LD25 December 14–17, 2012

LD25 – Post Mortem & Timelapse

I feel like this time I got much closer to a really fun game. While the game that I made: Dungeon Overlord: Master of the Queue is missing some important balance components, Most of the “must have” features made it into the game.

Submission Page

 

Tools

  • Engine – Game Maker: Studio Professional + HTML5
  • Graphics – The GIMP
  • Sound – BFXR
  • Timelapse – Chronolapse

This was my second LD that I used Game Maker on. While I’m beginning to get comfortable using the engine, there was still a lot of research needed during the whole process to get features working. I’d say I spend 3-5 hours during the compo just fighting with my lack of knowledge with the engine.

 

Graphics:

I had no real plan for graphics during the development, they just basically evolved from one item to the next.  I wish I had spent the first few hours sketching out artwork and a color palette. That would of course lead to using Inkscape to develop the art and then export to bitmap for final finish in The GIMP.

I also wish I had made time for doing animations as well. My first bit of animation was just manipulation of the x and y offset to reflect stricks and hits by the players; and that was way things were going to be until after 3-4 hours of developing my animation base on those offsets I discovered that the HTML5 runner for GameMaker didn’t like how I used local vars for this. As I didn’t want to try and port all of that into something that worked, I ditched the mechanic and side-tabled animation to be picked up later (frame animation coupled with particles + sound… which didn’t actual happen due to time constraints).

 

Sound:

I really only had time do the first stab at game sounds; had I made more time for it, I would have had layered sounds so that they didn’t sound so weak.

 

Music:

My plans were, if I had time, to bang out a tune in Sunvox; that generally takes 1-2 hours, so I had to sacrifice that time to get the game to  a playable state.

 

Gameplay:

All through development I wanted to get the game to where it was at submission time, then take time out to develop additional content. After that I would have balanced out the gameplay to something enjoyable. I ran out of time there.

 

What worked:

My toolchain

 

What didn’t work:

My time management skills

 

Conclusion:

As has been said time and time again, get a working game in your first 6-8 hours. If it takes longer than that, you will be late. The problem was that I let the bithead in my try to use engine mechanics that I had never used before; so that resulted in inflated development time.

 

Credits:

 

Timelapse:
Youtube

Our path was full of …

Hello everyone!

OMG … we are to tired after this long journey especially my friend abuzreq ..

we have some bugs and last touches and we will be done.

my college made this project harder because I had to ready up for the college finals while my friend get tired of working a full day alone

I will be helping him now after I went back from college and I will do my best work to make the game better

also I have to miss my nap for this :(

talk to you later

Evil Goat Enhanced Edition and Timelapse

Hey,

gameName

I know the game is classic and there is nothing new in it but hope you like it :) I added a post compo for enhanced edition of the game so you can go and try it.

LudumDare Page

Here is the timelapse of the compo, the rate of capturing was 1 frame each 15 minutes and the speed of the video is 3 frames per second so that’s why its short :)

Timelapse

Will write a post-mortem about the game and inspiration in the next days :) Hope some will find it enjoying to read :) Hope you enjoy the game and the compo time :)

 1goat

So, things are getting destroyed !

Ook, we now have missiles, basic turrets and enemy ship flying arround.

Only tyrrets are gettings destroyed for the moment, but you enemy ships, just wait for your turn :)

screen

Judging!

The day after a Ludum Dare compo is one of my favorite days.  I am really looking forward to hearing from players about how they found my game.  I’m looking forward even more to playing other people’s games.

As always, if you play, rate, and comment on my game, I guarantee I will play, rate, and comment your game in return (assuming it’s available on a platform I have access to).

Play Bad Puppy.

Tags: Bad Puppy, judging, ld25, rating

Comments

wccrawford
17. Dec 2012 · 13:45 UTC
Yeah, I made the mistake of not asking for today off work. I didn’t realize how strong the desire to play and rate others’ games would be after I submitted my own.

