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

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Posts Tagged ‘progress’

alone with myself – scroll + damage + npc

Posted by
Saturday, December 17th, 2011 2:49 pm

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

 

Day 1 Nearly Up – Not So Much Progress

Posted by (twitter: @henrythescot)
Saturday, December 17th, 2011 1:36 pm

So here’s how my day went:

Alarm clock did not wake me. Apparently, it did go off, but I slept through it. Woke up at 11AM, 4h later than I wanted to.

I’ve been working for 4h now, since I lost 4h this morning due to oversleeping.

I have a dark gray rectangle that sits there and does nothing. I have a tiny amount of work done on a tilemap for terrain. I have no art or sound. I don’t even know how to do sound in HTML5; I’ve never done it before. Art will take me several hours at least. Some of the traps are things I’ve never implemented before, such as crushing traps.

I’ve got low hopes that I’ll finish. I’m determined to get something submitted. It might now be a presentable game, and it probably won’t score well.

I’m really angry with myself right now. I lost too much time this morning and now I’m paying for it.

I don’t know whether to sleep tonight. I know that if I do, I’ll oversleep horribly on Monday morning, just like I overslept this morning. This really sucks.

I’m sorry to be so negative, but I’m really angry with myself about oversleeping and getting so little done.

I’m unlikely to succeed. I want to clarify that. I’ll fight on, but I’m starting to lose hope. I’ll be happy to have something playable at this point.

No peace or love this time, too bummed out,

- Henry

I’m actually getting further, faster

Posted by (twitter: @Furyhunter)
Saturday, December 17th, 2011 1:09 pm

When I think about the progress that I’ve made in the game so far, I realize that my LD19 project took about half the entire event just to get the entity management working correctly. I’ve been working on a level editor and game mechanics for the past hour, and this time I have collisions working as I want them.

I bet I’ll be able to get more done, like cool sprites, music and sound effects, then I did last time.

Nameless Game

Posted by (twitter: @galman33)
Saturday, December 17th, 2011 1:02 pm

Wow!

Our game looks very cool!

We still have to add some more levels, platform types and graphics, But the main gameplay is fully working!

Play The Game Here

Watch The Live Stream

Please Help Us Choosing A Name For The Game!

Progress report after 17h

Posted by (twitter: @Kableado)
Saturday, December 17th, 2011 12:14 pm

I guess the first bad impresion about the theme was unfounded. After some thinking I found a feasible idea. I think the coding is going smoothly, even after some struggles with the typical problems of coding in C. The art is coming in nicely as well. Here is the first screenshot.

 

The codename for ludumdare 22 game will be AL1

Posted by
Saturday, December 17th, 2011 7:14 am

The game concept I have in mind is about isolating a particle from other particles to avoid a great hyper mega explosion. In order to do that you can move the main particle and activate a shield to disable other particles, etc.

The main objective is to avoid the world to be destroyed as long as you can, of course, eventually the world is gonna explode :(

Here is a small example of what I have in mind:

 

 

It is a reaaaaaally simple and basic concept but that is what I think I can do with the time I have. At least I will try to make it fun.

alone with myself – yes we can jump

Posted by
Saturday, December 17th, 2011 6:25 am

yes we can jump !!! :) now time to add the camera to scroll the screen !!!

Another Milestone!

Posted by (twitter: @galman33)
Saturday, December 17th, 2011 5:23 am

Wow! 7 hours of programming passed so fast!

Here is a new screenshot of my game so far:

I managed to:

  • Add a background
  • Making the items limited
  • Adding a trampoline! (yay)

I’m planning to :

  • Make some real graphics
  • Create some more levels
  • Maybe create another item

Play My Game Here

Watch My Live Stream

(Use Your Mouse Wheel To Choose Items)

About two hours worth of work

Posted by
Saturday, December 17th, 2011 2:39 am

Not only does an uber low-res art style give me “indie cred”, it also cleverly distracts you from the fact that I couldn’t draw anything to save my life!

