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Ludum Dare 26 — April 26-29th, 2013
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Posts Tagged ‘jam’

How I made X=3-1 (Jam Theme winner)

Posted by (twitter: @VanMerwan)
Tuesday, May 21st, 2013 2:35 am

The first thing I said to myself before the start of the Jam was this : “I will do my best to respect the theme in every aspect of interpretation or development.” Then the theme was announced : “Minimalism“. I was very frustrated because I knew that obeying THAT theme would kill almost every fragment of creativity I have could put into it my game. I wasn’t creating a personal game anymore, but a thing resulting of the maximum extrapolation of an invasive theme.

My thoughts are a battlefield with Conformism (C) against Anticonformism (A).
I do hate the C part, but it’s keeping me sane. This is how I proceed, talking to myself :

  • A : What is the Minimal in a Game?
    C : Interactivity. Without interactivity, it’s just a show.
    A : But is a show a real game with unconscious inputs and inexplicit outputs?
    C : Don’t mix show and game or people won’t understand.
  • A : What is the Minimal in Interactivity?
    C : An input, an output.
    A : It seems to be true with 2 people (considering Player and Game).
  • A : What is the Minimal Input or Output?
    C : A click and displaying a pixel I think.
    A : Where are your arguments?
    C : In common games you just have to click and pixels are small and light.
    C : Remember, people need to understand.
    A : MAN, stop attacking your liberty of thinking by using understandability as a filter.
    C : Do a game for your yourself if you want BUT UNDERSTAND that shareability is primordial in LD.
    A : Go **** ******** C!

– Cerebral Meltdown –
I’m not going to show you everything, because it took hours.
And my head hurts.

  • A : So… what’s the minimal game engine?
    C : Notepad.
    A : LOL, are you trying to mimic me? You’re bad at this, you know.C : It was a serious answer.
    A : It was unoriginal originality, around 10 people will have the same idea.
    C : So what’s your idea?
    A : No game engine.
    C : WHAT???!! We are NOT going to make a game??
    C : GOOD JOB, YOU’RE RIGHT : 0 octets, that’s Minimal!
    C : Who won? Everyone who did NOT submit a game.
    C : You’re going to be hated for that.

– Conformism ragequit — Long wait — Conformism comeback –

  • A : Bro, try to understand me,
    A : I was saying : no “standard” game engine.
    A : Let’s use Ludum Dare website as a game engine.
    A : One possibility : Title = Question ; Download links = Answers.
    A : Let’s minimize everything
    C : Wow, you’re a genius, no kiddin, but can we?
    A : It’s not forbidden, I think. Let’s submit in “Jam”. In case of.
  • C : So, what’s the minimal question for you?A : “How are you?”
    C : Answer links : “Fine, thank you” and “Not so well”?
    A : I don’t like this, the question must be more challenging.
    A : What about “X = 3 – 1“, btw : weird name, easy to see.
    C : That’s not challenging at all.
    A : Well, it looks challenging so people UNDERSTAND where the game is.
    A : Remember, there’s no downloadable game, no Flash, no HTML5!
    C : Why not “48÷2(9+3) = ?“, we will get more points in fun.
    A : Too hard, and minimalism has a difficulty interpretation.
    A : Note : We must do minimalism in the most diverse field of interpretations!
  • C : Where the “download” links are going to redirect?
    A : Maybe to wikipedia, to the true or false page.
    C : I like the “true” or “false” idea, it’s very “game-like”.
    C : However, some people will not understand that wikipedia is a part of the game.
    C : They will say “the link is broken” or something else.
    C : I will write “you need a web browser” so people don’t search a “physical” game.
    C : And it’s funny at the same time.
  • A : Good idea, hhmm, for the links I will write true or false in images.
    A : I will then upload the images and use their direct links.
    A : It’s important to lure people into thinking we spent minimal time and skill.
    C : I think you’re right.
    A : Haha.
    C : Be careful, some people will look at the URL, so upload the false image several times.

And that’s roughly how I got this :

Theme(Jam) 4.65
Humor(Jam) 4.40

 

Radius minigolf Post-Mortem.

Posted by (twitter: @nicosaraintaris)
Monday, May 6th, 2013 9:23 pm

We took our time, but we finally made it! So here it is:

What went right?

