Posts Tagged ‘browser’

Spellbound Web Release

Posted by
Wednesday, December 14th, 2016 5:30 am

Spellbound is now playable on browser. Check it out here!

Spellbound screenshot - Water Book

Thoughts on Each Final Theme …and I’m in!

Posted by (twitter: @deathraygames)
Wednesday, April 13th, 2016 11:22 pm

I went through each theme and wrote up a game idea or a reason why I don’t like the theme: http://deathraygames.tumblr.com/post/142775660982/final-theme-voting-for-ldjam-ld35-and-my

7 green, 5 yellow, 8 red. I’m excited that there are quite a few good themes on the list!

In case it wasn’t obvious: I’m in. It will be my 11th consecutive Ludum Dare. I guess that makes me a veteran?

I’ll be working with my usual toolset:

  • JavaScript, HTML, CSS, all written in a Sublime editor and tested in Chrome.
  • For artwork I’ll be trying to do it all in Pickle (I loved Pickle 1, so I recently bought Pickle 2; I’ve seen a lot of bugs in it so far, but it’s too late to switch editors now).
  • Libraries: probably just my open source RocketBoots set of game-building tools, with jQuery, and possibly another OSS js library if I get experimental.
  • Sound/Music: Maybe bfxr for a few sounds, but it’s probably better off if I don’t attempt music and leave it quiet.

I’m also going to try to take on the additional challenge of limiting myself to 64 pixels x 64 pixels for the low rez game jam. I’m also excited to try out this color palette that I’ve admired for a while. We’ll see how it goes…

Good luck to everyone!

Lorries in SPAAAAACE! First playable version

Posted by (twitter: @AtkinsSJ)
Sunday, August 24th, 2014 12:43 pm

Lorries in SPAAAAACE! is an interplanetary haulage management game. Buy space-lorries, and send them off to buy and sell goods between various planets. There’s no real goal yet, but I’ll be putting one in tomorrow, all being well.

Lorries In SPAAAAACE!

The game’s not done yet – I’ve decided to go for the 72hour jam rather than the compo, but the game’s done enough for people to play it (Unity web player). Enjoy, and let me know what you think! :)

Explore space!

Posted by
Sunday, August 24th, 2014 6:37 am

That’s how our space exploration idle game looks like at the moment. You will be able to manage ressource and population production, research space travel and discover new stuff!

Space Exploration Idle Game

COCAINE – Text-based game Postmortem

Posted by (twitter: @stigmawall)
Saturday, December 21st, 2013 12:56 pm

screenlogo_medium

In this post I’ll present to you how I take the decision of make this game, how I deal with (many) problems, why I enjoy the results and what is my next steps after my participation Ludum Dare 28.

But you can play the game here first

Cocaine by @stigmawall

WHAT WENT WRONG?

Everything! I decide to participate in Jam mode, but I want to participate in Compo. A programmer want to participate with me and them I decide to call one friend who is a artist to help us with the assets.

After our brainstorm, we decide to make a game about Trust. In the game you can trust only in one person, and the idea of the game is make the player survive in the middle of a bunch of assassins wanting more money.

The idea comes from the programmer, and unfortunelly he decide to give up in the second LD day. The artist have issues with his PC, and start to work only in Sunday, and I take a day trying to write a story about trust with many choices. Sounds hard even when you try to imagine such a thing. The wost thing in my opinion is the programmer don’t warn anyone about he’s give up. So the artist take all the Sunday night to make the characters sprites… and we can’t use it.

My first failure was let the theme be accepted (my sugestion involoving beer), and after I make it harder in the game mechanics. The withdrawal of the programmer is expected, so I made a plan B: a text-based game with my script done.

My second failure is that I’m not a good writer. I can tell some stories but not using only words, specially in english. This game makes me training my english a little, but I believe it was too earlier to make a text-based game like this. At least I’ll try to write more stories.

And finally, people don’t like to read, and I write a lot in this game. My story have this problem: have too text and nothing seen very important. I will try to improve this storytelling ability.

 

WHAT WENT RIGHT?

The visual for a text-based is AWESOME, i admit it. This experience I got from another game that I made in September, which this same developer let this job to me to do and take vacations.

You can play it here, but it’s only in Portuguese

This experience help me a lot in the visual concepts and ideas. I also have to say thanks for my girlfriend and his sister to help me with the intro video. The video gives to the game a good visual effect that I particularly like in the Start Menu.

With the grammatical errors, I have the help of @TomoAllTheWay, a nice guy who make the copywriting for me. I also have the help of Christina Nordlander to some basic errors that I let it pass. Advices about how the story fails in trying to give the player care with the characters was received too and I want to study more about this technique.

