I’m pretty happy with it, though there are certainly things I’m unhappy with. I go into more detail on the game page, so please check it out!
About Jacic (twitter: @IamJacic)
Ludum Dare 35
Ludum Dare 34
Ludum Dare 33
Ludum Dare 32
Ludum Dare 31
Ludum Dare 30
Ludum Dare 29
Ludum Dare 28
Ludum Dare 27
Ludum Dare 26
Ludum Dare 25
Ludum Dare 25 Warmup
October Challenge 2012
Ludum Dare 24
Ludum Dare 23
Ludum Dare 23 Warmup
Ludum Dare 22
October Challenge 2011
Ludum Dare 21
It’s halfway over! Hard to believe, isn’t it?
I’ve been working on an as-yet-unnamed shmup, where you must change your ship type to pass through “gates”. When your type is changed, the bullets you fire are of a different type, which will do more damage to enemies not of the same type. The same applies to you, however!
Well, this is a late post. Still, I’m in for the compo! I honestly don’t know how much time I’ll have over the weekend, so I’ll have to scope extremely small. Scope and feature creep will still happen, but hopefully I’ll come up with something simple and fun.
I’ll be using Haxe and the HaxePunk game engine. Art will be made with GIMP, sound effects with sfxr.
Alright everyone, let’s Dare to Ludum!
I’m not entirely happy with it, but here it is: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=5267
I managed to mostly translate my original idea from my head to the game.
Well, the compo is half over. The time certainly flew by.
This LD, I’m trying to incorporate both of the themes. In this co-op (or single-player) single-screen shmup, you control one of two buttons (of the kind that is pressed), and fight against viruses and other malware inside a computer. As you defeat enemies, you will grow. This mechanic isn’t finished yet. I’m going for a simple arcadey feel and visual style. Here’s a look at the art:
I still need to: add sound/music, add a title screen and perhaps a game over screen, balance the game, add a nice background, maybe add more enemies, and of course, finish implementing the growth mechanic. I think I can do it!
Well, I’m in for yet another Ludum Dare My tools this time around will be the same as last time (and many events before):
Remember to vote for “Build your weapon” for the theme!
Let’s make this the greatest game jam of our lives!
Well, the compo is a little over halfway done. Hopefully I’ll be able to finish my game in time to submit for the compo, if not, I guess I’ll take a little more time and submit for the jam.
Here’s an incredibly exciting screenshot:
This was originally going to be a stealth game, but it turned into more of a puzzle game with stealth elements. I have mixed feelings on the hud as a whole, but I really like the (functioning!) radar.
I still have to implement attacks for both the player and enemies, add more levels, add dialog for the story, add saving/loading, add some other story stuff, and add sound/music. I think I can do this.
Well, I’m in, and this time I’m feeling more prepared than ever before! This time, I have a well-defined idea of what I’ll be doing: a top-down, turn-based, stealth game.
I’ve been playing a lot of Metal Gear lately, so this game will be inspired by the series. Sneak around enemy camps, avoiding guards and cameras, stealing intel, finding equpment as you go! Or at least, that’s what I’m currently planning. It may be slightly out of scope for a weekend, but we’ll see!
Once again, I’ll be entering the solo competition. My tools:
Haxe + OpenFL + Haxepunk – my language and engine of choice (currently)
Sublime – the best text editor
sfxr – it makes sounds
Audacity – it edits sounds
Gimp – for the art
Coffee – for the mind
Good luck everyone, and remember to have fun!
Wow, 24 hours goes by fast!
My game is a top-down shooter with tower-defense elements. When a level starts, a zone (or more than one, on later levels) is randomly placed. Enemies will come to try to kill you and destroy these zones before you can fill them with power. Objectives vary from defeating all the enemies to powering all zones to simply surviving for a set amount of time.
Weapons include bricks, forks, bubbles, dirty socks, and ice cream.
Wow, I can barely believe this will be my 12th Ludum Dare! 😮 I’ve always had a lot of fun and learned a lot, and I’m hoping that trend will continue.
I was planning on using UE4 this time, but I didn’t have enough time to practice with it, so I’ll be using HaxePunk once again! The rest of my tools will be OpenFl, Haxe, Sublime 3, Audacity, sfxr, GIMP, and caffeine!
Here are the games I’ve created for the main events to this day. I’ve noticed a steady increase in quality over time! (except for LD26, when I was sick and didn’t have a whole weekend)
Merry Christmas everyone! I thought I’d take this opportunity to show you a screenshot of my LD game running on Android.
This is still an early version, but I’m hoping to make a full release on Android with many more levels. If you haven’t already played my entry, you can do so here.
Just look at those concept levels! Infinite loops of direction switchers, seemingly-randomly-placed boulders! I’m once again realizing why I tend to make games that don’t require a lot handmade content, like levels. Procedural generation for the win!
Still, I’m on track to finish in time. My next step is the title and end screens.