LD24 August 24–27, 2012

Ulovetion – Post Mortem

 

Saturday 25th of August, 07:30 am GMT+2

“The theme of the LD24 is Evolution. Do I have any idea that could fit with this theme ? Let think about it… Alright, this can do the trick.

Let’s create a one stage game where the player will have to recreate itself using four gates acting as transforming functions on a global shape. The results of these evolutions will turn into bad elements or good elements, they will then start to interact and help/annoy the player.”

This is how start my first LD. Nothing was planned. I started from scratch and my only goal was to achieved a game in 48H, no matters the sacrifices I’ve to do.

The first day, I aimed to obtain a running prototype, with quiet everything operational letting the second day for graphical interface, graphics, and sounds. The movement engine went quiet well even if it’s structure was the messiest and the less optimized ever. But Running for time, I’ve decided that “if it works, it fits“. It was important to have an idea of the nature of the evolution. Then I started to work on the transforming functions.  A clue point was that the same function will not have the same effect it’s used in first or in last.  Since Characters would have complex forms, a pixel perfect collision was required. Everything was running fine since I changed the form of the characters by evolution. All the collisions were broken. My goal to have a playable prototype to the end of day one was clearly compromised. Then I’ve decided that it was better to sleep well and to be ready to fight on the second day.

On day 2, everything remains to done. Not really awaken, I fixed the collision detection. It was just a “silly” problem of localisation. Let’s see if I can give some AI to the NPC. Oh no, I don’t have the time if I want to have a complete game with some kind of a structure. The last part went well, I did some poor graphics (but I can’t do better, so no regrets). However, the impossibility to wrote a small tune and add some SFX was quiet frustrating. But once again I had to decided what was my priority.

The game is playable. It has, I guess, a certain coherence,  and also some nasty bugs due to omissions in the control of speeds. Along these two days, I did well to aim at the project priorities (I wasn’t aware to have this capacity), but most of the problems I came across were due to a lack of organization in the code design.

This first LD was really rewarding.

You can play Ulovetion here 😀

And now it’s DONE

Althought I finished yesterday, I had to do some things this morning.

Basically writing all licence attributions (ogg, slick, etc…) and the web applet, so more people can play my game.

Now I’m tired, so, so tired! And hungry!

But no, I’m not done yet. My game is, but now I have to play and rate a THOUSAND games.

Wish me luck! 😀

Screenshot Update: More sounds all around

Try out the latest dev build here.

I decided to concentrate on the sounds and music this time around. I’ve added a few new ones and tweaked the volumes and priorities of the others.

I had to stop adding too much sound effects as I did not want the player to be drowned by it. My rule of thumb was that to only add a sound effect only for feedback, when you want to let the player know that an event or something has occurred. With a fast-paced game like this, I doubt they’ll be able to notice ambient sounds if ever I add some.

Next, I’ll be working on polishing the visual aspect of the game. There are still some empty spots that can be made interesting.

Recently finished:

  • Dying event
  • Dying sfx
  • Menu sfx
  • Full restore sfx
  • Made the pickup collision box bigger

To do list:

  • Visual improvements
  • Virus version (the current difficulty level)
  • Compass (pointer to next repair node)

I’m finishing, I need to watch Breaking Bad :)

I could have easily finished the game yesterday (if I wasn’t so lazy :D), I just added enemy movement this morning and then some tidying up to get it distributable. It’s here: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=729

This is my first Ludum Dare and first time making a distributable build from my engine – so I hope that works! (I’ve tested it on two machines). It was fun, I think it would be better to go to a meetup or something in the future. I created nearly everything on a laptop while watching TV.

  • +Simple game that’s completable
  • -Not very fun, or novel
  • +First time doing a 2d level with a vector collision mesh
  • -Probably spent too much time on the intro screen and not enough  time in the game
  • +Intro screen looks very cool
  • – Had to add little bits and pieces to my engine code
  • + Engine work flow is pretty good but still some inefficiencies
If there was more time, I’d like to add these features
  1. Add an in-game starfield background with a bit of parallax and a nice shiny moon
  2. Reuse the lightning from the intro in the game
  3. Make the level more interesting
  4. Make the enemies animated (and windmill their arms)
  5. Use the art for darwins throwing arm, let the player aim and apply power to the throw
  6. Particle effect for end-gate, enemy destruction, Darwin taking damage
  7. Darwin in-game should burst from his grave at the start

I think anything more wouldn’t have been feasible in the time I had.

There are no sounds, because I don’t have any sound playing code. I’ve started a rewrite of my engine and the competition has given some good insight into changes I might want to make! The current base code is here: https://github.com/balaam and I infrequently mention it on my site about programming, rpgs, games and that sort of thing.

 

Almost finished! :-)

I fell very relieved just by writing this. I thought I wouldn’t be able to finish it in jam-deadline but I did! :-) Just a few tweaks of game mechanics and it is ready to go.

Mortem Mondays

So, I finished my game. It’s not an instant classic. But here’s my post mortem;

What went right

  • Groovy, groovy is awesome. Quick prototyping, quick feedback from the mechanics. After reading the theme and doing some quick brainstorming, I had tested 2-3 concepts within the hour. Why I took the less action-packed of them all is another bullet point.
  • Coding. I laid out my mechanics Saturday morning. Listed what I wanted and implemented everything. That’s cool.
  • Time management. I think I spent a whole lot less time than my other two entries. I made a loose schedule based on 3 parts (simple mechanics, advanced mechanics, art) and when I started a part I would make a tight schedule.
  • Music. Even though there are some Linux issues with it, I like the music I recorded for my entry. If you have the time to spare and there wasn’t any music in my game on your platform. Open the sound files and listen to them. I tried to give it a nice summer vibe and I did ok, I think.
  • Bugs. Bugs were rapidly found and exterminated.

What went ok

  • Art. My crops look horrible, BUT compared to my level of arts, it’s bloody brilliant.

What went wrong

  • The theme. I didn’t think evolution would get picked, so I didn’t think about some ideas before the compo started. I spent the first half hour staring at my wall trying to come up with a good angle. I didn’t, so I just went with what seemed most feasible and finished that.
  • Linux. God. I thought Java was cross platform? Sound issues forced a -lame- workaround for Linux.
  • I was going to do a mouse oriented game. The only mouse action in the game is closing it…

What went horribly wrong

  • Sunday afternoon I made a jar to give to caranha to test out some stuff. I then realized it would not run. not even on my own machine. And the issue was with Groovy. So fuck that, I thought, I wasn’t going to spend hours trying to find the solution to this: I ported it to Java in record time. Who would’ve thought that the thing that was making me progress so fast would be the thing holding me back?

Conclusions

Groovy is good for prototyping, I’ll probably won’t use it in the next Ludum for the actual game code. Although I missed a lot of features while porting to Java. I just love Groovy.

Setting out reasonable goals concerning mechanics is really reassuring and made me enjoy the coding a lot more. Last Ludum I was frantically coding my game and leaving bugs everywhere. I haven’t looked at that codebase because it makes grown men cry.

Clean code is possible in Ludum. It’s not as clean as it could be, but it’s not confusing to read or quickfixes upon quickfixes upon bugs like my previous entry.

If you want to incorporate some features, I wanted a mouse oriented game, make sure you know how to before the compo starts. I didn’t bother looking it up, because I would lose precious time. In hindsight, I did have the time to look it up, but better safe than sorry. In other words: know your tools.

My cell phone  has a decent microphone to record my music. :)

Have fun,
Eek.

No game for me unfortunately

I only had about 4 hours to work on something this weekend, so unfortunately I didn’t get much further then a code framework and title image :( I’m gonna make sure my weekend is free for the next Ludum Dare so I can actually complete something.

Here’s the game that never was:

It was going to be a space shooter. The premise is- Aliens are attacking earth. Humans must adapt and evolve in order to defeat the invaders.

The theme tie in is- Defeated enemies give you $ instead of points, and some enemies drop Evo-Serum. After each level you would have the option to evolve your ship or yourself.  Evolution options would have been things like Speed, Shields, Sight, Intelligence.

Comments

30. Aug 2012 · 02:15 UTC
It’s so sad you couldn’t finish. I really wanted to play a NES LD entry. Retro consoles are hard to program and needs a lot time. I’am looking forward to see you finish next time!

Tiny Tower vs The Volcano, my Ludum Dare #23 Entry now on Kongregate

While every one was preparing and working on their LD #24 entry, I’ve cleaned up the entry I submitted for the last LD #23. It’s now available on Kongregate.

I’ve mostly shaved of the raw edges:

  • Added a bunch of free sprites instead of my own “artwork”
  • swapped the sound effects for something halfway descent (still no music though)
  • it now has 30 levels, there is some progression in difficulty, but since I didn’t add any gameplay, it does get a little boring in the second half

Given the fairly positive comments, I’ve used the weekend to draw up some new ideas to make the gameplay a little more interesting. I’m either going to add more settings or add extra options, I’m currently thinking of some tower defense inspired units. It’s still unclear, but I am excited with this progress :)

What I wanted to do with A.D.A.P.T.S

Even though I was happy how the game ended up in the end, I do think that a few more features could have been added. I either considered it during making the game, or thought of it afterwards.

Gameplay

One main feature was to add gun types. There would be three guns – one slow gun which doesn’t overheat as quick, one medium rate gun which is the one in the game, and one fast gun which overheats far too often. Originally I did have this, but removed it before release. This would allow users to look out for a cockpit with a suitable firing rate.

Some sort of background effect was on my agenda, but I left it out due to time. I was to add random planets, stars, and sometimes meteors. It would have added a lot more depth into the game.

After playing the game, I’d like to know my current stats at any time, not just when I find a new part. But that’s just me, so I could have added a pause screen with the stats on.

I was going to add an intro and a main menu, but in the end I left them out to get the game finished in time. It would have made the game feel more polished, but I think the game is fine how it is – it immediately immerses yourself into the game.

The feature of some sort of tutorial for a newer player was thought, but in the end I decided not to add it, because it adds to the whole concepts of evolution – you have to figure out everything yourself.

Anyway, if you haven’t played it get, go give it a shot here.

Tags: post-mortem

Post-Mortem-Post: Static

Hello all! I hope everyone feels pretty happy with what they’ve produced, and I can’t wait to have time to sit down and play more entries and start reviewing! As for my game, Static, here’s the rundown:

The Good

  • Got a cool idea Friday night after brainstorming for a while.
  • It was an idea that I knew I could actually do even with my tiny amount of experience with LibGDX and total lack of sophisticated game dev know-how.
  • Static has every feature that I wanted to add to it, and *crosses fingers* no game-breaking bugs.
  • Static is pretty fun to play and mess around with.
  • Instead of the usual obsessing over the music for ever, I just did it, and it works pretty well.
  • Eclipse, Git, and my laptop cooperated pretty well for the duration.

