LD24 August 24–27, 2012

Obligatory (and a bit late possibly) i’m in post

I’m in October Challenge as well! The game i started working on will be a dual-stick/bullet hell shooter for PC with a minimalistic graphical style – it’ll be composed only of squares.

I’ve got the basics working – there’s a player square that can fly around and shoot, and i’ve implemented a way to fluently change colors (this looks really nice, will be another key feature of graphics)

I want this game to be an arena shooter – in main menu you choose your weapons and such, pick a level and upon completion you get rewarded (new weapons and shit).

What i want to fit in this game:

» large variety of enemies

» quite a big amount of levels (so you don’t finish in 5 minutes or so)

» varying weapons

» bosses

 

Oh, and the name will be SquareShot.

Escape of the Minibots: Week 2 Update

Progress is going great for my entry. I ditched the last idea I had and revived an old one that I was poking around with a few years ago.

Here’s the mock-up I’ve made:

Everything will make sense when you get to see it in action soon

So I went ahead and coded like hell for the past two weeks. Here’s how it looks like now.

Those different colored blocks signify progress.

It may not seem like it but there are a lot of progress on the screenshot above. For one, the different colors signify different objects and all of them are working perfectly and can be interacted with.

I’ve also finished working on a basic 2d tile based level editor in Unity. This will help speed level creation when I get to doing the puzzles.

My to do list:

  • Basic levels
  • Sprite / graphics implementation
  • More levels
  • Gameplay optimization
  • Map editing optimization

May not seem like a lot but I bet it would take me until the end of the month to finish all of these.

Awesome. Now back to coding.

6

This entry was posted on Friday, October 12th, 2012 at 9:18 pm and is filed under October Challenge 2012. 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.

October Challenge Update II: Electric Boogaloo

The old world will burn in the fires of industry. Forests will fall. A new order will rise. We will drive the machine of war with the sword and the spear and the iron fist of the orc. – Saruman, The Lord of The Rings

That’s right, progress is being made on the newly-named Turing. After a brief attempt at using CL-OPENGL that led to inexplicable heap corruption, I switched back to full SDL. I decided that for ease of development I was just going to be lazy and blit everything to a buffer, and then draw a region of that buffer in order to implement scrolling. Unfortunately, Lispbuilder-SDL doesn’t have support for that like PyGame does. I don’t really see why not: It’s part of the native C SDL. Anyway, after messing with (sdl:cell)’s for a while, I wondered what would happen if I just tried drawing the buffer to a negative index, and lo and behold, it worked. Yay! Ten hours of debugging OpenGL code down the drain, but yay. Screenshot:

Will take a picture of my workspace soon, but software-wise, see if you can guess from the screenshot. All my fellow Lispers saying I need to use Emacs, bah. Old habits never die. Vim is better anyway.

tl;dr: Things got done.

October Challenge Stretch Goals

Since Kickstarter has made ‘stretch goals’ popular, I’m giving myself two stretch goals for this challenge. They are both ipad games that are close to release that I worked on. Both are going to give me a  chance to work on my marketing skills. Game 1 is a game completed for IGDA Chicago’s Game Jam. We had so much fun making it, that we decided to make it a full featured game. The theme was sacrifice, so naturally we made a game where you defend santa from space aliens… With suicide bombing elves. We made the whole thing in Game Salad, and will probably just add a few levels, and clean up a few code issues. Right now, the biggest challenge is just figuring out how to monetize it. We can just put it out for a buck… Luckily the holidays are coming so $1 should be ‘easy’. It’s probably just the lack of sleep, but we thought the game was funny as hell. You can play a demo of our work now. Here: http://arcade.gamesalad.com/game/106271

Here’s a write up on the Jam itself here: http://marvinhawkins.wordpress.com/blog/

The Second Game is Steam Golf. I’ve actually been working with a couple of industry veterans on a second ipad game.  The game is like Angry Birds mixed with Platfomers, Mixed with golf. I guess it’s simpler to just call it a golf platformer.   I did game/level design. For October, the push will be to finish a website, get a trailer going, and write up copy for iStores, and probably the IGF. Ironically, its just as much work as level design. What’s great is, I’ll get a chance to work on my game marketing skills. Here’s a screenshot, hope to post a trailer soon.

 

I knew that October would be a big month, I’m hoping this challenge is just what I need to have a portfolio of 3 games out in the wild, no longer trapped on my hard drive for all to enjoy.

