Ludum Dare 31
December 5th-8th, 2014

Posts Tagged ‘timelapse’

AIlocation timelapse

Posted by
Friday, October 17th, 2014 1:51 pm

Here’s a timelapse of my second Ludum Dare game named: AIlocation

Entry page | Play AIlocation


If this embedded video doesn’t quite work here’s a link

Melody’s Long Timelapse home

Posted by (twitter: @alphasim)
Sunday, September 14th, 2014 8:58 pm

With less than a day left before judging ends, I figured I’d share the timelapse recap I made of the livestream of my friend and I making Melody’s Long Ladder Home using Stencyl. It’s just the entire 12-plus hour livestream (done over three days), condensed into less than 23 minutes.

If you still want to try our game, you can try it here.

“Hypnagogia” Artist’s Timelapse!

Posted by (twitter: @cakencode)
Sunday, September 14th, 2014 2:46 pm

Hey everyone! Cake the artist here! Hope everyone has been having a good time rating and playing games so far. :D Better late than ever, but I really wanted to share the timelapse for our game, “Hypnagogia”. The game is about decisions, life, and death mixed with a little bit of dungeon-crawling elements in there. I hope this timelapse gives you a good idea of my thought process behind the game. :)

Be sure to check out our game! We’d love any last-minute comments or ratings! www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=10976

Universe Connector timelapse

Posted by (twitter: @SixtenKastalje)
Sunday, September 14th, 2014 9:50 am

So I entered the LD30 compo with my game Universe Connector, and this time I captured my progress and made this cool timelapse for you to watch!

Play (and rate): Universe Connector

Timelapse software: Chronolapse

Music: I made an updated version of the music from the game.

If you wanna here more about the progress I also made a Post-Mortem you can read :)

Space Rails timelapse!

Posted by
Friday, September 12th, 2014 5:27 am

Here is the timelapse of how we made Space Rails:

 

We really enjoyed making it, but as with our other games (Macro Marines, Mighty-chondria and ❏♥❀) we spent a lot of time working on a complex system and not so much time working on the gameplay.

This time the complex system was the ability to draw rails freehand in space, and have the trains follow and branch different ways.  Also the supply/demand economy of the different planets has a lot going on behind the scenes.

 

LD30-screenshot-2

 

Will we ever learn?

Timelapse of “A Hole New World”

Posted by
Sunday, August 31st, 2014 1:24 pm

Hey! How are you doing! ;D

I’ve finished recompressing & uploading the video, and I thought that maybe someone could enjoy watching it, so here you go ^^

But beware!! There are spoilers in the video! D:

So if you haven’t already played it, you can click here and download it (and rate it as well while you’re at it ^^).

Best wishes!

JJ

Timelapse of Omnis

Posted by (twitter: @bytegrove)
Sunday, August 31st, 2014 11:21 am

I just put together a timelapse of my jam entry: “Omnis”, the reverse-god-sim-hack-and-slash!

player_sprites5
Play it here: Omnis entry page

 

 

 

How to make a 3D game in less than 48 hours

Posted by (twitter: @mintarcade)
Saturday, August 30th, 2014 10:04 am

People keep wandering – how did I make my entry and comments like: “I don’t understand how you people make something like this in 48 hours. Do you even sleep?”, “Wow for 48 compo your graphics are spectacular!”, “Definitely a good looking game for 48 hours!” and “Thats really great work for 48 hours “. So, timelapse of my Twitch stream condensed to 144 times normal speed may give you hints how.

I used ShiVa3D game engine made by developer “Shiva Technologies” from France – awesome small community with great support and big potential, so check them out. Engine is awesome, it works great, you mostly play with it, it using LUA-like language – very popular gaming scripting language. Using this engine for couple of years now I’m so exited version 2.0 is coming soon to the public, opening more possibilities for developers to create great apps quick. And that the reason I use it for my company projects too – it is fast, especially if you making mobile games. It both simple and advance. Simple usage, compilation, import, export, security and ability to build for multiple platforms. Advanced users (not like me) can mess with theirs games, exporting code to c++, write plugins, make various API integrations like advertising and monetization for mobile platforms. All the things your “standard” game engine can do.