The Not-So-Good

  • Got a bit of a late start on Saturday, could’ve gotten up earlier.
  • The game is a definite CPU hog (but it’s still playable!)
  • Lack of planning and realizing GWT is complicated prevented the intended web version from happening. As far as I knew applets just happened…
  • No Android version because of the performance issues.
  • Code could be *much* cleaner; particularly on Sunday, I found myself implementing more than a few magic numbers, and I didn’t change them for lack of time.
  • No menu screen. I have yet to figure out the proper way to do this with LibGDX, either through scene2D or TWL; all of the tutorials I found were just too dated for this fast-paced engine.
  • Because of the lack of menu screen, the controls are a small wall of text in-game, but they are organized, legible, and hopefully, clear.

Conclusions:

  • LD is a lot of fun!
  • It’s important to focus on something that you know you can do and as many people have said, not try to learn much during the compo.
  • Porting to web is hard; learn it in advance if you intend to do it.
  • Enjoy your time, and don’t panic!
  • Spend some time reading Twitter and the main page; there’s fun and inspiring stuff on there.
  • If you have trouble concentrating (like me), there’s no better cure than LD. I was really amazed at how focused I could be on a project that was fun and very challenging to do, and extremely rewarding!

Overall, I think I did pretty well with a *hopefully* fun sand-box game, a different interpretation of the theme, and a fun time coding. I can’t wait for the next one when I’ll have learned some more of the intricacies of game programming and can make something more sophisticated. In the meantime, however, please enjoy playing and rating my game; I’ll be sure to play yours as well!

Thanks to everyone in the LD community for a great and truly inspiring time! Here’s a screenshot (and link 😉 representing both my game and my evolution during the compo. Enjoy!

Food Chain : Not this time…

Well, i didn’t really plan to participate on LD this time, but the theme was quite historical.

So, I just started out something, but having only about 6 usable hours to work on it was obviously too short.

My concept was to make a cellular automaton, with 3 kinds of cells : green for food, blue for herbivore and red for carnivore. The different things interacts to have a changing landscape. Each cell can have 3 generation levels, that consume more resources.

The player lays basic green cells on the map, and it let them evolve from there.

The basics of the game went quite smoothly but the balance is way more difficult to achieve than what I initially envisioned.

I’m still planning to finish it post-LD, and share it with you.

 

 

Catching Life – First ever LD Post Mortem

Even though I was more looking at the Jam in the beginning, I tried to stick to the compo rules and actually succeeded!

What went right:

-Coding proceeded way faster then expected. I aimed low (threw away the idea of randomly generated universes pretty quickly) and had no unexpected problems. I’m not really good at math, so I expected many problems with orbits and rotations, but everything went smooth.

-Gameplay finished by Saturday night. I got that suggestion from the LD subreddit and tried to crunch in as much as possible on Sat. While some important features (time, wining/losing, score) weren’t finished by then, it left enough room to finish the game up during Sunday.

-Visuals turned out “ok” especially for my non-existing skills as an artist.

-Time was biggest fear in the beginning but even though I was out on Saturday for a couple of  hours, I was able to finish Sunday night by midnight CEST (three hours before the compo ends)

What went wrong: 

-I started out with a different resolution and halfway through I realized that the screen didn’t stretch properly when I ran the game in fullscreen. I upped the resolution to a higher, more common resolution, but so much was hard-coded that I couldn’t change the planet sizes anymore, which made them very small in the final game.

-Collision was a bit tricky, because I forgot that the rectangle around a sprite doesn’t rotate with it, making the collision between the rocket and a planet really wonky. I ended up adding a small 2×2 px hitbox, which orbits around the rectangle’s origin to (almost) match up with the tip of the rocket. Again, this process went much smoother / faster than expected.

Summary:

I aimed low from the beginning, but considering this is the first Ludum Dare and the second game I ever completed, I am very proud of the result. It was also great hanging out with everybody in the IRC and seeing other games develop and everybody being really passionate. It was a great experience that was totally worth a weekend of hard work and little sleep, keeping me excited all the way through. I am looking forward to December!

I am sorry the game only runs in Windows and has to be installed, but XNA 4.0 is the only framework I am really comfortable with. I will try porting to Linux / Mac with MonoGame in the next couple of days, but I am not sure how that will turn out.

I want to thank the makers of Gimp, Aseprite, sfxr and Microsoft (Visual Studio / XNA) for putting out such great tools FOR FREE that allow guys like me to get creative.

You can find the game here: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=15165

There is also a short gameplay video on YouTube here: http://www.youtube.com/watch?v=U47zYXkmyyY&feature=plcp

Web version

Finally got my entry working in a Web browser. (well, mine at least…)

http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=15902

But not before crow-barring my Application into an Applet and then into the LWJGL Applet Loader whilst reading a million web pages on various Java exceptions and wondering why no resources were being found, and the ones that were were throwing security exceptions.

Now if you’ll excuse me, my spleen has popped out and flown across the room…

Comments

berkano
27. Aug 2012 · 11:53 UTC
I hear ya… went through all that for my first LD. Thankfully it was a bit easier 2nd time round.
27. Aug 2012 · 12:26 UTC
Thanks berkano!
MadGnomeGamer
27. Aug 2012 · 13:15 UTC
😀 is that a Salad Fingers reference?

Timelapse and Gameplay video

Created my timelapse video. There is a short segment of gameplay at the end.

My game was written in about 14 hours, and isn’t particularly complete. I probably should have started earlier. Interestingly my desktop crashed near the start and I didn’t notice for about an hour as it didn’t affect the programs. That is why the clock stops for a bit.

The level was hastily scribbled up at the last minute. I should have left more time for that. I intended to give the last two hours but I got stuck into the music and sound effects. Also there are no ending conditions. Oh well. The legs evolution is fun to play with but the flying one needs more work. Those were the only two that work. The game supports changing the player size, mass, speed and stuff but I didn’t get the chance to do anything with that.

Tags: timelapse

Comments

MadGnomeGamer
27. Aug 2012 · 13:14 UTC
Looks awesome!

some good games so far

here’s a list of some games I enjoyed playing so far

I’m sure there are many more waiting to be discovered and played

Super Robocade by VoEC

very entertaining little game
I’m sure it would have been an awesome bestselling game,
if it would have been released for the actual game boy (with more levels of course)

Evolution of a Monster by Eld

I absolutely love the graphic style
it’s also a very interesting experience.
Personally I think Eld is one of the best Ludum Dare Participants around

Unnatural Selection by pereubu

this game is an absolute blast if you have some
other person around to play it with.
Lots of fun !

 

The Legend of Elzad by arkeus

It’s astounding how much content this entry has.
it also has tons of features, like a fleshed out
inventory system and a flute minigame

Evoland by ncannasse

 very enoying experience
the features and graphics of the game evolve as you play

Dinosaur Survival Bash!! by Orni 

Of course I want to promote my own game a bit ;)
check it out!

Extending Dissolution for LD72

And we have entered the cave :-)

“No grass on the ground meant that the odds were finally in my favor.”

Dinosauria!

Well then, I was a bit slow, and I missed compo’s submission deadline. There’s still some things in the game that need finishing, not to mention it has no sound yet, so, I’m going for the Jam.

This game is called Dinosauria Square (name probably final), and it’s about dinosaurs that live by eating rabbits, and breed and use their fancy dinosaur dancing moves to seduce females! But due to the lack of time, every dinosaur is female … and also male … I guess, so you can breed with anybody. Every dinosaur has stats that evolve over generations (if you breed carefully!) such as strength, speed, vitality and attractiveness. Also, your ultimate goal is to defeat the ultimate dragon demon dinosaur god thing that lives in some secluded cave!

Tags: dinosaurs

Post mortem

Well, this was my first foray into Ludum Dare. Time for a post mortem:

The Good:
1. A wise man once said, “Do, or do not, there is not try”. It might’ve been Yoda, I forget… Anyway, the jist of it was that when under pressure I found myself solving problems without giving in to frustration.
2. LWJGL is good. I mean, REALLY good. Everything is very simple to use and it’s a great template for making quick games.
3. I’m surprised at how fast Java seems to handle lists of references which I’d thought were going to slow things down, as for some behaviours the baddies have to iterate through the whole list of tadpoles to find their closest target.

The Bad:
1. Doesn’t look as nice as I’d hoped. :(
2. Entities go offscreen and you have no hope of finding them. That is going to annoy players. Some zoom function was needed. World needed to be bigger!
3. That background. You’re supposed to be looking INTO the pool, not through it. It should’ve been top down looking in. Could’ve had nice textures and visual distortions to make it look like water.
4. You can win the game by just letting it run?? After a while you get the poison power from the Jellyfish and then you just let the badddies eat to their hearts content.
5. There were supposed to be several ‘stages’ of tadpole for each new power, but I ran out of time. :C

Summary:
Wayyyyyy to much time was spent preparing libraries and utilities that should’ve been written and declared before the competition started. We’re talking basic things like the statemachine, the steering, the texture manager and the sound manager which along with everything else was written on the fly.

http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=15902

Bring on LD25! I will be ready.

Comments

27. Aug 2012 · 13:09 UTC
Must be a beginner mistake to write libraries instead of using ones written beforehand, I did the same thing.

Screenshot Update:

Try out the latest dev build here.

I’m doing a mad sprint to finish all my tasks in my to do list. Only one more to go then a couple of polishing!

Recently finished:

  • Visual improvements ( confetti )
  • More audio cues

To do list:

  • Virus version (the current difficulty level)

WTF Aliens!?

WTF!? Aliens!

Ladies and gentlemen, I present to you: WTF Aliens!

If you played OMFG Aliens! and you wondered what happened next when the aliens inevitably ESCAPED then you’re in luck! WTF Aliens! is the long-awaited sequel to OMFG Aliens!

This game brings you the HIGH-ACTION gameplay you expect from an alien game, and tells the story of what happens when REALLY STUPID aliens evolve enough (my excuse for theme compliance) to use flimsy broken down flying saucers.

In WTF Aliens! you have to shoot down aliens with your LAZOR and keep SYNC as high as possible by stay in sync with the beat of the music. Keep your SYNC high and charge up your LAZOR for MAXIMUM POINT OUTPUT!

Play the game HERE!

My first LD Jam! :D

I finally got around to participating in Ludum Dare, so here it is!
I would’ve submitted for the compo (since I actually finished in time for it), but my friend made the music.

It works on Mac OSX for sure, but for windows, you HAVE TO LAUNCH IT FROM COMMAND PROMPT. Otherwise it works just fine :)

Here’s the link to the post:

http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=14089

I used eclipse (Java) and as3fxr  (Select sound) http://www.superflashbros.net/as3sfxr/

LD24: A tale of catastrophe and woe.

To get this settled right off the bat: this LD was great fun, regardless of my troubles. I’m happy to say that I finished the (very much incomplete) game Beyond Our Sacred Sun.

The Beginning

I begin this chronicle with my initial plans. Shortly before the LD, I heard about Google App Engine. I had done a little javascript, css, python… so I thought I’d use it for the LD.

