LD24 August 24–27, 2012

Poetry

You know, with all the really sad and/or dull forfeiting posts I’ve done, I thought I’d make one a bit more… Fun.

 

It’s October here in Ludum Dare,

And all men toll away

For ’tis the time to make some dough

And stop sitting ’round all day.

 

They make their games with great delight

though sometimes things are rough

It’s what they do, ’cause through and through

Indie devs are tough.

 

So what becomes of Puzzlem00n;

that young chap from ’round the bend.

Simply put, why is it

that his work has come to end?

 

Sure, sure, we’ve seen it before,

he’s abandoned many a project.

From MiniLD’s to a warmup that time,

he’s the attention span of an insect.

 

But for the October Challenge,

Oh, that mightiest challenge,

You’d think he’d have more of a chance.

And yet, no code has been written, he’s only been sittin’,

Without hope of getting financed.

 

He had a partner to work with,

A great one at that,

Who worked very hard with the writing,

The game’s concept was great, set in a far future date,

But progress has been unexciting.

 

Of course, perhaps he’s not quite at fault.

He’s become a freshman in High School

and with all the homework and teachers and grades…

Bro, it’s just really not cool.

 

At first, ol’ Puzz trudged on

His teammate Wonckay at his side

Believing they could get it done

If only they really tried.

 

But the GDD took weeks to craft

And in truth, it still ain’t finished

There was too much outside work to do

And hope had soon diminished.

 

In truth, our heroes could probably make their goal

if they sacrificed their grades

But eventually, M00n realized

How much all would cascade.

 

So, he fired his friend, and let it all end,

Cancelling the game,

For the greater good and all that jazz,

Himself taking all the blame.

 

Perhaps Puzzlem00n hasn’t reached

The goal he made this month,

But he’ll never be a no one

Even without triumph.

 

He’s made three games,

He’s learned great names,

But most importantly of all

He’s made some pretty neat friends here.

And that’s AWESOME!!!

Consolator 2.10.21

Looking for a Console for your Flash game? I’m currently developing Consolator, a simple library which attachs a console to your project, ready to use and fully customizable.

You can use it to debug your variables, or change your game while playing. You can easily call the methods of the objects you bind.


Some features:

  • Categories of messages, you can hide what you don’t want to see.
  • Bind any class and you can automatically access its public methods.
  • Visual auto-completion with a popup, just like an IDE would.
  • Easy integration: just addChild(new Consolator());
  • Fully customizable: change color, background, position, size, etc.
  • Remember the last commands used so you don’t have to write them again.
Download it from jorjon.com/consolator

Your ideas are welcome at consolator.uservoice.com

Tags: as3, console, library, screenshot, tools

The Wizard’s Lair (blessed LD entry from three years ago+1)

So after just over two years of development, a beta of my continued expansion of one of my LD entries from nearly three years ago was finally released for sale (buy now, get it cheaper and updates and a copy when it’s done) It’s been such a long time! Here’s a few screenshots from the game:

#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 */ 19545016 19492132 18151030

And some video:

http://www.youtube.com/watch?v=59ZOFFUIe1I

It’s been a long process, with a bunch of stuff detailed in my blog (http://magicbane.tumblr.com/) and I’ll be happy when the game is completed and I have all the experiences associated with developing and releasing my own game 😀

That, and the fact TWL has been in development since the first October Challenge, I guess third time really is the charm 😀

If you want to purchase the preview, you can get it via my Sellbox link!

