So what's this one's theme? The site appears nuked for me.
Edit: Can see it now - "You are the Villain"
So what's this one's theme? The site appears nuked for me.
Edit: Can see it now - "You are the Villain"
Last edited by LennyLenard; 12-15-2012 at 02:40 AM.
Damn it, I wish I knew about this sooner. I'm new to most of this. May try to throw together something, but I started work on my own project and am picking up speed, may just keep focused on that while I'm inspired
Last edited by xzi; 12-15-2012 at 01:56 PM.
I think I'm done. ~13 hours, non consecutive.
You play the role of a villain who has to take damsels from the back of his van, cross busy highways, and place the damsels on the train tracks, to be hit by oncoming trains.
Avoid being hit by the train or cars. Pick up damsels from your white van, and carry them to the train track to deposit them for their untimely demise.
W = Move Up
S = Move Down
A = Move Left
D = Move Right
Spacebar = Pick up/Drop Damsels
Webplayer (need to download and extract, it's smaller than the standalone)
Ludum Dare Page
Last edited by LennyLenard; 12-16-2012 at 08:06 AM.
Hahhaa that is a great idea. I'm still working on mine but totally dead tired. Not sure if I will make it.
Just got to keep with it. If you find yourself having bitten off too much, just trim some ideas.
On a similar vein, I'm amazed people try doing something in 3D. 48 hrs just seems too short to pull it together.
It crashes on me at the moment. I would've sworn I had .Net 4.0 and XNA redistributes already installed. I'll have to try again later when I've got time to install them.
But either way, kudos for finishing and props for, frankly, the balls to go with 3D and XNA.
I'm terrible with 2D so all my entries have been 3D. It always takes a long time to build levels, and make characters / enemies, but the code side is usually quick. My timelapse is up now.
Haha your sound effects are so good. I slept 12 hours, so time to rate a ton of games!
I finally got a chance to sit down and install the redistributes. Nice job on completing it, and how you managed to work the goats in. Quite impressive for 48 hrs imo.
I did get annoyed with the "no click through text" part though!
this is really cool. thanks for sharing.
For mine, if you have the .net framework and xna redist installed, it is probably a dx10 problem. If you are on winxp with dx9, I made a "reach" version that should work but I haven't been able to find anyone to test it for me. It is here:
Also I did a quick runthrough on youtube:
There was a Mini LD this weekend, #40. I decided to enter it.
The theme was: The Real World.
Here's my entry page: http://www.ludumdare.com/compo/minil...view&uid=19340
And the playable web version: http://downloads.happypolygon.com/Lu...rnadotime.html
Ok I just played this for almost an hour haha, very fun. I'm in oklahoma too so quite relevant.
Hilariously, what got me to stop was the weather knocking out the power / internet.
Thanks for trying it man! I wish the graphics were better, but with only 72 hours, it's so hard to gauge early on how it'll go.
It's been pretty windy here in the Dallas area the last few days too, and the main reason how I came to the premise. This will be my first spring/summer in the area, so I have yet to see any real tornadoes. But hopefully I never see them too up close.
So, two things: There's a game-a-month challenge going and I signed up. And I've utterly failed so far, missing the january and feb games. And secondly I've developed a makeshift motion capture setup because I suck at animating (though so far the mocap isn't much better).
Bloggery on it: http://kharza.wordpress.com/2013/03/03/kinect-mocap/
If anyone wants to mess around with the code lemme know and I'll zip it and stick it on a dropbox or something.
That's cool stuff! You mention you have a small area where it seems to work, have you thought about trying two (or more) cameras? I'm not familiar with the process, but a similar software a friend and I were checking out a while ago can use one camera for an approx. 2m x 2m (~6.5 ft^2) area while multiple cameras gives as large as 4m x 4m (~13 ft^2). We never ended up trying it as the project manager didn't want to risk the time.
http://www.ipisoft.com/ if you want to check it out.
