Posts Tagged ‘map’
Mustache Armies – Artworks.
Wednesday, May 1st, 2013 7:01 amHi, my nickname is Sephy.
I’m a French 2D designer – you can see my work on my website.
I joined the TurboDindon team for the 26th Ludum Dare. It was a very great experience, I love my teammates.
We finished our game ‘MUSTACHE ARMIES‘.
Feel free to play, share and rate for us!
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=5611
(My personal record is finish the map using 10 unities)
You can discover below a few graphic researches, artworks and assets I’ve designed. My mate Raz did other graphics as main unities, backgrounds and logo. Graphics have been inspired by minimalist paintings and shapes. Not everything has been implemented.
I hope you’ll like it.
Sorry for my bad English.
Map reading
Saturday, December 15th, 2012 5:40 amTried to add a classic map by hand. Noticed that it was stupid, and decided to write a image-to-map function. After a few bugs, here it is! This bitmask tutorial helped quite a bit to make the code cleaner.
Kollum: Map generation
Progressing Forward, First Time Doing Isometric
This is the stuff! I feel the urge to experiment, to breathe the true spirit of the Ludum Dare, and push myself into a realm I have never before dealt: the isometric map. Spent the hours I had this morning figuring out how to best render an isometric grid, and now…SUCCESS! Step one complete, I shall move on to some placeholder graphics and start the control scheme.
escape evolution – update #2
Firat update of all, we changed the name of the game for something more abstract
here are the main changes :
- map definition in a text file
- load map prefabs based on text
- end level prefab
- level elapsed time counting
- character controler add to the char prefab
next steps
- show level timer
- add some models to the level
- think about background image for the levels
- make some creative credits scene
some screenshots
the level build by 3D tiles

link for the current release on web
http://apps.vacavitoria.com/ludumdare24/build2/build2.html
First Screenshot
So, I woke up about 10 hours ago, and have gotten to work most of the day on the random map generator in my game.
Boy was that a struggle! It’s something I have never coded before, but have wanted to try out. Honestly, the Ludum Dare is good for taking those kinds of leaps, but it’s unforgiving if I spend too much time learning something new and testing, testing, testing.
Anyway, I don’t think I have lost too much by doing random maps. It will add the depth I want to this tiny world concept.
Just added a simple monster chase AI, of course he’ll be running into walls a lot in the game, but that’s okay.
Current task list before the night is over:
- Map themes, there will be 8 “biomes” on this little planet.
- Textual help and fanfare. As it stands, there are no words in the game yet.
- Main Menu and game states.
If anyone would like to leave comments about the current testing demo, you can download it here: http://feyleaf.com/downloads/ld23-test2.zip.
alone with myself – scroll + damage + npc
progress update of the alone with myself !!!
add map scrolling, npc, damage, life bar…
next steps for release 1 :
- life boost items
- increase map size
- splash screen
- detect end of the game
- sound track
- sound effects
release 2
- add stories
release 3
- add char and npc animation
Looking better now, half-way through level design
Milestone!
Saturday, December 12th, 2009 5:40 pmWell, I’ve come to the conclusion that I don’t have a clue what I’m doing when it comes to procedural generation. I should have had this done much sooner, but I’ve finally reached the stage where I have something which could be described as procedural dungeon generation.
I don’t actually have any graphics or gameplay, but I can now generate maps from a seed number. Here’s a section of map 0:
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Once I’ve had some well-needed sleep I’ll get some graphics done, tilemap rendering, get a player walking around and introduce some treasures for him to find. Bah – there’s loads of time left
:: ethergrind :: epic map fail ::
well, apparently i just suck a lot, because i messed up map3 on ethergrind. python’s dom chokes on it because of some malformed xml. here is a fixed copy of the xml for those of you with nerves of steel who can make it that far. drop it in the /maps directory. alternatively, i’ve just gone ahead and fixed the download link from the original post; feel free to disregard levels 3-5 if you wish when you vote.
also, you’ll be happy to know that it IS beatable. many levels, however, took me several playthroughs; notably level 2 and level 3 are fiendishly difficult. some tips:
level 2: use speed and boost through the level until you reach the last grinder. take out the turrets first and let the enemy ships you’ve dodged come back. destroy them all before trying the boss. make sure to take out the cannons before you fight the boss.
level 3: just power through with speed. this is just really hard.
level 4: for the asteroid area, concentrate on going slowly and eliminating all enemies as they appear. when you get to the grinders, dodge like hell.
level 5: make sure to pick up all of the powerups. it will give you enough to get a shield. when you get to the boss, fly straight through him (losing your shield) and keep going until there is enough space for you to deal with the enemy ships. then fly to the top and bottom of the screen and take out the turrets before engaging the boss. it’s very, very hard. good luck.
thanks for the comments, guys, all the games i’ve played are top notch. congrats to everybody!
7th Swarming of the Machines
Ah, great compo this was. Tons of sweet games. Unfortunately that also meant fierce competition, and I only managed to snag a best position of 3rd in Fun (which is unusual for me, as I normally do better in the technical categories).
Base idea for the game was to have the level be “swarming”, for an unexpected approach. I figured there could be loose platforms drifting around in space and you’d try to jump around between them, doing… stuff. The gameplay part of it was sketchy at best.
I suppose the better part of the first day was spent getting the platform movement and interaction working, and then I think much of the second day I just sat and tweaked it, fixing bugs. The gameplay elements and final graphics/audio were added in the last two or three hours.
Windows download: 128 kB zip (exe, data, source)
Linux port: 16 kB tar/gz (needs above file for data)
Arcade build a’la Lerc.











