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Ludum Dare 16 :: December 2009 :: Theme: Exploration

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Posts Tagged ‘final’

“Where is the iCheese”?

Posted by KungPhoo
Tuesday, March 9th, 2010 9:03 am

Yay. I finally polished the graphics of my LD 16 entry “Where is the cheese” and submitted it to the iPhone App Store.
Get it if you like it.

Want a promo code? Just send a mail.

Octopus Can Count to Ten – final

Posted by ExciteMike
Monday, February 22nd, 2010 12:33 am

Late :(

I gave up on my original idea and didn’t think I was going to do a mini-ld game this time, but then suddenly within a couple hours of the deadline I decided to whip together something bad but playable.

PLAY ONLINE

On a happier note, I did make four games this weekend!  The other three were for Klik of the Month Klub.  over here.

Edit:  Timelapse!

Alien Flight Academy: Graduation Day (FINAL)

Posted by HybridMind
Sunday, February 21st, 2010 6:19 pm

Alien Flight Academy: Graduation Day

You can play this game in your browser (warning: sounds will play)

Concept:
It’s time for your final exam to graduate from your UFO school. Only problem is you were a complete slacker. You have no idea how to fly your ship. You have 3 minutes to impress your commander by destroying as many humans, cars, helicopters, tanks and jets as you can–or suffer the consequences!

All you can remember is to use the keys 1,2,3,4 and 7,8,9,0

Tools used:
* Coded in ActionScript 3.0 using the Flash CS4 IDE and using my mouth and microphone and Audacity to process the sound effects. I composed the music loop in Reason.

Monkey Kong

Posted by ExciteMike
Sunday, January 24th, 2010 5:44 pm

The Greatest Game in the World... Tribute

A clone of Gameboy Donkey Kong (a.k.a Donkey Kong ‘94).

(there’s no winning or losing, just platforming around and watching the levels change)

compo entry page

PLAY ONLINE

Fixed version for folks without a sound device

Source code

Timelapse

Rex’s Junk Hunt: Postmortem

Posted by Catmoo
Tuesday, December 15th, 2009 2:40 pm

So I thought I’d write up a post-mortem on my game, so I’ll just outline the key points which I have come up with.

What went well

  • The art – I’m quite happy with the images I created for it, it could have been a little better in some cases, but I’m quite fond of it.
  •  The audio – A lot of people have commented on how the audio is cute, or funny, the voice of my boyfriend proved rather successful for Rex the dinosaur.
  •  The menus – I quite like the colour scheme of the menus, although looking at it now it’s very Bonsai Barber. However there aren’t many clicks needed and it’s easy to navigate around so I’m happy with that.
  •  All the little bits and bobs – I love that in the last remaining 5 minutes I managed to pull together an icon file along with all the other little touches that makes it feel a little more finished.

What went wrong

  •  Not being a coder – I was limited in what I could make, so I thought making a seek n’ solve game would be easy. However I was wrong as it was a lot harder than I thought.
  • The pop-ups saying you found an item – I had to keep these in to have it work properly.
  •  The fact that it repeats items and never ends – I couldn’t figure out how to get my game to work the way I really wanted it, sadly this is the huge downside of the game, showing no progression or reward.
  • Items staying there – Yes I realise they still stay there for everyone that seems to point that out, I couldn’t make them disappear and also because the game doesn’t work how it should, so no need to point out something I already know please. I know this means it shows know progression for the player, why else would I add the quit button, it was the only way I could make the game end.
  • Not enough images – For the game to work really well I’d have to of increased the number of images by about 500% as this would then add the complexity needed for the game, and then the gameplay would be down to the placement of the items.
  • The controls – Having right click as a drag button would not be the first thing  a player would think of, I could have fixed this many ways, either by telling the player when they start the game in a pop-up with arrows or something, or the better way. By having items over the edge of what is visible on the right side of the screen, then encouraging the player to look. However if the player reads the instructions they shouldn’t encounter this problem.
  • Zelda – Unfortunately The Legend of Zelda: Spirit Tracks came out so I had to stop myself from playing it all the time, although I did play it a bit over the weekend at times.
  • Sleep – On the Friday night I didn’t actually stay awake for the theme to be announced, and had a large amount of sleep, although this was mainly down to having a long day at work, doing food shopping and my podcast in the evening. So I was quite tired, and I had about 4-6 hours each night, so that knocked a fair bit off my development time. However if I had less sleep I’d not work as well as my brain wouldn’t function properly.

