So, seems like the best (music-wise) Ludum Dare game I made music for scored #84 out of 1468 (in Jam). Not bad, glad I focused on just audio this time. Looking forward to beat the record next time!
Posts Tagged ‘ld48’
Written In: Java + LWJGL + Slick2D
Team Size: 2
- Infinite Terrain
- Perlin Noise – Used to create a hillish effect.
- Billboard Sprites
- Unconventional Weapons
Objective: Survive waves of zombies using the unconventional Weapon
I’m Adam Thompson AKA @EmotionTheory and I’m in!
I’ll be participating in the Jam since I’ve lost a bit of time, and since I appreciate the more lax approach it takes.
I love Metroidvania games – who doesn’t? – and have been wanting to make one for some time now, so I’m taking this chance to do just that!
I’ll be using Unity 5.0 & ProBuilder (I’m putting off learning some Blender yet again), and Photoshop for 2D stuff.
- An underwater metroidvania with free 2D movement ala Aquaria
- Basic controls of moving & dashing
- Abstract character art as seen in @thatgamecompany‘s Flow
- Silhouette / flat shaded environment elements
- Bloodborne inspired map layout! Checkpoints (anemonies, you can fast travel between each), unlocking shortcuts, non-linear design (I’ve got a map drafted)
- A handful of interactive elements; mines, blowfish, currents, etc
- A handful of collectibles; starfish? Heh.
This might sound like a lot is going on, but I absolutely want to simplify *everything*. I’d like to prototype the absolute core elements of a metroidvania game and truly explore what I find magical about the metroidvania structure.
As such, there is no real *combat*. There will be dangers you must avoid like in VVVVVV, and the challenging Bloodborne inspired checkpoint and map system will encourage players to explore and locate shortcuts.
Here’s my todo list, ordered by priority
- Get player controls (arrows, analog, mouse) + camera follow working – Left click to move + right click to dash (also keyboard + gamepad controls)
- Create sandbox environment – greybox playground
- Create checkpoint (anemones) + fast travel system
- Construct map layout (very very basic – entirely seamless)
- Create + add in walls (shortcuts) that can be opened up
- Create + add in collectible starfish prefab
- Create + add in challenge elements
- explosive mine prefab – static + moving variant
- Create “underwater feel”
- background colour gradient
- particle effects – bubbles, light rays
- color tint effect
- wave effect
- Make some additional art
- generic background rocks
- some plants + stickers
- ambient fish
I’ll admit this sounds like a heck of a lot to do – but for a prototype I’d be happy if I simply get a character moving in a non-linear world with checkpoints and fast travel.
That’s my goal!
^ Follow me here ^
I’m in! This will be my 8th Ludum Dare entry (not counting two that I began and had to abort without submitting anything due to illness) and I’m super excited because 32 is my favorite-est number! This will be a good compo, I’m sure of it!
Im in for my 5th time
Engine: Unity 5
2d art: gimp 2.8 and paint.net
3d art: blender 3d or maya
Hello and welcome to the Holiday Sale! In this years sale you can get both High Flyer and Robotz for 80% OFF!
Regular Price: $10.00 USD
Sale Price: $1.99 USD
High Flyer is a game where you fly through many different levels while shooting down torrents and taking down anything that gets in your way!
Robotz is a game where you move around the map while taking down waves of robots and collecting coins and ammo! Survive as long as you can!
So what are you waiting for? Get High Flyer and/or Robotz today!
Both High Flyer and Robotz were Ludum Dare games.
High Flyer: http://gamegrape-studios.itch.io/high-flyer
GameGrape Studios (C)’2014. All rights reserved.
For the longest time, we’ve had the following categories:
For LD31, I noticed that if we wanted to remove our game submission from a rating category, we had the option to disable it. I didn’t see the point, myself, but I suppose if your game really wasn’t trying for one of the categories, there’s no harm in recusing yourself.
I would like to see another category added for future LD events: Controls. I think controls are a critical element to game design, since they are what makes a game interactive, and thus, a game. Not having its own category is an oversight that should have been corrected a long time ago.
<3 this post if you would like to see a Controls rating category added to voting!
So after rating 100 games for Ludum Dare, I thought I’d talk a bit about a few of my favourites from the compo/jam. They may not be the best out of the competition, but these were the ones that I find have an aspect of good entries that each of these succeed at.
This is the entry done by brilliant flash game developer Jussi Simpanen, aka AdventureIslands. He always does games for jams big and small and his entries usually bring a quirky design and incredible polish to them, and this one is no exception. In Tightrope Theatre you must travel from A to B, all while riding a unicycle avoiding fire, spikes and the ground below. The entire game is 24 levels long, and feels very complete for a game done in two days, although you kind of wish there was more. Knowing that Jussi tends to add new stuff to his entries every now and then, maybe there will be more to this entry.
