LD23 April 20–23, 2012

Finished!

Whew.  That went pretty close.  My internet connection died too so I’m writing this post by tethering to my phone.  I called the game “Astro Gardener”.  I got a lot more done than I expected, (even sound!) but there are a few small things missing/wrong.  The spaceman’s rocket doesn’t leave a trail, I wanted to add trees and power ups, the aliens are too aggressive and there are a few performance issues.  Still I’m pretty happy with it.  It was fun to build and I think it’s pretty fun to play too.

It will perform better if you download and run the jar file rather than play in the applet. Another reason to download is that the aliens are pretty mean so it plays better in full screen as you can see them coming earlier.

Instructions:
Use w,s,a and d to move around. Use the left mouse button to shoot and throw things. The red rock (follow the red arrow) is your seed rock. Throw other rocks at it to create your planet. You can get rocks by destroying meteors (follow the brown arrow). Be careful not to let any meteors hit your planet when it is small as it will break apart. Once a planet is finished you can start another one. A planet is finished by adding five clouds to it. Clouds are added by finding ice blocks (follow the blue arrows, they are only available once your planet is a certain size) and throwing them at your planet. Clouds will cause grass to grow which will earn you more points. The is no end game so the aim is just to get a high score.

Submission: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=11211

Source: https://github.com/tom-martin/LudumDare23

Web: http://heychinaski.com/ld23/game.html

Download http://heychinaski.com/ld23/game.jar

First Timer

Image of World #2

I could go on for weeks building these tiny worlds

As a first-timer in LudumDare events, I figured I’d go through lots of difficulties – and I certainly did. But I feel very pleased with the results I got in Space Music Quest (Ludum Dare Link)!

INSPIRATION
With the theme Tiny World, I instantly remembered two “World” games: Solar Jetman, for the NES (main inspiration here); and fan-favorite Toe Jam & Earl, for the Sega Genesis. I decided I’d go with the ida of exploring several different tiny world in search of something that would make you able to go back home.

Then I threw music into the mix: having each part of the puzzle add a music layer into the song being heard is something I really enjoy. So I used it here more as a test for future projects, and succeeded in that. I surely can now adapt this project into teaching music theory (chord creation, harmonic fields) in my Music & SFX classes.

TOOLS & PROCESS
For music, I used Propellerhead Reason, a powerful software I already use, so no problem here. I have version 5, that does not record audio, but has almost endless MIDI resources. All songs and SFX in the game are indeed mine.

For Art, I  picked up some theme-related Memes, grabbed this nice tutorial for a ship and drew some quick stuff with the mouse for the worlds and BackGrounds.

For programming, I chose Construct 2 – it is so awesome I bought the full version before finishing the project. It really makes creating games simple, since all you have to use is programming logic, not programming languages. And that, my friends, is something to be happy with. I had trouble with several things, from creating the bars to adding time counter that would reset on each world (I kinda cheated on this one), but I had no huge dramas on the logic part.

RESULT
The overall result was a fairly decent action game, with good controls, nice Music & SFX and an OK challenge (even though lives reseting per level anyone can reach the end). Art could be a lot better though. Also, Time Leaderboards would have helped a lot to increase the game’s replay value, but there wasn’t time to try that out.

The experience itself was very good. I slept normally (8 hours per night) and accomplished to learn a load of stuff and finish a version of the game. I enjoyed a lot this event!

HUNGRY BUGS

BUGS BUGS BUGS!

The game is playable here: http://pulp.io/hungrybugs/

I’m really happy with how it turned out! You start out with eight bugs that roam around, and you take care of them by giving them access to water and food (they eat plants). The game is over when all the bugs die. Also, it’s a fun fluid / sandbox experiment, and it’s fun to watch the bugs jump.

I really ran out of time at the end. Mainly, there is no sound, and I put the title and instructions on the web page rather than inside the game. Also, I had to reduce the cell size at the last minute – I was testing with 160×110 cells during development, but this was too slow for the HTML5 export, so I reduced it to 80×55. To add to that, the HTML5 version has a bug where the bugs’ thought balloons wouldn’t appear, but I was able to fix it. Really, I should have been testing the HTML5 export way earlier.

Altogether, it was crazy fun to make this. Glad I participated in #LD48 for once, and I definitely want to do it again.

Fracuum

Was fun, first time I entered Ludum Dare.
Check out my game Fracuum here.

 

I used to make flash games really rapidly as a hobby but slowed down a lot recently when I started focusing on a bigger project, but now that that’s done I want to get back into it and spend some more time on smaller stuff, but was really demotivated lately, so this whole event really helped out with that.

So I just made the first thing that came to mind.

Here’s a SWF history of the development (mostly on newgrounds until the resultion got messed up and I moved it to my own server)

 

Tiny worlds? Oh hey, could do something fractal, press up/down to zoom in and out [link]

Now with a player and colors but no collision yet [link]

Basic, buggy collision [link] 

Redid coloring, thanks to Kyle Pulver for some tips [link] 

Basic level design test [link] 

went home to compose some music
Full level design [link] 

== end of day 1 ==

Title screen [link] 

(lots of early day 2 builds were just bugfixes and performance stuff)

Basic collectables [link] 

Basic enemies [link]

No history past that point since that’s when I moved the file to my own server

 

========

 

If you’re curious, I made the game in the flash CS5 IDE (yes I coded in the IDE, terrible I know but that’s nothing compared to the other coding atrocities given as a gift to the 48 hour game jam gods I needed to make this game fast)

Sound Effects were made with BFXR

Music was made with GarageBand

 

There is a hard mode in the game, you gotta find it first though.

 

Tags: final, postmortem, screenshot

HELLO THERE. HOW ARE YOU?

HELLO MY NAME IS BRYCE AND I MADE A GAME AND YOU CAN PLAY IT (FOR NO MONEY). IT IS CALLED SAILBOATBOATBOAT. I HOPE YOU LIKE IT. I WANT TO PLAY YOUR GAME TOO. ONLY TROUBLE IS I DONT KNOW WHO YOU ARE! LUDUM DARE IS GREAT. I HAD FUN. I AM TYPING IN ALL CAPS BECAUSE MY BRAIN IS FRIED FROM MAKING THIS GAME (THE ONE I MENTIONED EARLIER) STOP ON BY AND GIVE IT A TRY!

PLAY IT HERE

Complete!

So here we are! I’ve completed another LD48. (only my second)

I survived this one a lot better than the first! Knowing what to expect is pretty crucial… but saying that I still had issues 😀

Check me out!

I’ll write a bit of a post-mortem later…. and I’ve got a time lapse lying around here somewhere…..

but for now I need some coffee

My entry is done!

I know I haven’t been very active, community-wise this LD, but I have been pretty busy. However, I managed to get something done this time!

I did a jam game last time.  That was fun, but this time I wanted to be in the compo itself.  So I pressed myself hard to finish my game.  And, uh, I didn’t finish it.  But that’s pretty typical for me.

Click on the image if you want to try it out!

Tags: compo, released

First Ludum

Gravity

It was more a #LD20 than a #LD48 as I didn’t have a lot of time to work on it, but I made a game for the Ludum Dare ! Yay!  There is a lot of things to improve but I’m quite happy with it (even if it’s more a toy than a game!)

I think I will write a postmortem about this Ludum Dare later… but now… sleeeeeeeeeeeep! (it’s 4am in France!)

 

Click here  to PLAY “Gravity”!

Comments

23. Apr 2012 · 01:12 UTC
Just brilliant..! Love it.

Uploaded and back irl

Well, LD is over and the submission went without problems (that I know of). I’m happy with the outcome and had a super weekend with my friends. My goal was to write a platform-game without the use of Löve2D’s built in physics engine and I feel that I managed to accomplish that. In a couple of days, when the smoke has cleared, I’ll post a small post-mortem. Now… Go play my game 😉

Perhaps, next time?

I worked a lot but I don’t think I planned well and focused my efforts on features I felt were necessary.
Ended up with an incomplete buggy game. Perhaps I will share it tomorrow after I clean some bugs.

Comments

dr_soda
23. Apr 2012 · 00:40 UTC
Are you planning on writing a detailed post mortem?

Disregard All Humans: Done!

Well, I must say I’m really, really happy with how this turned out. This being my first Ludum Dare I hadn’t the slightest idea of what to expect (I’d participated on this year’s Global Jam, but I worked with various other very skilled people there), or how I would manage the scope of my selected project. I settled with LOVE2D and Lua about 5 hours before the clock started and I have to admit even though I didn’t have any previous experience with either, both turned out to be wonderful choices.

Anyway, I successfully completed the entirety of my game as I had initially envisioned it as soon as I’d settled on a mechanic, and even added a fancy ending sequence as well as a main menu/title screen I ended up being very satisfied with. Regarding the project’s shortcomings as they’re apparent to me, even though the core mechanics and the general feel of the game are something I’m proud of, my not-very-good art skills really show on the finished version, and there might be some wonky stuff to work out on the collision-detection side of things, but that’s just me being pesky 😉

All in all, I’d consider this a success. I have to do a timelapse next time though, I would’ve loved to watch one for this project and I honestly didn’t even consider it due to it being my first LD; I promise to be more prepared the next time :)

Finally, here are some screenshots. If you want to try my game, click on the image (or right here), and please, enjoy!

Greetings from Costa Rica!

Screenshots for Disregard All Humans!

P.S. See you all next LD! :)

Hoperay – My LD#23 entry

Hello, everybody.

That was my first attempt and, happily, i have to say i finished! The game is about a spaceship against a big and tough boss. He is the only enemy but is not easy to defeat it.

The entry page with the download is clicking here. And please, read the “Readme” file. There are the controls’ guide and more.

In battle

I hope you enjoy it.

Done and tired…

After two long programming days with a huge lack of sleep I finally finished my game, Crystalbots:


Just try it out, it’s pretty self-explanatory :)

My last minute entry!

I had a few problems with registration but no matter, here i am!

PLAY AND RATE THE GAME

Tiny Chtulhu

Description:

You control “Chtulhu” a tiny creature that needs to get fed in order to retrieve his powers. The more humans you kill, the more you get powerful, and GROW!

The game has no end. Enemies will spawn randomly and the world has no limit. The only aim is fun. It was my first participation to LD. =)

I used Java, Eclipse and Gimp.

Thanks to ra4king and PoV for helping me at the last minute.

JAR file : www.ra4king.com/public/mib_2xpmrz/tinyChtulhu.jar

SRC : www.ra4king.com/public/mib_2xpmrz/src.zip

 

Uh

I ended up not getting enough work done to release my game, and I wasn’t really enjoying myself making it this time around. Maybe next time?
Well, here’s a screenshot I never posted I guess. Might reuse the art for another game if I desire.
Which one is the player?

That aside, it’s been really neat seeing all the different interpretations of the theme people had. I hope to try and participate again sometime August when the next contest comes.

SS Tiny World

Ludum Dare 23 is finished!  I created SS Tiny World, a tile puzzle game set on an intergalactic colony ship that was built out of an asteroid.  You create temporal portals and meet your future self.  Sometimes you find out that your future self has stolen a hat, so you have to steal a hat and jump through a portal, then return the hat to make things right with the world before you move on to the next room.

