Posts Tagged ‘finished’

One Room is finished (for now)!

Posted by (twitter: @DarkCisum)
Monday, December 12th, 2016 7:14 pm

I actually wanted to write more blog posts, but then I invested all the time into actually finishing the game, which I think was the better way to go. That being said, I brought the game to a finished stage and made a release for the Ludum Dare Jam submission.

Ludum Dare Jam: Submission / Windows Binary / Source Code

Desk

If you have seen any parts of the livestream you might be a bit surprised, but as mentioned in the previous post, I changed things around and went with a point-and-click puzzle game. One of the main issues I have when building a game is that I’m really bad at creating any kind of usable art. And when I get something somewhat nice looking, it will have taken me multiple hours.

Lock

By now I don’t even really remember how I got the idea, but I suddenly thought of taking pictures of my own room and “stylizing” them to look kind of pixel-art like. The additional advantage of moving around some furniture was that I could also clean up parts of my room. The end result has a wide range. Some screens look a lot like drawn pixel art, while others still contain a lot of detail. I find it amazing how a few pixels aligned properly already make things recognizable. One thing I probably should have tried, is to reduce the used color palette. That way I’d have managed to drop quite a bit of information detail, possibly making it seem more drawn rather than a photo.

Screen

The game is now finished, but it’s very short and I still have some ideas in my head what puzzles I could add, but even more importantly how I could make it work better code-wise. A lot of the game is really just defined in one JSON file and I think, I could expand that one even more, allowing for really quick expanding of the game work and puzzles. We’ll see when I get the time.

I hope you’ll enjoy playing my game and don’t forget to rate my game!

Finished at around ten, this is my first post.

Posted by
Sunday, December 11th, 2016 11:16 pm

My game is done, I got it submitted 10 seconds before 10. Oh my god that was close for the compo. It is a puzzle game with lots of music and bright colors. The story is that you are a robot who lost a friend to a giant sea monster, so you have to complete the monster’s quests to get your friend back. If you can get to the end, there is a dance level with your friend, and after that something really exciting… A level editor!! The levels get harder, and the last level-with crates to push- gets really hard. But if you can complete it, you will be rewarded a lot. I really hope you enjoy! Here is the link to play and review on this site:

ludumdare.com/compo/ludum-dare-37/?action=preview&uid=91664

Also, if you have problems with playing the version on the top, the one embedded in the page, just click on the web link below.

I only slept 17 hours, did other waking time things(other than ludum dare i mean) for 3 hours, and I spent 28 hours on the game. Almost nonstop. I am sooo happy with my game.

R. Lastey, the archaeologist, finished!

Posted by (twitter: @AurelDev)
Monday, August 29th, 2016 8:12 pm

Screen Shot 2016-08-30 at 02.14.41

Screen Shot 2016-08-30 at 02.15.35

Screen Shot 2016-08-29 at 19.03.50

(secret concept art)

What a journey. For the last couple of hours, I’ve been working on the music … Obviously, my tool of choice for composing it was Photoshop:

Screen Shot 2016-08-30 at 02.10.48

But, I’m pretty proud of the results! The music adds a lot to the game. Now I wish we had ratings :)

Play R. Lastey now!

Screen Shot 2016-08-30 at 02.13.28

I finished Conveyor belts

Posted by (twitter: @ObscenelyTrue)
Sunday, August 28th, 2016 6:09 pm

Conveyor belts (title screen)

If you like tower defense games and rhythm games, Conveyor belts is (maybe) for you! Will you manage the four simultaneous views on this ancient machine:

Conveyor belts (gameplay)

What a pleasure to submit a game after 48 hours of effort…

Play Conveyor belts

Morph Space is submitted!

Posted by (twitter: @Zazanxors)
Tuesday, April 19th, 2016 12:48 am

MorphSpace-LDFinal

Play it here!

“Shapeshift asteroids into mines and blow up enemies with them without getting blown up yourself. Transform enemy remains into more stuff and see how long you can survive! “

Couldn’t get a lot of stuff in – in particular most of the interface and sound are missing, but stuff works and you can watch it explode, so not all a loss!

Everything considered, though, this was still a great Dare for me. I learned a number of useful things and had a bunch of fun doing so. Definitely worth the time spent.

Good luck everyone – I look forward to playing your games!

Progress (65 hours in) – Finished! (again)

Posted by
Monday, April 18th, 2016 7:05 pm

 

2 small

The 72 hour jam version is done. In fact, it is done-done. I sure am.

PLAY IT HERE!

