Posts Tagged ‘Windows’
Dark Interval, is a fast-paced escape-the-room-type survival horror game. You have 10 seconds to explore and survive the obstacles in each room before the Torment Hunter gets to you.
Windows & Linux builds are available for download! Web build is coming shortly provided I can sort out the audio glitches.
Recommended to play fullscreen, headphones on, and with gamepad that supports vibration! Have fun!
Play the game here:
Made the Game Jam submission deadline with about 10 seconds to spare, then we all passed out. Post Mortem coming soon!
MysticStv, for puzzle transcription and snarky commentary
Mrs. Hik3r, for puzzle transcription and nap-enforcement
LWJGL, and Java in general. Thanks for being a thing!
Look’s like I’ve made my decision to join the jam
- IDE – Eclipse
- Sound – SFXR + Audacity
- Graphics – Paint.Net + Cliff Harris’ Explosion Generator
- Music – If I have the time… muse score, idk FL studio if I can pull that off
- Target Windows/Android
I plan on using libGDX despite my inexperience with it!
Unfortunately, we were not able to meet the mini LD 44 deadline. This was due to several factors, the main two being part-time work and windows drivers related casualties.
Though we did not finish Pile O’ Pirates in time to have a working game, we fully intend to complete it. So look out for progress updates and videos in the coming months.
Game Features so far
- Zoomable 2D game
- Selection/Movement of pirates constrained to boats.
- Movement of Ship without screwing up pirates.
- Saveable settings (Such as resolution and Fullscreen)
- Over 300 styles of male only (as of now) pirates
- Random name picking from list of popular male names.
Here are some screenshots of what we have managed to accomplish.
See you all for the next Ludum Dare.
EGGZ is a real-time strategy game with eggz in it – click on the EGGZ for a sweet 48-hour
As mentioned in my last post Eggz was essentially finished in 48 hours, though they’ve been a couple of bug-fixes and enhancements since then. I’ve also been very lazy about building a version for distribution, but I’ve finally gotten around to it:
Unfortunately the game has no AI, so if you don’t have a friend to play with you’re not going to get much out of the game
I’ve drawn up a quick state-machine that should play the game adequately but it’s not going to be in the 7dRTS version I’m afraid. Check the game page for any post compo improvements
Looking forward to playing your games guys, I really love RTSs – let’s revive this genre
Here you can see the video taken from a Pre-Alpha version:
Recommended wacth on full HD to see better all details/effects
The game is still in development and will be released “When it’s done” but i hope get finished on 2014 for desktop versions and release the mobile (ios/android) and OUYA in the nexts weeks.
Nedd more info? check this links:
I started to work in “No Time To Stop” near the Ludum Dare 26 and my idea was enter with it but unfortunately no arrived with enough gameplay, still i’m to slow to code :S
At first the game was made using a 16 color palette with a resolution of 120×80 and scaled later to 8x, all very minimalistic, here the first game style.
Now my idea is try to do something more colorfull with shadows/lights and glow but keeping the 8x pixel-art, here a screenshot:
To see the game in movement:
Some info about the game:
Genre: Arcade/Platformer with some logic/puzzles
Platforms: Win,Mac,Linux – Android/iOS – OUYA and maybe GameStick
Engine: Multimedia Fusion 2
And a few days ago the game was uploaded on Greenlight
And well I hope code more fast for the next compo or at least enter some fun-playable!.
So I decided to do Tower Defense type of game. Again I wanted too many in too little time. I’m happy with what I came up with. Take a look: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=5974
After thirty hours of work, I can proudly say I finished my game for this Ludum Dare.
I called the game “Nothing is impossible”. Is a platform game where you must control two characters in a split screen, each screen represent the black and the white and this create a constrat between the character and the wall.
The game consist, as I said before, in the control the two characters dodging the boxes and stakes you will find in the way, all this while they run forward.
My intention was do the game very very difficult, but at the same time do a addictive game and I think I finally achieve.
But well, let’s cut the talk. You can find the game here.
