Archive for the ‘MiniLD #18’ Category
Ok, so ludumdare 17 was forever ago, whatever.
Ages ago I started a postcompo version of my game but then became busy and put it off and forgot about it. I’ve just picked it up again and done some work on it such that I am happy enough with it.
As well as a bunch of bugfixes and minor tweaks, changes include:
Healing over time when near a friendly building. Visual improvements and shore rendering. Improved mapmaker ensures that players are a minimum distance apart, and that no cities are stuck inland. Victory / Defeat messages. Fire varying in size according to how much damage the unit has taken and the size of the unit.
So no, nothing super different, but enough to make it better.
Download it: (Windows, 1.8MB)
Taking SpaceManiac’s suggestion to finish up and not wanting to let snowyowl’s good sprites go to waste, here’s Alien Cow Snatch (made for MinLD #18) at last!
Left – Left Arrow
Right – Right Arrow
Jump – Up Arrow
C++, SFML, Box2d, Ticpp, Awesomium
You are an alien whose ship has been crashed by green cows, and you were badly injured. Now you are out to get all the cows in the universe!
Only 1 level
Changes to the map while the app runs is almost immediately updated in game.
The cool background is loaded via the web.
I’ve decided to stop cluttering up this blog with updates on my work, so I’ve set up my own blog on Blogspot.
Just thought anyone who was following Cherry should know.
Cherry now has combat! Yeah! Baddies will die if you kill them. You’ll die, though, if they kill you. As you kill them, more will spawn.
Here’s a screenie:
Anyone who would like the .love file (Which requires that you have Love2D installed) can find it here, and those who would like the Windows version (Which includes the Windows version of Love2D) can find that here.
Note that Windows users should drag “Cherry-0.1.0.love” onto “love.exe” to run it. Just thought I’d mention that!
Z: Fire Gun
X: Fire Missile
A: Use Brakes
S: Use Turbo
I’ve added projectile culling, and projectiles also die when they hit things.
I’ve put that into a demo, which you can grab here.
Cherry finally has AI baddies!
The latest demo includes 2 AI-controlled baddies that you can fight. There isn’t any combat (Or even projectile culling), so all you can do is knock each other around for now. Also, projectiles gradually pile up, so the performance will drop as you play. This will, as I’m sure anyone can imagine, be fixed probably in the next demo. It’s not a huge hit, though.
You may have to fly around a little bit before the baddies find you, though.
Here’s a screenie:
If you would like, you can pick up a copy of the .love file here.
well this is it on the 10th of june i am going to start my first ludum dare!!!!!!!
i know some of you where wating to see what i would make (how did THIT happen i dont know) so heres your chance to see bad spelling, ROFLING, and a game in 48 hours!!!!!!!
game maker for the coding
Gimp for the sprites(no PS for me )
if i have time pxtone for sounds and music
and my hands to type
good luck to everyone else
Hey all! It’s not exactly a game but my first iPhone app has gone live in the app store. The Brainstormer is an idea generator for artists or writers or perhaps even game developers …. hehehehe
It’s kind of a simple little toy, but we ended up putting a lot of stuff in there by the end. It’s a lot of fun and was a good project to get me started with Obj-C and OpenGL-ES and stuff, and I find it pretty useful to generate ideas and stuff.
All the art and design was done by Andrew Bosley, the creator of the original brainstormer. You can check out Andrew’s site here. You can also try out the flash-based web version of the brainstormer on his site as well: linky.
I haven’t tried this out for making game ideas, but it seems like it would be a good fit. Let me know if you try it.
So what’s next for me? Well, short term I’m working on getting a real blog set up so I can show up on the planet ludum. I’m also well underway on my NEXT project which is an actual game (a spin-off from one of my mini-LD ideas that I didn’t finish). More info and screenshots when they exist!
I’ve decided to blog about my progress with my game “Cherry”.
Today, I added missiles and particle effects for the ship’s boosters and the missiles.
Here’s a screenie:
Anyone who’d like to try it can pick up a copy here.
(Note: Currently, you need Löve to play. Once I’ve got something I’m comfortable calling a game, I’ll start posting downloads that include the engine)
I’ve recently begun learning Lua and playing with the LOVE game engine.
I’m making a space shooter, and I have a screenshot of what I’ve got so far:
I’ve spent a little time creating some template code for the next LD event, after failing at LD #17. I wanted to share this, in case any other Linux devs can benefit.
My template doesn’t do much, which is sort of the point given the nature of Ludum Dare. I wanted to gather up some basic functionality that I consider to be fair to use, and probably already available to many other LD’ers using existing game engines like OGRE, etc. Using this I hope to be able to get a quicker start during the events.
I’m using Linux, C++, CMake, SFML, GLee, OpenGL, and OpenAL. Here are the features I’m going for:
- Get a window up on the screen. Admittedly, this isn’t too hard thanks to SFML.
- Load music / sound files from disk, and play them.
- Load UV texture-mapped 3D objects exported from Blender (http://blender.org/) and display them using OpenGL VBOs. The Blender export script I’ve created is included.
- Render bitmapped fonts using image files loaded from disk.
- Build either a Linux or Windows executable by changing a CMake flag (I have a mingw32 cross compilation set up, installed).
You can download my template here: ld48_template.tar.gz
If you can use this, or have time to build the sample app and give me some feedback, that would be awesome. Thanks!
P.S. I just read PoV’s post about packaging Linux applications. I’ll have to put some of those techniques to use in the next version of my template.
So I’ll keep this brief (it’s 2 am…), but I released an update to Island Hopping with online leaderboards and a few more features a bit under a week ago with the help of some friends. So we put it up on Mod DB (here’s the page) and got a surprisingly large reaction… I was just looking at the leaderboard stats:
- 135,000 Runs recorded (!!!)
- 13,629,036,774 total points earned
- 796 Hours worth of runs (that’s 33 DAYS, and I released it 6 days ago….)
- 1112 unique usernames (and there are about 31,000 runs by “Anonymous”…)
For 48 hours of work, plus a couple weeks’ on and off tinkering, I’m absolutely amazed…