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ ImSoLonely screenshot3 screenshot

I  never got time to make a designed level, but random tiles offer a slightly game like experience.  No sound or music, but  I’m happy with my first effort.  Programming is done in Java (netbeans), graphics are Photoshop and the background starfield is mostly just what my scanner scanned when I opened it up and put a blanket over it.

Pivotation

As far as I can tell were done with two levels and the ending as many more levels as we can churn out and then music (gasp!) and sound effects (less of a gasp!) any way here’s some trees:

Survived my first Ludum Dare!

…and I even made a game!  Which even works, last time I checked at least.  Not bad for someone who came down with the flu about three hours into it, hm?  You may find the game here: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=7186 .  I also made some screencast videos in the comment at the bottom, so check those out too.

Of course the code is fugly, which actually started becoming a significant barrier towards the end.  And of course there’s a ton of things I wanted to do that I didn’t get a chance to.  I had plans for enemies to invade your planet, break the connections holding your planets together, maybe a boss-type enemy, some sort of win condition…

Honestly though?  I think works okay the way it is: simple and arcade-y.  And in a playable state; don’t forget that.  I never felt I wouldn’t complete it in time, but it came much closer than I really expected!  Mainly due to keeling over due to disease on Saturday evening; that probably lost me five hours or more.

The main thing I skimped on is graphics rendering really…  I never imposed any real draw order rules, and as a result the game sort of looks like ass.  I wanted to do much better effects in terms of particles and such as well, plus nicer effects for capturing planets and such.  You were originally supposed to plant a seed that would grow out into a vine that snagged the other planet; the blue line was originally a placeholder.  A placeholder that ended up in the main game… oh well.  There’s a couple bugs left in the geometry in general, too.  Alas.

Lessons learned?  Software rendering, and python in general, is STILL slow.  I STILL hate geometry (though I’m not too bad at it by now).  Programming while you have a fever is STILL a bad idea.  Mixing coordinate systems is ALSO a bad idea, at least if you do it poorly!  And one can make surprisingly cute sprite-art as long as your resolution is 64×64 or smaller.  Maybe next time I’ll try Unity or something, or at LEAST use numpy for vector maths; I bet that’d help a lot in terms of performance.

Maybe I should learn to compose music at least a little?  This game is really begging for some kitchy MIDI tunes.

If I were to continue this, which I may or may not… the thing needs a good hard refactoring, followed by some profiling and optimization.  You don’t REALLY need to run the physics and AI for the bits of the universe you can’t see.  After that would come graphics and bug fixes, with better particles and real animations, and maybe those vines I was talking about.  (I mourn the loss of those vines; I think it would have been really neat conceptually and visually.)  A few more enemy types… a commando with a rocket launcher who could jump, and maybe a gun-bot sort of like the Skysmashers from Iji.  Power-ups. Other planets with engines you could hijack and drive around.  Enemies that tried to come and invade your planet and destroy your engine.  Defense cannons on heavily-defended planets.  The list goes on…

But for now… time for a milk shake!

Well that wasn’t so bad

First Ludem Dare done!

It’s a puzzle game inspired by aspects of Fez.

Play Phi here:
http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=11991

This was my first LD but more importantly the first time I had attempted making a full/playable game completely by myself in any short amount of time so I was unsure of what the results would be.

But, I did it, and I’m quite happy with it. I just had a friend play test and he figured it out easily enough.

Hope to do this again.

First Ludum Dare

Gameplay

Wow, so many first time.

First time joining a game jam, first time making html5 game (Construct 2), first time drawing pixel art (GIMP), first time using generative sequencer (Otomata), first time pulling an all-nighter this year and first time doing a game development write-up. For me game jam is about try something new, build something you like and do whatever you can to finish it. It’s a great ride and I enjoy it so much!

Freezen Break is an adventure happened in a tiny refrigerator.

 

 

Finished On-time! :D

I was finally able to finish the Ludum Dare 48 hour game challenge. I’m feeling good about my product, though I regret how messy the code got toward the end… All in all, I really think I did my best. Perhaps I spent a little too much time on a certain feature that was never actually implemented into the game because I failed to get it to work. Regardless, I like my product, so go by it and comment on it/rate it, whatever. Even just playing it for a while would be cool. :)

To see it, go here: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=3641 — Quest^3 😀

I’m not dead!

I can’t believe I not only survived, but I actually have something to show:

Save Your Planet

I nearly ran out of time, so it’s a little rough.  I never got to think of a better name than Save Your Planet!  I wouldn’t have been able to do this without the power of LOVE.

Comments

spooks
23. Apr 2012 · 01:16 UTC
not sure why, but you link seems to be dead :(
23. Apr 2012 · 17:41 UTC
Oh, that’s a mistake. Thanks for letting me know.

Still jamming

While the rest of you are wiping the sweat off your brows and enjoying the afterglow, the countdown for the Jam is silently ticking away.

So, want a progress update? `Course you do.

So what do we have here? Well, long story short it’s a fully functional level. At this point the game is more or less feature complete. There are a few minor cosmetic bugs to work out (Lasers, please stop hating me), and a few mapping wishlist features I’m looking toward doing (Splitting outputs, counters, toggles, XORs, etc). At this point the last day can be spent mostly on level design and tweaks.

Menus are still missing in action, but we don’t need anything too complex so it’s more of a 5 minute code job than anything.

Civilized Pixel – Complete

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=12876

Sorry for posting so late, this site wasn’t responding! Anyways, I completed my game, Civilized Pixel. I believe it is really fun, and you guys should all try it. Here is the description of my game:

Civilized Pixel is a game set in a very tiny world where (almost) everything is made out of pixels. In order to progress through the game, you will need to build your civilization and different buildings. The goal is to run a flourishing city and economy.

Anyways, I have created 7 dev blogs, and am here to post the 7th one.  You can read it below. Additionally, you can read the entire dev blog from the game’s contents.

Sunday Afternoon:

12:23 – Well, here we are… The last dev log for this game (during the competition, of course.). I am in a bit of a panic-mode right now, as I am not nearly complete with my game. I just realized that I forgot to add a very important system: the destroy tower system. I guess I will implement this immediately.

12:42 – The selling system works, with a few minor glitches…

12:52 – I am going to go eat, take a shower, etc. and then finish my game.

1:46 – I am back. I think I will go ahead with a carousel-style menu, as it would simply look cool.

1:55 – The new main menu looks somewhat fancy compared to just the pixels, as that is one of the only things not made up of pixels.

2:02 – My carousel idea isn’t really working… I will abandon that and come back later.

2:20 – Having some trouble with the sound on/off option…

2:27 – Fixed it! The sound option is now fully working, and it saves your settings to an INI file!

2:38 – Fixed some more scrolling issues and minor bugs throughout the game. Also, now you can exit from the game to the menu! The next thing I must do is post this morning’s log up, and then create new maps.

2:42 – Argh, the website won’t load. Must be too many people on it.

2:52 – Posted the dev log, now working on the new maps!

3:10 – Need to create the menus for the new maps, and then I am pretty much done!!!

3:19 – Mostly everything is done. After a few more minor changes, EPIC QA testing sessions will be done.

3:26 – Having some last-minute sound issues… Oh well, I guess I won’t include that extra song. It doesn’t really fit the theme anyways.

3:30 – Epic testing, here I come…

4:21 – Had my family test it, they all hated it and told me to do something better with my life… Going to run through another test I guess… Without my family interfering, of course!

4:25 – Found some sort of glitch with the stats that I thought I got rid of a long time ago… I guess not.

4:32 – Freaking out – I CAN’T FIND OUT WHAT CAUSES THIS DARN BUG!

4:38 – I think I fixed it, but I am really not sure. Better test…

4:47 – Encountered it AGAIN.

4:50 – Again, I think I fixed it, but I really am not sure.

4:53 – It didn’t work, but as soon as you place another building the glitch goes away. I will fix it later, for now, I have to configure the game settings, create a loading box, etc. The game is done!

5:10 – Civilized Pixel is now a .exe file. I need to write a readme with a quick tutorial, and then submit it!

6:01 – Everything is done. Now I need to zip it up, and submit!!!

Finished! yeah

So this is the game that I entered into this years ludum dare. Its more of a simulation rather than a fully fledged game with goals, still pretty cool. you can muck about adding different units and trying to come up with a balance, or just create a bunch of chompers and have them devour everything in sight :p

problems:

oversleeping, basically the main problem. I probably would have added more art assets and put in some sound effects and music if given the chance. But most of the time I was focused on the programming. I am proud to say though that everything works, and I don’t believe (hopefully) that there are any bugs left.

anyway you can go and check out my game here http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=7965  and as always have fun 😀

This time we jam

For the first we are participating in the jam. And for the first time we have someone who does understand how to draw stuff 😀

Here, I’ll leave you with the start screen of our game :)

Comments

Cake&Code
23. Apr 2012 · 01:32 UTC
Awesome art! We look forward to it. :)

I am done!

I have finished my first game for LD, but it wont let me post It.

Merlin, Build Me a Game

I did it!

 

Basically a fighting game but with tiny planetary castles.

For my first Ludum Dare I think things went really well. I ran out of time towards the end and didn’t actually complete my core features list (some polish is missing as a few things were quite literally last minute). But it’s definitely playable and reasonably neat. Lists!

  • I’m really happy with how the art turned out. I did a fast brainstorm on day 1 for what the visual style should be and it settled pretty fast.
  • Like I mentioned a ton of stuff is missing. Pretty bummed I didn’t get a bunch of the section types in (especially bouncy castles). My initial plan was waaaay too ambitious and also included spreading fire, etc.
  • The setup is way too slow given how brief the game is. A better design for fast simultaneous setup would have been much more satisfying.
  • I didn’t realize until the last hour we had to make our own music and sound effects, too. Fortunately I’m good at making trumpet and cannon sounds, apparently?

I’m strongly considering doing a fuller version of this in Unity once I’m through my current couple of projects, so hopefully we’ll see all this stuff and more eventually. Thanks for the inspiration, Ludum Dare, and thanks to everyone who participated. It’s been a blast!

Dino Wrangler. Like Playing Golf with Dinosaurs and a Jet Pack.

This is my second LD and I am very excited with what I came up with.

Play as Alec and wrangle the dinosaurs onto the goal planet.

Play it HERE!

 

I was hoping to make about 10 more levels and to incorporate the story into it before the end but alas, the time limit got the best of me.

Comments

MaskedPixel
23. Apr 2012 · 01:28 UTC
And of course I don’t know how to format a screenshot…
23. Apr 2012 · 01:34 UTC
Golfing with dinnosaurs as balls? That sounds awesome! Great idea you had.

Before the Big Bang

I think I had made the tiniest world: Before the Big Bang!

That was my first Ludum Lare. It was great!

Although I’ve learned a formula: Much particles + software rendering = slow fps :(

Matter vs Antimatter

LD 23 – Post mortem

I’m in.
There, I forgot to post that.
Now that that’s out of the way, let’s talk games.

This is my first Ludum Dare, and I went in with a few ideas that fit some, but not all of the themes, not knowing if I’d actually go through with it if the theme didn’t fit. I waited up, and got progressively more eager as the unveiling came closer, and once it dropped, I knew there was no chance I’d go sleep like a sensible human being (unveiling was at 3am). I knew right then, I was making a bare-bones RTS.