I did some coding, and frankly was amazed at the functionality GAE provided. I had to do some tinkering to set up a Lubuntu VM as a development server (I’m bad at configuring dependencies in Windows), but after that, I was able to continue on a decent pace for a while.

Showstopper

At about 36 hours in (and countless showstopping bugs) I had a decent framework to make my game in. Stars moved in a stellar map, and were synchronized by the server automatically. An event system was apparently functional. “12 hours left–I’ll have to cut down on features, but at least I’ll probably have some gameplay by then! With multiplayer in a persistent world, no less!” Of course, things soon tanked.

ld24 Game, at its highest point

My game, at its peak of development.

At around 36 hours, I hit my first solid, unbudging handicap. I exceeded a GAE server quota: database reads. My code wasn’t efficient (not surprising, it being my first web application) and I had committed some unmentionable sins during solar map generation. If the google servers couldn’t handle development debugging, there was no way they could handle LD traffic.

“…there can be no true despair without hope.”

At the realization that I couldn’t use GAE for my LD game, I frantically scoured the internet for another way to host it. When I found AppScale, I breathed a sigh of relief. But then I saw the downloads page. “Torrents? Well… ok, I guess.” I started it up, and to my dismay found that there weren’t any seeders–only 16 penniless peers. After more searching, I found something promising: a blog post from Wolfire on AppScale. Unfortunately that post was 3 years old.

My development process’ new theme: Abandoned

With that discovery, I took up another of the suggested LD themes and abandoned my project. With only 4 hours left, I decided to replicate some of the basic ideas of my game and make Beyond Our Sacred Sun.

And that, my friends, is how I ended up with a stripped-down Galcon clone.

Didn’t make it this time…

Well this time I failed to create a game in 48 hours… Although I tried to prepare, too many things went wrong. By Sunday evening I was so far behind I accepted defeat. I mean I could create some kind of a game, something far away from what I have planned… But my heart wouldn’t be in it, so I decided to let go.

What went wrong?

1. My map management library works fine, on which I have placed big bets for this compo. However creating assets from total scratch takes ages. I was hoping to have basic testing map assets in 2h. It took me almost 12… 12 hours!

2. It would seem that a physics control intended for walking characters in jMonkeyEnigine does not handle collisions between them (WTF?). So I spend a couple of hours trying to find a solution, unsuccessfully.

3. My model editor had still more bugs, that I couldn’t find earlier. Which essentially made it impossible for me to create animated models for the game. I had to improvise, so I took Blender and started experimenting with skeletal animation there. The problem is I am a total Blender noob. I had to learn from scratch which took a couple of hours.

4. After I finally created the animation in Blender exporters and importers failed me. Both the Ogre exporter for Blender and Blender importer for jMonkeyEngine couldn’t handle my modest animation.

By 22:00 on Sunday (5 hours till deadline) I got a test map, a not fully functional control mechanism, a animated model which imports into the game, but without textures and no more energy an patience left…

Conclusions? Test your tools extensively beforehand!

I was so enthusiastic about jME 3.0. However after this weekend my faith in the engine got strained. I’m doing some more research and maybe I have to do some more reading to be able to prepare and import assets correctly. However if it’s not the case I will have to consider switching (again). But to what? Unity would be nice, but it’s a no go until it’s possible to develop under Linux. CrystalSpace, Ogre, I tried them and didn’t like them all that much… I could return to my framework, but I’m so tired of writing tools and libraries I want finally to focus on making a game…

Anyway, what I have done this weekend is thankfully not a waste. I learned doing animations in Blender which is something of an achievement, I found some more bugs in my code I intend to reuse, I figured some ways to improve the tools I use also I learned more about my engine of choice but most of all I decided to continue developing the game I have imagined for the compo. It won’t be a big project, I want to complete it in a month or two… So maybe before the next LD I will have something to show.

Day three

All graphics and sounds are ready. We only need to add some levels.

Tileset

First level

Complexitivity submitted!

Play the game from my entry page! Feel free to leave your comments and suggestions!

I’ve finally reached a point where I was satisfied with the final build of my game after 50 hours of working on it. Sure, there is still time left before the jam deadline and there are still a lot more areas for improvement, but I feel that this final build I submitted is enough for now.

I’m really happy of how it turned out. I was able to polish the gameplay, work on art, and add sound, something that I was not able to do in my last entry.

Really learned a lot. Will be following this post with a postmortem so stay tuned for that.

Again, try out the game!

Tiny Evolution Adventure -After Thoughts

Tiny Evolution Adventure Logo

Phew! Last weekend was very intense! I was starting to get a bit worried about if I have enough time to finish the game, but luckily I managed to submit the game two hours before the deadline. Here’s my game’s page: www.ludumdare.com/compo/ludum-dare-24/?action=rate&uid=11391

In my game, you control a small creature who must swim or jump around levels and eat creatures smaller than himself. After eating enough, level exit unlocks and entering it the creature evolves into a new form he will use in the next level. The look and gameplay is highly inspired by excellent platformr EVO: Search for Eden for SNES.

I think I spend over half of the first day just drawing most of the graphics. I’m a graphics artist mainly, so I wanted to make sure the game will look good! I might have spend slightly bit too much time drawing, because I didn’t end up using everything and extra time could have been used to polish the game.

Tiny Evolution Adventure Sneak Peek

What Went Right:

-The game was finished on time! This was my biggest worry because I used so much time with the graphics. I think I finally finished the game when there was still 2 hours left before the deadline. I also managed to create 3 big and highly different levels, ending and credits scene and all that. I was aiming to make the game very pretty and I think I succeeded with that quite well. I am overally pretty content how the game turned out. Also the cgMusic program that composed the songs heard in the game turned out much, much better than I initially expected, I think they really fit and add a lot to the finished game.

What Went Wrong:

- What could have been: There were some ideas I was planning to make, like 4th level where you could fly around, but the deadline was closing in so I decided to just end the game after level 3. Also the game was supposed to have much darker downer ending, but decided against it after all. It would have been a fun shocker for the player, but would have taken too long to create and might have clashed with the overall sunny and cheery feel of the other parts of the game.

- Rough around the edges: I was running out of time so I had to rush the game a bit near the end, the 3rd level is alright but not as good I would have wanted it to be, for example the parallax graphics of forest don’t look so good in motion, they are too fast, and there are small annoyances like very small bite detection area and weird dashing movement when biting. I should have tested the game more, but hurry and tiredness was taking their toll. The game is also quite difficult with no checkpoints. I couldn’t figure out how to keep eaten critters dead when stage reloads.

What Else:

This was probably my biggest project I’ve ever accomplished on such a short time limit. It’s not perfect, but I am proud of what I managed to create. I would really like to give a try for some bigger, more refined sequel sometime, with more levels and forms with big gameplay differences. Perhaps someday when I finish my current projects.

 

Tiny Evolution Adventure Screenshot 4

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This entry was posted on Monday, August 27th, 2012 at 1:33 pm and is filed under LD #24. 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.

DNA Wars – development stages

I really screw up with timelapse. I woke up today to open recorded video and what i saw was just a slideshow that is just impossible to watch. Me sad :[

Hopefully i saved midterm stages which shows development progress. Here are they just for history.

stage 1 ::  stage 2 :: stage 3

It’s interesting to see how game evolved.

And here’s my actual sumbission

Thanks everyone for participating – I found a lot of interesting games whith source codes MUAHAHA :>

 

After compo mess..

I always surprised when I see the mess developed after a 48 hour compo. Cleaning Mode initiated!

WARNING: Shocking photos below! :)

The good thing is there are still some beer in my frigde! 😀

Did you managed to keep your place clean during the compo?

Tags: after, mess

Comments

Demian.J
27. Aug 2012 · 14:00 UTC
You call that messy? That’s how my room looks after I tidied it up 😀

kernel exception done

Ok, here it is!

Sorry for the very few words, but this Ludum Dare drained all my energy. Doing a game in 72h is obviously too much for me. :-|

The idea of our game was “System Shock reversed” – you play a space station computer which gained self-awareness and now tries to get control of the whole station …

Tags: evil computers are evil, jam, unity, unity3d, web

Gameplay and Story

So, after developing the tile engine and the underlying genetic algorithm, I started working on the story and Steven continued work on the procedural generation.

I also implemented a basic monster bug using A* path finding for AI. The turned out to be quite fun =)

I also tried to make the game resolution independent, so if you resize your browser window the game will scale correctly so you can see the entire map.

Try it out, have fun, and give us some feedback =).

Timelapse!

Here is my timelapse.

Thanks for being awesome everyone! This was a great experience, and if the next time is in hols I’ll definitely enter again.

Postmortem — A Cycle of Ages

RIP. Well, that was fun. And horrible. But still fun.

Good decisions:

  • Deciding to not use the same silly mechanics everyone was using, on account of being certain I couldn’t pull it off better than most of the others.
  • Choosing to go with a completely monochrome art style, on account of not being very good at art, myself.
  • Sleeping for at least 6 hours in the middle of the competition.
  • Dropping the target length of the game when it became apparent the performance would go down massively.
  • Recording my own guitar melody on my awful microphone, and using Audacity to somehow clean it up enough.

Bad decisions:

  • Using a single image file for each level, with the three channels describing each pixel in the game. See addendum 1.
  • Using Pygame. Over half the time was spent searching through the documentation or source code to the library due to odd errors I got.
  • Deciding to not create a robust framework, and build it on workarounds and hard code, on account of trying to stay in the timeframe.
  • Not taking a pre-emptive analysis break. See addendum 2.
  • Not posting quite as many developer logs I was hoping for. 5 is good, 10 would have been better.
  • Not setting up either a recording method to record videos to show people, or a way to stream my screen.

Addendum 1: The way I organised each level wasn’t really up to par to the huge size each of them had to have. I tried to go with the method I’ve seen used for tile-based platformers. Each level is a single image, with the RGB channels encoding information about each tile. For example, red being 0 means solid, otherwise means pass-through. This works well with tiles because you’re unlikely to have a level be more than, say, 1000 tiles by 1000 tiles. On the other hand, my game had levels that were 20000 pixels by 5000 pixels. Encoding each pixel as a pixel in the image means, yes, a 20k x 5k image. Pygame, for one, can’t load images past a certain limit (20k x 10k I believe?), and it has, second, a large overhead when reaching that limit. And I mean exponentially increasing. That’s the reason my game freezes as you move to a second level. The culprit is a single line of code, so I could have done two things: split the level into multiple images and load and stick together, or rewrite a bit of the pygame library. I wasn’t going to get either of those in the 5 hours I had left, so I left it at this, with a warning.

