Posts Tagged ‘light’

Soundscape – A game with only sounds

Posted by
Sunday, April 24th, 2016 3:28 pm

soundscape_promotion

The game I ended up with for this LD is perhaps something that neither I nor any of you expected. Questionably related to the theme it turned out to be a game all about listening, as well as a test on your patient. Many have pointed out that it is difficult to understand what is happening, but maybe that just adds to the atmosphere. I mean who wouldn’t be disoriented in a completely dark room?

So if you haven’t already, try it out here!

TURN ON THE LIGHT

Posted by (twitter: @avaskoog)
Monday, August 24th, 2015 8:19 pm

turnonlightlogo

Ava and Marte reporting in as usual. This time accompanied by two others: Morten and Ida.

We took on a grim theme dear to the four of us, and our hopes is that something will come out of it for those who play it.

Turn on the lights and discover monstrosities in the comfort of your own chair! “Turn on the light” is a psychological feelbad game in 2.5D, with a hint of puzzles.

Perhaps you will discover something about yourself.

LINK TO THE ENTRY IS HERE:

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=6155

ld33-scrn-3 ld33-scrn-0 ld33-scrn-1 ld33-scrn-2

Gathering Some Kindling

Posted by (twitter: @CScribes)
Saturday, December 6th, 2014 10:10 am

Our team leader made some images to brainstorm! The blocks are pulled from the web though. We’re gonna go with the little blue fire light theme. I’m working on making the flame and sketching some potential enemies. I named the little dude Fia for now. Maybe little water pockets with water tentacles jutting out? Maybe little tornadoes? Adding narrative? Who knows, it all depends on the animator/programmer haha!Fia Photo Dec 06, 11 04 49 AM IMG_06122014_014917 IMG_06122014_014821 IMG_06122014_010438 IMG_06122014_010410

Playing around with vectors…

Posted by (twitter: @y2bd)
Friday, December 13th, 2013 11:32 pm

Having to relearn a bit of math, I wish paid more attention in linear algebra!

Going from this (click for GIF):

intersect

…to this:

light2

At the moment it uses a relatively quick line-intersection algorithm which performs pretty well with two polygons, but I’ll have to see how it scales up with some more of them, heh.

Good day, people ;)

Posted by (twitter: @Muciojad)
Tuesday, August 27th, 2013 4:39 am

So I made it. First time in Ludum Dare.

It’s fantastic experience. A lot of experience.

First I wanted to take part in the compo, but deadline came too fast, so I focused on the JAM.

More time to deadline gave me the opportunity to expand the game.

However, more expanded game == more bugs, and this are sometimes very hard to notice.

Most nerves brought me bug in the collision detection and I spent most of my time tried to fix it.

BUT 20 MINUTES BEFORE THE DEADLINE I DID  IT! 😀

Now, after the patching game probably hasn’t too much bugs, I hope, and is playable, so I want show it you.

It is difficult to make a bright screenshot of the game because most of the game take place in dark, so I upload here menu screen. 😉

screen
Positions and scales of the pictures in the background are random.

When light is enable, you can look around, but you lose one life.

When light is enable, you can look around, but you lose one life.

Full description of the game is here :http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=21095 and there you can rate and give comment, please play and do it! 😉

HAVE A GOOD DAY!

PS Sorry for my english, it isn’t my language, google translate helped me 😀

 

 

Larron is Finished! Click As Many as Before Its Last 60 Seconds!

Posted by (twitter: @SquekaA)
Sunday, April 28th, 2013 6:34 pm

So, this is my first time that I created and finished a game by myself ^^. I usually make game with team especially I don’t have programming experience very much.

It really took my time despite it is just a 60 seconds game and I just using Construct 2 several hours ago. It was confusing too for finding which host should I use until I remembered clay.io

I was using Construct 2 from Scierra to make the game. The reason is because it needs less programming especially I am not a programmer but an artist.

So, my game is about an insect which about to die in 60 seconds. Player needs to click as many as he/she can so it will have good memory playing with its lamp.

