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    Posts Tagged ‘iOS’

    Stargazing – Now a real game!

    Posted by (twitter: @PaulSBurgess)
    Monday, December 2nd, 2013 6:04 am

    Well, I managed to miss the October Challenge completely, but I kept working away on the further development to my MiniLD #37 (yeah, way back) entry “Stargazing” into November. The theme of the original MiniLD was “Not game”, and indeed Stargazing is a bit of a curiosity. You connect stars to make constellations while progressing through a story covering brief moments in the life of a couple. Pocket Gamer kindly wrote a little thing about it! Which was nice.

    The game went live on the App Store and Google Play last Thursday. Naturally I must share this news with the community that is the reason the game ever came to be! Let me scatter some links below a screenshot for those who are curious :)

    Stargazing

    More info at the game’s page on my site: http://paulsburgess.co.uk/stargazing/

    Download on the App StoreGet it on Google Play

     

    My Game Super Sky Hero on Kickstarter!

    Posted by (twitter: @superjustin5000)
    Sunday, November 24th, 2013 10:22 am

    Super Sky Hero Header

     

    Please help this game go beyond its potential by backing the project or sharing. Making this game will rely greatly on the outcome of this Kickstarter campaign. I think this is a great community here and thank you for any help. Also any feedback is also greatly appreciated.

    KICKSTARTER HERE

    SUPERSKYHERO WEBSITE

     

    Memtiles Kids

    Posted by
    Thursday, October 31st, 2013 6:52 am

    Hello Guys!

    I finally did it! I released a game!

    Going back a little. Last year, I wanted to participate in October Challenge. I had just discovered the goodness of Unity3D and was eager to make a nice little game and market it to the mobile platforms. But, as I started working, classes also started and the game went from and idea to a paper and got left in a drawer.

    Some time later ( August this year ), I started to make a whack-a-mole game for my nephews, which they liked ( obviously, because they’re kids, and they love to mess with gadgets :) ). The whack-a-mole game turned out to change its gameplay to a memory game, a tile based memory game. I was working on it, and made a development plan on Trello, so I could really follow it, with deadlines and everything ( which is important to keep the pace going ). So between university, work, and part-time indie development, a month later I had a playable demo and a deadline in mid-september.

    After subcontracting friends and unknown guys online, to make me game art and compose music, I had something kinda nice! But i still had to push the release a few weeks, because I couldn’t work all the time I wanted per day.. There were days that I would work 16h or more. After all that, in my daily blog surfing, I came to LD and saw that the October Challenge was up, once more! Good news! I was already in the finishing line, so no excuses this time! Last few weeks, were polishing, fixing bugs, polishing, fixing bugs, play testing, gathering feedback.

    Finally I was able to submit the game to Google Play 3 days ago! Yay! And I got 2, $0.99 sales! So technically, I’m good for October Challenge, I’ve made my first dollar. Although I invested more money to be a Android/WP/Apple developer. But now I’m promoting the game so hopefully I’ll get my first positive balance in some weeks. :) I will also be releasing the game for iOS and Windows Phone in the next 3 weeks.

    Here’s a trailer of the game. :)

    Hope you liked it. I hope you also got to make a game and your first dollar.

    Here’s a link to Google Play

    Please share it with whoever you know, the more the merrier, its hard to get noticed on Google play. :) Help a indie out :D

    Cheers! :D

    Emergency Landing Disaster

    Posted by (twitter: @DMTSource)
    Friday, October 18th, 2013 2:09 pm

    Hey guys, I just wanted to mention my game which I have been working on for the October Challenge 2013. Two weeks ago I was working on a puzzle combat game for android, Tank Tank: The Tankening. The project was going well but it was taking allot of time to develop the large number of levels I needed. So in order to get a product out for the holiday season I decided to switch my focus to a new, smaller game.

    Emergency Landing Disaster is my take on mobile flight simulation. Allot of the current flight games on Google Play feature little to no flight realism, and instead use clumsy physics and movement systems. After coming across a new Unity plugin called UnityFS, I was shocked to realize how easily it would be to bring realistic flight to mobile, and how much fun I would have doing it.

    My plan is to create 10 crash scenarios and develop a fun and intriguing game for flight enthusiasts and action 3D gamers. It will be a free title, so my monetization method is Admob smartbanner ads which I never show during game-play. I also hope to add Unity Cloud with interstitial ads for the load-screen; whenever the service matures from private beta.

