Posts Tagged ‘darkness’

We have a concept!

Posted by (twitter: @@rodolinc)
Saturday, December 10th, 2016 9:53 am

So after deliverating me and my friend for many hours, now we have at last agreed for the final idea we’ll work on.

I’ll start fleshing out the details before starting coding and my friend Roach is focusing on the art concept.

Soundscape – A game with only sounds

Posted by
Sunday, April 24th, 2016 3:28 pm

soundscape_promotion

The game I ended up with for this LD is perhaps something that neither I nor any of you expected. Questionably related to the theme it turned out to be a game all about listening, as well as a test on your patient. Many have pointed out that it is difficult to understand what is happening, but maybe that just adds to the atmosphere. I mean who wouldn’t be disoriented in a completely dark room?

So if you haven’t already, try it out here!

Darkness and Textures

Posted by (twitter: @JPSMJordan)
Saturday, December 12th, 2015 1:32 pm

dark tex

I think it looks pretty okay.. now I will go on to the actual gameplay

My first Ludum Dare complete :D

Posted by (twitter: @@Parabol83)
Sunday, April 28th, 2013 9:24 pm

That was a bit of a challenge. Didn’t get even close to being able to use the full 48hrs due to an AWESOME TOOL CONCERT, followed by EXCESSIVE DRINKING. That said I’m pretty happy with the result.

Got a timelapse up here : http://www.youtube.com/watch?v=iTzC4s0W4ys

The game is available here. http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20671

I tried to do some things I haven’t done before with Multimedia Fusion 2, especially with the lighting model I implemented. It’s not overly technical, but I’m damn happy with the visuals. I wish I had a little more time, then I would have tried my hand at PXTone, since I’m not a musician, it would probably have ended terribly. Need some food/sleep now, and then I wanna get onto voting, just need to work out how that works.

Screen

The Darkness evolve – Post mortem

Posted by (twitter: @juaxix)
Sunday, September 2nd, 2012 3:52 am

What I did in 16h

I made my game for Ludum Dare #24 in less than a day. It caught me by surprise, I read the news that the contest had begun the second day and sat at my computer and started drawing textures for models, Run the Game Engine Shiva3D and then I composed a simple scenario and I remember that I was very clear about what I wanted to do, a kind of evolution of planets, something dark with a touch of Mario Galaxy :)

What went right

I built up the scene, get some free sounds modified and a simple music (atmosphere) and wrote the AI’s, behaviours and HUD scripts in the speed of light, but something bothered me and totally stucked me , a common math problem with free rotations in 3d axis.

What went wrong

The final hour arrived and I had to post the game with 2 bugs: camera and control, users started to test the game and all they said was good things but complied about the bugs, so I kept working on the game until I got a version with less bugs, without the gimbal lock in the control and a better camera, still to be improved…

What a lovely community

I was very surprised with so many comments, when I started to rate the games, I found there was lot of fun games, mine is more like a weird experience said some guy 😀 ,I love the touch of humor the users distillate here in the Ludum Dare, I was so used to getting bad reviews of my games in other networks, that this experience of have opinions of people with such passion and professionalism really left me overwhelmed and makes me think all this has a really good purpose to work and deploy a good game for the people, and I love to create new experiences, emotions and travels to other world, those kind of stuff, thank you !

The game evolves too

After reading and talking with other users I found that my game need a whole new point of view, so, one of them said me that it needed another player, I liked the idea and I turned the game into a multiplayer conquer for evolve experience in Space, dark matter is waiting!

Play and rate this game

Ludum Dare 23 – Postmortem

Posted by (twitter: @Alex_ADEdge)
Monday, April 23rd, 2012 4:34 am

Well, that weekend was a crazy 48 hours. A lot of it is a blur (Im going to enjoy watching my own timelapse since I cant remember 75% of everything I went though)

 

The best thing though – Success!!

This was my 3rd Ludum Dare to date, yet the first where Ive actually finished an entry. I was cutting it close too, last night I got to sleep around 4am, and at that stage it was T-8 hours, and I still didnt have a proper level or any puzzels to solve. So after sleeping 3 hours I had a very compressed burst of productive work to get the final level design and features down (I was still finishing off a pretty important feature at T-10mins) O_o

 

Either way, it was an enjoyable experience and I was very glad to get something finished which I could call a ‘game’. I might venture away from a 3D game for the next LD however… So-much-work…

Im keeping this post quick, cause Im actually struggling to stay awake at this point.

You can check out the entry with the link below (Windows 32 & 64bit versions only atm) Ill have a linux one up soon hopefully, and mac potentially soon as well. And a timelapse soon too!

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=3467

 

Title screen

 

And now for voting! Good luck to everyone, I look forward to playing a bunch of games :)

And w00t! – For LD getting 1000+ games on its 10th birthday 😀

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

Seeping Darkness, Radiant Butterflies

Posted by
Sunday, April 19th, 2009 4:33 am

I’ve added mini dark towers (is the prime thing used to spread darkness) and also finally decided on a dark vs. light (perhaps earlier mentioned as decay) thing.

