Ludum Dare 31
Theme:
Entire Game on One Screen

Judging ends in:
It’s time to Play and Rate Games!

PlayRate80Star

About The Jahn (twitter: @need12648430)

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Ludum Dare 31
 
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Dead Pixel timelapse video!

Posted by (twitter: @need12648430)
Wednesday, December 10th, 2014 1:26 pm

Complete with music written in a true Ludum Dare style… which is to say written in just 30 minutes.

You can play the finished game here.

Done! But here’s one last gameplay GIF.

Posted by (twitter: @need12648430)
Sunday, December 7th, 2014 8:51 pm

preview3

This time linking to a final game!

As an added bonus, I finally figured out how to get GIFs closer to actual speed.

Now I’m gonna go ahead and dive into some games.

Good luck everybody!

HEY, YOU!

Posted by (twitter: @need12648430)
Sunday, December 7th, 2014 12:48 am

Keep up the great work!

Don’t give up! You can do it! If you need to, scale down!

Just finish!

small game > no game

Having trouble with the theme?

“Theme” is just ONE CATEGORY of several!

You can score low on  “theme” but still high on “fun!”

game unrelated to theme > no game

The ultimate goal is just “make a game.”

Anything in addition to that is completely optional!

one game > no game

It’s progress I guess.

Posted by (twitter: @need12648430)
Saturday, December 6th, 2014 10:33 pm

preview2

 

The pretty picture there’s a link.

Controls: Mouse

Got a thing, I think.

Posted by (twitter: @need12648430)
Saturday, December 6th, 2014 5:29 pm

You’re an electron trapped in a single dying pixel, keep it alive by collecting energy – just make sure to stay in the failing circuit while doing it!

preview

GIF’s a link to the game. It’s also much slower than the game. Game just uses mouse controls.

Still need to throw some curve balls in there to keep it interesting, but I’m happy with the progress so far!

Some thoughts on the theme.

Posted by (twitter: @need12648430)
Friday, December 5th, 2014 10:36 pm

This video is really useful if you’re struggling with ideas, by the way. I saw it a few days ago and it’s invaded my thought processes.

From a purely restriction-based mindset, 2 possibilities:

  1. No global “state” changes. You can’t change levels, you only get a single “screen.”
  2. No scrolling, off-screen game content isn’t on the one screen.

Delving a bit deeper, there’s some more potential to it:

  1. What if “screen” was an in-game item, and you only get one to finish the entire game?
    1. Maybe impacts damage the screen, hindering your view of the game state? No fixing, you only get one.
    2. Maybe the screen is dying, dimming gradually over time? Collect energy to keep it on, if it goes black – game over. You only get one.
    3. Maybe the screen isn’t like a computer screen at all, maybe it’s more like a net or filter.
      1. Tile-based puzzle game (Bejeweled-ish?) where you define the cursor shape?
      2. Binary XORs have some interesting patterns, maybe the goal is to find a number that “screens” out a stack of others?
  2. What if the “screen” was an in-game playing field, and you only get one of them?
    1. Maybe you’ve got X pieces and you need to fit as many of them into the screen as you can.
      1. Maybe the pieces are the method of reaching your goal, building a path, kind of like an interactive jigsaw puzzle with more than one solution.
    2. Maybe the pieces DEFINE the game? Sort of like logic blocks?
  3. If we assume restriction 1, maybe the entire game could be played on the title screen. What could we do with that?

Just throwin’ some stuff out there. Take them if you’d like, I’d love to see where you bring them!

Recording a timelapse?

Posted by (twitter: @need12648430)
Friday, December 5th, 2014 1:22 pm

If you want, I’ve got a handy timer you can use to keep track of your time AFK on video, and give the viewer something interesting to look at in the meantime. It displays a day/night cycle using the current system time.

timer

It’s available here, just open it up in your browser of choice and press F11.

DEFINITELY IN

Posted by (twitter: @need12648430)
Wednesday, December 3rd, 2014 10:22 pm

I’m currently stuck in engine limbo, balancing the pros and cons of each set of tools. I’ll be giving HaxeFlixel a go this time around, though.

Development

FlashDevelop, Haxe, and HaxeFlixel. If nothing seems to be going my way after a few hours, I’ll probably end up rolling my own framework on top of OpenFL.

Graphics

GIMP.

Sounds

Renoise, maybe BFXR in a pinch. WinLAME for transcoding.

I’m out!

Posted by (twitter: @need12648430)
Sunday, August 24th, 2014 6:02 pm

Working with unfamiliar tools, I didn’t really expect to finish on time – was more for the experience than anything else.

Seeing some of the games produced over the weekend though, I’m very impressed. Seems LD attracts more and more talent each time.

Great job everyone, looking forward to playing your games!

… eh.

Posted by (twitter: @need12648430)
Saturday, August 23rd, 2014 6:38 pm

spent so much time hacking on the framework that all I got done today was this:

up, down, left, right, space

Minor tools update.

Posted by (twitter: @need12648430)
Wednesday, August 20th, 2014 12:54 pm

I’ve written a (very) small Haxe/OpenFL boilerplate I’ll be working from.

Downloadable here.

Props to ChevyRay/FlashPunk for having such a great architecture that I can hardly think any other way.

Ludum Dare: Procedural death labyrinth mode.

Posted by (twitter: @need12648430)
Monday, August 18th, 2014 1:02 am

On the theme voting page press Ctrl+Shift+J, then paste:

(function(){
    var e = document.querySelectorAll("nobr img");
    setInterval(function(){
        for(var i = 0; i < e.length; i += 3)
            e[i + Math.floor(Math.random()*3)].click();
    }, 100);
})();

For procedural death labyrinth mode.

May the PRNG be with you.

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