“Whoa, hold on there”, I here you say, “isn’t that a LOT of work to do in 48 hours?”. Nah, not for a rookie like me; we love to bite off more than we can chew. And so it was that after 25 hours of continuous work (that’s about 42 hours awake) I took my sleep-brake with a mediocre prototype where rendering and controlling units (or, the white dots representing units) was just about all that worked. I had put a lot of time into the back end, making sure it was properly made, relatively fast, and had few hacks in it. I had also made a lot of stuff that I wouldn’t need until later, or is useless.

Day 2 was all about getting something, anything, ready for submission. I had gotten units working (although buggy), base capturing and attacking/damage registered as it should. Graphics-wise it was still very rough, and there was no sound, but those are easy problems to overcome. One that isn’t is the fact that an RTS without an opponent is about as fun as hitting your toes repeatedly with a hammer, and I had neither AI nor net-code. You could collect cash, buy units, take over bases, commit harakiri and destroy the enemy’s base, and all the while he did nothing. Not fun, and there was only half an hour left…

Submission hour is a great thing. I stopped working on features about 5 minutes after I decided to submit the prototype; I just added a scoring system and some constraints to end games. Well, that and to add menus, so I guess it was more like 25 minute, but either way, all that was really left was to make it run properly. And it turns out, since the code base had left prototype-land a dozen hours ago, it was no longer quite fit to run it. New features had been added, and things weren’t quite as consistent as they should have been. At 3am sharp I zipped up the files, uploaded them to my server, downloaded it to a new folder, and ran it. Well, tried to. It wasn’t responding. I admit it, I fixed game-breaking bugs after the deadline. They were all big bugs, and it wasn’t for much past 3, but I made some changes. There were also bugs that weren’t big enough to warrant a re-upload, such as turning off zooming/panning (which is useless in the prototype, and is a prime example of a feature that worked once, but through evolution of the code base was now entirely broken). My local version has it turned off, but I want to follow the rules strictly, especially now that I already haven’t.

TL;DR So far: Overconfident, not even close to finished and lacking sleep.

The game it self is fairly simple. As I mentioned, I wanted to make a Real-Time Strategy game. The idea was, there are bases, of which you start with one, and warp-things, although it makes more sense in the context of being Routers(bases) and Internets(warp-thingy). Each internet will, at fixed intervals, spawn packets(resources) that are intended for a single other internet, or a router in our space. Routers will also spawn packets intended for (a single) internet. You job in the prototype that ended up being the game is to guide them there. This includes selecting them, and issuing move-commands to the corresponding internet/router. The faster you get them there, the more points you get, but packets that leave the space or are routed to the wrong place are lost (most of the time). Turns out, this is quite stressful if there are enough packets…

The RTS would build on this, as what I’ve described so far is essentially the resource-gathering element of the game. Here, only packets intended for routers currently controlled by you can be routed, and only they give points. Points can then be used to spawn units and cappers. Units are either ranged or melee; meaning they either head into things and explode to deal damage, or head afer/around and shoot. Cappers are quite like the engineer in the old C & C games; you send it into a base (a router in our case) and it will slowly take it over. The more there are in a base, the faster they take it over, and if the enemy also has cappers in there, they cancel each other out. Essentially, there is tug of war in the neutral bases until one team takes it over. It can now be used to spawn units and gather resources (you now have double the potential income, although the exact factor is something to be tweaked for better gameplay later on). Now, you can’t capture a base controlled by the enemy directly. You first have to destroy it (make it neutral again), and can they start the tug of was anew. The goal is quite simply to make your opponent base-less.

The first intention was to make this part based on a simple AI for LD, and then build a multiplayer version if it was fun. My intention, at the time of this post, is to write an AI in time to submit the RTS for the jam. It doesnt’ look like that much work since much of the framework is already built into the code, but I’ve said that about a lot of things this weekend that turned out to be a LOT of work. Multiplayer is further off, but not impossible, as netcode is never a quick thing. On the other hand, and RTS of this style is event-based, and I have already implemented event history, for some reason…

TL;DR Second part: Wanted to make RTS, made only resource-gathering part in time. RTS might be coming in time for jam.

So, the interresting bits are left. What have I learned from my first LD?
First off, don’t make something where the initial design notepad-document needs vertical scrollbars. Keep it simple, and keep the number of ways to influence the game low and to-the-point. All points on which I failed horribly. If you have a simple idea of some single gameplay mechanic you want to make and showcase going in, it’s much easier to build onto it or polish it up to a game in good time before the deadline. Think of it as building a house. You’ll spend time building one brilliant floor, and then build a couple more rugged ones on top of it as you polish it up. Your ground floor likely won’t hold too much on top of it, but enough to make for a nice looking house. On the other hand, if you have this medium-sized intricate web of ideas and mechanics (as I did) going in, you know you’ll need a foundation to support the weight of the awesomeness you have planned on top of it. But you’ll spend a vast amount of time building that foundation, only to realize you’ve run out of time before reaching street-level. Maybe, as I did, you’ll be able to close the hole and build a tiny entrance to at least showcase your wonderful basement, but you’ll never get the skyscraper done in time!
Secondly, it’s a great way of learning the intricacies of a language or framework, but basics should be there once you start, otherwise you’ll spend 15 minutes banging your forehead into the desk because there was a header include loop hidden away somewhere.
Thirdly; sleep! No, that’s not a misuse of the exclamation mark there, I am ordering you to sleep. I didn’t, and the code I produced in my “tired period” (35-38 hours awake, after eating dinner) was both bad and completely foreign to me the next morning. I couldn’t remember writing much of it, but that is hardly surprising knowing that I actually well asleep on my desk at one point. You will get over the hump if you power through, but as the stretch gets longer, meals become sleeping medication. And you have to eat!
My final lesson was of how saddened I was every time I checked the LD IRC channel by all the people progressing, chatting, and having prototypes with better artwork than I’d ever be able to produce. Don’t get me wrong, I loved lurking in the channel, there was great stuff being produced and at times engaging conversation, but I knew I had picked an Idea where time was a luxury, and I couldn’t enjoy it. Ludum Dare, for me, turned into proving that I could finish my game (and failing) more than having fun creating something, and that was my biggest mistake. The next time I participate, I’ll be forcing myself to have fun during the competition, and relegate the end product to secondary. I’m competitive of nature, so that won’t be as easy as it sounds…

TL;DR Lessons learned part: Read it if you want to know…

As a final point, I want to run through the stuff I’ve used to make things this weekend.
SFML (C++)
MS Visual Studio Express 2010 (C/C++ edition)
The Gimp
Chronolapse (Timelapse is coming once I create it (probably after the jam deadline). Spending some time pause at key moments etc. to make it worth watching)
bfxr (The last thing I did, feature-wise, was include sound. Very quick with this!)
I wanted to write the game in pure C (for fast build times, practical for iteration and tweaking, and to better get used to a non-OO language), but couldn’t get CSFML 2.0 working (linker errors with the RC SDK, build error with source from git), and 1.6 doesn’t have shader-support. Since I am much more coding-monkey than artist, shaders are key to my polish; all animation would have been be done there (if I hadn’t run out of time).

Ludum Dare 23 Metrics: 38 files containing 20 classes and 5392 lines of code (3303 statements).

Almost forgot, HERE is the game…
Linux version (and possibly OS X, if I can get my hands on a mac) will be made, at some point, but probably not until after the jam deadline. Priotities atm. are jam -> timelapse -> platform porting -> finishing the game.

-Thynnmas

LD23: Progress on Boxed In

We’re doing well so far.

Title screen woo!

-Implemented moar levels including MK’s Kaizo style level

-Jello’s fixing box-hitboxes

-Added turrets

-Added stone blocks

First non-tutorial level. Yay.

Planned features:

-Pausing

-Homing missiles

-Kitteh :3

Tags: progress, screenshot, update

I made it!

My second Ludum Dare and the first one where I finished my entry! Huzzah! I don’t have anything amazingly clever to say other than I am extremely tired, but I just wanted to say that this was a blast and it was awesome to see the games grow from nothing! There was a lot that I did not get to put into my game, but I’ve already forked it to expand on the initial concept in my hand. Kudos to all!

광명성 (“Lode Star”)

Lodestar is my entry for Ludum Dare 23. It’s a rhythm game. I had a lot of fun making it, and I hope you like it. Nice crash course in WebGL.

 

Postmortem of “The Two of Us”

I had a marvelously fun time at my first Ludum Dare. To say I fell short of my goal is the kind of breathtaking understatement not seen since the Bush era. But I WILL BE DAMNED IF THAT WILL KEEP ME FROM SUBMITTING THIS AND CALLING MYSELF A WINNER!

Rather than a blow-by-blow recounting of the events of the past 48 hours (see the end for that), I’m just going to have some general thoughts. Anyone with questions can hit me up in the usual places.

TOP MISTAKES I DIDN’T INTEND TO MAKE (as there were many I intentionally made like learning my tools during the competition)

  1. Not coming up with an abstraction for game states early on. This basically prevented me from adding any kind of explanatory text / game over screen towards the end of the project.
  2. Waiting too long for fun. I often had the joy of “Oh, I made this happen!” during development, but I didn’t actually have fun playing the game until nearly the end.
  3. Using no one particular abstraction for time. Some portions of the game are tuned to the system clock, some to physics cycles, and a couple to FPS. As such, I basically can’t guarantee the game will play the same on any other computer or do things like slow the game down for testing (it plays pretty damn fast)

TOP SUCCESSES I DIDN’T INTEND TO HAVE

  1. Using minimalist abstract art for placeholders. Sure the game looks like an angry gun battle between Pez dispensers, but I find that rather charming and don’t regret it one bit.
  2. Incorporating a physics engine. At first I thought I could hack together the physics I needed and was just using Chipmunk for fun, but I discovered unexpected joys from this. (I LOVE the way enemies get toppled by bullets)

Other miscellaneous ideas.

 
GAME DEVELOPMENT IN RUBY IS REALLY, REALLY FUN
Ruby allows me to go incredibly fast (by my standards anyway, shut up thanks) and change the hell out of my code with very few impediments. The fact that it is mostly geared to OO lends itself extremely well to the problem domain. Definitely far more pleasurable than my old games from 6-7 years ago written in Java and C++.

I WANT TO WRITE SOME DOCS FOR INTEGRATING GOSU AND CHIPMUNK
I really enjoyed working with Gosu and Chipmunk in Ruby and want to contribute back to both projects. I lost a ton of time to bugs in integrating the two and trying to understand the concepts behind them (lost a great deal of time stumbling towards CP::Shape#rehash_static_shapes alone). While there’s great reference documentation for both projects and incredibly responsive maintainers, there’s precious little in the way of quick-start / conceptual overview.

I’M MORE INTERESTED IN ALTERNATIVE FRAMEWORKS
While I really like Gosu and Chipmunk, it feels as if they’re a bit of a dead-end for the kinds of projects I’m interested in. Gosu in particular is an awkward fit for pixel-perfect drawing and the resulting blur in my project still bugs me. Not to mention that packaging my project would have been a pain. In particular, I want to give EaselJS and Play4N a look, as well as perhaps just using my own pixel drawing with something like LWJGL.

Thanks to the organizers for making this happen, and I look forward to the next time!

(read my full recollections here)

The first of many

Game here

This was my first Ludum Dare and it was awesome! Reading The Game Jam Survival Guide was a huge help and I recommend picking up a copy. This book unlocked the arcane art of game jamming once thought lost with the sinking of  the USS Gametantic, back during the dark age of 8-bit famine.

