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

Save The Cores

Posted by
Friday, May 24th, 2013 10:09 pm

For this Mini LD, I thought I would do something I have never done before, and use Flash. I only have a few weeks experience with Flash, which most would say is not enough to just dive and and roll with. While this may be the case for most, I have made more with less before.

So, my game, right. Since the theme for this Mini LD is the destruction of earth, I immediately thought of space for some reason… Although the story isn’t exactly clear for this game yet, you have been chosen to be the hero responsible for saving planet earth. In order to save the planet, you have to travel around a spaceship and collect cores. Hence, Save The Cores.
I was only able to put in about two hours today, but I should be working most of tomorrow.
I have semi-smooth x-y movement working, haven’t gotten collision up yet, but I have a good prototype for collection of cores.
Next would be collisions, then story, then fleshing out the level a bit, maybe some music in there somewhere, I hope this turns out well!

Game as it is now.
Now to get some sleep. (T_T)
GameSoFare

Find Utopia in my Jam entry, A Space Opera

Posted by (twitter: @@tman_BOSS)
Tuesday, April 30th, 2013 4:53 am

Hey guys, this Jam was a blast and I hope you guys had as much fun as I did. It got kind of frantic near the end because we decided to totally switch development platforms and games about halfway through. Then my friend was busy so I took over. We managed to pull through with I think pretty good results.  Our game is called A Space Opera, it’s a space action/survival game with some RPG elements. You pilot a tiny ship exploring uncharted space and fighting off aliens and space pirates in search for a Utopia like world that humanity can move to.

screenshot100 (2)

First details to “Once I Found Love”

Posted by
Saturday, April 27th, 2013 4:08 am

Although I don’t have the time to work on the game for the whole 48 hours, I decided to join LD this time again.

I decided to go with a very minimalist space game, which is very focused in the things you can do (fly and collect stuff), but still has a feeling of vastness, as the space in the game is huge (200000 x 200000 pixels).

You are an astronaut searching for your partner, which flew into space and left you behind. You decided to go after your partner to bring him back and thus the adventure begins…

Here’s a first screenshot showing a very small planet near a blue sun. There are speakers on some planets giving you missions or information.

First screenshot of "Once I Found Love"

First screenshot of “Once I Found Love”

I hope I will be able to integrate the story I came up with. Right now I only have the physics up and running and some graphics.

Best luck to every developer joining Ludum Dare! :)

Kinta

Posted by (twitter: @manu_etchegaray)
Monday, December 24th, 2012 3:42 pm

Hello everyone! I am here today to share with you a game that was born here, in the Ludum Dare, as a warmup game, and now I completed it as a fully playable game with everything a real game needs; Achievements, story, infinite mode, unlockable weapons, highscores, etcetera, etcetera! :)

Promotional poster

Promotional poster

The original game, formerly ‘Earth Defenders’ was a crappy minigame I made as a warmup for my first Ludum Dare, under an interesting mechanic: A 360º Space invaders twisted clone. at the moment with my little game design skills and motivation it ended up being fun, but not fun nough, and definately not as pleasant!

So, three months ago and three years after that initial minigame I decided to completely remake it from scratch, I dumped every bit of that old minigame and started writing this new, enhanced version of it, with High definition graphics, a touch-screen friendly interface, and cross-platform. The result was Earth Defenders HD, and it is now complete :D

 

Trailer

 

 

You can obviously play it on Google Play for free here:

Earth Defenders HD on Google Play

 

 

Enjoy it and dont forget to share it with your friends, thanks everyone! :)

Woot: 8 hour ludum dare!

Posted by (twitter: @jezzamonn)
Sunday, December 16th, 2012 11:51 pm

Due to being away and stuff I was highly limited in my actual working time. I only found out the theme 7 hours after it had been annouced, and didn’t have time to work on it. BUT I STILL MADE AN AWESOME GAME!!

PLUS GOATS!!

Click to play!

It has goats!

My only regret is not including enough exclamation marks in the title.

The basic premise is to rebound lasers from other ships in order to get massive combos

Cool things about this game:

  • I used as3sfxr and generated the sound in-game for the first time.
  • I used box2d for the reflection angles, making this the first game I’ve used box2d in.
  • This is the first game I’ve used a restricted colour palette for, and the graphics went well.
  • Didn’t use any silly flash engines like flash punk because I’m cool like that.
  • GOATS

Super Goat Combo

Posted by
Sunday, December 16th, 2012 5:49 pm

Be Careful when the invaders team hits your planet with the Super Goat Combo!

KILL'EM'ALL!

KILL’EM’ALL!

