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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Slaughter!)
  • Ludum Dare 29 Compo Begins: in 9 days, 11 hours, 52 minutes, 40 seconds
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    Posts Tagged ‘progress’

    Halfway point progress

    Posted by (twitter: @patrickgh3)
    Saturday, December 14th, 2013 8:24 pm

    It’s a little past the halfway mark, and I’d say I’m making good progress. I still need to work just as hard as I have been to finish on time though. I haven’t thought much about sound or music, so those should be a priority. Looking at my game now, I don’t really see the theme shining through it as much as it did in my head, but maybe it’ll be better once the game is finished. No idea. Anyway, here’s a screenshot, and I thought my fortune from my Panda Express lunch today was relevant to my game, haha.

     

    Progress #4

    Posted by
    Saturday, December 14th, 2013 5:39 pm

    progress 4

     

    Level 1 & 2 close to being finished. Level 3 work in progress ^

    Also more enemies added.

    1 Minute Capsule “playable version”

    Posted by
    Saturday, December 14th, 2013 5:36 pm

    It’s been one night and one day full of work…. I managed to get a “playable” version of my idea.

    1 Minute capsule is a simple game: the player has to rotate the screen and the gravity using the arrow keys. You have to guide your capsule thtough the maze avoiding black holes and trying to get to the chequered flag in one minute.

    It’s been made using Game Maker Studio (I will probably move onto actionscript if I can) and I have exported it to HTML5 (it requires a WebGL enabled browser)

    To do:

    • Sounds
    • BG Music
    • More enemies
    • More block types
    • Better gfxs

    Screen0

    (CLICK THE IMAGE TO PLAY)

    Good luck to all…. best regards from Chile!!!

    A Hard Day’s Turmeric Work

    Posted by (twitter: @http://twitter.com/Local_Minimum)
    Saturday, December 14th, 2013 5:16 pm

    Its been a merciless day of crashes and misunderstandings. The theme also toppled our planning we had started the day before.

    We split the work so we had two persons in the prop / photo / clean up in GIMP department.

    The physicist took upon himself to serve coffee and tea during the first hours of the day. Then he dug into the department of music and sound effects.

    One responsible for putting together and animating the main character:

    The main character.

    The main character.

    I’ve been struggling with getting acceptable mechanics for the character controller, the camera and many other things. There’s a long long way to go tomorrow, but to encourage ourselves we switched from colored blocks to the graphics we’ve been working on:

    The Character on the crackers platform with the parallax volcanic backgrounds.

    The Character on the crackers platform with the parallax volcanic backgrounds.

    The Architect came for a few hours, pointed at our weaknesses and said they could only be fixed if we added a frog. We will have one, we promise. The game will be perfect!

    Ludum Done, Mom

    Posted by (twitter: @heyiolo)
    Saturday, December 14th, 2013 2:53 pm

    YOGOMom117YOGO Mom! is done; thanks for the support that everyone has offered on Twitter and here. I’ll continue to support you all in return, after I’ve had some well earned rest!

    I’ve decided to release early; minimum viable product is the trendy phrase, but the truth is that I’ve been rather ill all week and I would rather release something than throw in the towel. #YOGO and #NOKILL were a great combination to get the creative ideas flowing; it has been a great experience!

    Progress after first day

    Posted by (twitter: @nicolasdet)
    Saturday, December 14th, 2013 2:33 pm

    First day of LD48 weekend is coming to the end (22:30 is too late for me). I did more than I thought: menu, battle system and many other things. I am getting tired right now…

    First day progress

    Progress on my first day in my first Ludum Dare

    I just realized my character is a pervert

    Posted by (twitter: @GameDevBenedikt)
    Saturday, December 14th, 2013 1:47 pm

     

    I don’t have an animation where he holds a gun. Je just stands there and the bullets just come directly from his crotch and spread in every direction like he is ejaculating. Turning them yellow would not make it better. :-D

    Pervert

    I don’t know how to film it and make a .gif from it so you have to wait until the end of LD to see this animated. I probably won’t fix it because the fix would cost to much time.

