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

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Posts Tagged ‘gameplay’

Clone Wolf gameplay video

Posted by (twitter: @jarnik)
Saturday, October 22nd, 2011 1:56 am

As promised, a gameplay video from one of the levels:

URTH escape gameplay video

Posted by
Wednesday, August 24th, 2011 12:16 pm

I’ve gotten a little addicted to my own game, but much to my frustration I’m not the one with the high score. Since I’ve been playing it between ratings I decided to upload a short gameplay video.

The goal in this game mode is to get as far away from the central star as possible. There’s also a story mode which has puzzle elements to it. I might upload a play through one of these days.

VIEW VIDEO ~ VIEW GAME PAGE PAGE 

In case anybody wants to try beating my score even more, it’s worth nothing that only the web version submits to the leader board(and only after adding a name).

Zero Gravity Escape playtrough and hints

Posted by
Tuesday, August 23rd, 2011 12:40 pm

As most people say they find my game too complex decided to make a little video of my passing it and give few advices.

Here is the video:

And some advices:

  • Use space to pause the game and issue many commands at once
  • Remember about center of mass when you try to push
  • Relaxed parts absorb shocks, stiff ones bounce, so its a good idea to be relaxed when you don’t want to bounce, or stiff all parts when you want to push with maximal force
  • And it is space, if you are flying in right direction just relax and wait, no need to go crazy and ruin your right direction :)

Hope this will help some.

Go to the entree page and try yourself ;)

EscApe Post Mortem

Posted by
Tuesday, August 23rd, 2011 4:34 am

EscApe was my first entry to Ludum Dare and I did it mainly to learn stuff. I’ve had a lot of programming experience before, but I’ve never done any graphical games. Although I use C++, Python, PHP in everyday manner (work stuff), I decided to go with FlashPunk, having no knowledge at all about either the framework or the ActionScript 3 (besides that they exist) – but being familiar with object-oriented programming, this issue itself didn’t turn out to be that much of a problem.

I’m quite happy with my creation. I’m unhappy with the code, but I decided on developing speed, not beauty. As this is my first game, and done in only 48 hours, it feels just O.K. in my opinion (that is, I could do better, but it’s not awful). :)

See below for idea explanation, “what went right & wrong” and playthrough video.

(more…)

Almost a Working Game

Posted by (twitter: @frimkron)
Saturday, August 20th, 2011 8:25 am

I have walls to hit and lava and fireballs now. The player gets faster as time goes on but slows down if they hit something. If they go too slow, they are consumed by hot magma and in all likelyhood probably die!

I’m reasonably happy with the progress so far. It’s not much to look at but I’ve been tweaking values all over the place to get it to feel right. And that feels much more productive than worrying about whether my code is tidy enough or my graphics pretty enough, at this stage.

I’m going to put in proper win and lose logic, throw together a title and menu, and then it should be complete, gameplay-wise. Hopefully by the end of today I’ll have met my target of having a functioning game by the end of day 1.

Videos for LD 19 TOP 20

Posted by (twitter: @asfdfdfd)
Saturday, February 26th, 2011 2:21 pm

Hi.

I’ve created subj so if you still haven’t played these games you can watch videos and decide. Or send link to your friend. Here.

Making of The Secret Documents Timelapse and Gameplay

Posted by (twitter: @Danik112)
Monday, December 20th, 2010 3:10 pm

So I have painstakingly assembled a timelapse for my game. I didn’t have any video editing tools besides Chronolapse and Camtasia, so it was kind of annoying, but I’m happy with the result.

Click here to watch: http://www.youtube.com/watch?v=aeFOvKJqIDQ

Update! Better version of the timelapse:

AVOIDAL Summary and Post Mortem

Posted by
Monday, August 23rd, 2010 9:22 am

SUMMARY

Play AVOIDAL!

AVOIDAL page here on Ludum Dare (for rating and comments!)

Gameplay Trailer (watch me score 1.5 million points!)

Watch my TIMELAPSE

Play the LD48 Official Compo Version of AVOIDAL

Play the Post Compo Version

I had a lot of fun this Ludum Dare! After missing the past few it was good to participate again for sure. I’ve never done one of these post mortem entries but I enjoy reading the other ones people post so I thought I’d take a crack at it.

POST MORTEM

You can read my detailed post mortem below:

(more…)

Gameplay, finally!

Posted by
Saturday, August 21st, 2010 5:41 pm

You can knock your enemies over now!
yay
You knock them over by.. touching them! Then the knocked over enemy can knock over other enemies.They release particles when they are defeated, and you also release a bit when you touch them. yay

Gameplay Done

Posted by (twitter: @frimkron)
Sunday, December 13th, 2009 1:57 pm

Cool. With 5 hours to go, I’ve completed the gameplay for my entry. It’s extremely basic – you just have to collect all the treasures from a giant labyrinth – but I’ve got my title screen and ending screens in there and everything. Here’s a screenshot demonstrating my line-of-sight stuff:

shot2

Now I need to get started replacing all the placeholder graphics. Ack! Then again, maybe I should just call the game “Title Screen”…

If I get all that done, I’ll add some sound effects and then think about extra polish. But at this point, I’m not going to be adding any more gameplay elements.

Angry Caverns – now with Cavemen

Posted by
Saturday, August 29th, 2009 7:54 pm

ok Ok.. so they are still rather stick figure like.. BUT they switch comically between running and walking and change directions too.  You can watch a gameplay video of version 0.2 here.

screenshot-v02

At this point I’ve implemented 2 different enemies (bats & cavemen), 2 different weapons (stalactites & geysers), a combo system, tracking of stats like base level score, bonus score, and reporting back on a level over screen.

Many things still to do of course but my plan is still holding so far of trying to get the bulk of all implementation finished before generating levels and upgrading the graphics.

You can play version 2.0 here in your browser too.

Glaucon and the cave – screen1

Posted by
Saturday, August 29th, 2009 9:08 am

aha, the char is moving around with the light folowing =)

glaucon_and_the_cave_screen1

Gameplay

Posted by
Sunday, April 19th, 2009 9:51 am

Yay. Rescue the escaping villagers from the AWOD. Rudimentary AI works, there is already one losing condition and I got a particle system ready. Finally some results.

Prost!

Gameplay! Sort of. And meh.

Posted by
Sunday, April 19th, 2009 8:45 am

I was going to post this maybe two hours ago, but some stuff turned up.

You can build stuff, and the stuff do things, but you can’t win, there’s no enemies that actually attack, it’s not balanced, there’s no levels, and it all feels sort of meh.

I could probably turn it into a pretty bad game with two hours of work (it’s pretty much all I’ve got left), but I’m not all that supportive of bad games. I’ll probably just post a non-entry.

Advancing Development of Gameplay

Posted by
Saturday, April 18th, 2009 10:35 am

Photobucket

Finally got a functioning game! You control the bug, and you have to get to the top by jumping on the ledges. Oh, and don’t get hit by falling cans.


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