Posts Tagged ‘october challenge’

Bionic Update – October Challenge Completed

Posted by (twitter: @PowerSparkGames)
Wednesday, November 4th, 2015 11:35 am

My game, Bionic, has completed the October Challenge on itch.io recently, thanks to the generous customer!

Success

Bionic is my FPS game that you can play for free. In other news, Bionic has been updated to Alpha 1.0.1, you can look at patch notes here.

People

Don’t forget to check out Bionic, and update your client to Alpha 1.0.1! Thanks!

October Challenge: Fancy to adopt?

Posted by (twitter: @OtroraGames)
Saturday, November 1st, 2014 11:25 am

Nevado_Otrora

October ended and I’m glad to tell you that it went well :)

I made this little game as a side project, so wasn’t expecting much. Seeing that people are liking it is really cool.

Nevado is a simple auto-runner with 4 different worlds, 18 levels each, where you play as a dog; well, a particularly cute dog. His powers are a stunning bark and a collectable bone that give him the ability to fly. It is pretty crazy. If you haven’t try it yet, give yourself the chance and let me know what you think. The game is for PC, Mac and Linux and you have the options to purchase another version that include the source code, so Construct2 users may find it helpfull.

For 0.99 I think is a fair deal :)

if you fancy to adopt this nice fellow, go here:

http://otrora.itch.io/nevado

Check out the brand new trailer for Nevado (English)

Posted by (twitter: @OtroraGames)
Sunday, October 12th, 2014 2:52 pm

A promise is a promise,

Here is english version of the trailer for my October Challenge game Nevado!

What are your thoughts about it?

Nevado Trailer in spanish!

Posted by (twitter: @OtroraGames)
Saturday, October 11th, 2014 4:16 pm

Here you go!

Let’s the promo phase begin. I’m working on an english version but this should give you a hint. Don’t miss the game on Halloween!!

Herbert Crawler finished for October Challenge

Posted by (twitter: @Ronin748)
Wednesday, October 1st, 2014 1:18 am

Herbert_wallpaper2

I’m planning on getting my LD29 game “Herbert Crawler” finished for this October Challenge and posting it on Itch.io. I was going to release the Post LD Edition before LD30 but I just couldn’t get the levels done. I have been working on it in my free time for a while now so there’s a plethora of new features. You could almost call it a game now!

New gubbins:

– More maps
– Mushrooms
– Potions
– Spikes
– Chests
– Fullscreen
– Saving
– New weapons & armour
– New tile textures
– Music by Kevin MacLeod

Play the pre-release version here

 

The game will be posted here when it’s finished:

2014-10-03 18_45_46-Embed Herbert Crawler Post LD Edition - itch.io

 

October Challenge: gameplay video

Posted by
Tuesday, November 12th, 2013 11:23 am

Hello everyone! I would like to share this gameplay video of my october challenge game – May the Best Man Win (which 12 days later I’ve finally got around to recording).

Download the game here if it tickles your fancy (available for mac, pc and linux): http://sebastian.itch.io/may-the-best-man-win

October Challenge Complete: SpinHex

Posted by
Monday, October 28th, 2013 4:44 pm

spinhex4

Well, my October Challenge is now complete.

I made a prototype, as part of an impromptu three hour Bret Hudson Midweek Jam. And then I thought “this would work really well with a touchscreen”, and spent the rest of the month porting it to Android and then expanding and polishing.

And so, it’s now available for £0.69 (or equivalent in your preferred currency), on the Google Play android app store:
https://play.google.com/store/apps/details?id=com.alteredtree.spinhex

After a few hours on the market, I’ve made $1.55 net income. If the October Challenge is about making $1 income, then I think we can call this a resounding success. If it’s about $1 *profit*, then I’ve still got quite a way to go before making back my $25 Google developer registration fee – but I think I can safely ignore that minor mathematical quibble and just claim this as a win.

