Posts Tagged ‘screenshots’

An Unnatural Selection / Trinity Labs — day 1.5

Posted by (twitter: @garethjenkins)
Sunday, August 26th, 2012 1:01 pm

Okay — so got testable play & level prototype earlier:

And have since been working on systems, some of which can be seen here:

Taking a short break now, then it’s on to level progression / load; score increments; general juiciness (inc some more sfx & music), and, er; some basic levels.

G.

An Unnatural Selection / Trinity Labs — Day 1.25 update

Posted by (twitter: @garethjenkins)
Sunday, August 26th, 2012 7:05 am

Okay, has gameplay. Pretty much.

You can match things up and they create other things.

In fact, you can match up a lot of things.

Possibly too many things. At the moment, chaos is a feature and nothing’s certain. Quite fitting 😉

Also got some basic sfx in. Need and better a gorilla and a two more models. Then onto establishing some objectives. Haven’t decided on the mutants yet, might just go for gene variety, reproduction and, well… a surprise at the end.

G.

First Day of Progress

Posted by
Saturday, August 25th, 2012 5:54 pm

Hello fellow Ludum Darers…

At last i find the time to do such a trivial thing as writing a blog post…

Evolution was a hard pick for me…after 2 unsuccessful attempts, i finally narrowed it down to a acceptable game idea.

The first day for me was spend mostly coding ( and doing art when tired of good ol bugs). So far, i can say that i got the basic framework going..and the last 2 days are for levels and polish(and bug squishing of course). But at the moment my game is still all out of colorful blocks.. so i spare you the sight of these thingies and give you the title animation of my game instead.

Click to see animation

Click to see animation

next up for me :  sleep

 

PS: i almost forgot… i am in :) in the jam that is(although alone … but i need my time to finish)

I will be using xna with a custom ludum proven engine build on top of it. And this time i will hopefully be able to cross-compile for Linux and mac as well.

Jam Entry Going Well

Posted by
Saturday, August 25th, 2012 6:50 am

Our jam entry is going well… We are making a universe evolution game.

Once the map loader is finished we will upload a beta for you to play…

 

Screenshot 1:

Screenshot 2:

Sneaky Trio – FINAL

Posted by (twitter: @jarnik)
Sunday, May 20th, 2012 3:08 pm

This is a team effort by Yuffie (graphics), Jarnik (haXe coding) and automatons atrk&sfxr (sfx, music).

A team of professional thieves – Dino ( camouflage expert ), Fox (lockpick specialist) and Robot (explosives ace) are at your service to perform a perfect theft.

You are in charge of three different thief characters, each having a different field of expertise (camouflage, lockpicking, explosives).
Your goal is to traverse 4 levels without getting caught by guards, get a hold of (yet undefined) artifact and then backtrack through all the levels to the beginning.

Controls: LEFT / RIGHT – walk, UP / DOWN – switch character
The game is now feature complete, more graphics are to be expected in future days as  a post-mortem version.

Progress…. not sure what to name this game.

Posted by
Saturday, April 21st, 2012 9:40 am

Okay, so far we have a player in a small cardboard box.

The player can run and jump with arrow keys, and tilt the box with WASD.

Right now we have crap sprites because Ace hasn’t made the sprites yet.

We have music, but we haven’t implemented it yet.

Play it here and comment below:

Cyber Shield has been released

Posted by (twitter: @zapakitul)
Sunday, December 18th, 2011 6:40 pm

Previous post here.

My entry for LD22 has been completed and uploaded. Tomorrow I’ll make a full Post Mortem containing a Game Design Document, and my thoughts on what went right, wrong and what could have been done to improve it further. For now, all I can say is the following:

  1. I’m proud of my entry. During the past 48 hours the game has gone through allot of design changes. What first started as an FPS, soon became a morph between a Top-down shooter with a capture the flag (briefcase) mode, with American Football elements (such as Touchdown). Only during my second day did I realize that the game was by no mean fun when chased down by an entire team. Writing AI for the team mates was a no-no due to the short amount of time left, so I scraped the basic mechanics and came up with a new one.
  2. I’m happy with the current gameplay mechanic. Using a defensive weapon for offense is something not many games tackled, or at least no any that I know off. In this prototype I tackled two ways of using the shield, one in which the player acts a bulldozer, pushing his enemies into pits, and another where the shield is used to deflect bullets towards his attackers.
  3. I’m not much of an artist but I feel that the current art style is decent.
  4. I’m happy with the amount of features this game contains (although not all are used now). In just 48 hours I managed to integrate a TDS camera (with an alternate FPS version, currently locked), collision, AI (when the prototype was meant as a Capture the Flag game, I implemented two types of behaviour for the enemies: Attackers and defenders. The Attackers charged towards the player if he was near them, while defenders rushed to the touch down zone, forming a human/robot shield) and basic physics.

