Posts Tagged ‘you only get one’

“Loop Desert” Post mortem

Posted by (twitter: @johnnyaboh)
Friday, December 20th, 2013 3:04 am

The 28th Ludum Dare has been the first for me. I really wanted to attend this game jam and now I did and this is the first huge win for me. I built something in 48 hours, specifically a video game about choice, a hostile environment, and lack of resources.

Don’t forget to play and rate “Loop Desert”.

Loop Desert by Giovanni Cappellotto

What went right

  • I finished the game!
  • I loved to use the Crafty.js engine as the main tool to develop the game, I would thank for this @starwed and @kevinsimper two of the most productive Crafty.js contributors.
  • I was happy with the final concept and I conceived it quickly enough.

What went wrong

  • I used pixel art as I’m not an artist and it was the only way for me to get the job done in 48 hours.
  • I didn’t publish anything (posts, timelapse) during development because I can’t manage coding and sharing together.
  • I would have done more work on music and sound effects but I hadn’t enough time.

Note: I made this game at H-Farm, one of the official gatherings of the jam, the only one in Italy. I’d like to thank Hackatron for the organization of the event, great job guys.

What I’ve Learned from not Finishing: A Postmortem

Posted by (twitter: @gamepopper)
Wednesday, December 18th, 2013 4:44 pm

Hey all! I’ve been enjoying a lot of games from this Ludum Dare, and I hope you all have to. I participated myself in the jam, collaborating with another indie game dev known as Code_Assassin. However, through details I’ll explain below, we didn’t finish. While we did submit an entry, it wasn’t a finished game like we hoped, and after a day of thought, we requested the entry to be taken down, and the game removed from Newgrounds.

The idea

Our game originally started off with a premise of finding a mob boss out of a group of people, the levels and the clues would be random each time, but you only had one chance at killing the boss. We agreed on using Flixel as our framework due to its ease of use, my experience from using it in last year’s Ludum Dare and CA’s experience with Actionscript3, and that we could upload it to the web. We got a Git repository set up and we were hyped up and ready to go!

(more…)

Finally, that creative outlet!

Posted by
Monday, December 16th, 2013 7:17 pm

30554-shot0  

30554-shot3    30554-shot2

I’ve been wanting a programmer as a friend all my life! Finally, I have one, and he’s amazing! I’m so thrilled to have an outlet for my own graphic design skills I’ve worked to develop over the years. Please rate our game. It takes a little time to download, but it’s a solid experience all the way to the end.

You Only Get One [Planet]

Click and drag on the planet to rotate around it.

Click on problems that arise to try and balance the planet out.

As new problems develop, there are new solutions you must choose from in your tool bar.

Thanks alot! I can’t wait to play everyone else’s submissions too!

Bermuda – entry for LD #28 “You Only Get One”

Posted by
Monday, December 16th, 2013 12:27 pm

Screenshot1

PLAY IT!

Greetings gamers, this is Andy Etter typing.

I’ve just submitted our entry for this month’s compo. Personally, this is my first game jam. I was roped into Ludum Dare by our programmer, Dan Hayes. We were counting on the theme being ‘Corruption’, as we had a few nifty ideas for such a game, but the will of the voters fancied something a bit more defined. We had some nice ideas for ‘You only get one’ as well, including a tower-defence sidescroller where you only have a single throwing javelin to defend yourself against monsters, but we were all in favor of an action puzzler, where several people had jumped out of a plane and only had one parachute between them.

After a bit of development, we eventually decided on more of a time-travel thriller, where one of the passengers onboard the plane is a time-assassin (of course!) and you have to give a duff parachute to the culprit. You were originally going to do this by cross-examining the passengers, looking at their passport details and trying to wade through their screams and cries for mercy as they plummet towards the unforgiving ground. This would create a sort of Papers Please style gameplay, where the only time limit is how long it takes for the passengers to fall to their deaths.

The victory conditions were to be that, if the player guessed the assassin correctly, they would be rewarded with a cutscene of the future killer being erased from time, and the plane sailing off into the Bermuda sunset, blissfully unaware that they would have had to plea for their lives in an alternate reality.

There’s a lot more we would have liked to add to this game, including some more animations to the characters, a more obvious ground-rush-up effect and more actual gameplay in terms of the cross-examinations and character development. But that’s the nature of Ludum Dare I guess! 😉

All in all, I had a lot of fun doing the art for this game and I will definitely be entering the next compo. I learned a lot and I hope you enjoy our game!

Have fun!

aaaaaaaaaaaaaaaAAAAAAAAAAAAAAAAAAAAAAAAAAAAaaaaaaaaaaaaaa~

Fall

One More Bullet – Done!

Posted by (twitter: @giargiagames)
Sunday, December 15th, 2013 5:44 pm

We made it! You can find the entry here

screen_1

One More Bullet is a dueling game with typing-game mechanics.

screen_2

You have to press the right key at the right time in order to win the duel.

The game was made really, REALLY fast, and we are planning to update it in the next few days (multiplayer mode?)…

…so, stay tuned!

The Present

Posted by
Sunday, December 15th, 2013 12:37 pm

I’ve finally done it! I’ve made a game in less than 48 hours! It’s done!

The entry post page, http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=29029 , is up and running and has the Windows and Mac OS X version working! The Mac version is not a .app but just a unix executable but it works nonetheless.

If you want to see a video of the game play as well, just look below:

I hope you enjoy this little game, and merry christmas from Ginger Bill (Ginger Games).

Tools Used:

  • Programming Language – C++
  • Graphics Library – SFML 2.1
  • Audio Library – SFML 2.1
  • Image Editor/Creator – Photoshop CS5
  • Music Editor/Creator – Garageband

The Present v2

Posted by
Sunday, December 15th, 2013 8:07 am

I’ve now made the game more polished and I’ve added pretty textures and “animations” such as snow fall and santa flying!

The following video shows what I’ve done so far:

To do list now:

  • Create Christmasy Music
  • Add said music to gain
  • Refine controls
  • Refine falling “logic”
  • Compile and bundle for Windows/Mac/Linux
  • Add Awesome Sauce
  • Remove Rubbish

Tools Used:

  • Programming Language – C++
  • Graphics Library – SFML 2.1
  • Audio Library – SFML 2.1
  • Image Editor/Creator – Photoshop CS5
  • Music Editor/Creator – Garageband and Logic Pro 9

Progress!

Saturday, December 14th, 2013 7:33 pm

Game stuff video, with bugs: Game! YouTube! Beware of potentially loud audio, beginning is completely quiet.

Or if you don’t like videos, gif:

pew pew

LD28 – Update 1

Posted by (twitter: @@moongateuk)
Saturday, December 14th, 2013 6:21 am

So after a slow start with not many feasible ideas coming forward, I finally  got one from a stalled project of mine. With only 1 go at the level itself  and also only 1 level (Yes, 1 level.) I think this will be a pretty difficult game to finish (For the player that is.)

Finished:

  • Movement Script.
  • Plans.

Planned:

  • One large level.
  • Items that limit the player in some way.
  • More to come…

Well that’s my lunchtime blog finished so I’m now going back to making the game.

PEW PEW

Saturday, December 14th, 2013 3:46 am

Early, very rudimentary gameplay elements in place!

pew pew

Getting started

Posted by (twitter: @mmacielm)
Friday, December 13th, 2013 7:34 pm

Wow, I really was a bit unprepared for the chosen theme, but I’m sure “You only get one” opens a giant door to creativity. I’ll start creating a generic base in GameMaker and then I’ll start to implement something to it.

I really wanted to work with “The begining is the end” though ):

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