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Posts Tagged ‘tigs’

Hackworth’s Last Kick

Posted by
Sunday, April 19th, 2009 1:59 pm

Screenshot of Noyb\'s LD14 Entry

Download (1.4 mb, source MFA included)

Mirror 1

Use the arrow keys to move and jump, and the space bar to kick the ball. Try to keep the ball in the air as the walls close in. Consecutive hits earn points.

Made in Multimedia Fusion 2.

Sound Effects by SFXR.

Music from the public domain MusOpen project: Sergei Rachmaninoff’s “Oh, My Corn Field” performed by Free Tim

Step 15: Falling in love

Posted by
Sunday, April 19th, 2009 1:49 pm

I am tired, asleep, not that motivated, scared and to top it off I think I am falling in love with my idea. The fact that I am so careful with my idea proves this.

Having made similar mistake in the past I am confident that I can avoid falling into the trap once again. I will repeat the mantra to scale down my idea and be satisfied with it. It’s going to be a little bit hard, but hopefully it will work.

Wish me good luck.

And now onto some simulation stuff. I have to get rid of some interesting but not prioritized details. Less disorders. Less woman types. Less job types.

The Triumph of Time

Posted by
Sunday, April 19th, 2009 12:43 pm

NOTE: This is the competition version of the game. If you just stumbled upon this, you’ll most probably want to be playing the greatly expanded post-competition version.

I’m done. And tired. (The game’s title is quite ironic when applied to the compo, huh…)

The Triumph of Time

Please read the readme if you have troubles, I don’t know how obvious the gameplay is. Also, fullscreen can be disabled in the config.ini file. So far, I only have a Windows build.

Quick instructions for the impatient:

  • left mouse button places pylons,
  • right mouse button scrolls,
  • mouse wheel zooms.

Windows binary (2.28 MB)

Source

Mirror

Very tired, but also quite proud right now. I actually made a game in less then 48 hours!

UPDATE: I wrote a post containing a brief strategy guide for those struggling with the game!

Step 14: HLSL. Writing pixel shader effect.

Posted by
Sunday, April 19th, 2009 12:04 pm

Construct doesn’t come with proper fade transition, so I thought about writing my own. Construct uses HLSL for effects, so I thought it’s a good chance to learn a bit about shader programming.

It was a failure (given the deadline pressure). I just gave up and decided not to use any transitions.

If by any chance anyone here is familiar with HLSL and knows or has an HLSL snippet which performs fade-away fade-in transition that would be great.

Coming on slowly

Posted by
Sunday, April 19th, 2009 11:40 am

I’m at the stage now where I’m just mapping out the gameworld and populating it with words and people. It’s looking like I’ll finish in time, which I’m pleased about :)


Click to enlarge.

Step 13: Bugs

Posted by
Sunday, April 19th, 2009 10:21 am

I don’t like bugs.

Sky Upon Us

Posted by
Sunday, April 19th, 2009 6:38 am

UPDATE:

Sadly there was a tiny bug in the final version of my game – the line “state = STATE_LEVEL;” was missing, so no pause screen would be shown between levels (although the code for layout and mechanics of that screen was already in there, as can be seen in the source).

I have fixed this and uploaded a new version to my site as both zip and webstart. I realize that this may not be taken into consideration when judging the entry, but I thought I should at least upload the entry as it was meant to be (and as I was certain it was!)

Sorry about that!

ORIGINAL POST:

Okay, here’s the final version of “Sky Upon Us!”, my entry for LD14.

I tried to upload the zip file containing launch files for Windows, Linux and OSX to the blog. Sadly, WordPress wouldn’t accept it even if I changed the file extention. Meanwhile, the game can be downloaded or started from all the following links:

While the game didn’t quite turn out the way I hoped, I’m still happy with most of it. However, the gameplay does get a bit repetetive; excuse!

As always, any comments are warmly appreciated!

A screenshot from the game:

The House That Eats People!

Posted by
Sunday, April 19th, 2009 5:39 am

Play online! :D or download the source.

I would have loved to have worked on it a bit more, but alas I have to sleep for paintball tomorrow. Life is tough.

It has been great fun, and thanks to everyone on #tigirc and #Walls for keeping me awake.

Manually Operated

Posted by
Sunday, April 19th, 2009 5:38 am

Manually Operated

I can’t get the media uploader working so I’m going to just link this for now. This is a game where you play an aspiring super-villain trying to make his big break and complete his thesis by crushing a hero in a death trap. Unfortunately, he cannot afford a very good death trap, or a lock to keep the hero from escaping. Push the wall to crush the hero before the cops take you down or rescue the hero!

Thanks to all who supported and encouraged me in the production of this game. First thing I’ve made without THE MAN telling me what to do! Woo!

Game is here

Source code is here

Advancing Wall of Death: Hall of Choices

Posted by
Sunday, April 19th, 2009 2:58 am

Hall of Choices is almost done. Only Party, Casino and Doctor doors left to implement.

My first LD

Posted by
Saturday, April 18th, 2009 2:56 pm

Hey, this is my first Ludum Dare—I hope I do okay. I’m having fun so far! I’m writing my game in Actionscript 3 and using the Flex SDK, so it’ll be a Flash game. I have to admit that I don’t really like the theme. My take on it is pretty conceptual, though, as you’ll find out. Here’s a screenshot of the little I have achieved so far, in the meanwhile:

An Unexpected Snowstorm

Posted by
Saturday, April 18th, 2009 11:36 am

So the design of the game is fairly established now. It looks like the core mechanic is a food chain. There are different varieties of little creatures which occupy various niches. All would be well in the world, were it not for the sudden arrival of DOOM in the form of an explosively reproducing foreign species…

I was trying to get the first projectiles into the game, and ended up with a rather unexpected snowstorm instead:

http://i39.tinypic.com/1628ohy.png

Currently there are invaders (red-green) and one form of sessile predator (orangey) in the game. All life forms heal over time, and the invaders use this to their advantage by withdrawing outside their target’s firing range briefly if their health dips too low. There’s no player character yet.

http://i44.tinypic.com/2elfh52.png

The next thing to do is get some sort of plankton- or barnacle-esque life form into the system- something low level that doesn’t eat anything, and simply provides food for other organisms.

Progress

Posted by
Saturday, April 18th, 2009 11:03 am

What I’ve noticed during the programming of this game: I code too “cleanly”. I waste time with making stuff be in seperate files and stuff. I got like, 17 files or so and what I got now is this

Boring initialization stuff out of the way, game development ensues.

Posted by
Saturday, April 18th, 2009 5:32 am

Harr! I’ve finally done all the basic stupid boring stuff like drawing and input and timers out of the way and now I can start programming some gameplay to my game. Being worked on in c++ using allegro :3 Pics will come soon when I get something graphical done.

Rainier von Raincastle

Posted by
Friday, April 17th, 2009 9:49 am

I am in like April Showers bring May out like a lion. I really think that maybe this time I could have a bit of a chance to possibly finish something.

But for real, I’ve got some great rain ideas so let’s do this right.


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