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Posts Tagged ‘progress’

Save the Sheep

Posted by Wiering
Sunday, April 19th, 2009

I went to the park and recorded some sheep sounds with my ZOOM H2, and decided to change my game into “Save the Sheep”.

Now the game will be about getting enough sheep to the exit before they are swallowed up by the wall of lava. I still need to make the sheep and the lava, but pushing blocks and building walls works now.

Working too slowly

Posted by Wiering
Sunday, April 19th, 2009

Last night I spent way too long on making the ground for my game. I’m using a Perlin noise function and wanted to modify it so it the edges would fit together, but couldn’t get that to work that way. Anyway, this is my first screen shot:

This morning there was the yearly fair here (just like during LD12) and I went to take pictures for a local newsletter. Now I really need to work hard and get something finished!

And here is some more food I ate:

ethergrind progress

Posted by destroysound
Saturday, April 18th, 2009

5/6 powerups are coded, level format is done. need a way to finish levels.. still, this leaves me with all day tomorrow to generate content. i might try to make a boss, but i wouldn’t hold my breath on that.

More progress…

Posted by TimS
Saturday, April 18th, 2009

Advancing wall of gray goo…

screen 2

Progress, End of Saturday

Posted by LunarCrisis
Saturday, April 18th, 2009

You play on the side of the advancing wall of doom, which is trying to engulf all. The lousy civilization’s set up barriers, though, which the cloud can’t cross! Your job is to destroy these defences so that the cloud can continue its conquest.

Basic mechanics are working, the main things missing are enemies that fight back. Better graphics should be on the way, as well as some sound effects.

Truckin’ along slowly.

Posted by TimS
Saturday, April 18th, 2009

Here’s my food collage:

Food is good for you

And a bit of progress!  MAN that programmer art is looking nice… :(

Screenshot the first

Look out for the advancing wall of… doom?

Fleedom - Progress Continues..

Posted by HybridMind
Saturday, April 18th, 2009

So, I have another playable build of my work in progress available.

Play it here in your favorite browser

It now has an enemy ship wave manager so I can build out the Wall of Doom(tm) that you must escape through to rescue the last of your race.

I also took a suggestion to map the fleet pattern echeleons to the Z/X/C/V keys.. four patterns in all.

Give it a whirl if you’d like as I’d love to hear any feedback.  I’m trying to get absolutely as much of the gameplay done before screwing around with any graphics this time.  I think it is actually progressing really well for once!

The game just ends right now when all the enemy ships go by.  Also.. if you lose all your ships you have to refresh your browser to continue!

Breathrough.. arg!

Posted by HybridMind
Saturday, April 18th, 2009

I think I’ve just spent the last 3-4 hours completly rewriting my fleet movement/tweening code like 4 times and back again.. and have FINALLY solved my #$^$!@ engineering problem…. arg.

Need a break now… but the good news is I finally have smooth movement of the fleet in all directions and it doesn’t matter how many echeleon patterns you are shifting through…. it is all fine dandy.

Don’t ya love programming?  ;)

Pancakes :)

Posted by ravenger
Saturday, April 18th, 2009

So, pancakes with powdered sugar and cherry jam. Im doing allright with my level editor (it requires a large reso screen :) ) and i’ve started on the game. I’m allready able to import the level i make with the editor and im now working on player logic and physics stuff.

Thats it for now, more coming soon :)

Goodnight.

Posted by Radix
Saturday, April 18th, 2009


I’ve got a good idea now of how the game will play when it’s finished. I’ll keep the gimmick a surprise since it’s really only got one (hint: it involves walls and doom).
The first level (of a planned three) is done sans an exit, and there’s a strange bug that causes the invisible portion of sprites to obscure background sprites–but only sometimes. But I suspect it’s a weirdness belonging to Construct’s 3D boxes so trying to fix it might have to be my very last priority.
Everything else is coming along so well that I’m gonna take a break to wind down before bed. End of day one for me.

Lunch time

Posted by ravenger
Saturday, April 18th, 2009

Brown bread with ox-sausage, young cheese, peanutbutter + chocolate hail, and proper good cherry jam, and a glass of Chocolate Milk :)

Ox-sausage is tradionally a dutch treat from Amsterdam, made of ox. It also includes pepper, clove, nutmeg and some other spices, originally imported from the far-east (Indonesia) back in the seventeenth century. Chocolate hail probably is typically dutch as well, and cherry jam is just delecious as it’s got whole cherries in there.

I’ve switched from my original plan and im now using flash instead of love2d. It suits me better. Im currently working on creating a tile editor so that i can cleanly export level xmls to my game. Hopefully i’ll get it done in 3 hours time and go on with the game. I don’t have any solid ideas yet, but they all included tiles anyway so i thought i fixed that first ;)

Thats it for now, more to come in a couple of hours ;)

Progress! (-ish)

Posted by yoyo
Saturday, April 18th, 2009

Spent most of the day pondering the theme, procrastinating, and playing TF2. Finally opened up flex builder and drew a sprite, I guess this is progress.

Game is basically humpty dumpty walking along his wall, having partaken of a beverage or two. The wall advances in front of him, and there’s plenty of doom on it for him to avoid.

Purple stuff.

Posted by Radix
Saturday, April 18th, 2009

The basics are in, plus squishy purple plants, but I think I’ll add a space suit to protect the player from the total lack of atmosphere.

