Posts Tagged ‘update’

Small Update

Posted by (twitter: @TheFish523)
Sunday, August 28th, 2016 1:42 pm

Fixed the camera for my entry. Each time you jumped you couldn’t see the enemies below you, it was annoying.

Screenshot2You can get it here .

First night update!

Posted by
Saturday, August 27th, 2016 8:55 am

Yesterday was a good night! i worked on pixel art and game design.

I kind of want to make a “dreamy” game (no named yet). Here are some images about the process.

 

example01 example02 example03 TEST01 TEST02MONOLITH TEST03_MONOLITH

 

My plan is to make a little exploration/puzzle game. I hope to finish on time!

End of the first day – idea in place!

Posted by (twitter: @rjhelms)
Saturday, August 27th, 2016 1:51 am

I’m about ready to call it a night for Friday. My idea – tentatively called Super Egyptian UFO Cat Pyramid Overlord 2000 BC – seems solid enough to be able to get a decent jump on it tomorrow.

No code or anything in place yet. Just a broad outline of the design, and single set of sprites, for the UFO cat itself:

2-firstsprite

I’ve tweaked this sprite just a touch since I made this GIF, but the idea holds well enough.

Skyway on IndieDB!

Posted by (twitter: @RobProductions)
Monday, August 8th, 2016 8:25 pm

Hello everyone!

I’m still hard at work on my latest game Skyway, which you may remember. I’ve just made an IndieDB page which will hold screenshots and updates! The game is a bit behind schedule but it should be officially announced sometime this month, and should release before 2017.

Screen6

Skyway

Please check it out! I’m pretty worried about what people will think of it come announcement time, so feedback is appreciated!

If you haven’t already, follow me on Twitter, and good luck to everyone in the LD!

Turned my Ludum Dare game into full game launched on Steam! :)

Posted by (twitter: @BPOutlaws)
Saturday, July 23rd, 2016 10:54 am

Hey everyone! If you played my dragon game back in Ludum Dare 33:

I kept working on it and turned it into a full game, and just launched it on Steam! Figured it could be good inspiration for people participating in LDJAMs to keep working on their entry if they come up with a cool mechanic/idea…who knows, you might be able to to turn it into a full game!

Here’s the trailer:

Grab it on Steam here:


http://store.steampowered.com/app/498190

My next game is ALSO going to be based of my LDJAM entry from Ludum Dare 35:

https://bulletproofoutlaws.itch.io/shootinggamething

Hope this inspires some people to take their games beyond their Game Jam entries if they think they’ve stumbled across something fun! With a few more months of work you might be able to turn it into an awesome game you might be able to pay your rent with! 😉

Follow me on Twitter at @BPOutlaws, I use it as a devBlog lol

– Jeff

New Game in the Works!

Posted by (twitter: @RobProductions)
Tuesday, June 28th, 2016 12:30 pm

Hello LD! It’s been quite a while since I’ve posted here, and sorry to barge in on the Mini LD 😛 You might remember me from 2013. And from previous entries!

The past few years I’ve been working on huge games and then scrapping them due to immense scale/poor time budgeting. I think that’s something many of you can relate to. It seemed like every project I started, I reduced the scale by half and it was still out of my scope :( But I finally sat down and really thought about the whole process. After a bunch of failures and coding practice, I came up with a solution.

Making games is an iterative process. Instead of holding on to everything until release, I’ve decided to show more of my works in progress. And instead of fine tuning the gameplay for ages, I’ve decided to just literally make the game–no matter how bad it turns out. Iterative means once I have the whole thing done, I make improvements to everything until I’m satisfied. It took me way too long to figure that out, and it’s an ideology that really helped me in my projects.

Without further ado, here’s a work in progress showcase of a game I’m working on called Skyway!

I do have tons of other half-finished projects that I plan on showing, but for now I’m totally focused on this title. And, of course, I’ll share more about Skyway in the upcoming weeks :)

Be sure to follow me on Twitter for bi-weekly updates on my games!

Thanks! <3

So tired zzzzzz…8 hours to go!

Posted by (twitter: @BPOutlaws)
Monday, April 18th, 2016 11:57 am

Mech mode = shoot faster, ship mode = cover distance faster…gotta pass distance goals to extend the time, but need to use Mech mode to clear a path, lots of juggling of the modes for the hardcore shmup fans to gain seconds normal players probably won’t get!

zzzzzzzmust…stay…awake! Gamepad controls are up next

– Jeff

Day 3 Gif-a-thon!

Posted by (twitter: @Zazanxors)
Monday, April 18th, 2016 2:48 am

MorphSpace-Enemies

There are now enemies!

