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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Slaughter Ends Soon!)
  • Ludum Dare 29 Compo Begins: in 8 days, 18 hours, 14 minutes, 23 seconds
  • Ludum Dare 29 Jam Begins: in 8 days, 18 hours, 14 minutes, 24 seconds
  • [ MiniLD 50 | Warmup Weekend April 19th-20th | Real World Gatherings | Ludum Deals | Wallpaper ]


    Posts Tagged ‘first screenshot’

    Dream Team’s first screenshot

    Posted by
    Saturday, August 24th, 2013 8:11 pm

    DreamTeam-1stWIP

    Things are coming along very nicely, and the team is working well together. We aren’t ready to announce how we’re approaching the theme of ’10 Seconds’, but we are ready to show off a quick teaser image from the game. The first few hours of the Jam were spent discussing ideas, drawing concepts, and drafting documents that outline the game mechanics. Scheduling and communication is key when working with a team, especially when you’ve never worked together before and your team members are not in the same room (or continent!).

    The game is playable and art is being delivered at a steady pace. The music is starting to take shape, and the core mechanics are being implemented. Everything seems to be on schedule. We just have to keep track of our minimum requirements and avoid hitting those tier 2 and 3 stretch goals. We can’t let this thing get too carried away, as much as we may want to.

    Lead Programmer / Assistant Artist
    Ditto
    @Dittomat

    Lead Artist / Animator / Assistant Programmer
    Arne
    @AndroidArts

    Sound Designer / Assistant Artist / Animator
    SonnyBone
    @Phantom_Green

    First day: not much done

    Posted by (twitter: @codexus)
    Saturday, August 24th, 2013 6:25 pm

    Mmmm, I wasted way too much time on my character. It would be OK if I was doing the jam. I got too used to having an extra day and as a result finishing a game tomorrow is going to be quite hard.

    ld27ss01

    Breakdown Countdown, First screenshot ready!

    Posted by
    Saturday, August 24th, 2013 6:05 pm

     

     

     

    We’re now half way through the 48 hours, so I thought I’d best share my first screenshot!  Let’s hope the next update involves gameplay!Breakdown Countdown Screenshot1

    First screenshot!

    Posted by
    Saturday, April 27th, 2013 2:29 pm
    First Screenshot

    First Screenshot

    Not bad for a few minutes of work. Raycaster rendering is a go!

    Progress! First Screenshot

    Posted by (twitter: @Phantom_Green)
    Saturday, April 27th, 2013 2:19 am

    After screwing around with color palettes for WAAAAAY too long, I finally have something visible.

    I have a wonderful idea, but I have no clue if I can make it work.

    I may end up submitting to the jam because I really don’t have much time this weekend.

    OH WELL…

    FIRST SCREENSHOT!

    LD26-FirstScreen

    Yay for temporary art!

    Posted by (twitter: @sirGustav)
    Saturday, April 27th, 2013 2:02 am

    Using temporary art and basecode from a previous unfinsihed haxe game:

    first screenshot

    first screenshot

    First Screenshot

    Posted by
    Saturday, April 27th, 2013 1:47 am

    This the first screenshot of the game i’m making for LD 26 (My first LD)!
    Actually i’ve been working on it for about 2 hours because of the time zone, and i’m currently working on collision detection and others features.

    The game will be called “Earth Defender” other news about it will come ASAP… Stay Tuned!

    Screen1

    Note: the sprites are not the final ones!

    Oh I forgot to say that I really love this theme!!!

    I Am Sleepy

    Posted by (twitter: @aszecsei)
    Friday, April 26th, 2013 11:53 pm
    My eyes are quite literally watering right now that's how tired I am

    My eyes are quite literally watering right now that’s how tired I am

    I get the feeling I’d be a lot more clever were I fully awake, but this is what I’ve got so far:

    It’s a black and white game (minimalist…colors and…stuff…bluagh) where your goal is to investigate the only lit area.  Of course there are obstacles (though right now they’re always appearing in front of the player’s original orientation, not necessarily between the player and the light, which is something I’ll need to fix when I can think straight again).  So…tomorrow will be fixing the obstacle-creation algorithm and adding some sound…might actually be able to turn it into horror of some sort, especially when that first obstacle drops.  Jump scares…or something…and if I still have some extra time I’ll try and make the light randomly move away from the player so that the game is more than half a minute long or so.

