Posts Tagged ‘alone’

alone I art Post Mortem

Posted by (twitter: @MakeAGame)
Friday, January 6th, 2012 8:04 pm

[My name is Carlos Leituga and I’m a junior Game Designer / Implementer in a Portuguese company, where I’m working on a Hidden Object Adventure for a year and a half now. So here I am again, creating a game in 72 hours with the Make A Game team for Ludum Dare #22. :) ]

 

 

As we were packing our stuff after making Eggscape, someone said something in the lines of “Let’s do this again in December!”, and since that day in August we’ve been talking about participating once more in Ludum Dare.

As the final week till LD #22 began, we followed the theme voting closely, coordinated our votes and shared the possibilities of each theme that interested us. Having learnt a lot with LD #21, we were confident that this time everything would work out better, even with two fewer members.

(more…)

Let’s Play “Alone”

Posted by (twitter: @DarkAcreJack)
Tuesday, January 3rd, 2012 8:03 am

Happy 2012, and thanks to everyone who’s taken the time to rate my (and everyone else’s) entry.

Don’t have the time/patience to actually play the game, but still want to justify a 5/5 Theme rating? Check out the walkthrough:

Also, if you can figure out why I apologize to Stephen King, Tweet at me and I’ll give you a prize.

If I can.

Now, back to trying to win this pot of gold

LD22 – Timelapse

Posted by (twitter: @pighead10)
Thursday, December 22nd, 2011 5:10 am

Blurry, stupidly sped up, and crazy alt tabbing so you can’t see anything. Enjoy.

 

LD22 Timelapse

 

 

Pat’s Adventure and Post Mortem

Posted by (twitter: @geopixel)
Monday, December 19th, 2011 9:16 pm

This is an effort of about 40+ hours total(I had party to go too and Mirage and I work at the same place so we had work as well).

We got MisitfChris to make sounds and Music but we could not get them in. But we will be making an update if that’s allowed.

We had to cut back and a lot of assets went without use.

 

The game ends pretty quickly but I think we got the point across.

 

Things that went right:

– Programming using Love2D was fun!

– Consistent Art Style

– Cooperation(Google+ Hangout was extremely helpful! The ability to look at each others screen on the fly helped.)

-Awesome Music (Look forward for the update.)

-Playing with the yarn ball is fun!

Things that went wrong:

-We lost our $6000 dollar Cheetos budget!

-We had to cut our game practically in half because of time constraints.

 

This was our first time participating and we had a blast! We are in for the next one!

 

Go play it and tell us what you think!

http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=8306

“Alone with… things!” post-mortem & timelapse

Posted by (twitter: @codeapparat)
Monday, December 19th, 2011 2:14 pm

Submission Page

Screenshot

Alone with... things!


What went badly:

  • I didn’t have any basecode and started from scratch. Thus a considerable amount of time was “wasted” on animation, landscape tiling and collision detection coding.
  • Any form of storytelling or player guidance fell victim to the time limit
  • The LD started at 3am here in Germany. I only got 4 hours sleep prior to the start and got unconcentrated and tired rather quickly.


What went well:

  • Coding went smooth like butter. I never really used XNA previously, but working with it is easy as long as you know the coding language well enough.
  • I’m not much of an artist, but i’m happy with the art. Nothing fancy, but it works.
  • Using bitmaps with 256 indexed colors for levels. You won’t need a level editor this way and adjustments can easily be made. XNA doesn’t support those, but the BMP format for color-indexed bitmaps is VERY easy to load directly from data.
  • The game idea turned out to be interesting and fun. Combining a traditional gametype with some unconventional twist in gameplay seems like a good way to go.


Tips and learned lessons:

  • Sleep and eat well before and during the competion. You won’t be very creative or focussed when tired.
  • Use a coding language and tools you are very familiar with.
  • Use base code for animations and stuff. If you don’t have any participate in the warmup to create some base code for such things.
  • Priorize planned features and keep the unessential untouched until you are done with the essential ones.
  • Look at the themes during theme voting and try to come up with ideas for as many as possible. It helps to bring your creativity up to pace, even if a theme gets voted for which you haven’t got an idea yet.
  • A drawing tablet (even a cheap one) helps A LOT with making art, even if you aren’t much of an artist and not good at drawing on paper. Take time to configure it and its buttons well for a smooth workflow prior to the contest.