The game itself: you have a slowly spinning hexagon, and a constant stream of falling blocks. Poke groups of three or more of the same colour, to make them vanish and get points. Don’t let your hexagon fill up. Give it a look, let me know what you think.

Todays progress

Posted by
Thursday, October 3rd, 2013 1:17 am

title

Wrote up the code for a title screen and a quit-confrim screen.

It took way longer than it should have, but it works. Now to just put up the mode selection on the title screen. So yeah. First thing off of my todo list. And its only day 3.

 

The Ancient Eye

Posted by (twitter: @michailgames)
Tuesday, October 1st, 2013 6:07 am

When I first saw that there’s some October Challenge on LD page, I thought I don’t have a time for this… But then I read the rules and realized that I am already working on a game that fits this challenge! It’s a flash game I started to make in July and I already have planned to publish it on Kongregate this month, and eventually earn a few bucks. I must say that participating in last two LD’s (#26 and #27) was a big motivation for me to keep working on my game (not to mention the experience I gained). The thing is that this game is already about 95% done – I just need to design last two worlds and do some final polish – but I hope it is still ok for the October Challenge.

Well, something about the game now. The title is

The Ancient Eye

and it is some kind of shooter/defense game. Basically you are the giant, ancient, magic eyeball and have to fight against hordes of different enemies that come in waves (there would be 10 worlds, 6 waves in each). After each wave you visit the shop and buy weapons – and that is the most important element of this game. Diffirent weapons have diffirent powers and strike areas, so you have to choose the most suitable weapons to deal with different enemies types and their configurations – and this is the key to victory. Sounds easy, but you usually you don’t have much time to think about strategy when you are surrounded by enemies. Enough of speaking, here are some screenshots:

select_level_final

Level selection screen

ingame_3

ingame_3_1

Some in-game screenshots

stats_with_stars

Statistics displayed after each world

bestiary_final

Bestiary

weapons_book_final

and weapons book.

 

I think I will publish this game in  about two weeks – so stay tuned!

Panda7 game finished! 10 minutes over deadline.

Posted by (twitter: @colincapurso)
Wednesday, October 31st, 2012 3:41 pm

Panda7, my October challenge game is finally finished. Sort of.

I started on 1st October and finished 10 minutes into the 1st of November.

This is the first game I’ve completed and by completed I mean the first game I’ve gotten to a decent playable state.

