Ludum Dare 36
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Posts Tagged ‘progress’

Finishing Up Levels

Posted by (twitter: @PowerSparkGames)
Sunday, April 17th, 2016 2:25 pm

I’ll be be able to polish soon ūüėÄ



More shapes means better Theme score

Posted by (twitter: @rjhelms)
Sunday, April 17th, 2016 12:45 pm


Ultimately, there’s going to be 64 combinations of robot states –¬†tools are still to be implemented so for now there’s just these 16. The chassis properties are there in code, but without any enemies or other level entities, there’s no differences in behaviour to demonstrate.

I still have to actually write up the interface to select these – the idea is that you’ll only be able to have a limited number of enhancements activate at a time (starting with just 1, eventually getting up to 3) so you have to choose between, for example, seeing through walls, moving quickly, or being able to open doors.


Posted by (twitter: @orion_black)
Sunday, April 17th, 2016 10:14 am


[¬†‚úď ]¬† Player movement

[¬†‚úď ]¬† Level generation

[¬†‚úď ]¬† Basic combat

[¬†‚úď ]¬† Flower picking

[¬†‚úď ]¬† Enemy movement

[     ]  Shapeshifting

[     ]  Advanced abilities

[     ]  Advanced enemies

[     ]  Visual feedback

[     ]  Music and sound effects


Things were going great but I have to go out for some hours. I doubt I’ll be ready for the compo(or back at all :/), so Jam it will be.

Showing off my sick pilot skillz!

Posted by (twitter: @BPOutlaws)
Sunday, April 17th, 2016 7:42 am

Progress is going great, got a bunch of cool shit in and it feels good to play. The main game mechanics are all done so today will be about putting in enemies and swarm patterns etc!

– Jeff

Progress (30 hours in)

Posted by
Sunday, April 17th, 2016 7:24 am


It’s coming along. A new enemy type and the first level layout are done as well as fancy level graphics. Beats white cubes, eh?

Audio though….

Second day coming to a close

Posted by (twitter: @Zazanxors)
Sunday, April 17th, 2016 2:24 am

Click for higher quality or if the GIF doesn’t animate.

So it’s been a long one, but it’s been productive. Building is in, as are all the effects associated. I’ve also added level boundaries so you can’t escape into the endless void, so that’s good.

I’d been hoping to add basic enemies today as well, but I figure I can squeeze that in to tomorrow without pressing things too much. All in all, today went well, and I’ve got high hopes for the future!

Line of sight mechanic – more developed

Posted by (twitter: @rjhelms)
Sunday, April 17th, 2016 1:15 am

A proper robot has interchangeable parts. Ultimately, balancing different augmentations for different situations is where I’m hoping to go with this game – for now, only the different sensors are implemented.


Note¬†that the shape shifts as you change parts. I’m not 100% convinced about this sprite work but it’s good enough to do the job unless there’s a surplus of time.

I think that’s gonna do me for today. Now job 1 is to try to get a good night’s sleep.

Our Mutant Critter

Posted by
Sunday, April 17th, 2016 1:04 am

This gentle fellow’s current mutation allows him to¬†float down to the surface for precise landings and entry into narrow spaces.



Finally: enough of a game to make a gif!

Posted by (twitter: @rjhelms)
Saturday, April 16th, 2016 10:20 pm


There’s no shapeshifting… or win condition… or lose condition… yet. Just movement and this line-of-sight mechanic.

I keep thinking that I’m way behind, but I didn’t get started at all until 14 hours into the compo so I’m actually making good speed – this is certainly going in the jam, though.

First Day Progress

Posted by
Saturday, April 16th, 2016 7:56 pm

SO, first ¬†day is over and we’re kinda satisfied,
We’re making¬†a game where you build and shapeshift your raft to pass obstacles.

Here’s what we have so far:

Map Creation System – Rom:
Made from scratch, using GM physics, surfaces, and shaders *gif is a lil broken*
was really fun, still not perfect but gotta do other stuffs too.
We might let the player blow this sand up
MapCreationExampleLdFirstDay by HealTheIll

Raft Building and shapeshifting system – Tom

the player will be able to shapeshift his raft through the level with items he collects.
Unnamed by HealTheIll

PixelArt Assets РArtur

Music –¬†Kryss (Asaf)

Advices/Suggestions are welcome! :)

Yaay basic geometry

Posted by
Saturday, April 16th, 2016 4:12 pm

So far; Spawners that spawn enemies that chase and can kill the player on collision.

Also the player switches between ‘flight’ and ‘fight’ modes and can kill them right back! And all with basically nil graphics!

Ah, well. First timer etc ūüėČ


Progress (14 hours in)

Posted by
Saturday, April 16th, 2016 2:54 pm


I didn’t stand a chance. It doesn’t help that them there robots are attracted to screws.

It’s pretty good progress all and all. A few more enemy types and new level layouts are the main tasks tomorrow. Audio as well, I guess. That old killjoy.

Title screen

Posted by (twitter: @orion_black)
Saturday, April 16th, 2016 2:26 pm


Even when working lowrez I find ways to work on stuff that is not gameplay :/.  Buy hey, it moves :3

Finally some visible progress

Posted by
Saturday, April 16th, 2016 12:58 pm

First Ludum Dare day almost ended, but we’re happy with the results we got so far. Here are some concepts and screenshots from us. Enjoy. :)

Prototyping the level based on concepts:

Fireline Games - Prototyping Levels - LD35
Fireline Games - Prototyping Levels - LD35












We also did a quick study on how we should place rocks and trees so that they look natural:

Fireline Games - Prototyping Levels - LD35

And last but not least, our main character, fully textured and rigged ready to kick some ass in the game:

Fireline Games - LD35 Character

Saturday Evening Progress Report

Posted by (twitter: @gamepopper)
Saturday, April 16th, 2016 12:47 pm

So I’ve currently been working for 7-8 hours, so my current progress:

  • Came up with idea at around 3am, a bullet hell where you must last as long as possible by avoiding or absorbing bullets like in Ikaruga. The shape shifting theme will be when the boss changes appearance for each behaviour type. The player will also shape shift when changing colours as well.

My 3am notes…

  • Got my HaxeFlixel project up and running, good thing I updated and checked the template the day before. I’m still amazed at how much has changed and improved in HaxeFlixel over the year. It feels like a brand new framework every year!

Testing the colour switching and custom particle/emitter behaviour.

  • I’ve got player movement, enemy bullet patterns, the colour switching and some basic UI working. I’m on good progress to getting the core gameplay done by the end of today.

Custom bullet pattern testing.

Hope you like what you see, I’m gonna have dinner now, then more core gameplay stuff!

Ludum Dare update

Posted by (twitter: @matthew_palaje)
Saturday, April 16th, 2016 10:52 am

Hey everyone! Just showing level 1 and a peek¬†of¬†level 2. The shape shifting theme comes into the game in level 2 as you’ll shape shift objects to block the fire.


I’m having a great time so far and I hope¬†you are to!

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