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Ludum Dare 23 — April 20th-23rd, 2012 — 10 Year Anniversary!

Ludum Dare 22 :: December 16th-19th, 2011 :: Theme: Alone

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Posts Tagged ‘video’

Mini LD# 31 – Work in progress

Posted by
Saturday, January 21st, 2012 4:16 pm

I’ve been working in a raycast engine made using Lua- Love2d. Lights working.

To do:
- Include sprites
- Music
- Sound

Not sure if I will have time tomorrow, but at least I would like to share this video with you:

http://youtu.be/iof0-jNhjfg

Good luck to all!!

Splaser Strife mock trailer

Posted by (twitter: @RHY3756547)
Wednesday, December 21st, 2011 1:00 pm

A mock trailer I made for my Ludum Dare compo game. Thankfully, the video didn’t take even close to 48 hours to make. :)

Soliloquy – Walkthrough Video

Posted by (twitter: @RatKingsLair)
Wednesday, December 21st, 2011 7:27 am

I made a video of SOLILOQUY, especially for Linux users which can’t use the Unity3D webplayer plugin.

Va Unan, finally working!

Posted by
Tuesday, December 20th, 2011 10:32 am

I had a lot of issues since the end of the 48h challenge and the game wouldn’t work correctly for obscure reasons. But now it does.

You can play it here: http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=6638 (I strongly recommend Firefox to play it best online)

Gameplay video!

 

Greeble – an HTML5 game – postmortem

Posted by (twitter: @McFunkypants)
Tuesday, December 20th, 2011 10:11 am

Greeble is an HTML5 game where you are the captain of a crashed spaceship. You are ALONE but need some help to survive. Collect the cryo-keys to activate the stasis pods in order to free your friends.

What went right?
Was very familiar with my tools, both engine, language and art creation pipeline. The amazing JAWSJS game engine was a breeze to work with. Had a very easy time making the art, since my level editor was just photoshop. Enjoyed screenshotsaturday, twitter and google+ as a means to stay motivated. I did well in the time-management arena, and planned ahead of time. I used placeholder art during programming and coded everything first in an ugly room with rectangles for characters. Only after the first day (when all coding was done) did I dive into the art, so I had tons of time to make it real puuurdy. I spent 75% of the time on the art and was feature-complete the coding by noon on Saturday. Total time spent on the game: 14 hours.

What went wrong?
Ran out of time before I could add sound effects. No user instructions or intro. No GUI. Had to cut features and simplify to finish on time. Got a bit stressed about it on the last day, racing to finish. Drawing the level took more time than I predicted. Overall, had TONS of fun regardless.

About the game:
Features pixel-perfect, non-grid platforming, bounce-pads, transparent glass tubes, a fun retro “scan line” effect, silly AI followers and A KITTEN. Your objective is to navigate to the exit where you will be rewarded with a trampoline party!

→→→→ CLICK HERE TO PLAY! ←←←←

Use the ARROW KEYS to move around. Try to find a way to revive all your friends (including the hidden secret kitten, which signifies my enthusiastic participation in the “kitten challenge”) so you can all bounce on the trampoline at the end.

I had so much fun making this game. I even had time to hang out with friends, go for a hike, and decorate my house for the holidays! There is a lot of room for improvement but overall I’m really happy with the final product. Created using ippa lix’s wonderful jawsjs game engine.

The word “greeble” comes from the original Star Wars ILM special effects artists who used the term to describe generic “tech” bits and pieces that adorn sci-fi hulls. There are thousands of greebles in this game’s level art.

How it was made: I drew two “techno” textures as the base texture for all the world platforms (one brown and one silver). These patterns were covered in “greebles” (panels, buttons, wires, lines, etc.) In photoshop, I made opacity maps for each and turned everything transparent. Then, I drew the game map itself by drawing black and white pixels on the alpha (opacity) channel so that certain parts of these materials would become opaque. An effect filter that added a little emboss to the edges completed the look.

In the game engine, the entire world map is one gigantic .PNG image, which is layered on top of two parallax-scrolling background tiles (set to move slower than the foreground). The retro “scanlines” effect is merely another overlay image that sits on top of everything.

This is the entire map image I drew, as used in the game (click to zoom in):

… and this is the scanlines overlay I created:

Making “Greeble” was very inspiring. I now have an HTML5 platformer game engine that allows me to create freeform worlds in photoshop. No tiles or level data files required!

→→→→ CLICK HERE TO PLAY! ←←←←

Ludum Dare is so much FUN. It is amazing what you can accomplish in a speed-coding weekend.

Alone in the Scary Darkness with Zombies (final version video)

Posted by (twitter: @codexus)
Monday, December 19th, 2011 8:51 pm

 

PLAY THE FINAL VERSION

 

So I managed to finish a game. Not in 48 hours as intended but 72 :) Well, I thought that might be the case.  So I didn’t worry too much when I lost a lot of time doing the cute little character.

Can you find the kitty?

WIP video #2 now with extra scary sounds

Posted by (twitter: @codexus)
Monday, December 19th, 2011 1:19 pm

OK now it looks like a game. But less than 6 hours are left on the counter to make some levels.

I need the sugar

Killed by a zombie – WIP video

Posted by (twitter: @codexus)
Sunday, December 18th, 2011 5:19 pm

Here’s what I have so far. Unfortunately it’s not a game yet. Maybe I’ll be able to get something fun to play tomorrow for the jam.

Loot Alone – Game finished for the compo

Posted by (twitter: @KarnakGames)
Sunday, December 18th, 2011 1:45 pm

I planned to make 5 levels, but I couldn’t continue working on the game, so here it is with 3 levels and half of the planned story. It is playable with a surprise on the end.