I’m using a few premade behaviors from StencylForge. I asked on IRC if that was okay with the rules, and he said it was because they’re publicly available. I’m going to believe him for now because that makes things a lot easier for me.

Still not sure what exactly I’m going for here. I’ve got a nice atmosphere in mind, but that won’t matter if I don’t have any actual gameplay to go with it.

Also, I’m ridiculously tired and need rest, so I’m gonna sleep on it. Good night everyone!

Progress on Unknown Game

Posted by (twitter: @moonscript)
Saturday, December 17th, 2011 1:58 am

Here’s a screenshot of my game so far:

I’ve got particle systems, collision detection, and a really big map! I started with just LOVE so I had to lay a lot of foundation. Hopefully I’ll start filling in the gaps and have it look like a real game soon.

Follow the project (and me) on github: https://github.com/leafo/ludum-dare-22

Progress update, 3.5 hours in

Posted by (twitter: @KitchsTweets)
Friday, December 16th, 2011 10:33 pm

Got the basic game structure up and running, input, gamestates,  basic camera and skybox.

Made the last minute decision to go 3D….   Sounded like a better idea at the time than it probably will in 44.5 hours…

Kitch's Game

Progress :)

Posted by (twitter: @7SoulDesign)
Friday, December 16th, 2011 10:20 pm

Progress :D

I made a lot of progress, the level editor and an automatic tiling feature. Some of the art is done as well
The game will be about an astronaut that find himself the last survivor of his space ship. But he has extreme powers that will help him defeat the invasors.

Little advertisement here:
Twitter: @7SoulDesign
Livestream: http://www.livestream.com/ails

Going to bed now, ill continue my livestream tomorrow morning, and continue my quest on having more people watching than Notch’s stream (so far i had a max 5 viewers :O)

Cya, 7Soul

Alone – Progress

Posted by (twitter: @chrishannah)
Friday, December 16th, 2011 9:55 pm

I’ve made some progress!
I have the tile map drawn, and a sprite that can move around the map!

Also with basic collisions!

On the 32nd of October – Count your time !

Posted by (twitter: @FredericRP)
Tuesday, November 15th, 2011 12:53 pm

Okay, even if October had some more days, the ski camp wouldn’t be opened on the 34th of October, as a little polish takes way too much time ! But it was really fun and the game is already enjoyed by all the beta testers we got, so we released it online and will continue ! For the next Ludum Dare, or any project if you want too, I made a count down window that you can display right within Unity (of course, that assumes you use Unity). Between wolves and timer, the post continues here after… (more…)

So it’s come down to this

Posted by
Sunday, November 6th, 2011 6:33 am

I became unhappy with my work for day one and scrapped it (it was boring). So with a day to spare I’m taking the quick, easy, and dirty way out and doing interactive fiction( isn’t meant as an insult to graphic novel makers).

I’ve had my mind on making a graphic novel engine for a while and so I took the chance to make one now. I doubt sounds will make it in since I still have to think of and make a game using said engine slash framework slash whatever.

A bucket of new stuff in Urth

Posted by
Friday, October 28th, 2011 1:54 am

In spite of a lack of updates things were done. Great things, wondrous marvelous things! Such wondrous and marvelous things that the human mind can not comprehend! Unfortunately we’ll have to talk about those some other time, since this post is about Urth.

As you may or may not remember Urth scored less than desirably( in LD21) in graphics with an overall 2.65. Needless to say that was given priority. Next up was audio, as that wasn’t great either. After I’ve narrowed down the priorities I’ve naturally decided to start working on something entirely different: the level editor. And what a glorious level editor it is! is it? it may be, it’s like asking a chef how good the food he spent all day cooking is. And by chef I mean amateur cook. And by amateur cook I mean someone who poured himself a bowl of cereal. Now I feel like eating cereal, but I must finish this post first.

