Posts Tagged ‘Growing’

Swarm Hunter Post-Jam Progress – Graphics, Part 2

Posted by
Wednesday, December 30th, 2015 7:46 pm

Implemented a mesh generation script for the flower stem. Have a look:


It’s much smoother than the capsule hack I rigged up in the jam. Better performance is a nice bonus.

I won’t be releasing anything before I’ve finished the gameplay improvements as well. That shouldn’t take too long.

Meanwhile, try learning to fly.

Grow Trees… Or Something – Post Mortem

Posted by (twitter: @gamepopper)
Saturday, December 26th, 2015 10:57 am

So this is something I didn’t expect to happen, around two weeks ago was Ludum Dare, where we all had only 48 hours (or 72 for jams) to develop a game, however because I had plans to go to a party that was some distance from home, I had much less time. Despite that I still managed to finish something, although honestly was disappointed I didn’t have much to show, so I could go and vote on other entries.


What surprises me is that I’ve had some nice and positive comments from many people so far, obviously I wasn’t expecting overwhelmingly positive comments of people thinking a game about planting trees, letting them grow and chopping them down with no time and a limited amount of space was the best they’ve ever played, however I was surprised to see many people saying how nice and calming it is, how it’s very peaceful and relaxing it was to play. Among that, most people said they were impressed that I managed to produce this in around six hours.


Originally, I was going to team up with an artist that I work with in my full time job as a programmer. When the themes were announced, we were hoping the winning theme was going to be non-violent combat, and had an idea for combating enemies with dancing. I cannot recall why we didn’t go ahead with that one, but we did also have ideas that involved growing trees, so when growing became one of the themes we ended up agreeing to it.


After recalling the development stages, I’m not entirely sure if I did only work on the game for less than six hours. After the theme was announced at 1:30 am on Saturday, I went to sleep. I didn’t start working until around 10am when I got on the train to London, where I did at most 1 1/2 hours (see above). Because of the party, I didn’t do any work until Sunday afternoon when I got back home (around 4pm), and even then I had stopped to discuss any chance of salvaging what time we had left to work on the project with an artist. Once it got late enough I decided to call it quits and try for Monday.

After getting back from work on the Monday, I quickly finished the last of the art work, added in some audio from and uploaded it, so judging by the timestamps and when I took breaks, it’d be more accurate to say I took around 6-8 hours of the game.

In Conclusion

Regardless of how long I actually took, what’s clear was that I honestly should have planned my time better, either by cancelling my invite to London or not take part in the games jam entirely. By having more time, I could’ve made a more complete and fulfilling game entry, and probably kept both myself and my artist motivated to working together. Instead I went on an assumption that because I managed to create games in shorter times in the past, that it would be fine this time around.

Thank you to all those who have voted, I have been enjoying all the entries that I have seen so far. I’ll be interested in what the final scores will be.

Fixes and new builds!

Posted by (twitter: @Galvesmash)
Friday, December 25th, 2015 1:30 pm

Hi there!
First of all Merry Christmas and Happy Holidays everyone!!!

We fixed some bugs thanks to your reviews and comments.
We also updated our page with OSX and Linux versions.


If you haven’t played Breathe yet what are you waiting for? Go check it out!
Don’t forget to rate and comment, we will appreciate a lot your review (We’re gonna play and rate your game too).



Thank you for inspiration, Ludum Dare!

Posted by (twitter: @GameGems)
Saturday, December 19th, 2015 4:46 am

The “Growing” theme made me an initial push to complete my long-lasting project. And now here’s what I can do on the screen of my Android device (an animated GIF is worth 1000 words):

Just swipe the screen and enjoy the snowfall. Now defeat conditions: you can do whatever you like to have fun.

As the project was started before LD34 beginning and finished 2 hours after, I didn’t submit it, but uploaded to Google play: Snow Relax on Google Play

The technology I used: Action Script 3/Starling/Air. The game keeps 1000 snowflakes at 60 fps.

Breathe on

Posted by (twitter: @Galvesmash)
Saturday, December 19th, 2015 12:27 am

Breathe is now on!

Breathe Entry – Play

Breathe Gif

Breathe Updated!

Posted by (twitter: @Galvesmash)
Thursday, December 17th, 2015 10:50 pm

Fixed some bugs found by you guys!