Thank for read and play!
Sorry for no add potatoes, serious, i’m very sorry
So today I posted my first entry into a Ludum Dare competition ever. How fun! The result is Euphoria. The first thing that jumped into my mind when I heard minimalism was visuals, clean and crisp. But that didn’t mean I wasn’t going to try make a good looking game.
So let me talk about the game before you get too bored by all this visuals talk. It is a short story about a child that gets hit be a car. While the child’s soul is trying to come to peace, you gain memories as to their final moments. Many memories of which have parallels with what the child is experiencing.
For any decent gamer who gets annoyed at the symbolism do not worry, there are puzzles. Once collected an orb, the player can “phase shift” switching between two realities in the spirit world making for a few interesting puzzles.
I couldn’t have been happier with the final product and hope to get some feed back from some of the best indie developers out there. Good luck to the rest of you!
Hello, everybody who care about this. This is my progress of my game, but I’m not sure if this is right with the theme, what I plan to do is that this Mr. Sphere shrank of size and now must fight a giant potato (because the Mr. Sphere is tiny, of course)
I think this game is going to be like an advanced platformer test
So, spent lots of time and work on the sort-of-game idea I had for the theme. Math was involved and sketching occured, evidence can be found here:
All in all, I feel pretty good about how the game is coming along, haven’t started making it look good yet. Gameplay goes first.
There are a couple of command line switches you can use:
-b Rebind all controls before starting the main loop
-r WxH Specify resolution
-m 0-100 Specify music volume
-s 0-100 Specify sound volume
Standard controls are WASD, and if you’re using -b then you can bind to both keyboard and joystick controls. It’s been tested with both an original Xbox Controller S and the Xbox 360 controller.
Also, I know that something is strange about collisions, at times they don’t seem to register at all. This is a bug that I’ve spent too much time trying to track down, and so sort of decided to leave it there until it becomes a more pressing issue.
If you happen to have a 32-bit Linux system, then you could try to build the game yourself. The source is available on Github (C++) and it uses CMake to build, you might need boost and SFML 2.0 (Don’t know if the RC works since I’m using the latest git myself).
There’s a small issue with the CMakeLists file so you might also have to set Kunlaboro_BOOST to On in your cmake cache for it to build properly.
Hope that you’ve enjoyed reading this (And maybe even enjoyed what exists so far of the game). Please comment.
This is Ace, reporting to bed.
Now even with Enemies. (They still can’t move, but you can kill them.)
EDIT: They can kill you now, too. Also attatched screenshot.
EDIT2: should be also working in Wine
Still very useless.
Known bugs: You can Jump through most Obstacles, you can jump infinitely (double jump, tripple jump, …, infinite jump)
EDIT: Bugs partly fixed. You just can still fall(not jump) through obstacles
EDIT 2: Last Bug fixed, new version up. (All links are still up.)
EDIT 3: Enemies
Barker Games is in for the jam!
The problem I had last Ludum Dare was that I worked between 13-14 hours on Saturday which burned me out. All I did Sunday is fix a few bugs and publish it. My motivation was depleted
I plan on working normal work hours(8 hours a day). With Monday being the only possible exception. Hopefully that way I wont loose motivation and will feel more confident about our entry.
Language: C#, XNA
Art: Gimp, possibly InkScape
Good luck to everyone!
Happy Ludum Dare 26
Starting April 19, the 5th Hack-a-Jam Game Development Competition will begin!
This competition is held every 2-4 months, and this is the approximate 1-year birthday. Because of this, I am offering a prize to the winning entry. This prize is free advertising (one month), on both of my main websites, which have decent traffic.
What is the Hack-a-Jam?
The Hack-a-Jam is a game development event/competition where you must create a game within a set amount of time. The time given in each competition varies, as it could take two days, four days, or even just 30 minutes. Different from other game jam events, the Hack-a-Jam uses a multiple-award system, meaning there is no “Overall Best Game”. This allows for us to give awards to the best games, and not make a decision between two games which are equally amazing. The theme will be a suggestion voted on from the community through many different voting sessions. Another thing you could do to win certain categories is make things such as dev logs, timelapses, etc. You can them post them or links to them in the Posting section of the Forums.
