Posts Tagged ‘indie’

Poo Dee Pie – GIF Action!

Posted by (twitter: @kintinue)
Saturday, December 6th, 2014 7:47 pm

Poo Dee Pie Header

 

Hey, everyone!

Today has been eventful. Steffen painted 90% of the graphics for Poo Dee Pie. Ben got the WIP version of Poo Dee Pie up and running on GameJolt.com. (You can play it here: http://gamejolt.com/games/arcade/poo-dee-pie/40903/)

Steffen has gone to bed now, but he sent an early look GIF of the mouse trapped in the conveyor belt.

PooDeePie gif

There is also a new “Fired” screen in the works:

fired screen

Follow all of the updates on Poo Dee Pie on Twitter by following #PooDeePie. Send us your catch phrase ideas using that hashtag. You can also tweet @ThumbsBlue, @SteffenWittig and @Kintinue with ideas.

Fun fact: The timezone differences between myself, Ben and Steffen are super crazy. It is really interesting to have the opportunity to work with such talented people all over the world!

Poo Dee Pie – Calling EVERYONE!

Posted by (twitter: @kintinue)
Saturday, December 6th, 2014 5:36 pm

Poo Dee Pie Header

 

We have a question for everyone! We need some fun catch phrases. Poo Dee Pie has the option to have sixteen different headers. Steffen and Ben would like to see different catch phrases on each one.

Poo Dee PieAs you can see, the original phrase was “Nothing says “I love you!” like a hot Poo Dee Pie.
Currently, the following have been selected:

Nothing says “I love you!” like a hot Poo Dee Pie
A Poo Dee Pie a day keeps tapewormy away!
Raising poop awareness one pie at a time
Keeping you regular since 1976
What are your suggestions? Let us know here or throw out ideas on Twitter using the tag #PooDeePie. You can also tweet to @SteffenWittig, @ThumbsBlue and @Kintinue.
The WIP version is up and running on GameJolt.com here–> http://gamejolt.com/games/arcade/poo-dee-pie/40903/

 

Some Screenshots and an Idea

Posted by
Saturday, December 6th, 2014 11:34 am

Started Ludum Dare. Very late… I took “One Screen” to mean I am never allowed to do a screen refresh. No background drawing, once something moves or is drawn on the screen it stays there, and I’ve tried to use that as the main mechanic. The idea is that you have to manipulate the lack of redrawing to try and find the circle. Also you can make nice drawings. I think they look nice anyway. :) (Follow me on twitter if you want more updates: @etomame)

Screen Shot 2014-12-06 at 18.04.03

Screen Shot 2014-12-06 at 18.24.15

Screen Shot 2014-12-06 at 18.24.45

 

 

Poo Dee Pie – New Images from Steffen

Posted by (twitter: @kintinue)
Saturday, December 6th, 2014 9:46 am

B4I8TbICMAI6L36

Steffen just shared some graphics to keep us entertained for a bit! Check it out:

Sprites from Steffen

 

Poo Dee Pie – Background Work in Progress

Posted by (twitter: @kintinue)
Saturday, December 6th, 2014 9:08 am

 

PooDeePie Header

About an hour ago, Steffen shared a picture of the background work. Check it out:

steffen background

What do you think?

More updates will be up soon. Follow #PooDeePie on Twitter to see the most recent updates!

 

 

Poo Dee Pie – First Screenshot

Posted by (twitter: @kintinue)
Saturday, December 6th, 2014 8:11 am

PooDeePie Header

First early screen shot to illustrate gameplay:

Poo Dee Pie Screenshot 1

 

As you can see, the idea of the game is to get the poo that comes from the poo shoot to land on the pie. Don’t get it in the pie and drop the poo on the conveyer belt, get fired! More details to come soon!

Steffen has complied a great score for the game and it fits really well. Follow #PooDeePie for updates on Twitter!

 

Poo Dee Pie – Updates, Concept Art and More!

Posted by (twitter: @kintinue)
Saturday, December 6th, 2014 7:42 am

PooDeePie HeaderGood morning!