What I learned to do better:

Spend more time making sounds, music, and textures.

Stay away from Reddit.

Understand shaders and particle systems better.

What I did right:

I kept my idea simple, stayed hydrated, and spent some time outdoors.

Got functionality working first then proceed to lipstick my piggy.

Also I made sure to maintain my pregnant wife’s happiness.

In the end it was a great success and I feel good about myself, just in time to realize I have to go back to work in the morning!

 

Ludum Dare 23: That’s a Wrap!

Circus Flea: Complete!

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=12485

My first Ludum Dare, and it was a (minor, personal) epic. Years of game dev in the trenches prepared me well.

When the Tiny World theme was announced, I had nothing. No ideas, no leanings, no figments. I just knew what I wanted to avoid: guns, exploration, and standard videogame tropes. Then I asked my kids and my wife. Boy, talk about a brainstorm! Ninja Mice who steal cheese from around the world (my son, 6), you’re a giant and therefore the world is tiny (my daughter, 9), me (tilt-shift photo effect and a hobby train table, 35), and my wife (flea circus, age undisclosed).

The flea circus idea got my juices flowing. Originally, it was going to be a collection of minigames: cannons, tight ropes, clown cars, etc. But I started with a diving board simulation, and after I abandoned in (3 hours later) as hopelessly complex, I realized I needed to take that single idea and milk it for what it’s worth. So I simplified, and fell back on a spring algorithm that I’d used before (pulled from here: http://processing.org/learning/topics/spring.html).

I joined the IRC channel, and even though I was using Java, I started a Unity-specific channel to foster support, as I have a lot of experience with it. At one point, we had people from Oregon (myself), Massachusetts, Sweden, and Italy in our channel, which never really exceeded 5 or 6 people.

After 24 hours of development (except for two hours of my son’s soccer game), 36 hours of waketime, and 3 large energy drinks, I crashed with a version “0.5” that was fully playable. I woke 9 hours later. I discovered (via IRC) that the public domain images I was remixing (including a kick-ass flea in a Speedo) were invalid for the compo, so after a short panic I took new shots with my camera and made new images.

The Speedo-wearing flea never made it in the final game, because I didn’t have time to re-draw him. (but if you press ‘m’ in the game, you should see the prototype mode he would have been used in)

I finished up the final crucial bugs before heading to church for two hours (with the potential punch-hole in my submission very much in the back of my mind).

In my timezone, 6 was the cutoff, and I still hadn’t achieved my version of an audio “drama” playing out in the background and responding to the player, one that involved my kids and wife. By 4 I had myself in there as the “Carnival Barker,” by 5 I had everyone recorded, and then it was a mad dash to the finish line. I stopped development 3 minutes before the shutoff, with a handful of unused lines on the cutting room floor, but the initial “vision” mostly intact. (it was a small and humble vision)

Whoosh! That was a fast 48 hours.

I developed Circus Flea on a MacBook Air running OS X. I wrote it in Processing, a Java IDE. I used Photoshop, Audacity, a Canon Digital Rebel XT, and daFont.com.

Thanks for the chuckles and cheers, folks. I’m looking forward to playing the results. Like Mike Meyer said, Ludum Dare is now measured in Kilogames. Congrats.

Tags: compo, java, postmortem, SuccessStory

Bitches love rings!

The Mona Lisa

Rendered ring meshes

I’ve got the ring meshes properly constructed now so it looks less ass!

Hooray me!  running out of time to make a game her, me….

Comments

23. Apr 2012 · 05:48 UTC
Yes. Yes they do.

Tiny Gods Post-Mortem

Tiny Gods took a total of 19 hours to complete and was made entirely from scratch.

What Went Right

Schedule.  Planning out my time worked well again, I spent a total of:

  • 2 hours on initial concept, core mechanic, core mechanic consequences, game design
  • 4 hours doing artwork
  • 2 hours in core game code (movement, physics, messaging, enemy AI, world-state managment)
  • 3 hours in the level-complete and level-transition logic
  • 1 hour GUI programming
  • 2 hours on music and sound effects
  • 3 hours coding the ammo – planet influence feature
  • 1 hour creating level (again, not nearly enough time here)
  • 1 hour packaging-up entry, submitting entry

Total Production Time: 19 hours

Things I wanted to spend more time on:  the artwork, the GUI, more levels, and a final boss battle

Tested Pipeline.  Being familiar with all my tools helped tremendously — I’ve used this toolset (Unity, GIMP, GraphicsGale, Audacity) before, so I had a well-defined pipeline.  I knew exactly what formats to use and I knew exactly what settings I needed to get everything into Unity without any issues.

Prefabs.  In my first LD48 (#21), I burned a lot of time trying to figure out Unity’s physics engine, but now I use a “cheat sheet” to tell me when to use: Triggers, RigidBodies, Kinematic RigidBodies, and under what conditions OnTriggerEnter() works and when it doesn’t.  Using Prefabs for everything worked amazingly well and saved a ton of time.  I was surprised (and pleased) to find that instantiated prefabs (that were already saved in separate levels) would receive updates when the original prefab was modified.  Near the end, I was adding AudioSource components to my single Planet Prefab (the shotgun reload sound) and every planet in every level got that update.  I had always thought that level data really was just a set of metadata pointers, and this really confirmed it.

Early Artwork.  Doing the Artwork first was a boon to my productivity — it really kept me motivated.  I was able to use a single prefab for the player, monsters, bullets, and planets and then code around that.  After words, it was just a matter of making more prefabs (or extending the code) for variations and then adding them to the collection in the WorldManager.  Having a central “WorldManager” class worked really well too – this managed the game state, and managed most of the communication with other classes – this allowed me to have “lose coupling” because no class needed intimate knowledge of any other class.  Using the SendMessageOption.DontRequireReceiver for all messages also allowed me to easily work from either the top-down or bottom-up and when “ends met”, it all worked out as planned.

Formulas & Binary Math.  To determine an enemy’s strength by level, I used binary math on the level to pull out 4 qualities for its health, the amount of damage its attacks do, the speed of its bullets, and the frequency at which it shoots bullets.  This worked out amazingly well, as the difficulty of the enemies has good variation (lots of ups and downs in the qualities per enemy), but also overall increase in difficulty.  A simple set of formulas takes care of it, which saved having to enter and maintain all that data.

What Went Wrong

Pre-coding.  In my first hour, I thought I was going to use an uber-special, re-sizeable, custom array class that could be modified in the editor (and could use Javascript Push and Pop commands just for good measure).  Turns out, I didn’t need it — the WorldManager managed the game, and each instance of each object managed itself.  Metadata for the game was also just as easily handled by the WorldManager — things like “maximum simultaneous enemies per level.”

Pre-Dare Prep.  I didn’t start my pre-dare prep early enough, so ran into extra work I needed to do on my personal website, plus extra work I had to do with my LD WordPress account, and lots of other little “odds and ends” that needed to be cleaned-up.  This led to a lot of stress the night before the dare.  Next time, I’ll start all my pre-work at least  a week ahead of time.

New Untested Features.  This time I wrote some features that I’ve never done before — namely the influence of the planets on the player’s ammunition type.  This didn’t amount to a lot of lines of code, but it did result in lots of thought-time spent in trying to figure out, “oh, just exactly how am I going to do that?”    I finally figured out that this just amounts to the planet sending out a Broadcast message to any “Player”-tagged object while that object is within its OnTriggerStay() — but figuring out that solution took three hours.  Three hours for this one feature alone is FAR too much time when you only have about 20 hours total to get something done.  My plan for resolving this in the future is to start maintaining “Unit Test” projects again (I used to do this extensively in DarkGDK) for ideas I come up with, that way I’ll be have a good idea how to code something up before being in a compo.

I’m so happy, I finished a LD48 entry on my first try!

Our lost giant asking for help on the nearest village.

I made Project Peace with one thing in mind: violence-free. In other words, I wanted to make a game with zero violence. I have been trying to do that for a while now (at least to have good ideas) and I already had an idea in mind which fitted this name, but it was far more complex and couldn’t be made in 48 hours.

Well, on the first day I had no idea what to make, I didn’t expect the theme “Tiny Worlds” at all and it caught me off guard. So, I had a few game genres in mind and one of them was, of course, platformer. Though, I knew this was a hard one to make and was trying to avoid it, I had this idea of a giant person smashing tiny people’s buildings… or fighting off Godzilla (or something) to defend them. But that would include lots of violence and, again, I was trying to avoid it. So I decided that instead of smashing their buildings, this giant would ask them for help, to return to his home, and on the way he would find out clues and little pieces of information that would lead to an ultimate outstanding truth… which you shall find out playing it.

It’s a very small game. I wasted many hours on coding the basics and thinking about what should I do for a game. On the last couple hours I started to freak out and include the stuff I judged more important to add (unfortunately good features were left out – moving tiny persons, for instance) and the code that was somewhat organized then exploded into trash (ok, only one class, I swear!). In the end it turned out more as a short story than a game, because I didn’t have enough time on my hands to add fun features.

In the end, I am very happy that I managed to finish a game for Ludum Dare on my first try! I was scarred until the last minute that I wouldn’t be able to deliver a full game because I tied the last loose ends on that moment and I wouldn’t be able to submit it if that wasn’t done. I don’t even care if it gets low rates, I will certainly do better next time with all this experience I just got!

Thanks for everyone that participated and spectated. I can’t wait to try all your games out on the next weeks!

Let the games begin! =)

NRGSoft LD23 Update #5

Down to just two members of NRGSoft right now.

The game continues on since it’s up to the boss to construct the game. Graphics alone can’t do anything; not that I’m completely done. I’ve played a few LD games on break. At one point there was 1,024 games submitted. If you understand the reference, you known your bytes. You get a free e-cookie and e-pat on the back.

Last time I checked it was 1,077 LD games. That’s a lot of games to play and judge…

Tiny Civilization

Tiny Civilization

Strategy / simulation game by Suese

Build, breed, and prosper!

Click here to play

Tiny Civilization by Suese

Tiny Civilization by Suese

W00t,  Can’t believe I finished my entry.   It’s a lot more complicated than I originally intended or imagined.   If I had more time I would have added on-screen tutorial and a way of browsing family trees and the history log.

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This entry was posted on Monday, April 23rd, 2012 at 2:17 am and is filed under LD #23. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

OWWW is real; happy LD48!

SCREENSHOT    

OWWW

So, I finished my first LD48 game! It feels nice. I really enjoyed the “oh no, I don’t have an idea” panic that marked the first 8 hours of the competition; it’s that much more satisfying to have a (kind of) finished thing that I like.

Given my limited time this weekend, I’m happy that OWWW has a title screen, a completely playable first level that has all assets and mechanics in place, nice transitions, and a hasty ending. Glad I got music and sound done; I always forget how much it adds. Things I wasn’t able to add:

– the second and third level

– the fat ghosts

– the dancing (EDIT: ALGAE) wizards

– the fishtank

– spikes! important

– the real ending

Oh well! Maybe next weekend I’ll finish it.

What a difference a few lines make!

I’ve done very little actual coding work since the last update. Less than 10 lines, easily. However, it made such a huge difference that I wanted to post some more progress!

First, let me throw in some more early-concept artwork, as is my custom after having some bona-fide artists on board:

 

Here’s the updated game that let’s you shoot the pills out of the sky. There’s also a game over condition but no win condition or score yet…

p.s. You change the 3d-target depth with the scroll wheel. Holding Shift changes it faster.