    As usual this project is only possible thanks to Unity3D Pro and the Unity Asset Store with its many talented 3d artists. So far, here is what Emergency Landing Disaster looks like:

    Screenshot_2013-10-18-00-24-10
    Screenshot_2013-10-17-10-38-50

    Screenshot_2013-10-17-10-38-50 2

    Ragtime Ruffian: an expansion of Cruel Cruel Dastard for iPad/PC/Mac/Linux

    Posted by (twitter: @alecthomson)
    Monday, July 22nd, 2013 10:25 am

    Back in December, I made “Cruel Cruel Dastard” for Ludum Dare 25. Folks seemed to respond positively to the mechanic, so I’ve spent the past few months making an updated version. The new game, now called “Ragtime Ruffian” was just released today and is available for iPad/PC/Mac/Linux.

    The new version includes completely re-done art, new mechanics, 50 designed levels, and the procedurally generated endless mode I originally wanted to implement during the compo. You can get it here if you’re interested.

    ragtimeshot1

    ragtimeshot4

    ragtimeshot2

     

    Goat Mechanic for iOS and Android

    Posted by (twitter: @EpaceGames)
    Monday, July 22nd, 2013 8:52 am

    Earlier in December 2012. I went all out in my first Ludum Dare, 25 themed “You are the villain” which sparked all kinds of ideas… especially sub-themed with a goat. I went for an overhead traffic game where you play as a goat working for a corrupt mechanic, dropping objects into traffic to create accidents to earn more money and unlock new items. It was an amazing experience! I almost panicked near the end of the compo, due to several physics bugs and strange Flash issues. Titled “Goat Mechanic”, it earned 15th place.

    barb9

    I have completely redone the entry, adding new items, levels, polish, and pushing it to the Apple App Store and Google Play! Tokens are earned over time and creating accidents eventually unlock more items and levels.

    screen1 screen5 screen3 screen4

    logo

    No Time To Stop: Gameplay Video, completing 1st level (Pre-Alpha Version)

    Posted by (twitter: @DavitMasia)
    Thursday, June 27th, 2013 11:48 am

    Here you can see the video taken from a Pre-Alpha version:

    Recommended wacth on full HD to see better all details/effects ;)

    The game is still in development and will be released “When it’s done”  but i hope get finished on 2014 for desktop versions and release the mobile (ios/android) and OUYA in the nexts weeks.

     

    Nedd more info? check this links:

    Official website 

    Concept Greenlight

    Tigsource Devlog

    GameJolt Profile

     

    My no entry for LD26, still too slow to coding, next time!

    Posted by (twitter: @DavitMasia)
    Tuesday, June 18th, 2013 9:42 am

    I started to work in “No Time To Stop” near the Ludum Dare 26 and my idea was enter with it but unfortunately no arrived with enough gameplay, still i’m to slow to code :S

    At first the game was made using a 16 color palette with a resolution of 120×80 and scaled later to 8x, all very minimalistic, here the first game style.

     

    Now my idea is try to do something more colorfull with shadows/lights and glow but keeping the 8x pixel-art, here a screenshot:

    No Time To Stop

     

    To see the game in movement:

     

    Some info about the game:

    Resolution: 960×640
    Genre: Arcade/Platformer with some logic/puzzles
    Platforms: Win,Mac,Linux – Android/iOS – OUYA and maybe GameStick
    Engine: Multimedia Fusion 2

     

    For complete info you can check the official website or if you want to follow the development check the Tigsource Devlog .

    And a few days ago the game was uploaded on Greenlight ;)

     

    And well I hope code more fast for the next compo or at least enter some fun-playable!.

    Unexpectedly Useless Things

    Posted by (twitter: @https://twitter.com/taro_omiya)
    Thursday, May 9th, 2013 11:15 pm

    [Cross posted from Omiya Games]

    Before I go any further, I wanted to make a quick mention that Omiya Game’s (the game studio that currently consists of only me) latest mobile game, Touch Yoga was just published on the Barnes & Noble NOOK HD tablets! Don’t have one? It’s also available on the iPhones, iPads, iPods, Androids, and even Amazon Kindle Fire HD tablets.


    Anyways, I digress. To compliment the unexpectedly useful things list, I now talk about things I thought were going to be useful, but weren’t.

    Pen & Paper

    I expected myself to doodle and draw a lot of pictures.  Instead, I leave as the cleanest paper yet.

    graphPaper

    At least it came with a free Mario figure. And speaking of doodling…

    Wacom Tablet

    My wacom tablet was left untouched on top of my printer. The latter which was also useless, but that was expected for this event.

    wacom

    No love for the poor guy.

    Fossil Wiki

    I ended up using the Wiki more than the tablet and the notepad, but only for two things: first, the 30 minute game brainstorming.