Storytime

screenshot100

Postmortem, Globe Hacker

This was my first ever game jam. And surely, it won’t be the last one.

Several months ago I decided to devote the entire weekend to this competition. And I’m glad I did. If you are going to do something, you might as well do it 100%. And I think I did. I hope to be able to do the same thing next time.

Also, I’m glad how I managed my sleep. My plan was to get just enough sleep that I’d still be able to think clearly and creatively. For me this was around 6,5 hours.

The result was 48 productive and intense hours. Last night when I submitted my game (with 1,5 hours remaining) I was VERY exhausted. In a good way. I had the feeling that I really pushed the envelope and had given it everyhing I had. I love that feeling.

After around an hour of idea brainstorming I had a favorite idea: A game where you play a hacker who wants to take over the Internet. I imagined the gameplay as a mix of Uplink, Galcon (by Phil Haynes) and another game I’ve made myself, Takeoff.

During the entire period I took screenshots of the game as it developed. In the beginning I focused on getting something playable as fast as possible. Here’s one of the first screenshots:

Screen Shot 2012-12-15 at 15.54.02The first day I ended up spending several hours struggling with a path finding algorithm. I’ve implemented several path finding algorithms before (even the “hard” A* :)) but only with respect to grids/fields. For this game, I had to do it for graphs.

At some point I considered changing the gameplay altogether because I couldn’t get it to work. But I gave it another shot and it paid off.

Then I started working on the graphics. I took inspiration from the dark blue colours from the hacker game Uplink and came up with this:

Screen Shot 2012-12-16 at 12.14.46

After implementing it I wasn’t really satisfied with the big numbers. Why use when you can use figures? And the numbers didn’t convey the total capacity of each “mainframe server” (the circles).

So I came up with this:

Screen Shot 2012-12-16 at 22.10.24I made the sounds with my own voice and a couple of Audacity filters. The sounds are OK but I don’t think they fit well with the desired mood of the game. But I figured it was better than nothing.

I made the first draft for the music on the first day. I wasn’t quite satisfied. I blame my tool: GarageBand. It’s just a toy – but it was all I had. I especially struggled with GarageBand’s string instruments and their way to slow attack rate. The next day I listened to what I’d made. With a fresh mind, I suddenly had ideas on how to improve it. I’m satisfied how it turned out.

I also spent some time making special ambient music for the menu screens, but due to the time constraints, I decided to scrap it. It wasn’t important.

Then I wrote the story and implemented the menu system. The latter was rather borring, but I know it had to be done in order to make the game feel complete.

Lastly, I made the splash screen. I decided to throw in a photo of myself to make it a little more personal :-)

Overall, I’m really happy with both the product and the experience. Today I’ve been flattered by the positive feedback I’ve gotten. Thanks!

I’d like to thank all (voters, ludum dare admins, players) very much for making this possible :-)

This Thursday, I’ll be giving a talk in our local Javascript user group about my participation in Ludum Dare and Javascript game loops in general.

Tags: postmortem

Foiled by two lines of code!

My game (Blight on Happy Land) was apparently incredibly and unintentionally difficult for some people, because I wasn’t aware of the importance of Time.deltaTime and so the tiles in the game fell rapidly for some players, instead of at a more relaxed pace, making the game incredibly difficult and/or impossible. Ouch! The code was only even needed in one place! Two lines of code! Aghhhh!

Anyway, I’ve uploaded a fixed version of the game for web and windows, I’ve kept the old versions of course and made it clear that judging should only be done on the non-fixed version, but the fixed versions are up in case anyone wants to play the game as it was intended to run (I hope anyway) :)

Comments

17. Dec 2012 · 14:13 UTC
Damn time!

And finally, a menu

screenshot101

As the game nears completion, I’m working on fixing more and more bugs and polishing it up.

