Posts Tagged ‘news’

Congrats everyone! (AND IMPORTANT NEWS WHEN IT COMES TO RESULTS)

Posted by (twitter: @TheFish523)
Monday, January 2nd, 2017 9:05 pm

It sucks we couldn’t get all the games rated, but I’m happy we all got plenty played, and rated.

 

Heres what the official Ludum Dare twitter posted, incase you guys missed it:

“Fyi: Results for Ludum Dare 37 won’t be live immediately after the clock strikes zero, It’s gonna be a few hours. #LDJAM”

 

Im not sure I can stay up anymore than I already have, so I’ll have to check it in the morning. Again I hope you all had a fantastic jam!

MinimalShmup news#2

Posted by (twitter: @mkpictures)
Tuesday, October 15th, 2013 10:11 am

So, a small post about what’s going on for MinimalShmup.

Because of the courses, I can’t work as much as I want, but the game is still being improved.

Now, the game is completely working with a gamepad, I added the structure of the HUD, and I’m implementing the scoring system.

The scoring system should be like this:
– You have one normal shot that power up when you take a powerup bonus, and a special attack that you can use with you gauge counter.
– The gauge is filled by shooting on enemies and you can “stock” them. ( You can have, for example, 3 full gauges and 1 half empty ). The gauges are in fact the amount of Bomb/Special attack/Analyse you have, but you can switch between them. Imagine you have 10 gauges, you can choose to use one for a bomb or switch to you special attack and use one for it, you’ll have 9 gauges after that.
– The gauges count in the scoring system, after each level, a multiplier is applied on you gauge counter and also on your lives and on the rank.

I’m also trying to optimise everything, and I’ll work on the first level, so I’ll be able to put a beta version here.

Stay tuned for more infos soon!

bonus: a screenshot
hud_screen

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