Ludum Dare 35
Coming April 15th-18th Weekend

Ludum Dare 34 Results

Mini-Postmortem

Posted by
13 days ago | January 25th, 2016 6:00 am

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My original plan for MiniLD64 was to work with my usual group, but those plans fell through when we ended up having to crunch for an alpha deadline on another project until Sunday evening. Not one to be deterred, I decided to give it a shot anyway.

I started out without much of an idea, so I put some placeholder assets into a scene and spent most of the first two hours brainstorming and playing around with render settings. I eventually settled on rendering the scene at approximately the same dimensions as the N64 (accounting for different aspect ratios) and then upscaling into the full window with nearest-neighbour interpolation.

Early render test

I kind of wanted to make a car controller and learn more about Bullet physics, but decided against it.

Once I was satisfied with the rendering, I put in a bit of interactivity in the form of reeeaaally loose ship controls and added some particle effects. To keep things simple, I relied on UV animation for the tiling plane rather than spend time actually making the ship move forward.

Ship controls

At this point I decided to just have fun pushing the aesthetic as much as I could in the short time I had to work on the game. Most of the visual style comes from a simple screen-space shader, and in total, there are actually only 1024 pixels of textures in the final game:

  • ring – Rings
  • clouds – Environment
  • trail – Particles
  • ship – Ship
Final

What do you mean I’m supposed to hit the rings?

The gameplay ended up being pretty minimal, but I was running out of time and energy, so I threw together a background track with SFXR and one of our procedural audio tools, slapped on a score UI and called it done.

Check out the full game here!

I’m in

13 days ago | January 25th, 2016 4:04 am

Hi all,

I plan to participate in the next event. Looking forward to it.

I asked the Unity community what N64 game I should make and…

Posted by
13 days ago | January 25th, 2016 1:17 am

Of the top 10 games they chose Zelda: Ocarina of Time.

Well I thought it was going great as I quickly managed to make…

ScreenShotWIP01

Then this

ScreenShotWIP02

And some of this low ploy level artwork. ScreenShotWIP03

Then I had to start actually making a game, so started with something simple a fishing sub game for the player to earn money to spend in the shop.ScreenShotWIP04

Things have slowed down a bit, but you can actually fish at the moment.

Just got to work on the adventuring bit and a few NPC’s, Enemies, Animation, Sfx ect!

Still it’s progressing slowly.

 

WebGL test build only fishing and the shop in so far -> Try it here!

 

 

 

What are your thoughts on Superpowers?

Posted by (twitter: @YarharALC)
13 days ago | January 25th, 2016 1:05 am

I’ve been holding back work on an RPG that’s been sketched out in detail for literally years of my life because I thought it wouldn’t be worth the investment as it strayed too far from the norm. Then Undertale was a thing and stripped away all of my doubts, so I climbed up in my attic and found the books that had the sketches in them. Issue was that at the time I had no clue how much actually went into game development. So in a search of a proper engine to make it in, I instantly clutched Superpowers.

TL:DR of this bit: I needed an engine for a JRPG-style game. Thought Superpowers would be good.

But then I actually started looking at it. While it shows a lot of promise and functionality, there is barely any documentation and API support. This is a huge issue for me because I’d love to throw my game on Greenlight (or whatever they hopefully replace it with) and launch my game for a couple bucks. But even though its not necessary, per se, I’d really dig Steamworks implementation. In addition, the portfolio of games is not very great to say the least. Especially for what I’m looking to make. I also fear they’ll abandon development due to their unfortunately lacking Patreon support.

 

So I suppose I have a few questions:

  • Is it worth putting all my eggs into this basket of an engine? If no, what engines would you recommend? Not going to consider RPG Maker, it just won’t work for the game’s mechanics.
  • What are your thoughts on the engine?
  • Where can I find the most documentation for Superpowers? (aka “where’s my super-suit?”)
  • Am I wrong on any of these points? A fair bit are just assumption, so I’d rather feel stupid than naive.

Malemolent Bullet

Posted by
13 days ago | January 25th, 2016 12:19 am

It’s here

Posted by (twitter: @Haite)
13 days ago | January 24th, 2016 8:51 pm

Sign Up And Submit Now!

13 days ago | January 24th, 2016 8:43 pm

Hey everyone!

Mioti Games is still accepting beta testers and early developers to submit their games FREE OF CHARGE The first people to populate the store with games and use the website regularly will be entitled to free development membership for life! That means post as many games as you want with no monthly fee when that system does roll out.

The indie community needs a place to go where the developers get recognition and full profits for their creations, So come sign up and post your games right now! We need people like you who are willing to find tiny bugs in the system and help get them fixed.

For a short time only, all games posted will be promoted on the front page and on twitter and facebook.