Oh! We also have a PartlyCrazy Facebook page. I will start to post stuff there (as opposed to spamming you fine folks)

https://www.facebook.com/pages/Partly-Crazy/108604482556646

Game Update

Basic mechanics and scoring are implemented. Game is surprisingly fun already. I just need to add a menu screen, perhaps even a screen with my twitter handle or something, make the game more replayable(level up, other guns ect.), and obviously make a name for it, suggestions?!

El noobo

hi y’all im new to to ludum dare but i hope one of my games will win something at least! good luck to all and may the best win.

Comments

14. Oct 2012 · 15:54 UTC
Win? There’s nothing to win right now, except a dollar. I hope you know that we aren’t doing the real LD at the moment, just the October Challenge. LD25 isn’t until December. :)

updates

i’ll post updates every 3 or 4 days so i can let y’all know what im doing and how far i haven’t gotten. ill try not to bitch too much :^D

How to sell games securely via PayPal?

I set up my website, got hosting and all that, have a PayPal account.

How do you sell games with PayPal? Only way I can see would be to have people pay and then be linked to a download page hosted by the server. But then anybody can just go straight to that download page and get the game without paying.

How do you solve this problem? I’m open to any other solutions, including non-paypal ones, as long as they aren’t very expensive.

Comments

14. Oct 2012 · 15:35 UTC
We use the free version of a WordPress plugin named Cart66 – of course, everybody can share the download link nonetheless. With Cart66 you can limit the number of possible downloads – but if you have a problem with people having the possibility to copy your game you will have a hard time selling digital content, unless you add some DRM, which is evil. Just treat your customers with respect.
14. Oct 2012 · 16:00 UTC
I’ve got to start doing more diligent research.
MortalWombat
14. Oct 2012 · 17:14 UTC
PayPal has at least two different APIs for confirming a successful payment. You have to chew through a little PHP but I’m pretty sure there are step-by-step tutorials or even ready-made frameworks for that. After you confirmed a payment for a specific user, you can then allow them to download the game. Of course you’ve got to have a basic register/login thing going on on you page.
15. Oct 2012 · 06:30 UTC
Hi,

Just Release to the Win 8 Store for review (fingers crossed!)

I submitted our first ever game to the Win 8 store last night.

If anything else, I can say I’ve submitted a game to a store before in my life now, which is a major personal milestone.

If I can make $1 from this whole exercise then it will be yet another milestone :)

Anyway next mission is to figure out how to release to the iOS app store!

 

#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 */ App Submitted Destroyed

Comments

16. Oct 2012 · 02:43 UTC
I’ll keep an eye out for it!

More news thanupdate

Well, here is my plan. I’ve got basic mechanics down, like I said in my last update. That means that It’s likely I get out of Beta and release somewhere in the semi-near future. With that said, how am I going to release the game? + datails about the game that other programmers want to know.

Info for programmers

The game is written in Java and will be distributed with the .Jar format. I’ve used paintbrush and eclipse so far. I’ve TRIED to use a professional coding process (organized classes, making variables private, ect.). My #1 tip for new programmers (like me) is that you MUST break the game into steps. EXP: instead of “Do game, ” “Create advanced spawn system,” and to narrow it down even more, “write if statements in Bullet.class to help with spawning.”

Release details + How? and When?

How? – I PLAN to release first, on the chrome web app store through making the icon a download link for a .zip folder. It will cost the high, bank-breaking, infinitely times larger than free, price of 99c.  The game will hopefully have some kind of arcade, replayable, fun aspect. I have the arcade and fun down, its just the longevity of “Mom, can I stay on a little longer, please?.” My stretch goal is to have the game on the Mac app store as a .app obviously.

Comments

15. Oct 2012 · 05:01 UTC
Awesome! I like your advice to other developers and I’d like to know more about your experiences as a developer. How do you handle dependencies on the global game/world state? What do you think of SOLID principals in a short-term game? How do you deal with changes in the overall state (main menu, playing the game, lost, won, etc)? Any design patterns working well for you? Has quick-and-dirty allowed you to move on or has it come back to hurt you?
15. Oct 2012 · 23:12 UTC
Well, I am new to the game industry. I’m 13, but I know 1 programming language (java) and 5 web languages (xml, xhtml, html, css, javascript ).

Challenge considered!

Hey guys!

I’m a bit late, but I want to say that I will maybe participate in the challenge with html5.

I have a few started games, but none of them are in a good state, and I know their code is REALLY messy, so I thought it would be easier starting a new one. It’s a casual game about squashing pumpkins in an infinite field. In pseudo-3d. Since it is Halloween related, I better finish for next week.

Also, what’s up with HTML5? Is anybody else making their game in HTML5? Can they be profitable?