Unfortunately for us, I made an irreversible mistake while writing the engine which resulted in very poor pathfinding for the AIs.

Still, we managed to make a mini-starcraft out of it, and our musician Simonas managed to make the game much more lively.

Also, sorry for not uploading a progress video like I always do!! I’ll make a trailer though :)

P.S

Things are working here!

I did a little update video on the new things.

I have a working UI and you can select from 2 items to place in the maze – ofcourse you have to buy them first. The Traps are stationery, the monsters are simply randomly traversing the paths.

Next thing is to make them interact with each other. This is the last hard part in the project – I hope I’ll have time for some polishing too.

Tags: monsters, traps, UI, video

Almost Done! How about some music?

The team is putting some finishing touches on the game before the Jam submission. In the mean while, here’s the music in the game:

Comments

17. Dec 2012 · 15:14 UTC
Title and credits sounds very nice and catchy. Love to see the game.

My Little Terrorist – Sneak peak video and spritesheets

Hi and welcome from the team’s artist,

Since our last (and first) update we’ve managed to advance a little bit further on the game, we’ve got some working gameplay, new spritesheets and new features are being added even as I type this.

Check out the video to find out a little more about the game!

And our spritesheets so far!

my_little_terrorist_spritesheet

my_little_terrorist_spritesheet2

Follow us on twitter:

Tags: My Little Terrorist

Wrong Love – Post Mortem

So this is my 6th ludum dare. And the first time I finished with the idea I started with. This time with the game Wrong Love. A game about a guy who’s goal is to steal all the goats on the world.

 

Tools

  • haXe
  • FlashDevelop
  • Paint.NET
  • The GIMP
  • BFXR
  • autotracker-c (customized)

Programming

I’ve created my game using haXe, a multiplatform open-source programming language for flash. javascript, java, c#, c++ and what not. I used this language because I really like it and I know a lot about it. however there are a lot of library’s to make it more easy to create a game I usually don’t use those because I like to program everything to the last thing, so did I this time. One if the things I worked most on was the lightning and the guards.

spikes

I’ve had done the lightning before but how I did it before it wasn’t fast enough. This time I added a little trick to make it a lot faster and make it look even better (it actually isn’t).  First I checked every 3 pixels if there was a wall, this way it showed some sort of spikes of light in the walls. I fixed this by making bigger steps and if it hit the wall do a amount of smaller steps back. this way it looked much smoother and also was faster. The second problem I had was the AI. It doesn’t have much of and AI. It just tries to follow the path. It is still not working very well and while creating levels I need to check if the guards are walking on a walkable spot. The guards also turn in 1 frame, so if a player is at that spot at the moment he will be caught instantly, not very fair.

What went right

  • Light
  • Keeping my code pretty clean.
  • Making it not too heavy for CPU.
  • Found out why my maps weren’t working (old version of compiler compiled images 0x010101 darker :S)

What went wrong

  • Pathfinding
  • Again no music that isn’t generated.
  • Drawing a sleeping goat in a 16×16 image.

PLAY: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=4506

Comments

17. Dec 2012 · 15:13 UTC
I tried to draw a standing goat in 8×8 and also failed. Unfortunately, it would appear that you need at least 32 pixels on a side to capture that kind of majesty.

How ahm99 disappeared

I worked hard on day one. I wrote two posts, but then I was gone! What happened?
The answer: I got sick :(
Day 2 and Day 3 down the drain
I might see if I can finish something up in 9 hours.

Work work work work

Man graduating killed alot more of my time than I had wanted. I may not make it to the dead line but I will definitively finish it after if I dont make it. Hopefully I will at least have a crappy graphics version without the water part of frogger. Here is a screen shot of some green squares hopping to some ugly green-gold goals.

Screenshot from 2012-12-17 11:38:59

MiLWaDS Post-Mortem

So after having worked on MiLWaDS for many (As many as 48 even) hours now, I feel like a short post-mortem might be useful.

