Posts Tagged ‘glitch’

It’s a wrap, sort of …

Posted by
Monday, December 8th, 2014 7:21 pm

So, our first Ludum Dare is a wrap! And what fun it was. We did manage to produce a very rough prototype of our game called Glitch. It’s a game about a pixel that has become sentient after a tv short circuits.
Glitch, screeny
see it here

Sadly, our team had very limited time this weekend. In total I think we only managed to put 12 hours of work into it. A lot of things feel unpolished and the game misses that sense of directive. But hey, for something none of us ever tried before, I think we did a reasonable job.

On the bright side: we are very excited about the premise of the game and game design in general. In the next couple of weeks, the game will be revamped into something enjoyable and thrilling. Moreover, this little speed game creation session has taught us so many things, from process management to art direction, that it was definitely worth our time and efforts.

We will be joining Ludem Dare next time and make sure no interruptions befall us!

Progress (and bugs)

Posted by (twitter: @Zazanxors)
Sunday, July 20th, 2014 11:02 am

inprogress1

So in the process of preventing the enemy from tripping backwards and suffering a gran maul seizure, we’ve apparently given him the ability to glitch through walls. Like I said, I suck at A.I.

In other news, the base construction and terrain are coming along nicely. The basics of building is done, and what’s left is to allow for multiple block types and defenses. On the front of enemies, we’ve got to create spawning, give them health and actually make them dangerous.

In short, we’ve got a long way to go and a lot to do. Even so the knowledge gleamed learning to not suck at Unity will really help in the long run, and will prove valuable come August’s Ludum Dare. Besides that, watching the A.I. I wrote fail miserably was incredibly funny. Hopefully we’ll pull this off, but even if we don’t, fun was had.

Oh, and I am so including an option to ‘un-fix’ all the glitches on the A.I. – there’s no way I’m restricting that fun!

BEST GLITCH EVER

Posted by (twitter: @RobProductions)
Tuesday, August 7th, 2012 11:15 am

So I was testing Isolated Assault 2 when this happened:

Stay tuned 😀

ZUNZANDA – Post Mortem

Posted by (twitter: @Phantom_Green)
Tuesday, April 24th, 2012 10:53 am

ZUNZANDA!!!
PLAY IT HERE

This weekend was crazy. Ludum Dare 23, the 10th anniversary of the best dang game jam around, was number one on my list of priorities. I wanted to go all out for the 10th anniversary, and I did. I altered my sleep schedule so I could work during the night, which is my most productive time. I started working on the game after midnight on Friday… then I went to sleep sometime the next morning. I then stayed up ALL night on Saturday… and stayed up all the way until submission time.

Then … I crashed.

I crashed hard.

And on Monday… I was met with some terrible news. My aunt had just passed away.

Normally by this time, I’ve already played 15 – 20 LD games. But due to my sleep schedule, I couldn’t follow through. I was gonna start on Monday morning. Then I got the news about my aunt and things obviously changed. So here I am… on Tuesday morning… and I still haven’t played a single LD game. I spent some time adding a dedication to my aunt in ZUNZANDA’s credits, which I hope the judges are OK with. I then ironed out some bugs that I discovered while playtesting and getting feedback from others… but only game killing bugs. One glitch even caused the player input to stop completely, so I had to deal with that ASAP. Dropbox also borked my upload link… but I didn’t know because the site was so jammed up that I couldn’t even get to my own entry page. I said “SCREW IT!” and passed out.

But I did find a horrible bug. Well… less of a bug and more of an I’M AN IDIOT AND FORGOT TO ADD THIS VERY IMPORTANT FEATURE TO THE GAME issue. I won’t reveal what it is. Maybe you won’t notice. *cringe*

ZUNZANDA
What the hell is Zunzanda?

Well… it’s a game about a tiny world. But the twist is that the world is getting smaller by the minute… and you gotta stop it! How?

With this totally rad terrain sculpting system, of course!

Well, that was going to be the primary focus of the game, but the dynamic tiles and terrain destruction features sort of fell out of the spotlight when I realized that what I had in my head would not be possible in 48 hours. I originally wanted the player character to have two forms… one that could attack but was forced to stand on solid ground, and a form that could not attack, but could float between platforms. The terrain was originally going to change drastically over the course of a ‘stage’, but now you’ll find that it’s much more gradual.

It took me a long time to get the dynamic tile system working, but it turned out MOSTLY alright. It’s kinda fugly and it’s not incredibly seamless, but it does what I wanted it to… and HEY… for 48 hours… it’s GREAT.

So what else can this game do?

SHINY STUFF!!!

The game is broken down into waves… with each wave throwing more enemies at you. Your goal is to kill those star jellies as quickly as you can before they eat your world. The only way to kill ’em is to collect those starshines that fall from they sky. Get enough of ’em and you’ll unleash a burst of light that fries ’em dead. Then you get a bit of a break so you can ‘cash in’ your dead jellies for new terrain tiles to rebuild your world. It’s a constant battle of dodging holes while racing for those precious starshines… and staying away from those jellies while they try to gobble up your land. It gets pretty intense… even if it did end up being a bit unforgiving with ‘deaths’.

If you wanna keep reading… follow me after the jump and we’ll keep it going.

(more…)

yo dawg I herd you like ludum dare

Posted by
Friday, April 17th, 2009 3:44 pm

so I put ludum dare in your ludum dare so you can dare while you ludum.

But seriously folks.. I’m glad this theme ending up in the final round is likely a glitch.. but a cruel glitch at that!

Tremble in your boots!

Posted by
Sunday, April 20th, 2008 12:44 pm

Yes. See how far I’ve come. You all don’t stand a chance. Maybe, before time is up, I’ll even manage to make my sprites flip without glitching out in oldfashioned tilemapped glory… but who really wants that anyway? Tilemapped glitches are the best.

screen1.gif

Early screenie, and a glitch

Posted by (twitter: @OMGWTFGAMES)
Saturday, April 19th, 2008 6:50 am

So here’s an early screen shot of the current state of my (puzzle?) game (it’s based on the paintings of Piet Mondrian … more about that later).

Mondrian early screenshot

I’m currenty experimenting with the gameplay rules and mechanics … but at the moment same colour squares annilate eachother, while different colors breed when they touch, generating new squares in random positions. The player moves the black lines to allow the coloured squares to expand.

Here’s a screenshot of a glitch that shows what sometimes happens when two different colours touch and the whole system starts breeding with itself.

Mondrian self-breeding glitch

That’s not supposed to happen. I’ll fix it in the morning.

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