Addendum 2: This is related to addendum 1. What I should have done, rather than plow ahead only playing the occasional attempt through the game to check for massive errors and obvious bugs, is take a break six hours in, or even every six hours, and just play through what I have intently. Figure out if I like the direction it’s going, check for performance issues, fix everything then and there. I basically piled myself a ton of performance bugs as I kept coding, then had to fix them all at the end. Considering that, for example, if I were to fix the first bug I’d have to rewrite a good deal of the game that would have meant bugs 2, and 3 wouldn’t have popped up. However, now that bugs 2 and 3 have workarounds, fixing the first bug while keeping the same outcome would mean even more work. Basically, early playthrough-and-fix breaks, or often if possible.

Overall, I’m happy with what came out of this. To use the Ludum Dare scoring system, this is what I’d give myself objectively:

  • Innovation: 2/5 — It’s just your basic sidescroller, after all.
  • Fun: 1/5 — Not much else to do, other than follow the story.
  • Theme: 5/5 — The theme really was the focus, even if through the story and the mood.
  • Graphics: 3/5 — I like to think the graphics weren’t that awful.
  • Audio: 2/5 — No sound effects, just a single backing track.
  • Humor: 1/5 — Not much humor in it, after all.
  • Mood: 4/5 — I like to consider that with the writing and the art style, I managed to set a mood, even if a bit offset by technical issues.

Evolution of Vacuum Cleaners!

Sadly I did not complete my game in time :(

I planned to do a game around the evolution of vacuum cleaners, from the early hoover with the paper bags, to the wonderfully characteristic Henry’s and finally to the bag-less Dysons of the world. It would have been magnificent!

Instead I ran out of time (silly real life!) but I was working up until the last couple of hours.

What I have done is playable here though (HTML5)

And here’s my timelapse (first time doing a timelapse!)

Congrats to everyone who finished their games, I shall definitely play as many as possible over the next week and vote/comment!

See you next time.

The life of Cat

Finally we finished our first ludum game ever 😀

Great competitition, great community, we had loads of fun.

 

I hope you’ll enjoy our game, it’s more of an artsy game than a fun one but we like how it ended up :)

http://web.ist.utl.pt/ist167081/ld24/

 

And to all still crunching best of luck 😉

 

P.S.  Don’t waste time trying to capture your cat’s voice, he’ll just stare at you with a blank face….

 

The Origin – Post Mortem

Cool competition. I love the community surrounding this event. This is the first Ludum Dare that I have participated in.

My game is The Origin, a game about young Darwin scientifically learning about the secrets of evolution. My goal was to create a non-violent game that showcase the scientific process of exploration and documentation. I wanted to use Darwin’s log book as a way to tell the story as you progressed through 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 */ logging dbb45a05cc9af3190fa719614bf99417

Things that went well:

  • Core mechanics of exploration and documentation.
  • Young darwin character; I believe the animations were appealing and expressive.
  • Sound; I composed a short theme song, also used as3sfxr to create a few sound effects.
  • Story; Darwin’s journal. I thought it worked well both as a segway to the next level and added some story telling elements.

Things that could have gone better:

  • Background tileset was very basic and boring. I ran out of time to create interesting graphics.
  • Level design; again time was a factor here… I was able to design 3 short gameplay levels.
  • Enemy AI; This was basically non existant. My goal was to have the enemies patrolling back and forth to push the player off ledges.
  • Overall game time; In the end, I only delivered about 5 minutes of gameplay. I would have liked to have at least doubled this.

Thanks for checking out my game, and I’ll probably come back for another competition in the future!

Tags: post-mortem

Shroom timelapse! 48hrs in 1min

Here’s the timelapse! It turned out very well! I watching it, It looks like spent so much time on the graphics, which I remade about 3 times :\

If you want to watch all 33.5 hours of development, it was all recorded on my twitch.tv channel, which I live streamed from! (and many of you seemed to enjoy).

You can play Shroom here.

You can follow me on twitter here.

or not, whatever.

Tags: timelapse

Oculus Battalion Timelapse

This was my first real LD so I was afraid I wouldn’t finish in time, but somehow I finished early.

You can play the game here: Oculus Battalion

2052 Postmortem

Well, this Ludum Dare was certainly many orders of magnitude easier than the previous one; for that, I’m beyond infinitely thankful. Where the previous LD had me basically begging for death in the last few hours, I felt far more relaxed overall working on a more simple piece of interactive fiction – considering I find writing to be far easier than coding! The game itself can be found here. As before, I’ve put together a timelapse video of the process (though it’s nowhere near as exciting as the one I made for Quark).

I’m really, genuinely pleased with the result this time around, and I’d really best get on to the actual Post Mortem itself!

What Went Right?:

  • I analysed more or less exactly how much free time I had over the weekend, and planned accordingly. Having failed to keep my weekend free, I had somewhere in the region of 16 hours of time to work on a game – so I decided that I’d need to make a far easier project if I wanted to have a completed entry. Hence, why I decided on writing interactive fiction.
  • Choosing a far easier project majorly cut down on stress. Unlike the previous Ludum Dare, I wasn’t freaking out or obsessing over the clock. With a far easier project in the works, I could afford the time to take it easy and more or less relax.
  • Twine is fantastic, and extremely easy to use. I had never used it before this weekend, and yet in no time at all I had grasped not only how to work it, but also to customise virtually all facets of 2052’s design. Having prior experience with CSS helped out here, naturally, but CSS is so user friendly that allowing the user to build their own stylesheets was a fantastic idea in and of itself.
  • I ate well and got plenty of sleep over the weekend.
  • I cut out all the supernatural elements I had originally planned for the story. Seriously, that stuff just does not gel well with dystopian Sci-Fi.

What Went Wrong?:

  • I had entirely neglected to secure the weekend off. A laundry list of real life obligations cropped up, and I should have prepared against them far in advance.
  • My story lacks a high amount of interactivity. I feel if I had more time, I would have based all of the elements in the story on player choice – just now it reads more like fiction scribbled onto an html document rather than true interactive fiction.
  • Some more art would have helped to set the mood. I only had the time to create the opening graphic, and I feel more small graphics like that would have helped to show the world of 2052 to players.

Things to Consider for Next Time:

  • Actually take the time off work!
  • I should have far more interactivity in any future IF I make – otherwise it just isn’t fun.
  • I shouldn’t feel restricted to the standard definition of a ‘game’ either: Ludum Dare is all about experimentation!
  • Submit more food pictures.Keep on having fun with LD – I should try to relax and keep away from overbearing pressure when I need to.

That’s it for this overview of my second Ludum Dare experience, I might post again later to show some of the LD highlights once I’ve reviewed 100 games or so. If not, then I’ll see you all again in December!

Comments

Demian.J
27. Aug 2012 · 18:43 UTC
Seeing that you have a romantically apocalyptic Wallpaper as your desktop background was enaugh for me to give you a fav. I think the Captain would agree with me. She is such a lovly lady, don’t you agree?

Yet another Timelapse but with a voice!

Well the competition is over and so that means only one thing, Youtube will be smothered in LD48 time lapse’s.

For my one I decided to join the idea of a post-mortem with a timelapse and so my video has my void in it speaking about my experiences this Ludum Dare! I hope you enjoy it and if you do give me a little heart!

8 hours left

It is good that we do have 24 hours more time to develop our game.

The game is called Living Tales.
In „Alive Tales“ you write you own story, which turns to life.
You type in a word and if it is supported the equivalent object will appear at the left (e.g. a tree).
On the right will be simultaneous a story written („A tree comes out of the ground.“). Spawned creatures will act without needing a command, they „write“ the story, too. There are dumb (just move,eat,make love) and smart monsters.

promo image - not ingame

Expect the finished game in ~5 hours.

Comments

27. Aug 2012 · 15:00 UTC
This is soo cool! I’ll definitely play it.

Close Encounters in the ribbit hole

Cranking away on the Jam entry. The conversation engine was a MASSIVE undertaking, beyond what I’d imagined. I hope I have at least this one full encounter done by tonight.

I am PSYCHED though about how this has come together so far. It’s beyond what I’d actually thought was realistic when we started this project and all in less than 3 days so far!

Final thoughts

Play the game

After getting some well-deserved sleep, I settled my thoughts and want to share them =)
It was my first LD, and a really fun one too! The theme felt pretty complex at first, but luckily it didn’t take long to get an idea that was doable in 48h.

The good parts:

  • Although it’s always tempting to try new tools for a new project, I followed the advice to get into an environment I’m comfortable with. That probably saved me a lot of time and stress. Nice!
  • The ideas came pretty naturally as I made the game.
  • My motivation was at a constant high level, thanks to all the nice people in the chats!
    That ensured a happy mood too. Especially when you’re at the boring part of wrapping things up and upload stuff, and then someone posts an hilariously over-the-top game, that makes you laugh so hard you wake up the neighbors!
  • I’m overall pretty happy with the outcome.

The bad parts:

  • I wish I had more time to add some more levels and mechanics, but you can do just so much in 2 days. Post compo version? Maybe.
  • I wish there was sound. I just can’t do it. No chance. Uh-uh.

So thanks everyone for the good time – and now back to playing/rating! =)

Comments

Datw
27. Aug 2012 · 14:59 UTC
Yeah, I now know why they say to use tools that you know how to use, hehe.

Crystal of evolution

“Natural selection is for noobs !

Use the cristal of evolution to choose your evolution !”

Crystal of evolution is un turned-based strategy game. You have to choose how you evolve to stay in life.

7 different ennemies come randomly : fighter, predator, angry-turtle, bad-eagle, TNT spirit, thief and impostor.

A screenshot :

http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=12370

http://rianoto.freeiz.com/ld24/evolution.html

 

Amazing NEKO NEKO SHOP

Hi! Work in progress!

We are almost done! Here is a screen shot of our baby, without the cuuuuuute meow that are driving us a little bit MAD!

So, imagine the look of your future kittens? How sweet can be a mutated kitty with a pink pelage and butterflyz flying around it?

But beware: the ChemicalX agent can also create horrors, wich could spread some ugly DNA in the blood of your sweetyzzz zz z zzz zzz zzz … nobody’s tired!

 

 

Meowly Yours, the Schrodinger’s Team

On the Origin of Block Post Mortem

On The Origin Of Block.

Play Me

I took the name from one of Darwin’s essays on evolution. I really like the name which funny enough I didn’t have until 645 Sunday when I went to submit. Note: There was a minor panic about coming up with a name in 15 minutes while I was submitting.

I’m glad I didn’t spend too much time initially coming up with a name, but in retrospect maybe I should have spent a few minutes on Saturday thinking of one 😀

>> Tech

I used Libgdx for the competition. I hadn’t ever used libgdx before and I have to say that is one really nice engine (api/whatever you want to call it)

I use java for my day job so that probably helped out a bit. I think the fact that you can write on the Desktop and use the Hot Spot compiler to reload your code is a HUGE reason I got this done.

If you check out my source I coded up my game level to reload when you press T or Y. This reloaded all the assets, including any that may have changed, which again was another HUGE time saver. It meant I could save a change in my TiledMap and then press T in the running debug process and immediately see the results; without having to stop the debug process and restart.

