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  Ludum Dare #14  (Read 5176 times)
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Offline Morre

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« on: 2009-04-10 07:10:29 »

Ludum Dare 14, a 48-hour game programming competition, is coming up (next weekend, April 17-19):

http://www.ludumdare.com/

I'm planning to join if I can find the time. I hope to see some of you on the LD blog! Smiley

Offline kappa
« League of Dukes »

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★★★★★


« Reply #1 on: 2009-04-10 07:47:27 »

looks like good stuff, I'm also intending to enter this time round. let just hope it gets a good theme.
Offline Eli Delventhal
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« Reply #2 on: 2009-04-10 14:19:50 »

I'm entering this one.  Grin

See my work:
OTC Software
<br />
Currently Working On:
Secret project...
Quote from: _Riven
I edit JGO in production, because I simply don't waste time writing bugs
Games published by our own members! Go get 'em!
Offline Markus_Persson

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Posts: 2092
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Mojang Specifications


« Reply #3 on: 2009-04-17 13:29:31 »

I'm entering. =)

Play Minecraft!
Offline Eli Delventhal
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« Reply #4 on: 2009-04-17 14:13:49 »

I'm entering. =)
So much for me winning.  Tongue

See my work:
OTC Software
<br />
Currently Working On:
Secret project...
Quote from: _Riven
I edit JGO in production, because I simply don't waste time writing bugs
Offline h3ckboy

JGO Kernel
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Posts: 1645
Medals: 4



« Reply #5 on: 2009-04-17 15:52:18 »

you guys are probably heading out soon, well GL Wink!
Offline Eli Delventhal
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Posts: 3574
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« Reply #6 on: 2009-04-17 18:49:05 »

It starts in just over 4 hours. That's 8 PM PST.

See my work:
OTC Software
<br />
Currently Working On:
Secret project...
Quote from: _Riven
I edit JGO in production, because I simply don't waste time writing bugs
Offline kappa
« League of Dukes »

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Posts: 2360
Medals: 59


★★★★★


« Reply #7 on: 2009-04-18 01:17:52 »

its started and the Theme for the competition is "The Advancing Wall of Doom".
Offline Eli Delventhal
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« Reply #8 on: 2009-04-18 15:00:19 »

And I changed my mind. I just moved and don't want to be inside all weekend. Oh well. I have a really cool game idea too.

See my work:
OTC Software
<br />
Currently Working On:
Secret project...
Quote from: _Riven
I edit JGO in production, because I simply don't waste time writing bugs
Offline h3ckboy

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Posts: 1645
Medals: 4



« Reply #9 on: 2009-04-18 16:11:20 »

And I changed my mind. I just moved and don't want to be inside all weekend. Oh well. I have a really cool game idea too.

you probably missed some fun coding Wink
Games published by our own members! Go get 'em!
Offline Eli Delventhal
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« Reply #10 on: 2009-04-18 17:28:18 »

you probably missed some fun coding Wink
I code (at least) 40 hours a week on games as it is. I haven't worked on my own game in months, because I just get burnt out.

See my work:
OTC Software
<br />
Currently Working On:
Secret project...
Quote from: _Riven
I edit JGO in production, because I simply don't waste time writing bugs
Offline h3ckboy

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Posts: 1645
Medals: 4



« Reply #11 on: 2009-04-19 01:50:40 »

I guess that is probably a good reasont o skip.
Offline Eli Delventhal
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« Reply #12 on: 2009-04-19 14:57:14 »

I lied. I spent about 8 out of the 48 hours making a game, that way I got the best of both worlds, although the game isn't very good because it needs a ton of balancing. I'm busy al today, so that's the final build.

http://www.ludumdare.com/compo/2009/04/19/too-heavy-for-re-entry/

See my work:
OTC Software
<br />
Currently Working On:
Secret project...
Quote from: _Riven
I edit JGO in production, because I simply don't waste time writing bugs
Offline Markus_Persson

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Posts: 2092
Medals: 10


Mojang Specifications


« Reply #13 on: 2009-04-19 19:02:35 »

Done!


Click to play!

Play Minecraft!
Offline Eli Delventhal
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« Reply #14 on: 2009-04-20 00:47:25 »

Much, much, better than mine.  Smiley

See my work:
OTC Software
<br />
Currently Working On:
Secret project...
Quote from: _Riven
I edit JGO in production, because I simply don't waste time writing bugs
Offline Alan_W

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Posts: 734
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Java tames rock!


« Reply #15 on: 2009-04-20 02:44:21 »

<image>
Click to Play

Lovely.  Runs at 50Hz on Mac Powerbook A4. The animation when you get crushed is most amusing.  The squishing sound effect was great.

What are the keys to move the player? I thumped most of the keyboard!
I tried again and it worked this time - weird.  Happy now! - got to Level 5 but struggled to herd bunnies on to the carrots on time!

Time flies like a bird. Fruit flies like a banana.
Offline Morre

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Posts: 507


I'm Dragonene on IRC.


« Reply #16 on: 2009-04-20 06:15:02 »

I'm also done! I'm not quite happy with the gameplay (it's a bit repetitive, I'm afraid), but I'm more or less happy with the visuals of it. I guess I prioritized wrong this time Smiley

Play the webstart version

The above version includes one missing line of code that was accidentally excluded from the final competition version (it shows the level screen between levels). The final competition version and a zip download can be found in the final game post.

