CodeWalrus

Development => PC, Mac & Vintage Computers => Topic started by: Scipi on December 05, 2014, 11:56:03 PM

Title: Ludum Dare 31
Post by: Scipi on December 05, 2014, 11:56:03 PM
Hey everyone. Ludum Dare 31 is about to kick off and I'm streaming development of my entry.

If you don't know what Ludum dare is, it's a competition held every four months with the objective to make a game from scratch within 48 hours based on a given theme voted on by the community.

This time I'm hoping to make a fighting game of some sort, since I'm really bad at playing fighters and don't like the genre. :P

If you want to drop on by my stream and see how development is going, I'll be streaming here for the full 48 hours: http://www.twitch.tv/skipi_ (http://www.twitch.tv/skipi_)
Title: Re: Ludum Dare 31
Post by: Dream of Omnimaga on December 06, 2014, 12:20:05 AM
I thought that Ludum Dare was a Planète-Casio calculator thing? O.O I guess I now know from where they took the name for some of their contests. :P

I'll check there, but keep us updated with progress if you can :D (maybe make a topic if the rules allow it?)
Title: Re: Ludum Dare 31
Post by: novenary on December 06, 2014, 01:08:39 AM
Good luck and have fun ! I'm looking forward to what comes out of it. :)
Title: Re: Ludum Dare 31
Post by: Scipi on December 06, 2014, 01:22:08 AM
I'll probably make a topic here and post updates every so often. I will be recording my stream, so I might keep it at a minimum since CW hasn't officially been announced yet.
Title: Re: Ludum Dare 31
Post by: Dream of Omnimaga on December 06, 2014, 01:27:30 AM
I think it's fine if you post updates even before opening, though, because after all the site needs some content before launch, lol :P (which is why we didn't want to open to public right as soon as the forum got installed), plus we already have some members including one not from Omnimaga. :P
Title: Re: Ludum Dare 31
Post by: unknownloner on December 06, 2014, 04:24:30 AM
Might as well hop on the ludum dare thread here rather than make another. Theme is "Everything on one screen" and right now I'm thinking of making one of those games where enemies swarm in from everywhere and you can shoot them with different kinds of cool guns.
Currently got some dirt rendering in webgl http://imgur.com/aanvLKe
Title: Re: Ludum Dare 31
Post by: novenary on December 06, 2014, 08:27:15 AM
That's a nice screenshot right here Loner. :P
Title: Re: Ludum Dare 31
Post by: Duke "Tape" Eiyeron on December 06, 2014, 08:48:21 AM
Quote from: DJ Omnimaga on December 06, 2014, 12:20:05 AM
I thought that Ludum Dare was a Planète-Casio calculator thing? O.O I guess I now know from where they took the name for some of their contests. :P

I'll check there, but keep us updated with progress if you can :D (maybe make a topic if the rules allow it?)

The official name of O-C 48h conrltest is "Casio Programming Contest" and yes they can show update during the weekend. Good Luck Have Fun guys!
Title: Re: Ludum Dare 31
Post by: Scipi on December 06, 2014, 09:01:17 AM
I've made a bit of progress on my entry so far. I'm making a Fire Emblem/Advanced Wars clone themed on chess.

(https://dl.dropboxusercontent.com/u/10573921/Screenshots/ChessWars_0.png)
Title: Re: Ludum Dare 31
Post by: novenary on December 06, 2014, 10:37:58 AM
Cool idea, I love Advance Wars. :)
Title: Re: Ludum Dare 31
Post by: Vijfhoek on December 06, 2014, 10:43:16 AM
Why is the Ludum Dare always in weekends when I have no time for it :(
Title: Re: Ludum Dare 31
Post by: Dream of Omnimaga on December 06, 2014, 03:02:07 PM
Quote from: unknownloner on December 06, 2014, 04:24:30 AM
Might as well hop on the ludum dare thread here rather than make another. Theme is "Everything on one screen" and right now I'm thinking of making one of those games where enemies swarm in from everywhere and you can shoot them with different kinds of cool guns.
Currently got some dirt rendering in webgl http://imgur.com/aanvLKe

Do you mean like Zombie Defense or Survival where zombies swarms towards you from all sides of the screen?