Breathe Gif

If you didn’t try Breathe you’re welcome to play and rate!

Breathe Entry – Play

GIF from Hanami

Posted by (twitter: @beavlgames)
Wednesday, December 16th, 2015 8:59 pm



Hanami - Push-Up Farming

I worked for 28 continuous hours…

Posted by
Tuesday, December 15th, 2015 5:14 am

Little story about my game — Towards the end of the contest I was awake for 28 continuous hours working the game. I went to bed 10 hours later because I had to go to work. When I woke up after 8 hours of sleep, it was like I had amnesia. Felt very surreal playing the game… I don’t know if it’s the lack of sleep talking or if the game is actually that wired/good XD

I’ll be writing a postmortem soon, but I need some feedback first :) So, kindly go try it! And some sleep of course XD

Growing Diseases

Posted by
Tuesday, December 15th, 2015 1:33 am

I used the the theme “Growing” by showing the growing diseases inside a human which is cause by smoking.

You play as the immune system of the body and your job is to protect the internal organs , you have a gun that shoots white blood cells and it heals the infected body parts.

This was my first Ludum Dare and second jam ever that i’ve participated in ,  so go easy on me :).

Controls :-
Use your mouse pointer to point the gun in a direction
Left mouse button to shoot
Space to jump


Play Now

Here are some screen shots


Main Menu
Getting Ready to Fight


UNBALANCED KARMA is a Interactive Storytelling Game which has as a main character a Young Gipsy Woman that was born and raised in Brazil, under the Colonial ruling of Portugal, in the 19th century, a little bit before the country becomes independent. She is strong, independent, a fortune teller and part of the romani traditions and culture. Many historical arquetypes are present in the game (the tax collector, the merchant, the wealthy noble man, the black man and woman) and it has a deep relation to the African-american religions, specially the Candomble, which is a brazilian interpretation of the Yoruba beliefs in the Orishas.

The game relates to the theme of Growing – as the character takes actions and uses her skills to foretell the future, so she makes choices that make her Karma grow, and has to deal with the consequences of it.

It has a profund meaning related to inner growing and self-awareness. Also, it presents many aspects and assets of the brazilian culture, history, society and manners. This is due the fact that the team intended to put elements of edutainment in its conception and development.

Along with the Game, we have produced also a Transmedia Project, called UnBalanced Project – which also has (and shall be developed soon) a Board Game, a Card Game, an Infographic and an E-Book with the continuation of the Game’s Narrative.




2 4 shot01 shot02 shot03 shot04 shot05shot7

The Game has been developed by two Studios and an Study Group from Bauru.


Caio Ribeiro Chagas – Game Designer, Producer & Concept Artist
Janaina L. Azevedo – Screenwriter, Translator & Transmedia Developer
Pedro S. Zambon – Writer & Producer
Ana Heloisa Pessotto – Assistant Writer


LUDARIA Studio –
TLON Studios –

PET-RTV – Tutorial Education Program in Television & Radio Development Lab
UNESP Bauru – Paulista University “Julio de Mesquita Filho” Campus Bauru


An special thanks, FROM ALL OUR TEAM, to our Professor, Antonio Francisco “Dino” Magnoni, PhD at UNESP Bauru, who helped us, let us use the PET-RTV lab for the development and has given us an incredible support. THANK YOU!!!

Breathe finished, come play!

Posted by (twitter: @Galvesmash)
Monday, December 14th, 2015 6:27 pm

We finally finished Breathe, here’s our work.

Play Breathe – Jam Entry

Breathe Menu

Ludum done and dusted

Posted by
Monday, December 14th, 2015 5:55 pm

It’s been a busy few days for me and my friend Brandon, but we managed to finish our game for the jam and I must admit I throughly enjoyed every step of the way.

I was responsible for the visual side of things and Brandon handled the code- I don’t know why but there is something so satisfying about creating a tiny pixelated monster and bringing it to life within a game.

Anyways go give it a try and let us know what you think of our- and my first- game.


Check it out here!

Patch 1.01 Notes – Rosebud & Lets Play

Posted by (twitter: @cynicalmonkey)
Monday, December 14th, 2015 2:55 pm

Okay so I have updated the game slightly but not in a meaningful way that I think is against the spirit of Ludum Dare but feel free to make up your own mind on this one. I have left the source the same though

1- Framerate – some lazy programming on my part had made it a game that was tuned to the FR of my laptop but on better machines was unplayable. switching out Update for Fixed Update has solved this.