Desire – Making people happy … is done!

What an amazing Ludum Dare. I managed to stay focused the entire time and develop it for both web and iPad. I’ve been so busy making the game I haven’t had much time to play it and see how it really feels. All the art was done inside Unity using the RagePixel plugin. Wish I had a bit more time to add animations.

Desire is a puzzle game where you place citizens and try to fulfill their desires.

Play Desire

Tags: unity

(Untitled)

Check out the previous posts for more details!

Mockup of final look:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Lots to do still. Music, sounds, polished animation intro sequence level design, phew.

Tiny God Postmortem

I had an amazingly fun time participating in Ludum Dare. This was my first and I’m incredibly happy with what I have accomplished. I havent written a complete game in some time and doing this was just the jump start I needed I think. So here are some of the things that worked, some that didn’t and where I go from here.

THINGS I WISH I HAD OR KNEW BEFORE HAND

I wish I had better researched my intended platform beforehand. I decided to do LD about 4  days before hand and settled on FlashPunk 2 days before the start. Never having done any work with flash before I wish I had researched the graphic and sound formats that were importable and what the limitations were.

In addition to that, I wish I had better resources for converting files, especially sound. I wasted at least an hour, probably 2 or 3 just finding programs and websites to convert sounds back and forth to different formats.

I wish I had planned the weekend out better. I had a concert in Vegas (3 hour round trip) to attend saturday night, and 2 BBQs on sunday, all of which cut significantly into my time. I don’t regret any of my activities, just my planning.

I wish I had come up with the storyline for my game sooner so I could have built in more than one level. I ended up not being able to include more than a single level because I came up with a more involved story saturday night, and by then it would have taken code refactoring to allow me to reuse assets in the way that I wanted to carry the story.

THINGS THAT WENT RIGHT

FlashPunk, it’s awesome. I had no experience with flash and made a game in 48 hours. Also Punk.UI. Caveat: I’ve been programming in multiple languages for over 20 years.

SFXR, it also rocks, it allowed me to add sound where I never would have made any kind of effects before.

GreaseMonkey and his AutoTracker-BU. Autogenerated music? Awesome.

Pixel Art Editor for Android. I used this on my Asus Transformer to make most of the pixel art. My “art” has always been the definition of programmer art, but I am proud of what I accomplished.

Making something different. When the theme was announced I wrote down a bunch of ideas that I thought were obvious and then told myself I couldn’t do any of them. Everyone was going to do a certain list of games and I wanted to do something different. I think I accomplished that.

Using a tool that allowed me to iterate rapidly. I think this is huge. Being able to make a change and see the change almost instantly was key. Especially when I was making a bunch of AI controlled entities.

Keeping my scope small and manageable. This was also a big thing, I threw away a bunch of ideas I thought were cool, but knew there was no way I could complete in 48 hours with no outside assets.

Lastly, but not least. Having an awesome girlfriend who is supportive of what I want to do and also likes to playtest (Sometimes too much!).

 

 

Tags: Experience, first-timer, flashpunk, postmortem, SuccessStory

Almost there

The game is completely roughed out now, from Title Screen to Victory Screen. Here’s a shot.

There are a few things that don’t work (door collision), or could work better (collision in general), but it’s very close.

It’s 6 AM, and I need to be up to take my car in at 11. Buh bye!

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This entry was posted on Monday, April 23rd, 2012 at 2:58 am and is filed under LD #23. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Oh right, I finished.

Choices of planes? What is this, variety?!

So anyway I actually finished my game! First Import (terrible, terrible name, really) is pretty much feature-complete, except Air Carriers are worthless (they’re supposed to have mini-planes that do your bidding, oh well), and missiles/plane control is a bit quirky. All in all, I actually have a bit of fun playing it, though, and I think that’s a good thing. As I was submitting it the only thing I could think of was all the glaring flaws and cut corners to make it playable, but really that’s just how it is. My original idea just wouldn’t fit in 48 hours! Also, I’m pretty tired now and really should get to bed as I have a class early in the morning tomorrow.

Overall though, this has been really great. This sort of counts as my first actual complete game, though I’ve been working on other things for just over a year and a half now (I have more about them at my blog: http://ixineering.tumblr.com, if you’re curious) they really aren’t playable quite yet. I also have some 25gb worth of .png’s for a timelapse that I’ll go through this week and put somewhere on the internet if anyone wants to watch.

I’ll go through a proper post-mortem in a few days when I’m more awake and can go through what I just did this weekend in a more logical manner.

We’re still alive and jamming ;)

Now that our friends Thotor, Valandre, Deepnight and Ben have submitted their compo games (go check them out, they’re awesome! ^^), Carduus and I are back at my place for the last day of the Jam.

Here is a screenshot of the lab where the game takes place (click for full size).
Quite a mess uh? These mad scientists, always leaving expensive stuff hanging around… ;)

So yeah, we are still alive and making progress! :)
Good luck to the other jammers out there!

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This entry was posted on Monday, April 23rd, 2012 at 3:01 am and is filed under LD #23. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Metal Bee Solid (Working Title)

Things have been coming along nicely, but there’s still so much to do! We have the basic game going, but it’s missing art and the gameplay still needs to be tweaked.

Concept: This game is a mix of Metal Gear Solid and arcade style gameplay. You must avoid enemies, gather pollen and return it before your energy runs out. Pollen is your score and you must meet a minimum amount before the wave timer runs out. You can return to the honeycomb at any time to drop off pollen and recharge your energy, but you may run out of time if you waste it carelessly and return too often.

 

Hopefully, things will continue to go well and we can get everything we want in the game. If not, we are definitely going to finish this game properly after Ludum Dare 23 and release it on all the phone platforms. Things to be added are:

  • Radar
  • Scrolling
  • Motion Control (For phones)
  • More art, enemies, plants, gameplay, etc.

Time to go to bed…it’s going to be a busy day tomorrow!

Timelapse of Tiny Conflict

Hi everyone!  I’ve had time to recover since I submitted my game, Tiny Conflict, about 8 hours before the compo ended. It was extremely exhausting and I didn’t spend as much time balancing as I wanted to, but I am still very pleased with the result (especially this being my first Ludum Dare!)

I have posted a timelapse of the creation here:

http://www.youtube.com/watch?v=u6Lo5_V1zCc

And you can play/rate Tiny Conflict here:

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=7800

Final touches!

 

Now to go rate about 1000 other games! :)

I Give Up

After Git turned out to be a huge pain in the ass for a number of reasons, it finally corrupted my project. Lame. I’m done.

Comments

johnfn
23. Apr 2012 · 05:58 UTC
Don’t give up! Git stores all the states of the repository in the git reflog. Type ‘git reflog’ in and hit enter, then find a hash on the left that looks like a good place to continue from. Type git checkout ((HASH)) to see what’s at that hash (will update everything in your directory to that point in time), and git checkout master to go back if it’s not the right one and try another one. Eventually you can do git reset –hard ((HASH)) to fully revert your directory to that hash.
pythong
23. Apr 2012 · 06:45 UTC
that sucks but you still could enter it as a jam entry, provided you get git to work again (today)
Patacorow
23. Apr 2012 · 10:01 UTC
Sorry to hear that :s

Maybe you can get your stuff back and use something other than git?

Monsters, Traps, Treasures & Potions …

We’re still going. Doing lots of polishing touches on “My Little Dungeon”. Mechanics as well  as balancing the whole thing into something that is fun and challenging!

Quick recap of the game mechanics:

In “My Little Dungeon” you build a dungeon for your hero to fight through. Your hero will fight monsters, find loot and weapons and evade tricky traps. You have to make sure that the hero will be strong enough to face the ultimate enemy.. But push him too much you’ll kill him!

Screenshot update:

 

 

Gum Crisis in Pipe City

Hey everyone!

Finished up my first Ludum Dare compo game – it’s called “Gum Crisis in Pipe City”.

Play it!

Rate it!

 

Thanks for a fantastic jam :)

Comments

onefineline
23. Apr 2012 · 04:42 UTC
Holy crap, that last set of jumps for little one pixel red square guy were straight up EVIL! holy shit, dude, that was some craziness. lol. cute game, tho. Especially the SFX

NRGSoft LD23 Update #6 Octo World

I now release the name of our game: Octo World. I finished the main menu; buttons are not in the picture. They are done.

Game is coming along nicely.

Comments

Goodlookinguy
23. Apr 2012 · 04:29 UTC
*Tiny Octo World

The Last Rainbow

A game created for Ludum Dare 23, 10 year anniversary :)

The Last Rainbow (PLAY)

You can rate the game here : Ludum Dare game page.

 

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Ra Ra: Extreme Star Boxing

Ra Ra is a 2-player star boxing game. Your only direct control is movement, but the planets orbiting your star gain momentum in reaction to how you maneuver yourself. Smash them into your opponent’s smug star face to do damage. Ra, of course, is the Egyptian sun god. Grab someone you want to punch in the face with a planet and give it a play!

The process was strange. Ra Ra is actually a 30-ish-hour game, with two unrelated failed prototypes for older siblings. I first tried Unity and then XNA, before finally returning to FlashPunk (familiar territory for me). At 3:48 PM on April 21 I tweeted “Not sure what to do with this” along with a link to this prototype.  It had the orbiting mechanics, but the sun was immobile. You could click the screen to shoot fireballs to affect the trajectories of the planets. Unsure how to proceed, I took a shower. While showering the entire design of the game revealed itself to me, beginning with the title. From there, it was a simple mad dash to fulfill that potential in time.  I ended up hacking circle collisions into FlashPunk and as a result the source code is a mess (seriously, don’t look at it, it’s hideous).

I’m pretty happy with the game. After playing 50-ish rounds with my roommate, my favorite aspect is how analogous to actual boxing it gets as you improve. Not that I’m a boxer or know what I’m talking about at all. But you start intentionally jabbing, blocking and hooking with your planets, and it becomes really satisfying to land a huge wide swing square on your opponent’s jaw. I’m going to keep working on it and see what happens, but the link on the LD page will remain as the 48-hour version.

-Matt

Intertubes Post-Mortem


I can’t say that it didn’t go well, which is surprising seeing as how unfinished it was at 12:00 yesterday.

In the final 12 hours (I’m on GMT so I had until 2:00 this morning, but I finished at 12 GMT regardless) I added sound, a menu, fixed graphics, shooting that wasn’t horrific to use, combos, and a HUD, and that’s not even beginning to mention the stuff I fixed, and jesus, does building games from first principles in LWJGL leave a lot to be fixed.

Unfortunately, I can see myself being very busy this time 4 months in the future, so I might not be able to participate in LD24, but I am damn proud to have produced something for the 10th anniversary of a competition that has caused me so much work and effort and stress, but I can’t help but love.

You can play the fruit of my labours here.

Adventures in Noland – Postmortem

Still need some sleep, but I least I have enough energy back to write this while things are clear in my head.

First, a big thanks to LudumDare organizers : thank you for making this event happen, I enjoy it every time. There’s so many games that were made, I’m not sure how many of them I will be able to play but I’m really looking forward to see what other people have come up with.