So, this is my game:

[stextbox id=”alert” caption=”Title Screen”]titlescreen - Copy[/stextbox]

 

[stextbox id=”alert” caption=”Gameplay”]gameplay[/stextbox]

 

For the theme relation, I used simple block and color to make the graphics. I interpreted it as a simple shape and color.

Not only that, I also removed any figure elements like background image so it will focus what it needs to be explained.

 

That’s all. You can play the game here:

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20503

 

Edit:

Oh, I thought it was using tag and post to submit entry xD.
Well, I guess I miss the Compo xD.
But I still can join the jam :D.

 

Adding features, building the castle

Posted by
Saturday, December 17th, 2011 10:00 pm

So far so good. I’m coding in new types of tiles and I’ve finally managed to get the light code working perfectly in all conditions. After I’m done implementing the various gimmicks, it’s time to start filling out the castle (and probably redo that character sprite, too cute lol).

Maybe I can program a cool distortion shader for the character sprite. Or use fog particles to indicate that he/she is ephemeral, like a ghost. And I’ve got plenty of time to make it all, after downing this Monster!

 

Torch – Post Mortem

Posted by (twitter: @alexlarioza)
Tuesday, May 3rd, 2011 11:30 am

Instead of copying and pasting my post from my own blog, I will write one just for LD!

The most important fact, as with any Ludum Dare, is that I was able to finish! I originally thought I wouldn’t have enough time to get it done, so I threw in the towel roughly 8 hours before. I had second thoughts a few hours later and quickly rushed back into coding. Thankfully I had just enough time to finish it!

Even though this was my first time making a platformer, I’m feel that it isn’t just another run of the mill platform game. I wanted the torch to be part of the player so those moments are more intense when you aren’t holding the torch. I think this worked quite well, but sound effects and a sound track really would have helped the atmosphere.

I usually use 8bit graphics, but I wanted to simplify them further so I wouldn’t be hung on graphics during the competition. I wanted to be spending more time with the actual level design. So I opted for 8×8 sprites scaled to 4x times their size. While it gave the game a cutesy feel, it made text feel awkward as it looks huge on screen. The furthest I’m going to go next time is 2x or I will scale the graphics in my image editor instead of doing it through code.

As I said before, this was my first time making a platformer and I was worried about it being too easy. From the feedback I’ve been given so far, I’ve found that it’s far from easy. There was also an issue near the end of the level where players thought they need to make a blind jump, when in reality they had missed the hidden passage. I’ll make it more obvious in the post-compo version. ;]

Speaking of post-compo, I’ve already added/fixed a bunch of things. Notably I’ve fixed the physics for both the torch and the player so things should be much smoother. I also added much needed particle effects to the torch. I should be releasing it sometime in the next few weeks!

Until then…don’t drop your torch.

 

>>Torch Play and Rate!<<

 

rogue-ish dark cave w/light

Posted by
Saturday, August 29th, 2009 10:40 am

so far very basic,. just a procedural-noise based cavern and a brute-force point light algo,. it runs fine here but it terribly unoptomized,.  I may try to get some recursive shadowcasting going,.   however for the sake of a timeline I should probly just move on to a bit of gameplay and see what develops.

I am working in the ZGameEditor,. so it’s opengl for the graphics, once I get the game working I will then consider the visuals..,

IDE shot,. .

IDE shot,. .

Glaucon and the cave – screen1

Posted by
Saturday, August 29th, 2009 9:08 am

aha, the char is moving around with the light folowing =)

glaucon_and_the_cave_screen1

the cave of Glaucon

Posted by
Friday, August 28th, 2009 9:08 pm

aha ! now I can go to sleep… I have the ideia to dream on :) Glaucon after a boring class from Plato fall in a cave and have to escape from it, but in order to escape will have to find the sequence that opens the door of the cave, the keys are around the cave, but you cant see all around because the light dont go too far … and watch out the monsters of the cave Glaucon !! throw fire on it !!

here are the drafts

draft_page1

draft_page2

draft_page3

Seeping Darkness, Radiant Butterflies

Posted by
Sunday, April 19th, 2009 4:33 am

I’ve added mini dark towers (is the prime thing used to spread darkness) and also finally decided on a dark vs. light (perhaps earlier mentioned as decay) thing.