+1 Goat

Ship and World

Posted by
Saturday, December 15th, 2012 9:19 pm

Here is the ship in the Shiva 3D engine:

Fighter by www.psionic3d.co.uk

Fighter by www.psionic3d.co.uk

it’s an old free ship by www.psionic3d.co.uk I have converted to fit in this LD25:

ship by www.psionic3d.co.uk

ship by www.psionic3d.co.uk

And here it is, the game running

Game already working

Game already working

this game is just now in Blackberry appworld waiting for review, meanwhile, I’ll try to improve it ;)

Aliens Drive Automobiles Poorly To Survive?!

Posted by (twitter: @niksudan)
Sunday, August 26th, 2012 2:40 pm

Hey, fellow Ludum Dare contestants. This is my second Ludum Dare (previously entering Ludum Dare 22), and I bring to you something that I find quite… fun.

Behold, ALIENS DRIVE AUTOMOBILES POORLY TO SURVIVE!

Or you can call it A.D.A.P.T.S for short.

Gameplay

WHY ARE YOU READING THIS? CLICK HERE TO PLAY THE GOD DAMN GAME NOW!

The game involves you, a member of a newly evolved space civilisation, flying out to space for the first time. You don’t know what you’ll be up against, but like in the real world, you have to adapt to survive.

Conquer other species by destroying their spacecraft. Take their parts and gradually make your spaceship the best there can be. Will you choose a part with more health or a faster firing rate? How about a part with a bigger maximum speed or acceleration? It’s up to you how you play. All you have to do is adapt to survive.

Survival of the fittest, eh?

Nik Sudan

Jam Entry Going Well

Posted by
Saturday, August 25th, 2012 6:50 am

Our jam entry is going well… We are making a universe evolution game.

Once the map loader is finished we will upload a beta for you to play…

 

Screenshot 1:

Screenshot 2:

Fake Atmosphere

Posted by (twitter: @louroboros)
Friday, May 4th, 2012 2:41 pm

(This is a cross-post from my post-compo devlog.)

I’ve been playing around with different ways to fake the atmosphere of a planet in a 2D canvas context.

That’s interactive, by the way, so mess around with it (Chrome/Chromium is recommended!). Clicking on/around the planet changes the “angle” of light. You can get some pretty nifty looking results. I made this to determine what were reasonable parameter-ranges to use to generate plausible-looking planets.

The way I get the sort of “volumetric” look for the atmosphere is really simple: I just stack many semi-opaque layers of the same gradient-filled-circle over the planet, each one having a radius slightly bigger than the previous.

I actually threw this together using with a JSFiddle which you can view/hack here.

Of course, I still need to figure out how to combine this with a surface/cloud texture (procedurally generated or otherwise…).

Space Drugs: Isn’t Deep Space “High” Enough Already?

Posted by (twitter: @louroboros)
Wednesday, May 2nd, 2012 8:05 pm

(This is a cross-post from my post-compo devlog.)

“High”, as in altitude. Again, no apologies.


If you’re old enough to have been a highschooler before the average cell phone had an app store, then this probably looks familiar:

SELL! SELL! SELL!!!

That of course is a depiction of the ubiquitous TI-82/3+ game “Drug Wars”.

It was a simple and extremely … er … addictive game. Buy low, sell high, don’t get caught, and don’t get robbed on the way to the suburbs to drop your stash of cocaine.

Now, as it turns out, this was inspired by a DOS game from the early 80s. Of course, there have been many variations, but I’m willing to bet that the one for the TI-83 has been played by more highschoolers of my generation than any of the “modernized” versions (/me wrinkles his nose at ‘mafia wars’).

Frontier: Elite II, a game from 1993, introduced black market goods to the space-trading from the first game. Whether it was influenced by DOS Drugwars is a mystery to me, but I know it was at least as fun to be a dealer in space as it was to be when I should have been memorizing trig equations (okay, it was definitely more fun — lasers).


So, of course, I had to include black market goods in μniverse.

There is only one illegal good so far in the pre-alpha: generic narcotics. I may add other goods that have special properties, such as firearms, nuclear waste, non-compliant computer hardware, unidentified alien technology… it’s easy to come up with ideas. But for now, just droogs.

Currently, the only penalty for transporting illegal goods — as seen above — is for the goods to be “confiscated” by the ITG (Intergalactic Trade Guard).

I should note that so far, there are two kinds of space stations you can encounter: ITG stations (below, left) and what I’m calling “Pirate” stations (below, right), which are not “protected” by the ITG.

ITG StationPirate Station

(non-final artwork)

Every time you enter an ITG station, there’s a chance your ship will be searched. Pirate stations, however, are “safe”. Thus, it should go without saying that prices for illegal goods at ITG stations are significantly higher than they generally are at Pirate stations.