Now let’s talk about my own contribution : “Adventures in Noland” ;)

The good parts

  • At first, I was not sure to be able to dedicate enough time for the LD, but when I saw the them I liked it immediately and knew I had to make a game out of it. I’m happy that I could make it through and finish the game (just) in-time.
  • I enjoyed  a lot making my tiny pixels graphics. I’m more like a coder and don’t do any gfx for daily work, so it was refreshing. And challenging. Trying to fit a dragon in a 7×7 pixel square is hard. I’m quite happy with the result and how quickly I could make it. I sure learned a lot and my next LD games will hopefully look better
  • After some time lost looking for another game design, I’m very happy with the one I came up with. It feels really like a tiny world, yet it’s fun to explore.
  • Doing the level design was great as well, I tried allowing several different ways to complete the game, hope we will see different ways of optimizing the final score :)

The hard parts

  • I directly started (without warming up) and wrote a very quick GD : it was supposed to be a Civilization-like where IA cities would fight each others. After the world was displayed and NPC start moving around I didn’t feel anymore like doing that. From here, I took me almost a full day to find what I wanted to do.
  • Time : Additionally to this day lost I was quite busy with home duties, both my wife and little girl being sick was hard to handle. I had to interrupt several times expect during the night. I guess I worked ~7 hours the first day and ~9 the second. Finished just in time for submit (which is 3am in France), didn’t have much time for polish.
  • I would have like a few more hours to work a bit more on my gfxs, add a bit more hidden stuff in the world, do a title screen, add some sounds+music, and a proper font. That would have required maybe 4 more hours but I couldn’t afford them since I was always on the red line.

Play

Please play and rate my game here :  http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=8497

I would also be happy if you can leave some comments on what you like or didn’t like :)

 

8

This entry was posted on Monday, April 23rd, 2012 at 4:37 am and is filed under LD #23. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Progress (like a bro)

I’ve teamed up this time. Working with some buddies, Jarred Lunt and Luke Viljoen.

We’re deep into our game RAMBROS. With a little bit of luck (and an epic dose of hard work) we’ll be submitting on time for the Jam deadline tonight.

I Heard You Like Android, so I made you an Android game on my Android tablet so we can Mobile while we Mobile

 

Play “Burning Platform” on your Android device

I knew months ago that I wanted to make an Android game for this Ludum Dare competition.  My main question was whether I would do it with Unity, or the native SDK and some library like Cocos2D-java.  However, once I discovered that there were people doing crazy things like writing Android compilers as Android apps, making it theoretically possible to make a game without ever touching a PC/Mac/Linux machine I knew exactly what I had to do:

 

 

This choice of tools definitely influenced what I had available to me as reasonable options for content creation.  On the other hand, it wasn’t all limitations.  You can get some seriously nice sfx and music out of Android apps and mix them down with TapeMachine.  A week ago I thought I wouldn’t have any music in this entry.  Today I feel like the music is one of the highlights.

Stay tuned for a full post mortem in the days to come, and maybe even some development videos.

Post-dare reflections

A good nights sleep later, and I can look back on the game and see what became of it.

First of all, I’m am proud of it. That said, naturally there’s a whole bunch of things that could have been better. The game was quite complicated to design, and the different interactions through the various event-branches hard to foresee. More achievements would have been fun, and of course, more and different ways for the world to evolve. I also would have liked to implement some kind of score system, based on how many interactions you could do, and how well hey fitted together. But alas, there was no time. Perhaps I will return and expand upon the game at some other time. Speaking of time, one of the most annoying things is that I didn’t have time to implement some kind of system for showing which icons you can press or not, rather than just clicking and seeing nothing happen.

As for the contest in itself, it was alot of fun, and I can definitely see myself doing other compos in the future, this being my first. The game came out nice, with the possibility of continuation, and I challenged myself as a developer. All in all good times.

Thanks to Free Lunch Design for providing office space during the weekend, I would never have been able to so efficient working at home.

//Mårten

Supernova Postmortem

Did I say that already?

My god! It's full of stars!

Supernova Postmortem

I’ve had an enormously entertaining, enlightening, and indelible experience (grr…) in this inexorable endurance endeavor, but it’s also been extraordinarily hard. I guess that’s what makes a game jam and game jam, and the Ludum Dare compo is probably one of the hardest due to its restrictions. Due to the complete and utter reliance on oneself, it seems that luck is much more involved than in more collaborative jams. If the theme that is picked is something I have absolutely no interest in, then I have no one to really fall on to help push me in a good direction. This isn’t even touching the need to be a multitalented genius to hit all the usual game departments.

This is all just leading up to a nice pat on the back for myself for completing…something…on my very first game jam. Supernova is more or less a game. It seems to bug out after only a few minutes of play, but I also felt that I took a fairly large idea to start with, so I didn’t really have much time to squash bugs beyond the first moments of gameplay. But I am getting ahead of myself. DNIWER.

What is Supernova?

Did you get all that?

Study carefully...or not...your choice.

Supernova is essentially a tower defense game. The object is to protect your sun from an invading alien army. You do so by placing planets around it on one of three orbits. There are three different types of planets to choose from:

Just like us... Food Planets: they create food resources that allow you to spawn more planets;

Have gravity well, will travel Defend Planets: they have the most health of the planets, but they suck enemies into themselves, which quickly eats away at their health;

Mars Attacks? GET IT!!!!!

Attack Planets: weak, but is the only planet that can actively attack enemies, by launching missiles at them.

Additionally, you can buy upgrades to these planets that increase their potency (or alternatively, you can use the upgrade to heal the sun). Keep in mind that the cost of each planet goes up after every purchase, so plan carefully…or not…

It’s an endless game (or at least it should be), so there isn’t a win condition, which sucks. But whatever; I’ll leave the professionalism to my second LD48.

 

Planning: How does it work?

I’ll start with the bad, because that means I’ll leave you with a warm, fuzzy feeling instead of a cold, hard feeling.

  1. Plan until you can’t plan, and then plan some more: I did not plan much at all. I could chalk it up to the fact that I initially had an entirely different idea for my game, and spent at least two hours working toward that idea, but looking back, I still had plenty of time to plan better. I’m almost certain I lost at least four hours because of bad planning. Case in point: my HealthBar class. Because I made my Sun an entirely standalone class, when I went to attach it to my Sun, I couldn’t easily do it the same way I did with all my other planetoids. Since I didn’t really get HealthBar working nicely until the last day, I literally had to implement an additional attach slot in every HealthBar just for the Sun’s HealthBar. I shudder at the ugliness of that.
  2. There is a difference between understanding your tools, and knowing your tools: I am fairly new to haXe, NME, and HaxePunk. I understand haXe syntax, I understand the nme command-line tool, and I understand the general hierarchy of a HaxePunk game. As I learned throughout these past 48 hours, I don’t really know any of them. I would spend 10-15 minutes creating some algorithm or function, only to stumble across a prebuilt version somewhere in those tools. I know how to make an Entity, but do I know how to make an animated Entity? What about a Tilemap? Would a GraphicList help when I want to create a button with images and text? How do I get rid of the black background of my Text graphics? These questions have fairly available answers (usually in the form of FlashPunk tutorials, but haXe and Actionscript are so similar its stupidly easy to transfer it over), and if I would have had a bit more time with my tools, I would have not wasted more time on learning them during the compo.
  3. Do not decide to get the latest version of your development engine’s libraries DURING THE COMPO: don’t really need to say much more there.
  4. If you do not have artistic skills, don’t even bother trying to make it look nice: I spent far too much time just thinking about art. I don’t have the skills to put the grand image in my brain onto the computer screen, so don’t bother trying when you are being timed.

 

Overloading add() to success

  1. Given my overall disappointment with the chosen theme, I felt I had a decent enough idea: originally, I wanted to make a 2D, Shadow of the Colossus-esque side scroller. But I got about 5 minutes into the level design, and I realized that I don’t have really any idea on how to get started on the gameplay, so I scrapped it. Luckily, Tiny World got me to think about the end scene from the first Men in Black (I linked to it on an earlier post), where the camera flies backward from the Earth’s surface, through the solar system and out into the galaxy, only to reveal that the Milky Way is actually just a nice design for a marble in an alien’s current set. I felt, what if that alien had to protect his marble, by intervening in galactic conflicts when necessary. Something like a sun being forced into supernova ahead of schedule. What lengths would that alien go?
  2. Even though it was the hardest thing I have ever done (programming-wise), it wasn’t THAT hard: most of my game is just logic. If your shoot timer goes off, fire at the closest planetoid/enemy. If button is clicked, attach planet to cursor, and remove resources when planet is placed. There were a few tricky spots, like getting the placement of the planet by the cursor to work correctly in conjunction with rotation (which I mainly blame my addled mind for causing me such pain over the issue; I still don’t know how arctan2 is supposed to give me an angle between two vectors).
  3. Some people might call it hacking; I call it SUPER SEXY FUN TIME: there were a few ah-ha moments during this weekend that helped boost my confidence and strive to finish. One of them came when I was thinking of better ways to attach HealthBars to planetoids (not the super ugly situation I described before, but getting the Healthbar to do its thing automatically). A neat feature about haXe is that (I think) all methods are virtual. So when I needed to release a planetoid from my cursor to an orbit, since I wasn’t inside the GameWorld, I would have a hard time getting any special function to work outside of it. But, with an overridden add() function, I just check to see if the new Entity is a planetoid, and add a HealthBar right then and there. Brilliant!

Hopefully Supernova is enjoyable. I certainly am proud of it, but I also certainly will need to good LONG rest before I can think properly again.

Flash | Source

Ludum Dare stats

1116 entries. Amazing.
That is like 33×34 people sitting all there and writing a game on one weekend.
33 people, that’s the size of a school class. So you have 34 classes all lined up. That’s the size of an average school here in Germany. Dude!

Lets say in average each developer spent 24 hours on each game. That would be 26784 man-hours in total. Taking an average of 150$/hour we get 4.017.600$ worth of games in one weekend.

Comments

N427
18. Sep 2013 · 00:10 UTC
Googling around for stuff and found this post and jesus dude 150$/hour? You’ve got one nice job buddy.

Men not wearing hats – Post mortem

Thought i’d write the post mortem while everything is fresh. =)

“Men not wearing hats” is a game about what happens if you take what you want with force, even if the people at the receiving end is small, both in size and power.

 

What went right

Story: It was quite hard to think up anything original about the theme. The first thing that came to mind was to either make something on a cellular level, or make the game about “an intestinal journey”. Starting a few hours late i browsed through the ld updates and realized that my initial ideas werent so original after all. I started thinking about other themes, but was a bit lost. Then it dawned on me. I need to get into the “emo-indie-mood”!

When in the “emo-mood” i quickly realized that the game should be about the exploitation of africa and the middle east. I made a quick sketch that displays the player and his world. The initial idea was to make the player take oil and diamonds from the tiny people to either side of him to power his factories.

Tech: Im quite pleased with the usage of lua to control the flow of the game. Resources have their own scripts, as do players and other avatars. I also quite enjoyed working with an component based system which allowed me to add scripts, animations and other things to various game objects without loosing myself in oop hell. =)

Graphics: I like the water and the platforms.

 

What went wrong

Story: The goal was that the player should be able to be nice by taking diamonds/oil, converting them into gold and then returning them to the men not wearing hats. And, you can do that (there is a bot with a red cross on it). The only problem is that they don’t care, which makes the game unwinnable and always results in a massacre. Come to think of it, this is what happens in the real world aswell?

