[LD20] It's Time

Show off your games, demos and other (playable) creations.
User avatar
vrld
Party member
Posts: 917
Joined: Sun Apr 04, 2010 9:14 pm
Location: Germany
Contact:

[LD20] It's Time

Post by vrld » Thu May 05, 2011 9:29 am

itstime.small.jpg
itstime.small.jpg (4.37 KiB) Viewed 2578 times
Everybody loves Zombies!

This is my entry for the 20th Ludum Dare. I did not finish what I set out to do: Six hours before the submission deadline I noticed there weren't any levels or stuff and programming the level editor took way more time than estimated. I will continue to work on this when the time comes.

Controls:
Arrow keys to move, Tab to select a gun from the weapon stack, Space to shoot the equipped gun (autoselecting the gun was one feature that would have been implemented after the level was finished :roll:).

I also made a timelapse video of almost the whole thing:
Attachments
itstime.love
(178.51 KiB) Downloaded 247 times
I have come here to chew bubblegum and kick ass... and I'm all out of bubblegum.

hump | HC | SUIT | moonshine

User avatar
Lafolie
Inner party member
Posts: 804
Joined: Tue Apr 05, 2011 2:59 pm
Location: SR388
Contact:

Re: [LD20] It's Time

Post by Lafolie » Thu May 05, 2011 11:19 am

This is pretty neat! I love the type, reminds me of Salad Fingers, which is awesome.

Couple of things to consider next time you work on it: the way bullets are handled sucks. They move too slow and check their x position only, so it's possible for them to move past a target. The guys that follow you could do with trailing you at a distance based on which follower they are. E.g. #1 will stay 30px behind you, #2 30px behind him etc. There's a bug in the jumping physics where colliding with something and jumping makes you leap really high.

's a neat little demo though, I enjoyed it. Though I was hoping for some kind basic ending.
Do you recognise when the world won't stop for you? Or when the days don't care what you've got to do? When the weight's too tough to lift up, what do you? Don't let them choose for you, that's on you.

User avatar
BarnD
Prole
Posts: 49
Joined: Wed Jun 16, 2010 1:23 pm
Location: Australia
Contact:

Re: [LD20] It's Time

Post by BarnD » Thu May 05, 2011 1:12 pm

lol Lafolie, what do you expect from a game that was made in 48 hours.

I cant play it (no frame buffer support), but the screenshot looks awesome.
I also found it on Ludum Dare the other day, because I half participated but then dropped out due to my suckyness of making games sill. So I was still looking at the other games that where made.

User avatar
Lafolie
Inner party member
Posts: 804
Joined: Tue Apr 05, 2011 2:59 pm
Location: SR388
Contact:

Re: [LD20] It's Time

Post by Lafolie » Thu May 05, 2011 2:43 pm

BarnD wrote:lol Lafolie, what do you expect from a game that was made in 48 hours.
They're just suggestions man. I wouldn't complain about something that was made in 48 hours. Man, this is cool I think he did a good job.
Do you recognise when the world won't stop for you? Or when the days don't care what you've got to do? When the weight's too tough to lift up, what do you? Don't let them choose for you, that's on you.

User avatar
BarnD
Prole
Posts: 49
Joined: Wed Jun 16, 2010 1:23 pm
Location: Australia
Contact:

Re: [LD20] It's Time

Post by BarnD » Thu May 05, 2011 2:56 pm

Lafolie wrote:They're just suggestions man. I wouldn't complain about something that was made in 48 hours. Man, this is cool I think he did a good job.
Yeah (Probably better than i can make in a week) :ehem:
(Also, I shouldent read things when its late and im this tired) :|

User avatar
vrld
Party member
Posts: 917
Joined: Sun Apr 04, 2010 9:14 pm
Location: Germany
Contact:

Re: [LD20] It's Time

Post by vrld » Fri May 06, 2011 10:02 am

Lafolie wrote:the way bullets are handled sucks. They move too slow and check their x position only, so it's possible for them to move past a target.
Actually, both x and y coordinates are checked, but it turns out that hardoncolliders Shape:intersectsRay() does not work as expected...
Lafolie wrote:The guys that follow you could do with trailing you at a distance based on which follower they are.
They do that already, but I would like them to "swarm" around a little bit, and flee from zombies and stuff.
Lafolie wrote:There's a bug in the jumping physics where colliding with something and jumping makes you leap really high.
It's a feature :roll:
I have come here to chew bubblegum and kick ass... and I'm all out of bubblegum.

hump | HC | SUIT | moonshine

User avatar
Lafolie
Inner party member
Posts: 804
Joined: Tue Apr 05, 2011 2:59 pm
Location: SR388
Contact:

Re: [LD20] It's Time

Post by Lafolie » Fri May 06, 2011 11:42 am

Oh right, hehe. What I talking about with the bullets is that they check their new x pos and nothing else. So if you fire right next to the enemy, the bullet travels some and passes through the enemy. Let the very first one push you back against the wall and it's impossible to kill it.
Do you recognise when the world won't stop for you? Or when the days don't care what you've got to do? When the weight's too tough to lift up, what do you? Don't let them choose for you, that's on you.

User avatar
kikito
Inner party member
Posts: 3153
Joined: Sat Oct 03, 2009 5:22 pm
Location: Madrid, Spain
Contact:

Re: [LD20] It's Time

Post by kikito » Fri May 06, 2011 4:58 pm

This is awesome. I liked the video quite a lot, too.

Did you use any kind of add-on for making the animations on Gimp? At some points they look "animated".
When I write def I mean function.

User avatar
Robin
The Omniscient
Posts: 6506
Joined: Fri Feb 20, 2009 4:29 pm
Location: The Netherlands
Contact:

Re: [LD20] It's Time

Post by Robin » Fri May 06, 2011 5:08 pm

Awesome, especially those letters!
Help us help you: attach a .love.

User avatar
knorke
Prole
Posts: 46
Joined: Wed Jul 14, 2010 7:06 pm
Contact:

Re: [LD20] It's Time

Post by knorke » Fri May 06, 2011 5:30 pm

nice graphics and sound. The video was also interessting.
So if you fire right next to the enemy, the bullet travels some and passes through the enemy. Let the very first one push you back against the wall and it's impossible to kill it.
happend to me on first play :death:
But did not feel like the bullets moved too slow.

At some point one (or possible multiple zombies) got somehow stuck and and their sprites would flicker while changing direction very quickly.

Is there a way to restart from the gameover screen? If so, I did not find it.

Was a nice surprise to find the shotgun guys, did not expect that.

I guess you have lots of ideas yourself but I would like more vertical gameplay instead of just walking forward.
Not jump'n'run like mario, that would not fit the game. But just some variation: ladders, standing on furniture etc.
Maybe headshots could deal more damage? (can aim for head by jumping or standing on slopes etc)

Post Reply

Who is online

Users browsing this forum: No registered users and 5 guests