Quote from: Scipi on December 06, 2014, 09:01:17 AM
I've made a bit of progress on my entry so far. I'm making a Fire Emblem/Advanced Wars clone themed on chess.

(https://dl.dropboxusercontent.com/u/10573921/Screenshots/ChessWars_0.png)
Interesting, I am curious how this could turn out. Will it be like a Chess game where it uses the abilities of each pieces but ignoring the game rules such as the map size and starting locations?
Title: Re: Ludum Dare 31
Post by: unknownloner on December 06, 2014, 08:09:34 PM
Yeah the idea right now is enemies swarming in from the sides of the screen and you have to kill em
Here's a video of the graphics I've got going, music isn't from my game it's just something I had on in the background.
I completely switched art styles because I realized I can't draw something that would match a 'realistic' ish graphics like the dirt was, so I'm going with geometric shapes and fancy glow.
Title: Re: Ludum Dare 31
Post by: Yuki on December 06, 2014, 11:21:34 PM
Quote from: Vijfhoek on December 06, 2014, 10:43:16 AM
Why is the Ludum Dare always in weekends when I have no time for it :(
End of semester studying it's pretty crazy and I have no time for anything else :/
Title: Re: Ludum Dare 31
Post by: Scipi on December 07, 2014, 12:51:47 AM
Quote from: DJ Omnimaga on December 06, 2014, 03:02:07 PMInteresting, I am curious how this could turn out. Will it be like a Chess game where it uses the abilities of each pieces but ignoring the game rules such as the map size and starting locations?

That's the basic idea. I want it to play kind of like Fire Emblem or Advanced Wars, but have chess themes with the units. So certain units try to act like their chess counterparts.

I got some more work done on my entry and I have pathing! :F Soon I'll have units moving and initiating combat, and the AI for this kind of game is pretty simple. Looks like I should be able to get it done by the deadline. If not, it'll be ready for the jam deadline (which is the 72 hour version of the compo).

(https://dl.dropboxusercontent.com/u/10573921/Screenshots/ChessWars_1.png)

Edit:
Yay for perlin noise :D

(https://dl.dropboxusercontent.com/u/10573921/Screenshots/ChessWars_2.png)
Title: Re: Ludum Dare 31
Post by: Dream of Omnimaga on December 07, 2014, 04:20:36 AM
@Unknownloner aah seems cool so far. I liked System Crash by Scipi. 


@Scipi I like the new tiles, did you make them?
Title: Re: Ludum Dare 31
Post by: Scipi on December 07, 2014, 05:11:12 AM
Yes. For the compo, you must make all code and assets during the competition. The only exception is a logo/splash screen and personal code you share with the community beforehand. :P

I like the tiles, but I need to rework some of them. The sand texture is dreadful, so I'll be repalleting the hills to be sand dunes. The grass is also a bit too noisy, while hills look like plastic. Mountains also need to lose the checkerboard pattern and be a bit more crowded. And I plan on switching around some of the water tiles (some shallow tiles look more like deep water, and vice versa)
Title: Re: Ludum Dare 31
Post by: unknownloner on December 07, 2014, 06:47:46 AM
Going to sleep but you can mess around with what I have at
http://z80.ukl.me/ludum31/ludum31.html
WASD/Arrow keys = move
Space / Left click = shoot
Shift / Right click = laser, but it doesnt do damage yet it just looks neat.
If you turn completely red you're dead, but no lose state yet. Shoot magenta (temporary graphic) glowy red things, don't die :)