This solidified a talk I watched recently on this matter

Somebody also took that idea and did this, which I think is pretty cool.

>> Game Play

One of my initial designs was to have the mouse create a box when you clicked and dragged, for mating the Mobi. (characters) However it wasn’t working at all, and for the life of me I couldn’t figure out why.

So I probably spent more time than I should have on this, actually I wish I’d given up on the idea sooner because in the end I think I liked the hold a button and collide with a Mobi to mate idea better.

>> Art

I was searching the internet for ideas on an art style when I came across a shiloetted mario. I thought it was really sweet, and the fact that I didn’t have to create much art assets really saved a bunch of time. In the end I think it was one of the better decisions of the jam and I’m really happy with how it turned out.

>> Warmup Game

This is sooo important, if you didn’t do one and are wondering why you didn’t finish try one next time; It will help tons.

 

>> Levels

I really wish I had more time. I don’t think there are enough levels, and that will probably hurt the game’s rating.

 

>> Conclusion

I had fun and if it does well I would seriously consider fleshing out this game more and releasing it in some other medium. I think it’s a cool concept.

Gameage Post Mortem

I had a great time this Ludum Dare. The theme threw me for a bit of a loop, like I’m sure it did to a lot of people, and I wasn’t sure I could commit to the weekend like I did last compo but I knew it would be fun so I was in. Plus, even if I didn’t succeed it would still be a learning experience, and who couldn’t use more of those?

THINGS I WISH I HAD OR KNEW BEFORE HAND

I had a lot more knowledge coming into this ludum dare about what was possible in the time frame and what was going to eat up most of my time. My first LD entry I did in flash punk, and while I liked it I thought I would try something different and went with Construct 2 this time which is a great engine for fast prototyping. I think I would have liked using FlashPunk again but I need to sit down when I’m not in the middle of a compo and actually design a generic engine on top of it to make LD faster.

I wish I had a better way to do graphics. Right now I’m creating all my pixel art in Pixel Editor for android on my Asus Transformer and while it’s not bad, I’m a pretty bad artist and I need something that will allow me to make better looking art, even if its simple looking, faster. Although, I am getting faster at creating pixel art in the editor, I wouldn’t even know how to start animating them.

THINGS THAT WENT RIGHT

First, I knew when the theme was announced that Ididn’t want to create a game based on cells, or bacteria, or mutation. I figured those ideas would be beaten like a genetically altered dna consuming deceased horse. So I thought about evolution and what we where doing and came up with the idea for an evolving game, and even better, showing the evolution of classic arcade games. I think it turned out really well, especially near the end when I came up with the idea to go one step further and create a new game from the elements of all the previous games.

Construct 2 was an awesome choice for an engine. I never felt rushed, it did everything I wanted and I generally enjoyed using it.

SFXR, again for making arcade sounds easy. I was even able to make sounds I think closely resembled the arcade originals in a lot of cases.

Pixel Art Editor for Android, it’s free and is a great simple pixel art editor. It’s what I made every graphic in the game with except the Start and Replay buttons.

Having fun, because that’s what its all about, right?

IN CLOSING

Ludum Dare is awesome and I am glad I got to participate again. I’m glad I was able to finish my entry and I am happy with how it turned out. Please check it out! Especially if you like classic arcade games.

I reproduced 4 classic arcade games, evolving one into the other and finally evolving them all into a brand new game.

 

Tags: postmortem, SuccessStory

Evolutionary Side Scrolling Shooter

So we are live with our game, Natural Selection – You vs the World.

The premise is simple, fly around an infinitely scrolling canvas and shoot through the ghosts of everyone who has ever played. The gameplay will evolve as people last and live longer and as people develop different flying strategies and techniques. When a lot of people die at a specific distance, expect a wall of enemies at that point in the future. When you die, see the names of your killer and hope it isn’t yourself from a previous run.

Voting Page: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=14372
Direct Link: http://naturalselectiongame.azurewebsites.net/ This was a huge learning curve for us since we built out the server network to scale on Azure SQL and Azure WebSites. If you get a server down screen, come back in a day, we are currently working on provisioning our machines to a larger instance. Enjoy! Justin Rogers (DigiTec)

working on polished jam version

in WebPlayer

more art’sy dungeon walls , healthbar icon tiers, animated waves at beach, new entrance-exit gfx

next i will be working on landscape and dungeon decoration, and different enemy graphics (probably crabs, bats, spiders, boars, bears, etc.. )

 


Post-Mortem

The bad:

I think I used too much randomness, couldn’t quite get the gameplay right in the very limited time I had to test it.

Had to ditch a lot of ideas due to lack of time.

Probably should have ditched more and used the time for play testing and tweaking instead.

Code turned out extremely ugly, best practices went out the window due to the time constraint. Starting to think LD may be a net negative for improving ones coding.

The good:

Only had a day to work on it but I finished it on time!

Spent 20 hours straight working, think that’s a new record for me.

First LD, yay!

 

Tags: postmortem

Uploaded Game Jam

Hello dear,

Unable to level the playing field of who is participating in the Jam? Time’s up with the make up?
I have not seen the rules, someone could clarify. Thank you.

Poggle Island Postmortem

This is Poggle Island! The purpose of the game is to breed a target creature. Doing that means eliminating creatures you don’t want from the gene pool, either by making the climate inhabitable for them or sniping them with lightning bolts. Play and rate it here!

Good

  • I made a very polished game in 48 hours! On Saturday night, I had the gameplay down but was worried that the game wasn’t very fun. Should I try to make some big gameplay changes or stick with what I had? With just 12 hours left, I decided to keep the gameplay but focus on polish. I think that was a better idea than starting some whole new game features that might not be done in time.
  • At the last minute, I added the pile of bones when a Poggle dies. I think that was a great thing to add, because it emphasizes the humorous aspect of killing off groups of small, cute animals.

Bad

  • The theme. I couldn’t really think of any very interesting ideas. On the other hand, then one I did use follows the theme very closely. (Less fit organisms die due to environmental changes.)
  • Not playtesting! I always think that I need graphics in order to test the game, so I spend hours on the graphics before I even know if the game is fun. In the future I have to use placeholder graphics and nail down fun gameplay before I get started on the art.
  • If I had just a tiny bit more time, I would have tweaked when Poggles mate so that it was a bit more consistent and manageable…

Unexpected benefit: Reminiscing about some great old computer games, like Fripples and Mixed Genetics. :)

Tags: ld24, post-mortem

OMG Shroom 1.1 is out!

Don’t worry, it’s a separate release from the 48 hour version, but it includes the following:

  1. Epic bug fixes topped off with awesome sauce.
  2. Some monster’s didn’t have death sprites, now they do…
  3. Fade out at the ending wasn’t covering all sprites… fixed.
  4. A brand spanking new level! Return of the Squirrels.
  5. You now get kill things as your final evolved self.

You can rate/play the game at this link right here.

Tags: new version, updated

Evolving the Block (Post Mortem)

I present to you ladies and gentlemen, my first game on Ludum Dare and the first game I make in my life! BLOCKVOLVE!!

Evolve the Block

Title screen

It’s funny because the theme of this LD is evolution, and my concept had an evolution. It began with a space pong where the objective is to evolve a star (the ball) by making it hot (by batting it between the paddles), but I thought it wasn’t a good concept. Then I thought another one: a plant who evolves when it catch CO2 and sunlight with its leaves, and water and nutrients with the roots, but you have to avoid the bad gases and pesticides (OldGame class in source code).

The Plant

The initial ideia

The Game Play

Evolving the plant

When I was programming this concept, I realized that I wouldn’t be able to complete on time if I didn’t simplify it. At this point I remembered on the very first concept, the space pong, and I had an idea: a block who evolves, an idea who evolved into BLOCKVOLVE.

Playing

The result

How it works:

It’s very simple, your block has to catch the white balls to evolve and avoid the black balls. Sometimes you will have to catch smaller black balls to catcher bigger white balls, and yet sometimes it will be impossible to not catch the black balls, and you will have to avoid the bigger and the smaller and count on your luck!

Tools:

  • Eclipse IDE;
  • Java + Slick2D;
  • MS Paint;
  • sfxr;
  • jarsplice.

What went right:

  • I aimed low because that was my first game, yet the coding was harder than I expected, but fortunately I was able to code it in time;
  • I am very glad with the gameplay, I think I managed to convey the experience that I wanted;
  • The sounds blended well with the action, and the pictures showed a atari-like aspect.

What went wrong:

  • Unfortunately I could not finish the difficult selection mechanic on main menu (it’s in the source code but incomplete);
  • I wanted to create a high score mechanic which recorded the lowest time, but didn’t even started it;
  • I tried to bundle the JVM on the executables, but by the time I was exporting the .jar I just had 30 min before the end of the LD, and I didn’t even had created my dropbox account.

It was an amazing experience, I had moments of joy, sorrow and angry, had little sleep but was very excited and determined to complete the game, it really worth it, I am proud of the result.

Now it’s time to look forward to LD25!!

Sunday Wrap-up

In the Trees with the Abilities Menu

On sunday we started working on our player character’s abilities.

On Sunday we started working on gameplay.  Zenas worked on getting an abilities selection menu where the player can spend “evolution” points to gain a new ability.  Christian was able to get a selection of six abilities implemented, though we still have to link the ability system linked up to the menu.  Rob continued to experiment with a variety of models to include within the game world.

Comments

sofi11
27. Aug 2012 · 15:58 UTC
You can stand ontop of trees now o.o ? AWESUM !
27. Aug 2012 · 16:18 UTC
Yeah, they finally got a collider I’m guessing. lol I’ve been so focused on getting the menu system working just the way I want it that I’ve hardly had time to play around Christian or Rob’s work.

After the deadline

It was my first time making the game with the time limit.
I think, I prefer making games slowly but without the mistakes :)
38 hours without any sleep ! I hope that I’ve managed to connect the speed with my beliefs (that is to make something without a lot of errors :))
I have a lot of unused materials (sprites, tiles) that just couldn’t fit in because of the given amount of time.

Evolution was meant to finish at the Homo Sapiens, but it turned out that it actually finished at … the beginning of life on land…chillout I am talking about my game “Evolution” :)

Cage Flight: Only 6 hrs to go

Screenshot of someone firing at me on the test server. I fired back but whoever it was won.

Feeling quite pleased actually. Some polish to add but the core multi-player combat works.  I think we’ll leave the colored walls that we added for testing, doesn’t look as cool but far easier to keep track of where you are.

Peanus evolved!

We are so late as to what was planned but we’d still like to show some of the ambients which our Peanus will have  to traverse!

Oooh, and they have new costumes!

 

Ludum Dare 24, Final Day: A little bit of victory, a little of defeat #3

Submitted game SS

Wasn’t this time that I achieve the ideal that I’m looking for, but I’m glad with what I did.

Now is time to rate the others’ awesome games and study more to the next LD!

