Posts Tagged ‘game progress’

My Mini-LD # 73 Progress and Infos!

Posted by
Sunday, March 26th, 2017 1:28 pm

1. The game is not finished cause I don’t have enough time(school…)
2. My first time Making music

– W,A,S,D
– Arrow Keys
you can choose

The core idea is that you have a music bar and if you run out of music you
die! It’s a 2D Platforming fun game you can play at home!
Because of school, I am not able to add items and such so the game isn’t
for this MiniLD! I may have a go and continue development soon on my
YouTube channel!

I’m a 14-year-old self-taught programmer!
I upload develops tutorials and much more to my new Youtube Channel calledHellowPixl!
Because in just 14 and self-taught please rate fair!

– Eclipse
– Audacity
– Photoshop cs2 (it’s fully free)

Some engine progress + rest

Posted by
Friday, August 26th, 2016 9:41 pm

Hey guys! I just spend around 2 hours making key inputs, objects and simple player.

bandicam 2016-08-27 05-39-38-671


I have streamed everything and ill continue once i rest a bit at :

Progress after day one

Posted by (twitter: @Owyoow)
Saturday, August 22nd, 2015 10:20 pm

This is my progress after day 1. Most mechanics are in. You have to scare the people to death. You can only do this when you are behind them so they can’t see you. If they see you they will attack!

Still a lot to do but it’s getting there.


Posted by
Saturday, December 6th, 2014 4:31 am

I don’t really know what I am doing anymore. I lack imagination so I’ll just try to finish some kind of engine and then think the game mechanics.

This is what I’ve got so far:



You too can be an A.S.S. (Airport Security Screener)

Posted by (twitter: @ryroper)
Saturday, April 26th, 2014 11:14 pm

Work is progressing fast and furious for the team and I. I’ve never been this close to a finished version on a saturday like this.

Having a great time.

Heres a screenshot!

Work in progress 2.

Work in progress 2.

Game Progress: Concept Done

Posted by (twitter: @sputnikgames)
Saturday, April 26th, 2014 9:12 pm

I’ve settled on a physics game with a “beneath the surface” streets theme. ¬†Here¬†are¬†the quick sketch ideas. ¬†Basically it’s a knock the rats off¬†it’s pipe¬†perch puzzler. ¬†Because I’m¬†still¬†new to Phaser and HTML5/Javascript/TypeScript I’m not sure if I’ll have time to make a level editor. ¬†Only because I don’t know the best way to import a level. I think it’ll be hard coded 5-10 levels. ¬†If the game turns out to be good I’ll make an editor and create 50-100 levels or something.

Next post should have a link to the game as it progresses. @sputnikgames



Rocks-n-Blaster github repository

Posted by (twitter: @weldA)
Saturday, December 14th, 2013 11:24 am

By the way:

You can watch my progress at my github repo at


13 hours in, inspiration and reality :-)

Posted by (twitter: @caranha)
Saturday, December 14th, 2013 8:07 am

This is my inspiration for the game this LD:

13 hours in, this is the reality XD:


Well, I will not give up! We will have dinosaurs with lasers before the end of the 48 hours! :-)

As of now, I have finished the main game loop, and the base mechanics (victory, game over, upgrade selection, lives, scores, input selection, enemy timelines, ROAR). Time to start adding art. Let’s see if I can draw pixel dinosaurs!


Day 2/3 Conclusion

Posted by
Saturday, November 30th, 2013 10:57 pm

I’m very pleased with where things are right now. Considering that much of yesterday was spent with family after Thanksgiving, I got started late today, and I took frequent, long breaks, I couldn’t be happier that the core game is basically completed after about 12 hours or so of actual work. It’s good to know that the game could be made and work well within a Game Jam’s time period, no problem. Take that, guys who said that Heartbreak couldn’t be made in GameMaker!

I’ve been keeping an ongoing list of my progress throughout the day, and I feel that having the work in a checklist aided in my productivity and concentration. I’ll have to practice this sort of thing more in the future.

Heartbreak, as of tonight

That leaves things like sound effects and music for tomorrow, but at least those should be fairly simple to do. There is an abundance of great music available on the ‘net, and I may simply record my sound effects from the Atari 2600 version of Heartbreak to use again, as they are perfectly serviceable and I would be looking for something similarly retro-synth-sounding, anyway.

