Ludum Dare 33
Coming August 21st-24th!

Posts Tagged ‘progress’

Great progress, but…the clock is ticking down…

Posted by (twitter: @ddrkirbyisq)
Sunday, April 19th, 2015 5:09 am

Huzzah, a screenshot!

Screenshot 2015-04-19 03.04.23

 

We’ve come a long way!  Around lunchtime I was just starting to set up the very basic logic and classes–now we’ve got a player sprite, an enemy animation, a functional weapon (with particles!), and I’ve even got beat-tracking working and visually displayed on screen, and some UI too!  The level collisions work, I have a cool shotgun cloud puff that I am amazed actually worked out, and things are overall going pretty nicely.  I’ve got music, too!  And, co-op support!

I always forget just how little time 48 hours is, though.  Sheesh!  As always, I’m ending Saturday night wondering how the heck I’m going to finish everything in time.  This time actually seems doable though, I have a lot here already and just need to keep adding more.  but…need mental energy……zzzzz

Chiptune music time!

Posted by (twitter: @qrchack)
Sunday, April 19th, 2015 3:01 am

This Ludum Dare I’m not coding, decided to go with what I’m best at: sound! Teamed up with a buddy who makes the game, and I focus on just the audio part. Anyway, a happy Ludum Dare chiptune for you all :)

The Ties that Bind – Day 2 Progress

Saturday, April 18th, 2015 11:41 pm

thetiesthatbind

 

We’re now starting to get some of the actual imagery into the game to go with the controls that have already been implemented. The big, blue rectangles represent enemies for the moment. The player can take three hits before dying and the enemies can take two hits.

tiesthatbind_enemy

tiesthatbind_die

 

We’ve also implemented destructible objects but the animations aren’t in yet so nothing interesting to show there just yet. Speaking of animations…if you click on the GIF below to view it, then you can see of the animations that we’ve put together already. This includes an idle, a walk, and an attack for one of the characters.

tiesthatbind_animations

 

The controls that we’ve implemented thus far are:

  • D or Right Arrow – walk right
  • A or Left Arrow – walk left
  • W, Up Arrow, or Spacebar – jump
  • Down Arrow – swap lead characters; each one has their own unique abilities
  • Left Mouse Button – attack

That’s about it for now. Currently left to do:

  • Finish animations for player characters
  • Get remaining environment obstacles / destructible objects made
  • Create enemies with animations
  • Title screen, in-game menu, and HUD
  • Music and Sound Effects

 

Progress report 50%!

Posted by
Saturday, April 18th, 2015 7:48 pm

GIF 3 : GIF Harder!

Let’s call it 50% why not, no need to throw in the towel yet.
Here are two of the three (count’em) lab machines available for genetic experiments. The green one, codename “Duper”, is fully functional, unlike the blue “Mixer” on the right, which just destroys the resources at the moment.

Most of the (back)ground work is done now so It’s time for GUI coding.
And here I was having so much fun…

the 12th hour

Posted by (twitter: @@blindskystudios)
Saturday, April 18th, 2015 6:37 pm

So we’re 12 hours in, pretty much flat out! Slightly melty brains but having a blast so far!

While our programer is locking down mechanics I’d thought I’d share our main character and its enemy :)

Progress, 21 hours in

Posted by (twitter: @rjhelms)
Saturday, April 18th, 2015 5:37 pm

Well, I’m getting somewhere. Stayed up way too late last night puttering around and banging my head against problems with obvious solutions, so I was feeling a bit down about my prospects today when I woke up later and less energized than I planned. Good news is, all things considered, I’ve gotten a lot more done at this point than I expected.

The basic mechanics are coming together – no win/lose condition yet, but the graphical style is coming together, and the core gameplay feels pretty sound.

progress4

 

 

Desktop Attack!!!! progress 1

Saturday, April 18th, 2015 5:00 pm

Yay! It’s been 5 hours since we began without an idea, and now we have 1 enemy that is able to shoot or kill the player by touching it.

And the player is able to kill the enemy and die.

Music, on charge of my brother, is still not ready. He is also polishing the graphics (my programmer art sucks).

Advances1 We’re using Game Maker Studio, Graphics Gale and FL Studio.

Cactus Chyps and the Spiky Speary

Posted by
Saturday, April 18th, 2015 4:18 pm

MEDIA DUMP, because i got bored of programming and decided I was at a comfortable enough position to start doing art work 😀

 

CACTUS DECOR 😛

snap0000

The Reprehensible and vengeful Dr.Picklespear

snap0001

…and his pickle spear….

snap0002

Levels are restricted based on how many blocks you have left to solve the puzzle, so a chest full of blocks can help your construction a great deal 😀

snap0003

 

 

A western themed game needs a tumbleweed. So here’s a tumbleweed

snap0004

 

OMAHGAHD, IT’S THE SPIKY SPEARY!!! The somehow infinitely replicating weapon of our heroine

snap0005

 

DEFINITELY not last, our heroine! It’s CACTUS CHYPS!

snap0006

 

Seriously, she looks awesome, don’t deny it.

 

gameplay

 

You want to play this.  Just admit it 😉

SitRep #2

Posted by
Saturday, April 18th, 2015 3:42 pm
Click for huge gif!