2- Acid rain – a number of people had complained that the green & yellow drops were to similar and hard to tell apart. I have darkened the sprite and added a skull & cross bones symbol which took all of 15 seconds to make. This is purely cosmetic and changed only to assist the player. I do not think it fundamentally alters the game.

Screenshot 2015-12-13 19.48.20

example of previous green & yellow


new Darker acid drop

3- Difficulty – despite a number of comments I have not changed the difficulty. some people had said they disliked that the branches could present you with an undodgable scenario but I have left that in. In my heart that was the game I was making, it wasn’t supposed to always be 100% fair, its not a puzzle game and isn’t supposed to be infinitely playable. The difficulty ramps up until the Maths generates something you can’t beat, and the game ends. That was by design and changing that would be more than a simple patch, it would require new mechanics and that would not be in my mind in the spirit of Ludum Dare.


So yeah feel free to judge for yourself if you think those changes break the spirit of LD but I feel I can sleep okay tonight.


In other news someone has played my game, streamed it and uploaded to you tube (thanks Dave), so if you want to try before you buy here you go.

Favourite quote “I can move Up & Down!? This changes everything”

Hanami first playable build!

Posted by (twitter: @beavlgames)
Monday, December 14th, 2015 1:38 pm




(Click on the image to play it!)


Caves, swords and a late start

Posted by (twitter: @Zazanxors)
Monday, December 14th, 2015 4:53 am

Horrible quality gif of boxes wielding swords it's a good thing you failed to load this

So I’ve finally finished what is technically my first day. I didn’t make any progress yesterday or the day before due to lacking an idea, but fortunately that changed last night and I was able to make a good amount of progress today.

I’ve decided to go with the Growing theme, and I’ve taken a lane-based war game and aim to throw a twist to it in that your troops can level up and grow more power so that when they reach the other side, they deal more damage to your opponent.

So far I’ve managed to implement spawning units and units attacking each other. Leveling up is also technically implemented, but there’s nothing to indicate it yet as I’ve found it difficult to add any effects for it.

I doubt I’m going to be able to do a lot of things – namely a main menu or music – but I’m hoping to at least finish the gameplay. Either way, I feel I’ve succeeded in attempting a smaller idea given how much of it I’ve already completed. Had I come up with this idea sooner, it probably would’ve been my most complete game yet.

Oh, and side note: turns out drawing and animating swords is super fun. Swoosh!




Posted by
Sunday, December 13th, 2015 9:35 pm

Screen Shot 2015-12-14 at 01.48.06

I’ve finished a prototype for a game jam for the first time in 33 years in the video games business.

Since leaving PlayStation, Ludum Dare 34 came at the end of my first week as an independent developer since I was last making games in the early 1990s.  Naturally, despite being rusty, I went for the “hard mode” of the compo.

WordUp is a simple word game prototype for the Mac using the “growing” theme. I plan on extending it. It’s brutally hard and I’d be staggered (but not surprised!) if anyone scored three figures without cheating!

In WordUp your aim is to grow a word more than the computer can. The computer places a letter. Then it’s your turn. If the computer can’t continue the word on its turn, you win and get a point for every letter placed. If you choose a letter that creates a word not in the ENABLE word list, you lose and start again with zero points. That’s it.

I’ve rated the game as mature audiences because the word list contains offensive words and could be chosen by the player or the computer. Future versions might well change this.

The game prototype for the Mac uses:

Messy, quick and dirty C++ code, the game written from scratch starting for Ludlum Dare (growing theme) solo in under 48 hours

The ENABLE word list

The Cinder Library

The Apple San Francisco system font

Tile graphics created in Acorn

Sound effects created in BFXR

I plan to continue developing this prototype into a full game. This is the first playable, original game I’ve created since 1988.

You can download the demo here:

I’d love your feedback,

You can get the source code here:

I made this game alone, from scratch. It’s not much, but I feel great about completing something within the allotted time, and allowed myself time to package and “distribute” it. I can now proudly say that at the end of my first week in a life I chose above a highly successful career at PlayStation, I made and released a simple game prototype from scratch.

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