{"author_link":"\/users\/rosypenguin","author_name":"rosypenguin","author_uid":"rosypenguin","comments":[],"epoch":1713372328,"event":"LD55","format":"md","ldjam_node_id":393779,"likes":13,"metadata":{"p_key":"206180","p_author":"rosypenguin","p_authorkey":"1001668","p_urlkey":"442708","p_title":"How I made a game entirely on my phone","p_cat":"LDJam ","p_event":"LD55","p_time":"1713372328","p_likes":"13","p_comments":"0","p_status":"WAYBACK","us_key":"1001668","us_name":"rosypenguin","us_username":"rosypenguin","event_start":"1712966400","event_key":"120","event_name":"Ludum Dare 55"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD55","removed_author":false},"_superparent":383062,"_trust":3,"author":1668,"body":"You read that right\u2014 I created Readybuns 100% using software on my smartphone. \n\n![IMG_8903.jpeg](\/\/\/raw\/486\/z\/6420e.jpg)\n\nI didn\u2019t think I was going to succeed, but I figured it was worth a try since I\u2019d be pretty bummed to lose my streak of participating in 15 Ludum Dares in a row. But this time the odds were against me: @Strega and I had a trip scheduled during the jam so I was thousands of miles from home, my teammates were unable to participate, and I had just my phone on me. With those constraints in mind, here\u2019s what I did:\n\n*** Game Design ***\n\nI wanted to make something extremely simple, plays with one button on a single screen, and incorporates the theme in a slightly different way. I observed how my group would take a while to get ready during our vacation adventures and making our Ubers wait. This gave me the inspiration I needed. We summon the Ubers and then they summon us to the car. \n\n![IMG_8918.jpeg](\/\/\/raw\/486\/z\/64212.jpg)\n\n*** Game Engine ***\n\nI chose GDevelop after a while researching and saw it had promise. I played with the templates but ultimately just started from a blank project. The level editor was straightforward but the \u201ccoding\u201d was interesting to adjust to. It was an events-based system presented in natural-ish language and dropdowns for filling in data. I found the built-in movement and collision behaviors didn\u2019t quite suit the gameplay I was looking for so built my own tile-based movement behavior for the bunnies. Alas, logic and math are nowhere near my wheelhouse, but fortunately I was able to bug @Strega to help me learn and debug. Thanks!\n\n![IMG_8917.jpeg](\/\/\/raw\/486\/z\/64214.jpg)\n\n*** Art and Animation ***\n\nI was already familiar with pixel creation on my phone and my app of choice was Dotpict. I decided to go with a monotone 1-bit style to keep things simple. I chose bunnies as the characters you\u2019re summoning as I pictured a family of bunnies with a bunch of kids you\u2019re trying to wrangle. \n\nThe first day I haven\u2019t figured out data roaming on my phone but fortunately Dotpict works offline, so I pumped out the art assets during downtime, in the Ubers, at caf\u00e9s, etc. Dotpict has built in animations, and all I had to do was export each individual frame of an animation and load them into GDevelop where the rest was easy to figure out. After setting up proper internet access, I put together a basic level layout, had working \u201chonk\u201d behaviors, and bare minimum UI to make it count as a \u201cgame\u201d: a title\npage and an ending screen. \n\n![IMG_8921.jpeg](\/\/\/raw\/486\/z\/64215.jpg)\n\n*** Music and Sounds ***\n\nOnce the game was fully playable I had a few hours to spare and thought I\u2019d dive into a domain I have very little experience in: music. I generated a simple honk in a web tool called jsfxr which my team has used before for our other jam games. Then I found a site called BeepBox which looked simple enough, I just click the little boxes like pixelart, right? I vaguely remember our musician, @Tenki, explain layering so I picked three instruments on different layers and played with a little melody I was humming. I\u2019m surprised at the end result for my first song ever!\n\n![IMG_8920.jpeg](\/\/\/raw\/486\/z\/64216.jpg)\n\nAll in all, I think I took a total of around 10-12 hours to make Readybuns. I would have made more levels but the free version of GDevelop only allowed for 2 scenes, so I just stuck with a title and a single level. Despite that, I am actually amazed at what I created in the limitations I had. I\u2019m not going to transition away from Unity and Aseprite as my primary game dev tools, but it\u2019s awesome to know that it\u2019s entirely possible to make a whole game just on your phone while on the go. I implore you to give it a try!","comments":1,"comments-timestamp":"2024-04-17T16:57:55Z","created":"2024-04-17T16:37:41Z","files":[],"files-timestamp":0,"id":393779,"love":13,"love-timestamp":"2024-04-17T21:51:54Z","meta":[],"modified":"2024-04-17T21:51:54Z","name":"How