Posts Tagged ‘finished’
I always wanted to create video games, I did some tests, but aside from one game, 2 years ago, (http://www.kongregate.com/games/tet2brick/lost-colony/ if you want to test it) none was finished or published.
LD was a good opportunity to have a deadline … and it worked!
I’m pretty happy with the end result, it could be improved, but for a developed 48 I think it’s pretty cool.
What I’m happy about
- The design in general and in particular that of the character … I’ve never done pixel art before a few weeks ago, so it’s not too bad.
- The gameplay is functional, I think the difficulty is well balanced and evolutive.
- The game is fun (I enjoyed playing it myself… :p )
- The music is ok and was done in less than two minutes, that was a last minute addition.
What I intend to improve in the next version
- A prettier start screen
- More levels
- More ambient sound
- More scenery
- More graphic details (tree, plants, rocks, tombstones, etc..)
- More different traps?
- More levels
- Mooooore levels
- A better title.
Well, that was a really interesting experience that helped me realize that I could develop full games more often.
Feel free to test and give me feedback!
Dream Team started as an idea to form a group of proven Ludum Dare vets and game jamming badasses in an effort to create world peace. In a weird sort of way, we accomplished that goal. With 7 combined Ludum Dare medals and 15 total competitions between us, we combined our efforts to create one large, frightening mass of game design ooey gooey goodness. We hope you like it!
So what exactly IS EcoStar vs Aeronox?
The evil Aeronox forces have sent our planet into hyper orbit, sending us spiraling out of control and fast forwarding our years at breakneck speed! You may think this is just another shooter, but that’s where our interpretation of the theme comes into play. The seasons change every 10 seconds, and it alters the entire world around you… the sights, the sounds, the foes, and even the power of your own ship. Each season has a corresponding elemental power that is absorbed and unleashed by EcoStar’s stellar charge blast. Combined with elemental enemies and shields, this creates a shoot-em-up unlike any other… where the focus isn’t always on shooting the fastest… but on making the RIGHT shot a the RIGHT time.
Play it! – EcoStar vs Aeronox
And please be sure to read the included HOW TO PLAY document for an explanation of the rules and controls. We also have Xbox 360 gamepad support, and we highly suggest that control scheme if you want to win!
We’ll be back at a later date to discuss what went right, what went wrong, and to deliver a radical post-compo version. In the meantime, we’re going to get some much needed rest. Ditto worked on squashing two game breaking bugs after the initial submission (Sweden vs U.S.A. decimals & commas? Really?!) and SonnyBone stayed awake for 36 hours and is now typing this sentence. He is going slightly crazy and is starting to refer to himself in the third person. He sure is attractive and very smart. XXXOOO
And that’s a wrap! Congrats everybody who participated!
I’m SUPER-DUPER excited because this is my first ever TOTALLY complete LD entry ever! I managed to implement, I believe 100% of the features I planned! I improved the art and sound a bit at the last second, all my controls work, and I’m not aware of any bugs! (I’m sure someone’ll find something…) Even if I get the lowest rating in the history of LD, I’ll consider this to be a huge success!
I’ve got my code up, but haven’t squished it down into an executable for y’all yet. I’ll try to do that tomorrow!
I look forward to playing and rating tons of games in the coming weeks, especially since many of them will be short enough for me to test them in slow moments at work.
…Speaking of which, it’s time for me to get some sleep.
Oh right, have a link to my entry!
You can see my Entry Here.
I’m not sure why Kongregate is moving my game down and cutting off the bottom of it. I’ve been trying to fix it and nothing I do seems to be helping. Oh well. You can see most of it.
Keeping the graphics and gameplay simple allowed me to finally be able to finish a game in time, even though I did not have of Saturday available to work on it. Originally I wanted to have more enemies, but I didn’t seem to have the time. I’m fairly satisfied with the results, anyway.
its crappy and buggy as all get out, but I did manage to squeeze one in!
good luck to everyone who has not submitted yet!
I’ve finally finished.
I had to cut some big chunks out of the story I was working on at the end because it reached 10PM and I decided I couldn’t keep going long enough to finish the story.
I hope the game makes sense as big bits of it were written in a hurry while I was trying to avoid dozing off! I’ve listened to a huge quantity of Two Steps from Hell in the process of writing my game!
Just gonna post it before I sleep…
I wanted to interpret the theme in a way that didn’t have to do with time. I googled the definition of “second” and learned that the guy in a corner who advises the boxer between rounds is, in fact, referred to as a second.
I tumbled the idea around in my head. I’d decided I was going to do something deliberately slower-paced and more to do with logic and strategy to contrast the direction most other entries have taken. I came up with Boxer’s Seconds, in which you’re a professional boxer tasked with hiring some seconds to replace the one that just quit on you. The problem is that each second hates some of the others and would never work for you while the ones they hate remain alive. Your job is to choose which candidates to order assassinations on and which ones to hire. You get points if you hired the maximum possible number of seconds, and you lose points when you didn’t hire as many as you could have. It’s not so simple as that, though – you’ll have to read up on each candidate to determine who it is that hates who, first.
I hope you enjoy playing as much as I’ve enjoyed making it!