Timelapse:

Submitted: Carry Meow Home

Posted by
Sunday, December 18th, 2011 8:32 pm

My game is done and submitted!  The last hours were hectic, both in terms of trying to finish the game and because I had some stuff going on in “real life” of great urgency… so unfortunately I wasn’t able to do a lot of updating.  Ah well… I’m here now!  Here’s the entry link!

Brief summary and screen shots are included with the entry, of course, so I’ll use this space to mention some other things:

First, what went right:  Most everything!  I made a lot of lovely art, got most-all of my intended game mechanics implemented within the time limit, and got a playable game out of an already otherwise very busy weekend!  I learned some new useful programming tricks and now have a MUCH better understanding of how to effectively use SpriteGroups in pygame, which helps greatly with streamlining code.  Hooray for me!  Also it’s my damn birthday, so double-hooray!

What didn’t go as planned?  Well… I didn’t have any time for sfx/music, which would have been nice.  I also wasn’t able to add all the text screens I wanted for a narrative, but that’s actually less than 10 minutes additional work there, so I’ll have it for a post-judging version.  A few other little details: Cars on the road, maybe some time/score mechanism, possibly even predators?  Hadn’t put any thought into that last one really… just an idea that existed.  There’s also still some awkwardness with people’s movements that wasn’t fully polished and makes the games slower and more frustrated than it’s meant to be… I really want to redo some of their pathing logic when I get more time.  I also didn’t have time to add a few little in-game decorations I was considering adding… wouldn’t have really made much of a difference except visually… and without the improved navigation it would have made things slower, so maybe it’s for the better.

OH YEAH!  I also need to mention!  Did you notice?!  All the maps in the game are procedurally generated!  Isn’t that awesome?  Yeah.  I’m bad-ass like that.  Random roads, trees, buildings, ponds… people navigating between them… it’s pretty dang awesome.  Sometimes you start out right next to Mommy… sometimes insanely far away; I would like to make that less random and perhaps make it something like a difficulty setting?  Changing the map size and the number of each thing in it is trivially easy, so I could easy adjust for desired complexity.

Anyways,  yeah.  Please play my game if you haven’t yet!  And vote on it!  And more importantly, give me some feedback!  I want to make the best games possible, so comments and constructive criticism are incredibly helpful for me.  Thanks :)

The Almighty Annihilation

Posted by (twitter: @niksudan)
Sunday, December 18th, 2011 4:33 pm

Hey there, I’m Nik, and I’m a Ludum Dare first timer!

I had no idea what to do, at first.  So I started to plan. The best thing I came out of was something to do with God, as he’s alone. So I emptied my mind into Game Maker, and created… a thing. This thing is called The Almighty Annihilation. It’s a 8-bit styled game where you have to wipe out the entire population of Earth with Meteors and Lightning Strikes. Sounds fun, right? Please tell me it is.

I made the game in 21 hours, with lots of frantic rushing and developer’s block. I know it’s not the greatest, and it seems very basic, but please. I am slow and can’t be bothered most of the time. I made a game. Enjoy.

Title Screen

Posted by (twitter: @MProgrammer)
Sunday, December 18th, 2011 4:23 pm
Title screen

Al Own is Alone with A Loan

I have the game mechanics down but there are still a lot of things I need to get implemented before I submit. Hope I make it in time. 😀

38 hours – Progress Report

Posted by (twitter: @zapakitul)
Sunday, December 18th, 2011 8:48 am

Previous post here.

Ok, all basic mechanics are in place. I’ve decided to remove a few stuff in the end, but it’s for the better. The shield mechanic is now in place and it is the main attraction as o now. Dashing and Shielding are now separated (Shift – Dash, Space – Shield) from one another for better control over the character. The Main Menu is in place, although it lacks a Background. I’ve also finished the 1st level (easy), with 8 pits that warmly wait for the enemies to fall into them.