- The creative process

We did some brainstorming friday night on “minimalism”, called it a day and returned to discuss some of our ideas early on Saturday morning. As we stated before, we love alliteration (“the occurrence of the same letter or sound at the beginning of adjacent or closely connected words”) so we decided to take a shot at minigolf (some minimalistic minigolf). We thought about the constituent elements of minigolf (a ball, a hole, some obstacles and a swing) and wonder: how can we make this even “simpler”?

- Control mechanic
Control mechanic is a core part of lots of games. Some time ago, we interviewed Simon from Simogo (a great game studio!) and he told us: “We usually start out with some control mechanic, and then build a game around that.” Well, we did that and started our “minigolf simplification process” by thinking about a “minimalistic swing” that includes only a radius as a golf club. With this mechanic, we achieved to reduce two inputs (power and direction) into only one action: drawing a radius. Player would draw a radius holding the mouse click (or the swipe, as we intend to port it to iOs & Android!) and when released it would rotate anticlockwise in order to hit the ball. The more it rotates, the harder the hit! So power and direction all-in-one control scheme!

 

A nice video we watched:

 

- Some early marketing ideas
Happy with this control mechanic, we started thinking about marketing (it’s never too early for some crazy marketing ideas!). We chose a name: “Radius minigolf”. Sounds good, doesn’t it? It had certain je ne sais quoi and it would be easy to remember. So we bought the .com and made some banners.

radius minigolf

radius minigolf

 

- Framework
We love Unity!

- Betatesting
We made some awesome shots testing the game. Thanks to Vine you can watch them!

 

What went wrong?

- Game mode
Due to the timeframe, we decided to go for just one mode: a time mode. We know it was not the best for our game, but it surely was the fastest to develop.

- Level Design
Time again. We did not have enough of it to design each level, so we generated them randomly using the same set of numbers.

 

What’s next?

- Mobile versions (iOs & Android)
- Different game modes (18 holes, 9 holes, free mode, time mode, etc.)
- It would be nice to have an integrated level editor, and some kind of community driven system to share levels.
- Experiment with some changes in the pov and camera movements. Actually we have a fixed camera, and giving a little movement would make the game much more attractive!

And last but not least: PLAY AND RATE THE GAME!

Cheers, people!

NightCap (aka Drunk Hipster) Post-Mortem

Posted by (twitter: @shlfstudios)
Wednesday, May 1st, 2013 6:36 pm

 

Ludum Dare 26 Entry – NightCap.  That’s our game.  You can see it HERE<—  And by “see” I mean “Play” of course.

 

 

(originally posted on www.shuddahaddalottafun.com)

 

I sit, eyes focused on the once pristine white mac keyboard, now soiled by ramen noodle juice and finger smudges.

 

It’s hard to describe my feelings after this experience.  Perhaps I’m still too close, having yet sorted though all the data in my head.  I think an even balance of the pride and satisfaction creating what we did, and the disappointment with the things that didn’t make it, or just bugged out for whatever magical ‘the world is against me’ reasons caused the feeling I have.  But this is jumping the gun…  or shark… or shark guns… what about the beginning.

Our background is in video production, sketch comedy.  Video game development is an entirely new venture for us.   When it all boils down, Ludum Dare, although incredibly challenging was probably the best way for us to start.  It forced us to learn new programs, technics and theories for game dev that otherwise we would’ve been very slow to get into.  We started with the warm-up weekend, making a game about a penguin that throws corndogs (may very well be a WIP still).  On the Thursday before the Jam, we finally had a build where you could move the penguin and throw a corndog (with some minor bug issues including Infinite CornDog Syndrome).  The head hits the table.  How do we make a game in 72 hours?

Infinite Corndog Syndrome. yeah, it's my indie prog rock band.  We're kinda huge in Europe.

Infinite CornDog Syndrome. yeah, it’s my indie prog rock band. We’re kinda huge in Europe.

(more…)

The Side Factor (Jam)

Posted by (twitter: @ericraue)
Tuesday, April 30th, 2013 2:56 pm

The Side Factor is a local 2 player turn based strategy game. It explores the idea of creating a strategy game with a minimal number of unit types, in this case only 1. The core mechanic is shooting through things.

