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

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Posts Tagged ‘wip’

Lightning Trailer

Posted by
Friday, September 9th, 2011 2:27 pm

Successive Works in Progress

Posted by
Sunday, August 21st, 2011 12:01 pm

Here’s two work in progress builds – one from yesterday evening when the site was dead, one from just now.

Play in browser: WIP Build 0.1: Basic tutorial and gameplay.

Play in browser: WIP Build 0.2: Changed to Mouse controls and added leaderboards!

The game is called ‘Vault’ and it’s about a bankvault style prisonvault. The gameplay is iffy, really only interesting if you try to optimize your moves, which is why I decided to spend a really long time figuring out how to integrate Mochi leaderboards. Now I got to add a few new hazards and make levels…. and sound and music. Phew.

Dunkirk and the Escape

Posted by
Sunday, August 21st, 2011 7:27 am

‘Dunkrik the Great Escape’ WIP.

I’ve just got this to appear doing it all the wrong way round this time, modelling, graphics interface then mechanics.

Going for a Jam entry.

Video WIP of my helicopter game

Posted by (twitter: @codexus)
Sunday, August 21st, 2011 6:07 am

No gameplay yet v___v

well, almost 13 hours left!!

I’m making a helicopter game

Posted by (twitter: @codexus)
Saturday, August 20th, 2011 5:18 am

Just some placeholders and a skybox. I have some helicopter controls working but I’ll probably want to spend time improving them.

Pretend you can hear the Ride of the Valkyries

 

Progress Screenshot (Molehill+physics!)

Posted by (twitter: @McFunkypants)
Sunday, May 1st, 2011 12:45 pm

Here is a little screenshot of some work-in-progress for my Ludum Dare jam game. It features Molehill (Flash 11) hardware accelerated 3d graphics and is using only about 20,000 polies. The terrain is generated on the fly using a heightmap jpeg image and is textured using the “splatting” techniques for detailed textures that fade from one kind to another depending on altitude. The car physics “works” but is rather floaty and (so far) extremely unstable. You can drive around the terrain and perform some crazy huge jumps and stunts, though right now you tend to flip over very easily and can’t die. I’m getting fabulous performance: it never dips below 55fps and runs fullscreen on my HD 1920×1080 monitor plus the CPU usage stays below 25%. Not bad for Flash, overall. Hopefully I can put in some actual gameplay (eg. enemies? weapons? score? gameover?) after I take a little break.  Wish me luck!

Halfway to go

Posted by (twitter: @elibrody)
Saturday, April 24th, 2010 3:58 pm

Here it is, I’m turning myself into a sleeping  Eli, and this is what it looks like after ~~10 true hours of coding throughout the day:

Islands in progress 1

As you can see, things are kind of blocky, but they are moving along. The protagonist is the intrepid Pale Yellow Square, as pictured in the center of the screen.

There may be an visual island theme, but the story is quite relevant. In short, your task is to make islands stop being islands.

Well, it is 2am now. I hope to conclude this successfully tomorrow.

ps. amazing WIPs so far!!!! You guys are unbelievable.

So the theme is islands…

Posted by (twitter: @Abel_Toy)
Friday, April 23rd, 2010 11:20 pm

Ok! I’m ready to begin with the Ludum Dare! The theme is islands… I’ll think on something… :S

I’m screenlogging my actions with a script I created on my Mac… now it’s time to Think! Think! Think!

Rolling rolling rolling

Posted by
Sunday, February 21st, 2010 9:44 am

Alien Flight Academy wip

Here is the latest flash build of my game (you have to click on the game before it will have key focus)

Starting to get collisions and scoring in.  Still need to implement time over conditions and enemy ramp up at various time points.  Need to get jets and tanks in now too.  You can get points now and be killed though.  Tons of balancing will have to be done once I get all the game elements in.  Oh and also hopefully add music, sounds, and more then rectangles for all the objects too! 9 hours left…

current prototype

Posted by
Saturday, February 20th, 2010 5:06 pm

prototype

This is like the fourth prototype I’ve worked on so far.  Things are going slowly today for me as I have been scattered between a few ideas while I hoped for one to spark my excitement.  I think I’ve finally got an idea I’m psyched about enough that I’m doing a bare bones playable version of.  Hoping the scope is right for the time remaining.  We shall see.

Robot Sandbox

Posted by (twitter: @Stoney_FD)
Sunday, July 26th, 2009 4:57 am

I haven’t found a fitting name yet, so for the moment it’s called Robot Sandbox/Playground something. The basic idea: You have a few robots and you can control one at a time and there is a lot of stuff lying around to play with. For example: One robot can grab a box, move this box around and put it on a tile with water, consequently other robots can walk on this tile.

Furthermore, those robots can’t work forever, so they need to recharge and that’s why there are batteries.

That’s what I’ve done so far:

Yeah, the robots are missing at the moment.

I’m not sure if I’m gonna finish in time. I have three exams next week and I really need to study.

Robot Kill Spiders

Posted by
Saturday, July 25th, 2009 10:45 pm

First post for my first ludum dare. Lucky enough to have this one to warm me up for the full thing at the end of the month.

Here’s what I’ve got after the first day.

A good shot of the main elements including an upgrade garage which should be operational by tomorrow morning.

Enjoying this very much, excited to see what everyone else is cooking up.

Halfway there?

Posted by
Saturday, December 15th, 2007 7:18 pm

Ok, some improvements:

  • The lasers explode on collision
  • Added enemies with basic AI
  • Stars! Lots of them.

Python was a little to slow for a few thousand stars, so I had to resort to Pyrex. Pyrex really needs better error reporting, but after looking at the generated c-file and tweaking some it worked. Now I can have 50 000 stars without problem :) Under 10 000 is enough though.

Next I think I have to do something about that artwork… but that’s for tomorrow.

Screen3

Physics Works

Posted by (twitter: @mikekasprzak)
Saturday, December 15th, 2007 6:11 pm

Yee haw.  Finally got the physics working.  It’s pretty simple stuff.  Axis aligned bounding boxes, with a verlet/relaxation based solver.  As far as my concept is concerned, the shapes should all be axis align.  Otherwise, your multi block monstrosities would fall over in most configurations.  On to the screen shot.

Pillar Shot 1

Next up… I don’t know yet.  I might run out for some groceries (I hear there’s a no tax sale at “Super Stores” this weekend, 5-11PM).  That should give me time to think.


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