Are you planning to stick with XNA for the long term? My understanding is that it's been put to bed at MS. Which I'm not quite sure why, since it seemed to have a pretty healthy community and a number of decent/successful games made with it.
I've seen the IPI stuff, but I haven't tried it. It is a bit too expensive for me right now, but they do seem to be the best for home / cheapass indie use. Maybe by the time I have the dough to spend the durango kinect, which is supposed to be more accurate and wider fov will be out.
I'm back working on some web stuff for now, but want to pick it back up in a couple weeks. I'm thinking if I can find someone local with a treadmill I might take a netbook and see if I can record with that. I'll test it here and make sure it captures quick enough.
As for C#, for now it is great, really fast to develop with. All my tools save in binary though so I could very easily write C++ that uses my skinned models and bsp maps and such. I'd probably be a bit rusty but most of my code over the years has been C++.
Hurray! I'm very ready. Got some basic directional and point (cubemap) shadows and pathfinding going. I want to try to build a nice player character this time. I usually try and bail back to first person because it takes so long but I've gotten a lot faster.
I still think you're nuts for doing anything in 3D given the time constraints.
I'm kind of excited to see what the theme is. I suck at coding still (tbh I've been working on art related stuff more than coding) but I think I'll give it a shot this weekend.
Tough one for me. I had to sleep on it. I'd guess I'm about 20% done with less than a day to go, looking grim!
I'm not crazy about the theme, since due to the very nature of the competition (48 hours), minimalism is always a goal.
But either way, managed to put together a simple game.
or direct link for the Web version
(title screen, did everything without text...)
I missed the compo deadline, working towards jam... sleepy
Sort of, I posted it, but it is really broken as is. Working on fixing it up, spent most of today on that. It was sort of barely playable and not finishable as posted.
I'm surprised nobody has actually made a full game like that tbh Lenny. Pretty cool tho. I didn't end up finishing as something came up both saturday and sunday there's always next time. Next time I'll be more prepared as well.
I got a chance to sit down and try out Minnie&Mal. It was fun, and I think it was better than the previous entry you made. The AI was simple, but performed well as far as I could see (though I did manage to blow one up into the "rafters" and he got stuck). I actually really liked the companion AI, which left me the ability to pick a character and play, without having to micro-manage the other.
I managed to get into every room and blow up the world, which I guess was the ultimate goal?
The lighting & shadows were a bit trippy, and I think just started to get a headache by the time the world exploded. Longer would've been tough.
It was a solid LD type entry. I dislike the mentality some devs seem to have; that the "game" should be hyper-experimental or an "experience." Give me a game to play! And you did do that. Thumbs up!
As for your post mortem, that wasn't too long. Though it seems to have cut off mid-sentence, as the last paragraph consists of:
Near the deadline, things got a little… weird. Started seeing really strange behaviours and odd collisions in game, and my lighting had strange splotches I couldn’t explain. I starte
So perhaps it was longer and was truncated? Not sure.
Screenshot of the guy in the rafters.
Last edited by LennyLenard; 05-17-2013 at 10:27 PM.
Oh wow it did cut it off, wonder if I went over some limit. Haha that screen is awesome. You must have hit him with a quick one two fireball punch.
Did you play the post compo? It makes it way more playable and there's another ending choice instead of blowing up the world. There are still a few minor bugs, but it plays pretty well.
The bugs I found making this were so valuable. I'm still working on some of the real fundamentals that are causing problems. For pathing the navmesh uses a set of node faces that are only used for debugging vis problems (which I haven't had in years). They really aren't appropriate for making a navmesh and I've already ran into problems with them.
So I'll be spending a day or ten back in my bsp compiler, which I figured I'd never do.
I played the version available from this link on the day it was posted:
So I'm not really sure which version it was, it's been sitting on my HD since the start of the week.
