I have submitted My Cup of Fury. Yeah, it’s a flamethrowing cup riding a flying saucer.
I have submitted My Cup of Fury. Yeah, it’s a flamethrowing cup riding a flying saucer.
This is a puzzle platformer with it own kinky twist. One of the twins defies physics and hangs around ceiling like it’s nobody’s problem. It was fun to make. I wish I had started making it earlier so it would be much longer. But anyway you take what you get. 😉
Ludum Dare 32 is about to finish, and I just want to show you some games
that made me enjoy like a child.
I´m in love with this game. A whole experience.
8 bit platformer like. Great music, great gameplay and really cool to use
the leaf-blower. One of my favourites!
I think is one of the best video games song i’ve ever heard. The pixel art
Man, this game is really hard, but you can’t stop playing it.
This game has something really special, a great mood. Play and be happy doing it.
Hey! and don´t forget, if you have time after playing those great games, to play mine.
A metroidvania like “game”, with screaming mechanics and nice pixel art.
Avian Days is a puzzle-platforming Metroidvania where you control a dude who can summon birds to aid him. In the beginning he can only summon them in one way, but he gains abilities as he completes challenges. The game is challenging, which is why I added a video.
You can use the birds as platforms over spikes, to soak up enemy bullets, and to disable foes. After you gain all the required skills, you can fight the boss and finish the game. The game can be finished in 5 minutes if you’re fast and don’t die.
So the idea is that you’re a cop, you have various types of mechs to take the criminals to task… And try not to sacrifice too many bystanders.
I want a levelling system to get access to better and better mechs, a fairly big city to patrol, and, well, non-programmer art.
……. Too ambitious?
I’m going to doze a little bit and see how far I can push it tomorrow.
(is this animated gif working for you? It only works for me if I click it. I swear it’s not a NPAPI plugin issue 😛 )
Another one by Ava and Marte – your favourite turtle doves. We participated together last time with Fitzberry & Leif, and now we are back with one more dimension to explore – from every angle possible!
So grab your keyboard, or your gamepad, which might also be supported! Have a go! Help this poor fellow out of that scary television screen. Send it blasting off the table with a loud and static crack! That’s what it deserves.
Finally. Seventy-two hours of work, and this is the product. I’m very happy with myself, to say the least.
As I expected, I was able to really really polish the game for release today. I made the enemy difficulty scale as they were spawned, and added experience as an extra incentive to kill them instead of running past. Also implemented elite enemies and added scattered stone blocks using Perlin Noise.
Anyway, I’m not going to write a wall of text this time. Play the game here.
So, I switched to the Jam. Didn’t feel the game was good enough with what it had, and I hadn’t finished animating in time for the Compo deadline. Now the end result will be way better, way more polished and just generally better.
Got a ton done today – everything I told myself I would and more:
Also, the Unity 4.6 UI system is freaking amazing. No, I don’t care that I already said that.
I originally wanted the map to have better random generation and wanted to instead add Perlin Noise to it, but that caused weird problems if you turned around, so I had to downgrade it to simply having it being randomized within a specific range. Still less boring, so it’s good enough.
As for the player movement, I finally fixed a jumping bug that had been plaguing me since I added player movement. Occasionally, the game would never realize the player left the ground, and he’d be able to jump infinitely. Adding one variable change upon jumping fixed that, and I also ended up actually using Unity’s ForceMode2D system which made movement way smoother and more responsive.
The main thing I’ve gotta address for tomorrow is enemy difficulty scaling. As it stands, you can get infinitely powerful in every stat except speed, so if you played right you’d become essentially immortal. I plan to make the enemies rise in difficulty with each successive spawning of them, and plan to make killing them reward you with experience, which will provide a less frequent but more powerful permanent bonus similar to what opening chests does now. This will add incentive to killing enemies: Kill them and grow stronger; If you don’t, they’ll get stronger faster than you. Other than this, all that’s left is general polish.
Anyways, Unity 4.6 has a great UI system, and good luck!
meh, i just realised the idea is the least original
So far, so good! I’m making another platformer this time around, and I’ve decided to introduce the theme as a game mechanic in it.
