Posts Tagged ‘MiniLD’

My… entry? for MiniLD 73

Posted by
Friday, April 21st, 2017 10:44 am

So, this LD I was attempting to create a shooter with a sick OST. I made a lot of progress on the code (github repo), as well as writing one song, titled Searching out Someone. They definitely both need a lot of work (and for some reason MonoGame doesn’t want to load my .wav content files…) so I won’t be submitting an entry, but I at least wanted to show that I tried.

Oh, and good luck to everyone participating in Ludum Dare 38! I won’t be able, prior obligations. My brother, who is going to study Computer Science starting this Fall, also doesn’t seem to want to, but maybe he and I will team up on the next one!

My MiniLD #73 Entry

Posted by
Tuesday, March 28th, 2017 12:06 pm

Hello, everyone!

I did now finish my Entry a little different than planned cause I need to learn for school but it became a small fun game so make sure to check it out and leave a comment!

 

I had fun creating this entry, maybe have fun playing it!

I mean that’s the main thing about LudumDare,

Creating a game for others and yourself!

Leave a comment and say what to change so I can look at the feedback and make the game better soon!

Also, check out my YouTube channel for more Updates of my games!

 

See U in the Comments!

 

I’m in for miniLD #73 and the classic Ludum Dare compo!

Posted by
Friday, March 24th, 2017 1:49 am

Tools I will be using include:

UNITY 5

PHOTOSHOP CC

ILLUSTRATOR CC

ANIMATE CC

AUDITION CC

GARAGEBAND

FREESOUND.ORG

DROPBOX.COM

That’s it. I will be sharing my finished game on Dropbox, Facebook, Github, and my personal blog. Wish me luck!

MiniLD # 73 Progress

Posted by
Wednesday, March 22nd, 2017 1:59 pm

Hey guys,

So Today I have been adding a LevelSelection Screen,

And added a unlock feature for the levels so you always unlock the next level.

LevelS

Tomorrow I’ll add items and hearts into the engine!

MiniLD #73

Posted by
Wednesday, March 22nd, 2017 9:05 am

Hellow everyone,

In this post, I’ll show you the progress on my MiniLD 73 engine!

It’ll be a platformer and you need to get music by picking up items and if you run out of music you die!

Currently, I’m working a little bit on the UI and such,

but soon I add the items into the game!

I’m in

Posted by
Sunday, February 19th, 2017 12:12 pm

Hiya! Like many of the other ‘I’m in’ posters, this is definitely my first attempt at a game jam. Please let me know if I’ve misunderstood any of the conventions.

I’ve started work on a basic arcade game for this event, where all the basic mechanics are on the way of being solidified. Hopefully in a little bit I’ll get a post up with actual game descriptions, footage (animated GIFs would be really fun to try and figure out), and maybe a release of one of the early builds.

Thanks for reading the post, hopefully I can offer you something more interesting to read in the next post!

SURVIVAL GAME

Posted by
Tuesday, August 9th, 2016 2:27 pm

Hey guys! I just made my first game for MiniLD69! It is an open-wordlish game with crafting, survival elements, and trading. Come check it out!

 

http://ludumdare.com/compo/minild-69/?action=preview&uid=80640

Syper Mairo Brutal

Posted by
Thursday, June 2nd, 2016 8:04 pm

Hi! Here is a game I made with my friend for MiniLD #67:

Syper Mairo Brutal for MiniLD #67

We made it in two days and it was mine and his first entry. If we have started earlier we would be able to implement a lot more features that we planned and were interested in, but we couldn’t in such a short amount of time. We had a lot of fun with this project though and personally I can’t wait for the next Ludum Dare, which will be my first!

Please check out the game here and let us know what you think:
Syper Mairo Brutal

Pakku’s Edge – My first MiniLD #67 Entry

Posted by
Tuesday, May 31st, 2016 1:54 am

As the title indicates, I planed this as a mixture of Pacman (Pakkuman) and Mirror’s Edge. But as soon as I realized that I wouldn’t have enough time to create a cool level with platforming action, add a custom navmesh and an appropriate AI, I scaled down the project to basically a 3D Pacman clone.