Tomorrow hopefully I can add some sort of goals and variation to the gameplay, make it better as an actual game.
Title: Re: Ludum Dare 31
Post by: Dream of Omnimaga on December 07, 2014, 12:05:01 PM
Oh I like it so far, especially how enemies blink when you shoot them. It's pretty hard though O.O
Title: Re: Ludum Dare 31
Post by: novenary on December 07, 2014, 05:04:44 PM
Hmmm... Vimperator hates js stuff. :P
Title: Re: Ludum Dare 31
Post by: Scipi on December 07, 2014, 06:23:39 PM
I love the style you went for there. Like DJ mentioned, it reminds me a lot of my System Crash game. :P
Title: Re: Ludum Dare 31
Post by: unknownloner on December 08, 2014, 12:19:14 AM
*Sigh*
Stuff like this is why I never finish ludum dares
Title: Re: Ludum Dare 31
Post by: Dream of Omnimaga on December 08, 2014, 12:27:40 AM
Wait, what happened? O.O
Title: Re: Ludum Dare 31
Post by: unknownloner on December 08, 2014, 12:32:13 AM
I got sidetracked repurposing it to make a parody video with that song
(Thats not part of the final gameplay)
Title: Re: Ludum Dare 31
Post by: Dream of Omnimaga on December 08, 2014, 12:34:28 AM
Oh right. Sometimes that happens when I code something and then get sidetracked experimenting and doing all sort of weird effects.
Title: Re: Ludum Dare 31
Post by: pimathbrainiac on December 08, 2014, 01:41:27 AM
That is the best video
Title: Re: Ludum Dare 31
Post by: Scipi on December 08, 2014, 06:26:01 AM
Got my entry ready and sent in. You guys can try it out here:

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=34647 (http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=34647)

^_^

Balancing it nonexistant, atm. I'll get that done tomorrow at some point. Here's what the final product looks like:

(https://dl.dropboxusercontent.com/u/10573921/Screenshots/Screenshot%202014-12-08%2001.23.39.png)

Hint: Notice the flavor text on the side panel.
Title: Re: Ludum Dare 31
Post by: Dream of Omnimaga on December 08, 2014, 06:31:24 AM
Seeing this screenshot, the first thing I checked afterward was if the screenshot with CodeWalrus site in the background was leaked publicly O.O

That said it was mostly hidden so people would probably have no clue what it is. :P

Anyway it's looking better and better, although the contrast between tiles is quite high so it might be hard to distinguish character sprites sometimes.
Title: Re: Ludum Dare 31
Post by: Scipi on December 08, 2014, 07:06:27 AM
The public screenshots are all cropped to just the game window. So no leaks. :P

I meant to redo the grass and mountain tiles, but I ran out of time. I plan on continuing the project, though, so it'll get an overhaul.
Title: Re: Ludum Dare 31
Post by: Dream of Omnimaga on December 08, 2014, 07:18:55 AM
Oh wait it's already finished? D: Darn I don't realize how some of those contests have short deadlines sometimes.

