Home | Rules and Guide | Sign In/Create Account | Write a Post | Donate | #ludumdare on irc.afternet.org (Info)

Ludum Dare 23 — April 20th-23rd, 2012 — 10 Year Anniversary!

Ludum Dare 22 :: December 16th-19th, 2011 :: Theme: Alone

[ Results: Top 50 Compo, Jam | Top 25 Categories | View My Entry ]

[ View All (Compo, Jam) | Warmup ]


Posts Tagged ‘particles’

Hour 40 – COMPLETE!

Posted by
Sunday, August 22nd, 2010 10:48 am

Okay well its not quite complete, the waves of enemies could do with some more work but I have my mum coming up from London to visit me in 30 mins so im gonna call it quits here.

So, finally it has a name, I have called it “48 Hours Later” :) Its not technically true as I have only had 40 hours to do it, but oh well!

Overall im pretty happy with my first Ludum Dare entry, im very tired right now and have a banging headache, but thats all part of the fun right?

So onto the game. First some shots:


Okay so if you have been following waaaay back my original intention was to make a game with the same sort of art style as World of Goo but with the game mechanics of Boom Stick. I think I have stayed pretty true to that original idea.

Basically you fight against waves of enemies that float across the screen. There are currently only 10 waves, I would have liked more and with more variety but oh well ;)

The theme of the competition was “Enemies as Weapons”. I have incorporated that theme by having the enemies drop giblets when they die. You then have a certain amount of time to pick up those giblets and fire them back at the enemies. Enemies as weapons!

So as a disclaimer: im sure the game has many bugs and things, I have run out of time to do much in the way of testing and optimising. If you find any bugs however drop a comment I would love to hear about them as I plan to release this to a few flash portals, so would like to get those bugs fixed ;)

Anyways enough jibber jabber. A few more shots then the game is below:


You have to play the game on my site, I cant get flash to work here :(
http://mikecann.co.uk/ludum-dare/ludum-dare-hour-40-complete/

Oh also, if you cant run flash I plan on making a Youtube video in the next day or so to go along with my timelapse of development!

Tools Used:
Adobe Photoshop CS5
Adobe Flash Builder 4
Adobe Flash CS5
SFXR
Chronolapse

Hour 31

Posted by
Sunday, August 22nd, 2010 1:39 am

Well its been quite a while since my last progress report. I have mostly been sleeping (well 4 hours of it anyways).

So progress is coming along nicely STILL no gameplay tho :S

So far you can shoot and destroy the enemies and then collect thier giblets before they become part of the terrain. The idea is that you can then shoot those giblets back at the enemies. Take alook if you are interested:

Have to play it on my blog as flash doesnt work here :(
http://mikecann.co.uk/ludum-dare/ludum-dare-hour-31/

Oh I just noticed I left some debug sliders on there I was using to try and hone the bloom levels. Have a play with them if you want.

Right. Gameplay.

Gameplay, finally!

Posted by
Saturday, August 21st, 2010 5:41 pm

You can knock your enemies over now!
yay
You knock them over by.. touching them! Then the knocked over enemy can knock over other enemies.They release particles when they are defeated, and you also release a bit when you touch them. yay

Hour 17

Posted by
Saturday, August 21st, 2010 11:37 am

Okay its been about 6 hours since my last update, and I have been working pretty much solid apart from an hour lunchbreak when I went for a wander into town.

Ive made quite abit of progress with the core bits of the engine including the physics particle systems and the destructible terrain.

Dont believe me? Take a look for yourself:

(Gotta play it on my blog, no flash linking here for some reason)
http://mikecann.co.uk/ludum-dare/ludum-dare-hour-17/

Theres still no game really, just a pretty tech demo. Im hoping the gameplay will come next :)

Im going to have abit of a break now, get some food wind down a little then its going to be a loooooong night ahead for me!

Cave Ninja – Particles

Posted by
Sunday, August 30th, 2009 11:24 am

Added scrolling, esc (pause) “menu”, damage, mission failure, and particles. I still need a lot of content before this is any good, and sound would add a lot.

jolle_cave_progress_06-particles

Quick Simple Toys

Posted by
Sunday, July 26th, 2009 11:42 am

I wasn’t originally going to participate in this Mini Ludum Dare, but I wound up making two simple toys that are a little fun to play around with.  I didn’t really want to commit to actually making a game, and since the theme is ‘sandbox,’ both programs are entirely pointless.  Both require Python and PyGame — which are easy enough for anyone to obtain.

Squiggle Draw

It looks better in motion (along with perhaps a higher squiggle value.)  Basically, you draw and it makes the lines all squiggly looking.  As you can see, Left Mouse Button draws, Scroll Wheel increases/decreases squiggliness, and Space bar clears the screen.

Download: squiggle_draw.py

Particles

This program lets you play around with particles.  You can place down ‘attractors’ which draw particles towards it or ‘repulsors’ which push them away.  Left Mouse Button puts down attractor, Right Mouse Button puts down repulsor, Scroll Wheel add/removes particles, and Space Bar clears attractors and repulsors.

Download: particles.py


All posts, images, and comments are owned by their creators.

[fcache: storing page]