Finally, it would be hard for me to really participate since I am in sec 5 here in Quebec and our teachers are overwhelming us with projects for our first reportcard. So maybe… maybe?

update

haven’t actually done anything yet, but have ideas down on paper. im currently in the pre-development stage. mostly sketches and concept art. i would upload some but my scanner is on the fritz and currently wont even turn on. i’ll update ya when i got more done. till then, good luck all!

I’m in!

Just a second ago I saw “I’m in” post from another user and I just realized I haven’t post mine :). So here it is. I’m working on puzzle game…That’s all I can say for now :).

I started the same day as October challenge started and it’s mostly finished. My Google Play dev account is setup already. I’m developing in Unity (not pro version :( ) so it’s probably going to Apple App Store 1-2 weeks after releasing it on Google Play.

I have tons of new ideas per day so after finishing this one I’m finishing my previous project that I started writing in Android Native. I’m still porting it to Unity now.

My goal: earn 1$, 10$ … X bucks needed for unity pro version + android/ios :)

I’ve still not decided if I should distribute only paid version for like 0.25 – 1$, or two versions: FULL + LITE with ads and some limitations.

October Challege Complete! Mallow Drop is on Google Play!

Whether it makes a buck is up to you, I guess.

Platform: Android
Technology: Flash / Air for Android
Started: 18 months ago
Launched: 12 Hours ago
Site: http://www.mallowdrop.com
Android Play Market Link:
http://play.google.com/store/apps/details?id=air.net.gritfish.mallowdrop
Free Demo on the Android Play Market:
http://play.google.com/store/apps/details?id=air.net.gritfish.mallowdropdemo
Soundtrack: http://music.brainfed.net/

Mallow Drop is a unique puzzle-platformer for mobile that draws its inspiration from the sliding-across-ice puzzles found in many classic games, and ‘traffic jam’ style sliding block puzzles.

Mallow Drop started as the physics sandbox for Gritfish’s game engine, ‘Boxy2D’. As more objects and physics ideas were toyed with, the sandbox became more game-like, and was eventually given sprite-based graphics and adapted into a larger mobile puzzle game based around altering the gravity of the game by rotating the phone.

SCOPE CREEP AND TIMELINES
Mallow Drop suffered from the ‘first game syndrome’ of a scope that was way outside my ability to produce. The actual production occurred in several jam-like bursts of energy spread out weeks and sometimes months apart. The lack of continuity led to needing to re-aquaint myself with the code base several times. The level design stage (which I had wrongly thought would be simple and quick, once the engine worked) took about 3/4 of the total time, including several rewrites of the game engine in order to make the game work better with the eccentricities of the level design needs (the way the game plays requires large amounts of level geometry to be interesting, which quickly hits some performance problems on low-end devices. This is why I’m not going with iOS just yet). In the end there were about 115 working levels, which were culled down to 100 for the final game.

THE RENDERING ENGINE
Prior to Mallow Drop, I’d never worked with sprite sheets, tile maps, or really any kind of graphics in flash beyond basic MovieClips. I started by making one big spritesheet with basic artwork, and copying regions of that into the MovieClips on the stage. Later I added in functions to draw larger objects, and adapted the rendering class to even parse CSV data taken out of the tile maps I made with Tiled. When we did Lighthouse for LD #23, we even plugged in 3D transformations and re-rendering separate to the objects the sprites were attached to.

Screenshot from 6 months ago

Screenshot from release build

Screenshot from release build

THE SOUND AND MUSIC
Mallow Drop’s sound and music were provided by my colleague and collaborator Matt Hamm (@brainfed). I think he did a great job, but I know he had difficulty ‘letting go’ of the tracks, and letting them be ‘finished’. His words below:

I started with mostly “chiptune” tracks but as the game, and the art specifically, evolved so did the music. The only track that’s remained relatively unchanged is “Beep Boop”, which is the music for the science levels and I always liked, even though it’s quite short. The others were all slowly expanded upon until they became what they are now. I think Trees best represents what I was trying to do, blending chip arpeggios with recorded and sampled instruments.

GETTING IT DONE
I think the biggest challenge in getting the game done in time for the October Challenge was the huge amount of dev time that’d already gone into the project. The scope was far too big, and took long for a first game. But the rewards have been worth the investment. The 18 months I worked on this game now and then in my spare time have left me with:

A working, stable engine that has been used for 5 game jams so far in puzzles, platformers, and top-down zelda-likes.
A sprite rendering system that has allowed me to make flash games that’ll run on a phone.
Knowledge of tools and techniques that were way outside my previous experience like tile maps, quad-trees and object pooling
A massive lesson in scope and project management, both in terms of taking an axe to dream features in order to make it polished and stable for release, and in terms of stepping back, and seeing where the real problems that need addressing are.
Most importantly, learning that you meet the best people making games. I can honestly say that no group of people I’ve met is more interested in each others work, or more honest critics, as game designers and developers.

