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LD 12 :: Weekend of August 8-10 :: Theme :: The Tower
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Posts Tagged ‘progress’

Tower of DooM

Posted by yezu
Sunday, August 10th, 2008

There is a chance I will finish this one. Five and a half hours to go, and I pretty much only have implement win/lose conditions, and port the thing to win32.

The game looks and is a bit inspired by games like DooM or Strife. One of the reasons is that I didn’t have time to make any 3d models, sprites had to do… :P

I’m tired. Everywhere are cans of energy drinks. Me… Want… Sleep… … Must… Finish… Game… First… Ugh…

Well hi and my progress

Posted by wonderwhy-er
Saturday, August 9th, 2008

Hi there. Well my second time trying to participate in this. Considering that results should be open source decided to try out available for Flash physics engines. Started with APE http://www.cove.org/ape/index.htm but didn’t find it to be even close to game development demands…

Well some 4-6 hours ago started to play with http://box2dflash.sourceforge.net/

Well I must say this engine can a lot. But internally some parts of it look and sometimes even work ugly :D

So here is screen shot of todays progress:

Basically 70% of game mechanics is ready. Trying to keep things simple cuz last time I failed to finish :( I have few aces left in my sleeve for tomorrow programming ;)

Posted by sprite
Saturday, August 9th, 2008

Well, I woke up a lot earlier than I thought I would - about 4 1/2 hours sleep. I guess that means I’ll have more time to munch on toast:

… and to read the Bullet physics library docs. I’ve been told that Bullet is allowed, and I’m hoping that it’ll save my bacon. I’ve never used it before though, so I guess we’ll see how this goes.

Seeing other peoples screenshots

I’ve something, and it plays poorly

Posted by Morre
Saturday, August 9th, 2008

Well, I’ve something that’s working reasonably… and plays very poorly. It’s just too hard! The idea as it is now is to climb the tower using a limited amount of, uh, jumps? And touching as many walls as possible on the way up. :)

Nice ‘n smoooth

Posted by pymike
Saturday, June 7th, 2008

Smoothed out the edges :)

MinMo screenshot #3 and win32 test

Posted by HybridMind
Sunday, April 20th, 2008

So, after some sleep last night I have finally finished a good working pass on all the character vs moving blocks collision tests.  Had a few bugs / kinks to work out that I introduced due to tiredness last night.  Now everything seems stable and falling seems to work good enough for now.  Plus, the characters position correctly updates as the blocks move up and down and the character can now fall down and meet a moving block without problems.  Plus, thanks to the new algorithms I should be able to implement similar ones for any other objects / obstacles / enemies I manage to implement in next 8 hrs or so!  ;)

win32 available here for anyone curious as to its workings / progress.

Screenshot #3 for minmo

First visible progress

Posted by sgstair
Saturday, April 19th, 2008

Alright, so after much working on backend stuff and much slacking off I have enough of my system in place to render stuff! Behold my lines of doom, and tremble! Well, not really. More to come soon though

sgstair - ld11 - wip1

As it turns out I hadn’t eaten in a while and that was making it hard to focus and continue; but pasta to the rescue!

sgstair - food! - spaghetti

Mm, breakfast [while everyone else is] in bed. I’ve got most of the core graphics engine design issues resolved for now; proceeding blindly ahead to get the rendering code I want now, and then I’ll be building gameplay.

Progress, Mid-Day 2

Posted by Hamumu
Saturday, February 23rd, 2008

Well, I spent day 1 playing WoW, watching TV, and trying to come up with an idea with no success.  Now it’s day 2, and things are coming along really smoothly:

maze

There’s more functionality done than you can see in the shot.  You can move around the (two-room at the moment) maze.  If there were items, you could use them, drop them, and combine them, but not pick them up yet.  So as you can see, there are doors leading off into space.  If you go that way, you actually stay in the room you’re in, but an edit section will pop up on the screen for the room you tried to enter.  I haven’t done that yet, but you’ll be able to make your own description and layout there.  Then that place is marked “pending” as it’s emailed to me for verification (to check for language and such).  Pending areas can’t be built in or entered, and there’s a “nifty” graphic indicating them.

This is going to be a sight to see!  I can see great potential for impassable situations, but that’s all theoretical right now.  If I didn’t include items and just had riddles, we’d be good, except for one thing - I just know shortly after startup, we’ll end up in a state where all possible paths are blocked off.  But I can always manually throw in doors if that happens.  I could just verify that there is always at least one door leading into the void, but that’d be a very heavy database churn to do.


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