Game > http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=11311

Full report can be read here > http://fred3erick.tumblr.com/post/30326712447/ludum-dare-24-final-day-a-little-bit-of-victory

Tags: 3D, competition, compo, ld24, unity, unity3d

Slimy Things Did Crawl

Okay, I didn’t really journal while I was making it, so this is all retrospective.

My game’s called Slimy Things Did Crawl, which is Coleridge, but the line got associated in my head with evolution thanks to Douglas Adams.

I made this in FlashPunk, which I’ve used to make two games before, 2.5 if you count the room I made for the Room Jam in Winnipeg.

The theme was Evolution, so I thought of how to incorporate that into the game mechanic somehow. There are plenty of games where you improve your character over time, leveling up or gaining new abilities, but I wanted the mechanics to more closely match the mechanics of evolution. Evolution doesn’t change individuals, it changes populations, so I knew you’d control more than a single character. And you’d somehow select the survivors, and your new populations would descend from those survivors.

What I came up with was a pretty basic platform game, except for the controls. You have a dozen creatures that you control simultaneously, and for each one the letters A to Z are randomly assigned behaviour. So you find the keys that get at least one of the creatures to do what you want, and then train those keys to do it better.

Initially, I thought I’d add the ability to map the arrow keys to letters once you’ve decided which you want to use. But the game resisted that approach. I found that when playing the game, instead of training: move left, move right, jump; I had to train: run left, run right, jump left, jump right, jump up, crawl left, crawl right, and whatever else as it became necessary.

I called the little things you control Slimes, after the title, sort of. Their graphics are filled with random pixels of a random colour, which is inherited from the survivors and randomly mutated. The visuals have no direct impact on their movement, but it helps reinforce their ancestry.

Playing it I was kind of reminded of playing QWOP in that I was never 100% certain what would happen when I pushed a button, so I’d keep mashing things, and maybe they’d all go where I want and maybe they’d all jump off a cliff.

I unfortunately didn’t get any play-testers to comment on it until after the 48 hours were over. I should have done more to emphasize that you don’t want to get ALL the slimes to the flag, because you’ll evolve faster if you leave most of them behind. That strategy kind of goes against what we’ve all learned from playing games like Lemmings or Pikmin or World of Goo. In most games, the more of them you save, the better you’re doing. So I should have driven the point home in the game to counteract that expectation, because if you don’t get that point, you won’t make it to the fun part of the game.

I did the levels as bitmaps that it loops through pixel by pixel to make the map, which is a method I’ve been meaning to try for a while (because of frustrations I have with using OGMO) but never got around to it until now. So that’s an element I’ll probably expand upon in a future game. The colours on the level selection screen are kind of ugly, because I just straight up show the unconverted maps, which I made very high-contrast so I could easily remember which colours to use. If I had more time I would have converted the level maps to something approximating the colours of the levels themselves.

Well, it was a fun thing to try, and thanks to the theme, I tried out a gameplay mechanic I wouldn’t have tried otherwise.

 

Tags: flashpunk, post-compo, post-mortem, postmortem

Doing videos of games in LD24

Well, I failed at Ludum Dare this time around. Unfortunately priorities like work and DOTA2 took over. Whoops.

Anyway, I still want to experience everything you all have made. Being the fool I am I’ve decided to film my saddening attempts at playing your games.

If anyone here is interested, I’m uploading each video to YouTube here.

:)

Tags: ld24

“Barnacles” postmortem


Gameplay video is here.

Here’s my game for the 48-hour competition.  The main page is here if you want to play.  You are a predatory fish and must eat the “barnacles” to survive.  Each round, the barnacles repopulate using a genetic algorithm.  Because of this, they will gradually adapt and evolve to your playing style, eventually getting so strong that you lose.

Good

  • I think the gameplay turned out fun. I was afraid the genetic algorithm would just be a gimmick, but actually you can get a much higher score if you’re aware of how adaptation works. If you selectively eat the most powerful barnacles so that they don’t reproduce, and avoid the easy pickings, you can do much better.
  • Even though I started a day late, I still managed to make it as polished as I wanted it. I even had time at the end to playtest and take my time making music. The small scope really helped here. The algorithm behind the game was the only really “big” element I had planned, and even then I axed a planned “stab” ability that would have been very similar functionally to the shoot ability.
  • Surprisingly, the enemies seem to adapt pretty well. This may be because I tried to make the potential for different “behaviors” as complex and analogue as possible. Barnacles can “like” or “hate” the X and/or Y positions of the player, seaweed, and rock, as well as the RGB colors of other barnacles. I think this may have even enabled some really simple “symbiotic” relationships.
    It may have worked better with a larger population, and with slower mutation, but that would be a long time to ask the player to play an arcade-styled game.
  • Multimedia Fusion 2 was, surprisingly, a good choice. It was a gamble whether or not the simple event system would break when asked to handle the complexity of a genetic algorithm, but I made an effort to make my code very clean, and it just works. I’ve been using Clickteam software for 15 years and am still amazed at all it can do. Thumbs up.

Bad

  • The name. I’m not very good at coming up with names when I don’t have enough time to think about it. “Barnacles” just doesn’t have a nice ring to it at all. In retrospect, I think “Diatoms” would be a better name and I’ll probably rename it that before I put it on my website.
  • Performance issues. I had planned all along to make the game work in Flash, but when I finally exported at the end, it ran much too slow. I hear Flash doesn’t handle MMF2 fastloops well so maybe that was the problem. Even in standalone form though, it does slow a little bit when there are a lot of barnacles with complex behaviors clustered close enough to see eachother.
    Coding the game in C++ would have made it run smoother, but the huge amount of time saved from using MMF2 made it worth it overall.
  • Bugs. To be expected I suppose. The main one is those pitch-black barnacles that appear rarely, and don’t propagate their color as one would expect. I just didn’t have enough time to grind through the code and figure out what was causing this.
  • Mistakes. I just realized since I forgot to initialize the values, the first batch of barnacles start their life “hating” everything. Probably would work better if they started neutral.

EvoDragon takes flight!

“Darwing is a space dragon alien thingy and his egg has crash landed on a planet full of evil boars. Help Darwing evolve by slapping boars so he may escape.

We are proud to present the game in its current state. Check out the entry page!

You can also follow us at pixeloaks.com

I want to thank the team in pulling off such great work in very little time.

Cool stuff

  • Great teamwork
  • Using Google hangout was very essential.
  • Unity is a great engine.
  • Supportive friends and family.

Things to update

  • Fix buggy player death
  • Add particles!
  • Make standalone build
  • Fix GUI scaling
  • Secret Mode!
  • Optimize Omniboar spawnrate.
  • Add story panels.

Phew!

Ok, so I gave up on the compo because my game was too hard and bugged. BUT I fixed everything (or most of it) now, and submitted it to the Jam!

Game page: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=15858

And thanks for everyone who commented. I wish I could’ve made this yesterday, but I just didn’t have the time.

I did finish, by the way

A lot of things that I wanted to include had to be cut out in order to get my game in on time, but I did finish!

I was getting pretty tired there at the art creation stage, so the theme is pretty weird… You’re a potato, fighting onions and jalapenos 😛 It’s called Life Will Find a Way!

Post Mortem-ish:
Pretty much my biggest mistake was using Pygame. I had used it before for small non-graphics intensive projects and I had found it pretty easy to use, but it seems to be incapable of rendering any sort of non-trivial graphics with usable performance. Just drawing a full-screen background literally cut my performance in half. Next time I’ll probably do it with something like PyOpenGL or pyglet, and hope I can get something halfway decent running. Pygame also made it virtually impossible to package my game as an .exe for windows users given the mess of dlls and includes that it seems to need, so I didn’t even bother, I just went to bed for some much needed sleep.

I also really should have prepared more of a basic framework beforehand, as I wrote literally everything from scratch, and didn’t have time to add important features, like the myriad of enemies that I thought up, or the boss, or any sort of plot or objective at all… but oh well… Overall, it’s not too bad for my first LD entry, and I hope to participate again soon!

If you want to try it out, take a look here.

Tiktaalik Tale

 

I don’t mind my name being attached to this disaster. I learned a lot by just going at it full force. My project was overly ambitious in that I created a platformer… I’ve never done such a thing before. I had a very loose grasp of boundary and hit boxes or even instantiating obstacles, but I was working my way through or towards that knowledge.

If you take a look at the code (source is provided) you will notice a lot of art assets not used. I made that all the first day and laid down some simple code to display stuff. The second day I got to coding, but realized with about 10 hours left that there simply wasn’t enough time to finish the game I had within the scope. So instead of creating a tiling engine, I decided to create a mockup level with some sloppy boundary coding. I then attempted to try and get my coelacanth fish to instantiate offscreen and start charging the player. Unfortunately, this did not happen in time and I was left with a very unfinished project. With 2 hours left in the end, I threw in a humorous message admitting my incompetence.

Had a lot of fun. I think this game could be something, if for anyone, at least myself. I’m pretty sure I’m going to keep working on this one until the next competition so I’m more experienced in general.

Evolution: A Parallel Narrative (Post Mortem)

Hello, and welcome everyone to Ali Sajid Imami’s twisted mind.

This ludum dare was my first one. And I can say that it was one of the times I had the most fun while coding.

I had decided that I’d be making a text adventure beforehand for two reasons:

  • My drawing sucks. and,
  • My drawing REALLY sucks.

 

What I had as a result was this:

Starting Screen for Evolution.

The starting screen of the game

 

I decided on using undum as the library to develop my game. Th reasons being:

  • I had developed in it before.
  • It is cross Platform, as it’s just HTML5/JS

 

My over all experience was good. I spent a lot of time sleeping and planning. And In the last run, I spent 18 hours in front of the computer screen non-stop.

My initial plan was to give the player ten worlds to explore, on his own, and in the order s/he liked. After having trouble getting the loop of portal room working, I split the worlds into pairs, and gave the player a choice.

I also decided to add a morality system at this point, so that the player gets a different ending.

As far as the theme is concerned, evolution was not my favorite. Parallel Worlds, that lost by 3 votes however, was. So I kinda mixed them both into one game.

While writing the actual content, I ran into the difficulty of not having enough time. Which was why I had to cut the descriptions and choices from 4 worlds. I am writing them now, and hopefully, In release 2.0, they will be available.

 

 

That’s all folks.

Play my game, and have fun.

And to all the ludum darers, Good Luck!

Evolwar

Another exhausting 48 hour compo done, another game complete and I can still feel the repercussions. But is was a great weekend! And this time my game has a lot less bugs compared to my LD 23 entry.

This game is sort of a round based tactical/strategic game. The idea was advance wars with dinosaurs, but in a reduced kind of way. Well, see for your self:

To The Game

There’s also a patched up Post-Compo/Jam version in there. I will start to write a post mortem as soon as my head isn’t filled with pudding anymore.

End Humanity! – Post Mortem

Mission complete!  I (mostly) finished my 2nd Ludum Dare game, End Humanity.  Since post-mortems are the thing to do, I shall be doing that thing.