Click for huge gif!

The Adventures of BizMan now has graphics! And I’m glad to say the only thing missing is the music and sound effects! I’ll get to those tomorrow. And I’m most definitely going to write a postmortem.

Good night, and good luck.

Tetris with guns (name pending) status update

Posted by (twitter: @antti_tiihonen)
Saturday, April 18th, 2015 2:33 pm

Alright, the bare functionality of what makes this game the game it is, is starting to be complete!

There’s enemies, which shuffle your blocks around if they manage to land, and you can combat against them by placing your blocks which will then shoot to all cardinal directions. This creates an interesting balancing act between trying to find the right place for the block to create neat rows and combating against the ever-increasing enemy menace. Btw, the math of speeding up the enemy spawn is still a little off making the difficulty ramp up very very suddenly at one point, causing the enemy onslaught to look like a stream of blood with these placeholder graphics 😀

Anyways, I’m about to get some sleep soon. Tomorrow it’s the time for graphics, sounds and gameplay polish! And voting too since we’re having an election day here in Finland – I won’t stop LD from performing my duties. :)

Idea get!

Posted by (twitter: @ddrkirbyisq)
Saturday, April 18th, 2015 2:12 pm

Slept early last night on friday, that’s an LD first!  Woke up early and stocked up on food at the grocery store while brainstorming some more.  After scribbling down a lot of different nouns on my brainstorming sheets, and then trying to flesh out some of the better-sounding ideas I had, I’ve finally settled on a direction for the game.  Picked something that I think works to my strengths.  Not sure if it’ll be a crowd-pleaser, but you know what…it doesn’t matter!  As long as you make something awesome :)

Tentative project name: Rhythm Gunner 😀

Next step, let’s get the bitbucket repo setup and start digging in!

Progress report 1.2317 / 3

Posted by
Saturday, April 18th, 2015 11:31 am

GIF 2! The sequel.

Slowing down a bit I think. Some sleep would do… or maybe just a prolonged break.
The main mechanics are still missing!
It’s going to be great.
I’ll keep telling myself that.

It’s like Tetris but with guns…

Posted by (twitter: @antti_tiihonen)
Saturday, April 18th, 2015 11:13 am

Hey all!

This is the fourth Ludum Dare that I’ve participated this far (I think), and in the tradition of using a different engine every time I participate (previously: LÖVE -> Flixel -> Unity), I’m using Unreal Engine 4 with blueprints this time. I have a faint glimmer of hope that I can export a HTML5 game but I’m not gonna hold my breath. :)

Anyways, the game idea I have is basically Tetris with guns. Except the guns are your tetris blocks that you shoot enemies with. How it works is that there’s enemies descending on your beautiful stack of tetris blocks and if they manage to land, they’ll do some harm like shuffle the blocks around or speed up the game. If you land a tetris block, it’ll shoot horizontally/vertically, hitting any blank spaces within direct LOS and destroying enemies on those paths which means that you’ll have to balance between playing tetris in a planned and sensible manner with trying to frantically stop enemies from landing… But we’ll have to wait and see how the (admittedly vague) idea will work in practice since this far I only have just the very basic tetris groundwork done, as you can see from the animated gif above.

To clear my head a little from all the blueprint spaghetti, I also started working on some music. I don’t think it’s gonna be entirely suitable for the game (sounds a little too aggressive IMO) but hey, at least it’s something. Here’s a very crude version of the music, with a 1 minute long synth solo that I don’t know if I hate it or not. It’ll most likely be dropped from the final track. :)

Listen to the WIP soundtrack on SoundCloud!

That’s all for now! I’ll report back once I have more.

Got a Character Selection Screen Working

Posted by
Saturday, April 18th, 2015 9:48 am

I’ve been working on my entry for this Ludum Dare for about 3 hours now, some of which was spent thinking up ideas. I’ve made a character select screen, where you can pick your player’s skin and t-shirt colour!

char-select
Here’s to hoping I actually get some game in my game! It’s going to be focused on a gun that fires hugs, and you’ll have to spread the love to [insert enemy type here] 😀

Progress and exploding Sheep :D

Posted by
Saturday, April 18th, 2015 9:00 am

Hey 😀

My second LD! (My first time was as “Zer0″ but i changed my account because i forgot the password of my E-Mail ^^).

Im using Unity3d 5 as engine
Blender for Graphics,
Gimp for textures,
audacity and bosca ceoil for music and sound fx

Here is what i have so far:

My Scene so far

SitRep #1

Posted by
Saturday, April 18th, 2015 7:59 am

 

Programmer_graphics = !good (Click to view 1008x717 GIF)

(Click to view 1008×717 GIF) Programmer graphics = !good

So I started working at 11am, 7 hours after compo start because time zones. I didn’t have an idea immeaditely but after I did, I’ve been making good progress. I think I’m gonna focus on the gameplay and code today and then add graphics and sound tomorrow. For the record, I’m using LÖVE/Love2d/Lua and am making a top-down shooter where the unconventional weapon is money. This is also the first time I am coding everything myself and not using Stencyl (a game maker, basically)

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