Posts Tagged ‘battle’

Antique Battle

Posted by (twitter: @@JessusCreator)
Monday, August 29th, 2016 7:55 pm


This game is based on having fun beating all the enemies and try to keep your life safe.

Enjoy it.


I Added Random Encounters to the Caves

Posted by
Saturday, April 16th, 2016 11:07 pm

Void Space – Conquest!

Posted by
Thursday, September 4th, 2014 2:25 pm

To battle! Glory awaits!
Not that you can take any part in it yet.

Gameplay is next on the list, you have my word on it.

And as promised, Time to Gif!


(I should probably remove the trippy background next time….)

For a more controllable/zoomable/immersable experience click here!

Progress after first day

Posted by (twitter: @nicolasdet)
Saturday, December 14th, 2013 2:33 pm

First day of LD48 weekend is coming to the end (22:30 is too late for me). I did more than I thought: menu, battle system and many other things. I am getting tired right now…

First day progress

Progress on my first day in my first Ludum Dare

Progress after 5-6 hours

Posted by (twitter: @nicolasdet)
Saturday, December 14th, 2013 9:52 am

I have made battle system and menu so far, just wondering if I should make mazes with these guys in or just battles like this. What I am going to make is some missions, more enemies, deaths and shop.

Progress - Battle system

Progress – Battle system

Taking a break right now…

Two days left

Posted by (twitter: @juaxix)
Monday, October 29th, 2012 6:20 am

This is the current progress, only 3 levels now.


I have already submitted the app to Appstore, I ‘m preparing the new version with the issues from my three beta-test teams (iOS, Android, BB)

Chonosome used SLEEP. It’s SUPER EFFECTIVE!

Posted by
Saturday, August 25th, 2012 8:07 pm

I can feel myself slipping away as I type these words, but I am sticking to my plan and posting a screenshot before I pass out.  I’m about half-way done with combat… still need the actual damage calculations worked out… might do it half-way for now, and come back and implement elements/weaknesses/whatever later, if time permits.

But actually, first thing’s first.  Screenshot and sleep.  I’ll have about 12 hours left tomorrow, plus or minus… who knows how much content I’ll get to add… not nearly so much as I’d hoped, but… ah well!  Good night, LD Crew, and good luck!

Half way to forever…

Posted by
Saturday, August 25th, 2012 6:13 pm

So, we’re half way there already, huh?  Alright, I can live with that.  I got hung up for a while and didn’t make much progress for since the last update.  I’ve got the transition into battle ready.  I generate the enemy’s evomemes and deal with pre- and post-battle dialog.  Battle itself should be hard to implement… it’s mostly some numbers games, right?  Anyway, I’m gonna try to get a couple more hours’ work done tonight in case I’m interrupted tomorrow.  I still wanna get all the main mechanics done tonight if possible.  We’ll see what happens.  I’ll try to put out one more update before I go to bed if I can manage not to suddenly crash.


Also, next time I’ll have a screenshot, I promise!

The Setup

Posted by (twitter: @elibrody)
Friday, December 17th, 2010 6:48 am

New apartment, new office-space constructed. You thought it wasn’t ready yet, huh? You thought I wouldn’t have time to hang up the whiteboard in between lab reports?

Secondary (temporary) monitor graciously provided by zDanielz!!!
**Disinterested Cat not included

This weekend, witness the Ludum-power of this fully armed and operational battle-office!!

iħ ∂/∂t |ψ> = H|ψ>

RPG Battle Simulation

Posted by
Sunday, April 20th, 2008 4:25 pm

I’ve decided to stop about 2 hours before the end, mostly so I can rest a bit, and eat some food. There shouldn’t be any bugs, although the game balance still needs some work, and there really should be more monsters to fight (there’s only two here, and I don’t really have the time or skill to draw more)

RPG Battle Final Shot

Here for the game and source.  Created in Windows with C++ and SDL.  Good chance of working on other systems.  Let me know.

There’s some simple sound effects created with sfxr. Basic controls are arrow keys to select a command, any other key will activate that command, escape exits the game. Advanced controls are listed in the readme (including save/load)

[cache: storing page]