Death cam and Victory cam have been added (camera zooms in on the player, and rotates). Gonna add a special kind of mood to both cams (dark/grey for death, something else for victory).

I’m going to spend the next 4 hours adding more visual goodies (blur for dash, slow-mo camera when enemies fall into pit, a damage overlay for the player). After that I will try my best with sound and music. Time to get back to work, hence not much time is left, and more is needed to be done.

Here’s a Screenshot of the Main Menu:

And here’s the shield animation:

 

Getting there…

Posted by (twitter: @whilefun)
Sunday, December 18th, 2011 7:50 am

Just thought I’d share what I have so far. It’s a game about one’s preference for being alone or around people. The goal is to be understood, which gives you a feeling of worth. If you fail to be understood, your self worth declines, and eventually you are alone, whether you want to be or not. Working title is “Leave Me Alone Never Leave Me Alone”

screen shot with debug info

screen shot with debug info (sorry...lol)

How has it been eight hours since my last update?!

Posted by
Saturday, December 17th, 2011 9:49 pm

Where’s the time going?!  I haven’t even slept!  I need to do that soon… but my birthday starts in 17 minutes and I don’t want to miss it!

Game’s making reasonable progress – Player can move, and be moved… now I need to get map generation working, and various obstacle mechanics… and then the ‘plot’ narration and I should be about done?  Oh…maybe sound at some point too?

So tired…

Here’s a couple screenshots:

Quick video update

Posted by
Saturday, December 17th, 2011 1:46 pm

Yay for videos!

http://youtu.be/yiDR6b7_N0k

Tell me what you think!

Falling Cupcakes

Posted by
Saturday, December 17th, 2011 12:23 pm

Like the title says, we now have a falling cupcake! Our main character is a cupcake, and I have been working on the “code” for his behavior this morning. While testing his walking and falling in Stencyl, I found this happening (Click the picture!):

(http://youtu.be/ihaaIKQIdUw)

As hilarious as this is, I’m fixing it now. So far I have the basic code set up for the main character to allow for walking and jumping, and the camera is set to follow him. Now I’m going through and testing everything, and will be fixing anything that doesn’t work right. In the meantime, Alissa has been on an art roll! She’s finished all of the art for the main character, who has a different look for each level. Next, we’re going to be talking about the level design for our first level, and knock that out of the way. We’ve also got a pretty nifty little design doc, so we’re feeling pretty good about what we’ve got thus far. Still, it’s only day two and there’s so much more to do!

Well, back to fixing that falling bug!

– Pralie (@praliedutzel) & Alissa (@EtherealFox)

 

First LD22 update

Posted by (twitter: @colincapurso)
Saturday, December 17th, 2011 4:38 am

It’s been many hours since Ludum Dare #22 started. To be honest, I was really hoping for teleportation.

So, just a recap, i’m doing a browser game using javascript/canvas. I want to do something darker than i’m used to.

This is where i’m at at the moment http://www.stickymill.com/alone/alone_v0.01.html

Screenshot gallery http://imgur.com/a/6jLGr

Nap Time?

Posted by
Saturday, December 17th, 2011 2:33 am

I’m starting to see posts about people waking up.  This is probably a god sign that I should go to sleep, huh?  I’ve got a lot of the code base put together now… but I still don’t have a solid idea of what my game will be!  I do, however, have a solid idea for a project to morph whatever this is into after LD is over and I have more time?  Go figure.  Sleep usually helps clear up my thoughts, though, so… good night!  And good luck!

Working alone and making progress!

Posted by
Saturday, December 17th, 2011 1:00 am

I think I’m moving more quickly than I ever have before!  I have a lovely screenshot!

The thing is… I don’t actually know what my game is about yet.  That’s also not a real title… probably.  Need something catchier.  The real thing I’m trying to show here is that I not only have graphics up, but I have those little dudes!  Who move around by themselves, and deal with colliding with one-another!  It’s pretty sweet…

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