-Jake

http://www.miotigames.com

Twitter: https://twitter.com/miotigames
Facebook: https://www.facebook.com/Mioti-Games-523063844518598/

Post compo: YesNo Zen

Posted by
13 days ago | January 24th, 2016 6:27 pm

Finally! Post compo version of “YesNo Zen” is now available on Google Play!

FeatureGraphic

Now, the complexuty grows more smoothly. Also you have three attempts instead of one, because starting over with only one mistake feels a bit harsh on the later levels.

I’ve also polished sounds a bit, especially the “wrong” one, in both senses.

And the most important thing, I’ve implemented leaderboard! Despite the simplicity, this game is surprisingly challenging and can actually be really tough, so how high can you rise up the leaderboard?

Play It Here!

Follow your dreams

Posted by (twitter: @Haite)
13 days ago | January 24th, 2016 5:07 pm

sad unity waypasscool

MiniLD #64 : Dandelion64

14 days ago | January 24th, 2016 8:01 am

A game inspired by Iggy’s reckin’ball, and my first entry in a Ludum Dare.

You’re a Dandelion’s seed. You have until the nightfall to reach the ideal place to grow up.

Will you make it on time ?

You can find it here

Present for Squigglez

Posted by
14 days ago | January 24th, 2016 6:05 am

hey saw your post and you seemed unhappy with your initial art, I am still learning myself but I knocked this up for you as a warm up doodle this morning if you would like it

Jim v2

 

Not Going To Finish Game For MiniLD 64

Posted by
14 days ago | January 24th, 2016 3:32 am

I was planning on entering the MiniLD 64 but my partner and I had a few complications and we’re not able to get it in :(

We’re going to keep working on this game though because we think it’s a good idea for a game but we’re not sure how long it will take

My LD30 game is on Greenlight!

Posted by (twitter: @vividhelix)
14 days ago | January 24th, 2016 12:22 am

Hi there,

My game that started off as an entry in LD30 – Connected Worlds has finally reached greenlight.

Here’s the game’s website and the Greeenlight link, votes greatly appreciated!

And here’s the original LD entry.

The game has come a long way, thanks to this community for the initial feedback and motivation!

portal_new7_movement

So we had no Sonic game on N64

Posted by (twitter: @Haite)
14 days ago | January 23rd, 2016 8:09 pm

zonic

Time to fix that…

A gift for creators, MultiGame for Unity

Posted by (twitter: @whendricso)
14 days ago | January 23rd, 2016 5:59 pm

I’ve made something useful, and I want to share it with you :)

MultiGame

Click for the free version!

Unity is powerful, but hard to use for non-programmers. So, a drag-and-drop framework that eliminates the need for coding or visual logic editors, MultiGame is a comprehensive game development framework for Unity.

It’s easy. Want health? Add it. Inventory? Click. Combine objects and components together to control Unity itself directly. Full documentation is built in to the editor! Just click “help” on any MultiGame component, or hover your mouse over field names for a helpful hint. The full version of MultiGame includes over 130 components, and growing every week. Powerful Managed Message functionality lets MultiGame command any script component even if it’s not included with MultiGame! This free evaluation version contains a few dozen of the most useful components in MultiGame. You can even use this in commercial projects, free of charge! But, if you like MultiGame please send feedback!

MultiGame is intuitive. Use it’s robust Interaction system to receive events such as player input, triggers and collisions, broken joints and send Managed Messages using an intuitive and consistent interface.

MultiGame has an ever-expanding feature set and the full version already contains over 150 components including:

-Interaction system
-Robust Message Manager that can send commands to any script
-Motion for transforms and rigidbodies
-General game functionalities and scripts
-Modular AI system
-User created content and construction/destruction systems
-Animation systems
-Combat system including health, damage, projectiles, and melee with combos
-Inventory system
-Save/load preferences
-Save/load entire game to binary
-Multiplayer support with Photon Cloud
-Mecanim state machine behaviors (state machine visual scripting with Mecanim editor)
-Level and prefab generator (beta)

MultiGame is great for adventure, physics, tower defense, RTS, RPG, FPS, MMO, open world, action, racing, arcade, or really any real-time genre or combination of genres you can imagine.

I would appreciate your feedback before I go for the full release so please:

Get the free version now!

Working Logo for “I Guess I’m Jim!”

Posted by
14 days ago | January 23rd, 2016 4:42 pm

jim logo

I know it’s bad. I made it in Paint and the GM:S Sprite editor. This is similar to what I want the finished title to be.

“I Guess I’m Jim” is a platformer I have started work on this past week. It is made with Gamemaker: Studio. You play as Jim as he explores ancient temples. Expect more to come from me and Jim!

Thanks

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