As I said before, a Post Mortem will arrive soon, in which I will explain how I have arrived to this current gameplay mechanics, what I had to scrap and why. Till then, I’ll leave you guys with today’s Timelapse, and a bunch of screenshoots.

Download Cyber Shield.

Ghost Town progress — on G+

Posted by (twitter: @elibrody)
Saturday, December 17th, 2011 11:13 am

Hi people! As I approach the end of day one, I thought I’d say hi on the LD blog.

My game is called “Ghost Town” (working title).

I’m tracking progress with Google Plus simply because it’s easy to toss photos and screenshots up there. I’m not really doing major blog posts this time. (Also I shoot random updates on twitter.)

I’m seeing tons of amazing stuff on the LD page, this is incredible.

Good luck to everyone!!

12 Hours in: squares

Posted by (twitter: @secret_tomato)
Saturday, December 17th, 2011 7:23 am

Right then, screenshots. After I wasted some time with that platformer I previously mentioned I’ve went around and started working on one of my original ideas.

What you see here are a bunch of squares. Boy squares and girl squares. They have numbers attached. What these can do is, walk around, kill eachother, breed (like rabbits), and interact with buildings. The buildings are naturally the gray rectangles and the ellipses shall be buttons.

The rectangles on the sides are also buttons.

Now I see a lot of fancy graphics being thrown around without much coding done yet so I figured I upset the balance 😀

There will be alone-ness, and there will be more stuff. I just need to figure out the more stuff part. Maybe some lemmings-like thing. I don’t know.

8 hours in

 

 

12 hours in

 

 

Yes it doesn’t look like much of a difference, that’s behind the scenes.

BURN IT ALL!

Posted by (twitter: @jorjongames)
Sunday, August 21st, 2011 11:16 am

 

 

 

An angry mob will always burn. So don’t lose!

gLapse 0.2 released!

Posted by
Sunday, May 29th, 2011 10:28 am

I’m very happy to introduce you gLapse 0.2, the visual GNU/Linux tool to take screenshots at fixed intervals and make time lapse videos of your compo progress. If you didn’t knew gLapse you can check out more information about this tool in my first post. At this moment, gLapse is available in English, Spanish and German.

Changelog

  • Configurable video quality (very bad, bad, normal, good, best).
  • Synchronized screenshots output and video input folders.
  • Changes default screenshots output folder.
  • Adds German translation (thanks to Superyoshi).
  • Improves GUI usability.

Download

Feedback and new translations are hugely welcome, if you find any problems I would be grateful if yould report them in the issues section. Hope you like it and find it useful for the next compo!

Cave Of Cursors Update

Posted by (twitter: @Erifdex)
Sunday, May 1st, 2011 9:25 am

Almost There! All I need to do now is make the music!

Here are a few screen shots:

The Setup

Posted by (twitter: @elibrody)
Friday, December 17th, 2010 6:48 am

New apartment, new office-space constructed. You thought it wasn’t ready yet, huh? You thought I wouldn’t have time to hang up the whiteboard in between lab reports?

Secondary (temporary) monitor graciously provided by zDanielz!!!
**Disinterested Cat not included

This weekend, witness the Ludum-power of this fully armed and operational battle-office!!

iħ ∂/∂t |ψ> = H|ψ>

Here’s a Screenshot

Posted by (twitter: @davidrlorentz)
Saturday, August 21st, 2010 10:59 am

The game is called “Leave me Alone.”

ss_leavemealone_dev1

They’re getting angrier…

Posted by
Saturday, August 29th, 2009 8:59 am

6 hours of development so far and progress continues on my game…  thought I’d post a few early screenshots.  I’m working to get the first playable level done so I can continue messing with making the mechanics fun.  Doing bare minimum art as the lumpy bats will testify to:

early-screenshot

Stalactites, Geysers, and Bats now spawn.  The bats have a funny animation right now which I think will make them enjoyable to watch flap around as you try to eliminate them.

early-menu

Rough working main menu too.

Well, I’m stalling out on productivity right now because I am starving.  I have a chicken pot pie in the oven cooking but it won’t be ready for another 30 minutes so I’m powering on best I can.

I’m really trying to focus on getting the earlier playable and fun parts of this game coded.  Building out primitive menu systems and game framework logic so that I won’t have to mess with it later.  I have implemented the timing bar, level counters, and scoring widgets.  My hope is that once I get the basic ‘level format’ working I can do 5 rough levels with very basic art today.  Then tomorrow can be spent on improving the art and adding music and sound.

Cryptidia creations

Posted by
Sunday, February 8th, 2009 8:15 pm

here’s some screenshots of some fun creatures I created using hamburger’s Cryptidia entry:

First, the program asked me to create something huggable…

Next, it commanded I draw something “you could put a beard on” and that it also need “ripped abs” .. these suggestions are hilarious.

Well.. my devil walks upon a table, a stick and something that looks like 1/3rd of an utter.  I like his arms.. heh.

Anyway– I definitely enjoy these drawing type programs.. thanks hamburger!

[cache: storing page]