Posts Tagged ‘release’

Hostile Hyper Jump – Optimized

Posted by
Tuesday, March 7th, 2017 2:23 pm

GIF!

Global highscores are in, the build is optimized and, so far, the bugs have been fixed!

There’s still time to partake in the Elympics.

Play it here!

Fixed a whole heap of small bugs and issues. Also added Linux and Mac builds!

Title

Play it here

That name! Long, but apt.

Title

Had a good time making it. I think there’s potential here, but the next few weeks are no good for me so don’t hold any hope of a quick post-jam version. Oh well.

 

Play it here

Skyway Released on Steam

Posted by (twitter: @RobProductions)
Friday, December 2nd, 2016 5:16 pm

Hello all!

Ludum Dare has taught me so much as a developer, and has inspired a great deal of my work. Today, I released my first game on Steam–Skyway. If you have a few minutes, please check it out!

http://store.steampowered.com/app/541410

Skyway Screen

Skyway_capsule_sm

As an homage to my short LD games, I’ve placed a few Easter Eggs around the levels :)

Thanks! -Matt <3

“ArsonVille” My LD36 entry, Releasing on Steam on Nov 25!

Posted by (twitter: @predominant)
Thursday, November 17th, 2016 12:07 pm

The Last Ludum Dare was a strange and exhilarating experience.

It was the first time I really focused on a quirky game that I wanted to play, without the pressure or hassle of having to deal with voting and community reviews. While I did miss the voting, the result was a different kind of game, and I even managed to finish early.

The resulting game is now called “ArsonVille”, and is launching on Steam on November 25! Add it to your wishlist, it’ll be approximately USD $4 around the world, and what a great way to support your fellow community by supporting one trying to release and go commercial :)

bannerI’ve taken the time since LD to improve the game graphics, finalise steam integration and work on sounds and general cleanup.

For comparison, here’s the game after completing LD36:

Image 2016-08-29 at 6.23.09 PM

Image 2016-08-29 at 6.46.38 AM (1)

And here’s what it looks like now:

arsonville-6

ss_f28e1ef3ec1b3545c367ad984499bdb3feaf36b3.600x338

ss_5d242a577593a8bfe7c6471d503ae173acf9aeab.600x338

 

Again, thanks everyone here for your amazing feedback, support for the last few years, and encouragement to reach this life goal of mine. This is a win for me, but also for the LD community! Make games!

ol_sw2_buy_steam

Desert Strife Post-Jam Build (Part 2)

Posted by
Wednesday, September 21st, 2016 1:47 pm

AI BATTLE GIF2!

Missed the voting period slightly. Not that it matters much, deadlines were made to be broken.

Bug fixes, AI improvements and usability tweaks ahoy! Also added in a new feature: morale. Troops in a tough stop will panic and scatter for that extra layer of reelism!

Will do an extended AI write up soon’ish.

Play it here!

Desert Strife Post-Jam Build (Part 1)

Posted by
Friday, September 9th, 2016 2:42 pm

AI BATTLE GIF!

Quite the shocker that!

Had some spare time to sink into the post jam version this past week. Implementing the battle visuals was a blast! Got animation assets from a mysterious fellow member of the secret society! The less said about that the better.

Part 2 will be about AI improvements and more tweaks (I forgot a few!).

Play the post-jam version here

or

The original here

Curious Dinos are waiting for you!

Posted by (twitter: @rafaskoberg)
Tuesday, August 30th, 2016 3:37 pm

— Curious Dinos —

Your spaceship crashed on Earth during the Jurassic Era and you need the dinosaurs help to get it fixed. Use basic ship functions such as alert lights to interact with their emotions and return home.

Curious Dinos is a game about experimentation, reaction and emotions. In my opinion it’s very relaxing, and watching those dinos interact with you is just pleasant. We had a GREAT time developing it, it was a lot of fun, and we hope you have fun playing it as well! 😀

 

>>> PLAY CURIOUS DINOS <<<

 

— Screenshots —

I Love My Circle – releasing March 1st

Posted by (twitter: @joshdbb)
Thursday, February 25th, 2016 7:51 am

I Love My Circle is finally going to be released on March 1st for Android and iOS.