What I would improve

  • More images – I would add a large amount of images to populate the space and make Rex’s living room more junk filled, originally the game was two times the size it is currently, unfortunately I didn’t have the time to make enough, but now that I can improve on the game in my spare time I will attempt to create more assets to populate the space.
  • Learn a bit more code – It was pretty much the first time I’d really made something on my own in Game Maker, which was so vey hard, I am a designer, however not a designer in any way of programming. I hope to try working on my programming skills a little, not that it’s really essential for my job, but it’s always good to know a little of everything.

Final thoughts

  •  I intend to work on the version and perhaps make a version 2, when I do it’ll be posted up on my blog
  • I’m extremely happy with the outcome of the game, not being a programmer, I made something that i feel was a little successful. I know of its failings, and I hope to work on them so it can then become a better play experience.

You can give Rex’s Junk Hunt a try if you want, don’t expect an completely engaging gameplay experience though

Climbrunner

Posted by agj
Sunday, December 13th, 2009 7:55 pm

Thing is done. Last few hours were intense. I haven’t played the whole game yet, so it may be totally off here or there. Let me know of any major trip ups, if you decide to give it a try.

Game is about navigating a maze while running along the ceiling. Or something. Play it.

Grab some tiny pixel font here.

http://www.ludumdare.com/compo/wp-content/compo2/11816/733-shot0.png

Finished my first Ludum Dare!

Posted by Ashera
Sunday, December 13th, 2009 7:28 pm

Sweet, I managed to complete my first Ludum Dare! I was thinking of learning Push Button Engine for it, but after going through a couple of tutorials I decided I’d go for straight-up Actionscript instead. PBE has some neat features, but I need more time to get my head around its component-based programming model.

Anyway, SEEK*TOR is a game where you’re trying to locate the enemy by firing search flares from turrets. You have limited flares, and turrets have a limited range, so you need to carefully choose where you aim. It’s in Flash.

SEEK*TOR Voting page

Incidentally, I’m annoyed with Audacity because it added an initial silence to all the mp3 files I encoded with it. So all the sounds come in late. :( Also, I just realized that I forgot to have the background music loop…

Lost in Phish world

Posted by grayger
Sunday, December 13th, 2009 7:24 pm

I finished and submited it just 5 minites before deadline.

“Phish World” is simple 2D scrolling game. Only arrow keys are used for controll.

Absolutely, time mattered…. I couldn’t include musics.

phishworld4.

- Tech:  python1.5,  Dependency on pyglet and pybox2d.

- Art: Done with Inkscape and sfx.

For windows users, I included .exe file generated by py2exe. For linux users, python(over ver1.5), pyglet, and pybox2d are required.

Thanks in advance for playing my game. Welcome any feedback

LoneStranger’s Explore Incomplete

Posted by LoneStranger
Sunday, December 13th, 2009 7:18 pm

I uploaded my entry, even though it isn’t near complete.  I figured it’s worth getting feedback on what I have for future reference.

I’ll probably write a post-mortem in a day or so, but I know the number one thing that I did wrong was that I didn’t organize properly at the beginning.  I didn’t know where I was going to end up, exactly, so I didn’t know how to get there.

Here’s the screenshot.

LoneStranger's Explore

The compass isn’t linked to anything in this version, since navigation wasn’t completely implemented. The arrow keys aren’t supposed to move the ship.  The plan was to let the user select a direction, and then sail that way for a few spaces.  How far they traveled would depend on which direction the wind was blowing, and whether or not any events happened, like finding land, meeting pirates or running into hazards. Unfortunately, I never got the planned movement implemented and so the compass sit

Head on over to the entry page to check it out.

Finally Finished

Posted by Catmoo
Sunday, December 13th, 2009 7:05 pm

Finally finished my game, now it’s time for bed!

Rex’s Junk Hunt

Better not fall asleep at work tomorrow! and I better wake up in the morning O_o

I look forward to playing everyones game, and even though mine is simple I hope people enjoy it :)

There are a few problems with my game which I didn’t have time to fix, which is a shame, (but I’m not a coder so it was hard :( ) although I intend to try and work on it more and make it a more lenghty game in the future :)

Catherine.