But on the positive side I was able to pickup quite fast how unity3d works and even complete a playable result.  While testing it I realized that the perspective change made quite some difference on how you play the game (as later was also confirmed in a comment by CyberStarLight). You aren’t only controlling a character on the screen, instead you are in the game and beeing hunted (by some ghosts based on unity primitives). By this small change you already feel a lot more pressure…
Pakku's Edge

Now the only things which remind me that this started with having a plattforming component is the “ghost house” which is a skyscraper in the middle of the map.

But most importantly: I have finished a playable game within the short timelimit and I’m proud of it and have learned quite a lot about unity.

If you want to check out my small Pacman clone, you can find it here.
Don’t be shy to comment, there is something to be learned from everything, even if you hate the game. 😀

Pac-Man + Breakout + Sokoban = Pacbreakoban!

Posted by (twitter: @mkalamalami)
Monday, May 30th, 2016 2:04 am

Wow that name is bad! I guess I was too busy squeezing out a couple levels 😛 Anyway…

Pacbreakoban is a small puzzle game, and my first attempt at using Unity. It should take between 5 & 10 minutes to finish its 8 levels.

I’m quite happy in the end with the depth of the game, as the later levels turned out a bit challenging to play, yet interesting I think. The physics are a bit wonky at times, but hopefully the game remains enjoyable.

Your feedback is welcome, I’m curious to see whether it’s fun enough for people to finish it!

Advanced Tactics: Mini RTS Post-Mortem

Posted by
Monday, April 4th, 2016 11:34 pm

If you follow my twitter handle “GregGreenGame” you saw on March 30th that I was working on a project for Ludum Dare when I posted this picture:

image

I entered in mLD #66 “Construct an RTS”, it started on March 26th and ended on April 2nd.

Throughout the whole month of March I haven’t done a lot of programming or any work on Greg Green because our pixel artist stopped contacting us for over a month so we assume she quit (sucks because she did good great work). So I put a pause on the games that I had in development. Then mLD #66 was announced, and my buddy Kai (who I met on Ludum Dare in January), contacted me and asked if I wanted to work together because our plans with mLD #64 fell through. He does 3D art (modelling and texturing) and I am in need of working with an artist so I saw a fantastic opportunity to get back in to the programming mood.


v0.1

What you didn’t see is how the game actually looked when I first started it. All that was programmed was placing structures, there was no models but a simple UI and the feature for structures to not be placed on top of others. (indicated by color as shown below)

image
image

Needless to say, I got over ambitious and had tons of features planned that we ended up needing to cut.


v0.2

I realized I wanted this game to be played in the web browser for ease of access to players, so I decided to use what I have before, the Unity3D Web Player. Never had issues with it before and it runs (used to run) on most web browsers.

The only browser I was sure it ran on was Firefox because Google Chrome stopped supporting the Unity3d Web Player Plugin near the beginning of 2014. I was unsure about other browsers but most people either use Chrome or Firefox.

I began programming Unit movement but the method I used was way to simple and became instantly scrapped, so I’m not even going to bother showing it. (See the new movement below in v0.3)


v0.3

I never knew how easy it was to implement pathfinding into a Unity project.

The only issue I had is I had to change the type of water I was using. I originally had a pretty detailed water system with moving waves (shown in the first image up top) but it did not work with the pathfinding system so I used this other one instead and it actually looked nicer in the game so it was a win-win.

UNITS CAN MOVE NOW!
Video/Gif: https://giphy.com/gifs/xTiQyBheiIUMVRb904/html5


v0.4

So as I explained in v0.2, Unity Web Player became deprecated and I was slightly unaware. Deprecated means that the feature still remains but is not recommended because it will be removed in a future update. However this wasn’t brought to my intention until I wrote this blog post.