What went right

  1. Paper prototyping – We used a Chess board and some folded pieces of papeto iterate over the concept of shooting through things. Originally we played with a rule that you could capture enemy pieces by straddling it on both sides and shooting through it. That was abandoned in favour of gameplay where players never lost any pieces.
  2. Audio design - One of the reasons why I entered the jam instead of the compo was to work with a fantastic audio designer, Gordon McGladdery. I spent a lot of time implementing it and adjusting the animations so it felt right.
  3. Visual design & polish – Gameplay was completed on Sunday so I spent all of Monday polishing it. It’s one of the prettiest games I’ve made in a game jam. Below is a series of progress shots from the end of Saturday, Sunday, and Monday.

Progress

What went wrong

  1. The Theme – Minimalism is not a great theme when you assemble a team ahead of time to create a highly polished game. Instead of focusing on aesthetic minimalism we tried to explore it through gameplay. When I created the instructions on the website I realized even though there was one unit type the rules weren’t that compact.
  2. Playtesting – It’s really difficult to playtest a 2 player game by yourself and writing an AI was out of the question.
  3. Publishing on Android – One of my goals was to release this on the Google Play store. It runs surprisingly well on my Nexus S but still needs some optimizations, buttons need to be bigger, and support for different aspect ratios. It’s still in the cards but a post jam version with playtesting and tweaks instead.

 

Play Now (Unity web – Mac/Win/Linux binaries too!)

The side Factor

IceBreaker – PostMortem

Posted by (twitter: @pentaphobe)
Tuesday, April 30th, 2013 1:14 pm

Intro

IceBreaker is a minimalist free-pause RTS-ish thing (probably better described as an FTL-like, though bearing little similarity) set in a Cyberspace similar to the one portrayed in William Gibson’s Neuromancer (a book which changed my adolescent life and is at least partially responsible for my getting into programming).

I didn’t get much (okay, any) journal-writing done during the weekend, though there’s a vague run-down of events in the project’s github page.

So consider this (rather large) postmortem post-hoc overcompensation. (and apologies in advance for the spam)

Blender was extremely helpful for rapidly producing the future-retro look

Blender was extremely helpful for rapidly producing the future-retro look very quickly, even the sprites were tiny renderings with wireframes

You can’t quite tell, but it’s a stripped-down RTS:

  • no resources or buildings (instead you have gestation periods for replication)
  • since you can’t build unit factories, you instead have to replicate (and be vulnerable), but if you’re standing still you will heal
  • there /are/ classes, but they are restricted to *strength* (hit amount) and *vitality* (health)
  • it’s meant to be broken down into very short levels, generally with you collecting/destroying something which is being protected.

Statistics

  • Four litres of coffee consumed
  • A whole forest of tobacco
  • 3,617 lines of code
    • That’s 60 A4 pages if printed out
    • According to Wolfram Alpha that’s:
      • about 17.8 metres ( 58 ft ) tall
      • 6.6 storeys high
      • and about half the diameter of the Hindenberg
    • Very sore wrists (hush, you!)
  • somewhere between 3 and 6 hours of sleep

Screen shot 2013-05-01 at 5.18.22 AM

What went wrong

  1. strong underlying system
    • unlike my last two LudumDare attempts, I knew what I wanted to do very quickly, I wrote about three pages of ideas and then stopped when I realised I’d already made my mind up to do the first one.
      However I didn’t flesh out the details as much as usual and so started building the basic framework while pondering, knowing I could change the details later on.  This resulted in a lot of code ( ~60ft worth! ) that, whilst extremely useful was probably not necessary to get the basics of the game done.
      I remain convinced that it was doable within the alotted time period (the post compo version is only an extra 4 hours work, with the last 3 mostly being unnecesary tweaking)
  2. not enough testing of environment
    • I did more preparation than previously, but I wasted time on a few things which could have been sorted out before the compo:
      • setting up the live stream stole about 1-2 hours, admittedly I was feeling a bit braindead/overwhelmed/uninspired so this was a better utilisation of time than say, nothing.  But this should have “Just Worked”
      • Final builds (I’ll get to that)
  3. using an unfamiliar framework and language (again)
    • In my first LD, I used AS3/FlashPunk which I’d picked up a couple of hours before the compo.  In the second, I used Java/LibGDX and didn’t complete – whilst I had familiarity with Java I was very very new to LibGDX and as a result spent wayy too much time googling.  This time was a fair bit better (Haxe is quite similar to Java/AS3) but I still had little to now experience with either it, or HaxePunk
    • HaxePunk is quite nice, but unfortunately not quite “there” yet for me, I wrote a disproportionately large amount of patches to the library in order to get basic features to work normally.  This stole quite a bit of time, but it was far too late in the project to change ships.  I look forward to using it more though.
  4. refactoring at the halfway point
    • despite having most of the system quite well designed in my head, I had to stop and write a vast swathe of code on day 2, partially to undo the odd choices of my sleep-deprived self the night before
  5. sleep (braindead 6+6 hours)
    • I should have done it sooner, and more.  I’m quite good without sleep, but I ran rampant on the code-base when I  started getting exhausted.  Much time was spent rectifying this spaghetti.  I’m not sure how long I actually slept (somewhere between 4 and 6 hours), but I easily lost 12 hours to silly choices and then the bleary-headedness upon waking.

