Ludum Dare 26
Ludum Dare 24
Ludum Dare 21
Ludum Dare 20
I feel this time counts, this is the fifth time I played and the only time I posted a game with gameplay I felt content with, was the first.
I hope I make it this time.
Make a playable game again.
It took me a whole day to decide on an idea and get motivated. Then I had some work to do at the office this Sunday and now I’m at my mom’s house and I think I’m gonna start working. Only have about 10 hours to make a game. It is going to be interesting. Good luck everyone.
Good things come in small packages!
I’m going to invest all my time and energy in this Ludum Dare in making two minutes of enjoyable gameplay.
Invest a balanced amount of time in graphics, sound, music and gameplay, not neglecting anything in particular considering the time limit.
First time I participated, I managed to finish a playable enjoyable game. I called it Red.
After that I participated two times and in both I ended up with something that felt more like an engine.
I added nice graphics and neglected to finish tuning up the gameplay.
This time I want to get the gameplay done ASAP and invest a little time in sound, graphics and music.
Hoping to have the finished gamed ready four hours ahead of time.
Best of luck to all of you.
Some graphics and level editing tools I created for past dares.
AS3, using FlashDevelop as an IDE.
box2d – physics(if it adds to the gameplay)
I must admit I could have planned better, worked more persistently and take less breaks, get some feedback, and make a playable game in time for Ludum Dare compo. I actually had the game nearly ready as far as game mechanics in time for compo but I did not feel it was any fun yet so I decided against submitting it.
Should I work some more, trying to make it more fun and submit it for the jam or just turn it in as it is?
The issue is that it’s not really great awesome fun.
Maybe I should add some polish and just turn it in the way it is?
I worked a lot but I don’t think I planned well and focused my efforts on features I felt were necessary.
Ended up with an incomplete buggy game. Perhaps I will share it tomorrow after I clean some bugs.
I am not sure how I am going to go about collisions and physics this time around?
Right now, there are a few art assets I created and I would like to detect collisions by the pixel. (not by a rectangle)
Is there any quick to use API or library that does that for you?
Also, there are going to be physical collisions, ie meteor with meteor and meteor with paddle..
Any advice on a simple to use physics engine that could handle these?
So any help with detecting collisions and or implementing physics, would be brilliant!
Thanks in advance.
I am gonna catch some Z’s
I always get nervous in these competitions But I actually want to finish a complete game this time.
Stuff I need:
Collision space class :
Detecting collisions(pixel perfect)
World class :
sprite + collision space mutates
Giant space paddle :
Game data editor
When do enemies come?
Where do they come from?
Think about how to score the player
Desk is pretty clean and tidy:
Dogs are ready to playtest a masterpiece:
Mockups and instructions ready:
Wow, I haven’t started programming today and half a day is already behind me.
Going to keep the graphics simple this time to concentrate most of my effort on completing a playable fun game that runs nice and smooth.
Good luck to everybody!
So I am done juicing
And ready to go!
Right now I’m all pumped up, have an idea and ready to go but first I’m gonna make some vegetable juice in my juicer.
See you soon