Here’s a shot with lots of mini dark towers, so almost everything is dark, except where the butterflies fly. So in a normal game, you’d need to eliminate those.

Still need to add some sort of attacking unit to the light side, adding building interface, winning conditions, and a few levels. It might need a few others things too before it feels like an actualy game, but we’ll just have to wait and see. I probably won’t have time to make it a good game, honestly.

Silent Hunter

Posted by
Sunday, December 9th, 2007 9:50 pm

Your name is not of importance. Your mission is simple:
Top secret data has been separated and hidden in several countries. Break into the buildings and retrieve the secret data. The data is usually kept in a green cabinet. You must not be detected. Go inside unseen and find the cabinet. Once a guard sees something suspicious like a light which doesn’t belong or hears a sound he will start the alarm. Once the alarm is on you cannot escape. We will have to deny any knowledge.
As usual for those competitions the complete source code comes with the game.

The Title screen Lurking in the Dark Caught! Hiding from a Guard  

Candles

Posted by
Sunday, December 2nd, 2007 1:37 pm

This was my entry for the LD #6 contest, “Light and Darkness”. In this small platform game, your goal is to avoid the rain drops and light up all the candles in each level.

Unfortunately, I didn’t finish the game in time, so you can’t actually complete a level (I spent too much time drawing the graphics).

candles.jpg

The game was programmed in Delphi (using the DelphiX library) and I used Tile Studio for the graphics. You can find more screen shots and download the game (and source code) here.

Uplighter

Posted by
Saturday, December 1st, 2007 5:51 am

Uplighter was my entry for the Light & Darkness theme. It was a puzzle game centered on lighting up levels to certain percent by, among other things, placing lights, breaking down walls, and removing light sinks.

It’s was my first entry to feature 3D, although all gameplay and lighting is really in 2D, and it was also my first entry to not use Allegro. Instead it used GLFW, which is more lightweight, and I really didn’t need all the extra stuff from Allegro.

09final.jpg

Uplighter is probably my best and most innovative LD entry so far—it placed first in ‘innovation’, second in ‘fun’, and also won the ‘Best In Show’ award.

You can get the compo version of Uplighter. It’s for Windows, but there’s a shell script (kindly provided by alar_k after the compo) that will fix stuff so it will compile for linux. You’ll need GLFW, GLFT, FMod and FreeType2.

Small notice: After the compo, it was reported to run very slowly on 3.0+ GHz machines. I’m still not sure what that was all about, but it has been reported that this can be fixed by compiling it in VS. If this is still much of a problem, I might get around to fix it myself.

LD6 entry: Photon

Posted by
Friday, November 30th, 2007 8:57 am

Photon was my entry to LD6. The theme was “Light and darkness”. I still remember all the time I fiddled with shadow calculations. In my game, each light source does exact shadow calculations with all the level geometry – and in order to still have it all run with < 1% CPU, this was quite some work. Now, there’s nothing special about this except, I wanted to do things in the most simple way possible, this being an LD. And I had to admit utter defeat when I later saw bluescrn’s entry. Instead of spending half of the 48 hours on it like me, he went for a dead simple approach – with the only difference that his was not 100% accurate. Which would have made no visual difference in my game whatsoever. In fact his shadow method would have worked a lot better in my game in just about every respect :)

I still managed to do quite well. Here’s some screenshots from back then:

Photon

The title screen.

Photon

The goal of the game is to send all the photons coming from the lamp to the prism, but the problem is, you only can see the areas of the map which are lit up by the moving photons.

Photon

To control the photons, you can place mirrors – to light up more areas of a level, and once you have found the prism, send them all to it.

Seems the original submission is still up: original zip at original site

Habitat For Horror

Posted by
Monday, November 26th, 2007 10:12 am

LD48 #6 theme was “Light and Darkness”. Another theme that came close to winning was Remote Control, which I also included in my entry. So I made Habitat For Horror. This game is quite flawed – it’s a somewhat interesting and worthwhile puzzle/arcade game where you have a limited supply of fuses with which to keep rooms lit in an apartment building. Evil CHUDs crawl up from the sewers, but can only travel in the dark, so you must keep your tenants safe from them. The flaw is that in order to have remote control, I have you working only on a fusebox rather than clicking directly on the rooms you want to lighten or darken. It’s just kinda weird. Would be much more playable if played directly.

Habitat For Horror

Escape from Anathema Mines

Posted by (twitter: @philhassey)
Monday, November 26th, 2007 9:08 am

Escape from Anathema Mines was my second LD entry. I was pretty pleased with how it came out – pretty challenging and fun visually. I stretched the limits of pygame quite a bit in this entry, doing things which look impossible :)

anathema-level1.png

anathema-title.png

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