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Ludum Dare 26 — April 26-29th, 2013
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Posts Tagged ‘RPG’

Finally Finished..

Posted by
Sunday, April 28th, 2013 2:15 pm

this is my second time doing Ludum Dare, always a pleasure, just hope the end result was good.

 

3

 

http://www.newgrounds.com/portal/view/616475

 

Atrakt 4096 – Progress update

Posted by
Sunday, April 28th, 2013 10:00 am

Atrakt 4096 alpha – Progress update before the last run (~32h)
Significant additions to the gameplay, i’m getting more and more confident – my stuff is getting playable already. The game needs sounds, level complete screen, AI tweaking, pathfinding and score system. I’ll try to add at least sound and an additional level or two more in the remaining couple of hours. Check the progress here.

screenshot_20130428_gameplay

I didn’t finish the game, but I posted it anyway.

Posted by
Monday, December 17th, 2012 6:15 pm

Don’t worry, it’s still playable, maybe even fun. It’s a top-down RPG-style game. Try it here. Here’s a screenshot:

Prophecy of the Villain

Screenshot of Prophecy of the Villain

It does have a goat:

+1 Goat Icon

+1 For goat!

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=8883

Divine Judgement (Flash CS5)

Posted by
Sunday, December 16th, 2012 2:23 pm

I managed to create the whole thing, just this weekend.

I am shattered now, so I hope you enjoy.

 

I uploaded the file to Newgrounds.

http://www.newgrounds.com/portal/view/607825

 

Warrior e1

Egypt Wizard now available in the stores!

Posted by
Monday, November 19th, 2012 4:48 am

Egypt Wizard is now available in the following apps markets:

* Apple AppStore
* BlackBerry AppWorld
* Google Play [Android Market]

here you can find a resume of the development process.

Promo video:

Approved and sold

Posted by
Wednesday, November 7th, 2012 10:08 am

 

I’m here to say that my game “Egypt Wizard” has had 2 buys, yesterday , 6 of November :) still doesnt count, but I feel like a win, the game is unfinished, but keep growing very fast, a new update is waiting for review and i’m preparing the versions for Android and Bada markets.

Here some screenshots from updated version.

There is a lot of new stuff in the game, lot of hard work and fun.

 

Game is in japanese, chinese, english and spanish.
Buy game here:
https://itunes.apple.com/us/app/egypt-wizard/id570044761?mt=8

New zone and mini wizard games

Posted by
Sunday, October 21st, 2012 3:38 pm

Have you ever dream about travel throught existence planes? to another universes? Can you believe in your own magic galaxy?

This is the idea, no more bored menus to choose the level, now, you click play and open your ocean of levels, where you can invoke the monsters you already defeated in all those places.

These days I’m coding levels with the level editor in XML and adding new fx with meshes

this is crazy!, just one day more! markets are waiting! :)

First zone almost completed

Posted by
Monday, October 15th, 2012 12:43 pm

New monster and zone almost done!
Check out the video:

I’ve been working with physics and lighting.
I had some problems to optimize the entire theme of light and shadow with the mobile hardware, because some older devices do not support anything but OpenGL1.1 and the ones supporting OpenGL2 only have two lights (hardware acceleration) dynamics, and are directional.
I also had a hard time trying to coordinate all the events of the generation systems and balance enemy load, these are synchronized via environment variables with the AI, once you load the level you meet certain standards for each part phase, it run macros that direct action through the gaming experience.

I made ​​several models in 3DStudio and Maya, textures with Photoshop and it has been more difficult than I thought, but also a lot of fun :)

I’m making a summary of what I’ve done since the last update:
- Added a compass (triangle in front of the avatar) to know where to go next
- Creation of optimized materials compatible with light and shadow
- Creating a new enemy: mini skeleton, with its animations, etc..
- Creation of a series of doors with different animations, particle systems and so on, that are synchronized to provide a consistent flow to the game
- Including transients and environmental sound effects are played according to a given priority
- resource optimization: its a need to use the least number of objects in memory and AI’s possible, it’s an art to know how to do this and mantain the FPS high, almost between 40-60+

In six days I have to submit the game to the markets.
And it is working in Blackberry PlayBook, iPhone4+, iPad (1,2,3), Pc (win,linux,mac), etc

First beta test – video made with iPad 1

Posted by
Tuesday, October 9th, 2012 3:55 pm

Let’s see, there is complex logic now, enemies generarion with ai states, spells, attacks, optimizations, etc
It is working fine in iPad 1.
I need to improve timing for attack and casting, maybe add a spell cast progress bar?, right now I am focusing in the particular cases of spells and attack phases, each model has attached an AI encapsulating the dynamics, sensors and the back of the behaviour of each actor, movements, classes issues and so on.