This is an example of how you should achieve a innovative gameplay in 48 hours, you use one mechanic with a unique spin and give it as much potential as you can. In this case, the mechanic of the game is jumping, and the unique spin is that your jumps are limited, but will increase depending on how you play. Eduardo uses the mechanic in a room where you have to jump to survive and you get this gem.
Most game jams have a theme, and as a developer you are free to interpret that theme to whatever for your game: you can use a literal route (in LD31, that would mean literally running the entire game on one screen), the metaphorical route or the technical route. With Screen Mover, Sh1rogane decided to go beyond literal and technical with the theme to produce something that may look like a simple platform prototype, until you quickly realise you have to move the game window to progress. The only issue with this idea is that keyboard input it locked while the window moves, but the post jam version does fix this.
Sometimes you don’t have to make a game that’s fun to make it a good entry, you can tell a story, show off some great music or in this case, make some really beautiful graphics. The puzzle game elements are clever, but this game is really good at showing off bloom and neon. It just makes it look wonderful, and the music is really soothing as well. As you may tell from my entry, I love neon glow, and this game does a great job at showing it off.
If all else fails, just make a game that is fun to play, and make it addictive for an added bonus. This game’s style reminds me a lot of Terry Cavanagh’s Super Hexagon, and since the developer is planning an Android/iOS release, I recommend him get Chipzel to do music for the game.
Don’t forget to play my entry Glow Drop if you haven’t already.
Thanks to the helpfull feedback of Ludum Dare community I have made some progress in Director’s Cut version of my Ludum Dare 31 entry.
– Now jump mechanics should feel more fluid.
– Added sfx to attacks and enemies kills.
– Improved collisions on attacks.
– Victory animation
– A better Menu
Keep playing and rating…
Compo version is here:
So… this is the game. I did my best. Learnt a lot this LD. Hope I’ll start on time next LD! 😀
If you feel like doing so, feel free to check it out PS: I’ll definitely keep working on this one post LD!
Okay, I’ve started somewhere after half of the 48h time, so I’ll probably keep finishing this game after Jam ends. Whatever. It’s 5h to go and I’m coding a map editor. I’m totally not prepared 😀
While you’re here, you can check out the current version of it.
It’s 3AM and I’m closing my little solo gamedev workshop. There were ups and there were downs and I probably would’ve been better off without a gamejam this weekend, but alas – what’s done it’s done and that “it” is a mini circular runner called “Snow Need To Rush“.
Here it is in action:
May cause dizziness, so sorry for that… I noticed that being an issue, but it was already too late. Hopefully mobile version will work better!
Good night and good luck finishing your entries!
Lot’s of visual progress since my last update! Got a nice HUD up and running with various useful informations. Now, though, the thing I’ve been avoiding, which is to make items interact-with-able. First picking up and dropping, then equipping weapons. Then I’ll need an enemy. Then attack. Then a million other things! Aaaah!
Played around with the graphics. My mom would be proud.
So. I didn’t want to participate this time. My first and last time was LD26 (theme: “Minimalism”) and I coded entirely on my phone in 3 hours, resulting in a poor Tetris clone. Half of LD31’s time is over, and I haven’t been coding for years, but I’m gonna give it a shot. Even if I fail, isn’t Ludum Dare supposed to be about being a challenge? So, I have half of the time and most likely I’ll fail hard. Probably I’ll just keep coding after time runs out, I want to get back to coding. End of story.
– Sublime Text, as the coding IDE
– LÖVE, as the engine
– Pinta, as the graphics tool
What’s good so far
– For the first time ever, I’m using object-oriented programming. And it’s working quite well for now.
– I’m making a tile-based maze game. Never used tilesets or tiles at all. More of the challenge and it’s working
– I’ll need to either add Tiled support into my game (Tiled seems freaking amazing at first look!) or code my own map editor, or use hardcoded tables. The first two options are even more of challenge (and fun!)
– First time developing on Linux (latest stable Xubuntu release to be precise), and though I’ve been customizing it quite a bit, I’m proud to be using it for programming.
What goes bad
– Time. I don’t know if I’ll even manage to get something usable till the jam deadline. The solution is just to keep coding when LD31 ends.
– Hardcoded maps. These need to get replaced by either Tiled maps or some own external map editor.
– Preparations, because I haven’t made any. This means downloading stuff while coding and setting up your workspace and libraries. Not good at all.
Really excited to be back into coding, good luck everyone, I can’t wait to play your games! Wish me good luck, too. I’ll need it!
I got stuck with some nasty bugs for several hours right after my last update and ended up bashing my head against them for hours before giving up, deleting several hours of work, and redoing the sections from scratch. It’s sad and frustrating, but I’ve now got it working so that I have a dude who can walk around, bump into walls, open doors, see around himself, and remember the terrain he’s already been through. Huzzah! Now I need items and enemies! Also I need to decide how I’m going to make this game unique and interesting…