On Development

I feel like a Java pro. 
I learn best by going head first into the unknown and making mistakes and this game was full of mistakes.
I started this project not  confident with Java. It was fun and painful learning the quirks and weirdness of Java.
Although similar, Java is not C#. C# makes life a lot easier.
So many code re-writes.
After writing hundreds of lines of code, my brain tells me,
“You know what, I’m only going to tell you after you’ve spent 10 hours on code, a better way to do the whole thing”.
This happened about twice a week and had me moving large chunks of code all over the place. Fortunately, I have a preference for re-writing things rather than fixing them, so this wasn’t too painful and I was used to things now working so no unusual problems there.
The biggest code re-writes were;
  • Splitting everything into Controller / Input / View.
  • Moving all my sprite sheet slices and their destination rectangles into a single class. A class made up of nothing but static fields and methods.
  • Game Logic got re-written a few times. It finally found it’s home in a method that returns after each successful logic execution. Gave my game that staggered one after the other effect.
  • Removing my event system. The game was too small for an event system and the game logic also doesn’t traditionally run like a normal game. It only executes bit of logic per update (my normal games execute all logic)
Android.. horrible Android
Fragmentation. I know that word gets thrown around a lot with regards to Android.
Some things to know about Android
  • There are a gazillion different versions
  • There are a gazillion different screen resolutions
  • There are a gazillion different screen aspect ratios
  • All 3 of these are common
Display
Originally I had coded the game to change all my screen elements to different sizes and different spacing depending on the size of the screen.
It worked, but it was messy. The code was messy (I was inconsistent) and the game screens were inconsistent. The last run of coding was re-doing the display system.
Essentially all I’ve done is designed it for a 480×800 screen and linearly scale it for different resolutions. It means it will look a bit silly for the more squarish screens with the extra space on the sides.
Weird bugs and debugging
When I first started making the game for Android I had crashes all the time. I had no idea what caused them and no idea how to fix them. The Internet helped a little. The biggest help was my house mate giving me mini lessons memory address and stack traces (I hadn’t learnt about it  before in class, I am a still a current student after all). So thanks house mate for that. It made tracking down bugs a lot easier.
My game has HD and SD graphics. If your device is over 600px wide, the game will switch to HD mode. This was a problem in my emulator which only had 128Mb of RAM. I spent plenty of time fixing it, clearing memory and only loading images that needed it.
For some reason, Android 2.3.3 would constantly throw out of memory errors when loading HD Bitmaps.
Bitmap objects have a method called .recycle(). A lifesaver.
UI
I started coding a screen overlay, a menu with things like “Go to title screen, mute sound/music, restart game”. Mid way through I remembered that Android has a menu button. That was incredibly easy to implement so I used that instead.
I ran into problems towards the end when I found out that later versions of android tablets don’t have menu buttons. It is still a problem I haven’t fixed yet. Not sure what to do.
Graphics
The easiest part of the whole process for me. I spent a couple of hours designing the game visually in Adobe Illustrator. The benefit of working in vector is I can just click on objects and I have the x,y,w,h coordinates immediately.
Rects and Rectangles
The default class Android uses for rectangles is called Rects.
A Rect rectangle is defined by left, top, right, bottom. I think it’s the same in pygame.
I hate it.
I wrote a new Rectangle class which defines a rectangle as x,y,w,h. The way god intended.
It ended up being a great idea, things got done a lot quicker and the code was tidier.
They did a couple of extra things, take in pretty much any data type in the constructor.
They remembered their original size, which allowed me to have a absolute scale method. Very handy.
Adventure Mode
Adventure mode was meant to be a main feature in my game and it’s the thing I wanted to add more than anything but time just didn’t allow for it.
Now that the game is done and it is mostly nice code, it’s doable. So if I have the time I’ll add that.
Ads
My game is a free game. I needed to get some experience with monetization so to start with I’ve got advertisements. They’re horrible and ugly but I’m not going to make a dollar for the October challenge unless I have them.
They were quite a tricky to put in. I’m not familiar with Android and I learnt everything as I went along.
What I think I did was create my game view/surface independent of the typical Android way and I believe the Ads needed the typical way.
I ended up creating a layout Java code, added my Game View and Ad View to that in code.
The ad supplier I used was AdMob by Google. Besides the above, it was a painless procedure.
Publishing to Play Store
Incredibly simple process. I uploaded it at midnight and it didn’t appear on the store before I went to sleep. It was there in the morning so my guess is it takes about 4-8 hours to appear on the store.
That’s it for now.
If you read the whole thing, thanks for reading.
Please  feel free to download it and leave positive feedback and click ads.
It’s here and it’s free https://play.google.com/store/apps/details?id=com.handsomegoats.panda7

October challenge game submitted for review

Posted by
Monday, October 15th, 2012 9:32 am

Just mere moments ago I clicked submit on Ubuntu Software Center with my October challenge game. Motivated by the challenge I finally got around finishing a game I’ve been working on since Ludum Dare #21 (its actually post compo version of the game).

The game has been pretty much ready for a quite long time, but needed new levels and polish which I constantly put off by bad excuses :).
For now the game is Linux only, but the code is written in crossplatform way and I’ve compiled few test versions in Windows using MinGW.

Fingers crossed the game actually gets accepted to the store.

About the game:
-Sliding block puzzle game with twist
-Includes fully featured level editor and online hi-scores

Screenies:
Easier level Harder level Level editor

YouTube “Trailer”
(for some reason YouTube really killed the quality of the video)

Working!

