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October Challenge 2014
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December 5th-8th, 2014

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ConstructionPlease excuse the site weirdness. Mike is making and fixing things. Clocks are probably wrong. Colors are place-holder.

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Nevado Trailer in spanish!

Posted by (twitter: @OtroraGames)
October 11th, 2014 4:16 pm

Here you go!

Let’s the promo phase begin. I’m working on an english version but this should give you a hint. Don’t miss the game on Halloween!!

Started to update my LD30 entry

Posted by (twitter: @https://twitter.com/MattBridgesFS)
October 11th, 2014 6:39 am

I finally got a chance to work on my LD30 entry.  So far I have replaced the placeholder primitive shapes with some sprites to make the game easier to grasp.  These are sprites that I sourced from the ole’interwebs, if I continue to work on this I will have custom assets built for me.  I still want to hack together some sort of parallaxing background and clouds for heaven, but before I do that I want to put a nice UI in the game and do some game ballasting based on feedback I received.

The updated build can be found here: Click Me!

Pics:

Update1

Update2

Matt

 

What I’ve got so far…

Posted by
October 10th, 2014 8:21 pm

I think I’m almost finished with my game  for the October Challenge! It’s a text-adventure I started during last March Break, because I was really bored. I thought it would just be a short little project that I would finish in like a day, but I all I had was the beginning of the story  before the break ended.

 

The beginning of the story.

I came back to it around August, and fixed, and edited a bunch of stuff. Before I knew it I had a decent plot, and a lot of writing. Now I think I’ve pretty much made it to the end of the story. All I have left to do now is write the end, and edit the story. I plan on putting my game up on itch.io and selling it. I’m not sure how much I will sell it for, but it will probably be under a dollar. This is the first game I’ll be charging people money for. I’m kind of nervous actually. I just hope people will enjoy the story. But even if you don’t like it, I’m planning on donating most of the profits to the ebola outbreak in Africa. So at least you can be happy your money’s going to a good cause!

Here’s a little description I wrote that pretty much sums up what my game, Cheats is about:

Gambling is all about strategy. You know this well. You know when you should bet a little, and when you can play around the rules, to rake in the big money. You play with cheaters, but you don’t care. You’re smarter than all of them. But when one of your own goes over the edge, all of a sudden the stakes are raised, and what used to be money lost, could now be your life.

Random bits of the story.

Yeah so that’s pretty much it. Thanks for reading, and good luck to everyone else who’s participating in the October Challenge! I hope you all succeed!

The Making Of Galacto’s Intolerant

Posted by (twitter: @https://twitter.com/androdars)
October 10th, 2014 9:25 am

Greetings, programs!

We participated in LD30 back in August and made a game prototype that we were so happy with that we continued our work on it. That game is Galacto’s Intolerant and below is a record of us making the prototype from scratch. Ed, our artist, was kind enough to cut down 40 hours of footage (which we streamed at the time) down to 75min. Hope you enjoy!

My Entry for the October Challenge 2014 – Between the Lines

Posted by
October 10th, 2014 9:24 am

I released my first commercial title, “Between the Lines”. The game was developed entirely by me, with the exclusion of the Achievement scripts, which were written by Jake Janzen. This game took me about 4 days to develop, it is one of my proudest works, and I’m very happy to release it to the public. I hope you enjoy playing this game, you can choose from playing the demo, which is a slightly stripped version of the original, which has a 10 minute timer. Hope you enjoy playing this game, and if you like it enough, please consider buying the full version, which is constantly updated with new features.

Between the Lines – itch.io

Thank you for reading. Also checkout a community user’s review.

I have made profit from it, so I have competed the October challenge :D

Day 9: Picking cards and explaining how they work

Posted by (twitter: @mbabuskov)
October 10th, 2014 8:01 am

I know players hate reading complex rules, so I tried to make a screen that would explain how the cards work without getting too complicated. Here are the basic rules:

At the start of each game, the players are presented with a deck of 20 cards and they take turns picking one by one until each has 10 in their hand. After that the battle starts.

When the first player picks the card, all the other cards rotate 180 degrees to face the player sitting across. It’s a two-player local duel game.

October Challenge Complete

Posted by (twitter: @jimmypaulin)
October 10th, 2014 6:48 am

IMG_3070.PNG

My LD30 entry Trappy Tomb smashed it by a whopping 24% :)

After finishing a thrilling 14th in the Jam, the game has had some 5000 plays over on Newgrounds, with over 50,000 ghosts trapped in the tomb!

PLAY HERE

IMG_3058.PNG

I’m now working on bringing it to iOS, working with an artist and composer, LD has given me a huge boost!

What is your message to eternity?

Day 8: drawing some artifacts with Inkscape

Posted by (twitter: @mbabuskov)
October 9th, 2014 5:33 am

One of the artifacts in my game is the mythical Ring of Gyges. I decided to improve my graphics skills and learn Inkscape better. Rings and other metal surfaces are rather simple to draw, you just need to combine proper gradients.

I started with basic eclipse, duplicated the shape multiple times and then created unions and intersections needed to assemble the ring. I used a brown-gold-white-gold-brown gradient (it’s easy to make a custom gradient like this in Inkscape). To get the proper gradient (straightforward or reverse) I put a real ring on my desk and watched the colors.

