Ludum Dare 33
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Posts Tagged ‘retro’

GUILLOTINE, the beginning

Posted by
Monday, August 24th, 2015 6:57 pm

The beginning of our game.

Untitled Monster Mashup!

Posted by (twitter: @@sethpaxton)
Monday, August 24th, 2015 3:13 am

composite_screenie

A kick in the Legend of Zelda’s nostalgic pants! Let’s hope I can get this monster finished by the deadline.

[Bringing Back The 80s] Absolutely Radical Title Screen

Posted by
Sunday, August 23rd, 2015 2:49 pm

title_screen

160 x 90 pixels!

212 colours!

Could it get any more radical?!

 

 

[Bringing Back The ’80s] The Boss is Crazy!

Posted by
Sunday, August 23rd, 2015 11:59 am

[Bringing Back The ’80s] UI Testing

Posted by
Sunday, August 23rd, 2015 6:12 am

View post on imgur.com

I’ve just got back to work and I am now testing the UI. It seems pretty good. Just a bit of an alpha blending problem though.

This just looks wrong…

Posted by
Saturday, August 22nd, 2015 4:55 pm

View post on imgur.com

This gives “fire crotch” a whole ‘nother meaning.

[Bringing Back The ’80s] The Magi Are After Me!

Posted by
Saturday, August 22nd, 2015 3:54 pm

View post on imgur.com

I’ve finally got basic AI and collision detection.
I’ve 2 spent hours trying figure what was wrong with my code and it turned out that my rects were ints not floats.

I think I might finish with that today. The engine is virtually done so the game should not take that long now.

Better Textures & Cool Particles

Posted by
Saturday, August 22nd, 2015 9:41 am

Retro Particle System

Posted by
Saturday, August 22nd, 2015 8:58 am

View post on imgur.com

Retro ’80s style Particle System in my custom software renderer!

The Test Sprite of Doom is Back With Level Walls

Posted by
Saturday, August 22nd, 2015 7:18 am

006

 

It can now render walls from a level position.

Bitmap Based Text Rendering!

Posted by
Saturday, August 22nd, 2015 5:33 am

005

 

No need for “amazing” handwriting skills anymore!

The Test Sprite of Doom!

Posted by
Saturday, August 22nd, 2015 4:39 am

gingerBill - LD33 004

I’m bringing back the ’80s!

  • 5 Bit Depth Buffer
  • 8 x 8 Sprites
  • 160 x 90 Pixel Resolution

First Ludum Dare Submission – Souls of the Fallen

Posted by (twitter: @Bsevers18)
Monday, April 20th, 2015 10:54 pm

We made it!

Souls of the Fallen

Team LittleBigBro has done one jam prior to this (STL ScatterJam) but this was our first attempt at LD.

It was great. It was fun. And best of all it we finished it and could polish it a bit.

Our unconventional weapon was the absorbing of “tainted” souls (the little pink orbs) to then release as “purified” souls (the blue ones).

Souls of the Fallen Gameplay

Post Mortem
Good:

  • We made it!
  • We got some extra polish (each play alternates the character you control)
  • Only minor-ish bugs (corners + velocity based movement = nope) that don’t really hurt the game
  • We had a good time
  • We got some great music tracks from @Fat_Bard

Bad:

  • Don’t take a whole Saturday to help your dad chainsaw branches. (it surprisingly cuts into dev time)
  • There were some features (co-op, multiple bosses) that couldn’t make it in.
  • Get better snacks and food. Fast food is killing me…
  • Better sleep before and during the jam
  • Typo in on the tutorial message

Souls of the Fallen Gameplay

Our entry: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=45313

Posted by: @ThatAndrewMan

I am in, maybe a bit too much in

Posted by
Saturday, April 18th, 2015 12:02 am

Ok so I decided on a stupid simple idea, so simple it would be an insult to do it on a modern PC, so therefore I decided to do it on my 8 bit Apple II

featuring a 1mhz 6502 CPU 64K of ram, basic, and jack squat video and audio I am setting my self up for failure, but why not have fun while doing it right?

problem is I have been setting up my ultimate ease of use retro bench for about 2 months now and im not done, so I had to hurry up and string wires and copy software over to my practically new (in the apple II timeline) 1985 apple IIc, which has taken about 3 hours UGH

thankfully its a simple game concept, hopefully I can bang it out in basic

 

P4170006

Taggle – A 2 Player game of tag (with invisibility)

Posted by
Sunday, August 24th, 2014 7:21 pm

TaggleScreenshot

Taggle is a two player game of tag/hide and seek, where one of the players, the Collector, can toggle his/her visibility.

It’s the Collector’s job to collect little bits (cubes), and the Chaser’s job (the other player), to tag the Collector.

When the tag is made, the players switch roles. The first player to collect 10 bits wins.

Perhaps the entry page for the game describes it better

Enjoy :)

-Korigame

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=40504

#SpeccyJam (the ZX Spectrum Game Jam) is back!

Posted by (twitter: @speccyjam)
Thursday, August 7th, 2014 1:05 pm

Hi all,

Just to let you know that the second annual #SpeccyJam is this month, and starts on 29th August 2014

Dev’s have 1 week (29th August – 5th September) to create a ZX Spectrum flavoured game.
It can be for any platform (Browser, HTML5, Flash, Mobile, iOS, Android, PC .. anything), and you can use any game dev tools to create it (doesn’t need to be programmed in machine code and load on a cassette tape or anything like that.)

Just as long as it looks / feels / plays like a ZX Spectrum game, then it is fine!

You must use only the ZX Spectrum colours and resolution, and you can use the “attribute clash” rules if you want to make it look more authentic (but not a strict rule).

For more details about rules and registration (by way of forum), check out http://www.speccyjam.com

Thanks for reading, and hope to see you there!
Cheers
Dave

 

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