Missing by 10Print

Posted by 10Print
Sunday, December 13th, 2009 6:26 pm

Explore an island in search of berries!

LÖVE Source. (Requires LÖVE)
Windows Executable.

Special thanks to my roommates Greg & Sarah!

DONE! WHOOO!

Posted by AtkinsSJ
Sunday, December 13th, 2009 6:10 pm

Well, I’m finished. The game… isn’t as finished. :P

Linky

But wow, I’m pleased I got so much done in the last couple of hours. There’s a game in it! Wow. You run around, biffing bodzhas, and exploring to gain XP and level-up – the only way to get stronger is to explore the map! That’s about the only interesting feature, but oh well. It’s over, it works, and I’m happy.

…Deeper: Calling it done.

Posted by Doches
Sunday, December 13th, 2009 1:13 pm

Seeing as I expect to be somewhere over the Atlantic in about six hours I’m going to have to call this short and submit what I’ve got. Fortunately, what I’ve got is a reasonably complete (if somewhat slim) roguelike: …Deeper. Download it from the submission page and give it a go.

Hex Roguelike! Huzzah!

Hex Roguelike! Huzzah!

The game is a teensy bit lackluster, lacking several significant roguelike features. I’m pretty excited about the tech though — my goal for the weekend was to come up with a solid hex-based map and associated utilities that I can use in another project, and I think I’ve succeeded at that.

Materialized: a game!

Posted by stRana
Sunday, December 13th, 2009 12:45 pm

So now there is a game! I call it Scouting only! because that’s what it is all about :) There is Windows, Mac OSX and Linux versions, thanks to Java, and sources are in the same package. This has been fun, and as this was a first time for me, it certainly will not be the last :D

In The Field

Posted by Entar
Saturday, December 12th, 2009 10:24 pm

I made it! I wasn’t sure I would be able to participate in this Ludum Dare, and I did have to cut my development time, but I’m pleased that I was able to make a realistic, scaled back project with the time I had. I give you: In The Field!

In The Field gives the player the challenge of finding the end point in a large level. The catch is, the player can’t see areas of the level until he has explored there. There are also randomly placed red fields of death that will destroy the player should he wander into too heavy a level of red. What you end up with is a maze that you can’t see, trying to get to a goal of unknown position. The levels are procedurally generated, so you can play as long as you want.

You can get the game (for Windows) here. Have fun!

Slapstick

Posted by hamburger
Sunday, November 15th, 2009 9:25 pm

Hello! Is anybody here? We’ve got something real good for you here!

It’s called Slapstick!

Slapstick_vLDFinal

Play it in your browser here, or download a Windows executable here. Make sure you click in the game window after it loads up, otherwise it won’t receive any of your keystrokes.

Doches and I had a great time making this. This game is our take on Greek theater. You will be playing two games at the same time. The hero’s on top, the chorus is on the bottom. I made the hero, and Doches made the chorus. These are two separate games, guys. Two Ludum Dares in one pot.

WSAD = control the top game. Arrows = control the bottom game. Both games have a progression, and you win the whole conglomeration if you win either game. You cannot lose, but you will find yourself in trouble if you neglect either of the games.

This was a crazy experience for us. Lots of fun. Okay, it’s buggy and it’s rough! But that was part of the plan! These two games didn’t meet each other until a couple of short hours ago, and they are still getting to know each other!

I hope this variety of blindfolded parallel game development can be expanded into some larger events in the future, because it’s been a pleasure. We hope you will have as much fun trying to wrap your head around it as we did wrapping our arms around it.

Doches + Hamburger == Dochburger

LoneStranger’s Caverns Final Entry (0d0h50m since)

Posted by LoneStranger
Sunday, August 30th, 2009 8:51 pm
LoneStranger's Caverns

LoneStranger's Caverns

I finally got my entry done.  It’s not nearly what I wanted it to be, but that’s ok.  It’s ok because it’s still a game.  Most of the time my entries end up being tech demos or proofs of some concept at the deadline.   This one is different though.  The engine itself is complete enough that you can create levels for it and actually play them.

If you’ve ever played the Kroz games, you’ll see the similarities.  I used it as massive inspiration.  I tend to forget about it when I think about my favorite games growing up, but there’s no denying that I spend hours upon hours playing it.