I switched to using the HTML5/WebGL API which for a while now has been in it’s “(Preview)” stage, but it is slowly but surely taking over as Unity3d’s main web platform. I have had no experience building for this platform but I did not run into many issues at all, it actually worked with my UI a lot better than the Web Player for some reason (you can see the better menu below). The WebGL API is supported on way more browsers then the web player, AND it doesn’t require any type of additional download. I did have an issue by allocating too much memory to the game though. I thought the default (256mb) may not end up being enough so I thought I’ll just double it and crank it up to 512mb. This caused it to not be playable on some computers/browsers. Woops! I fixed this issue after Ludum Dare, in the Expanded Version.

Kai finished up some more models and textures so I implemented them into the game, the Gunner, the Tank, and the Berserker (they can all move). The color indicated structure placement was looking good and so did all the textures. I added more stuff to the map like an enemy base, satellites, and cities.

image


v0.5

I began working on the title screen but it had some UI scaling issues.

I also started talking to my cousin Josh about writing some music for the game and told him that the game was due tomorrow. He said no problem, I can do that.

So as I realized I was looking at an all-night mission I got the Armory menu working fully functional, you can hire a unit and give it a location and it will drive out of the armory and move to that specified location.

image


v0.6

Fixed up the Title Screen to look nicer, and with a functional music switch for the two tracks that Josh sent to me. They sound great, I can’t upload the audio here but really go check out the game and hear it for yourself.

image

I added on-screen controls so nobody trying out the game for their first time would have a hard time with a not-so-polished interface.

The beautiful addition here is Unit Stats on the bottom right of the screen, this allows the user to know what unit is selected, how much hp it has remaining, and if it is in attack mode or not. This helped understand the combat system a little more. (The image below shows the player’s Gunner unit attacking an opponent’s Gunner unit.)

image


v0.7/v0.7a  (The Release)

After a stressful night of getting the damn game in on time I realized the version I uploaded had a resolution error and it cropped the top of the screen so people couldn’t see their resources. I fixed this as soon as I could.

Kai made some GUI Button sprites so we didn’t have to use the ugly default ones, I also fixed some ugly UI scaling issues in the controls panel, the stats panel, and the menus.

image
image

Then This. In my only attempt to build a last minute AI within an hour of time I gave the opponent an Armory that automatically builds units on a random timer that I set, and sends them towards your base. One thing I regretted was not spending another hour to get them to attack your base. They will only attack your units and/or move to your base and sit there.

image

I still made it possible to attack your opponent’s base and armory. Destroying the armory will stop your opponent from hiring more units. Destroying the base will allow you to win the game, causing the game to go back to the main menu (THAT MEANS YOU WIN!).


Conclusion

Yeah, I was over ambitious and me and Kai had to cut some features and assets such as: Airport Structure + Air Units, defensive structures (turrets), click+drag multi selection, a better AI, and taking over cities to gain more resources.

A couple other things I didn’t talk about were that I made the game give u resources on a set timer, and the game was originally controlled by mouse movement instead of Arrow Keys/WASD. It was Kai’s idea to add WASD control so we agreed it would be optional but I ended up liking WASD better than mouse so I never got around to making it optional. Oh and I realized after development that there is already an RTS game called Advanced Tactics that was released in 2013. This doesn’t cause any conflict because my game is titled Advanced Tactics: Mini RTS (/Expanded), but it was kind of funny to find that out. The name Advanced Tactics came from Kai and I believe it is a reference to Advanced Wars because that was one of our main inspirations.

I had no time to get in nearly everything I planned but I also was very busy on the first few days of the dare. I didn’t even have the time to post progress about the game on Ludum Dare like i did back in 2013 for the 7DRTS (My Entry). However it brought me back to that year and the caffeine fueled nights staying up coding. I needed that, it made me feel really good mentally and emotionally. It was revitalizing almost. It really encouraged me to continue work on a more frequent basis and even enter in future Ludum Dare events. I have no idea why it took me 3 years to come back to it!

