Posts Tagged ‘LD #23’
Another art update from Cake here.
I don’t really feel like I got much done. Maybe I did? I don’t know, but I had wanted to get most elements of the world completed by tonight and it’s currently 2:30am. I either don’t sleep or I go to bed defeated. From 11pm to 2:30am I basically got a death-gap designed, some rocks, platforms, a real floor, and some action sprites for the attacking motion.
Ludum Jamming to : MGMT – Kids (At the request of Zeik. I’m pretty much going to change this in favor of something that hasn’t been played to death.)
“Tiny World”… I have to admit at first I was at loss. I only had one idea : a tiny planet with a man running/jumping around it but wasn’t satisfied with that. And with thinking, other ideas came, and I remembered a game concept I had last year about nuclear fission and atoms and neutrons and chamber of reactions, etc… So I thought “that’s my tiny world! The worlds of little particules trapped in a chamber of chimical & physic reactions.
Here is the plot : A mad scientist decided to take revenge on the whole scientist community. He works secretly on crafting the ultimate weapon, making electrical/chemical/physic chain reactions betweens atoms, electrons, neutrons, protons…
What you’ll have to do : In the chamber of reactions, you’ll move differents blocks of various material to make bouncing or not your reactive elements. The more collisions between reactive elements you make, the more powerful your weapon will be.
Gameplay : you can only control 2 cursors with Z(or W)/Q(or A)/S/D and UP/LEFT/DOWN/RIGHT to move reflective blocs. Those blocs have different physics property making them more or less bouncy.
Here is my gameplay-check test : http://ailys.fr/LudumDare/LD23-TINYWORLD/
Screenshots : https://plus.google.com/photos/110762901602170067395/albums/5733701130733892801
Feel free to give me feedback. Now I’m going to graph this then it will be feedback and level design time \o/
Oh, by the way, it’s not bug-proof so… if the game freeses, let’s say it’s a feature :p
Progress! After about an hour of brainstorming, and an hour of Cake going to a company happy hour (Sorry Zeik!), here is a screen of our first 5 hours of progress.
So far this is Cake’s screen. Lots of Illustrator-ing going on. It took her a good 20-30 minutes to art direct the mood and theme for the game, but so far she’s got character design completed, a few obstacles, and the background. Before the end of the night is over (+ a large cup of coffee) she plans on having most of the world created and brainstorm a few level ideas with Zeik. But the main goal for now is to have most assets created and dive in to the main screen.
Zeik is trying to keep up with the art, since Cake is “pumping out more art than [he] can keep up with”. Despite that, the game is somewhat playable. Still trying to integrate a flux capacitor (har). No, but seriously, we have some game mechanics to hammer out. That’s the goal for tonight….sort of? He’s just trying to do work.
Our current work station and dinner. Not pictured is the giant Starbucks cup that Cake is gulping like water with blearly eyes and the moleskin she relies on like a life-jacket. Ya, we both really enjoy hot wings.
So that’s our progress so far! We’ve set pretty good goals for ourselves for tonight and tomorrow. Neither of us really plan on sleeping before 3am.
Ludum Jamming To: Edward Sharpe & The Magnetic Zeros – Up From Below, possibly going to switch to Cake’s fabulously 80’s mix.
I do believe I will try to make a game for LD23. I’ve done this once before, in LD21, so this will be my second Ludum Dare.
I need to declare my personal code “libraries” upfront. Calling them libraries seems a bit presumptuous, actually. It’s a few little pieces of code (rendering functions, top-level skeleton functions, a couple of pixel manipulation functions, mostly stuff to speed up use of SDL, all in C++). Do I need to post this stuff on here or something? I totally can, but I would have to put it all together or something and stick it up. Let me know!
If you’re still reading, my name is Kevin Wells, and I have a little indie game development company known as Cheese and Bacon Games.