This is the basic ring. But lets make it look really good. First I rotated it about 180 degrees and then added a gem to it:

As you can see the gem has multiple layers. On the bottom we have a black circle with white border. Border is not the same everywhere, it has a gray-white gradient stretching from left to right. Outside it, there’s another border, with black-to-transparent gradient. This is used to create a 3D effect on the ring’s metal surface. Over that, we have a half-circle with another gradient. This time the gradient is radial, extending from the bottom-left corner which has a white point. That point looks like a point where the light enters the gem. This is the base. Now we will add color. You can pick any color. I choose blue.

First, we create the dark blue overlay (one the the right in the image above). Note that is also has a slight gradient going from left to right. The light blue layer on the top is used to complement the bottom-left white point in the black and white base. As the light enters in the bottom-left corner it goes through the gem and exits in it’s top-right part. There is no sharp point there, although you could put one if you want to achieve a different effect.

Finally, here’s the artifact’s card in my Gods of Sparta game:

Def – my LD26 game, embiggened

Posted by (twitter: @OMGWTFGAMES)
October 9th, 2014 3:11 am

So let’s call this a double October challenge. Last October I released a game on OUYA (sales postmortem to follow) – now I’m releasing it on PC/ Mac / Linux with a huge update.

I’ve just finished a major content update for Def (+15 levels) and have released a version for desktop computers publicly for the first time. You can see all my devblog entries on Def here.

<marketing mode>Buy it here on itch.io ! The perfect pumpkin-free Halloween gift for someone you love. Or something like that. </marketing mode>

I’m calling it a beta and selling it discounted while I gather feedback for final tweaks and bugfixes.

Here’s the trailer. It’s intended to market the game rather than give a completely objective representation of every element of the gameplay – as a result it doesn’t show much of the ‘interactive fiction’ story parts since those are (hopefully) amusing to read but generally boring to watch.

Read the rest of this entry »

Creating a Game – A cautionary tale. pt2

Posted by
October 8th, 2014 11:12 pm

In the beginning…

When I first started coding ‘Tower Block Builder’ I set about building up the game engine first. This was to check that I could code the game and to see if it was playable, so no graphics were created and the whole thing was wireframe using the basic drawing tools of Box2D (see attached pic).

First problem was compatibility for tablets and touch screens. Most of the clicks worked for both but ‘dragging’ shapes proved more difficult. Searching out problems on Google is always advisable, but you have to trawl around a bit to find the answer you need. Sometimes the answer isn’t out there and it gives you an idea how to solve the problem another way.

Because of the differences in tablet dragging with a finger and using a mouse I had to allow for both and created two sets of control techniques. Luckily Chrome has a simulation mode for tablets that meant it could be tested as I went – but final testing must be done on an actual tablet and I was lucky enough to have access to an Ipad and Android tablet.

A working game engine was completed and a playable level created. That proved the game could work but then I realised the full game would need a start screen and level select screen which needed the game engine embedded into rather than a freestanding ‘one level game’. This meant building a ‘game shell’ from scratch containing various game screens (start, info, passed, failed, level select) and would have saved time if allowed for from the start.

It was when I began to create the graphics and look of all these screens that the enormous task of creating a game hit me. Don’t forget that EVERYTHING that appears on the screen has to be coded in and created from the ‘Start button’ to the ‘Level failed message’.

With this in mind I began to look for a style for the game. More about that in my next blog.

 

Wireframe_TBB

Beware the crappy GUI! (progress report)

Posted by
October 8th, 2014 5:02 pm

Hmm… Not much game mechanics implemented… In-fact non at all! Well i take that back (see list bellow) But one thing ime ‘proud’ of is my GUI :) (suriusly, its creating an “optical illusion” on my monitor)

Untitled

 

About me: Ime an 13 year old male java programmer.

About the game: I made this game originaly for the TI-84 graphing calculator(download here), but now, almost one year later, i decided to make a pc clone. in the game you ” bounce a laser(s) to hit the target(s)” -me. The original got a 8/10 on ticlac.org.

PC version done list:

  • Most menus/GUIs
  • basic UI(mouse control, dragging level, zooming level)
  • some level file reading.

PC version to-do list:

  • Better/more mouse control (Id Est … auto move level while zooming … interacting with level)
  • finish level file reading
  • Sprites
  • And more…

sorry for bad grammar ime tired

Tips for Java games!

Posted by
October 8th, 2014 4:33 pm

The first tip is to set your window to adjust to the operating systems’ default GUI text, buttons etc. the way to do this is on the line below.

{

UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());

}

 

The second tip is to make a fullscreen window. If you are unaware of how to do so, check below

{

GraphicsDevice vc;

GraphicsEnvironment env = GraphicsEnvironment.getLocalGraphicsEnvironment();

vc = env.getDefaultScreenDevice();

vc.setFullScreenWindow(JFRAME);

}

 

The third and final tip: Have a gameUtils package. It’s really annoying to rewrite code, so just write it once and access it from a gameUtils package if you don’t already!


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