    LudumDareProgress1

    And coming up with the game’s title

    wiki

    Fun fact: the second best contender for The Sentient Cube title was, indeed, The Artist’s Pornography. I decided against it for an obvious reason.

    Unity’s Pre-installed Scripts

    Seriously, I ended up using only 2 scripts in the end product: one for the water refraction, and the edge detecting post-image effect. Everything else? Illegibly coded and completely impractical for the game.

    unityDefaultScripts

    Select S.A. First Impressions

    Posted by (twitter: @stigmawall)
    Friday, March 1st, 2013 4:00 pm

    Hello folks, today i’ll post a beginning project that I’m working in this last month. They’ll call SELECT S.A., and will be a mix of Missile Command… with reverse screen.

    Yeah, that’s a pretty good definition.

    The project born in the Ludum Dare with the theme “You are the villain”, and after the event i started the planning, script, test and everything else. In this month I start to code it in AS3 (same code that I used in the LD) and i’m thinking about make this game in Unity because he doen’t work fluently in old android phone.

    Alright, that’s not a excuse if the game needs power of processing… but the fact is: the game doesn’t need too many power.

    I just think to make this changes after i see the game Gunslugs work very smoothly in my smartphone (an Xperia X10 from 2009). If they make all of the game so nicelly, I have to make some at least similar in my game too, but the fact is: it will be a spend of time. So, I’ll finish this one in as3, and the next ones in UNity or other mobile languages.

    Here i’ll let some images of the game until now.

     

    (more…)

    Egypt Wizard now available in the stores!

    Posted by (twitter: @juaxix)
    Monday, November 19th, 2012 4:48 am

    Egypt Wizard is now available in the following apps markets:

    * Apple AppStore
    * BlackBerry AppWorld
    * Google Play [Android Market]

    here you can find a resume of the development process.

    Promo video:

    Approved and sold

    Posted by (twitter: @juaxix)
    Wednesday, November 7th, 2012 10:08 am

     

    I’m here to say that my game “Egypt Wizard” has had 2 buys, yesterday , 6 of November :) still doesnt count, but I feel like a win, the game is unfinished, but keep growing very fast, a new update is waiting for review and i’m preparing the versions for Android and Bada markets.

    Here some screenshots from updated version.

    There is a lot of new stuff in the game, lot of hard work and fun.

     

    Game is in japanese, chinese, english and spanish.
    Buy game here:
    https://itunes.apple.com/us/app/egypt-wizard/id570044761?mt=8

    Vertical Void DX is live!

    Posted by (twitter: @IcarusTyler)
    Tuesday, October 30th, 2012 1:46 am

    Hey guys!

    My October-Challenge-Game Vertical Void DX just got accepted into the AppStore. Get it while it’s hot! (And the 50% launch-discount is on :)

    Features!

    • An endlessly generated cave-system
    • iOS Tilt-controls!
    • 12 unique caves
    • Awesome glowing crystals!

    Go Get It | LD-Entry

    -Matthew

     

    2 Thirds October Challenge

    Posted by (twitter: @colincapurso)
    Tuesday, October 16th, 2012 11:44 pm

    2 Thirds October Challenge

    At the time of writing this, we are 2/3 of the way through October.

    I started developing my game on October 1st and I would say I’m am actually about 2/3 of the way to completing the game.

    This is a sort of log of what I went through to get to this stage.

    Week 1

    Idea

    Not much time was spent thinking of an idea. I was determined this time to make a game that I myself want to play even if it was an existing game. With that in mind, I chose the game mechanic (drop7 by Zynga, originally from area/code) and thought about what I’d like it to have to be more appealing to me.

    • More colour
    • More character
    • More particles
    • Adventure Mode

    The first 3 are just visual things, but they make a difference to the feel of the game and as a graphic designer/illustrator it’s kind of important to me.

    Adventure mode: I’ve yet to implement this as I’ve had many many ideas on how to do it. I know how I want the player to feel. I want them to want to progress, to want to beat levels and explore the world I’ll make for the game.

    Platform

    It’s definitely a mobile game. I intend it to be played in short bursts, 5 minutes here or there. Options:

    • iOS (iPhone, iPad, iPod Touch)
    • Android (Phones, Tablets)
    • Windows Phone

    These were the 3 platforms I was thinking of. I’d love to do a windows phone, but not owning one means testing is just can’t happen.

    That leaves iOS and Android. Now, I have a couple of really old iOS devices to play with but developing for iOS will cost me $99. That is $99 I don’t have. So, we’re down to Android, a mere $25.