So, I’m in for my 2nd Ludum Dare. Like before, I’ll be jaming from my work’s office (CCCP – France). There are going to be 3 collegues in the office all of them entering the compo event. This is gonna be fun ^^
This time, I’ll try to post much about what I’m doing, tweeting more, well communicate more&better (I guess/wish/hope).
You can follow me on my twitter account @DameAilys or my Google+
Let’s get to my equipment :
Ailys equips Construct 2 (again ^^;) as game developpement weapon
Ailys equips Adobe photoshop and Illustrator as graphics armor
Ailys equips the Aviary Suite as sound&music accessories (and maybe a bit of Otomata or SFXR, I really don’t know)
And I’ve got a lot of junk food in my inventory so it’ll be OK =)
Here’s my working station for the record
And remember Frenchies or French speakers (or you who just want to say “hi”), there an internet gathering there http://armeljgibson.com/leludumdare
With Ludum Dare (Daré) 23 starting in a few hours, I figure I should make it public that I’m in.
Still deciding on my tools…
I’m on OSX, so maybe I can get your thoughts and opinions? This will be my second LD. Last time I did web/html/js, since I wanted something that everyone could use. This time around, I’d like to do something a little more graphical.
I installed pygame, but I’m afraid that it won’t run on other peoples’ machines (and I would be learning pygame as I go). I could also do something in C (OpenGL), but I’m afraid of the same thing.
What’s the best approach to get the most users (outside of flash)?
This is going to be my first Ludum Dare and i’m pretty excited!
I’ve been looking through all the themes and voting. I have vague ideas of what I’d do for about a third of the final themes. I think my main problem is going to be controlling scope; Mainly being too optimistic about what I can achieve in such a short time.
IDE: Eclipse FTW!
Caffeine source: Black, black coffee
Distraction: SWTOR and netflix()
Good Luck all!
This time around I’m going to make things interesting for myself.
I’m building a game from zero to AppStore submission in the 48 hours. For judging there will of course be Windows and Android builds.
I usually roll my own code, but for this I decided to try out a pretty well known framework and try to leverage what I can.
- XCode 4.2 / 4.3
- Visual C++ 2008 Express
- Photoshop (gfx)
- SFXR (sfx)
- Wolfram Tones + GXSCC (music)
- Cocos2dx (graphics/input/etc)
- CocosDenshion (audio)
- Box2d (if I am feeling physicsy)
- Phillips Beer (http://phillipsbeer.com/)
Errr… first time for me.
Greetings from Andorra.
Figured i’d go ahead and drop the obligatory tools post. So here goes
- Inkscape: Vector art
- Garageband: Music
- Komode Edit: IDE
- Assorted Tools: Spritemonkey, MAMP, dropbox
- Energy: UKFdubstep, Skrillex, Nero, Porter Robinson, Pantera, Metallica, Feed Me, delicious panini, and hummus
I can’t wait to play all (well, not ALL) of your games!
We’re Cake & Code and this is going to be our first Ludum Dare jam. (Our = Zeik the programmer and Cake the artist) We’re currently working on a warmup game right now called Rainy Birthday and hopefully we can get some part of it done by Sunday/Monday. Our biggest obstacle right now for WW and LD later this week is finding a way to craft music into our games. (Neither of us are skilled musicians unfortunately.) Things will work out somehow……or so we’d like to hope.
Zeik will be using….
Notepad++ (aww yiss, we fancy)
and Cake will rampage with….
Coffee + paper + brain
tag teaming with…
Audacity/SFXR/something that creates some sort of melodic tunes
Unless my computer continues to freeze im in for LD 23!
And this will be my very first Ludum Dare, with only one year of programming experience.
Lets see how this goes
Fonts: Fontstruct (if i need a font)
Art: Paint and GIMP
It’s the perfect theme!
- A physical object that must be present
- Being magical, it can be sentient or not, your choice!
- It’s round so it works in many more physics-type games
- It’s a delicious grapefruit!
- It’s non-specific enough that it allows for ANY gametype (not just platformers + “art” games) to be designed around it