I thought the pathfinding was more than appropriate for this project. I did notice that they stopped chasing me, as I was out of mana and ran all the way back to the start of the game to regen. I figured they gave up and reset.
Cool that is post compo, though I've updated it several times. They will give up if they are chasing and they can't see you and you get further than x distance away. If they are injured though they will go to a healing area to heal up before going "home", so you kind of have to start over with them.
I've still yet to finish it on hard difficulty. I probably should have labeled it "tedious". It is hard, but you spend most of your time waiting on mana regen. Need clarity!
Posted a finalish build, better mana regen, all pathing and collision stuff fixed, and a bunch of visual tweaks.
Was going to throw this up on xbox indies for laughs, but my developer sub expired!
27 in 4 days and my libs are all messed up. Hopefully I don't have to work much this week so I have time to fix them. Been hacking in a goofy solution for dynamic lights for the hidef version that uses shader model 3. I just don't have enough instructions left with 2.0, so the netbooky version will have no dynamic lights.
Have they announced #27's theme yet? Been a bit out of the loop.
Four rounds of themes have gone up for voting. The first 3 sets I think I put a plus next to one or two, they were mostly blah. The fourth had some stuff I really liked.
Round 1 results favor "10 seconds" one of the ones I minused.
I think usually the voting is ignored anyway and they just pick whatever they feel like. The last good theme I can remember was Escape. The rest of been kind of awful.
I've been hastily hacking some dynamic lights back in to my libs.
Yeah I get the feeling they just end up picking whatever they want too.
Nice lighting. The whole visual portrayal has definitely a unique look to it. How much of that is intentional and how much is accidental or emergent?
Yeah, that's pretty sweet. Would be nice for a quad damage powerup.
Well the one I most wanted to lose won, but I think I have a good idea, and actually planned most of it out. Not sure I'll have time to make it all though. I don't have anything running yet.
Yeah, not crazy about the theme. I'm going to be skipping this one.
It went fairly well for me, did another first person adventure: http://www.ludumdare.com/compo/ludum...eview&uid=5649
Didn't sleep much and was getting into that dangerous mistake making giddy half sleep state by the end. Yay for svn!
Another ludum weekend approaching Theme in the lead so far is "Corruption", which doesn't sound too bad
Yeah, I'm still up in the air on doing it. Girlfriend is out of town this weekend, so I'm leaning towards "Yes".
Corruption could be an interesting theme, though I am currently drawing a blank on what to do in such a time period.
It turned out to be "You only get one". I've been having a tough time with sleep. Get super tired and start messing up but can't sleep.
Anyway doing a turn based combat thing where you get to pick one additional soldier after every mission. That's the idea at least, only have basic movement with some temp art so far.
Yeah, I'm a bit disappointed by the theme. I'm working on a game where you only have "one finger" and must match a pattern. The initial mechanics are worked out, but I'm finding myself tired and needing to do all the busy/polish work.
It'll be interesting to see yours when its done, as that sounds like an interesting way to implement the theme.
Aw man, I said "interesting" twice. Hah, guess I'm more tired than I thought. But I do like your entries, as you tend to not do an "obvious" interpretation of the theme and that's always fun.
I got sick! I thought I was just cold but it was fever. Fever is great for thinking stuff up but not very good for actual productivity. I think I worked about 8 hours tops and slept the rest.
I didn't get very far, just a basic charge and attack AI, and simple turn based movement and attack.Fighto.jpg
Haha playing yours. It got stuck on round 5 or so a couple times but I kept at it. Cool that you did an intro and such.
Once it gets up past 5 or so notes I'm useless My memory sucks
The "getting stuck" part is super frustrating. I experienced it once or twice in the editor (out of dozens of plays), but once I compiled it, it seemed to get stuck more often. While I doubt the actual act of compiling it caused or exacerbated the issue, it feels more frequent than it should. I've been experimenting with coroutines to do things like displaying the messages, and setting the game's state, and I suspect that might be it a big part of it.
