Posts Tagged ‘screenshot’
There is power failure in your company and it’s completly dark.
You can’t see anything..
If only You had little light..
Oh yeah nice to be addicted to cigarets.. you got the lighter.
A good chance to kick some assholes from your job without being noticed..
Yeah.. let’s see what’s up in testers room..
A little late, I suppose, but I’ve finally started putting the game together.
I’ve only just decided to make use of NGUI for Unity. Is that ok? I know you’re meant to declare this at the start, but it was a recent snap decision after frustration with Unity’s default UI system.
Anyway, I also have a preliminary screen shot for you. Now to go make fart sounds!
Explosives have been added to the game. The rocket launcher and the poop both explode on hit. Don’t ask me why the poop explodes. But poop is not that dangerous.
Currently there are eight weapons but the two melee weapons are boring because there is no firing effect.
I will now do some polishing, like a “game over screen” with scores, add another bar for the power left for running, make bigger blood splash on impact, lower the height of particles about one half of a block etc.
If time left: art polishing, new enemy type, more weapons.
I have used Unity before, but not for anything like what I’m trying to make for Ludum Dare this time.
At the end of day two, (2 am, guess I should sleep) I have a mostly working game. Scoring, a goal, enemies, etc. Most of tomorrow will be polishing, start screen, maybe additional levels.
All in all, like always, it’s been a blast so far. Look forward to seeing how much I can get done before 6 pm tomorrow.
And so I present the sample level from my game, “You only get one cookie”.
My game is the epic story of one child, parents who want him to go to bed and an endless pile of cookies. A No Kill stealth game of cookie thievery.
Lots of work to do. LOTS!
Here’s the first screenshot from my game. I may not be able to get the different colors fully realized in the final version, unfortunately.
Everything is still a work in progress. Gotta add score stuff and ‘levels’ and win state and bla and bla.
Then music and sfx. UGH.
Then… other visual goodies.
Click for larger version!
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.
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)
- BG Music
- More enemies
- More block types
- Better gfxs
(CLICK THE IMAGE TO PLAY)
Good luck to all…. best regards from Chile!!!
The first day is done for me. I managed to do around 4 hours of game dev today (from 18:00-22:00 local time). Installation of tools took some time and being a family man, 4 hours is what I had so the progress was limited, but this is where I’m at.
The idea is to build a game of a cat with only 1 life (when everybody else around him has the typical 9). How he still can beat the others is something that you will see day 2… (hint: cats are stooopid, but the cat with only 1 life has to be smarter than the rest).
The tools used: Visual C# 2010 with JyPeli game programming library. Paint.NET was used for drawing sprite graphics.
What was produced in that 4 hours was 10 or so sprites and ~250 lines of C# code. (and then I spent another 1:30 to prepare the timelapse, screenshots etc., but where is the fun in LD if you do not share?).
If you are longing to see more of my process, see the timelapse:
“COIN – You got only one” is a micro-investment simulator.
What will you do with your only coin? Buy a hotdog, hear a busker song or throw it into a sewer?
Choose well, you have only one chance.
What would others choose? Check out stats at the end of the game.
There’s not much of a gameplay, but I enjoyed drawing the characters and after a series of code-heavy Ludum Dares, this one was a treat. I made it in 10 hours (my awesome wife helped me a bit with sound effects and played the busker guitar song).
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
You can now actually play the game.
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.
The game idea I decided to go with is that you’re the only crew member of a ramshackle submarine. You have to dash between posts to prevent the thing from sinking. So far, it gradually fills with water, and you can operate the bilge pump to drain it. This probably makes it the only Ludum Dare game with an operatable bilge pump.
I mostly just like saying bilge pump.
I decided to make a LD48 game too! It’s about trying to dock a spaceship into a fuel station with realistic Box2D physics for extra QWOP-iness. You have one tiny fuel tank and limited electric charge. The realistic physics make it hard to simply move and dock, but you still need to dock to the station before you run out of electric charge or fuel.
The fuel station and fuel/charge gauges aren’t implemented yet, but you can fly the spacecraft with WASD.
Here’s a screenshot:
Here is a playable demo: link
I used Blender3D for the graphics, Box2D for the physics, and Flixel as a game engine.
Happy coding everyone!
I’m making a single-choice game called Coin. You could call it a simple microinvestment simulator
I came up with an idea I was happy with 2 hours in, and HaxePunk is working great (mostly). I’ve had to spend some time with family today, and I was feeling kinda tired, so I didn’t get much done. But I have some general ideas for what the game is about. It’s a 2D puzzle platformer, no surprise there! My take on the theme is “you only get one companion.” I’m so sleepy I can barely type this out. Good night!
What I have accomplished so far:
Find an idea: I am going to make an arena-battle game where you get only one weapon each round.
Setup: github repo created, engine files copied and basic configuration running.
Spinning wheel: I made a spinning wheel which appears each round but at the moment it just picks a random weapon and does not spin.
Map: The map is generated because my engines (shitty) map editor only works under windows and currently I have not installed BootCamp.
Art: I tried to do some hand drawings but I failed so I use pixel art. The images are heavily oversized at this resolution and I don’t know how big I scale them.