I made a game entirely on my phone","node-timestamp":"2024-04-17T16:45:28Z","parent":391638,"parents":[1,5,9,383062,391638],"path":"\/events\/ludum-dare\/55\/readybuns\/how-i-made-a-game-entirely-on-my-phone","published":"2024-04-17T16:45:28Z","scope":"public","slug":"how-i-made-a-game-entirely-on-my-phone","subsubtype":"","subtype":"","type":"post","version":1231771},"node_metadata":{"n_key":"393779","n_urlkey":"442708","n_parent":"391638","n_path":"\/events\/ludum-dare\/55\/readybuns\/how-i-made-a-game-entirely-on-my-phone","n_slug":"how-i-made-a-game-entirely-on-my","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"1668","n_created":"1713371861","n_modified":"1713390714","n_version":"1231771","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/55\/readybuns\/how-i-made-a-game-entirely-on-my-phone","text":"You read that right\u2014 I created Readybuns 100% using software on my smartphone. \n\n![IMG_8903.jpeg](\/\/\/raw\/486\/z\/6420e.jpg)\n\nI didn\u2019t think I was going to succeed, but I figured it was worth a try since I\u2019d be pretty bummed to lose my streak of participating in 15 Ludum Dares in a row. But this time the odds were against me: @Strega and I had a trip scheduled during the jam so I was thousands of miles from home, my teammates were unable to participate, and I had just my phone on me. With those constraints in mind, here\u2019s what I did:\n\n*** Game Design ***\n\nI wanted to make something extremely simple, plays with one button on a single screen, and incorporates the theme in a slightly different way. I observed how my group would take a while to get ready during our vacation adventures and making our Ubers wait. This gave me the inspiration I needed. We summon the Ubers and then they summon us to the car. \n\n![IMG_8918.jpeg](\/\/\/raw\/486\/z\/64212.jpg)\n\n*** Game Engine ***\n\nI chose GDevelop after a while researching and saw it had promise. I played with the templates but ultimately just started from a blank project. The level editor was straightforward but the \u201ccoding\u201d was interesting to adjust to. It was an events-based system presented in natural-ish language and dropdowns for filling in data. I found the built-in movement and collision behaviors didn\u2019t quite suit the gameplay I was looking for so built my own tile-based movement behavior for the bunnies. Alas, logic and math are nowhere near my wheelhouse, but fortunately I was able to bug @Strega to help me learn and debug. Thanks!\n\n![IMG_8917.jpeg](\/\/\/raw\/486\/z\/64214.jpg)\n\n*** Art and Animation ***\n\nI was already familiar with pixel creation on my phone and my app of choice was Dotpict. I decided to go with a monotone 1-bit style to keep things simple. I chose bunnies as the characters you\u2019re summoning as I pictured a family of bunnies with a bunch of kids you\u2019re trying to wrangle. \n\nThe first day I haven\u2019t figured out data roaming on my phone but fortunately Dotpict works offline, so I pumped out the art assets during downtime, in the Ubers, at caf\u00e9s, etc. Dotpict has built in animations, and all I had to do was export each individual frame of an animation and load them into GDevelop where the rest was easy to figure out. After setting up proper internet access, I put together a basic level layout, had working \u201chonk\u201d behaviors, and bare minimum UI to make it count as a \u201cgame\u201d: a title\npage and an ending screen. \n\n![IMG_8921.jpeg](\/\/\/raw\/486\/z\/64215.jpg)\n\n*** Music and Sounds ***\n\nOnce the game was fully playable I had a few hours to spare and thought I\u2019d dive into a domain I have very little experience in: music. I generated a simple honk in a web tool called jsfxr which my team has used before for our other jam games. Then I found a site called BeepBox which looked simple enough, I just click the little boxes like pixelart, right? I vaguely remember our musician, @Tenki, explain layering so I picked three instruments on different layers and played with a little melody I was humming. I\u2019m surprised at the end result for my first song ever!\n\n![IMG_8920.jpeg](\/\/\/raw\/486\/z\/64216.jpg)\n\nAll in all, I think I took a total of around 10-12 hours to make Readybuns. I would have made more levels but the free version of GDevelop only allowed for 2 scenes, so I just stuck with a title and a single level. Despite that, I am actually amazed at what I created in the limitations I had. I\u2019m not going to transition away from Unity and Aseprite as my primary game dev tools, but it\u2019s awesome to know that it\u2019s entirely possible to make a whole game just on your phone while on the go. I implore you to give it a try!","title":"How I made a game entirely on my phone","wayback_source":[]}