    (I’m so frustrated that the last time I was contemplating doing a Ludum Dare I ended up making this…when really I should have held off on it until this go around.)

    First Night

    Posted by (twitter: @KitchsTweets)
    Friday, April 26th, 2013 10:28 pm

    Welp…. after a somewhat heated argument between me and a quadtree, i got off to a start at least.  think its about time to call it a night.

    I’ll be streaming most the day tommorow.

    Kitch's screenshot

    Kitch’s screenshot

     

     

    First Screenshot

    Posted by
    Saturday, December 15th, 2012 3:27 pm

    Things are going pretty good, but I wish they were better. Checkpoints were going to be implemented but will probably be scrapped. The player design is more or less done but still needs animating. (The hardest part) A few tiles need to be made but they are mostly done.

    But a screenshot will tell more than my rambling on. So here it is.

    Screenie1

     

     

     

     

     

     

     

     

     

     

    ~ AlucardX60

     

    Computer Crashes Have Put Me Behind + First Screenshot!

    Posted by (twitter: @Phantom_Green)
    Saturday, December 15th, 2012 4:42 am

    As my first session draws to a close, I’m more frustrated than ever. 8 crashes thus far and I don’t know what the problem is. And it’s not my game, it’s my computer. Wonderful. I’m already way behind, but what else is new? I guess I’ll just work on getting this into a VERY VERY VERY simplified state, then I guess I’ll call it quits. No way I can do what I wanted with all of these interruptions. Just not enough time. Here’s my first screenshot. I was hoping to have enemies implemented already, but so far I just have tiles and a movable main character with animations.

    FirstScreenshot

    I got some progress…

    Posted by (twitter: @sirGustav)
    Saturday, December 15th, 2012 4:14 am

    okay.. got some early screenshots where I play around some with the tech and size of things

    first screenshot

    first screenshot

    and a gameplay sketch based on this test:

     

    looks good

    looks good

    There are silhouettes in the background with a batlike signal when the heroes are about to arrive and a planet/world circling to keep the player on top as he walks around beating up innocent civilians.

    Yeah.. I think I’m going with this.

    Progress!

    Posted by (twitter: @sirGustav)
    Saturday, August 25th, 2012 10:25 am

    first screen

    So far I’ve stolen the graphics (and sounds) from my old ludum dare entry and I intend to update it when I got some actual gameplay. At the moment you can run around, jump and avoid stars. Nothing happens when you collide with them or fall outside – yet, but that will happen soon I hope.

    lunch

    lunch: eggs with creamed smoked roe and hot chocolate

    Slowly but surely

    Posted by (twitter: @LyndonArmitage)
    Saturday, August 25th, 2012 4:14 am

    I started working on this at about half past 9 local time (two and a half hours ago) and now have a simple engine built that I can play with.

    The first screenshot of the engine

     

    As you can see, it’s very basic at the moment, and looks a bit like Asteroids (which I have made in the past) but that’s only due to me not bothering to change the background colour to a blue.

    All objects will be made up of simple shapes. At the moment I have only implemented rectangles and triangles; the funny shapes you can see are just part of the background at the moment and I made them to make sure everything worked with displaying before implementing the shapes, they might even get removed entirely.

    The objective of the game is to fend off increasingly advanced enemies made from similar simple shapes to you, that slowly evolve depending upon which ones last longer than the others. I plan on using a very simple genetic algorithm for cross-breeding the enemies to make them slowly evolve.

    Think how Spore’s microbe stage worked and my game will hopefully be a bit similar but not as pretty and with more emphasis on evolution instead of design.


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