     

    Post-sleep update

    Posted by (twitter: @patrickgh3)
    Saturday, December 14th, 2013 1:34 pm

    Last night, while lying in bed at 2:30 trying to fall asleep, I ended up designing most of my game in my head. I’m not sure if the design is sound, but it seems like all the pieces fit together. I’ve got a LOT of work ahead of me if I want to finish everything! Here’s a screenshot. You control the guy with WASD and the fairy with the mouse. I’m using a HaxePunk port of a lighting engine Noel Berry made for FlashPunk, which is really nice! Here’s a link to that: http://forum.haxepunk.com/index.php?topic=343.0

    Progress Report, and Time to Sleep!

    Posted by (twitter: @caranha)
    Saturday, December 14th, 2013 1:30 pm

    5 AM now, and I have to sleep :-P

    But I’m happy that I did some good looking progress:

    development_3

    I found a very nice parallax background class for Libgdx, and managed to sort out the back end of sprite loading for my fliers.

    Next in the plate is difficulty progression, and finishing out the weapons and basic enemy types, and after that I can start working on polish :-)

    I guess things are coming together!

    Progress

    Posted by (twitter: @Ananace13)
    Saturday, December 14th, 2013 1:08 pm

    Been coding now for eight or so hours, got the basic features in already. Now I just need to add some proper AI and a nice world for it all to happen in…

    A quick screenie

    And actually draw some proper art I guess, though I doubt that will work out.

    Another screenie

    Level one

    Posted by (twitter: @TsumeiMeyren)
    Saturday, December 14th, 2013 1:00 pm

    Level one of my Bat-simulator is now playable at http://aardal.nu/Ludumdare/

    So far the mechanics for movement are roughly figured out, and the first level is mostly done. Most of the dev time so far has been tilemaking and deciding what game mechanics I will need to meet the theme.

    Our intrepid  bat needs to enter the fort of the beaver-hipsters. But why?!  – Well I need to make the rest of the levels for that.

    First graphics

    Posted by
    Saturday, December 14th, 2013 11:59 am

    Here is a screenshot with some rude graphics.

    graphics
    The basic engine is pretty much up and running, now if I’d only be able to build a compelling game around it ;-)

    Progress update 2

    Posted by (twitter: @GameDevBenedikt)
    Saturday, December 14th, 2013 10:34 am

     

     

    You can now actually play the game.small

    The graphics are horrible though because the enemies flicker because there is no solid pathfinding implemented yet.

    Next I am going to implement a health bar, limited running and I will balance the weapons.  At the moment you can shoot with your fists. I’d like to implement some explosives.

    The arena looks very boring and I need to find some more interesting blocks for decoration. Maybe some cheering people.

    I am not motivated enough to implement a new running animation because for that I need to draw 24 images by hand. Those three monster images I made took enough time already and they should be around 8 images for a walking animation.

     

    Player abilities

    Posted by (twitter: @dale_price)
    Saturday, December 14th, 2013 10:30 am

    I’ve been working on the player ships’ abilities and got the tractor and repulsor beams working. The tractor beam acts like an (intentionally) clumsier version of the HL2 Gravity Gun and can hold an object at a set distance in front of the player, as seen with the asteroid in the gif. It works by constantly sending pairs of projectiles (the glowing green things, which hopefully I’ll have time to replace with something smoother looking) forwards; the left projectile moves whatever it hits to the right and towards to the player, while the right projectile moves whatever it hits to the left and towards the player. If they hit when they’ve only just been created, they push the object away instead so it stays at a safe distance. The repulsor beam works similarly, but always pushes away from the player.

    tractordemo

    I still haven’t done the cloaking device though, because I have yet to make enemies that would be affected by it. Enemies, levels, and UI are my next steps.


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