ANyway if you get this further you could eventually create a separate topic and maybe if it's a long game it could get a sub-forum. :) (yes, computer projects can get sub-forums too)
Title: Re: Ludum Dare 31
Post by: unknownloner on December 08, 2014, 12:52:46 PM
Yup, main competition is 48 hours, and the jam (less strict) part of the competition is 72 hours
Title: Re: Ludum Dare 31
Post by: Dream of Omnimaga on December 08, 2014, 02:59:30 PM
One day we should try to do such small competition for the z80 calcs.
Title: Re: Ludum Dare 31
Post by: novenary on December 09, 2014, 12:17:23 AM
Hmmm yeah, having short contests like that for calcs sounds fun. They're easy to program for so 48h is plenty to make small scale games.
Title: Re: Ludum Dare 31
Post by: unknownloner on December 09, 2014, 01:23:13 AM
I'd like to have contests with size restrictions similar to the Java4k compo, or the 4k/64k demoscene compos.
Something like "You are allowed to use these libraries (like DoorsCS), and the program must be X bytes or less in the 2nd->memory window"
I always find those much more interesting to participate in, especially if you have a good chunk of time to make your program in. Really makes you think about the value of every byte you put in your program. Especially in assembly, it helps you start to see that there's no real difference between data and code, and your code can be used for other data too if you need it to be.
Title: Re: Ludum Dare 31
Post by: Dream of Omnimaga on December 09, 2014, 06:30:24 AM
Although on the other hand, if the subject is way too restrictive, such as only allowing an RPG about Neon cars, then people tend to feel too limited and inspiration is much harder to come by under such conditions.
Title: Re: Ludum Dare 31
Post by: Duke "Tape" Eiyeron on December 09, 2014, 07:05:57 AM
Most of the times only two words are enough to make a subject and is usually enough flexible to do a lot of different thigns.
Title: Re: Ludum Dare 31
Post by: novenary on December 09, 2014, 02:00:31 PM
Quote from: unknownloner on December 09, 2014, 01:23:13 AM
I'd like to have contests with size restrictions similar to the Java4k compo, or the 4k/64k demoscene compos.
Something like "You are allowed to use these libraries (like DoorsCS), and the program must be X bytes or less in the 2nd->memory window"
I always find those much more interesting to participate in, especially if you have a good chunk of time to make your program in. Really makes you think about the value of every byte you put in your program. Especially in assembly, it helps you start to see that there's no real difference between data and code, and your code can be used for other data too if you need it to be.
Hmmm I definitely like this idea. I never really dived seriously into assembly, even though I'd love to. I have an opportunity to do it with Illusiat but aeTIos is against it so I'll stick with Axe for a while longer I guess.
Title: Re: Ludum Dare 31
Post by: Dream of Omnimaga on December 09, 2014, 05:50:57 PM
You could always use some inline assembly in the game :P
Title: Re: Ludum Dare 31
Post by: novenary on December 11, 2014, 09:16:01 AM
Yeah I do plan to make Axioms anyway because I already know a case where asm is needed (for map scrolling).
Title: Re: Ludum Dare 31
Post by: Dream of Omnimaga on December 11, 2014, 04:30:56 PM
Isn't scrolling already supported in Axe though? O.O Or are you just making an Axiom to get rid of the issues where if the map is aligned with the LCD it scrolls twice faster vertically?
Title: Re: Ludum Dare 31
Post by: novenary on December 12, 2014, 10:40:14 PM
Yeah exactly this. I made an 8*8 smooth scrolling tilemapper in 4 level gray scale a while ago and it was crazy fast.
Title: Re: Ludum Dare 31
Post by: 岩倉 澪 on January 28, 2015, 08:24:43 AM
This was my LD31 entry http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=22685
Title: Re: Ludum Dare 31
Post by: 岩倉 澪 on January 28, 2015, 08:56:16 AM
Quote from: Streetwalrus on December 07, 2014, 05:04:44 PM
Hmmm... Vimperator hates js stuff. :P

press the insert key on your keyboard and it passes everything through like a normal browser. insert again to go back into normal mode
Title: Re: Ludum Dare 31
Post by: Dream of Omnimaga on January 28, 2015, 05:29:17 PM
Hm I should check this out when I have some time. It seems kinda interesting. Is it fighting as in Street Fightet? I notice that the controls are just WASD and arrows.
Title: Re: Ludum Dare 31
Post by: 岩倉 澪 on January 28, 2015, 09:55:59 PM
just a simple 2 player fighter inspired by SSB. The idea was damage is based on friction and taking a hit decreases your friction, rather than it increasing how far you get knocked back like in Smash. This game mechanic didn't work out in practice and players end up just feeling like velocity is random, but it was worth a try. I'm pretty happy with my entry because I managed to implement all the major features I was hoping to. The controls are simple as possible because I was worried about keyboards that don't let you press many buttons at once. There are multiple moves you can do and if you discover them it really speeds up the game (although there are still way too many lives and health), I purposely didn't document the different moves so players would have to discover them (if you want to see what they are though, you can read the comments people left on the page).

Here is a timelapse of the development:
Title: Re: Ludum Dare 31
Post by: Dream of Omnimaga on January 29, 2015, 06:09:27 AM
If this video was created in 2002-2003, it would be twice shorter because of the lack of social networks :trollface:


Interesting game by the way. I like the idea of going faster and causing more damage as your HP gets lower. If you continue this, you should make it so that we use other keys to attack, though, like in SSB and other fighting games, although if you added extra physics, then it could possibly do pretty well just with arrow controls as well, since you could charge at the enemy and stomp him more realistically. :)