WHAT’S NEXT?
Well, in addition to making Mallow Drop, I’ve also started doing some rough video game reviews at http://www.treadmillgamer.net (My xbox and pc are hooked up to a treadmill, and it kinda changes the way you play games a bit – you can read all about that on the site). Game-wise, we’re looking at taking ‘A Theft of Colours’, the game we did for the ‘contrast’ mini LD game, to a full release.

#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 */ Mallow Drop screenshotOld Screenshot from release build
screenshot2 screenshot4 screenshot5

Tags: challenge, flash, music, october, postmortem, screenshot

Comments

SwiftIllusion
02. Nov 2012 · 05:45 UTC
Really enjoy the atmosphere and tone of this game :).

Definitely feels like a fun past time to be had when on mobile.

The only problem is-at least with the web demo, is you’ve got a bug occurring where

if you press up/down/left/right to adjust gravity, and then move the character while

that’s happening, the objects affected by gravity pause in their position.

The progress…

What has been done so far: * Basic mechanics. * Level elements: doors, levers, spikes, portals. * Six tutorial levels and two challenge. * Camera that follows the mouse for large levels.
What remains to be done. * More levels. The game will have thirty or forty approximately. * Level editor. * Music and sound effects. * Sprite animations. * Port to Game Maker Studio to market it. * HUGE SUCCESS. A photo of the actual state: And a photo of my desk!

Tags: deskphoto, Game Maker, October Challenge 2012

Backwater hits the app stores

I’m feeling so proud right now. It is such an amazing feeling when something goes live where you put  so much effort and time into.

Captain Backwater is live. Available for free on iTunes and Google Play (Android).

Now please help to spread the word: On Facebook, on Twitter, but most important: Have fun playing the game.

What’s next? I’m also nearly finished with the Flash-Version I will submit to Kongregate and Mochimedia. Oh, and let me know what you think as I will try to update the game on a regular base.

First zone almost completed

New monster and zone almost done!
Check out the video:

I’ve been working with physics and lighting.
I had some problems to optimize the entire theme of light and shadow with the mobile hardware, because some older devices do not support anything but OpenGL1.1 and the ones supporting OpenGL2 only have two lights (hardware acceleration) dynamics, and are directional.
I also had a hard time trying to coordinate all the events of the generation systems and balance enemy load, these are synchronized via environment variables with the AI, once you load the level you meet certain standards for each part phase, it run macros that direct action through the gaming experience.

I made ​​several models in 3DStudio and Maya, textures with Photoshop and it has been more difficult than I thought, but also a lot of fun :)

I’m making a summary of what I’ve done since the last update:
– Added a compass (triangle in front of the avatar) to know where to go next
– Creation of optimized materials compatible with light and shadow
– Creating a new enemy: mini skeleton, with its animations, etc..
– Creation of a series of doors with different animations, particle systems and so on, that are synchronized to provide a consistent flow to the game
– Including transients and environmental sound effects are played according to a given priority
– resource optimization: its a need to use the least number of objects in memory and AI’s possible, it’s an art to know how to do this and mantain the FPS high, almost between 40-60+

In six days I have to submit the game to the markets.
And it is working in Blackberry PlayBook, iPhone4+, iPad (1,2,3), Pc (win,linux,mac), etc

Tags: action, adventure, challenge, dynamics, egypt, environment, FPS, hack & slash, october, RPG, wizard game, wizards games

October challenge game submitted for review

Just mere moments ago I clicked submit on Ubuntu Software Center with my October challenge game. Motivated by the challenge I finally got around finishing a game I’ve been working on since Ludum Dare #21 (its actually post compo version of the game).

The game has been pretty much ready for a quite long time, but needed new levels and polish which I constantly put off by bad excuses :).
For now the game is Linux only, but the code is written in crossplatform way and I’ve compiled few test versions in Windows using MinGW.

Fingers crossed the game actually gets accepted to the store.

About the game:
-Sliding block puzzle game with twist
-Includes fully featured level editor and online hi-scores

Screenies:
Easier level Harder level Level editor

YouTube “Trailer”
(for some reason YouTube really killed the quality of the video)

Tags: game, garden, october challenge, puzzle, submitted, tiny

Comments

Zaxuhe
15. Oct 2012 · 15:30 UTC
You can also submit to Desura, great platform
puffi
15. Oct 2012 · 15:46 UTC
Thanks for the suggestions, I’ll check them out.