      an early screenshot complete with pointless UI and ugly tiles

      an early screenshot complete with pointless UI and ugly tiles

  6. didn’t demonstrate theme clearly enough (despite following it)
    • I had basic gameplay down very early in the project this time, but the sleep-spaghetti resulted in about 10-12 hours of programming which left me (effectively) where I started
  7. planning
    • I actually planned quite well in a lot of ways, but some very fundamental (and rudimentary) aspects were overlooked initially, resulting in much confusion and wasted time
  8. submission process panic!
    • I tested my environment this time to avoid this exact thing.  However I discovered (at submission time) that whilst my project ran perfectly in the Flash standalone player, it would silently fail completely in-browser.  It turns out all I had to do was add “-web” to the build command, but it took me far too long to discover this!
  9. no end-game detection or automatic level progression
    • despite “shipping” with a few levels, the submission process issues resulted in my missing the 20 minutes that I needed to finalise this important factor of a “short-level based game” and the gameplay suffers for it.

What went right

  1. strong underlying system
    1. Yes, it’s a dirty trick having this in both sections.  But I maintain that the approach was a good one, early efforts resulted in the tutorial system being a mere 45 minutes to implement, and most new features were added extremely quickly
    2. I used JSON for most of the configuration of the game, allowing rapid prototyping of enemy AI, character attributes, menus and the tutorial system)
  2. using Haxe and SublimeText 2
    1. This was a pretty awesome combination, I look forward to being able to justify the $70 license for SublimeText2 (this was my first real experience with it, and it was wonderful).  I have been using (shudder) Eclipse for a while despite my lack of appreciation for IDEs in general so it was nice to have a “real” development environment again.  However I’ve gotten rather dependent on Eclipse’s easy mass-refactoring, and you can really tell (names of things changed through the course of the project and thus there are some things named Agents which are actually Actors and so forth)
  3. the game idea
    1. I think this concept is pretty sound, and I enjoyed playtesting it.  Definitely building some more levels and a little more “Juice” and thrusting it in the face of anyone who walks by
  4. music and art
    1. There were a few times when my brain completely went on strike, so it was good to change gears and work in Blender or Renoise to build some of the feel, having these elements in game was also fantastic for morale.
    2. The music was made in about 5-15 minutes for each of the two tracks
    3. Art was quite quick too, despite a few false starts
  5. tutorial system
    1. I’m really happy with the tutorial system, which could also double as a mission introduction system.  It hooks into game events and each dialog of the tutorial can have a number of events required before it appears, or disappears making it very easy to make a clear (and importantly, responsive) tutorial.
Tutorial system

The in-game tutorial system is quite smart, if a little overenthusiastic

Last words

Thanks to everyone for an awesome experience yet again!

Project source (github) | Project page | Live stream (twitch)

I strongly encourage you to try out the Jam/Post-compo version after you’ve rated, as it’ll be a lot more clear what I was trying to achieve

Find Utopia in my Jam entry, A Space Opera

Posted by (twitter: @@tman_BOSS)
Tuesday, April 30th, 2013 4:53 am

Hey guys, this Jam was a blast and I hope you guys had as much fun as I did. It got kind of frantic near the end because we decided to totally switch development platforms and games about halfway through. Then my friend was busy so I took over. We managed to pull through with I think pretty good results.  Our game is called A Space Opera, it’s a space action/survival game with some RPG elements. You pilot a tiny ship exploring uncharted space and fighting off aliens and space pirates in search for a Utopia like world that humanity can move to.

screenshot100 (2)

Postmortem

Posted by
Monday, April 29th, 2013 7:03 pm

It’s been a rough, sleepless three days, but my first ever Ludum Dare jam submission is finally up.  You can find it here.