I’d also like to experiment with different visual styles, such as a grungy pixel art look and/or some scanlines. Something so that the visuals are so overly smooth and clean. That said, I do like the pastel colors that I’ve settled on, and it all looks pretty slick on my phone. I’ll have to experiment tomorrow and see what I like.

In any case, I consider the mini-LD technically complete as of now, since the gameplay is implemented and fully functional. The only nagging point is a crashing bug that I experienced a few times that I’ve been unable to replicate and track down. Here’s hoping that it got smoothed out somewhere and doesn’t rear its ugly head. Or, if it does rear its ugly head, hopefully it rears it high enough that I can find the neck and give it a good chop.

That’s it for me tonight. Time to wind down!

P.S. Is it just me, or does the above screenshot have a bit of an optical illusion going on with the blue block on the far right? Try turning your head back and forth and looking at it out of the corner of your eye. To me, it’s like the blue block separates away from the rest of the circle.

Easter Egg ??!! (Earth Defender progress)

Posted by (twitter: @XxDarkmaidenzxX)
Sunday, April 28th, 2013 2:29 am

Earth Defender is finally done (It will be uploaded in the next hours)!
But in this post i’ll talk about the Easter Egg i’d like to add to my own game ^_^ before the deadline.
Basically it will be a very bizarre Easter Egg… a parody of the main story, but first you’ve to find it to enjoy it! (Maybe i’ll give you some suggestions after the deadline or when the game will be published ^.^)


An Easter Egg meme LOL

Level editor progress

Posted by (twitter: @7573656c657373)
Saturday, April 27th, 2013 3:13 pm

It’s still clunky. oh well.
At least it works!

I’m using it to create the levels in the game right now.

And its up

Posted by (twitter: @Mariehane)
Monday, August 22nd, 2011 12:17 pm

The menu for our game

Almost finished!

We’ve got the mechanics working and now we just need to utilize said mechanics in some sweet levels.

What we have so far:

  • Running
  • Wallrunning
  • Walljumping
  • Sawblades
  • Sliding
  • Ramps
  • Crushers
  • Flying enemys
  • Glass which breaks
  • Particles
  • Checkpoints
  • Health
  • Slowmo/bullettime
  • AI
  • Background tiles
  • HUD effects

Standing in the gunfire of some drones, surrounded by sawblades.

You control with the arrow keys, Z and X. You jump higher the faster you run, if jump while running towards a wall you will run up it, and if you press up while wallrunning you will jump off the wall.

If you press Z you will turn on slowmo/quicktime which drains the yellow meter in the lower-left. It will make you run faster, make bullets show trails, and makes it easier to avoid stuff.

link to game:

Day 1 – Game Progress

Posted by
Saturday, August 9th, 2008 5:02 pm

Local time: 02:58 AM

We woke up to see the theme voting results, and “The Tower” was not what we had expected. But in a hurry we turned an old idea, to fit the theme. Some kind of a smashup game, a clone of the SNES game “Super Smash TV”. You are in control of a random muscular character, and you’re goal is to kill all the enemies on the current floor of the tower, without dying, and then proceed to the next floor, with more and heavier enemies. We are planning an arcade mode, so you will be alive untill you are extremely outnumbered.

We began making a fast title screen to match the theme of our game, which looks a lot like the old gaming consoles Gameboy and SNES.

Title screen

To give it some kind of relevance to the theme, The Tower, we made a cut-scene of our character moving on to the next floor in an elevator. This sequence, will be played every time you conquer a floor and move on to the next.

The Cut-scene

After the cut-scene you arrive to the actual game. A floor, that actual looks more like an arena, where you have to kill all enemies around you. The gates will open randomly, and spawn more zombies. If there’s enough time, we will add other enemies than just those zombies on the screenshot below.

Screenshot 1

We also managed to create sounds for the title screen, the cut-scene, floor doors open/close, weapon shooting and bullets hitting the wall. Besides that we created the animation of a zombie dying.

Zombie dying animation

There’s still a lot of work to do.

  • Zombie AI
  • Zombie spawn system
  • Balancing the game, adjust hitboxes
  • Music

We are now going to bed, and looking forward to continue tomorrow morning. An upcoming journal of day 2, and probably a few comments and pictures of our workspaces and lunches will be posted later. Goodnight!

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