Screenshot:

Offline brackeen

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Posts: 247



« Reply #17 on: 2009-04-20 10:46:36 »

Good job Markus and Morre, both games are pretty clever.
Offline Eli Delventhal
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Posts: 3574
Medals: 44


Game Engineer


« Reply #18 on: 2009-04-20 12:42:09 »

Yours is also quite good, Morre. I found Markus's more fun but yours was more interesting and unique.

See my work:
OTC Software
<br />
Currently Working On:
Secret project...
Quote from: _Riven
I edit JGO in production, because I simply don't waste time writing bugs
Offline ido

Jr. Member
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Posts: 95



« Reply #19 on: 2009-04-20 15:47:13 »

Well, I'm quite new to both these and to java game development, but I've managed to finish a game too:

tametick.com/fwod/

-Ido

Offline h3ckboy

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Posts: 1645
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« Reply #20 on: 2009-04-20 17:40:27 »

did you guys sleep?
Offline Eli Delventhal
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« Reply #21 on: 2009-04-20 18:47:53 »

did you guys sleep?
I didn't get much sleep the night I worked on it (I worked from 9 PM to 5 AM) but typically I don't bust my ass on these things... I get around 7 hours of sleep each night thereabouts. There are usually late nights but I rarely set my alarm in the morning. In my opinion it doesn't really make any sense to deprive yourself of sleep because you'll just end up getting nothing done as a result - brain frying. You can read a lot of peoples' dev blogs in LD and notice that. There is a direct correlation between people who say, "I stayed up all night coding" and "I couldn't get anything finished, my game sucks." Seriously, I think that's true. Obviously it's not always true, but more often than not it appears to be. They start going hard then they can't wrap it up. I'd guess that both Markus and Morre got a good amount of sleep.

See my work:
OTC Software
<br />
Currently Working On:
Secret project...
Quote from: _Riven
I edit JGO in production, because I simply don't waste time writing bugs
Offline Morre

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***

Posts: 507


I'm Dragonene on IRC.


« Reply #22 on: 2009-04-20 21:16:03 »

Thanks, Demonpants and brackeen.

Regarding sleep: Yes, I slept about as long as I usually do. Smiley

Offline Markus_Persson

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Mojang Specifications


« Reply #23 on: 2009-04-21 03:34:24 »

did you guys sleep?

Yeah, I got about 14 hours of sleep the first two nights (the night leading into the compo, and the night in the middle of the compo)
However, I stayed up late on the last day and had work the next day, so I only got three-four hours of sleep before going to work on monday.

Play Minecraft!
Offline h3ckboy

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Posts: 1645
Medals: 4



« Reply #24 on: 2009-04-21 03:50:59 »

I didn't get much sleep the night I worked on it (I worked from 9 PM to 5 AM) but typically I don't bust my ass on these things... I get around 7 hours of sleep each night thereabouts. There are usually late nights but I rarely set my alarm in the morning. In my opinion it doesn't really make any sense to deprive yourself of sleep because you'll just end up getting nothing done as a result - brain frying. You can read a lot of peoples' dev blogs in LD and notice that. There is a direct correlation between people who say, "I stayed up all night coding" and "I couldn't get anything finished, my game sucks." Seriously, I think that's true. Obviously it's not always true, but more often than not it appears to be. They start going hard then they can't wrap it up. I'd guess that both Markus and Morre got a good amount of sleep.

cause I was thinking, 48 hours, I would be REALLY tired.
Offline CommanderKeith

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« Reply #25 on: 2009-04-21 04:23:37 »

Nice games markus and morre, impressive for such a short time. It's good the way you've both got lots of things moving and animating.

Offline h3ckboy

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« Reply #26 on: 2009-04-21 04:31:32 »

did you guys draw all of that stuff. cause if so , you are pretty good artists.
Offline zammbi

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« Reply #27 on: 2009-04-21 04:38:41 »

I lied. I spent about 8 out of the 48 hours making a game, that way I got the best of both worlds, although the game isn't very good because it needs a ton of balancing. I'm busy al today, so that's the final build.

http://www.ludumdare.com/compo/2009/04/19/too-heavy-for-re-entry/

That game has the craziest sound effects heh. I must say its very good for 8 hours....

Current project - Rename and Sort
Offline Gudradain

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« Reply #28 on: 2009-04-21 14:19:00 »

Did you had to make everything from scratch or you could use library or work you did in other game?

Btw is there a winner?
Offline Eli Delventhal
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« Reply #29 on: 2009-04-21 19:38:22 »

Thanks, zammbi. Yeah Unity makes 3D a lot easier and I also know my way around the program very very well because my company was developing a game for it for a long time. As such I was able to take advantage of the already-in-there 3D scenegraph and the PhysX engine and spend more time on building levels and all that.

@Guadradain: I used Unity this time around which includes 3D, physics, a GUI editor, and a few other things. Imagine jME but also with a built-in editor. The last time I entered I used LWJGL and my own game library JPixel which I haven't released for public use because I'm too lazy to put in all the useful hooks.

@h3ckboy: Everything must be made from scratch by the coder within the 48 hours.

See my work:
OTC Software
<br />
Currently Working On:
Secret project...
Quote from: _Riven
I edit JGO in production, because I simply don't waste time writing bugs
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