In retrospect, I probably could’ve managed my sleep schedule a bit more efficiently.  This was my first game jam, and easily the most complex game I have ever created, so I learned quite a lot of things just from working on this.

If I could do it all again, I’d probably go back in time and slap all the people that voted for Minimalism.  It’s a very uninspiring, uncreative theme.  We’re cranking out games in 3 days.  I’m pretty sure the games would’ve been minimal with or without the theme.  At worst, all it did was inspire a lot of un-games without any gameplay or graphics. :/

Still, I had an overall good experience.  Special thanks to my other teammates, Tyler and Nathan for making this game awesome. :)

unity27

 

Unfortunately, with all the rush to complete the game, the poor, unloved potato easter egg fell to the wayside.  I feel I have failed the Potato Challenge and failed as a french fry eater.

Reich 18 finished!

Posted by (twitter: @jeromBD)
Monday, April 29th, 2013 11:20 am

Click here to play/view my ENTRY

What do “Reich 18″ means? Well, it’s from a minimalist music masterpiece:  “Music for 18 musicians” (1974) by Steve Reich cf. http://youtu.be/zLckHHc25ww  There are only 4 musicians on the game screen because the screen is small; … I’m wondering if controlling 18 buttons/musicians  could be possible! So you have to press the right key (X,C,V or B) when the range of notes is full; 5 bonus points if the maestro is vertically above.

It’s not the greatest gameplay (it’s pretty boring after 1minute…) but I think the feeling is similar to the old 1980s game & watch.

Reich-18

 

 

MNMLSM Submitted!

Posted by
Monday, April 29th, 2013 4:03 am

Hi everyone!

Here’s my third LD  Jam submission, MNMLSM!

 

Screen1

 

 

Went solo this time, and I was actually able to finish it! I was even able to find the time to add a tutorial and lay down a quick guitar-track! Not the best, but its something!

– The game –

Your objective is simple – dump all the things into the water hole before the time runs out. I strongly recommend trying the tutorial first, just to get the basic technique.

The game is a little hard, but 100% beatable, and I hid a few secrets in there too!

Had a blast, and I’m pretty happy with the result. By some magical strike of fortune, I had the core mechanics more or less in place already the first night, so I got to do quite a bit of polishing. I have a few more levels lying around if anyone is able to beat the three that are included in the game.

Anyway, here it is!

– POTATO –

 

 

a.void

Posted by (twitter: @IMakeIndieGames)
Sunday, April 28th, 2013 10:19 pm

Introducing “a.void”, a Jam game created by five Microsoft software developers.

Title Image

 

It is a musical spatial memory game. Collect colored orbs to collect points while avoiding the obstacles that align with the music.

Title Image

 

Choose your movements carefully, as the obstacles appear at your previous positions.

Play it here (Unity Web Player)

Ludum Dare page

“You are, A Shadow” Updates

Posted by
Sunday, April 28th, 2013 7:29 pm

Continuing from http://www.ludumdare.com/compo/2013/04/26/had-to-meditate-but-got-an-awesome-idea/

The game is called “You, are a Shadow” and will use this post for updates :)

All time in IST zone:

April 29th, 2013

0753 hrs – LOL I just noticed that there was an hour of submission time too.. didn’t know that. Submitted before that. :)
I dont feel like booting up my machine again and adding that missing credits line… too tired, eyes shutting down and I know once I start editing something..  meticulous me is going to find more stuff to fix.. and the finally compression and host again on my server… dah No can do; sorry :D

0714 hrs – Trying to pull myself up from all the exhaustion.. and randomly look at some entries from other Indie devs posting on IRC.
I also remember that my over stressed brain forgot to add one last source of sound credits… Jamendo.com .. my bad.
Don’t think its a good idea to now edit the compo entry.. it’d probably make it invalid.. so I’m just mentioning here for good karma. :)