If it doesn’t demonstrate the main mechanic well enough, the idea is that what’s on the screen is what exists – once it’s not in sight, it gets deleted.
Made a lot of progress today. Only had bare-bones tiles in yesterday, which is why I didn’t make a post then, but here’s what’s done so far:
Tomorrow, I plan to add player stats to the game such as attack power, speed, etc. Opening chests will give a random permanent buff to a random attribute. I also intend to make the UI during then. If I have extra time, I’ll also be improving the player art (and animating the player), draw a background and make the map randomly adjust the height of a line.
As for the UI, I’d like to dedicate a paragraph to this: Unity’s new UI system in 4.6 is awesome. Seriously. It was a breeze to create the health bar shown, and I learned how to do it in less than half an hour. Incredible improvement. Expect a way better interface than absurdly basic one I had last time.
Quite a great first day! This time I got lucky and the theme I wanted was chosen, so I had an idea already in my head. As a kid, I loved drawing mazes for my friend to solve – then I stopped doing that. I remember the feeling of the whole thing in a single sheet of paper, full of keys, traps and monsters that required a specific item to be killed. This is it, translated into a 2D platformer. Yes, Castlevania in one screen ^_^
I have published a few games, and I have lots of prototypes in my hard disk… but I’ve never built a 2D platformer before! So I was a bit unsure about this.
But things have gone great so far! I can easily edit the map in the editor, so building the level shouldn’t be a problem. Player movement is not that bad, either. I’ve been tweeting this all day, but here’s a summary:
He can walk and jump. Wouldn’t be a platformer otherwise… but jump height depends on for how long the jump key is pressed (a la Mario Bros). That’s a nice touch, I think:
He’s also able to climb ladders, but I feel they are a bit weird and I’m not using them. I also managed to get one-way platforms working, from which you can jump down if you need to.
The player is also able to slide down walls, climb and wall-climb. That’s why ladders are not that useful anymore.
I finally added switches, which are able to open doors or disarm traps. Traps or lava pitfalls kill you instantly, but I also added safe points to which you return when killed. There are also animated traps (those three moving things on the right side), which require a bit of timing.
Not that bad at all, considering it’s my first platformer ever and that I’m building it from scratch. I’m pretty happy.
Tomorrow I’ll draw a new tileset (the current one is not mine, but a free one I borrowed from Derek Yu), make a bigger level (you know, the whole screen) and add some basic enemies and fighting if I have time. May probably be forced to dump those, though…
Woah Ludum Dare great fun videogames stream development tools tools workflow timelapse snowman potato etc etc.
Let’s get to the point.
I’ll probably be joining the compo, and will switch to the jam if I need more time. Tools:
As for a timelapse, I’ll be using Chronolapse, assuming it works. It keeps telling me it doesn’t have write permission, even though I’ve given full permissions to everything for the target folder, and ran Chronolapse as administrator. If anyone has a solution, please comment!
Hoping to do better than last time. Ratings weren’t good, and I procrastinated posting them, so here:
Learned a ton about Unity platformers though, which led me to fix the super annoying “I’m stuck on this tile wtf” bug and optimize collisions at the same time. It even got me to start a Github project to make Unity assets intended for creating platformer games, which I’ll be using if I create a platformer this time around.
Anyways, theme dare post wordpress vote potatosalad hope ludum snowman and good luck!
Hello everyone. This is my entry for the Ludum Dare 48. I wanted to create a platformer where dying let you travel through dimensions. Then see yourself moving around and being able to use yourself as a block.
Aside from that I also wanted to add typical platformer items such as platforms, falling blocks, some enemies… but I didn’t have enough time Therefore I focused a bit more on Level design and added some levels that shoudl take you some time to solve.
I’m done. I’m tired. But most importantly, I’m happy. This was the best. Please play and please vote for your favorite game on LD30. Many games were awesome. Thanks LD for the opportunity. You guys and the devs rock!
You can play the game on Game Jolt – http://gamejolt.com/games/platformer/ian-sync/33053/
or visit my page on LudumDare – http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=31330
Now for some shut eye…. #yaaaawwwwn.