To make things more interesting, I intend to introduce a “Smuggler” crewmember, whose presence aboard your ship will reduce the likelyhood or rate of discovery of illegal goods and later, fugitive passengers — a topic I’ll be discussing in a future post.

HUD you guess?

Posted by (twitter: @louroboros)
Monday, April 30th, 2012 7:59 pm

(This is a cross-post from my post-compo devlog.)

Yes, there will be puns. I apologize for nothing.


The most recent addition to the game was the heads-up-display for your ship in flight mode. It’s a subtle addition but it’s the sort of thing that makes it feel like, yanno, a game. I’m happy to say that it doesn’t act as a big distraction or take away from any “immersiveness” that the game might (accidentally) already have.

Right now, the only info the player needs to see are their shield levels. The way I chose to display this was an unassuming, white vertical bar. When you take damage, the bar shrinks accordingly. The important bit is that it does so in an animated fashion — any time the bar is shrinking, the ‘S’ (label for ‘shields’) shakes proportional to the amount the bar is moving.

Once your shields are below a critical threshold, the bar turns red, and the ‘S’ continues to shake along with the bar until your shields are repaired. I usually hate UI-nags but I make an exception for imminent death.


What isn’t pictured is that the camera also shakes whenever you take damage. The reason for this is two-fold: 1) This helps indicate that you took damage, but it also 2) can disorient you, much like it would happen if you were at the controls and a burst of plasma breaches your hull.

Along the same line, I’m considering having your craft be propelled by the shots as well, but I’m afraid that might be too jarring for the average player. Maybe in a sort of “expert mode”. ;)

Planet Concept #1

Posted by (twitter: @louroboros)
Friday, April 27th, 2012 7:44 pm

(This is a cross-post from my devlog on tumblr.)

This is a concept image for a procedurally-generated gas-giant-like planet in the game.

Right now, planets are rendered as a single circle filled with a radial gradient that is offset from its center. This is pretty effective for giving the illusion of a sphere, but it’s a boring non-textured sphere.

Currently what I’d need to add to the game would be an extra layer or two of inverted radial gradients for “atmosphere effects” (the blue lighting) and an overlay texture that is either canned or also procedurally-generated. When I figure out how to do this I’ll make a technical post explaining my technique.

Oh and yeah, I realize that the lighting is unrealistic — gas giants have clouds that align perpendicular to their axis of rotation, which corresponds to their axis of orbit around their star. Unless the axis of the planet got thrown off bigtime — which does occasionally happen with planets like Uranus — it doesn’t really make sense. Our camera would have to have been rotated, too.

That reminds me; while I wont be going to great lengths to make the game universe realistic, I’ll try to keep them somewhat-correct. More on that later.”/>

This is a concept image for a procedurally-generated gas-giant-like planet in the game. You probably see this dude over on the left right now, too, but I wanted to talk briefly about it.


Right now, planets are rendered as a single circle filled with a radial gradient that is offset from its center. This is pretty effective for giving the illusion of a sphere, but it’s a boring non-textured sphere.

Currently what I’d need to add to the game would be an extra layer or two of inverted radial gradients for “atmosphere effects” (the blue lighting) and an overlay texture that is either canned or also procedurally-generated. When I figure out how to do this I’ll make a technical post explaining my technique.


Oh and yeah, I realize that the lighting is unrealistic — gas giants have clouds that align perpendicular to their axis of rotation, which corresponds to their axis of orbit around their star. Unless the axis of the planet got thrown off bigtime — which does occasionally happen with planets like Uranus — it doesn’t really make sense. Our camera would have to have been rotated, too.

That reminds me; while I wont be going to great lengths to make the game universe realistic, I’ll try to keep them somewhat-correct. More on that later.

how do i devlogged?

Posted by (twitter: @louroboros)
Friday, April 27th, 2012 7:39 pm

(This is a cross-post from my devlog on tumblr.)

Ludum Dare 23 is over and my game has been submitted. It was a crazy 3 days of … crazy, and the most fun I’ve ever had making a game.

However, I wasn’t really done with my game. I had something playable, but I felt like I could actually make a feature-complete space-exploration game out of it.

So I decided to continue working on it.

Thus begins the devlog of the “final” version of μniverse.


If you’re here, I’ll assume you have already played the pre-alpha or Game-Jam version of the game and are familiar with what it is. If not, or if you want a refresher, check out the About the Game page to get a run-down of what μniverse is and will hopefully become.