Posted by (twitter: @SynchrexEng)
Friday, October 5th, 2012 3:01 am

Yep, that is my dimensional-with colours-game-thing. Eventually improve. Patience.

Shaders are awesome

Posted by
Tuesday, October 2nd, 2012 12:36 pm

 

So, what is this? Well, this is my participation for the october challenge : A blocky, moody super-meat-boyesque platformer . There is even an level editor in it ! There is actually 2 levels.

But I don’t really feel the need to make money, though (I’m only 14) . So, I’ll have to misinterpret the rules, I guess .

I’m getting my dollar!

Posted by
Sunday, September 30th, 2012 10:41 am

Even though I have serious doubts about being able to make something worth buying in a month, I’m going for it.  I’m going to take my game from LD #24, End Humanity!, and make it into a “full game”.  Since I don’t have to stick with the theme of evolution, I’ll probably change things around.  I’m thinking something involving space ships.  That might result in easier art for me, which is great.  I’m not an artist, and currently, I rather work alone on this.  There’s so much I’ll need to do during October.  Maybe I should start a dev blog, for that seems to be the thing to do.  But enough of my rambling, onward towards glory!

Challenge accepted!

Posted by
Friday, September 28th, 2012 2:21 pm

I accept the Ludum Dare October Challenge.

I have been working on a game for a few weeks now and I want to see it published.

I am building a sidescroller-adventure-physics game. I do not have a name yet.

More details and some screenshots will come in the following days.

Payment Processors – What to do?

Posted by (twitter: @oldtopman)
Friday, September 28th, 2012 11:52 am

With the October announcement just behind us, I’ve been looking at three payment processors. Paypal, Google Checkout, and Amazon Payments. Deciding between them is extremely difficult, and information is sparse. All I want to do is release my game as donationware, nothing fancy.

 

PayPal:

Paypal has it’s problems. That being said, it has the easiest way to do what I want it to do. A neat little donation button that I can just paste into any old website (more on that later). No bank accounts required, no complicated payment options, no funny math on monthly paychecks. I’ve used them before for other things and they’re alright. But the question remains, are they worth using when I risk all the money I’ve made.

 

Google Checkout:

Google Checkout, like other Google services, has a motto of “Don’t be evil”. While I have no doubt that it’s not perfect, they don’t have the reputation of PayPal. I’ve used Google Checkout a few times, and it’s pretty good. Unfortunately, they require a website that you own the root directory to (no xxx.no-ip.org/xxx.bitbucket.org domains). How you are payed is delightfully unclear, and I’m continuing to research this for what I can get. Furthermore, the whole setup seems to be configured towards selling physical products, which I won’t. I’ll simply be charging $5 for the same download that everybody else gets for free. On top of that, there is no Pay What You Want setup, like there would be with the PayPal donate button.

 

Amazon Payments:

Amazon Payments is run by the same people that run Amazon Inc. I have no doubt that they know how to process a lot of money quickly and efficiently. The “one click payment” option sounds pretty good for what I want, but hardly anybody uses them, and as such, there is even less information than on Google Checkout.  Amazon does not have a PWYW button either.

 

Conclusion:

PayPal has been in business the longest, and knows just how to make a deal, sell goods, and pay people. Unfortunately, they also know just how much they can get away with, so using them is a gamble.

Google Checkout seems to be a decent payment provider, but they are fairly new to the scene, and as such, there could be some bumps going down that road.

Amazon Payments is unknown. While they have a great deal of experience selling things, they are unproven in the indie sector.

Of course, this is just donationware, I don’t need download links or DRM or anything of the sort. I’d have no idea how to even begin on website development anyway! If any of you have used these, or have ideas on what to do, I’d appreciate all of your advice.

 

…maybe I’ll just take bitcoins instead 😛

[cache: storing page]