Ben and Steffen have been working hard all night creating some awesome looks for Poo Dee Pie, as well as working on the development of gameplay. Check out these very early concept sketches from Steffen Wittig:

WorkerConsoleWorkerButtonPush Here is the comparison (f)art work from Ben and Steffen.

concept sketches comparison

As you can see, the (f)art work is coming along smoothly.
Game development is running at a great pace and keeping with the timeline. Soon, we will have screen shots of gameplay and videos will be up this evening.

 

 

I Think I Broke Something Post-Mortem

Posted by (twitter: @OtroraGames)
Friday, August 29th, 2014 8:59 am

I Think I Broke Something

Check out the game here: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=32989

I almost didn’t make it this time, but in the end everything went well. My first participation in Ludum Dare was in the previous edition. I remember that time I was scared because it was a new experience. I had little time developing. My skills as a fast developer hadn’t yet been tested. My last game had taken six months to get ready, so thinking about creating something moderately decent at 48 hours was a real challenge. However, I survived that experience and I was very happy with the result.

This time, things were a little different. The date of Ludum Dare 30 coincided with my vacation, so there was some family activities planned that I shouldn’t or wanted to avoid. That made it nearly imposible to enter the Compo and had me settle with the Jam, even following all the rules of the frenetic 48 hours edition. But my first Ludum Dare had been so rewarding in terms of fun and learning, that I was determined to enter again. When the complex and interesting theme Connected World was announced, it was clear that I would not let it escape.

In my time zone, the theme is announced at 8 pm on Friday, so from that moment I began to think of an idea. Nothing occurred to me, the theme seems terribly difficult so I went to my sisters for aid. We were brain storming for a while until the idea of a frantic RPG where worlds were constantly changing and you have to switch weapon even faster to stay alive came and we found it great. It had that mixture of madness with an air of “it might work”.

Final designs for the Character

Final designs for the Character

When it comes to themes for Ludum Dare I like to stay with the first complete idea that comes to mind. I know that if I think too much I begin to look for detail and I’ll end up finding enough cons to not choose it. So I prefer to begin work immediately on the idea, with a competition like this there is no time to be too insecure with your ideas. Take one and go forward. It is the only way to do it in time.

 

"I think I broke something" with graphics

“I think I broke something” with graphics

What went right?

Though it seemed crazy at first, the idea began to take shape as it went. Unlike last time, I decided to start with the mechanics and leave the graphics for last. That way I could feel that I had a game ready before making it pretty. The goal was to have the main mechanic ready at the end of day one (Saturday). I was going to the beach on Sunday so I could not participate. I will be back on Monday to tacke tha art and hopefully finish before delivering time at 8 pm. This was fulfilled so well it’s scary. At 6 pm on Monday, I had the game ready and it was time to play test. Watching my sisters getting angry and hitting the retry button again and again with a smile was gratifying. It was proof that the game was just what I wanted: hard and addictive. Happy with the result, but without being able to believe it was done so fast I used the last few hours to create assets, prepare gamejolt page and take some screenshots. I managed to finish everything on time and by 7:50 I was sumitting the game.

Game Over screen and feed back

Game Over screen and feed back

What went wrong?

Although I was happy with the result, as the comments started to appear it was clear that the game was too difficult. I’ve always had a soft spot for hard games, I am a fan of Super Meat Boy (and Edmund McMillen, actually, as you can tell by the similarities of “I Think I Broke Something” with The Binding of Isaac) I also enjoyed the simple difficulty of the infamous Dong Nguyen bird, before all the cloning chaos ruined the experience. I wanted “I Think I Broke Something” to have that: Play, die, be upset and play again thing. I think in a way I did it, but also think I overdid it, many players have said that the difficulty doesn’t let them appreciate other aspects of the game like art and sounds. And that’s something I’d like to correct

Aftermath

Because of this, I thought of creating a post compo version with some adjustments, but when I started thinking about it I realized I had enough material for something else. Something more elaborate, more complex and more fun. So, I decided to take the next step and make “I think I broke something” a fully fleshed out game. You have no idea all the thing I want to add to it and that wasn’t possible with the limited time. So you can be sure that the final version will have enough material to keep you glued for a while. I want to keep the simplicity of design while adding additional content, along with all the feed back I have received from the community, I’m sure I have enough to enhance the experience. First I will finish my current project Taita: Rise of the Half-breed, and them, thanks to Ludum Dare, and have a worthy successor.