Unfortunately, right now I’m in the process of cleaning up and organizing the codebase (one giant CoffeeScript file), so I won’t have much exciting stuff to report until I’m happy with that, but in the meantime, if you think this might be a game that catches your fancy, you should +follow me here on tumblr, or twitter, or github.

Muniverse (microverse)

Posted by (twitter: @louroboros)
Monday, April 23rd, 2012 11:01 am

Do you like space?

Because I decided to work on what I’m calling a space-roguelike. The easiest way to describe it is Star Control 2′s real-time combat/flight meets Desktop Dungeons’s simplicity/brevity.

Here are some early/non-final progress shots from recently to give you an idea:

Here are some older screenshots.

Well. I knew this was too ambitious for the 48 Hour compo, so I’m hoping to have something playable for the Jam. Wish me luck (I haven’t slept much the last few days…)!

Nanonaut – Update #2

Posted by (twitter: @alexlarioza)
Saturday, April 21st, 2012 10:52 pm

Day two was full of silly bugs, programming AI, monster animations, and map generation. Here’s a screen shot demoing the fruits of our labor:

Hopefully we’ll have all this world stuff wrapped up tomorrow so that we can get some of the fun stuff in like shooting and downloading data!

p.s. there will be stargates

Tiny World! – Sumer 2348 -

Posted by
Friday, April 20th, 2012 8:55 pm

So the theme is Tiny World?  Yay!  That was my top choice!  So, as I mentioned in my previous post, I’m working with Python and Pygame again, and this time throwing in a little curses emulation library called Pygcurse.  I’m not feeling very well today, so I’ve decided to try to keep this LD pretty low on the ambitiousness scale – wanna be able to finish and still be able to go to work on Monday feeling fairly rested.  To that end, I’m making a text game!  Well… there may be some graphics, perhaps… if so, it’ll be late in development that they get added in.  The game will be something of a spiritual successor to one of the very first games I ever played – and one that was very influential in my decision to become a programmer:  Hamurabi!

So yes like Hamurabi, but in SPAAAAAAAACE!~ You are the new ruler of a tiny space colony (TINY WORLD!~) orbiting the Earth in L2.  Your primary task is prioritizing the colony’s resources between construction (making the colony bigger), infrastructure (increasing livability), and saving for the future/emergencies – much like in Hamurabi.  There are new ideas mixed in too, though – interactions with the Earth and other colonies (trade, politics, war,…?) (I could make it an MMO, lawl), and probably a bit of city-building mechanics added in.  I’ll have to kinda judge as I go how much complexity I’ll be able to add.

Good luck all!  See you in the Tinyverse!

Half-ish time report

Posted by (twitter: @Alex_ADEdge)
Saturday, December 17th, 2011 11:08 pm

Having a couple of hours of a serious lack of motivation at the moment. I did manage to get up fairly early this morning however and sit down to a nice can of energy drink at some retarded hour.

Progress with my game has been slow for a while, I was hoping to have most of the underlying systems finished and be moving onto throwing in content, but I dont even have a moving player yet. And progress is about to come to a complete stop for a few hours as I have a shift at work in ~30mins.

Heres one of the intro screens with the initial story details/clues:

Still yet to come up with a title!!

I have most of the menus done, the main character is 80% finished + a space station has been built and a few other things. I just need some animation, levels and cut scenes to get this game into action. Wont be sleeping much tonight, thats for sure but I find a lot of my better work is done in the final moments of something like this, when the rush begins :)

Another screenshot to wrap up this post, space station X15 which this will all take place on -

Retirement of the Space Shuttle Discovery

Posted by (twitter: @grimfang4)
Sunday, December 19th, 2010 6:48 pm

Wow, I really didn’t expect to participate this time, but I thought of a simple concept and put it together in time!

http://www.ludumdare.com/compo/ludum-dare-19/?action=preview&uid=654

Lots of work to do… – ADEdge – 10h/remaining_LD19

Posted by (twitter: @Alex_ADEdge)
Sunday, December 19th, 2010 8:28 am

Still got a lot to do, not sure if Ill have anything worth submitting for the contest come 0 hour. Its 2am here and Ive had another busy day away from my computer *sigh*

Anyway a quick update, the menu page is done and working, it loads the game, exits and looks pretty.

Pretty uninspiring title. But until I think of something better it’ll do. – Feel free to make suggestions.

I also have basic game environment done, nothing major but its all I can do for now. Need to get this thing in the air and some more gameplay!

So much to do! Im about to do my last 2 hours for tonight (taking me to 4am) and ill really try to cram in some gameplay. Then tomorrow Ill try to get up on time to polish and submit (hopefully), and since this is my first LD I really have no idea how any of that will go! *Eeek*


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