Ludum Dare 31
Theme:
Entire Game on One Screen

Judging ends in:
It’s time to Play and Rate Games!

PlayRate80Star

Posts Tagged ‘screenshot’

Duck, Jump, Die (Post Mortem + Timelapse!)

Posted by (twitter: @DivitosGD)
Sunday, December 14th, 2014 4:11 pm

First off, the timelapse.

Post Mortem

We faced several problems right off the bat. My original intentions was to program it in Game Maker: Studio completely by myself and submit for the compo rather than the jam.

A friend of mine offered to team up with me about 5 hours before the jam. I wouldn’t be able to help with the programming due to the language he was using, but I agreed anyways. It was decided I’d work on audio on concepts.

Fast forward towards the beginning of the competition, and I was running off of 2 or 3 hours of sleep. I’d tried previously, but couldn’t get to sleep, so I just opted to stay awake until we at least had a concept done. ‘We’ included me, the friend from earlier, and one of his friends(an artist).

Then we get to the theme being announced. We all dabbled with some ideas for about 10 to 20 minutes before the programmer decided to opt out and leave me and the artist to our devices. I prepared to program while we continued to concept.

Our initial plan was a top down twitch reflex maze. The walls would be moving at you at an accelerated rate and you’d have to us WASD to navigate without hitting a wall or falling behind. We in a way kept this concept, but just changed it around to being an endless runner.

He began on the art, I began importing it. About an hour in, he went to sleep, and I followed shortly after. Luckily realizing I had forgotten to start the time lapse. I started it, and ended up getting some sleep.

A couple hours later, I woke up, and started on the main game. I faced quite a bit of problems. The floor was initially tiled, and I was hoping I could make it sync to the obstacles. I eventually gave up and just made the floor one seamless line and added in some obstacles. After that, I had my initial concept of how I was gonna do anything, and added in some more obstacles. A short bit later, Brad(the artist) woke up and I sent him a build. We ended up getting a bit addicted to it, and didn’t get much work done for about an hour.

From then on out, it was pretty much just him doing art, me hacking away at the programming, occasionally sending builds to him and some friends, occasionally us finding ourselfs in a skype call, and a lot of the time us joking around about things.

We ended up finishing about the time the regular compo was ending, and submitted for the jam(albeit with some undiscovered bugs) and the rest is history.

Fast forward to a week later, I just released a bug fixed version of it, and Brad and I have decided to carry on development from scratch on an entirely new version of Duck, Jump, Die for mobile!

The Good

We ended up with a final product! That broke a 6 competition long quitting streak for me, with my last completed Ludum Dare being LD25.

We ended up making a pretty fun game! Even after the horrors of the battlefield, I still find myself playing it when I get bored(on occasion).

We ended up meeting each other! We actually work out pretty well as a partnership, and if it hadn’t of been for this Ludum Dare, we never would’ve met.

The Bad

We didn’t use the remaining time we had on polish and bug fixing, when it really could have used it.

The game is highly unoptimized, and tends to slow down for some people.

The music is incredibly loud, and ends up hurting peoples ears first time around.

Play The Game!

Obligatory Cross Promo!

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=9732

 

Screeny

Houston: Expedition diary Part 2

Posted by
Saturday, December 13th, 2014 9:09 am

The expedition diary.

Day 2 additional decryption:

We fall asleep only after first successful launch of expedition ship to planet Pandorum – «Hooray!»
It was exciting – finally, all the parts we made during the day now works together as one game – with logic and results.
But cruel clocks show 5:00 at that moment.

sleep

At 10:30 the team was already at work again.

We realised, that we have no time for much of functionality we planned to do =(
So we failed to implement in particular:
– Any tutorial
– Visualisation of expedition events (how astronauts install modules, produce food, fight with predators)
– “Houston, We’ve Got a Problem” feature – when we may tell them, how to solve critical issues.
And other things.

But – the game works and we still have something to show on presentation of Jam.
And we showed it.

presentation

Other expedition diary data under decryption now.
And you may support our expedition if you rate our game =)
Jam Entry: Houston, We’ve Got a Problem
Please, check the first screenshot before play – there are tutorial stuff.

Previous parts of expedition diary:
Expedition diary part 1
Information bulletin for new astronauts

Houston, We’ve Got a Problem!

Posted by
Thursday, December 11th, 2014 1:45 pm

Expedition diary.