Well anyways if you want to checkout the entry it’s right here: http://ludumdare.com/compo/minild-66/?action=preview&uid=24878

Advanced Tactics: Mini RTS Expanded

If you are interested in the future of this project you are welcome to see what I am doing after the dare. I am currently working on an expansion to the game and you can play an early build of v0.8 on Kongregate: http://www.kongregate.com/games/InDGaming/advanced-tactics-mini-rts-expanded

I will probably make a future blog post addressing any updates I make to this game, so if you follow my dev blog then be prepared to see more Advanced Tactics.

MiniLD 66 Announcement

Posted by (twitter: @c64gamer)
Wednesday, March 2nd, 2016 6:15 pm

MiniLD 64 Announcement

Posted by of Polygon Toys (twitter: @pekuja)
Friday, January 15th, 2016 8:48 am

UPDATE: Hey! I see we’ve received 20 22 entries to the MiniLD! Nice! Not a record-breaking number but I’m happy to see at least some people got inspired. :) The submission is going to remain open until the end of the week in case you need to finish a late entry… I actually ended up not having time to make an entry of my own so I’ll try making a late entry myself. As an aside, Global Game Jam is coming up at the end of the week. I wish everyone participating in that the best of luck!

It’s time for MiniLD 64. It will take place during the weekend of 22nd-24th.

The theme is…
Nintendo 64

Nintendo 64 was released almost 20 years ago in 1996. For MiniLD 64 I want to see some games inspired by the N64 and its games. This could mean for example:

* a game inspired by your favorite N64 game; maybe even a straight up remake.
* a game done to look like an N64 game with low-poly 3D graphics
* a 3D reimagining of a 2D game. Perhaps of one of your earlier LD entries?

I’m definitely hoping to see some 3D platformers a’la Super Mario 64… maybe some flying games a’la Pilotwings 64… perhaps a fighting game a’la Super Smash Bros?

Btw, if your tools of choice can’t do 3D or you’re otherwise unable to make one, don’t worry; it’s not mandatory by any means, though of course it is one of the more obvious things to do.

NOTE: Please avoid using copyrighted material in your games. We don’t want anybody to get in trouble. Get inspired, don’t plagiarize! :)

I’m participating in Mini-LD 63.

Posted by
Saturday, November 21st, 2015 5:22 pm

And I’m going to use this post to explain my plans for it. Currently I’m planning to make a turn-based RPG / Puzzle Mini game mashup. When you attack, a mini-puzzle will appear on screen, and you’ll have a few seconds to complete it for a successful attack. Each class / type of attack will have a different puzzle to complete (e.g. magic attacks will have a match 3). In the last Ludum Dare, I designed a turn-based RPG, and I’ll be using the engine from that for the base of this game.

 

Of the ten games of this Mini-LD, I only have four off from work, so the bulk of the game building will happen then. Hopefully I’ll be able to create something fun. Good luck to everyone participating.

Mini Dare – As Yet Untitled

Posted by (twitter: @@culturebosh)
Wednesday, September 23rd, 2015 1:13 pm

Hi all!

We decided we’d give the mini dare a shot since we had such a blast finishing up our first ever game Cleanup of the Black Lagoon.

So – we approached this one slightly differently. Rather than fighting a final boss or playing the final boss, you are but one small cog in the final bosses plan.

I don’t want to share too much (we’re almost finished, honest *cough*) but here some fantastically rough concept art (I like to not plan too much because improvisation!) and a current screenshot of the main play screen.

We’re really looking forward to sharing our game with you all and continuing to contribute to this awesome community.

Peace

Shaun & James from CultureBosh!

Concept

Panel Mockup 1

 

Giga Guy boss battles

Posted by (twitter: @GaTechGrad)
Wednesday, September 23rd, 2015 12:59 pm

Here’s a video I made explaining my progress after finishing the first four boss battles in Giga Guy.

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