the title. It’s a bit long, but it’s the best I could come up with. So check out that link to open the submission page. It’s a relaxed platformer, so I think it should be fun for all ages and people.
Wish you guys luck! ;D
- Zanzlanz
Last post from me!
Sunday, August 26th, 2012 11:10 amMiniLD #34 Postmortem
*edit, added hardcore mode to the game
I finally finished a LD game, it’s classic Pong with half of the screen cut off to fit the theme Aspect.
Is it normal to do a Post-Mortem for a mini-LD? I’ll do it anyway.
The good:
- Easy graphics, was done with it very fast.
- I learned new techniques to accomplish a couple of codes in an easier way.
- I have all the programs I need to finish a game and a nice workflow.
The bad:
- Diablo 3 and Firefall BETA. I couldn’t leave it alone so I had to make my game in the time I had when my friends weren’t online.
Overall:
I had fun making Pong which is one of my favourite childhood games. The theme was good and it gave me a lot of ideas.
I choose for Halfpong because it uses the theme to add difficulty to the game.
I hope to complete more LDs in the future!
Done, I guess
Sunday, April 22nd, 2012 6:19 pmI’m done! (+ Pre-Post Mortem)
Sunday, April 22nd, 2012 2:05 pmtl;wr: Entry; play it here
Atom Grid is my first try at a puzzle game, and hot damn it turned out pretty awesome. I managed to squeeze two different modes, 30 levels, online and local highscores into the time limit.
Quick pre-postmortem:
I usually don’t like Puzzles, but I really like how this one turned out.
I wish I could have made the “How To” a bit simpler.
Ogmo helped a TON with making levels. Without it I wouldn’t have this many. It was also surprisingly easy to implement, even though I had know knowledge of XML in AS3 before.
Drink less. I had to run to the toilet every half hour. While we’re on that topic… brb.
Anyways, how about you give it a quick try? Here’s the Entry Page!
Also, find the kitten and get imaginarycookies.

Now Listening To: Toosenbo (Won’t Let Go) – wowaka
RavenWood post-mortem
Monday, December 19th, 2011 5:46 amI didn’t get any immediate ideas, so I began by making the basis for a platformer with the theme in mind. Then it sort of evolved as I came up with things I thought would be cool to add.
The tools I used:
- Flashdevelop (IDE)
- Flashpunk (Game library)
- Photoshop
- Audition (sound editing)
- Cubase (music)
- Chronolapse (timelapse recording)
I decided early on to make it atmospherical, and I put a lot of focus on the effects, sounds, music and animation.
What went wrong:
My computer kept crashing throughout the weekend, I think it crashed 8 times in total, which was really annoying. Fortunately I didn’t loose much work.
I waited far too long to implement basic things like getting hurt, dieing and winning, which meant I had to rush that in in the last couple of hours. The basic gameplay challenge when fighting the ravens is not that hard or fun, I should have worked more on that, as well as added more kinds of enemies, and perhaps a boss. It would also make the game more fun if I added some sort of progression, like new abilities.
The story is intentionally vauge, but only because I didn’t have time to flesh it out. It might add to the mystery and mood, I’m not sure. I would really have liked to have time to add a proper ending.
If you miss one of the spheres, you have to go back and find it. I wanted to have some sort of checkpoint, where to pass you would need to complete the part of the game behind you, but I didn’t get around to it. This also means you can win the game in different places, which is maybe cool, but…
What went right:
I think the strongest part of the game is the atmosphere. The rain and lightning effects really add to the mood. I’m also happy with the graphics, and especially the animation, considering I haven’t done that much before. The music is simple but effective, I didn’t go crazy despite listening to it for 10 hours straight.
The player physics feel pretty good, although the attacking part can use some more work. I’m proud of the healing mechanic although it isn’t used to such a big extent.
The camera doesn’t follow the player all the time, instead it snaps to 32×24 tile screens. This was an experiment, and I think it turned out ok. Because the screens are predetermined, you have more control over the scenes the player will see, and can tailor each scene to look as best it can. Of course, it’s also a limitation, and can be irritating for the player when navigating small passages for example.
I made the level as one big png-image in photoshop, where each pixel corresponds to one 10×10 pix tile. This made it really easy to edit, and because it was one single big image, I could quickly see how the whole world looked together. In order to see where each screen in the game was positioned, I just filled the image with helper rectangles. It worked suprisingly well.
Here is the final world image scaled up a bit (Warning: SPOILERS!): world.png
The auto-tiling was a thing I threw together in a hackish manner, but it worked really well too, and supports additional tilesets easily given an offset to the base tile (solid tile).
Summary:
I’m happy with the result. The graphics are simple but effective, the atmosphere is good, sound and music works, the gameplay could be better but is ok, and it’s a completed game! I focused on stuff I usually don’t, and think I learned a whole lot. You can try it out here: PLAY!
Here is the entry page, go rate it. ![]()
http://www.ludumdare.com/compo/ludum-dare-22/?action=rate&uid=2311
Bonus:
Some concept art I made while trying to come up with an idea.
Submitted: Carry Meow Home
My game is done and submitted! The last hours were hectic, both in terms of trying to finish the game and because I had some stuff going on in “real life” of great urgency… so unfortunately I wasn’t able to do a lot of updating. Ah well… I’m here now! Here’s the entry link!
Brief summary and screen shots are included with the entry, of course, so I’ll use this space to mention some other things:
First, what went right: Most everything! I made a lot of lovely art, got most-all of my intended game mechanics implemented within the time limit, and got a playable game out of an already otherwise very busy weekend! I learned some new useful programming tricks and now have a MUCH better understanding of how to effectively use SpriteGroups in pygame, which helps greatly with streamlining code. Hooray for me! Also it’s my damn birthday, so double-hooray!
What didn’t go as planned? Well… I didn’t have any time for sfx/music, which would have been nice. I also wasn’t able to add all the text screens I wanted for a narrative, but that’s actually less than 10 minutes additional work there, so I’ll have it for a post-judging version. A few other little details: Cars on the road, maybe some time/score mechanism, possibly even predators? Hadn’t put any thought into that last one really… just an idea that existed. There’s also still some awkwardness with people’s movements that wasn’t fully polished and makes the games slower and more frustrated than it’s meant to be… I really want to redo some of their pathing logic when I get more time. I also didn’t have time to add a few little in-game decorations I was considering adding… wouldn’t have really made much of a difference except visually… and without the improved navigation it would have made things slower, so maybe it’s for the better.
OH YEAH! I also need to mention! Did you notice?! All the maps in the game are procedurally generated! Isn’t that awesome? Yeah. I’m bad-ass like that. Random roads, trees, buildings, ponds… people navigating between them… it’s pretty dang awesome. Sometimes you start out right next to Mommy… sometimes insanely far away; I would like to make that less random and perhaps make it something like a difficulty setting? Changing the map size and the number of each thing in it is trivially easy, so I could easy adjust for desired complexity.
Anyways, yeah. Please play my game if you haven’t yet! And vote on it! And more importantly, give me some feedback! I want to make the best games possible, so comments and constructive criticism are incredibly helpful for me. Thanks

