What went well

  • LÖVE is still great, and Lua is still…alright.  It was a pleasure to work with.  I can’t recommend it enough.  Supposedly there’s a potentially working web-player for LÖVE.  I’ll need to see if it will work with my game.
  • I was able to come up with an okay game idea based on the terrible, terrible theme.  I take that back, it’s not terrible, it’s just that I didn’t expect it to win.  I had a decent idea of what I could do for most of the last 20 themes, but I had no idea what to do for “evolution”.
  • I was able to finish the “core” of the game relatively quickly.  Making placeholder art really helped, although some of the placeholder art I ended up using.

What could have gone better

  • I wanted to make a game that was different from my last game, but I made another shooter.  Not that I have anything against shooters, I just wanted to do something a bit different.
  • I think should have spent a few minutes making very simple and effortless placeholder sounds and music in addition to the placeholder art.  I think it’s easier to program the sound/music initially instead of towards the end like I did with this game.  In retrospect, some of the placeholder art could have been simpler; e.g., the plane could have been a giant triangle.
  • sfxr and Audacity were quite handy, but I wish I had the time to use my mic and at least attempt to get some better sounds.
  • I wish I had time to put a tutorial in.  If not that, at least a help screen.

What went horribly wrong

  • I think I tried to make my game too big.  I only put 24 hours into the game.  If I had put in the 30 hours that I originally planned to, then I think I would have been fine.  But I didn’t.  I didn’t get to add all the abilities, enemies and features (e.g., mute) I wanted to add.  Also, I didn’t get a chance to properly balance the difficulty.  I tried to at least make the game beatable (unlike my last game), but I’m a bit worried I made the game too easy.  Now that I think about it, it might just not get hard quickly enough (that’s what she said).  I think the later waves might be a bit brutal.
  • Since I ran low on time, I just forgot to do certain things.  I forgot to turn off the FPS counter off.  There are no sounds or graphics for the heal and toxic cloud (which is now an invisible toxic cloud) abilities upon activations.  I completely neglected to make the ground something other than a green slab of green.  I’m sure other neglected things will come to me later this week.
  • It took me 2 hours to come up with and record all of the music, and that’s terrible (too long).  I’m not too pleased with how the battle music turned out.  Also, I don’t think it’s properly EQed.  Since I was so strapped on time, I didn’t get a chance to go back and readjust the levels like I had wanted to.
  • Art is still hard!  Pinta is okay when it works, but it’s a bit buggy.  Gimp is nice, but too meaty for my mouse drawing abilities.  Maybe I should invest in a tablet.  I figure it would be easier to draw things with a tablet than using a mouse to do psuedo-pixel art.  I’m not really that into pixel art anyway.

So that’s pretty much it.  Have you destroyed humanity yet?  You probably should.  I’m sure this is where people start doing the self-promotion; e.g, telling people to follow them on various social things.  Unfortunately, I’ve no wares to pimp.

Timelapse video!

I’ve compiled a timelapse video of my entry; “Primordial Soup”.
This was my second LD, and this time my idea was a little too ambitious for me, and I got stuck with a lot of frustrating bugs the first day.
However, I more or less managed to tie the features I had by the end of day 2, together.

The game might be a little finicky to play though, so I made a gameplay video as well to
showcase what features I managed to implement. :)

Entry page:
http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=11939

Thanks everybody for another awesome Ludum Dare!
I’m looking forward to the next one! :)

 

Tags: gameplay, timelapse

Quantum Seed

Hi Everyone,

this our finished game. You are controlling the ‘Seed’, you have to collect the elements to grow, and to reach the final stage, while being in a space which have 3 gravitational zones.

 Play the game…

We didn’t have a journal, so I’m going to sum up things here. Two of us working on the project. Apart from making games in one day, we are colleagues in a small indie studio – I’m being the creative director and Andras is the lead developer of the team.
We tried to have quite an abstract approach to the theme, while trying to come up with an easy but original game mechanic. This is our first Ludum Dare entry, and it was very cool to do something so quickly and see it working.

We made the game in 13 hours :)
Before that we had a one hour brainstorming session, where we came up with the game idea & logic.
After that we consumed large amounts of Bacardi and Sprite, I went on designing the visuals, having the first sketch made in 1 hour (with Paper on iPad, screenshot included below), while Andras started coding.

We were using Unity with 2D Toolkit
All artwork made by us

Maybe next time we should start a little bit earlier to have more time to polish and add extra stuff – we had so many idea how to evolve the game during development.

Final artwork

Initial sketch

 

Cheers,

Balazs

ALLEL is done! (for now) ;D

This afternoon we finished Allel, our Ludum Dare game. These final moments was stressful because we could not make the enemies mechanics correctly, and the leaderboards was breaking the game. But anyway, I think the result was excellent. The basic mechanics are complete. The game is a microscopic evolution shooter, frenetic and fun. Everyone will love to play. Enjoy it! =)

* Cool graphics and animations;
* Frenetic gameplay;
* Balancing to play forever and ever;
* Original soundtrack;

Tags: allel

Post Mortem


 

I am very pleased with my final product, and I’m glad to actually finish something for once!

I should set myself mini-deadlines for my projects, to keep me going and working on it, although it would be impossible to enforce…Oh well!

Cytosine postmortem

I’ll talk about what went well, what went badly, and how I could have done better. That’s not to say I’m not satisfied; on the contrary, I’m really happy how things turned out, but there’s always room for improvement eh? I’ll also throw in some things that did go well, so that other LD’ers might learn something.

This post will make more sense if you play Cytosine first and/or read how it works.

Evolution of the idea

No pun intended, really! Waking up on Saturday morning and seeing the theme, I realized that “evolution” did not fit any of the three or four ideas I’d been saving for a rainy day. So I started out with some brainstorming using a mind map. Clearly, some kind of evolution had to take place in the game, but how would this interact with the player? At the bottom of the sheet, I wrote four possibilities:

  • Player controls breeding?
  • Player controls conditions?
  • Player battles evolving species?
  • Player plays in evolving levels?

Clearly, the third of these piqued my interest. Why I chose to do Space Invaders instead of another type I don’t know; it was the first one that popped into my mind and I stuck with it.

That might have been a good thing, but in retrospect, I should have made it a continuously scrolling shoot-’em-up rather than a static one with levels. That way, evolution could happen much faster: when aliens breed, their children could immediately appear, and the feedback loop would be tighter and clearer to the player. Overcrowding would trivially be prevented by scrolling the surplus population off the bottom of the screen.

Unfit fitness

Another problem with the current approach are the fitness criteria: what makes a particular set of genes “good”? In the final version of Cytosine, the aliens must do two things to reproduce:

  • survive
  • stay close to at least one other alien

Note that the player does not enter this picture only indirectly, through the “survive” criterion; but surviving can be most easily done by staying far away from the player. This promotes cowardly behaviour, and does not breed for aggressive traits that could have made the game more interesting.

I had hoped that accurately dropping bombs on the player would contribute to survival, but as it turns out, moving towards a bullet-spraying tank generally leads to instant death. In hindsight, I should have changed the rules to add a third fitness criterion:

  • hit the player

An alien would only be allowed to reproduce after it has dealt damage to the player; the number of children it gets could even depend on the amount of damage. Instead of “die on first hit” the player would have a health bar, or a huge number of lives.

This might not be realistic, but games never are; they’re supposed to be fun and challenging!

Choice of platform

I’m really happy to see significantly more HTML5 entries in this Ludum Dare than in my previous one (#22). The web has the lowest barrier to entry of all platforms to date, both for the player and for the programmer.

And it’s finally beginning to take shape: all major browsers except Internet Explorer support enough of HTML5 to make a game, and if you use the right feature subset, porting is trivial. I developed using Firefox on Linux, but all I changed to make it work in Safari and Chrome on OS X and Windows was some CSS because the font rendered with a different baseline.

However, it’s not for everyone. Even though I’ve finally got the hang of JavaScript and its dozens of peculiarities and pitfalls, the language still caused problems at times. Ever tried writing something like this?

return
     overlap(a.x - a.width, a.x + a.width, b.x - b.width, b.x + b.width) &&
     overlap(a.y - a.height, a.y + a.height, b.y - b.height, b.y + b.height);

That works fine in all other languages with C-like syntax, but makes your function return ‘undefined’ in JavaScript, because of semicolon insertion. Go figure. I had wanted to learn CoffeeScript before the compo, but I didn’t have time.

Graphics

Often, when people use OpenGL for any kind of program, they find themselves staring at a black screen for hours while trying to find out which of the 30 different function calls they got wrong. Fortunately, I had prepared by writing a WebGL wrapper library (called Gladder) so the staring-at-a-black-screen-time was reduced to less than half an hour; not bad!

It wasn’t all perfect though. I tried to use framebuffer objects to do some fancy glow and motion blur effects, but found that rendering to a framebuffer disables antialiasing (which you get or don’t get at the discretion of the browser). Things looked so much uglier, and I didn’t want to implement my own expensive supersampling, so I abandoned the idea.

I had prepared for doing sprites by forgetting to install Paint.NET, but in the end I used a pure geometry approach without any prefab pixels at all. That saved me some time by not having to muck around with texture loading code. Besides, vector is relatively under-used, and looks different and cool.

Sound

This was a mixed bag for me. Creating sounds with bfxr was a breeze, also because I’d used the program before. The music was more of a risk, because I had never done that before, so I saved for last “in case I had time left”. I used LMMS, which I’d barely used before, and never for a complete song, but I think it turned out pretty catchy. The song is really simple; I’m still not sure if I have any musical talent, but if I do, it disappears as soon as I touch a computer.

The technical side was less of a downhill road. In my previous LD entry, I was forced to rip out all sound at the last minute, because some browsers (looking at you, Chrome) decided to re-download the sound every time it was played.

Having learned from that, I intended to use a JavaScript library that uses Flash behind the scenes. I’d meant to try some of these before the weekend, but forgot. So when it was time to add sounds, I tried SoundManager 2 first, but found that it resulted in a 200-500 millisecond lag; far too much to be useful. I didn’t get round to trying jPlayer, but its demos seemed to have similar issues. This appears to be common for Flash audio; why Flash games don’t suffer from it, I don’t know.

I decided to give plain old <audio> another try, but with a ‘data’ URL. This lets you embed the actual sound file in base64 encoding directly in the src=”…” attribute. I wrote a few lines of Ruby, so that I could put INCLUDE(sound.wav) into my HTML and it would get substituted.

This worked, but the problem is that each <audio> tag can only play a sound once. Rewinding back to the beginning is one of those things that don’t always work in all browsers. For polyphony, you have to create new Audio objects in the code. And then it dawned on me: if I’m passing this src attribute from the HTML into this Audio() constructor, why not load the base64-encoded wav file via AJAX instead? So that’s what I did, and it worked perfectly. I don’t even wait for it to load, betting on all sounds having been loaded by the time the game starts. The code is right near the top of game.js if you want to have a look.