Also pic of my desk now, trying to clean up :D

The 5 energy drinks and food (not visible in pic.. burp) that kept me going :D

The 5 energy drinks and food (not visible in pic.. burp) that kept me going :D

0707 hrs –  Damn :)  23 minutes left and I just made it in time.. Submitted the entry.  Yippie Yahoooooo!!! :D
Here it is folks - http://www.ludumdare.com/compo/ludum-dare-26/?action=rate&uid=21211

Meanwhile, updating log since last timestamp…  I banged my head on a spiky wall to get the music right .. and its still not there to my taste.. a lot of sounds I couldn’t get them right.. so had to use “Coin” sound effect :( ..   But hey! atleast it is complete.
I took a ton of time to find the right music that can set the mood and go well with the graphics.

Also decided to add a credits page at the last moment (not for self appreciation, but to credit the sound sources) .. oh well.. added my name too. :D

Hoping you guys have fun playing my game :D

Btw, facebook page is here for the Likes ;)  - https://www.facebook.com/YouAreAShadow

Hugs to everyone who participated.
0306 hrs – About 3+ hrs left.. I made a list of all sounds I need… it looks like I need about 16 tracks YIKES!
Streaming Live again - http://www.twitch.tv/toonheartgames .. watch me pull my hair creating game sounds. Will I be able to do it?

0204 hrs – Sorry guys, long pending update.
In the last couple of hours I fixed fonts issues,
a ton of math on ‘probabilities’,
reworking some backend calculation and level difficulties,
designed more graphic sprites,
added a tutorial :) ,
added the final score screens and that’s about it on the game. :)
I also took a little rest in between.

So, what’s pending?  Sounds and music .. YIKES! .. I’m so noob at that… and just ~5hrs left for the compo to end… I gotta hurry.
Also, I am not sure if I will find time to do some animations :(
Let’s race for it.

Meanwhile, yet another teaser for you :) .. I hope I am keeping you guys interested :D

Life of a shadow?

Life of a shadow?

April 28th, 2013

1418 hrs – Title screen is done. Back to graphics. A game logo is done :)

Having trouble with CSS stylings using custom fonts.. Trying to fix it.  Meanwhile, here’s another teaser to keep you interested :D

half cut logo to keep it suspense :)

half cut logo to keep it suspense :)

1218 hrs – Finished coding 13 levels… some seriously difficult decisions for the gamers to make in the game. I’d advise not playing the game in front of your girlfriend or boyfriend. Disclaimer: I am not responsible for any break-ups that might happen :)

 

0513 hrs – Taking a small nap. Unable to hold my head up. Will resume coding level generation after the nap.

0453 hrs – Decision algo has been moved from paper to Code. Here’s another sneak peek of how ‘You, are a shadow’ will play with your brain. :D

You, are a shadow.. with a  ton of troubles :)

You, are a shadow.. with a ton of troubles :)

 

0319 hrs – Finished scribbling level brainfuck mapping for 13 Levels… that’s right.. 13 levels :)
Now to put them in code :D
Damn in last 41 hrs, I slept for 3.25 hrs. Too tired to work on #LD48 … AND then someone reminds me of my superenergy music playlist .Hell Yeah!
Listening 2 music tracks of Naruto, DragonBallZ, TheSocialNetwork, Rocky, TopGun, @battlefield3_ & supercharging myself.
My #LD48 is still ON

 

0230 hrs – Put in graphics in the game. Wrote some nice effects. Took care of player movements and collisions.
Currently scribbling level challenges on paper.
Meanwhile, 3 energy drinks, 2 dark chocolates and 1 paya gulped down.

April 27th, 2013

2237 hrs – Almost all the graphics is done.. except tiny bits I guess.. which I will do later. Honestly, tired of drawing now.. since last 12hrs.
Let’s start off on the code now. Will fill in missing stuff later.

More teaser

Some sprites of the game :)

Some sprites of the game :)

 

1858 hrs – Major part of the art is done.. except a couple of characters and items. :)  Taking a small break as of now.. wrists paining.
Here’s another teaser for you guys ;)

Ooo la la :P What was the theme again? Minimalism ;)

Ooo la la :P
What was the theme again?
Minimalism ;)

1140 hrs –  Planned rough layout of game graphics on paper. Now live again at http://www.twitch.tv/toonheartgames doing game art on inkscape.