Ludum Dare 30 was as frantic as before, but even more satisfying. The community response has been overwhelming, beside the weak points, “I think I broke something” has received many positive comments and that’s rewarding. I’m glad I participated, for sure this new edition was as rewarding as the first. I feel that with every Ludum Dare I become a better developer and although I’m still a long way from the top, there is no doubt that the Jam is the right place to having fun and to learn.

Stay tuned for more progress and expect great things from “I think I broke something” in the near future. Meanwhile enjoy the current version, and remember Play, die, be upset and play again!

Particles Madness!!

Particles Madness!!

 

screenshot5 SCREENSHOT6 screenshot2

It’s called “The Heaving Depths” and it’s mainly about my fear of dark spots in the water when I go swimming. But cleverly disguised as an RPG and a love story between two girls.

You’ll see!
I barely got any sleep, my code started breaking apart at the seams after a while, but I kept at it.

If you play it, and feel the urge to tell me what you liked or disliked about it, please do, I’m all ears. I’m probably going to finish this if there’s enough interest, so it’d be cool if I made something you guys like to play.

PLAY IT HERE

Let me grab the opportunity to tell everyone how much I love, love LOVE LD, I never want to stop!!!!!!!!!!!!!!!!!!!
Thank you everyone for making this, my 6th Ludum Dare a joy to participate. Thank you for making games, thank you for commenting on other peoples’ games, thank you thank you thank you!

Expect a postmortem and a timelapse soon.

I Am In!

Posted by
Saturday, April 19th, 2014 3:19 pm

I am definitely doing Ludum Dare, and this will be my second one (apart from MiniLD’s)!

Here is what I am using:

 