I’m not greatest designer in the world and I don’t even bother to make most of UV mapping for this project, time constrain, laziness, you name it, but ShiVa engine manage to fix it using advance graphic engine, which I didn’t crank up to the max.

Here we go – enjoy the “show”, don’t be to picky. Constructive criticism and job offers are welcomed.

Don’t forget to play the game: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=35966

Crystal Planet – post mortem

Saturday, August 30th, 2014 5:46 am

Crystal Planet

Entry: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=29762

Description:

You have to send special signal to make connection to another planet.
Signal is a result of adding multiple lasers with different colors (RGB).
Lasers beam are created from generators(flying balls).
You can apply specific color to generator using crystals and your laser.

Your task is to prepare your SIGNAL similar to TARGET signal.

To change target, press [space].

Gameplay:

I started with idea of making 3d “laser and mirrors” type of game. Where you would have mirrors with different colours, and your beam react different on each one. I even succeed but find it very difficult to control beam direction. After fighting 1 day to make it enjoyable I dropped it. Finally I ended up with concept of split colour to R G B code and make objective to generate given colour (RGB code) to connect to another planet.

Graphic:

After last LD where I fight a lot with creating graphic by my own, I decided that next (this) LD I will start in jam. Possibility to use already created assets so I could spend few hours on creating effects, or level design and then focus on gameplay was good decision.

Audio:

First time I used electric guitar for sounds effect and I’m very happy of it. I planned to spend more time on recording audio, but because of loosing time on first idea that I dropped I could use only audio that I recorded for tests. Anyway final result is ok, and I’m sure I will make something better next time!

Evolve:

I’m thinking about possibility to run over planet, explore new crystals and then prepare special signals. Then each signal could create something, or make special attack for different targets.

Do not hesitate to try!

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=29762

Afterlife Dance Party Post-Mortem

Posted by (twitter: @Wertle)
Friday, August 29th, 2014 11:04 pm

This was my third Ludum Dare, and although I did Afterlife Dance Party within 48 hours and mostly solo, I decided on the last day to switch to the jam so I could have someone help me with music (John Fio to the rescue!) Now, goals and lessons learned and stuff…

screenshot1

(more…)

Ludum Dare Virgin – Retrospective

Posted by
Thursday, August 28th, 2014 11:02 am

As the title says, this was my first LD, and I’m proud to say that I actually “finished” a game.
I was streaming for almost 30 hours, here’s a 5 minute timelapse video of the weekend:

The game I created, HexConquest, is a turn based strategy game, made with Unity.
Here it is

When I woke up on saturday, the competition was already 7 hours in, and I tried to come up with an idea as fast as possible. The first idea was a strange tower defense game, but I tossed it pretty fast. I could reuse the tile generation code I created for the tower defense game for my second project. The second idea was to create a playing field controlled by different fractions, and the player should use his units to conquest the enemies’ zone to connect his main world to others. As you see in the list below, I didn’t get to actually implement the “zone”-thingy, that’s why the theme may not appear obvious…

I didn’t make a plan (one of the things I want to do different next time), so it was pretty chaotic. I spent a lot of time with the pathfinding, so I had to do the A.I. (a topic on which I don’t have any experience with at all) and game objective in a rush and couldn’t even start creating sound/music anymore.

Saturday:

  • Grid
  • Units
  • Action Menu
  • Textures
  • Move
  • Particle Effects

Sunday:

  • Pathfinding
  • Planets & Conquest
  • Build/Repair-Actions
  • Round Manager
  • A.I.
  • HUD

The game has some serious usability problems, few bugs and calls for an overhaul. Until the next LD, I will spend time to improve everything and implement all the features I wanted in the beginning.

As I’m only a hobbyist developer, I learned more over a single weekend than I learned in all the months I was using Unity before, most likely because I never finished a game and never had to deal with every subject of development.
This was the first, but definitely not the last LD for me!

PS: Thanks for all the feedback on my game, it helps a lot.

Saturday Night Symbiosis Timelapse

Posted by (twitter: @oujevipo)
Thursday, August 28th, 2014 10:21 am

I just uploaded a timelapse for my game Saturday Night Symbiosis.
If you haven’t played the game yet, you still can find it here : http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=1874

 

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