My desk during October Challenge

Posted by
Monday, October 8th, 2012 3:20 am

I’m reading a book to know more about RPG classes, the name is “Programming Role playing Games With DirectX” from André LaMothe – CEO Xtreme Games. Although I’m writing the game in Shiva with Lua and exporting with C,C++,OBJC,and so on, I love the way it handles the kernel of a RPG game, my game is special kind of hack & slash, with magic spells, mages, etc. so this book is helping me to focus on the balance and the classes definitions, AI and so on.

Here the pic:

I’m learning a lot of 3D and positioning, timing, frame syncing, fx creation, 3d art, …still a newbie :) crazy and hunger for more!

The Great Escape RPG (TGERPG)

Posted by
Sunday, August 21st, 2011 6:12 pm

This was my first time competing in Ludum Dare, and I spent most of the time trying to learn java. I finally gave up on that briefly, and spent 2 hours making this game. It’s not all that good, and I never got around to putting in any RPG elements other than having variables for strength and dexterity….which were never really used in game, only increased a bit on level up. I tried to make it funny, but to each his own. Hopefully by next time, I will know enough about java to make a game with it. :D

http://www.mediafire.com/?uzi6kx6eza0udp8

The Fae’s Wyrd

Posted by
Saturday, October 2nd, 2010 10:03 pm

I’ll keep this brief so it’s not too spammy for just one game.

I’m working with Over00 (and two lovely artists) to create a game for the October challenge. We’re making an RPG because we’re crazy. Well, my pseudonym is “Psychochild”, so it fits…

The game’s name is The Fae’s Wyrd; fae meaning faerie (fairy) or elfin, wyrd meaning fate or future. It’s also a pun on “the fae is weird”. Over00 challenged me to explain why it’s not a roguelike: it’s not because you’re going to be controlling a party, not a single character. The focus will be more on combat rather than solving neat puzzles, although that might come along in sequels that can be developed over more time.

This is also the first public project for a my new company, Psychoavatar. (I told you we were crazy!) Hopefully this first project won’t kill us. :)

Anyway, I’ll probably be posting a bit on my game development blog as we progress and I’ll post the game up on here when it’s done. Anyway, thanks to the fine folks here for giving a challenge to get us into motion.

Zombie Survival game

Posted by
Saturday, December 12th, 2009 5:39 pm

preview

Hi, it’s been a while since i sit down and do a game myself. So, I really hope i can finish this one in time;)

yue

On The Road [FINAL]

Posted by
Sunday, December 7th, 2008 6:38 pm

On The Road is a small post-apocalyptic rpg game with cars. It should have been a better game but i had to cut lots of features and stuff to finish before the deadline. But after the deadline, i’ll continue working on this.

Here is my devlog.

And here is the linux binary&source codes. I’ll post windows binary tomorrow.

UPDATE: Windows port is here.

Demonic Tower – Finished

Posted by
Sunday, August 10th, 2008 6:47 pm

New hotness:

Demonic Tower – Bugfix Release (Source and Win32 EXE)

Old and busted:

Demonic Tower – Source Package (.zip)
Demonic Tower – Windows Executable (No Music) (.zip)

This works fine in Linux, just run main-linux.py (or remove the SDL sound driver directive).

You’ll need PyGame and PGU to run it.

I couldn’t get the Windows exe to compile with music, so rather than fighting with it, I just took it out. Everything works fine when running the project itself, but when I compile the exe with py2exe, I get: AttributeError: ‘module’ object has no attribute ‘music’. The mp3 file is still in there (/jams/theme.mp3), so if you want to hear some horribly mastered, feel free to play it in Winamp while you play the game :P

Yes, I am aware that the connections to the theme are tenuous since The Tower is simply one card of 77 in the tarot, but I wanted to do something different. I was going to make it a plot point, but testing all the cards took a really long time…

Bugs: Enemies can’t move to the right edge of the screen (past row 10).
I’ve been able to have the same card in hand twice (The Empress).
Music doesn’t play in the Windows executable.