But one think that surprise me a lot it was Twine. This text-based engine is so good to make games, that I take two days to learn it and do the game. I also learn how to use the CSS to control the background and how to improve the game with audio. There’s a lot of things on the internet that you can use with Twine to make a better visual to your game.

The most important lesson that I learned in this LD is: the game sometimes can reflect the reality you live. I try to trust in someone to make a game with me. I let another programmer out of the group to let this one make the development as he want, and yet he doesn’t. I let he decide the theme, and yet he simply give up. Meanwhile when I need someone to make a video in Sunday night, my girlfriend make it. When I need a copywriting Tomo decide to help me. In his work. Choose wisely when you gonna trust in your jobs.

 

WHAT’S NEXT?

Christmas, New Year’s promisses and a lot of work to do in January. I’ll decide my path and simply do it. And you, play the game. It’s harder to do this text-based game than you think.

Compare Your Results to Your Past Performance

Posted by
Tuesday, September 17th, 2013 1:42 pm

I made a quick and dirty userscript that displays a “Performance” graph on all user pages. For example, mine looks like this:

ludumdare-demo

The script can be found here.

To install in Chrome, download the script, go to Tools | Extensions, and drag the downloaded script into the page. To install in Firefox, use Greasemonkey. To install in other browsers, do something else.

Let me know how it works for you guys.

Squeezed Out – Final

Posted by
Sunday, April 28th, 2013 7:58 pm

So I didn’t even know I was going to be able to participate in this Ludum Dare because of other things going on, but I knew I’d be travelling all day on Sunday and I happened to get an idea for a very small game on Saturday night.

My entry was created over the course of 8 hours and involved traveling through four states, on three different types of trains and one bus!

I am so glad the theme was one which supported a heavily constrained timeline.

Play Squeezed Out

 

Use the left and right arrow keys to avoid the blocks!

You can play Squeezed Out in your web browser and it has online leaderboards if you’re into competition with other players.

Here is the link to the compo entry page for feedback or voting.

a MMO experience.

Posted by (twitter: @@PUriTanner)
Sunday, April 22nd, 2012 9:17 pm

IT’s an  MMO* made with node.js/backbone/three.js/tween.js/underscore/…

… and all the good parts of javascript.

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=12078

What is it all about?

You are in charge of an evergrowing world in a universe full of evergrowing discs.
But growth comes at a terrible price.

In the advent of your great growth-inducing politics the general disc-populace grows weary of overpopulation and overproduction.
You decide to take the best way forward.
WAR.
War against the unknowingly weak non-blue discs.
Carefully you plan your next aquisitions while balancing your infrastructure spendings with your investitions in green energy and hauntingly large disc-machines of war.

 

What does work:

  • Support for up to 51.00000000000002 players
  • Planets indicate their current production capacity by growing
  • Planets may revolt (red tint)
  • Military and a good investition in green technology help to overcome riots.
  • Attacking

What doesn’t work:

  • There is no chat or ranking.
  • You cannot transfer your all-killing-war-machines to a friendly planet
  • If you tab out there is a high chance your browser might die.
  • Simulation is a bit rough. Hadn’t had time to make animations
  • Same for graphics.
  • Player starting positions can be compromised from time to time. If you can’t grow your disc: reload the page

 

Oh, and the code is horrible. Iam not uber experienced and furthermore obviously needed to reassure myself that Diablo3 won’t ever become a game i could be happy with.

Thanks for your time. Have a blast!

 

 

 

 

If you still haven’t played it yet, here is a screen with lots of circles for you.

f this s. iam going to be a potato!

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=12078

 

*at least in a realtivély tiny world it would be a MASSIVELY MULTIPLAYER ONLINE experience. Here it’s somewhat of a medium scale multiplayer app.

AVOIDAL – Finished!

Posted by
Monday, August 30th, 2010 4:27 pm

AVOIDAL Final Version!

I am pleased to present the final version of AVOIDAL. It has gone through heavy changes since my last post-compo post.

I’ve been working very hard on it since Ludum Dare concluded and have put about 30 more hours of work into it (or about 50 or so total on this game so far.) I wanted to be able to get this finished in time to submit to August’s Experimental Gameplay Project since I was aware of their theme of “Zero Buttons” while I worked on this and I was able to do it!

Big thanks to Sparky who has given me a TON of invaluable feedback and ideas while tweaking this final version.

The menu should read v1.0.7 or greater in the top-left or your cache is old.