[stextbox id=”download” caption=”Buy from here!”]http://sellboxhq.com/l/AB7N/The-Wizard-s-Lair[/stextbox]

 

Tags: ld16, SuccessStory

Vox Update – v0.19

Hi guys,

22 days into October challenge, and here is an update on the current version of Vox. Version v0.19 has just been released on Desura and IndieDB, so I thought I would share a post on here to list some of the new features and updates to Vox.

http://www.desura.com/games/Vox
http://www.indiedb.com/games/vox

Here are the newest features:

  • More Enemies in the world.
  • Flying enemies.
  • Skeleton archers shoot you from a distance.
  • Skelebobs chase you and try to kill your with their deadly swords.
  • King Slime boss spawns when you kill too many of his little slime buddies.
  • Interactable NPCs.
  • NPC movement behaviours – waypoints, world navigation and player follow.
  • Questing system.
  • Treasure chests.
  • Signposts.
  • Particle editor in the game.
  • Particle effects can be added to character parts. i.e head, body, feet, etc.
  • particle effects can be added to created weapons and items.
  • Undo feature added to creation mode.
  • Much better character creation screen in front-end menu.
  • Ore deposits that can be mined for ore.
  • Collectable items (hearts, coins, ore).
  • Damage text popups.
  • Improved HUD graphics.
  • Experience bar and leveling up.
  • Gradient background and better sky rendering.
  • Clouds.
  • Better intro animation.
  • New custom frontend music and game music.
  • Smoother mouse controls.
  • X360 gamepad support.

Here are some recent videos demonstrating new gameplay:

There is a free version to download and test and I would really appreciate it if people would be willing to try this and maybe provide some feedback. As always I am really curious to hear peoples opinions and suggestions. I really like player feedback and love to hear what people’s opinions are (Unless of course they are just the 500th person to state that Vox looks similar to Minecraft or CW :P).

Thanks.
AlwaysGeeky

Tags: alwaysgeeky, cubes, gamedev, indie, minecraft, progress, SuccessStory, tips, vlog, Vox, voxel engine, voxels, youtube

Getting close to release…

The end of October is coming up which means it’s getting close to release time, if I’m going to make a dollar by the end of the month.

I’ve been working on an android game which I’ve come to call Qubid. (Don’t ask me how I came up with that name)

I’m about 98% done at this point. There’s just a few things I need to tweak, and such. But things are looking good for having it done in the next week. Which is cool.

follow me on twitter for updates @codeherdstudios

About the game:

You control a little square on the screen with the device’s accelerometer and you’re trying to get the highest time you can. At random intervals the music will speed up, the background will change and the accelerometer will get far more sensitive; making it all the harder to avoid smashing into the edge of screen and ending your game… and also to make your life harder there are blue blocks that appear at random. If any are on the screen your timer counts down instead of up. So it’s best to smash into them as fast as you can. You have to be careful though that the music doesn’t speed up as you’re moving to get it and you fly into the wall super fast.

Here’s some corny android ads I cooked up yesterday…

#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 */ promo_screenshot_2 promo_screenshot_1 promo_screenshot_3

Just submitted my game!

October was an exciting ride and everything ended up going smoothly: I made my game and my dollar for the LD October Challenge 2012!

Project highlights:

  • October 1st: Settled early on on creating a cross-platform puzzle game: HTML5 was a no-brainer
  • October 2nd to 5th: Ended up choosing the MelonJS framework and got up to speed in a few days
  • October 8th to 12th: Made the game as fast as I could and iterated on game flow to make it fun
  • October 15th to 19th: Continued game balancing, changed some assets and looked around for sponsors

The game:

http://nine-software.com/game/gem-breaker/

What it is about:

Find the key buried in a mountain of gems! Careful, you can only remove gems which color matches the background.

As levels go, more gems cover the ground. Act quickly and swiftly!

What it looks like:

Gem Breaker Thumbnail

Controls:

Mouse-clicks on desktops, touches on smart handheld devices.

Postmortem / Lessons learnt:

Lacking artistic skills, I did what I could with free assets. The bar will be raised for future jams, I believe games need to look as good as the gameplay is.

Game balance is not there yet, not that it gets boring fast but it feels too linear for now.

There is no story around the game, I tried something with the tutorial but no artistic assets meant little freedom to create an enticing tale.

Feedback:

This is my first game making endeavour and any comment or advice you could give me is greatly appreciated. Drop me a line anytime.

@francoispenel

AniTower Update

Damn, I’ll probably fail with October Challange deadline. But either way fighting till the end (of project)!