 

 

I intended to release it for the October challenge but it turns out I massively underestimated how long everything takes!

 

Many thanks to the LD community for inspiring me to release a game, I wouldn’t have made it here if it wasn’t for you guys.

 

You can find a presskit() for the game here: http://ilovemycircle.com. I would really appreciate any help spreading the word.

Swarm Hunter Post-Jam Finished & Released

Posted by
Saturday, January 2nd, 2016 9:07 pm

Implemented the gameplay code and pushed to Itch.io. Pardon the blurry Gif:

SMALL GIF

The new flight model is easier to handle, trust me. It even has a controls help panel!

Give it a spin

Thank you for inspiration, Ludum Dare!

Posted by (twitter: @GameGems)
Saturday, December 19th, 2015 4:46 am

The “Growing” theme made me an initial push to complete my long-lasting project. And now here’s what I can do on the screen of my Android device (an animated GIF is worth 1000 words):

SnowRelax2016-Android
Just swipe the screen and enjoy the snowfall. Now defeat conditions: you can do whatever you like to have fun.

As the project was started before LD34 beginning and finished 2 hours after, I didn’t submit it, but uploaded to Google play: Snow Relax on Google Play

The technology I used: Action Script 3/Starling/Air. The game keeps 1000 snowflakes at 60 fps.

Two buttons and Growing

Posted by (twitter: @GameGems)
Tuesday, December 15th, 2015 6:33 am

Hello! Congratulations on LD34 projects completion! Do you remember once I posted that two games which I was going to complete soon appeared to fit both LD themes?

So, I worked in the LD spirit to give a final push to these projects and release them. I didn’t submit them for the actual contest, because I had the existing codebase before the contest was announced, but, please, check them on Google Play and share your comments.

Like on LD33 I’ll play your games and make screencasts

Here’s “Growing” snow relax game

And here’s “Two buttons” multitasking challenge (well, there are three button on the screenshot, but most time you’ll have only 2 of them)

EATERS "Two buttons" game

EATERS “Two buttons” game

Snow relax "Growing" game

Snow relax “Growing” game

The post-compo version of Ultra Hat Dimension is out!

Posted by (twitter: @crowbeak)
Friday, December 4th, 2015 5:05 am

Hey y’all! I’m a little late posting this because we released it Wednesday, but the post compo version of Ultra Hat Dimension is out! It has three times as many levels, new mechanics, and some impressive modding capabilities built in. Check out the Legend of Bea level Eniko made, starting about 30 seconds into the trailer!

You can get it for $5 on itch.io; there is also a downloadable demo. It’s currently Windows only. Sorry! We plan to port it later, but Eniko needs to get more work done on MidBoss (another LD post-compo game, the beta for which is free at midboss.net).

And Yuzuki made a badass soundtrack for Ultra Hat Dimension, which is also PWYW over on Bandcamp.

Once again, I’m gonna end an Ultra Hat Dimension post by saying that y’all are awesome. We absolutely love the Ludum Dare community and are super glad to be a part of it. <3

Keep being friendly and make awesome games! I, for one, am really looking forward to the upcoming jam! 😀

Camera Obscura Release!

Posted by (twitter: @BrianAMacIntosh)
Sunday, February 15th, 2015 10:00 am

Many moons ago, I was on here plugging our game Camera Obscura, which was on Steam Greenlight at the time.  Well, we made it through, and we’re releasing the game on Steam on February 19th!  This is the first game I’ve worked on to be published on a major platform, so I’m pretty excited.  You should visit our Steam page, check out our new trailer, and see how far we’ve come.