Entry: http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=2465


Made with: 
- Unity3D (C#, iTween)
- cfxr
- Audacity
- Garage Band
- Photoshop

Timelapse: http://www.youtube.com/watch?v=f5ItVDEzuzY

The Call of the Unnamable: first video

Posted by
Saturday, December 17th, 2011 12:48 pm

… I shouldn’t have tried to make a game about the Great Old One as I’m not allowed to move The Unnamable in the game (or in any universe) so I need to move the game around Him, instead.

As the game progresses some lines that used to be parallel are not parallel any more….. I’m losing my sanity.

 

http://www.youtube.com/watch?v=NCM6E7szRLU

 

 

alone with myself – yes we can jump

Posted by
Saturday, December 17th, 2011 6:25 am

yes we can jump !!! :) now time to add the camera to scroll the screen !!!

CotC – Journey goes on

Posted by
Thursday, November 3rd, 2011 1:42 am

With this new video preview I just wanted to point out that Courier of the Crypts goes on with the development despite failure at the October Challenge 2011. This preview is featuring new tiles for the Marble Halls thematic and ladder transitions.

 

If you like what you see then don’t forget to follow the rapid development at my blog.

CotC – Crypts only seems to be dead

Posted by
Thursday, October 27th, 2011 3:19 pm

I’m here with the fourth dev video preview from the Courier of the Crypts but that’s not all. I’m out of the October Challenge, time run out and I still have lots of things to do. But OC is not just about the October but about finishing a game and earning a single buck from the stuff we love to do – making games. It’s all about to see what is it like to have final polished product out in the world. It’s not the end for me here, I’ll finish Courier of the Crypts, October Challenge game all the motivation I need so it’s still WIN situation.

Now, enough malarkey and let me show you the preview that is featuring 2 types of monsters, GUI (wip), and Flame’o'metter (look at the gui). I hope you like it :)

Congratiulations to those who succeeded! Others that are like me, don’t give up folks ;)

Clone Wolf: Protector is out!

Posted by (twitter: @jarnik)
Wednesday, October 26th, 2011 1:51 pm

It’s not been easy, but the CW:P is out :)

Check out the game site for more info, try the game at Kongregate. It is made in Flash, so I’ve been able (after a bit of struggling) to roll out desktop installers for Windows, Linux and MacOS.

No sales so far, but it’s my first finished and commercially released game – a little personal dream becoming reality. Many thanks to my sweetheart for support and all the inspirative folks here, at TIGS forums and Flixel forums.

Good luck to all other fellow October Challengers!

A few notes on Adobe AIR
It has been my first desktop app made in Flash, a lot of new things for me:
1) Flash does not allow key controls in fullscreen mode, only AIR in desktop mode does
2) to create a native desktop installer, you have to build it using an AIR SDK on a target platform (luckily I have access to all three major platform systems) – to make a Win installer, you need to build it using a Windows SDK on Windows, etc.

Clone Wolf gameplay video

Posted by (twitter: @jarnik)
Saturday, October 22nd, 2011 1:56 am

As promised, a gameplay video from one of the levels:

Clone Wolf intro animation

Posted by (twitter: @jarnik)
Friday, October 21st, 2011 7:58 am

I’ve doodled some simple illustrations for a Clone Wolf intro this morning, so here is a short animation introducing a story:

I’ve captured a few gameplay videos, I’ll post them later this weekend.

 

CotC – Burning Urns…ouch

Posted by
Tuesday, October 18th, 2011 1:52 pm

It’s time to introduce you with the new toy that courier will have fun with in the crypts. The one and the only….”Burning Urn”!  <tan-tan-tan-tan-stshhh>

On your quest trough the crypts, you’ll find urns filled with oil. You can light them up and throw them trough the hallways. You can use it to scare lurking danger away or even burn it to ashes. Should you be scared of the darkness in the next room, throw one of these inside and you’ll know what’s there waiting for you.

“Burning Urn” spam is a bit of exaggeration, I know but it won’t be possible to throw those so quickly one after another…it won’t be wise anyway.

CotC – First dev video preview

Posted by
Monday, October 10th, 2011 5:32 pm

Courrier of the Crypts got it’s own very first video preview to show first stages in action. Since the last post here, I’ve made a map editor and gamecore mechanics (loading maps, moving, collision).

For some times I was having problems how to implement lighting into the 2D game and with the last project I’ve made something quite nasty just to get glimpse of light. Today, my brother called me and offered a simple solution to me still using sprites as a “light”. It works just perfectly for me and I’m thankful for that!

 

For more regular updates, follow my blog @ Blodyavenger Games

A Batman version of my LD 21 entry

Posted by
Saturday, September 10th, 2011 10:33 am

Hi all,

I1′ve been reading a lot of Batman comics lately and today I had a little time , so I decided to change some sprites and sounds in my LD21 entry: Carol and The Haunted Castle to make it look like a Batman game… this is what I did, hope you like it… you have to save Robin who has been kidnapped by The Joker and… you know the rest.

The game isn’t finished yet and the Batman sprites were made by Pegalulu

Best regards

URTH escape gameplay video

Posted by
Wednesday, August 24th, 2011 12:16 pm

I’ve gotten a little addicted to my own game, but much to my frustration I’m not the one with the high score. Since I’ve been playing it between ratings I decided to upload a short gameplay video.

The goal in this game mode is to get as far away from the central star as possible. There’s also a story mode which has puzzle elements to it. I might upload a play through one of these days.

VIEW VIDEO ~ VIEW GAME PAGE PAGE 

In case anybody wants to try beating my score even more, it’s worth nothing that only the web version submits to the leader board(and only after adding a name).


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