So MiLWaDS, or as it’s really called; “My Little World Domination Simulator”, don’t ask about the ‘i’ and the ‘a’.
I was in luck about the theme choice because this is a game idea I’ve been wanting to make for a long time, a sort of demake of the world domination part of the RTS Evil Genius. Using the minions you gain through recruiting efforts you’ll slowly but surely complete nefarious acts and villainous deeds on the road to complete global domination.

Decided to again make my game in C++, because I figure that using a tool I’m comfortable with is better than using a simple tool that I’ve never used before. Plus, with building it in C++ I was able to use the Yarn engine I’ve been working on for university projects, which also lead to some interesting features being available that I had absolutely no use for. Full angelscript based script engine support and google breakpad exception handling among them, I did use other parts of it though. And SFML, let’s not forget SFML.

Just like last time I was in my tools are;

  • Visual Studio 2010, for writing my C++ code.
  • GIMP, for all my art.
  • Blender, for 3d-modeling, even though I haven’t really needed them.
  • Spotify, because music helps creativity for me.

So some thoughts afterwards;

 

What went well?

  • I love the simple but still stylish color scheme I managed to create early on in the development process, simple dark-grey with cyan borders worked well and gave the game a sort of hollywood-hacking feel.
  • Loading the data from basic csv style formats worked much better than I expected it to, at point I was hoping to instead save them with JSON but decided against that to save the time need to implement something like that.

What went less well?

  • The agency system ended up having far too many parts that never got used, I delegated too much work to them in the design phase.
  • I never got my minions fininshed completely, each minion was supposed to gain in strength when levling up them as well as being able to specialize in different abilities.
  • I ended up breaking Kunlaboro (An entity system I’ve been working a bit on) enough that I had to add triply redundant error checking to most messages. Since I was low on time I didn’t really want to try to get a clean clone done of it either.

MiLWaDS
Play the game here: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=10247

Tags: C++, compo, final, ld25, post-mortem, postmortem, screenshot, sfml, Windows

CYBERQUEEN

802437eb99fe035c27a73af7564ce83c

CYBERQUEEN

visceral twine game

play online

spread like virus

remember: integration necessitates evisceration

8c0f5e40d69dbfd302ffcbfd6e318ccf

uses publically available javascript code by Stefano Russo

Comments

17. Dec 2012 · 14:55 UTC
started it last night but was too exhausted to appreciate it, you know, to really get into the derelict slime-covered spaceship mindset… excited to play soon…

A.R.M.: Alien Research Mission (A Post-Mortem)

Sometimes, games are as fun to write as they are to play.Source code includes Goats

What follows is an hour by hour breakdown of why writing this game was awesome.

[stextbox id=”warning” caption=”TL;DR”]

Box2D.

Go play the game. Do a lot of barrel rolls.

[/stextbox]

T -4:00

I am pretty discouraged. Lately I code in C++ and C, but my sound library wouldn’t link and the source won’t build. I need an alternative.

T -3:30

I take a break and write an “I’m In” post that rambles into reminiscing about how convenient my LD23 project skeleton was. I decide to use it.

T -3:00

I discover that (1) the skeleton only builds applets and (2) LWJGL applets no longer work in OSX. I write a new Application entry point and wonder if the math classes are missing as much as I remember.

T -2:00

The math classes are missing more than I remember. If I want an orthographic camera matrix, I’ll be rolling my own. I could just go back to GL 1.2, but I’m not sure I remember how. I try replacing my Kenji math classes with OpenMALI.

T -1:00

This sucks. C++ has spoiled me. I start looking for something like GLM.

T +0:00

The competition has started. I don’t know what programming language or tools I’m using. I’m screwed.

T +1:00

My searches are hitting the online libgdx javadoc. The API looks pretty good. I start reading tutorials.

T +2:00

I successfully glClear(). I draw a UFO sprite and rotate in 15 degree increments. At 60 degrees I decide that this sucks. I write a basic Entity System for the comfort of the routine. I go to bed.