So time for little update. Currently I’ve finished base mechanics for my upcoming Tower Defence game. Everything works nicely on various mobile devices. Currently tested with 60 fps in avarage on:

– Nexus 7
– IPod 4
– Galaxy Ace

So, having base mechanics finished I started working on game look/graphics to replace old dummy assets . Little concept (click to see full):

I’m not fully happy with it, especialy road seems to bo to “dark”. But final polishing will be done in 3d.

As next step I’ll try also to post some video from gamplay and compile flash build with game.

Ok one more image, base sketch for location:

 

 

Just Submitted my Game on Kongregate

The Princess Digs Zombies

It is the near future of our distant past – the galaxy is irrelevant. President Ronnie is happy in his castle colored in white.

After years of good service he has decided to marry you, the Prince of Navy Seals, to his beautiful daughter. But on the night before your wedding the princess escapes, leaving only a note :

“The Zombie Lord is cooler than you, nicer than you and smells better than you. So long, bro-dude or dude-bro.”

Incidentally, the next morning, the road to Hell is overrun by zombies.

Time to fight !

On the Road to Hell !!!

Is this the Zombie Lord ?

October challenge completed!

With just a few days in October left, I’m happy to announce that my October challenge has met its 1$! Yay 😀 challenge completed!

It’s the game that was made in the last LD, with the long title “Chicky and the Cats: Dorobou Neko!”, a puzzle game that seemingly made some people think a lot, but in overall wasn’t that bad. That’s why I thought I should give it a try

What was done additionally: I put all the ideas and critics that I got from the LD community into the game, added more levels, more content, previews, one more enemy, the level editor (finally!) and made a few more intro animations. Although, as October came close to the end, I decided to mark version 0.5.0 as feature complete for its release and uploaded it to BlackBerry AppWorld. Available since yesterday, checked today, saw some downloads and in about 6 weeks will be able to collect a buck via paypal 😀 haha

So here are a few more screenshots. If you want to play it, I uploaded a light version to Newgrounds. I don’t know exactly why, but the flash file is being scaled there, so the graphics don’t look like as they do on PlayBook or BB10 – check it out for yourself 😉 !

Done October Challenge.

Okay finally submitted my game prime time.

Prime time is a futuristic isometric top down shooter. Featuring two levels, three music tracks, with some one liners by John J Dick himself (back when he was doing the $1 a word thing).

 

http://www.ludumdare.com/compo/october-challenge-2012/?action=preview&uid=12188

Maybe I will add some powerups and more levels later on.

 

I first tried fastspring but it turns out you need 100 before you get paid. Then I saw someone used sellbox which allows you to set a suggested price but people could pay as little as $1 and it goes right into paypal so that seemed like a winner.

 

October Challenge

Looks like I’m going to be a little late for the October challenge sadly. But this isn’t entirely a bad thing.

The event has got me psyched to make a game that I can sell for cash monies and whilst I could rush it out for release before the end of October I’m looking more at releasing shortly afterwards, family and work commitments have resulted in there being fewer and fewer hours in the day for me to crank some code out so things haven’t gone according to plan but that’s just the way it goes sometimes :)

Super Grid Run will be released soon though! Progress reports are available on http://www.refreshcreations.co.uk/games/ and soon on the games website http://www.supergridrun.com/

I did an experiment with adverts on Gravity Force 3, my first Ludum Dare entry earlier this month which I was thinking of considering to achieve the $1 but really, after seeing the lack of revenue from it on the minor android markets I think I’ll focus on cheap, pay for apps, none of this freemium nonsense.