Language: Java

IDE: Eclipse

Libraries: LWJGL, Slick2D

Graphics: Paint.NET, Aseprite

Sound: BFXR

NIKRA: The First Galaxy

Posted by (twitter: @ENDESGA)
Saturday, January 25th, 2014 10:38 pm

Hey guys, for those who don’t know, I’m making a game called NIKRA (pronounced n-eye-kr-ah). I have been making this game for about 8 months now, and popularity is growing!

~~~

NIKRA is being corrupted by a dark being known as Iinenea. You have to find the 13 hidden blades of Nikra, and use them to slay the Dark Angel… or imprison it.

NIKRA is a 2D platform game inspired by many RPG games. I’m trying to capture the pure essence and fun from my favourite childhood games, as well as modern games.

I would love it if you could stop by on my blog:  CLICK HERE

The NIKRA Facebook page is almost at 200 likes too!
Please LIKE NIKRA here: CLICK HERE

NIKRA

29

Read what other people think about it:

This simplistic nature of this game is unrivaled by the beautiful and breathtaking aesthetics of the art.” -powderblock

Minecraft graphics with a plot to it, would play…hard” –JesusChrysler93

So Starbound with a plot? I can dig this.” -salthetiller

You can also follow me on Twitter: CLICK HERE

Thank you so much  guys :)

-Seth

A Catastrophic Date

Tuesday, January 14th, 2014 4:10 pm

Hey, just wanted to make a post talking about the game I made (azuritereaction) with a friend (sweetielise); it’s called A Catastrophic Date. (Hey, we only had a few hours to come up with a name!)

 

 

 

 

 

 

 

 

 

 

 

It’s a cute little visual-novel-esque game (no nudity/sex/romance in it though) that we thought up, and it was the first time I’d completed a game project since… probably 16 or so years ago, when I was making games with Klik & Play and Multimedia Fusion 1 back when I was about 12 years old or so.

The game itself is really short, there’s about 10 or so possible endings with 7 of them being unique, including a secret ending, too :)

Sweetielise did the art in probably 8 hours, and the coding took me about the same amount of time, but we got continually distracted by Awesome Games Done Quick during most of Saturday, haha.

That said… I will probably NEVER program a visual novel game like this in Multimedia Fusion 2 again. Easily one of the most frustrating programming experiences I’ve ever had, for sure. Still had a lot of fun making it though, and I hope a lot of you have fun playing it!

Additionally, feel free to check out our main work on YouTube, Twitch, and a webcomic that I write with the links below! Looking forward to the Jam sessions coming up, we’ll likely do another game for that (and any future MiniLD’s too) :)

YouTube
AzuriteYT
Sweetielise

Twitch
AzuriteReaction
Sweetielise

Era of Errors (webcomic)
First Page of the webcomic

SCUMBAG

Posted by (twitter: @avaskoog)
Monday, December 16th, 2013 7:46 pm

Not you! However, you will step into the shoes of one. For this was a scumbag, right?

0

You’ve screwed up. You’ve offended and hurt people. You’ve lost your loved ones. You’ve only got one chance to redeem yourself. Maybe. Perhaps not a good chance. Perhaps not a worthy chance. Who can tell? Figure it out. Play SCUMBAG.

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=6155

This is a depressive visual novel and text adventure sort of crossover. Just click around. Talk to people. It’s all conversations, this game. An easy game with a difficult objective. Play it a few times to figure as much out of the background story as you can. It only takes a minute or two or three each time, probably.

1

Me, Ava, of Royal Railway, made this with my friend Mehdi over the course of the last three days as a jam entry. I did sleep a lot, too. I had to rush the end of it. Oh, well.

2

Shameless game promo!

Tuesday, November 5th, 2013 3:55 pm

poster large9-01
Hi lovely LD game-makers! You may remember me from my last 4 LDs, I’m the gal who worked on Kumiho, Trina and Legend of Troll.
Well, in my day job I’m an illustrator/animator, and this is a game I’ve been working on for a year and a half.

https://www.facebook.com/PrimeAlienWatchSquad
https://twitter.com/pawsgame

It’s going to be a kick-ass casual strategy game for iOS, Android and PC.

We are launching a kickstarter campaign this week, to fund its completion, since it’s about 60% done.
I’d greatly appreciate it if you could like our facebook page or follow us on twitter, and/or donate to our kickstarter. You’ll find the link on facebook and twitter as soon as we launch the campaign (within the week)
Show us some love! Oh, and get ready for a video of myself wielding a lightsaber… The shame!

Shameless promotion over

I’ve said it again: I love LD and want to keep doing it till I die.
Christina

Made like 4 separate Prototypey Things No Game #LD48

Posted by
Sunday, August 25th, 2013 4:24 pm

So,

Hey Guys, makehimanoffer here. This was my first actual Ludum Dare jam thing. I’ve done plenty more jams before though. But alas, this wasn’t my jam at all at all. I didn’t really like the theme at all. 10 Seconds was sort of annoying with whatever coming to your mind being: like X but in 10 seconds.

Like I had plenty of ideas, but with regards, implementing them.

FIRST IDEA:


You’re about to OD on acid in 10 seconds, so you have to take more acid to extend your perception of time. Platformer where more acid = more powers. But I quit it after I got platforming in because I was meh about the whole thing.

 

SECOND IDEA:

Like the first one but as a topdown roguelike similar to binding of isaac. But there’s already a binding of isaac so I didn’t bother continuing on past room generation.

THIRD IDEA:

This one I liked, but I really felt was missing something. And I will possibly expand upon it later. You’re present with a button and over the course of 10 seconds a bio of a person is give, you must decide whether to push the button and kill them or let them live. If the death is just you gain points based on when you pushed the button. if not you lose points.

ButtonScreen

It was cool concept. I could definitely expand upon it in an interesting way. But for the most part coming up with the bios was alot of effort. For something where I feel the emotional impact of what you were doing was lacking. More Design is needed.

 

FOURTH IDEA:

This was basically a way of trying to have some fun. It was called Tense Conditions. And you basically would masturbate on a house by pressing space rapidly. Would have expanded. But got sick of the effort of this. In case I scrapped it tomorrow.

 

MasturScreen

 

 

So that basically rounds up a fairly meh experience at Ludum Dare. Wasn’t a fan of the theme. Bit me in the ass this time round.

Oh well. I’ll be back for the next one. Cheers

makehimanoffer

@DavidRyanDev

@xcvbStudios

 

In

Posted by (twitter: @DarkAcreJack)
Monday, August 19th, 2013 5:49 pm

What’s this, 9? 10 in a row? Whatever.

Unity 3D + various expensive tools.

Here’s a look at where the magic happens:

Best of luck to all competitors & if you give up you never wanted to try in the first place.


#KINGINDIE

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