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    Posts Tagged ‘update’

    Connected Words available on iOS and Android

    Posted by
    Saturday, September 20th, 2014 9:35 am

    connected-words-icon-256Rated #32 in innovation for LD30, the game is up on these major marketplaces (for free with no ads and no DRM*),

    connected-words-app-store

    connected-words-gp

    connected-words-amazon

    It managed to get through the Apple approval process on the first try (No kidding. The recent deluge of apps must have softened Apple…)

    My compo version received amazing comments and really ok ratings too (no worries, I still love you guys!).

    connected-words-compo-anim

    The mobile version didn’t change much from the compo one. The changes were,
    * Leveling with increasing difficulty
    * Retries earned based on level and tweaked scoring
    * Emoji characters now display correctly (that was sooooo fun to fix)
    * High scores are tracked
    * Some UI fixes and improvements
    * A new icon from an artist friend (Coming Soon™ to iOS).

    Check it out. Try to get a score over 100 and let me know if you do. That is awesome.

    * – no DRM where possible (i.e. not Apple).

    Dwarf Wars, Harder Version

    Posted by
    Wednesday, September 3rd, 2014 6:56 pm

    Most of my comments are good and most people find my game too easy. Well turns out I didn’t increase the AI Click Rate values in my 3 levels. I have added a new Post Combo version with faster AI for people to try out.  Click fast and Enjoy!

     

    17748-shot1

    PLAY HERE

     

     

    Interplanetary Post-Compo version

    Posted by (twitter: @mactinite)
    Wednesday, August 27th, 2014 10:15 pm

    After submitting my game with nobody other than myself testing it was apparent that the difficulty was a bit much. So I decided to do a little bit of fine tuning for those that want a less frustrating time. You can play this updated version here: http://mactinitegames.com/ludum-dare-30-interplanetary/

    And if you could, play and rate my game here: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=26320

    Please rate my game based on the compo version and not the new one I posted on my site. Thank you!

     

    When Worlds Collide

    Posted by
    Wednesday, August 27th, 2014 4:46 pm

    Hi everyone :) the game I created for this LD is ‘When Worlds Collide

    You can play, rate & brutally criticize it here!

    Direct unity web player link here!

    gameplay screenshot

    No this is not real space, it’s honestly a gameplay screenshot. Believe it son.

    Mechanics :

    – Randomly generated solar systems, planets, moons etc.

    – Hover your mouse over planets to see planet name, planet population, and planet wealth

    – Grapple multiple planets to haul them around the solar system

    – Solar system radar displaying location of planets and the sun

    – Player health

    – Destructible planets and moons

    – Dogfight with enemy fighters (pretty tough; got it in last minute)

     

    Keys :

    ‘Spacebar‘ = Grapple planets

    ‘F’ = Fullscreen

    ‘Enter/Return’ = shoot

    ‘R’ = Create new solar system

    ‘WASD’ = Move up, left, down, right

    ‘Left Click’  = Hide controls

    ‘Mouse Hover’ = View planet information

     

    gameplay screenshot

    This one is actually a picture of real space.

     

    Extra : 

    The game is a little rough, but I feel pretty confident with how much content I got into it. There isn’t a definitive goal but it’s still an interesting free roam concept :)

    It’d be awesome if you guys & gals would check it out and tell me what you think and give it a rate. And again, criticism is encouraged. Have a good one! :)

    - Follow Me : @OfficialDingbat

    Void Space 1.01

    Posted by
    Wednesday, August 27th, 2014 11:13 am

    A quick update. Improves AI and framerate. There is also a simulation speed toggle for those interested.
    Still no gameplay though. Should get more onto that now.

    Pic

    Also no gif this time. Will do one when there is more action between the factions.
    It will be glorious! (for some sides of the conflict…)

    Give it a try.

    Interstice is completed!

    Posted by (twitter: @Zazanxors)
    Sunday, August 24th, 2014 7:08 pm
    Still red boxes.

    Still red boxes.

    Play it here: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=36267

    Yuusss! I am done with “Rubber Slimes”!

    Posted by (twitter: @JangoBrick)
    Sunday, August 24th, 2014 4:02 pm

    I am done with my game! And I’m finally even proud of it. There was a time when I wasn’t – but that lies in the past xD

    Well, my interpretation of “Connected Worlds” was this one: Screen split in half, each half is one world. They’re connected somehow.