Go here for the bugfix release.

Kill Ben – A New Game Based on the TV Show LOST using the Simple Dungeon Engine

Posted by
Tuesday, April 22nd, 2008 9:46 pm

I decided to have a little fun today.

 I took the game engine I created for Simple Dungeon and created a new adventure out of it. This one is based on the TV series LOST. I don’t know if any of you are fans of the show, but I’m a big fan. 

 Anyway, the adventure is set on Lost island. You are Locke and the objective is to kill Ben. You’ll run into many of your favorite Losties here. Maybe even the smoke monster. You’ll finally get to see how that Locke vs. Jack battle turns out.

 Code is 99.7% the same. Mostly what I changed were the two data files. Fixed a couple bugs though while I was at it. It took a couple hours to design the new world and objects and monsters.

Have fun and let me know if you enjoy your adventures on Lost island.

 Game is here:

http://rapidshare.com/files/109829863/KillBen.rar.html

 –Note, updated rar. Forgot one of the files needed to run the game.

RPG Battle Simulation

Posted by
Sunday, April 20th, 2008 4:25 pm

I’ve decided to stop about 2 hours before the end, mostly so I can rest a bit, and eat some food. There shouldn’t be any bugs, although the game balance still needs some work, and there really should be more monsters to fight (there’s only two here, and I don’t really have the time or skill to draw more)

RPG Battle Final Shot

Here for the game and source.  Created in Windows with C++ and SDL.  Good chance of working on other systems.  Let me know.

There’s some simple sound effects created with sfxr. Basic controls are arrow keys to select a command, any other key will activate that command, escape exits the game. Advanced controls are listed in the readme (including save/load)

Final – Simple Dungeon

Posted by
Sunday, April 20th, 2008 12:39 pm

Final Screenshot of Simple Dungeon 

Been fun and got it done! My final version of Simple Dungeon.

Source is here: http://rapidshare.com/files/109092549/SimpleDungeon_Source.rar.html

Game is here: http://rapidshare.com/files/109092285/SimpleDungeon.rar.html

 I spent probably 12 hours or so on this game. It was a ton of fun. Hope to do it again. Love this contest. Can’t wait to check out other entries.

Use arrows keys to move, attack, pick up items, etc. It is really easy to figure out. Objective is to save the princess in the dungeon. If you die, game will exit, haha. Hope you enjoy!

 You need at least .NET Framework 2.0 to run. If you have problems, try the latest framework 3.5. I haven’t tested this on other machines but should work on all windows machines.

Now got to watch my lakers! bye.

 Note – one last revision -2:19 pst.

Random Dungeon Exploration

Posted by
Thursday, November 29th, 2007 11:29 am

Random Dungeon Exploration is the result of trying to push the Random theme as far as possible. It got random levels, random enemies, random quests (well, a little bit random!), random items, random player names, and random events. I guess it could have been even more random, but time was a limiting factor.

As for the actual gameplay, it’s fairly simple step based dungeon crawling. And a ‘town’ screen where you can shop and select dungeons. It felt pretty solid, but there were a lot of balancing issues that you’d notice once you reached some higher levels.

shot9.png

The game was well received, placing second in the ‘Fun’ and ‘Production’ categories, and also getting the ‘Best In Show’ UBER prize.

You can get the slightly improved post compo version, or the compo version. Both are for Windows and OpenGL.

NPC Quest

Posted by
Monday, November 26th, 2007 9:56 am

LD48 #3 was themed “Preparation – Set it up and let it go”. For this I originally made a game where you were a leprechaun and needed to plant traps to kill people trying to come steal your lucky charms. For some reason, despite how fun that sounds, I couldn’t get anywhere on it and quit halfway through. Then I came back on the second day, reusing some of the code and graphics and created NPC Quest! It’s a game of buying gear for a fantasy hero, and then watching him fight battles without your help. It’s actually more strategic and fun than it sounds.

NPC Quest


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