 

Apologies for the lack of GIF in this post. There will be another, just too bloody tired at the moment…

LD Entry: SpinStar

Posted by (twitter: @gamepopper)
Monday, April 18th, 2016 4:18 pm

This is my finished compo entry, best way I’d describe it is what would happen if you cross Ikaruga with Super Hexagon, you’d get a difficult, fast paced bullet hell where you must switch colours to absorb matching bullets or dodge anything else.

To match with the theme, the boss shapeshifts and the player can shapeshift into one of two kind of ships a fast-yet-large or small-yet-slow.

I originally had both a HTML5 and Windows version, however there seems to be a problem with HaxeFlixel’s HTML builds being extremely slow even on high performing machines, even though this never happens on either Windows or Flash builds.

Vote for the game here or go play the game directly here.

    

Neko Katadzukeru: complete!

Posted by (twitter: @mahalis)
Sunday, April 17th, 2016 10:07 pm

Screen Shot 2016-04-17 at 6.15 p

I was polishing this until the very last minute—the cats were all white until about an hour before the deadline, when I started reworking all the assets so I could colorize them in a shader. The new assets look like this:

head@2x

With a couple of lines of GLSL, red areas get the “base” color, purple areas get the lighter version of that color, and green areas become pink. This way I could make arbitrary colors of cat without having to make a bunch of different versions of the same asset. I’ll go into more detail about that and some other fun tricks that went into this in a more detailed postmortem later on. For now, check out the game!

Progress (43 hours in) – Finished! (for now)

Posted by
Sunday, April 17th, 2016 8:12 pm

MAXIMUM GIF!

The 48 hour version of our Jam game is in. There’s still a day to add in a few missing things, but overall I’m really glad of how it turned out.

No mistakes or silly stuff this time; just hard, honest work (on easy mode!)

Play it Here!

Swarm Hunter Post-Jam Finished & Released

Posted by
Saturday, January 2nd, 2016 9:07 pm

Implemented the gameplay code and pushed to Itch.io. Pardon the blurry Gif:

SMALL GIF

The new flight model is easier to handle, trust me. It even has a controls help panel!

Give it a spin

Lane King is out!

Posted by (twitter: @Zazanxors)
Tuesday, December 15th, 2015 6:05 am

This time it sucks that you didn't see this, this one wasn't potato quality

Play it here!

Didn’t manage to get in a lot of stuff, namely individual unit control, victory/defeat UI and audio, but nonetheless a lot got done; I’m very happy with the end result.

Since my last update, I managed to implement leveling up for the units and health for the player / AI. Each side starts with 100 health and takes damage from enemy units reaching its end of the map. For every level a unit gains, it gets a small maximum health boost as well as an extra 2 points of damage to the enemy team if it reaches their side of the map.

Surprisingly enough, this has resulted in the simple ‘pick a random lane and throw stuff there’ AI actually being more easily lost to than I imagined. Not paying attention to a lane can cost you; if enough enemies build up in a small spot, it may not matter how many units you throw there, they may just level up repeatedly, causing you to kill almost none and empower the rest for when they finally get to the end. I’ve lost up to half my health at once to incidents like this.

Anyways, this has been a bunch of fun as usual, and I’m looking forwards to playing everyones games. The few I’ve already tried have been amazing as ever, and I cant wait to try more tomorrow!

Well, I finished

Posted by (twitter: @IamJacic)
Sunday, December 13th, 2015 8:04 pm

I’m not entirely happy with it, but here it is: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=5267

I managed to mostly translate my original idea from my head to the game.

this is the game

Sunday, December 13th, 2015 3:48 pm

Corrupt Ground is up and playable

Posted by (twitter: @Zazanxors)
Monday, August 24th, 2015 9:06 pm

Spawning units, fighting AI and its core

Not as good as I’d hoped – ran into innumerable bugs getting units to work, and couldn’t finish the AI, UI or any sound at all. Nonetheless, the actual gameplay is there and while a bit buggy, it works.

Play it here!

Finished!

Posted by
Sunday, August 23rd, 2015 9:04 pm

I have completed my first game jam!  You can find it here:

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=57608

I was warned that it would take more time than I thought, and it definitely did!  My game is finished enough for the Jam, but I plan to update it more in the future.

I know it is a simple game compared to many others posted here, but I would still appreciate your honest feedback and ratings!

I look forward to trying some of the other LD games!  Until next time!

Primary objective!

Posted by (twitter: @AurelDev)
Sunday, August 23rd, 2015 8:51 pm

Screen Shot 2015-08-24 at 03.44.29

PLAY NOW

*phew*

Last-minute bugs are no fun.

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