Posts Tagged ‘love2d’
Cosmic Conqueror: A Radical Imperialistic Space Adventure
Cosmic Conqueror is a space exploration game we did for the jam and worked pretty much until the last minute on. We’re happy how it came out and we enjoy the concept so much that we’re actually gonna keep working on the game past Ludum Dare, we’ve already added a bunch of features! (But I’ll touch back on that later)
How It Started: The game started with a base concept, explore planets, kill the aliens, get followers and make money. We didn’t really have an endgame goal for the game and we probably should have, instead the goal was just to collect as much money as you possibly could, which ended up pretty alright. We had a difficult time coming up with ideas for a game initially, we shied away from two world puzzle concepts and deep personal type games. We just wanted something simple and engaging, so what’s better then cosmic dominance? We discussed our planetary concept ideas and quickly got to work, we started within the first hour or so of the jam.
Ending Rush: At the end we finished up bridge building to connect the planets (which makes you more money) which was a bit of a challenge. We had to get the bridges connecting properly and menus in within about 6 hours and everything was coming to a sudden end, it was late at night, we hadn’t slept the night before, and we knew we had to iron these things out before we could release, so we got to work. Gage worked on getting the bridges to connect properly while I finished up some miscellaneous graphics. Finally the bridges were done with about an hour left, and us tired ready to submit dudes still had to make a menu; so we just quickly slapped together a somewhat buggy menu and it was good to go! Our submission was complete, and we were pretty excited about it!
POST LD: We released a post LD submission on the page a day later fixing some bugs with menus and bridges and it helped out quite a bit, we felt pretty good about it at that point. We’re still working on it now, fixing bugs, adding cool new things and expanding it quite a bit to make it into a real game! It’s a really neat project and we are very excited about it. Isn’t space just totally cool?
And, if you have any interest in what’s gonna happen to the game, you can follow us on twitter.
Having participated in the game jam for the last two Ludum Dares, I decided this time that I’d go all-out on the compo. I even made my own font from my handwriting for the text! (…my handwriting’s terrible. sorry!)
It’s been a fun 48 hours. You can find my entry – Drift – here. Let me know what you think! I’ll be back in just a bit to start rating games
Hey everyone, this will be my second time wasting my whole weekend to drink insane amount of sodas and to get no sleep. I will try to finish a game this time, and to focus more on art since my last try was awful.
I will be using the CryEngine 3, the Havok engine physics, Logic Pro X for music and AutoDesk Maya for 3D modeling.
I will be using LÖVE (love2d), Gimp and a bunch of custom libraries I made.
Good Luck everyone!!!
as i said, im in first time so well see how it goes.
Language: Lua w/ love2d
Sfx: jfxr and sfxr
Music: abundant-music(procedural music generator)
Goals: Learning and challenging myself
Current Project: Box Fight!
Hey guys, great game over here that is looking for a community to help it thrive, taking fan ideas maybe implementing a doctor who class soon? hmm idk anyways there are links to submit ideas for classes on the home page of the wiki maybe one of you would like to make a difference in the game? credit is given for those who give ideas. Doctor who class could teleport to a random x & y maybe?, supernatural class could be only class with a shotgun, or maybe a sherlock class that has sherlocky abilities lol you guys get the idea.
This is the game i will be publishing for the october challenge that ludum put out btw guys
It seems i need to declare my weapons before they can go through customs so here they are:
An Sprite-sheet Animation Library for Love2D
Sound Manager: https://github.com/bartbes/love-misc-libs/tree/master/Soundmanager
A music manager for Love2D
A tweening library for Love2D
And finally Lume: https://github.com/rxi/lume
Game library to make game development easier, in Love2D
Is that too many Libraries?
So, it was my first time joining the Ludum Dare game jam at all. You can’t imagine how many times my husband has told me about it (or probably you can, given the fact that you yourself might as well do this all the time ). For him, it was the 3rd LD – not to mention all the other game jams he has joined so far. So you can imagine that I was quite excited that I was about to join him this time!
Having never done any serious digital drawing at all, I have wanted to try the Inkpad app on the iPad for a long time now. The LD seemed like a great opportunity to check it out and learn a view things about vector graphics. So that’s how the adventure started.
We decided to make a game for children without any violence. At first, our idea was to create a couple of fast touch mini-games with cute graphics.
Along the way
At the beginning, I just started doodling until I came up with a cloud – Sophie was born! We then thought about what game we wanted to create around Sophie.
While I went on drawing, my husband put together the game framework. He chose LÖVE because his experience with LÖVE did help him a lot in previous gamejams. Besides, he started to implement all needed LÖVE functions in the Sony PSM SDK in C#, because originally we thought of this game as a touch game.
What went great
The best moment was when my husband made cloud Sophie rain for the first time! Now I know why he enjoys creating games so much – it’s so great when your game and characters come to life! I’ll definitely do this again.
What went wrong
Soon we realized there won’t be enough time to create more than one mini-game, so we had to change the game concept a bit so that it would fit to the theme. We then decided that “You Get Only One RAINDROP” from Sophie every day.
It also would have been great to have the game as a touch game, because for me it seems that it’s much more intuitive for children.
We also could have worked more on the sound effects and the clickable items, but again, we ran out of time at the end.
You can play our game here.
Sounds – bxfr
Music – keyboard
Graphics – Inkpad
Engine – LÖVE and Sony PSM SDK
You can watch a video of the game played on the PS Vita:
Well ok … only on my Vita :).
But you can play the game on Win/Mac/Linux and Chrome:
Watch the Playstation Vita video:
My game (the one with the weird lighting) is finally done! You can download it for Windows here: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=31403.
My head hurts too much right now to write a post-mortem (plus it’s probably too soon anyway), so have a gif instead. And congrats to everyone who’s participated in this LD, we’ve finally gotten to the end!
I think I finally have what I want to do down (although it seems a bit late for that, eh?). Originally I was planning to do a platformer of sorts, but after wonking out some platformer code I realized that my idea didn’t really work in that form. Now I’m doing a top-down perspective. At the least the code is a lot easier, ahaha.
Hi everyone! Say Hello to Sophie, the little cloud we created using Inkscape on the iPad. I’m quite excited, it’s my first time to join the Ludum Dare game jam after my husband told me soo many times about it. So he does all the coding while I’m trying to do my best with the graphics. We’ll keep you posted!