    So I’m developing for Android. That will require me to know Java. Which I don’t know well.

    There are a few other options for developing for Android, the 2 I looked at were

    • Phone Gap
    • Unity

    I don’t know Unity and I don’t want to spend too much time learning something new when I only have 1 month to complete my game.

    From what I understand about PhoneGap, it throws HTML5/JS into a webkit browser on your phone as if it were it’s own app.

    Well, I’m very familiar with javascript, so I’ll give PhoneGap a go. (Spoiler: it doesn’t work out)

    Time to get started.

    Coding went pretty smooth for my first prototype. I had much of the game working by the end of the week.

    The code itself was a huge mess. I was just learning about MVC architecture and attempted to implement it as I went  along. BAD MOVE. The code just got worse and worse and became unworkable.

    Week 2

    Rebuild!

    My code was a mess. At this stage in my life as a game developer, I’ve gotten accustomed to re-writing all my code from scratch and that’s exactly what I did.

    I re-coded the whole thing in about a day. It went amazingly well. I changed the grid model from something overcomplicated (list of tile entities) to something super simple (jagged array with integers) and wow was that the best thing I ever did. Coding from here on out was a breeze.

    By the end of the week, the game was working and had the added benefit of being able to change the grid size on the fly. I played around with 4-10 grid sizes. Funny thing, 7 grid spaces was the magic number in terms of fun and difficulty.

    I tested the game on various browsers and touch device browsers. Turns out Safari is a dick and doesn’t support “.bind()” which a significant part of my event system. That was a pain to sort out, but I ended up adding some code so that it would work on browsers that don’t support it.

    Weird thing, the game worked super fast on my old iPad 1 (Safari) but slow on my Nexus S (Chrome). Craziness.

    Time to test out Phone Gap. I copied my files over into Eclipse. Tested it. It didn’t work. Crap.

    Turns out, requestAnimationFrame won’t work. That’s an easy fix, I switched over to my teeny setTimeout loop.

    (function loop(){ setTimeout(function(){update(), draw(), loop()}, 1000/FPS)})();

    It is my prototyping game loop. If I have to write something from scratch really quickly, I use this.

    Back to the Phone Gap test. It works!

    I started working on the graphics, which took no more than an hour or so. (It is my speciality after all).

    Coded my new view class and test it.

    It works!

    but…

    slowly.

    Well.. that sucked.

    I implemented all the performance improving hacks I could think of (FYI working in canvas no CSS3).

    • ~~ Double Not. Rounded out all my draws coords (canvas hates decimal numbers)
    • Pre-rendering. All my sprites were resized and pre-rendered into their own canvases.
    • Non-full screen clearRects. I only re-drew things on the screen that changed.
    • Layered Canvas and draws on their own layers. Turns out this actually made things slower despite there being significantly less re-draws.
    • Frame skipping. Well.. this really had the same effect, everything was just as choppy as before.

    Well, clearly javascript was just not going to cut it.

    Now, this isn’t to say PhoneGap is terrible for games (it is), I had right from the very beginning a particle system that I was unwilling to part with. It added some 100+ particles on the screen every time something happened and is the sole reason for laggy perfomance.

    oh and I want my game to run at 60 FPS. None of this flimsy 30 FPS.

    Week 3

    Hey that’s this week!

    I decided to re-write the whole thing over in Java.

    I knew that the hardest part of this would be getting the thing up and running because really, to me, regardless of the language, all games are the same thing.

    • Game Loop
    • Game Logic
    • Game Rendering

    The things that were different were;

    • Game Loop Code. Involves pausing threads and what not.
    • Event system. Turns out you can’t pass a method reference as an argument. There are work arounds and I ended up passing anonymous functions but I wasn’t happy with it and ended up scrapping my whole event system. I didn’t actually need, it was more a proof of concept.

    As for the game logic, it just so happens I write my Javascript like I write my C#/Java. So it was mostly just copying and pasting with some type declarations.

    I’ve just finished writing much of the code for rendering/drawing.

    It works! and fast! and that’s just in the emulator, on my crappy old phone it’s super awesome.

    So that’s where I’m at right now.

    Things on my to do list:

    • Particle system
    • Title Screen
    • Score Keeping/Submission
    • Implementing ads for free version
    • Adventure Mode
    • Hats

    I expect to have the game ready for submission some time next week. Initial version won’t have adventure mode. It’s not a vital part of the game, just a bit of variety/fun.

    So yep, this has been my process for making one of the simplest of simple game development over-complicated.

    There should be screenshots of the progress.

    Oh and the name of my game will be Panda7.


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