Tech: Even though some things were a success, others were not. On the evening of the last day some of my physics components suddenly assigned themselves av friction value of “infinity” – which is a ery large number and made the game grind to a halt. However, i did not realized that this was the problem until a few hours later when i tried to rebuild the world from scratch a third time.

Music: I actually made  a song in FL studio, but when exporting it it seemed to have gotten lost on my harddrive, and i was not wise enough to save my work. So, no music.

Time: I was foolish enough to thing that having a 5 month old daughter would not affect me. I does, and if i had realized this in time i would have cut the scope of my game into half. I still managed to spend ~22 hours on the game itself but thoose hours did come at a prize (which i’m about to pay).

Graphics: The first placeholder graphics was stuck in place until the very last minute, and some even made it into “production”. Taking a break in the middle of the dare to work on graphics will be my approach the next time, because nothing is fun about creating walkcyckles during the last hour. *argh* =)

Testing: I played through this game for the first time this morning, after submitting it. I was allright i guess, but tweaking could have made this game nice.

Conclusion

Overall everything feels ok during the circumstances that were. It is the most complex game i ever built on an ld, and it should play on more than my own machine. I had forgotten how though an LD can be so the next time i’ll try to add “mental preparation” to my toolchain. =)

 

Please vote and comment! =)

 

Tags: death, post-mortem

Some graphical polish

The Motherfucking Mona Lisa

completed art pass

Alright, i’ve finished the art pass.  Kinoko can just mess with assets on her end from here.  Now that i’m no longer art blocked i’m just going to cram gameplay stuff for the next few hours.  The network sync code and base physics object class seems to be working well enough, so i mostly just need to get these things to stick to the track.

Hopefully i’ll have time to put in the mariokartish speed boosts.

We’ve been looping the cave story soundtrack for about the past 6 hours.

I am tired!

Did not sleep well. Back at work trying to do stuff. But it was all worth it!

My game, Zilla the Destroyer, progressed well and I am satisfied with what I did. I decided to write it in Java because I wanted to train me a bit in it. You can try it out here.

It lacks some more FUN, but I think it suit the theme reasonably well and explosions are always nice. I hope you enjoy it! (Windows and Linux version will be added eventually)

Sunday night – and still going…

So, for the jam – we’re still going.

It’s been hard but very rewarding.

Today we finished up lots more code, starting in earnest on the levels, made more of the animated characters, wrote the story and dialog pieces, and did the music.

Very big day.

We’re all wiped out, bags under our eyes, but it’s been rewarding.

Tomorrow is a work day for me, but I think I’ll try to spend some time on the polish.  Everyone else can work on it though.

We’re pushing through into the home stretch!

Fish Tank Commander: Huge Success!

It was a very non-standard decision to program my Ludum Dare as a Ruby on Rails web app, but the game I ended up with is incredibly feature-full and remarkably complete — which is not something you can often say after 48 hours!

Fish Tank Commander features:

  • Multiplayer, turn-based tactics game (similar to Advance Wars…or chess!)
  • Four exciting unit types: The Speedy Seahorse, the Tanky Turtle, the Brutal Betta, and the Cheap Goldfish.
  • Elo ranking system (like in professional chess) and XP earning for each game. See how you rank!  Challenge people of your skill level!
  • Built-in map maker and a voting system
  • Notification system lets you know when it’s your turn…or when your opponent concedes! (Coming soon after LD: Optional notification by email.)

Tools Used:

  • Ruby on Rails and JavaScript
  • Sublime Text 2
  • Photoshop and GIMP (turns out Photoshop sucks for pixel art)
  • Twitter Bootstrap
  • Git, Github, and Heroku

What Went Wrong:

  1. Discovering that none of my several available web servers were running Ruby 1.9+ and being unable to upgrade them. I ended up having to sign-up with Heroku to do the hosting, but this was indirectly good — see below.
  2. The AJAX interface for moving the units can be a little laggy. Unfortunately, there wasn’t enough time (and expertise) to develop a WebSocket solution — this will come after Ludum Dare is finished.
  3. Not enough time for me to play the game, so some good balance tweaks only became obvious to me after the deadline when I could get in a few matches.
  4. Not enough time to implement the several pages of additional features the game deserves! Especially automated matchmaking and email notifications. Hurry up and finish voting so I can improve the game!
  5. The battlefield doesn’t look quite as much like an aquarium as I had hoped. It needs some kind of border around it that looks like fish tank walls.  One art please.

What Went Right:

  1. Really knowing my programming language. In LD #22 I used Unity 3d, which I’m not very experienced with.  But I use Ruby on Rails every single day for work.  This was still a learning experience as I don’t use RoR to make games, but it meant that I didn’t have to use documentation as extensively (just occasionally to check parameter ordering for complex functions).
  2. A great schedule. Just as with LD #22, my plan was to use Friday for ideas and a skeleton/outline of the app, Saturday for core gameplay, Sunday for “fluff” like finalizing the art and adding auxiliary features. Despite complaining about not having enough time to do everything, I actually did much, much more than I thought would be possible in 48 hours.  I think that midway through Saturday I felt that I had enough “game” to have been satisfied with submitting then.
  3. Working with Heroku.  I’ve been wanting to play with this sort of dynamic, cloud-like hosting for a while and I finally got the opportunity to do so.  Even the the fact that I wasn’t able to use my existing (and therefore effectively “free”) hosting is going to be a boon, as I’m feeling more motivated to complete all the features I want to make a very professional product.
  4. Good, high quality food at the ready. I made a pork roast on Friday night and had plenty of pre-washed spinach, lettuce, and other vegetables ready to go.  Saturday and Sunday morning started with a huge breakfast, and I made sure to consume a lot of high quality food the rest of the day. It kept my energy levels high.
  5. Going for walks. It only took me 10 minutes to go around the block, but the four or five walks I took throughout the weekend were great for recharging my batteries.

What Went Awesome:

  1. Streaming the whole thing and having hundreds of my YouTube viewers keep me motivated (and provide me with a to-do list of feature requests that will keep me busy for the next year).

Once voting for LD #23 is complete, I’m going to get back to work on this project and turn it into something really, really amazing.  I can’t wait.

http://fishtankcommander.com/

Tags: LD #23, post-mortem

I gave up

I failed my earth themed game on Earth Day. I gave up yesterday (20.30 localtime) 7,5 hours to end. I was so exhausted, I could not even write a “give up” post. Here is what went wrong.

I started with “Storm God” idea, where player manipulates pressure or add zones which push air to create nice weather, rain for believers and storms and drought for infidels.

  • I had no idea, about realistic cloud movement (I spent time learning)
  • My coordinate system sucked (I constructed earth as 2d, with rows of varying length tilemaps. Rotation was easy, directional movement not)
  • I wrote spaghetti code, since I thought “no time for structured code”
  • Trying to do everything myself (I used flashpunk, since I like it in warmup. But due to my unnatural coordinate system I had to manually manage positions and collisions of everything, within a single entity)
  • I spent more time to debugging than programming+graphics and it  depleted me. (It is both because I choose a language I didn’t use for years [as3] and fdb [debugger] did not trace anything when most needed, e.g. when something went wrong in constructor)
  • I was late to choose a simpler idea and couldn’t let go existing code (I tried to write new idea on the same earth,  thus debugging nightmare continued)
  • Also lost motivation hindered progress

Here is last good state (Sunday morning). Mouse to rotate earth, no cloud movement, because it is so ugly.

Most important lesson was quick development with  scripting languages just an illusion. I learned more from this unfinished game than my warmup entry which is done in less than a day. So I will definitely (if time is right) join next one. In next compo, I will possibly use C++ with my own prototyping library. Because I am so used to compile time checks.

I am going to play games as I do every previous ludum dare. Hail to all who dare to make a game!

Tags: give up

LD23: Postmortem

Time to blurt a bit about my experiences during the recent LD48 event!

So overall I’m pretty happy with how everything went considering I had a chunk of time taken out of the event at the start. I didn’t get to polish the game as much as I’d like. Adding animations and more level variations and secondary phases would have been really nice.

For this LD I really wanted to make sure I didn’t over-extend myself on concept and gameplay mechanics. I found this theme a lot harder than I should have! Having too many ideas is worse than having too few! I eventually decided on a simple infinite runner style game. I’ve never been that great with story and such so I just ignored it.. >_>

The main problem I came across was the failure of my sound recording equipment! I didnt want to get bogged down in trying to sort it out so I just ditched it all and switched to the sfxr generation styles. As a result the audio is a bit crappy!

So the result works… it’s definitely a game!

Next time I might try making something a bit more left-field. Something weird and arty maybe……meanwhile here’s the obligatory time lapse:

 

Startrash Galaxy – Postmortem

I so wanted to do this LD, but I had lots of real-life stuff on this weekend. I still tried, and got about what I expected for the limited time I could spend. Seeing some of the other entries, though, makes we doubt if participating was a good idea.

When I read the theme, I was pretty excited. It’s a very flexible theme IMO that allows about any kind of game if done right. I don’t have Super Mario Galaxy, but I always liked the videos and the idea to have a spherical planet to run around. Also, I was wanting to do an remake of the AtariST game “Startrash”, which was really something totally different back then. The spherical wrapping of the map-array was a great challenge to me, so I tired.

First I thought about mapping an rectangular grid across the sphere but I think it would not have worked out properly. Next thought was to make all the world of a 3D object and use 3D collisions for the movements. But usually that approach takes a lot of time for tweaking the right parameters. Also, I really wanted the game to be “blocky”. So I remembered some subdivision techniques I used many years ago to build a sphere from uniformed triangles. The idea is to use an 4-sided tetrahedron and then insert new nodes at each center of a triangle. So this 2-3 times and you have a very smooth sphere.

But how to connect the triangles into an height-array so the ball can move? That was pretty tricky for me and I decided to add a 3-index array to each triangle that has the neighbour indices stored. That way I could move like: current = sphere.triangles[current].neighbour[0]
I also made an separate array for the height of each triangle and later one for the colour.

The path-creation algorithm was pretty easy. Just start at one point, then move to random neighbours until you hit an triangle that’s of a different height. Reverse to any random triangle in that path then, and continue for the remaining steps. Sort of like a tree grows branches. Then iterate the path and randomly lift the steps. In the final version I do a very long path for height=1 to separate water and land before I grow the hills.

The next problem I encountered was the 3D view and rotation matrix for each cell.
This took a lot of my little time, because it turned out a lot trickier that I first thought. The main idea was to store the center-of-sphere to center-of-triangle vector for each triangle. Then build a rotation matrix from this and the direction something is moving to. do a cross product for the “right-side” vector then. Before rotating, move the object up the y axis to reach the top of the triangle (scale up vector by sphere.radius + height[itriangle]*sphere.height_per_step.

The movement of the enemies was pretty easy, because they cannot change to a different height platform. I just got the 3D position for the new triangle to move to and linearly interpolated between the old and the new position.