I can see myself working with this afterward, making the engine more robust and fixing some of the things that can be done in a more efficient manner.  There are plenty of new objects and mechanisms to create.  I only created a few of them.  I could create other monsters too.

Right now there is only one level, and it doesn’t have any kind of ‘campaign’ code to link more of them together, but that would certainly be in the cards.   A level editor would also be a must, as I did this first level using just a text editor and about twenty minutes.

For now though, I’m going to go spend time with my family who I have ignored this weekend.  And hey, maybe go to bed early.  There is work tomorrow. :(

Have fun with LoneStranger’s Caverns!

Cave of Peril!

Posted by Entar
Sunday, August 30th, 2009 8:18 pm

I didn’t get a chance to post about it before, because I was in a hurry to get it finished, sent off, and then take care of a few other things, but I did get it submitted in time! Behold, the Cave of Peril!

As you can see, the cave is very dark, so it’s very lucky that you have that handy dandy flashlight. You are being chased by evil invisible zombie gnomes, so it’s generally in your best interest to get away from them, all the while avoiding traps and goo and finding your way through the maze of death. Each level is procedurally generated, so you can keep playing for as long as you can survive. Have fun!

Cavern Crawler (Final)

Posted by Osgeld
Sunday, August 30th, 2009 7:58 pm

Well after many, many set backs I managed to cough up a finished “game”

[[ Right now its just a love package (renamed zip file) and you will need love installed to play

Windows "dbl click n go" soon to come for more convenience ]]

The original concept was a “shooter” but then turned twards “asteroids meets defender”,  but then collision with the walls proved  a major problem, which took a day and a quarter !

after seeing a simple solution to all of that, I had less than 6 hours to fix the collisions and make some form of game, so there is nothing attacking you,  its mostly another maze game, and the code is horrible

But after tossing in the towel 2 times I am just happy to have a product that qualifies as a game

gfx = inkscape

music = Osgeld + crappy old keyboard and SFXR

system = love 0.50

font = cheated

Screenshot-2

Screenshot-3

1024×768 window, Keyboard control (arrow keys, wsad, and keypad)

If you have love already installed on your system or use unzip for sources

DOWNLOAD LD15-OSGELD.love

Self exe windows package tomorrow when I get home from work

Cave Jimmy phailure

Posted by SpaceManiac
Sunday, August 30th, 2009 7:54 pm

Cave Jimmy

Absolutely no fun to play at all. Ah well.

final version of “Life is Guano and Then You Die”

Posted by Jacob
Sunday, August 30th, 2009 7:30 pm

I always feel like its bad luck to use the world “final” but, in any case, this is what I’m submitting!

Windows Executable + Source Code

It’s of course lacking in a few ways, but I feel I managed to finish the essence of what I set out to and even put in some polish!

Feels good to get to rapidly hack SDL on windows again, iPhone development can get boring.

I didn’t have time to incorporate the help screens into the game, so here they are.

help1

help2

help3

help4

Shelter From the Rain

Posted by Doches
Sunday, August 30th, 2009 7:24 pm

Finally, a submission-worthy version, complete with menus, music, and online high scores:

Shelter From the Rain

Shelter From the Rain

And, of course, a gameplay screenshot:

Nuclear War. Truly, the end has come. Wait, is that a cereal box?

Nuclear War. Truly, the end has come. Wait, is that a cereal box?

You dig a fallout shelter, then hoard supplies in it. The ultimate goal is to extend your shelter all the way to the cavern below, and re-unite with the rest of humanity. If you make it there you even get to submit your score (a composite of how much stuff you’ve gathered) to the leaderboards!

Download Shelter From the Rain for Windows, or get the Python+PyGame sources (for Linux).

Cave Trip is ‘finished’

Posted by agj
Sunday, August 30th, 2009 7:21 pm

With only a day to make it, and given the fact that I’m no speed programmer, this is all I could manage. Play the thing over here (Flash). I’ll upload a timelapse in a while.

cavetripscreen1

Cavern Chase

Posted by Devlin
Sunday, August 30th, 2009 6:02 pm

It’s been done for a few hours now, but I needed to sleep.

Page is HERE for your enjoyment.

Have fun ^^

-Devlin

cavernchase1

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