What are some possible winning categories?
Most Psychedelic Visuals
Most Deaf People After Hearing The Game
Most extra items (dev logs, etc.)
Most Suggestive Content Without Crossing The Line
Most Things On Screen Without Lag or Crash
What are the rules?
Since we are a laid back community, you could probably get away with most of these rules (except major ones, like turning in your entry a whole 24 hours late…). Here are what I would like the community to follow, however:
1. All game content must be created within the set time. Note: You can use other music, placeholder graphics, etc. as long as you are allowed to!
2. Your game is not required to follow the theme, but would greatly improve your chances of winning. Unless almost every other game is not following the theme, it is almost guaranteed that your game won’t win anything.
3. You must work alone, and you must create everything included in the game.
4. All game creation tools are permitted, such as Unity, GameMaker, Photoshop, Flash, Paint, etc.
5. All external game extensions/DLLs are permitted. If you want to make it multiplayer (if you are using GameMaker), go ahead and use 39dll.
You can visit our website at http://www.hack-a-jam.com/. From there, you will want to head over to the Posting section, and sign up for an account (you can use Google, Facebook, etc.). Good luck to everyone!
Are you picky when it comes to unzipping archived files? Do you find yourself peeking into every compressed archive to see what is inside before you unzip it? Is it just a directory? Ok then, we’ll just unzip it directly. Is it a bunch of files, well then we’ll need to unzip it into a separate directory. I hate unzipping an archive into a separate directory only to find out that all the files were zipped up inside of a directory. Then after you unzip, you have a directory inside a directory! Bleh. This is where SmartUnzip comes in. It does the looking for you and determines if it should unzip the archive into a separate directory or not. It also supports dragging/dropping multiple archives on the SmartUnzip window. Handy for those Ludum dare review sessions where you’ve downloaded lots of archives. Sound interesting? Check out SmartUnzip
So after having worked on MiLWaDS for many (As many as 48 even) hours now, I feel like a short post-mortem might be useful.
So MiLWaDS, or as it’s really called; “My Little World Domination Simulator”, don’t ask about the ‘i’ and the ‘a’.
I was in luck about the theme choice because this is a game idea I’ve been wanting to make for a long time, a sort of demake of the world domination part of the RTS Evil Genius. Using the minions you gain through recruiting efforts you’ll slowly but surely complete nefarious acts and villainous deeds on the road to complete global domination.
Decided to again make my game in C++, because I figure that using a tool I’m comfortable with is better than using a simple tool that I’ve never used before. Plus, with building it in C++ I was able to use the Yarn engine I’ve been working on for university projects, which also lead to some interesting features being available that I had absolutely no use for. Full angelscript based script engine support and google breakpad exception handling among them, I did use other parts of it though. And SFML, let’s not forget SFML.
Just like last time I was in my tools are;
- Visual Studio 2010, for writing my C++ code.
- GIMP, for all my art.
- Blender, for 3d-modeling, even though I haven’t really needed them.
- Spotify, because music helps creativity for me.
So some thoughts afterwards;
What went well?
- I love the simple but still stylish color scheme I managed to create early on in the development process, simple dark-grey with cyan borders worked well and gave the game a sort of hollywood-hacking feel.
- Loading the data from basic csv style formats worked much better than I expected it to, at point I was hoping to instead save them with JSON but decided against that to save the time need to implement something like that.
What went less well?
- The agency system ended up having far too many parts that never got used, I delegated too much work to them in the design phase.
- I never got my minions fininshed completely, each minion was supposed to gain in strength when levling up them as well as being able to specialize in different abilities.
- I ended up breaking Kunlaboro (An entity system I’ve been working a bit on) enough that I had to add triply redundant error checking to most messages. Since I was low on time I didn’t really want to try to get a clean clone done of it either.
Play the game here: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=10247