Posts Tagged ‘fail’

Morte d’Post

Posted by (twitter: @bastiandantilus)
Monday, December 19th, 2011 2:20 pm

In the end I spent too much time researching possible engines and didn’t get anything finished. A lot of time was wasted trying to figure out how to make Slick2d work in an applet. But really I didn’t have a game to applet…ize.

Game Name: Kitten Alone

Language: Java

Libraries: LWJGL, Slick2d, MarteEngine

Completion: 10%

I ran out of time leading up to the event to do the kind of self-education that would have made this possible. My current plan is to continue working on the game (and changing the title…) so next event I’ll have a better idea what I’m doing. And if for some reason my Java skills aren’t up to snuff by the next Jam, I may need to make the next entry in Basic. Or ActionScript 2.

Game over man, game over.

Posted by (twitter: @Alex_ADEdge)
Sunday, December 18th, 2011 8:06 pm

Yep Ive bombed out. Got to the point at 4am last night where I realised I more than likely wouldnt have a game worth submitting by todays deadline.

So thats a bit dissapointing. But it was still a good experience. Im determined to work on everything that let me down for this LD (ie time managment, planning and doing things which are too complex) in preparation for the next LD.

Slight malfunction with the space station :(

So yeh, I at least have a brand new game concept developed, with a great story I want to tell, so Ill more than likely get serious about these leftovers from my LD attempt of a game and make it into something better and an actual game.

I look forward to playing a bunch of games over the next week or so however, to see what all of you successful LD guys have come up with, let the voting commence and Ill be seeing you all again for LD23 in a couple of months :)

-ADEdge

First Time Ludum Dare + Game Programming in C++

Posted by
Sunday, December 18th, 2011 4:40 pm

So, My first attempt at Game programming coincided with Ludum Dare #22….Which also coincided with me moving back home from university for Christmas….overall -> massive challenge

My breakdown of events:

  1. I haven’t produced anything worth submitting – only got much of the backbone finished
  2. I have learnt a lot about the workings of C++ and the SDL library
  3. I managed to produced my very first makefile to automate building and debugging
  4. I have a basis for a game I have wanted to make for a while
  5. I might still have some time to finish in time for the Jam Deadline
So yes, after having only started work on my game about 15 hours after the start, plus having to learn how the SDL library worked while I was at it, I managed to bite off far more than I could chew.
Even if I do miss the jam deadline, It won’t put me off entering next time (If I can fit it around University).

Changed My GameType. There goes a bunch of work…

Posted by (twitter: @Bloodyaugust)
Saturday, December 17th, 2011 1:01 am

I was going to do a more adventure type game.

Now, feces to that. It’s time for a TOWER DEFENSE GAME. TOTALLY ORIGINAL.

 

Now here’s what our main character was going to look like. I know, it’s utter crap, but it still took me like an hour.

I’m so good.

Not Finished

Posted by (twitter: @DeGabber)
Monday, August 22nd, 2011 12:58 pm

Didn’t finish. I’m just too tired right now, and it’s nowhere near done. Thats what you get for slacking off I guess…

Things that went well:
* Forming idea’s

Things that didn’t go well:
* Always putting my idea’s in and wasting time instead of working on the core game
* Internet on computer
* Notch livestream

Overall a great experience. I feel ready for december. I’ll try not to get distracted as easily.

share: http://uploading.com/files/c6859f6b/WhaleEscape.zip/
movement = arrowkeys
rest = R
if Stamina = 0, you need 20 rests. (should have lowered, didn’t… méh)

Turn based gameplay, but with buttonbashing, feels reamtime-ish

TimeLapse day 1: http://www.youtube.com/watch?v=WZ8XI1YOXMY

TimeLapse day 2: http://www.youtube.com/watch?v=vjmUgS86rW8

Mini-LD #21 – Statement of ineligibility

Wednesday, September 15th, 2010 1:19 am

Yep, I’m a-goin’ for it. However, I’m breaking the rules in two important ways:
1) I’m blithely ignoring the theme and doing double zombie rainbows instead (see my comments in the announce thread for why fear really needs more time to do it justice).
2) instead of 48 hours of calendar time, I’m doing 48 hours of compute time.

I am timelapsing this, and there is a clock visible in the display to accurately assess how long it takes. I’ll be pausing the clock when I’m not at my station (due to shopping, being stuck at my day job, etc).

As usual, I’ll be working in Allegro 4.4, and possibly AllegroGL, with GIMP, Milkshape, MilkyTracker and SFXR rounding out the tool suite.

I have some vague bullet hell ideas, and some kawaii/moe chibi zombie girls bouncing about in my head – should be fun!

Chronolapse has failed me :(

Posted by
Friday, August 20th, 2010 3:35 pm

I have my monitors configured so that my second monitor is to the upper left of my primary monitor. But when it takes screenshots in dual monitor mode, it acts as if the second monitor is on the right, so I just get a screenshot of my screen plus an extra 1600×1200 black area to the right.