T +11:00

Morning. I’m adding TrueType support to my GDX workspace. I’m going render something, even if it’s just an FPS counter. I stumble across the Box2D classes. I still don’t have a game idea, so I might as well build a sandbox. I find this tutorial and create a ground box in my own game.

T +12:00

Inevitably, I add a spaceship. This Box2D debug renderer is an awesome time saver for prototyping.

T +13:00

I’m ustreaming a flying UFO with rotate/thrust controls. I add cubes because physics. I crash the UFO into the cubes, which fly everywhere. I am laughing a lot. I decide that this game really needs flying cubes.

T +15:00

The cubes are arranged in a way that approximates buildings, in stacked rows. At first.

My UFO has a tractor beam that pulls objects up. Then they hit the UFO. I learn about collision masks.

30% of the way through the competition, I have some idea of what I’m doing. I throw away all the game object classes and move everything into the entity system.

T +19:00

The tractor beam logic is done. It opens doors if there’s something “edible” in the beam; otherwise the beam releases at the UFO and the object continues upwards. I can’t see the doors opening, because the graphics still consist of (1) FPS counter and (2) the Box2D debug renderer.

T +21:00

I add a stats component and render stats in the ground. They’re boring. I have no idea what the instruments in a UFO would look like, but A: 320 N: 16 isn’t cutting it. On the plus side, I now have a command-queue based renderer.

T +22:00

My body feels like crap because all my windows were on the wrong monitors for livestreaming, and it screwed up my posture. I have shooting pains down my arms and my left forearm has an egg-shaped welt on it from leaning against the desk. I call it a night.

T +36:00

Good morning! I fly the UFO again. This needs to be a side-scroller.

T +36:15

This is a side-scroller.

T +37:00

The humans are smaller boxes that keep the bigger boxes company. The humans need an AI that makes them run away from the UFO. The rules for when certain things collide with other things are getting complicated.

T +41:00

I have spent the last two hours throwing humans. There is a callback that fires when they hit the ground, but the impact force is always registering as zero, so the humans aren’t killed by the impact. I tamper with the FixtureDefs involved and eventually see some improvement.

T +43:00

I recreate some old music and copy the .ogg file into my assets. It plays with zero hassle. It’s also six minutes long. I won’t need any other music. I will probably get sick of this. I disable the music.

This game needs sound effects. I fire up CFXR and create a couple of wub-wub-wub-type sounds.

Unless I am serious about my game using only the Box2D debug renderer, I’d better start drawing sprites.

I write a collision damage processor for the UFO instead.

T +44:15

I start drawing sprites.

T +44:35

That will do for now.

T +45:30

I have spent too much time looking for a monospaced pixel font. On the other hand, the stats on the results screen now line up. I feel like these aliens are probably not on a plum assignment with top of the line gear. I add PONG burn-in to their briefing monitor.

The humans aren’t getting a flee AI.

T +46:00

I sprite the crap out of the main game screen. I don’t think I’ll have time for backgrounds.

T +47:00

I don’t have time to draw a proper title screen. I recreate the briefing screen with a sort of title/instructions thing.

T +47:30

I tune the levels. I feel like this isn’t really a game, except for the fact that there’s a goal and you can die. It’s still fun though. Wait, what’s a game?

T +47:45

I create sound effects for humans and buildings tearing loose and UFO damage. I scream twice and scare the crap out of my wife. I drop a dinner plate and fork on my desk while I stomp my feet. The cat runs away. I realize I missed my chance to add a cat sound effect.

T +48:00

Deep breaths. I play the game. It…well, somehow, it’s a game. I upload it and try it again. And again.

It’s not much, but it’s the game I want to play right now.

I am so excited I forget to have my victory beer.

Tags: 1000 words, box2d, java, ld25, libgdx, post-mortem