If you missed my first post, Camera Obscura is a sidescrolling puzzle-platformer with a unique mechanic that allows you to take a picture of the geometry around you, then move it with you for a few seconds.  You can use it to bridge wide gaps, create staircases up cliffs, and solve other, more intricate, puzzles.  It takes place in a mysterious tower in a forgotten land, and features amn

This site has been a huge part of my personal journey to this point.  I also wanted to thank you so much for your support on Greenlight!  I don’t doubt that the members of this site helped the game get approved.

Camera Obscura on Steam

Thank you again!
– Brian

Camera Obscura Screenshot

Glow Drop (LD31) has now levelled up to Glow Drop DX!

Posted by (twitter: @gamepopper)
Friday, January 30th, 2015 7:31 am

 

If you have an Android or a Windows 8.1 PC, you can now play the updated Glow Drop DX, with more power ups and stuff!

The original Glow Drop will remain on GameJolt as well as here, as it was made as a game jam submission and should remain here in its original glory, but if you want to try a bigger challenge on the go, then you should get Glow Drop DX.

New things in this version include:

  • Updated Music
  • Three new power ups
  • New Drop Shapes

I’m also planning on doing a Windows Phone 8.1 build as well, so keep an eye out for them.

Day 1 post-mortem

Posted by (twitter: @Ananace13)
Saturday, December 6th, 2014 6:26 pm

So, it’s two in the morning and I just uploaded the first proper release build of my game. (You can download it Here if you want to, though only for Windows at the moment and it will require the Visual C++ 2013 runtime).

The controls as they stand right now are;

WASD for movement, Space to shoot. You “can” rebind these keys through the options menu, though the movement can only be reliably bound to ‘W’,’A’,’S’,’D’, the arrow keys, and joystick axises at the moment. Anything else and it’ll only bind turn-left. I’m going to fix this tomorrow, but haven’t had the time to sit down and fight the options interface yet.

F3 will toggle a FPS display in the top-right corner, if you want to see that. And 100% of the game logic is included in the Scripts folder, peruse to your hearts contents. (If you launch the game with ‘-d’ it will dump a markdown document of the registered script interface, should help you understand what does what)

It’s currently hardcoded with three pre-named and pre-colored players competing in a hot seat, but I’m planning on making some UI for changing that soon.

 

A fierce battle

 

With that out of the way, time for some post-mortem of today..

 

This Ludum Dare I decided to see how much more effective it is to do the game logic in a script, and from my findings so far it’s almost an infinite percentage. I mean, the ability to save a file only to see the changes in-game a few moments later is amazing. The fact that I can do it in the middle of gameplay and instantly change everything from the look of the game to how the player controls and moves is quite empowering during development.

I think this is a first time I’ve had something that’s this finished by the first 24 hour mark, usually I’m just about finishing the base of the game by now. But this time I think I can afford to do some proper bells and whistles.

 

So, what went right?

  • The choice to do the LD through scripts is certainly a HUGE plus on here. Definitely going to do more scripting in my future.
  • My idea for the theme actually turned out to work really well, though I started off in a wrong direction and had to change lots of things to get it to actually render the minigames inside of their tiles.

What went less right?

  • Forgot that Angelscript doesn’t allow value returns on 64-bit Linux, so going to have to spend several hours in the future wrapping all value returning functions in generic calls. Either that, or skip the 64-bit Linux build altogether.
  • Forgot about GUI, so I’m currently having to draw all of that through manually positioned geometrical shapes and test snippets. Not very nice way to design it, though the almost instant response to my changes makes it bearable.

What would I change if I do this again?

  • Well, if I’m doing this again, I’m definitely going to grab more pre-created libraries. GUI, Physics, etc. Linking them up to Angelscript shouldn’t prove much of a hassle, and it would let me really code.

So, to finish this short post off; I definitely recommend trying to do a fully scripted game if you haven’t already, performance is amazing and I haven’t even added JIT compilation of the scripts yet. So they’re currently being interpreted.

 

And now I should probably go sleep, so I hope you’ve had as much fun as I’ve had. And I hope we’ll have even more fun tomorrow.

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