With either processing or unity, depends on the theme and available ideas. My goal for this one is to have sounds that aren’t shoehorned in during the last 3 hours.
About Andrew (twitter: @secret_tomato)
I like cookies, and games.
Also you can add me on G+ (let me know to add you to the ludum dare circle)
LD21 (escape!): http://www.ludumdare.com/compo/ludum-dare-21/?uid=5432
LD22 (alone): http://www.ludumdare.com/compo/ludum-dare-22/?action=rate&uid=5432
miniLD29 (horror): http://www.ludumdare.com/compo/minild-29/?uid=5432
miniLD30 (adaptation) http://www.ludumdare.com/compo/minild-30/?action=preview&uid=5432
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Ludum Dare 22
October Challenge 2011
Ludum Dare 21
Awarded by johndrinkwater
on December 22, 2011
To make up for not having a linux playable version of my game (yet) I made a short gameplay video with some instructions annotated on top. Hopefully this’ll be at least partially useful.
A more lengthy postmortem may also be in the works
Progress: 2 Xs down, 2Xs and AI to go.
I’ll be going back to processing for this one and I intend to use a GUI template if I can finish it and release it by then.
Other stuff I’ll be using are sfxr, gimp, blender, audacity, maybe more, who knows.
A game of sad projectiles and princesses. A playable slightly outdated version here!
Will use either processing (again), unity, or haxe (with haxeflixel) it depends on the theme and my mood, and my willingness to update everything to their latest versions.
For everything else gimp, audacity+microphone, lms, aseprite, aviary music creator, blender may be used unless I find new better toys.
It took a far amount of time but I’ve finally gotten down to posting this.
I knew I wouldn’t have a lot of time for this one due to museums that needed seeing and other stuff I won’t be getting into, so I decided to cut corners and go for a unity game. The second bigger-than-a-test attempt at it as well, it didn’t turn out too bad.
I decided to go for a simple graphic style since I was neither inclined nor had the time to learn how to properly make 3d models, so I’ve made everything 2d, stuck them on panels and duct taped them together. It made for a nice explosion effect on death as well.
I think the enemies and weapons have a nice variety: cats which are fast weak and have shotguns, raptors which are slower stronger and have rocket launchers, sharks which are even slower have more health than you can shake a stick at and have m0ar rokkitz! and turtles which lob grenades at you.
I also managed to squeeze in an attempt at a gui and structure which is always nice considering I tend to leave those out.
The graphics took more fiddling than I had anticipated since everything has so many parts, and some colors got messed up for reasons unknown.
The weapons aren’t as balanced as they could be.
And worst of all the various creatures have a tendency to blow themselves to pieces, which I fixed for the kongregate version.
Not good, not bad, but unsightly are the sounds, courtesy of sfxr and aviary music creator. Oh randomize beats button you are my hero. Music and sounds are two things I keep struggling with with no obvious resolution in sight.
A unity shooter made in under 24 hours (with visiting museums in between). Long story, more will come in the postmortem in a while after I organize my thoughts. For now here’s a screenshot of the orchard. (there are also sharks with rocket launchers on their heads)
For now you can play/rate it here:
Standard fps controls. You have godmode. Friendly fire is on.
It’s far from done but if it dies horribly let me know.
I’m in with either processing, unity or maybe, and that’s a big maybe haxe, based on the theme/ideas.
Yup that’s right you guesed it. A last minute “port” to the chrome store for “I want to turn the heater on”. Couldn’t just leave it only on the play store could I? This version has the warping effects as originally intended, so if you haven’t given it a spin yet please do. Looking forward to any and all feedback.