The music… well I’ve taken the liberty of outsourcing the music to this chap right here so go and listen to his stuff (and like it!). I’m not posting the music here, you’ll have to wait till I submit the game tomorrow, or the day after. If it’s not done in the last few hours it’s not a proper jam at all.

So what have I got to show other than talk of cereal and a link to a music man? Well what’s left? The graphics! Good answer, shows you were paying attention. And what better way to show off graphics than by showing them! No, not a video, but close enough… screenshots!

Let’s begin:

The updated main menu

 

The pretty-fied level selection menu

 

The awesome-ized escape mode settings menu

 

Gameplay screenshot with 100% more magnets

 

More gameplay

 

This may not seem it, but it's from escape mode

There are numerous fixes optimizations and tweaks, but nobody can see them so nobody really cares. Next I’ll finish up the win-linux-osx ports and off to markets they go.

That’s it for now, until next time!

Clone Wolf intro animation

Posted by (twitter: @jarnik)
Friday, October 21st, 2011 7:58 am

I’ve doodled some simple illustrations for a Clone Wolf intro this morning, so here is a short animation introducing a story:

I’ve captured a few gameplay videos, I’ll post them later this weekend.

 

Urth on android

Posted by
Sunday, September 4th, 2011 7:03 am

After a process which was longer than it needed to be I’ve finished up a first installment of the post-compo Urth(for android only at the moment). And it works. Let’s have a look at lessons learned:

  • never EVER hardcode menus ever again
  • good coding practices aren’t necessarily compatible across programming languages
  • having a deadline positively influences productivity
  • next time use a real font and not gimp+a tablet
  • some things just aren’t meant for 3D and fancy lighting
Obvious things, which one tends to overlook in a 48 hour compo. Now let’s look at what I’ve managed to improve:
  • reduced processor load
  • improved the gui so it doesn’t look like it’s held together with duct tape and chewing gum
  • replaced difficulty cliff with difficulty curve
Images:

Main menu: Merged two buttons and added a new one

The level menu now matches the main menu and has pagination

A sneak preview of one of the new levels

 COMPO ENTRY ~ IN THE MARKET

Eggscape Update!

Posted by (twitter: @MakeAGame)
Monday, August 22nd, 2011 9:22 pm

No more art to do ; _ ;

No more art to do ; _ ;

With all the art done, we turned our attention to the team’s logo while the programmers keep churning out code.

We are near completion of what we can do with our 72 + 4 hour time limit.

Setbacks in the second day kept us from having the game done within the original schedule but we are really proud of our overall progress.

Some stuff won’t make it to our submission build, but we’re keen on finishing this amazing project.

You can check out our Day 2 recap at http://makeaga.me. We won’t be doing a Day 3 post or Post Mortem for a couple of days.

WATCH OUT, IT'S A CODERS' BLOCK!

WATCH OUT, IT’S A CODERS’ BLOCK!

Sheep ‘n’ Run

Posted by (twitter: @AhmedSaker)
Sunday, August 21st, 2011 8:57 pm

“Once upon a time, there was a sheep called “sheep”, The sheep “sheep” managed to escape on the great day of the sacrifice festival (Eid Al-Adha/Kurban Bayrami)”…..  yup.

It’s a collab with my Turkish friend Mustafa Colpan, for the jam. we will continue working on it after the compo (probably releasing for the iPhone and Android as well, since that would be a good excuse for making a shitty game).

Anyway, This is a crappy prototype, done in less than 12 hours with a complete disconnection from the outside world which nullified my chance of learning anything new. thank you, my main town’s central, thank you.

The game’s current state is complete shit, so play it at your own risk.hmpf, I know I I still have a whole day ahead of me to finish the game, but  I don’t think I need that extra stress thank you, -my lack of internetZ is breaking my brainS-, maybe another time when I have a proper internet connection :(

here’s the web version:
http://dl.dropbox.com/u/9047337/SheepNRun/WebVersion/WebVersion.html


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