Day 1: Our landing on GamesJam Microsoft was successful. Mission have started. We got a good gut.
….
Day 3: Hello, Ludum Dare, we come in peace.
….
Day 8: Information bulletin for new astronauts is ready for use.
Read careful and maybe you’ll survive first day.

short game guide

With this information you are ready to explore new planet:
Jam Entry: Houston, We’ve Got a Problem
(and to rate our game =)

start screen guys results

Save the Gifs – simple but can be fun

Posted by (twitter: @jacek_nik)
Wednesday, December 10th, 2014 1:41 pm

screen

 

OK, so i created a game. Simple one. I used Unity + RagePixel + Bfxr. I didnt have much time over this weekend, but i managed to complete all features i planned. Maybe its not so challenging, but im making progress every LD i participate in.

Try it here.

Good luck everyone and rate some games!

Super Start World: A Moving and Emotional Experience

Posted by
Monday, December 8th, 2014 9:16 pm

2.5Dino Arena

Posted by
Monday, December 8th, 2014 8:00 pm

This was my first Ludum Dare. I ended up working by myself… and actually the main reason I am even doing this is to find collaborators. I did all the pixel art from scratch and would very much like some feedback because I am kind of new at it. At first I didn’t really like the theme, but once I brainstormed some classic single screen games I had enjoyed in the past (SmashTV), I realized it wouldn’t be so bad. I had some grand plans of dinosaurs, jetpacks, and rocket launchers, and I am glad at least 2 of those made this version. I wanted to do a lot more, but that was probably my noobishness. I love making chiptunes/erocktronic music, but I didn’t have time. I was trying to make it so people could make maps using Tiled Map Editor, or at least load multiple maps during gameplay, but no time. The one thing I did right was to use some of my old Unity Scripts and enter the jam instead of the compo… maybe compo next time. I will add more dinos, weapons, maps, and block types, and some music.

Here is my entry:

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=44470

dinoArena1

dinoArena2

 

Slime Spire Showdown

Posted by (twitter: @rojomojogogo)
Monday, December 8th, 2014 7:35 pm

You vs. a small squad of silly slimes in Slime Spire Showdown, a mini twinstick roguelite a la The Binding of Isaac! Windows build is up, more platforms to follow. Have fun!

Play Now!

Slime Spire Showdown

Get in touch!

@rojomojogogo on Twitter
www.youtube.com/rojomakesgames

It’s a wrap, sort of …

Posted by
Monday, December 8th, 2014 7:21 pm

So, our first Ludum Dare is a wrap! And what fun it was. We did manage to produce a very rough prototype of our game called Glitch. It’s a game about a pixel that has become sentient after a tv short circuits.
Glitch, screeny
see it here

Sadly, our team had very limited time this weekend. In total I think we only managed to put 12 hours of work into it. A lot of things feel unpolished and the game misses that sense of directive. But hey, for something none of us ever tried before, I think we did a reasonable job.

On the bright side: we are very excited about the premise of the game and game design in general. In the next couple of weeks, the game will be revamped into something enjoyable and thrilling. Moreover, this little speed game creation session has taught us so many things, from process management to art direction, that it was definitely worth our time and efforts.

We will be joining Ludem Dare next time and make sure no interruptions befall us!

Just in time

Posted by (twitter: @Nekith)
Monday, December 8th, 2014 7:08 pm

screen0

Like yesterday, a little too tired to write a “real” post, but we’re done with our entry !

So it’s called Goblin Crown Fever and it’s about goblins, ghosts, greed and time.

Happy conquest !

Icy’s Trivial Travails have come to an End

Posted by (twitter: @alphasim)
Monday, December 8th, 2014 5:43 pm

We’re finally done, and our game, “Icy the No-Man’s Trivial Travails” is up for judgement. It is a trivia board game starring Icy the No-Man, where you parade around the board to collect colored answer points to unlock the various colored gates guarding the roads to  victory. After a number of turns, if you haven’t won yet, we have included some incentive in the form of a hungry Yeti.

nglogo3

Trivial Travails

You can play and rate it here.

The trivia is accurate to the best of our knowledge (and research), so we’re fairly confident in the answers.

Trivial Travails was made with Stencyl by my friend and I with various voice overs done by me.

I give up for now

Posted by (twitter: @qrchack)
Monday, December 8th, 2014 3:06 pm

So… this is the game. I did my best. Learnt a lot this LD. Hope I’ll start on time next LD! :D

 

 

If you feel like doing so, feel free to check it out :) PS: I’ll definitely keep working on this one post LD!

I’m totally late

Posted by (twitter: @qrchack)
Monday, December 8th, 2014 2:02 pm

Okay, I’ve started somewhere after half of the 48h time, so I’ll probably keep finishing this game after Jam ends. Whatever. It’s 5h to go and I’m coding a map editor. I’m totally not prepared :D

 

5 hours left and I just started coding the map editor

5 hours left and I just started coding the map editor

 

While you’re here, you can check out the current version of it.

[cache: storing page]