MorphSpace-Mines

You can blow them up with mines!

MorphSpace-Husks

Turn their remains into useful stuff!

Today is over, and I couldn’t be happier with what got done. As you can see from the plethora of animated imagery, I have added kamikaze enemies, proximity mines to blow them up with, and made it possible to transform (read: shapeshift) their corpses into defensive objects to kill more enemies with.

I do plan to have more options for building (cough shapeshifting) and more enemies to fight, but UI and sound are going to have to take priority, so I may not get that done in time. Despite this, the basic gameplay is there, and it works well!

A Game Appears 14 Hours Later – Mazelessness

Posted by
Monday, April 18th, 2016 2:28 am

Well, two 6 Hour Streams later (with an initial 2 Hour one plagued with allergy attacks…), I have a game!

Mikeware - Mazelessness

I am so very tired… but I do need to zip a build and submit it for the Jam!  I at least was able to get my title and help screens in the game.

The basic objective is to escape the maze before your hunger runs out.  You can collect steaks to replenish hunger.  However, you are normally ‘dashing’ around the maze, and the maze only generates as you move, so you can dash over an area that later may not be accessible in the same way.

Thus, the shape-shifting labyrinth around you is your enemy especially as you move yourself around it.  Now, to post it!

Second day coming to a close

Posted by (twitter: @Zazanxors)
Sunday, April 17th, 2016 2:24 am
Spaceshift

Click for higher quality or if the GIF doesn’t animate.

So it’s been a long one, but it’s been productive. Building is in, as are all the effects associated. I’ve also added level boundaries so you can’t escape into the endless void, so that’s good.

I’d been hoping to add basic enemies today as well, but I figure I can squeeze that in to tomorrow without pressing things too much. All in all, today went well, and I’ve got high hopes for the future!

Ludum Dare update

Posted by (twitter: @matthew_palaje)
Saturday, April 16th, 2016 10:52 am

Hey everyone! Just showing level 1 and a peek of level 2. The shape shifting theme comes into the game in level 2 as you’ll shape shift objects to block the fire.

LudumDareProgress#2


I’m having a great time so far and I hope you are to!

Progress!

Posted by
Saturday, April 16th, 2016 8:56 am

This is my first ever Ludum Dare, and so far it’s been a blast!

Progress so far:

  • The sprites don’t exist yet , so have some blocks 😛
  • The main character(the red box) can move
  • The original character moves quite fast, and has no weapons
  • The “Guard”(the blue box) has a gun, but is slower than the main character
  • If the power is high enough, the character can shape-shift into an enemy, and have all of their abilities(except health)

P.S. I can’t seem to upload the GIF here or on twitter! So we will have to show you another time!

Time for some jam!

Posted by (twitter: @cptalbertwesker)
Saturday, April 16th, 2016 3:21 am

Well the game jam variety, but in the compo form as usual!

Veteran (but still awful) LD’er I return to make yet another game that isn’t really a game (usually leads to some reviews that don’t understand why I have no ‘real’ gameplay).

Making it with Game Maker Studio, I cannot wait to actually make the assets for this game in GIMP, and all sound effects/music made by my face with Audacity :)

Here’s a sneaky peak, not one of my best WIP imagery, but can you guess what it is yet? 😛

wip

Day one done!

Posted by (twitter: @Zazanxors)
Saturday, April 16th, 2016 2:30 am
Space! Space-ships! Space-ship particles!

Click for higher quality GIF or if it doesn’t animate.

Not much so far, but I’m happy with what I’ve gotten done in a short amount of time.

So far: Parallax backgrounds, particles, movement and aiming.

To do: Asteroids, enemies, level boundaries, shapeshifting and more!

Plug it in

Posted by (twitter: @amras0000)
Saturday, April 16th, 2016 12:16 am

4 hours in, and I’ve got a couple of really simple models going. They feel fairly satisfying to plug in, though.

Sorry about the gif quality, apparently wordpress doesn’t like scaling animated gifs >_>

Some early plugs

Post Ludum Dare Version Of All Ways Down Now Available

Posted by
Sunday, January 3rd, 2016 8:08 pm

A little later than planned but All Ways Down Post Jam beta version is now available.

PostJamAWD

Changes include:

  • Various bug fixes,
  • Increase pellet size,
  • Faster player,
  • Input from left and right arrow keys,
  • 5 new levels,
  • New obstacle type – Zapper
  • And most importantly, Camera Shake!

The post jam version can be either downloaded or played in browser over on its itch.io page.

Or if you haven’t already, you can check out the jam version of All Ways Down on its entry page over here :-)

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