1020 hrs  - Rough gameplay mechanics done on paper. Now to start art. Ok looks like I need my first energy drink of the day.

0910 hrs - I name the game “You’re a Shadow” :)

0900 hrs - Huaaaaaaaaa….. Just hit a super cool kick ass idea for the theme

0840 hrs - ok now, time to get serious. Lights off.. shirt off.. Seiza posture meditation.

0830 hrs - 1 hr gone. No solid ideas yet … arghh.

0800 hrs - Right of the bat @ludumdare 26 theme is making me cry :P Who Dafaq voted for that theme :P

0708 hrs - Just woke up, brush in mouth.. thought I woke up 40mins late for #LD48 Sigh :( W00T, @ludumdare website says 20 mins to start! Yippie! :)

Update

Posted by
Sunday, April 28th, 2013 2:55 pm

 

We have Audio and a Splash Screen now (and at least a working title, if not name )! :D

I worked with one of my friends (not sure what he wants to go by on here, and he’s left so i’ll just be sure to give him credit when i submit) on the audio and setup a splash screen, improved the physics and then started expanding the level. I also added messages displayed at the top of the screen and a timer.

More on all of that later; I have more to do.

Splash screen works. :D

Splash screen works. :D

LD26 Rogue Pirates Video Update 1/2

Posted by (twitter: @rmatey)
Sunday, April 28th, 2013 5:03 am

Hey guys, here is my halfway-ish video update on my progress so far. Now the crunch shall begin!

Stacking heads and brawling in a creepy sex dungeon, yup it’s my first Ludum Dare.

Posted by (twitter: @http://www.twitter.com/liannethy)
Sunday, April 28th, 2013 12:43 am

ss6 CANGSFg background

 

So this is my very first Ludum Dare, and I’ve teamed up with PixelBear, who is doing the programming. Of course, once the theme was announced I was a little worried, since I am primarily an artist. After the worried cries of “aghhh squares!!” on Twitter we finally thought about the theme for a bit and decided to go in a different direction. We took the idea of mini-games, and portions of games that are fun in what might be an otherwise tedious environment. We wanted to reduce the experience down to the basic things that satisfy players. So we decided on: stats going up, beating the shit out of things until they explode, and customising your character via attaching severed body parts to yourself.

 

Hopefully it will actually be fun!

The Existential Journal Into the Abyss of Self-Actualization and Peace!

Posted by (twitter: @CMWeissMedia)
Saturday, April 27th, 2013 9:22 pm

Troll Games has pretty much finished up our jam and we still have until the end of the day on Monday?!

Man, so much time to polish. Get ready folks.

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A quick preview of the title screen of our game.

Progress Report

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Saturday, April 27th, 2013 5:09 pm

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Progress on our game has come along quite well.  Most of the core mechanics are set in place and most of what’s left is to create art assets and design levels.

We decided to take Minimalism in a direction other than “No Gameplay or Graphics” by making a game about a boy whose world is being tainted by extradimensional horrors.  He must defeat these creatures and stop the tide in order to return his world back to the 8-bit monochrome place it used to be.

Not sure how much of this plan we can complete, but we’ll see.

A lot of progresses!

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Saturday, April 27th, 2013 12:50 pm

I’ve done a lot of progress since the last post, and probably i’ll finish the game soon.
Basically the game i’m making is definitively called “Earth Defender”, here’s the main plot.

You are the first space division commander, a hero who must save the world from an alien invasion! You are the only one who can defeat them and save the world…!

Full story will be uploaded at the end of this competition ^.^

screen2

Second screenshot of the day. This will be Earth Defender main Menu!

Here’s the list of the things i’ve done or i have yet to do!

  • Storyboard
  • Graphics and art (Almost done)
  • Music and Sounds
  • Code and Framework (Almost done)
  • Easter Egg ?? (The next post will be about it ^.^)

We’re making a list, and checking it twice

Posted by (twitter: @MakeAGame)
Saturday, April 27th, 2013 12:18 pm

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While we’re waiting for our first playable, the artists are doing some window shopping and the designers are making up problems for the programmers, like pathfinding.

pathfinding

 

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!!!

We think we’re onto something here…

Posted by (twitter: @MakeAGame)
Friday, April 26th, 2013 11:05 pm

minimal_list

And we got a name for our game!
Let me just take note of it…


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