Ludum Dare 28
Ludum Dare 27
Ludum Dare 26
Ludum Dare 25
Ludum Dare 24
The 7-Way Tie Award
Awarded by JesterBLUE
on January 9, 2013
Sorry, I’m super embarrassed but I have to confess my failure.
The truth is few things have caused it and I’m really disappointed, I still believe in my idea.
That’s why I’ll try to finish my game in the future (now is bad time for me, I hope I’ll be able to get to it before LD#31).
Well, I also want to congratulate all of you who succeeded, especially a friend of mine, Ramori, who just started his adventure with Ludum Dare.
I’m also keeping my fingers crossed for those who are still making those final touches for the Jam.
See you during the LD #31!
After having a small-one-jam break, I’m in for the LD #30 ! Yahoo!
I’m using, as usual, Love2D, GIMP, sfxr, some neat libraries for Love2D (ANaL for animation, Love-debug and also a network library).
Also, potentially I can touch GP5, TuxGuitar, MilkyTracker and Inkscape.
Today I started pretty late and after 2-3 hours of work I have 200 lines of code and a working “Angry bird” clone
The game is about beetles! The idea is that we classically throw animals into buildings but here’s the twist: something went wrong and our game universe got expanded: somehow we met another thrower! And moreover: he’s trying to destroy our home! So we need to hurry and destroy him before he destroys us!
The mechanics is a mix of “Angry birds” and “Scorched”. We’ll see how will it blend
So, after 8 hours I have the concept and basic gameplay.
The idea is that you have 1 button to operate the whole starship (!). But it obviously isn’t a simulator, more like simplified sidescroller.
I still need graphics, menus, some level design etc. The game will be much simpler than my other ones but I think I can finish it
See you soon!
Well, I’m starting extremely late this time but I decided to give it a try.
It’ll be more like 12h compo for me though.
(tomorrow I need to get back to making game professionally – that’s right! thanks to LD I got my dream job and it is my first compo I’m entering as a Game Programmer )
I’ll use Game Maker or Love2d environment (as I’m out of time).
Also, as usual, I’ll bring my favourite set of tools, that is sfxr, Notepad++ (or ST) Guitar Pro and Gimp.
Please keep your fingers crossed for me
And also good luck to everyone participating!
As usual… after a perfect Saturday, Sunday destroyed whole project I lost 4 hours because of music (my first experience with trackers, failure…), in the end I decided I’ll end up without one. It’s already 9 PM and I have to make hero’s animations and level changing system
But, at least, my game earned a name: SF-1 (from Special Force – 1, and no, not from the gene)
Argh, so many time today spent on doing nothing! It’s more than 3/4 of compo and I’m still short on assets!
I’m getting to make music now! Have about an hour for that… Maybe start from Mission Impossible tune
14 hours and 700 lines of code after…
I DID finished core mechanics 4 levels are already playable – that’s something I haven’t achieved before. It also means that I have whole Sunday for playing with graphics and music
Oh, and the game is pretty hard
Wow, 7 hours and I have my 2nd level almost scripted. Now to code epilogue and I can already start making graphics! Oh, and I apologize but I won’t deliver timelapse this time. Tool has crashed
2,5 hours of work – time for the first screenie.
It’s a scene when my commando is falling from the sky – a must-be scene for every spy game
As I mentioned before, I’m in! Fourth time in a row And I hope I’ll keep going!
My environment is, of course, Love2D and all its libraries on its wiki. For sure, I’ll use my favourite AnAL and lovedebug.lua for development. Also I would like to make myself the right of using libraries written by me during past compos It’s very unlikely though as I’m, as usual, working on a completely different kind of game.
The game itself is about a one-man special US forces, like Sam Fisher or Snake (hmm, Snake is kind of more complex, just stay with Sam Fisher ). The gameplay will be more common, there’ll be a bit of Metal Gear, Splinter Cell, Uberleben, even Bit.trip Runner. The agent is on his mission in N Korea and he is a bit, well, short on time. I won’t spoil more. The game will be short (longer than 10 seconds though ), intense and full of explosions! And, as usual, I’m working on a nice twist! Frogmaster approves!
I’m in but it doesn’t matter for a while because I have an announcement.
I would like to introduce a Golden Frog award for the extraordinary theme suggestions. As you know, there are many different kinds of themes: some are good, some are bad, many of them are slaughtered. I would like to present those, which excel in something, which are good but also those which are bad and deserve to die. I think that it is somehow better than presenting my pure pluses/minuses. Also I’m glad that suggestions were made anonymously so I don’t need to fund the gold (I’ll keep them for myself, thank you, sponsors). (more…)
Okay guys, I’ve managed to finish before LD48 deadline. I post it that late because I had some problems with compressing timelapse video.
That is my third Ludum Dare in a row and, I think, progress is noticeable. Which please me a lot.
But still, I have a lot to learn – I’ve fallen again in that pifall with shortening my game just before deadline. I had prepared much more things than I was able to implement. Again. But this time I’ve managed to provide a PLAYABLE version. That’s something!
What is also great is that my code is neat. I really like it: it is easy to understand, clean and flexible. I’m proud of it!
The other thing is that, besides code, there’s nothing more in the game – because of concept, there is literally no graphics. And no music either as I was afraid to play with it on Ubuntu (I’m still not familliar with this system).
But, after all, I made a complete, working cRPG with character development, fighting, dialogues, history and its universe, closed in 4×3 pixels. Beat that!
Also (I’m curious if anybody finds it):