***Conclusion***
LD is always great fun. This time I had very little time and so I didn’t benefit and contribute to the social aspects of LD. That’s a shame. Next time I try to get the weekend off and chat a bit more and take time to see what others do. Also, this time were so many entries, that the reading of all the texts would take a full week to complete. I will try to read all this in the time until the next LD. 😉
What when right:
-The idea is pretty good if done right. I made a non-violent game with a wrapping world to walk around.
-graphics. I’m not much of an artist, but I think with my minimalistic skills and time the visuals got to a state that might invite to have a play.
-path creation: It’s not as good as manually crafted levels, but for the short time I had it does a good job.
-time management: Knowing I had little, I concentrated on the bare playability basics without the use of any placeholders. I always had the partial targets to reach in view and was pretty much able to reach them. I am a full time developer in my real time job, so I could quite foresee how much I can do. Tip for not-so-experienced devs: Have small targets and plan double the time you think you might need.
-Language: 😉 Pinping a bit here, since GLBasic is my baby, but I think it’s really a great tool to produce quick results of some value.
-AC3D as a modeler. This tool is very fast at modeling easy shapes. Only the texturing is always a bit complicated. I should see if I find something better here.

What went wrong:
-There’s not much to explore. Manually crafted levels and some extra skills to the ball would be required.
-The game might be a tad boring. More different enemies and extras would have helped. Also a story and several planets to move between.
-no sounds due to lack of time. I have a song in my mind that I wanted to “SongSmith” and sfx would do good, too.
-controls: It works as expected. But… somehow the view rotates way too much. Maybe I should have implemented an slider for the rotation independently from the movement direction. Would have saved me lots of math as well.
-Using MSPaint was a bad idea. The Win7 interface is totally wrong. Usually I use CorelDraw, but I had no time.

Rediculosis Post-Mortem

My first Ludum Dare was neither a success or a failure. I managed to “finish” the game enough to submit it in time, but it lacks so many of the things I drew up at the beginning of day one.

Things I learned:

– Plan how to use your time, just as you plan the game. I ended up cutting like crazy in the last two hours just to submit something that felt somewhat finished.

– Start with a pre-made engine. I spent hours in the beginning setting up my core classes that I could’ve really used at the end.

or

– Use pre-made art. I was more focussed on the code, but I still spent SOME time drawing that could’ve easily been replaced with some (far better) open license stuff.

– Decide before the theme is announced roughly what TYPE of game you want to make and think about it. I had planned out the whole game in the first hour, but I hadn’t really considered how long the code would take for the game from scratch. With more thought beforehand I could’ve planned out the code better and hit the ground running.

Title screen thrown together in the final moments of the compo

Tags: C++, opengl, postmortem, random, SDL

100% Coolness. LET’S DO THIS!

I’ve got a lot more free time now than I did last Ludum Dare. I’m going to play and rate as many games as I can! I invite everyone else to see if they can get 100% cool as well.

Who’s up for the challenge?

Comments

steamgirl
23. Apr 2012 · 11:02 UTC
Yeah! I’m up for it!!

Debugging submission

I found a very little bug in my submission for the compo.

It is not critical and I may let it in place (tired!!)  but to know is it possible to  release a new version after the end of event?

With the same idea is it possible to modifiy the content of the game after event (new animations, items…)? This is just to know.

Thank you.

Comments

23. Apr 2012 · 06:52 UTC
You should only fix critical (ie. those which make the game completely unrunnable) bugs. If you want to fix some small bugs or add new things to your game, create a post-compo version and add “post-compo” link on your entry page, leaving the compo version for all to view and rate.
devince
23. Apr 2012 · 06:58 UTC
OK thanks I will let it the way it is.

Nano Spin

[stextbox id=”custom” color=”aaa” bgcolor=”000″ style=”margin:0; box-shadow: 0 0 10px #000;”]

So here is my game, my third one here at Ludum Dare.  I am happy with the result and hope that you have fun playing it.

Entry Page

[/stextbox]

Submission: A World on the edge.

Well, here go. It isn’t done but we got what we came for. This is pretty much just an engine. The game has all the mechanics it needs, it just requires a heavy amount of polishing. (Which might just happen anyways.)

What went right: I loved the event designer and the fact that we made a sort ofenvironment that couldn’t be directly influenced. You are also a god so it is fairly sims-y if you know what I mean.

What went wrong: Very little went wrong other than focus. We lost focus several times and I, personally took too many hours off (meaning more than 1) while the main programmer (@SteveUbach)  managed to pump out a brilliant skeleton for the village creation mechanic.

Download link: http://filesmelt.com/dl/LD23q.exe

———————————————DISCLAIMER——————————————————

The music isn’t ours ;( I found it somewhere (I lost the link) and it fit perfectly so I stole it like
the pirate I am. I do not know who it belongs to but if someone figures it out please comment
with a link – Thanks – Yayahkeekoot

——————————————————————————————————————–

PS There aren’t achievements at the moment because I didn’t have enough time. (I did, it’s just my father is making me go to bed tonight, thus effectively destroying the 12+ hours I have left D:< )
PPS There would be a Rodent of Considerable Size Achievement if I had time. The Easter egg is still in there though 😉

My first LD

I was all geared up at 0 hour to start working on my first game(ever) but due to my 10 month old son needing constant attention I only managed to get 6 hours, My original idea was a tiny planet with the camera looking down on the player, the player would be about 1/10 the site of the planet but the aim was to make the texture of for the planet HUGE and require about 20 revolutions of the planet to go full circle.

But again due to time constrains I knew that I could not achieve this in so had to  work on something else just so that I could achieve something. I made the following game in way under 6 hours and got it submitted with 2 minutes left on the clock.

I hope you like what I made, again, it is my first game and the gameplay is awful but I had a great time making it.

you can grab it HERE

 

 

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=8387

The Collector post mortem

This was my first Game jam and well, it was tough. I was carefull to sleep at least 8h per night to keep maximum efficiency but still… Quite painful to have a 48 hours exam ! But hey I love making games.

About the collector: Started from scratch with Multimedia Fusion 2.
Took the first hour to find the concept. Came up with ” an evil wizard creates his own tiny world by turning creatures into tiny beings and putting them in his terrarium”. I pretty much kept it except that originally I wanted to make it possible to really add everything in your tiny world. That you’d have to shrink even trees, mountains and stuff to make your little zoo more comfortable. Didnt have time for that sadly.

Reused base code for the platform engine et got movements, spells and physics in a few hours. I quickly realized my game was quite ambitious ( the map allows for 4 times the size, but map design took way longer than I thought ).

I had no set design for the whole world, instead I improvised as I went along. Adding more monster types and maps as long as I had time.
The last 2 hours went in making all the sound effects ( with the great sfxr ) and some terrible musics.

In the end we have:
– 8 regular monsters to find and capture ( 1 is kind of a mini boss )
– 2 unique boss monster that are quite tough to subdue. ( they can respawn if you just kill them instead of capturing )
– 5 Experience level, gained through fighting or capturing monsters. Which allows to capture stronger monsters.
– a starvation system of your tiny creatures. They need to be fed with food you find on the way.
– 2 spells: fireball (to destroy or weaken ennemies) and shrink ( to capture weakened ennemies)
– a hi score based on your total number of monsters captured when you died ( or retired, if you captured the last boss) to add some replay value.

Go to hell !

Because there’s only so much content you can create I tried to improve the game’s life by having the player “maintain” his stuff. Therefore you need to check on monsters you caught to avoid them dying. You need to come back in parts of the dungeons at later time once you leveled up, because you can now capture creatures you could not before, ect…
I also made an intricate dungeon with a bunch of tunnels crossing each other and even though its small its messy enough to get people lost.
Lastly to add a bit of surprise I added, late in development, some random encounters to force the player to stay alert. I didnt have time to push that as much as I wanted but its there and sometimes you might get surprised if you’re careless. :)

I’m rather happy with the result though I wish I had been able to make the world more pretty. Not many animations for the monsters but it was the price to have 10 different types of creature. Havent had time to add that when you have more monsters they eat your stored food faster, would have been interesting and turned the game into a real race in the end.
I am afraid the game is a bit hard in some fights and that its maybe missing some RPG elements to make it more immersive and fun.

Phew, I’m glad its over. Looking forward for the critics and hear or hi-scores !
As a bonus spoiler, here’s a world map of the game: http://ftarabout.com/misc/worldmap_thecollector.jpg

GRIDiots are out!

Yes, you can try it. You can disassemble and assemble, you can build structures and kill gridiots.

Look, he hails you! Play it. PLAY IT NOW.

Timelapse is processing.

Nanofault!

Team No Disassemble! continues towards Monday with Nanofault, a shooter made in Unity 3d.

Protect the boot sector by purging the corrupted, using a variety of tactics and weapons! See how long you can endure waves of corrupted bringing the pain train until the system crashes.

 

THE SYSTEM MUST BE PURGED.

 

NO DISASSEMBLE!

I’m out

I missed the deadline by a wide margin. If I didn’t have to work today, I would be making my entry entry-able.

Postmortem: What went right:

  • Timezones: Being UCT+2 is pretty cool, but I would say that UCT-1 would be best. It means that the theme comes in around midnight, you can get a full night’s sleep while your unconscious  mind is working on ideas, and then still get two days (8am – 12pm) to work on the entry.
  • Paid attention during voting: Especially during the final round, listening to the chatter on IRC gives you insight into what the theme is likely to be. Although my favorite didn’t win (Vote Alchemy in LD #24!), I still had a couple proto-ideas for the top contenders

What went wrong:

  • No actual planning: I didn’t actually sit down with a pen and paper until 12 hours before the deadline. This was my fatal mistake. Simply jotting down what systems and objects I would need for the idea gave me a much better idea of the scope of the project; if I had done that on day 1, my time management would have been much improved.
  • Library bug: I got bitten by a bug in Pygame. This shouldn’t have cost me more than an hour or two, but I tend to obsess about these things. Once I found the workaround, I should have just done it and got on with the project.
  • Waited to long to get things *moving*: Nothing beats that moment when you start to get some actual movement and feedback from your game. Working on a game is one thing, seeing it in motion is something completely different. The morale boost it gives is astounding. Next time, I will get something up and running as soon as possible, instead of getting bogged down in the internals or producing art.

 

 

Agorobophobia – Programming Update #3

Sorry to our loyal fan(s) for the lack of updates yesterday; it was a really busy day!  We were quite exhausted by 3 o’ clock in the morning, hit the hay pretty hard.  We overslept by an hour this morning, so we’re (or at least I am) a bit behind schedule.

Lots and lots of stuff still to do.  We have a schedule drawn up for the day, and there are an unbelievable amount of features left to program before we have a minimally functioning game.  So I should probably just post a screenshot and get on with it!  1133 lines of code so far.

Infinite robots you say?

Who loves infinitely looping worlds?

I want to turn the heater on

An epic story of epicness (and turning your heater on) is done(but I fell asleep before posting about it)

There’ll be a post mortem in the coming days. Meanwhile you can give it a rate/play here:

http://www.ludumdare.com/compo/ludum-dare-23/?action=rate&uid=5432

Comments

Suese
23. Apr 2012 · 07:55 UTC
Interesting game. Seems there was a bug that made it not possible to finish the puzzle though. Good job.

Shake it up!

Finally I finished the game and I am quite satisfied with it. Unfortunately it has two levels only :/ . I too much dealt with the details and I didn´t managed to do more levels. Second level I started doing about three hours before the end of the Compo and finished it just one hour before, so I wouldn’t be able to do more. Never mind. I hope that the difficulty will take care of it. And I’m really proud of the shocks effects 😀

>> PLAY HERE << 

… next time I’ll maybe join the Jam with my friend and I’ll concentrate just on graphics.