    And the result is some funny game with two colo[u]rful slimes, that are jumping in opposite directions, held together by a rubber band. So, connected worlds. Connected with a rubber band.
    I guess I would normally make an animated .gif and throw it into here, but I’m way too exhausted to do that now. So, have a static screenshot (don’t be sad! at least there IS a screenshot.):scr3

    Oh, and also one where the rubber band just broke (one of the more difficult levels is shown in the picture):scr4

     

    Cake

    Click here!

    Click the cake to go to the submission page, and please don’t forget to vote & comment :-)

    Failure is just another form of success(?)

    Posted by
    Sunday, August 24th, 2014 12:30 pm

    So I was hoping that this Ludum Dare would not only be a fun and productive project, but that blasting through a new project might help unblock me on the game I’m already meant to be working on.

    So the theme was announced, and I tried to think of an idea, started working on something, scrapped it, spent a while trying to think of something else, pondered that idea a bit, and scrapped it too. Tried and failed to come up with a third idea, but started having ideas for my existing game, and suddenly felt incredibly motivated to get back to work on it.

    So yeah, I sadly resign from Ludum Dare, yet even tho I totally failed to make a new game, I succeeded in my other goal :) next time tho, I want to do the dare properly.

    So I’ll start this paragraph with the word “So” as well. Good luck finishing up, everyone!

    Making Hay on Day Two

    Posted by (twitter: @alphasim)
    Sunday, August 24th, 2014 5:32 am

    Heya everyone. My team’s game for the 72 hour jam is coming along very nicely. We have the map over half finished, the graphics mostly in place and the music is sounding good. Here’s a quick look into our project, as being developed in Stencyl.

    Stencyl

    Like I said last time, ladders are a prominent feature in our game. It’s also nice to see how far we’ve come since yesterday in the little details.

    Changes

     

    We’d love to get some play test opinions on our latest build. We’re also going to start live streaming again today at approximately 11:30 AM EST on http://www.twitch.tv/alphasim, so stop by and say heya sometime.

    When Red Blocks Attack

    Posted by (twitter: @Zazanxors)
    Saturday, August 23rd, 2014 10:38 pm
    ...in all-dirt caves.

    …in all-dirt caves.

    Lots of progress today. In short:

    1. Player is done, and is no longer a blue block
    2. Enemies now spawn regularly from an evil purple portal
    3. There is now a background
    4. Falling off the level is now impossible
    5. 90% of the SFX is completed and integrated

    Not terribly much left to do yet. I also don’t even care if I do great – I’d just be happy successfully submitting something decent to the compo!

    Progress after roughly one day. That theme though.

    Posted by (twitter: @JangoBrick)
    Saturday, August 23rd, 2014 3:51 pm

    So, the theme. Yeah. The theme. Always the most fun part in Ludum Dare.
    There were so many great ones, and I had so many great ideas. Except for “Connected Worlds”, that was almost the only one I really didn’t know what to do with.

    So, after a lot of thinking, I came up with one at least acceptable idea – the screen is split in half, with each half symbolising a different world. There are two characters, a green and a purple slime. The worlds are completely separated from each other – the player[s] can’t pass through them.
    Still they have a connection: there is a rubber band between the two slimes, keeping them gently together. But take care of the rubber band, there are many things which can make it break!

    scr2

    Progress after 15 hours – Game “Between”

    Posted by
    Saturday, August 23rd, 2014 8:56 am

    It’s going to be 15 hours from start, and I’m here with another bucket of screenshots and photos of developing the game “Between”.

    2014-08-23_08-17-50-ew0l9wL 2014-08-23_17-44-34-lYYaPOh

    Before (about 5h of dev) and now

    WP_20140823_003 WP_20140823_004

    Coffee!!! And a human fuel.

    GUIscratch mockup

    Working on GUI, scratch on the left and mockup on the other side.

    Drempts – Progress #3

    Posted by
    Saturday, August 23rd, 2014 1:17 am

    New shiny gif, its over 2MB so I uploaded to to dropbox. Click the link and enjoy!

    http://gfycat.com/RadiantTinyAmericancreamdraft

     

    Previous progress

    It’s a Platformer!

    Posted by (twitter: @Zazanxors)
    Friday, August 22nd, 2014 9:30 pm
    Blocks! Jumping! Jumping blocks!

    Blocks! Jumping! Jumping blocks!

    So thanks to the code I posted, I was able to get done in 2 hours what would’ve probably taken me four. Got basic game mechanics in, most of the art is done and I prepared some SFX with BFXR to top it off.

    Superb progress in comparison to the last time I participated, where I only barely managed to get an idea and set up an ultra-basic template for it. Can’t wait for tomorrow!


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