Autumn Game Jam [Saint-Petersburg]

Hi people from Saint-Petersburg! We’re going to organize a little local jam! All info in: http://vk.com/spb_igj0

Comments

26. Oct 2012 · 06:53 UTC
Отлично! А когда ты будешь? На самом деле, я тоже думаю о переносе. Если, что я тебе написал в вк )
sorceress
26. Oct 2012 · 08:34 UTC
Супер! Но я в Англии. :(
28. Oct 2012 · 21:14 UTC
fsdaljkoidfgjsldkfj;asldkjfo;iajdlkjf 😀

Ethereal Isles Almost Deployed

At this point I’m pretty much done. All the monsters and levels have been tested and (mostly) working. The  Kongregate API integration seems to work so that your time from the “time attack” level is dumped into a Kongregate leaderboard. I’ll see if it really works once more than once person actually posts a score, I suppose.

The “Time Attack” level

 

Most of the recent things have been simple changes – tidying up some text or icon placement, adding particles for attacks that didn’t have them, and making sounds for the various “attack” and “dying” animations. I spent quite a while last night making wierd noises into a microphone to produce a sufficiently varied set of dying noises 😛 I Also added some niceties like checking off levels you have already beaten.

I will probably make a video tomorrow,(better than this one at least) and then release the thing for reals.

After that I need to modify the game for tablet use. This includes properly processing multitouch and maybe resizing some icons.

 

Failure

I’m officially giving up on the October Challenge.  There’s no way this game will be done by the end of the month.  However, I’m still going to try to release my game (that I still haven’t named) and make a dollar off of it.  The October Challenge is now the Eventually Challenge.  While I have your attention, I should pimp my game dev blog.

Tags: eventually challenge, Failure

AniTower Update#2

Short update with sneak peak from wip on first map/world:

FlyCraft: Revealing Herbie

Introducing… “Herbie“! The star of FlyCraft and star of your own wacky flying creations!

Herbie is a groovy male ladybug who, being too bored to fly with his own wings,  prefers to create all kinds of flying devices and machines to take him as far into the woods as possible. Don’t let those big eyes fool you, Herbie is a cunning little crafting hero that hardly ever looses his cool.

A bit more that 5 days left for the deadline expiration… we CAN make it!!!

JengAR – my october challenge entry!

Ok, today/yestarday I’ve released my game on android google play. It’s augmented reality game so it needs device with a rear camera and printing special marker to track player position. You can find more info on:

http://mindhelix.pl/JengAR

In a few weeks I’m hoping on also releasing it on iOS. Just have to obtain some MacBook and iOS device for testing ;)

 

edit: http://www.ludumdare.com/compo/october-challenge-2012/?action=preview&uid=8471

Gameplay footage

First thoughts

If you use Unity to develop make sure you have JDK 1.6 installed instead of 1.7. The latter one just cant’ seem to sign your software in a right manner and applications after downloading from store just can’t install.

I’m planning releasing free version with ads and maybe time limit.

Tags: poland, renegades

October, November, December Challenge

I have been putting in some hours of this week’s vacation to work on my October Challenge entry but finally have to admit that one week just is not enough. I will continue to work on Boskovice for the next month, hopefully will be able to keep motivated and maybe at the end of the year have some version ready to put in the android play-store.

Overall Summary: This has been my first time tinkering with the android platform and I have to say that I am impressed with the hardware and software-side. I started with my Ludum Dare 24 entry, which was using raycasting-based software rendering. After porting it easily to android (its java), I noticed that this approach is not working on a mobile device: software rendering is too slow. I started from the ground up with libgdx and reimplemented the graphics in OpenGL ES 2. As libgdx allows you to build for android and the desktop, I was able to use all the advantages of developing on the desktop. Including  the goodness of hot-code-replacement. Only to test the touch-input, some shader differences in OpenGL ES compared to desktop OpenGL and test performance, I had to use the android phone at some points. And it is rather impressive that I almost ran out of the box with 60 frames per second on the Samsung S3. It is a new device, but anyway.  Oh, and I had to reimplement the raycaster** as this was the main bottle-neck draining the CPU. Turned out that i was doing a little to much floating-point calculates and my math was much more complicated than it needed to be.

The game is still missing alot; physics, particle system, content, content and content.

** Note that the raycaster now is only beeing used to calculate the set of visible tiles and walls, the actual rendering is now done via OpenGL.