Is there any solution or do I need to move my monitor to the right side?

Wish I would’ve tried this a week ago.

Or alternatively, is there a better timelapse capture program that can handle this situation?

PHAIL

Posted by
Sunday, April 25th, 2010 7:04 pm

So close. I was so close to having a finished product. I will finish it tommorrow, and write a post-mortem

almost
What almost was (today, anyway)

End of Sunday

Posted by (twitter: @AtkinsSJ)
Sunday, April 25th, 2010 3:48 pm

… isn’t much different from the end of Saturday, I think.

I wasn’t taking this contest seriously, expecting most of my time to be used up. What I did have left I did very little with. Mostly today I just drew a floating island and added them in. So in 2 days I’ve almost made the overworld. 😛

Link again is here. I’m not submitting as it isn’t a game. But it’s been fun, and I’m looking forward to wasting a couple of weeks playing other people’s entries. 😀

tried to make an island text adventure

Posted by
Saturday, April 24th, 2010 8:30 pm

and failed miserably. Just wanted to take a break from Unity and all that fancy 3d. But, it was fun to mess around TADS3 for a bit. There’s a few things you can do in the game, but nothing too interesting. Will probably come back to TADS3 one day and make a proper text adventure. Now to finish my real entry.

windows build + tads3 source code

Chip 0423-The Epic Fail

Posted by
Monday, December 14th, 2009 11:39 am

Well I think its safe to say I have totally mucked up my game. After getting some sleep and finishing my maths exams today I played through the game. I was horrified at the number of mistakes and errors there were. I also realised that I spelled the name of the game wrong when I submitted it. But I’ve learned some new things so that’s the good thing.

One question though. After you have submitted your entry are you allowed to fix errors and stuff in it? I don’t really want to fix anything (what’s done is done). I’m just stupidly curious.

P.S Maybe I’ll get the worst game award.

Oh Pants

Posted by (twitter: @AtkinsSJ)
Saturday, December 12th, 2009 1:08 pm

I have been fruitlessly mucking about with random level generation and bumping into SIGFPEs and infinite loops. It seems to not fail now, however it doesn’t do what I want it to either. Here, have a nice picture!

Ooh, isn't it pretty

Ooh, isn't it pretty?

It should be linking all the rooms up, however I have done far too much complication to my code without really thinking and it now scares me. I think I really need to rip it out and rewrite it so I know what it does. *sigh*

I AM NOT GOOD WITH COMPUTER

A Valiant Attempt

Posted by (twitter: @GBGames)
Sunday, April 19th, 2009 6:58 pm

This is the first LD I wasn’t able to get game play in by the deadline. This project is a long way off from being something that could even resemble fun.

Well, unless you like clicking a box with a check mark in it and knowing that underneath the scenes, it is now the next player’s turn. B-)

Here are screen shots of the project as it stands at the deadline:
Screenshot-Walled Off by GBGames

Screenshot-Walled Off by GBGames-1

As some of the IRC members noted, the attempt was still beneficial. I learned a lot this time around, and I’m better at game development for it.

PixelSlaves — Cancelled

Posted by (twitter: @philhassey)
Saturday, August 9th, 2008 8:22 am

Well, I fail .. but here’s my concept art:

So the concept was you have your PixelSlaves build your PixelTower .. and you could whip / feed / water them, and give them more straw and mud to build your PixelTower.  But, I’m not really sure if this game idea is in good taste, nor am I sure if it would really work out to be fun anyways.  So I think I’ll leave the experience to your imagination.

I’m also a bit distracted by my iphone Galcon project, so I’ll be working on that a bit, but I’ll still hang out for the LD festivities today :)  I might even bring in a surprise!!!

Running around

Posted by (twitter: @joeld42)
Sunday, December 16th, 2007 1:22 pm

I can run around and jump… still some glitches with the jumping but it’s kind of working. But I don’t think Im going to have something playable in.. what is it.. less than six hours?

run dude

Crystal colony.

Posted by
Wednesday, November 28th, 2007 6:48 pm

I tried thinking out of the box and failed miserably.

The theme was growth, I thought of the idea of crystal growth and pretty much made an incomprehensible game with crystals in it. Hardly anyone figured out how to play the sodding thing. The final insult was that I ran out of time so you could build yourself an army but had no-one to fight.

The bright side was I was quite pleased with the overall look and User interface. It’s a basic RTS engine with minimap and group selection, resource collection etc.

Some of the development was stalled due to me not knowing how to debug. I wrote the game In Blitz max, having downloaded the demo version on the thursday before the compo. I didn’t figure out how the debugger worked (or even that it had one) until sunday.

Crystal colony screenshot

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