Of course using base64 encoding gives a 38% increase in file size. It might be possible to download the binary WAV via AJAX, then base64 encode it in JavaScript, but I haven’t tried. I could also optimize by using MP3 and Ogg Vorbis files, but to have it work on all browsers, you need to supply both. As these sounds are short and there aren’t many, the overhead of WAV is acceptable. For the music, I did provide an MP3 and an OGG file, of course.

Looping the music turned out to be another interesting challenge; the ‘loop’ attribute was ignored by Chrome (if I remember correctly). I ended up attaching a rewind-and-play handler to the ‘onended’ event, as suggested here. It’s not at all gapless, but that’s at least in part because I trimmed the WAV file, then accidentally generated the MP3 and OGG files from the untrimmed one, and blamed the browser for the gap until the compo was over…

Conclusions

These are my recommendations for current and aspiring Ludum Darers:

  • Have a concrete idea. If it’s too vague, make it concrete before you begin. If there is one thing you take away from this post, let it be this. “Something with evolving enemies” is just not good enough to start coding, and you need to start coding early. Ideas can be changed instantaneously; code cannot. Steal (parts of) other game concepts if necessary; being 100% original is nearly impossible anyway.
  • Every once in a while take a step back to see where you are. Reality checks are essential. Maybe set a timer to take a break every few hours. It’s worth it. Keep asking yourself the question: “If there were only one more thing I could add or change, what would be it?” That thing is the most important, and that thing is exactly what you should be working on.
  • Know your language, platform, libraries and tools. Choose something you’re already comfortable with. In a 48-hour compo, you need to use your time effectively; learning a new language or library is not something you want to be doing. I solved this problem by writing my own library, ensuring that I knew every line of it, but of course that’s not the only way.
  • Abandon things that don’t work. You could waste hours trying to get that one nifty framebuffer effect working, or you could use those hours to fix glaring issues with the controls, or to make sure you have more than half a level. Version control helps here, by letting you revert to a previous revision.
  • Save risky things for last. Otherwise, you’ll risk wasting time that you could have spent better elsewhere. If you’re not sure something will pan out, only try it after you have completed the essential parts of your game.

I hope this post was enlightening and at least somewhat useful. Now, if you’ll excuse me, I have a thousand games to play.

Tags: postmortem

Comments

27. Aug 2012 · 18:10 UTC
Mind maps rock, am I right? Don’t know where I’d be without them.
27. Aug 2012 · 20:19 UTC
“That might have been a good thing, but in retrospect, I should have made it a continuously scrolling shoot-’em-up rather than a static one with levels.”
27. Aug 2012 · 20:31 UTC
Kurama_Youko: That’s really interesting! Why did you want to go the other direction?
27. Aug 2012 · 21:10 UTC
I think it’s because I wanted to add an evolvable weapon system and powerups, which made more sense in a shoot-’em-up context (they didn’t make it into the game due to time). Also, I simply didn’t have any better idea during the competition. Now yours seems to make much more sense to apply standard genetic algorithms, and since I didn’t implement the weapon system… Well, maybe it’s just that “the grass is always greener in the neighbor’s yard” 😛

Done! Submitted!

Play/rate here

We finished our MMO! And we’re all very exhausted. Will do a post-mortem at some stage. For now, the server is running on my computer at home (JigxorAndy). Please contact us if you’re interested in hosting your own server.

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This entry was posted on Monday, August 27th, 2012 at 5:55 pm and is filed under LD #24. 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.

Finally finished!

After a weekend to work tirelessly, here’s finally my first Ludum Dare compo!

The postmortem will follow shortly.  But for now, enjoy “A Pixel Evolution”!

 

– A Pixel Evolution –

 
Do you want to dive right now in the wonderful world of video games? “A Pixel Evolution” will bring you to experience the evolution of video games from its begining.

Help Mr. Pix L. to recover his original form through three levels and three different kind of gameplay!

 

PLAY NOW

I’d Change the World for You LAG-UPDATE

Hi there!  If you’ve already played my submission (I’d Change the World for You) and you had problems running it because of lag, then I’d like to invite you back because I have a lag-fix update.  (You can still play the laggy version too, but it doesn’t make a difference).

The Submission Link

I'd Change the World for You Screenshot

Thank you so much for playing!
Also, if I win in any of the categories, then this will be an amazing 16th birthday present!

QuadraTron presents Evolver – a game where the object is to just explore

Evolver is a game where the point is to explore the randomly generated world.  Exploring the world will allow you to pick up ability points which can then be used to evolve or upgrade your character and make him better at exploring the world.

Here is a link to the game

-QuadraTron

*edit*
You may notice the instructions panel is blank, one of more than a few things that didn’t make it off of the list and into the game.
Instructions :
Camera : Mouse (lmb/rmb change how it moves around)
Movement : WASD
Esc/Return : Bring up menus
Special Powers : double press W for dash, Q for Ecolocation
There’s a whole lot more that can be done, but figure it out on your own.

-lightfromshadows

Tags: evolution, evolving, exploration, Explore, jumping, Procedural Content, procedural generation, random levels, randomly generated, Third-Person Perspective

Update 16: Don’t Quit the Day Job

Hey LDers!

I realize it’s been quite a while since my last update up it’s for good reason! Jif and I have been hard at work trying to finish everything in time for submission.
Unfortunately we’ve had to cut some stuff, but we’ve been able to keep a lot as well.
I don’t really remember what time I fell asleep last night, I just remember waking up at my desk at 5am and then crawling in bed because I had to go to work today. The problem of being graduated from college is that now I have a big boy job where I work a regular 8-5 job.

BUT! My job is amazing! I pretty much experience Ludum Dare every week! See, as an artist for a local indie game dev company, I get to continue to do what I’ve been doing all week!

So.. I had to take a break from game dev, to go to work to do some game dev.
Not sure if winning, or inception.

At any rate, it sucks that I’m unable to work on the LD entry for a few hours but at least Jif is back at our apartment working diligently.
I def gotta give him some props for this weekend. This is only our second LD and I feel like we’ve made better progress this time. It’s crazy.

I’ve been seeing some great screens and I cannot wait to play everyone’s games! I plan on playing them all! Even if I have to spend time after the contest is over.

Well guys, I’ll be crunching in some more work before submission tonight, so I’ll see you guys then!
KEEP ON JAMMIN!
~ScreamRawr & Jif

PROJECT “E” – Timelapse and Post-Mortem!

PLAY THE GAME HERE

When the theme was announced, I started immediately. I knew I was good at making first person games, so that’s what I did.

The idea of walking into portals to change your size started when I added a simple trigger system. I hate level design, but this game mostly revolves around that. This game is longer than any of my previous ludum dare games, but I’d say it’s not as actiony and fun as the first two. This is a puzzle game. Boring, right? Well if you like solving puzzles and first person platforming it’s not.

I like first person platforming, and most puzzle games (that are actually innovative… *cough* angry birds *cough* ) But I never thought I’d make one. Anyways, if you want more info about how I made the game, watch this ACTION PACKED TIMELAPSE: (WITH EPIC MUSIC AND ROBOTIC VOICE-OVERS! *GASP* )

AND IF YOU LIKED THAT, WHY DON’T YOU WATCH DONTBENOOBISH’S WALKTHROUGH:

HOW ABOUT PLAYING THE GAME?

Don’t ask why I switched to caps for the last few sentences. Happy Gaming, Ludum Dare <3

Tags: kittens, post-mortem, postmortem, timelapse, unity, unity3d

Smells Like Troll Spirit

Troll Spirit is finally completed, check it out on the entry page, or download and run it right away!

In Troll Spirit you are the god of a tribe of trolls.  Nurture and evolve them, and help them vanquish all other trolls in the world!

If you have an Android device with a QR code scanner you can install the Android APK for Troll Spirit by scanning the image on the right.  Be warned though, the Android version may require a relatively fast device to play smoothly (we should probably have cut down a bit on the effects and troll count on Android).

 

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This entry was posted on Monday, August 27th, 2012 at 6:23 pm and is filed under LD #24. 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.

DNA – Short post mortem

I don’t want to write a big post about all thing that happened to me (or in my brain) while development. It took me a day to get myself in the normal condition, I got headache and nose bleeding :) But now it’s okay.

I’m not really happy with game I made. But I happy that it IS done and that I made it. I was ten times close to stop doing this and few times close to suicide :)

Now I know that LD is a good way to measure your professional skills. LD shows you very good what you really can and what you can’t at all. Now I know that I’m really not bad programmer, but extremely crappy artist.. I’m going to work in this direction and let’s see how much better my skills will be on the next LD.

I’m really happy to be a part of it!

Here you can checkout (and rate) my “game” – http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=14211

Also you can watch gameplay video and time-lapse:

http://www.youtube.com/watch?v=Pqwbe-Ofp9c

http://www.youtube.com/watch?v=Md7D3dqpk2w

(youtube promised me that sound will be available soon)

Tags: postmortem, timelapse

Done!

Out of the Sea is a quirky, random game that makes somewhat less sense than it appears at first, if that’s possible. It might make you giggle uncontrollably. Or not. In any case we had a ton of fun making this and hope you all enjoy it!

Here’s the entry page!

And a gameplay video for good measure:

Gameplay – Out of the Sea

Have a look at the timelapses at the youtube channel!

LD24 (Post Mortem)

The game was created at a real live gathering were i had lots of free beer and even more fun :)

what went well:

– free beer was a good motivator

– the game represents my initial idea.

– it’s fun to play and there are no game breaking bugs (besides that audio issue, damn you Java!)

– i like the graphics

what went wrong:

– not enough content because i started from scratch and building a game from scratch takes too much time

– not enough sleep because of time issues

– i’ve installed ubuntu on my notebook the week before. I didn’t test anything and just assumed that everything would work. After writing the basic rendering for my game in JavaScript, i’ve noticed that my notebook couldn’t render the most basic stuff without having a flickering / lagging output. I’ve switched programming languages just to notice that it’s a hardware problem. Luckily, the host of the gathering had a spare computer that actually worked.

 

My conclusion:

I should write a simple engine for the basic stuff so that i won’t have to write everything from scratch next time. This will give me some extra time to make a game that has more content and better gameplay. And it would be possible to do this without staying awake for 32+ hours straight.

 Last words:

Thanks to Julian from Spielmeister for hosting the real life gathering and for the help with my little hardware problem 😉 LD’s are fun and im looking forward to the next one :)

 

> CLICK HERE TO PLAY THE GAME <

 

 

Well, we aim too high… it fall over

Still i like it as screensaver or somthing like that…
if you have some spare minute, take a look… isnt bad… just… not a game… just an ant colony
Glad to participate tough!

you can try it downlanding this binary
use mouse wheel for zoom and SPACE to reset
#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 50%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ screenshot109 screenshot110
screenshot111 screenshot112