MS Paint – for all game art that isn’t generated on-the-fly
GIMP and ResHack – for icon-ifying the application icon
Ableton Live – for a few percussion samples/synths
TED Notepad and Notepad++ – for text file editing
BlitzMax – for programming, naturally
A special thanks to Lucas Pope, who developed Papers, Please, for being one of the big inspirations for the interface and graphic style.
That’s it, I am not going to change anything else on my game, I was thinking to add new kinds of bombs or another enemy, but I thought that the game is funny enough thanks to the incremental difficulty (in both game modes).
I hope I will be able to upload the android’s apk and the web version before the deadline, for now you can play with the jar file (tested on mac and linux).
The graphics remains the same, but I have added music (thanks to autotracker).
So, here you go. Enjoy.
I’m done! I’ve really enjoyed development, and that was one of my best weekend of this summer
You should tap on randomly placed circles until it reaches 10.There is 4 types of circles:
There is 4 type of circles:
Red-Simple cirle with medium timer
Blue-Fires a 4 projectiles in 4 directions.
Green-Refresh the timer on other circles.Dont have his own timer
Yellow-Guarded circle.Need 3 clicks to destroy.
Controls- Only mouse required.
So, after a day and a bit, I’ve finished my second ever Ludum Dare game, game jam game, and game full stop, in one fell swoop. BotWars is a real time, tactical local multiplayer tank battler where you hopelessly try and control four tanks at once, while fighting over the space key with your friend. It was also my first time working in 3D, using Unity, and I must say, is it one sexy piece of kit. My game works on Win/Linux/Apple, with absolutely not extra effort required from me. Rather stellar, really.
So, what have I learnt?
Smaller is better. Really. I know I said so last time, but it really came in use this time around, working with software I wasn’t used to and with not as much time as I’d have liked. Power-ups were cut, AI got cut, and I didn’t even try to make network multiplayer. Am I disappointed? A little. Some semblance of AI, even if all it did was randomly wander through the map, would have been good, but hey, baby steps.
Polish is good. And I don’t do any. I really don’t. After a day and a bit of coding, I was so damn knackered, I just wanted to publish and go home. So take breaks, and figure out some time to do stuff like improve your sound and graphics. Oh, and put in an actual end condition. I don’ think I did
Take liberties with the theme. I was never, ever going to finish an actual RTS in 2 or so days. So I made an RTS-lite, and you know what? I think I probably learnt more. This is the whole point of game jams! Proper RTSes are silly anyways.
Play to your strengths. I’m a terrible coder, a terrible artist, and a rather good writer. So why aren’t I including any damn writing? I really need to start thinking ahead, and use what I’m good at, even if it doesn’t feel like a conventional way to approach games.
So that’s it! 7DRTS, done. I’ll see you for the next LD, or possibly for 7DFPS.
So, I just published “Venture Ville!” from Visual Studio up to azure at:
Be sure to log-in and check it out!
Also, in the spirit of Ludum Dare’s whole Latin thing that it has going on, we gave our team a motto — wasn’t able to really double check it as apparently, my friend’s who get Latin are out of town. — But Google Translate’s cool with it, so I’ll leave it at that.
I’d throw the source up somewhere, but it’s like 40 MB… maybe my Google Drive? I didn’t see anywhere on the LD site where I could upload it.
Also, I Chronolapsed everything, so I’ll be cutting that this week and hopefully YouTube’d by Friday.
22 hours behind computer in two days zzz
And its 5am here and when uploaded only 3 minutes were left…
Well tomorrow small bug fixes, sources, and postmortem, but now sleeeep.
See my entry! It’s still pretty rough but I can’t really keep working on it right now.
Good luck everyone! I’ll try to review as many games as I can
After thirty hours of work, I can proudly say I finished my game for this Ludum Dare.
I called the game “Nothing is impossible”. Is a platform game where you must control two characters in a split screen, each screen represent the black and the white and this create a constrat between the character and the wall.
The game consist, as I said before, in the control the two characters dodging the boxes and stakes you will find in the way, all this while they run forward.
My intention was do the game very very difficult, but at the same time do a addictive game and I think I finally achieve.
But well, let’s cut the talk. You can find the game here.
Thank for read and play!
Sorry for no add potatoes, serious, i’m very sorry
I think I’m done with my entry. I’ve made five levels that are quite fun to play through, so not too bad.
My biggest problem has been getting it to play in the browser, will most likely have to skip that part.
The game can be played here.
i need to lie down
I’m extremely proud of how this game turned out. I chose to do a very different kind of game than I normally do for Ludum Dare and I think it paid off. It conveys exactly what I wanted to say. I also finished much earlier than I normally do!
You can watch the stream here: http://www.twitch.tv/redstone_dust/b/396159283 .
You can play the game here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20856 .
I’m not worried about the competition/winning bit of this event. I kind of just wanted to make a game. Forcing myself to add stuff after I finished it, for the most part, feels kind of dumb. Especially with a theme like Minimalism (which encourages MINIMAL features and art). Hopefully next Ludum Dare, I will be able to make my own engine. Hopefully! Thanks for having me, and I will see you guys next season c: ~!
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: