Ludum Dare 31
December 5th-8th, 2014

October Challenge 2014
Ending Soon!

ConstructionPlease excuse the site weirdness. Mike is making and fixing things. Clocks are probably wrong. Colors are place-holder.

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Posts Tagged ‘screenshot’

Jacob’s Ladder : LD30 Compo

Posted by
Sunday, August 24th, 2014 7:22 pm

My first ever Ludum Dare! I was dared by a coworker to enter and make a game on Friday!

Enjoy playing Jacob’s Ladder here!

Jacobs Ladder Screen Shot 2014-08-23 at 8.06.16 PM

Jacob’s Ladder is an attempt at meeting my goals here.
I have had many successes through the last two days!

JacobsLadder Screen Shot 2014-08-24 at 2.25.05 PM

[x] Intro Splashes / Animations
[x] learned to make materials / textures / normal maps
[x] GUI Buttons
[x] city maze : Jacobs Ladder level
[x] Audio, Music, Sounds
[x] Credits
[x] Secondary Main Menu / SubMenu
[x] how-to-play / controls / input
[x] footstep sounds triggered when walking

Didn’t get around to adding :
[ ] skybox
[ ] Cross Maze Level (from brainstorming session at start of LD30)

I surprised even myself on what could be done it such a limited amount of time. I learned a lot and can now add the scripts I created to a personal script library to use in other game dev projects!

Ludum Dare For The Win!

 

Elementals : WIP

Posted by (twitter: @jeromBD)
Sunday, August 24th, 2014 5:37 pm

elementals-faces

(Screenshot) I don’t know why I give the characters such creepy faces: the game is a basic platformer XD

Engine: done

Graphic assets: done

Tomorrow, I’ll have to do all the level-design & the sound fx. Everything should be done without too much panic for the Jam. (And I will even have time to watch some 30 Rock episode).

Yuusss! I am done with “Rubber Slimes”!

Posted by (twitter: @JangoBrick)
Sunday, August 24th, 2014 4:02 pm

I am done with my game! And I’m finally even proud of it. There was a time when I wasn’t – but that lies in the past xD

Well, my interpretation of “Connected Worlds” was this one: Screen split in half, each half is one world. They’re connected somehow.

And the result is some funny game with two colo[u]rful slimes, that are jumping in opposite directions, held together by a rubber band. So, connected worlds. Connected with a rubber band.
I guess I would normally make an animated .gif and throw it into here, but I’m way too exhausted to do that now. So, have a static screenshot (don’t be sad! at least there IS a screenshot.):scr3

Oh, and also one where the rubber band just broke (one of the more difficult levels is shown in the picture):scr4

 

Cake

Click here!

Click the cake to go to the submission page, and please don’t forget to vote & comment :-)

Belated update as we roll into the final hours

Posted by
Sunday, August 24th, 2014 3:38 pm

Making a lot of good progress today!  On my LD entry at least.  My other weekend obligations… not so much.  Oops!~  I’m down to adding in my random events and the end game criteria (Timer based, I think I’ll go with) and then I’ll have a completely playable game! YAAAAAY!~  There’s also still a tiny chance I’ll try to add sound before the competition ends.  We’ll see about that though.

Bifrost Project, 45 hours into competition.

Bifrost Project, 45 hours into competition.

Nearing the Finish Line with 24+ Hours to Go

Posted by (twitter: @alphasim)
Sunday, August 24th, 2014 2:33 pm

Wow, time’s flying. My friend I finally named our game, entitling it “Melody’s Long Ladder Home.” Hooray!

Today we fought our first major issues (first serious frame rate drops and than later  items disappearing) and got through them both OK. We finished laying out the map and play pieces this morning and than spent a huge chunk of the rest of the day proving to ourselves that our game was beatable. It took us hours of play testing and countless revisions but we did it. Here’s a quick pic from the game to wrap this up.

Melody's Long Ladder HomeWe only have a few small things left to do, and considering that we’re doing the 72 hour jam, this leaves is almost 24 hours to polish, finalize, and touch up everything to a nice sheen.

Well, as nice as we can, anyway.

 

Finished!

Posted by (twitter: @SmartGaming_ru)
Sunday, August 24th, 2014 12:12 pm

I don’t think I can make anything else today and so my “Two Worlds” game is out. Yay. It’s even playable and fun (sometimes). You can check it on compo page.

In a few words – it’s a text-based strategy about two worlds, connected through the Portal. One has food, another has fuel and they trade with each other each month. But their resources aren’t infinite, so one Realm will fall at the end. You can choose a Realm to play with (and actually you can control the other realm if you want – buttons are clickable). Also there is an “automate” function – it will produce some goods and select trade option for both Realms – you just need to enable it and click on “Open Portal” button. Also there is a restart button in the top-right corner. Have fun :-)

TwoWorldLudumDare30_3.png

Drempt – Progress #6 Music!

Posted by
Sunday, August 24th, 2014 11:17 am

Music is finished and added into the game.

 

Here is the current title screen for your enjoyment:

Drempt Title

 

Previous progress post

Linker

Posted by
Sunday, August 24th, 2014 7:59 am

This is a very simple game. Your goal is to connect two worlds together by expanding or shrinking wormholes. Mostly expanding. The score is based on how many wormholes you used. The more wormholes, the less your score.

Here is a animated GIF showing the simple mechanic of the game:

Expanding and shrinking wormholes.

Play Now on Web (HTML5)

The code is written in Monkey X. And sound effects are done in Bfxr

Untitled

 

I am stoked about how this game is looking. the screenshot is just the starting area. but the level itself is a very good size. All of the mechanics are in place except for the enemy spawner which I will write when I get me a little rest. I am a bit worn out after Tiled decided it wanted to crash 1000 times and one time lost the entire level, finally got it made though. Hopefully I have time before the Jam ends to squeeze in a little bit more detail, but either way I am happy with it.

Next up:

Polish/Balance

AUDIO! which should be the icing on the cake for my favorite creation.

 

just remember, “Those who play in the realm of lost souls are probably already half-dead”.

Explore space!

Posted by
Sunday, August 24th, 2014 6:37 am

That’s how our space exploration idle game looks like at the moment. You will be able to manage ressource and population production, research space travel and discover new stuff!

Space Exploration Idle Game

Making Hay on Day Two

Posted by (twitter: @alphasim)
Sunday, August 24th, 2014 5:32 am

Heya everyone. My team’s game for the 72 hour jam is coming along very nicely. We have the map over half finished, the graphics mostly in place and the music is sounding good. Here’s a quick look into our project, as being developed in Stencyl.

Stencyl

Like I said last time, ladders are a prominent feature in our game. It’s also nice to see how far we’ve come since yesterday in the little details.

Changes

 

We’d love to get some play test opinions on our latest build. We’re also going to start live streaming again today at approximately 11:30 AM EST on http://www.twitch.tv/alphasim, so stop by and say heya sometime.

Looks good !

Posted by
Sunday, August 24th, 2014 5:20 am

Hi !

Finally some movement and basic IA. Imps are running after us !

We switsched from SDL to SFML, and it’s waaaaaaay easier to use.

Running

By the way, lunch is a great moment to think about gameplay.

french lunch

DarksteelPenguin, ioa42/Coldman07, tchassin

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