RECENT VERSION HISTORY

v1.0.7 – Posted 8/30/2010

  • Made HUD a little less cluttered

v1.0.6 – Posted 8/30/2010

  • Combo introduced and capped to x5 multiplier
  • Mines now can start moving around at higher levels
  • New “Mine Streak” bonus awards at 10,25,50,75,100,150,200
  • New menu layout
  • Tracks local highscore, highest streak and difficulty for local replayabilty and challenge
  • More sounds added for new notices and awards

v1.0.5 – Posted 8/30/10

  • New visual effect and sound effect for when a spike hits a mine (to differentiate and add variety from when a seeker hits a mine)
  • Smoother angled robot effect when mouse moves left and right
  • Smoke toned down to be less distracting
  • Mine lifespan increased at beginning to 6 seconds instead of 4
  • Added a 10 frame damage image to the robot torso to also help show player health
  • Adjusted game to run at 60FPS instead of 30FPS
  • Smoke now appears behind player sprite
  • Fixed score bug

v1.0.4 – Updated 8/29/10

  • More changes to difficulty curve based on feedback
  • Added Animation on How To Play screen to easily explain game mechanics instead of having as much text to read

AVOIDAL Summary and Post Mortem

Posted by
Monday, August 23rd, 2010 9:22 am

SUMMARY

Play AVOIDAL!

AVOIDAL page here on Ludum Dare (for rating and comments!)

Gameplay Trailer (watch me score 1.5 million points!)

Watch my TIMELAPSE

Play the LD48 Official Compo Version of AVOIDAL

Play the Post Compo Version

I had a lot of fun this Ludum Dare! After missing the past few it was good to participate again for sure. I’ve never done one of these post mortem entries but I enjoy reading the other ones people post so I thought I’d take a crack at it.

POST MORTEM

You can read my detailed post mortem below:

(more…)

Second playable build

Posted by
Saturday, August 21st, 2010 1:20 pm

Second playable version

This is my second playable Flash prototype.

Try to draw the enemy spikes and red seeker boxes into the yellow mines for points. If you hit anything on screen you will take damage. Your energy recharges over time. If you lose all your energy it is game over.

Squeeze Maze as a browser game

Posted by
Monday, April 20th, 2009 2:23 am

Hello,

I have Squeezemaze up on scratch’s site.

http://scratch.mit.edu/projects/Mike_W/495022

It’s a java applet that runs it (technically the java applet runs a squeak interpreter) so I think windows, linux and Mac can play that version of it.

The Growth – Final

Posted by
Sunday, April 19th, 2009 7:01 pm

TheGrowthFinalScreenShot

Lack of motivation at the half way point means that I never did get around to art.  Also, the lack of playtesting makes me nervous.

But I think I have a pretty neat game.

Click here to play The Growth online.

Download the source + SFW.

Edit: If you can’t see the text (flash under linux?) please try this build with embedded fonts.

Closing My Eyes: Final

Posted by (twitter: @davidrlorentz)
Sunday, April 19th, 2009 7:00 pm

Here it is! Enjoy yourself!

For those of you who haven’t been keeping up with the progress of this, I won’t spoil it by telling you what it’s all about.

CLICK HERE TO PLAY THE FINAL GAME IN YOUR BROWSER.

Click to Play

Click here to download a Windows Executable + Source

Coded in ActionScript 3.0 with Tweenlite, with art drawn in Flash CS3, and sound created in sfxr.

Dying in Context

Posted by (twitter: @davidrlorentz)
Sunday, April 19th, 2009 7:09 am

Good morning friends!

For anyone who feels like playing a very unfinished game, here’s the state of mine as of last night. The beginnings of the gameplay are there: notice now as you switch between your senses, sometimes you experience portions of the outside world. That’s what the deathbed experience is all about.

I have like 10 things on my list for the next 12 hours, so I better get to work.

CLICK HERE TO PLAY THE WORK IN PROGRESS IN YOUR BROWSER.

Click to Play

He dies successfully.

Posted by (twitter: @davidrlorentz)
Saturday, April 18th, 2009 5:50 pm

Gosh, I’m moving really slow. I’m going to have to start working harder.

My game is sort of playable. The game is about being on your deathbed, and in this build you can experience yourself slowly dying. You can focus your energy on different parts of your body by clicking, which has no effect right now except clicking on the brain, which slows down your death.

I guess you guys are going to want me to make this more GAMEY now. Fine. I’ll add points and crap. That’s coming up next.

CLICK HERE TO PLAY THE WORK IN PROGRESS IN YOUR BROWSER.

Click to Play

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