Oh well, it was a good learning experience, even if it's slightly buggier than usual. Which build did you play? Web or win or other? Thanks for playing it!
Did you get yours submitted? Or are you going to submit today for the jam?
Web. I am not sure how unity works but I know for most programming langs running in debug makes things less likely to behave strangely, and running in a debugger even moreso.
I didn't submit anything no. Monday was funny because I stayed awake like 20 hours. Wish that would have happened over the weekend. I was in a fever induced stupor though, I doubt I would have gotten much done.
The game is really too similar to what I've been working on lately to bother finishing. I've been toying around with xcom style combat. The more I play with it the more I think I like the 4th edition style move/act vs time units.
Theme is "Beneath the surface".
I've decided to do a puzzle sort of game. You have a downward sonar that pings off underwater (invisible to player) objects. The player then has to drop sonar bouys to mark the tops of the underwater mountain peaks. The player is then scored based on accuracy and time.
Been working on the visuals up until now, but already got a simple mountain generator in the works.
All my code was in the middle of a big port from xna to dx11. All I have is basic mesh and material stuff working. It is hard to do a game with no collision stuff. I might not make it.
I didn't make it. I had the gameplay working with a sonar game, but it was just boring as shit. Switched Saturday night to a "Free Diving" concept, but just didn't have enough time to execute on it.
It's about that time again! I've been working long hours so haven't had much time to get my stuff ready. Wrote stuff for fonts and text today, need to figure out how to do audio between now and friday somehow.
Ludum Dare coming up again. Theme voting has started and it looks like we've been flooded with mechanic-restriction-as-a-theme again. You are a bullet! You are on a single screen! I wonder how that crap makes the cut? Maybe someone is hiring a botnet to get their own terrible ideas voted up.
I helped run a bunch of game jams over the years, and everytime the theme was up to a vote the winner was some boring generic shit that's been done before.
No one(as a generalization) actually wants to push their boundaries.
Well I think this time I'm going to brainstorm ideas ahead of time.
Apparently the list is in popular order according to previous votes, so generally the top 5 contains the winner.
So I'm coming up with ideas for the top few. Indirect control I've got nothin on.
A restart fixed it. BTW I'm goin for the dead obvious choice of rpg involving lycanthropy
I've got a few monster types and spawners and movement and a simple level.
Just did the basics of stats and items and gear and such. Enemies start with random gearsets.
But a big storm just hit so that might be the end of it if the power goes out.
I'm going to take an extra day and do the jam. Combat is working, have a health bar (that was an asspain), but need alot of UI stuff to make it playable (stats, gear, inventory). Also haven't done my themey stuff yet or puzzly stuff. If I don't make it by tomorrow night I will probably go ahead and finish it anyway. I think it will be fun.
I had so much fun making this I'm going to work on it more. Been jotting ideas down all week while working on my real job.
Was thinking about how awkward click to attack is and how to improve it and was thinking about a dual analog stick kind of move/aim gamepad way. Friend said that dungeon siege 3 already does this and that it worked well.
Something tricksy I've been thinking about is how to do everquest style loot in random dungeons. I'd rather not have fixed positions respawning every 24 minutes, but if there are no respawns it would be a lot of trash clearing. Imagine fighting down to the ghoul lord just to kill him once, leave/repeat 20x until you get what you want.
I was thinking of "camps" having a reinforcement mechanism. Like say you found an area similar to the live tower in guk and cleared it out. After awhile, frogs would start trickling back in from closed off or unreachable parts of the dungeon to try to kick you out.
The longer you stay, the more difficult the attack waves get and maybe the chance of the rare beastie and item goes up a bit?
Navmesh stuff is so good now I think it wouldn't be too hard to make this work even in randomly generated dungeons.
I've only had time to rate 6 games and I've got 17 votes. Usually it is the other way around. What a difference being web playable makes!
There are currently 1 users browsing this thread. (0 members and 1 guests)