I’ve got some students over watching The Fifth Element now. I think I’ll take a break and sit down with them for a bit. I’m hoping to get the engine and graphics finished tonight so the only thing I’ll need to worry about tomorrow is adding the couple of small levels I have planned.

Progress, progress

Posted by noonat
Saturday, April 18th, 2009

Finally got Pyglet loading tile maps exported from Tile Studio, and doing collision against the edges. Loading a y-down tile map in a y-up coordinate system is surprisingly confusing when you’re tired. ¬_¬

Physics next!

Advancing Wall of Wolfenstein

Posted by Radix
Friday, April 17th, 2009


First snacks. Some kind of savoury pancake thingies and some french fries. The fast food store’s name apparently translates roughly to “The Chicken of Low Morals”.


I have some boxes. Note that their positioning does not correlate in any way to the layout of the minimap. That is because maths is hard.

Progress!

Posted by Morre
Friday, April 17th, 2009

Well, it’s not much so far, but here’s what I’ve been working on:

Progress7

Post compo wind-down

Posted by Orangy Tang
Monday, December 8th, 2008

So now the mad rush to finish is over and I’ve caught up on lost sleep, here’s all my progress shots that I didn’t have time to write journal entries for.

Project setup, and boring game init / display init:

A tile map and a hardcoded bulldozer sprite:

I added bulldozer controls here, plus rocks to dig for resources:

Placing roads via the bulldozer:

Adding code and graphics to properly make road curves and junctions:

Added hard-coded buildings and cars, plus a hud for better feedback. I should probably have had a screenshot in between this and the previous one but I was on a roll. :)

Adding in proper building placement, city growth and car spawning:

Compared to previous LD48s I didn’t get much journal writing done during the competition, probably because I only had a single day so was much more focused than usual. Also the game was largely based on logic code (like getting the building placement and car AI correct) rather than lots of visible gameplay elements, so at times where I would normally have taken a picture I skipped it since it looked identical to before.

I’ve decided to leave my post-mortem ’till after judging had finished / nearly finished, so I can see if my list of things to improve matches what other people think.

Also, project source and images are here. It won’t compile as-is because I took the LWJGL and Slick libraries out to cut down the size, but you can browse through my spaghetti code and see how hideous it all is. :)

I’ll keep trying =]

Posted by BloodKnight9923
Sunday, December 7th, 2008

Well this is going badly at this point. No sound, and no AI. I just finished the abilities to build buildings that spawn units, working on the AI as quicky as I can, but I somehow think it won’t neccesarily work out too well. But here’s a screenshot anyway…

I’ll have something remotely playable soon, hopefully a little entertaining. I didn’t plan it out nearly well enough so the whole Roads genre kind of got lost when I realized I wasn’t getting enough done nearly quickly enough…

LineCount: 1783

The good and bad

Posted by BloodKnight9923
Sunday, December 7th, 2008

Well, I got a UI up and running, and I made the units interface with the tilemap… But there’s a catch. If you have over around 100 units moving at a time, the frame rate completely dies. I need to get my loops a little more streamlined, and I reeeeeally need to get the units to be able to fight other units… The roads make units move more quickly, so that’s a plus at least. Here’s a screenshot…

Bleh.. Energy drinks are overrated.

Posted by BloodKnight9923
Saturday, December 6th, 2008

Gone through two Amps,  but I’m headed off. Units are movable (Through commands now) and I Randomized the tile engine so the grass looks better. I still need to figure out how to have units fight other units, and how the AI will work. Sound would be nice too, but I’m trying to get the main game working before anything else. I’m up to around 1200 lines of code (Horribly commented code) but getting closer to an actual game. I’ll post another screenshot once I can get it to load and save maps.

Maybe this is a bit too complicated?

Posted by BloodKnight9923
Saturday, December 6th, 2008

Well I’m still working on my RTS game. Based on Roads of course… Currently have the units working, and an engine to control the units. Hopefully I’ll get them moving correctly in the next few hours, till then here’s a shot of the selection working. I don’t think I’ll get pathfinding going, so I’ll stick with vector movement. More to come…

Selection is up and running

Those little details…

Posted by BloodKnight9923
Saturday, December 6th, 2008

Well hitting a few road blocks that really shouldn’t be that hard to circumvent. But here’s the first screenshot of the TileEngine. Now I need to code all my units, and a way to save and load maps.

First screenshot

Tower of DooM

Posted by yezu
Sunday, August 10th, 2008

There is a chance I will finish this one. Five and a half hours to go, and I pretty much only have implement win/lose conditions, and port the thing to win32.

The game looks and is a bit inspired by games like DooM or Strife. One of the reasons is that I didn’t have time to make any 3d models, sprites had to do… :P

I’m tired. Everywhere are cans of energy drinks. Me… Want… Sleep… … Must… Finish… Game… First… Ugh…

Well hi and my progress

Posted by wonderwhy-er
Saturday, August 9th, 2008

Hi there. Well my second time trying to participate in this. Considering that results should be open source decided to try out available for Flash physics engines. Started with APE http://www.cove.org/ape/index.htm but didn’t find it to be even close to game development demands…

Well some 4-6 hours ago started to play with http://box2dflash.sourceforge.net/

Well I must say this engine can a lot. But internally some parts of it look and sometimes even work ugly :D

So here is screen shot of todays progress:

Basically 70% of game mechanics is ready. Trying to keep things simple cuz last time I failed to finish :( I have few aces left in my sleeve for tomorrow programming ;)


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