Here’s a shot with lots of mini dark towers, so almost everything is dark, except where the butterflies fly. So in a normal game, you’d need to eliminate those.

Still need to add some sort of attacking unit to the light side, adding building interface, winning conditions, and a few levels. It might need a few others things too before it feels like an actualy game, but we’ll just have to wait and see. I probably won’t have time to make it a good game, honestly.

Silent Hunter

Posted by
Sunday, December 9th, 2007 9:50 pm

Your name is not of importance. Your mission is simple:
Top secret data has been separated and hidden in several countries. Break into the buildings and retrieve the secret data. The data is usually kept in a green cabinet. You must not be detected. Go inside unseen and find the cabinet. Once a guard sees something suspicious like a light which doesn’t belong or hears a sound he will start the alarm. Once the alarm is on you cannot escape. We will have to deny any knowledge.
As usual for those competitions the complete source code comes with the game.

The Title screen Lurking in the Dark Caught! Hiding from a Guard  

Candles

Posted by
Sunday, December 2nd, 2007 1:37 pm

This was my entry for the LD #6 contest, “Light and Darkness”. In this small platform game, your goal is to avoid the rain drops and light up all the candles in each level.

Unfortunately, I didn’t finish the game in time, so you can’t actually complete a level (I spent too much time drawing the graphics).

candles.jpg

The game was programmed in Delphi (using the DelphiX library) and I used Tile Studio for the graphics. You can find more screen shots and download the game (and source code) here.

Uplighter

Posted by
Saturday, December 1st, 2007 5:51 am

Uplighter was my entry for the Light & Darkness theme. It was a puzzle game centered on lighting up levels to certain percent by, among other things, placing lights, breaking down walls, and removing light sinks.

It’s was my first entry to feature 3D, although all gameplay and lighting is really in 2D, and it was also my first entry to not use Allegro. Instead it used GLFW, which is more lightweight, and I really didn’t need all the extra stuff from Allegro.

09final.jpg

Uplighter is probably my best and most innovative LD entry so far—it placed first in ‘innovation’, second in ‘fun’, and also won the ‘Best In Show’ award.

You can get the compo version of Uplighter. It’s for Windows, but there’s a shell script (kindly provided by alar_k after the compo) that will fix stuff so it will compile for linux. You’ll need GLFW, GLFT, FMod and FreeType2.

Small notice: After the compo, it was reported to run very slowly on 3.0+ GHz machines. I’m still not sure what that was all about, but it has been reported that this can be fixed by compiling it in VS. If this is still much of a problem, I might get around to fix it myself.

LD6 entry: Photon

Posted by
Friday, November 30th, 2007 8:57 am

Photon was my entry to LD6. The theme was “Light and darkness”. I still remember all the time I fiddled with shadow calculations. In my game, each light source does exact shadow calculations with all the level geometry – and in order to still have it all run with < 1% CPU, this was quite some work. Now, there’s nothing special about this except, I wanted to do things in the most simple way possible, this being an LD. And I had to admit utter defeat when I later saw bluescrn’s entry. Instead of spending half of the 48 hours on it like me, he went for a dead simple approach – with the only difference that his was not 100% accurate. Which would have made no visual difference in my game whatsoever. In fact his shadow method would have worked a lot better in my game in just about every respect :)

I still managed to do quite well. Here’s some screenshots from back then:

Photon

The title screen.

Photon

The goal of the game is to send all the photons coming from the lamp to the prism, but the problem is, you only can see the areas of the map which are lit up by the moving photons.

Photon

To control the photons, you can place mirrors – to light up more areas of a level, and once you have found the prism, send them all to it.

Seems the original submission is still up: original zip at original site

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