LD25 December 14–17, 2012

Post Mortem — Awesome Jelly Genocide!

So cute!

This was my first entry. I’m 13 years old and I live in Brazil, in october I started learning how to do stuff on Unity 3D.  Well, since I had no cool ideas for games I stopped developing after one or two weeks, but I promised myself I’d participate on the next Ludum Dare.

Well, it was really stressful, but I loved it! It’s really satisfacting to make a game in a compo and playing others. Also, I’m really glad I got 9 comments just today! Anyway, this was a lot harder than I thought. I wanted to add lots and lots of features, like bombs, shops, but I didn’t have time for that.

What went right

Music: it doesn’t fit that well in the game, but I enjoy what I created c:

500 Jellypuffies jumping around innocently: OMG, SO CUTE! Yeah, kill them already

Scary Jellycops: they stare through your soul, you must avoid them at any cost.

What ye think ya doin’ messing up with my bros?

What went wrong:

Simplicity: too simple, I wish I would have had time to add features :(

500 Jellypuffies jumping around innocently: if your computer is slow, the game won’t run well.

These orange guys are stealthy: almost always they are behind you, you can’t watch them kill you.

No goats: Yeeeeaahhh…

 

Next LD I’ll do much better than this. But if you want to kill cute stuff….

 

PLAY THE GAME!

Micro Mob Time-Lapse

Finally put together the timelapse of my competition entry. Hope you enjoy it – 48 hours condensed into 2 minutes :)

You can play my entry here.

Tags: timelapse

Holly Jolly Pyromaniac: A Ludum Dare Postmortem

What to say about Ludum Dare Jam…

Well, I could say that the competition was fun. That is as exciting. That it was a great opportunity to meet new people and to build stronger bonds with the ones I already know. This is all true.

Ludum Dare 25 was amazing. My team made a little game called Holly Jolly Pyromaniac and I’m absolutely in love with it. (Of course, I guess I am a little biased.) It boasts retro pixel art, catchy chiptune tracks, and shockingly addictive gameplay (and a maniacal santa, frantic elves, and GOATS). And before I go any further, I’ll ask you to play a round or two so you can take my word on this. And put in some ratings too. We’d really appreciate that. http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=7580

The development process was frantic, but I loved every second of it. It took about two hours to come up with our gameplay concept. It would be about a Santa Claus who is pure evil and wants to bomb every house he visits. Of course we eventually decided we’d be bombing elves, rather than kids, so that nobody is offended.

The ideas just kept on coming throughout the entire 72 hours. New houses, panicking elves, snowmen, pine trees, GOATS, reindeer, Rudolph, and so much more. It was great letting everybody get their say in and making a game we all enjoy. And thanks to a little Skype group chat Icreated (with over 20 amazing developers in it) we were also able to get input from other competitors while helping them improve their own games along the way.

In the end, I couldn’t be happier with our game. There were hardly any instances of “man, I wish we had time to add that.” We’ve been getting a lot of good feedback from players, so we’re also happy with the community’s response as well.

I’ll leave you with this. Next time you’re considering Ludum Dare (or the jam, which is what we did), don’t consider it. Just do it. The days spent creating these games will never be forgotten. They’re fun, frantic, and exciting. Everybody should participate at least once. I promise, you won’t regret it.

P.S. Here are some devlogs from our artist. They showcase him at his best: drawing!

http://www.youtube.com/watch?v=3sRUhJlDZpw

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

P.P.S. In case you haven’t played the game yet, and you still need further convincing, here’s a screenshot. :)

s4

Be a Witch

Transient team proudly presents you The Witching Game. It’s a sandbox game about a homicidal witch, terrorizing a small village. You will be starting plague or get burnt at the stake. You will look at an awesome scarecrow that does nothing and steal goats for the amazing magic power.
We truly hope that you will have at least an ounce of all the fun we had while making this thing. It was something special, with all the inasnity and a touch of Yoko factor.

screen2

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=7122

 

Elevator Evil

So here’s my first ever released game. You are an evil elevator! Your goal is drop the mans of at the wrong floor so they get stressed out and eventually explode!When the mans realise that they’re on the wrong floor they will be damaged by stress. The more stressed out they are, the more damage they take. This is indicated by the number over their head. The further away from the correct floor they are, the more stress they take. If you drop them at the correct floor though, the will be relieved and lose stress.

Made in C# and XNA. Other programs used were Photoshop, Sonar, Audacity, Paint.net and Visual Studio 2010.

 

The building

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=18957

 

Space Lord in six flavors

With a few hours left until the 72-hour jam deadline, here’s what I’ve got so far:

More enemies, more fun

Most notably, there are six different types of enemies, each colored to stand out in its own delicious way. Right now they all behave exactly the same, but I’ll be implementing different enemy behaviors next.

Back to work!

Need advice, demo of jam game

Here’s a test of my jam game: https://dl.dropbox.com/u/69608548/jamgame.zip (requires .net framework 3.5+, temp control scheme listed in tempctrls.txt) If it doesn’t run, report it to me and I’ll see what I can do.

I’m still having trouble coming up with adding depth to the gameplay of my game. You can apply spells onto things, and they have a chance of backfiring (a pretty high chance) meaning things may not go as expected. You can spawn things, or add spells to things (move up to the object and press enter or space to apply the effect). This means that the basic mechanic of controlling the battle is there. It just isn’t fun, though. I’d like some advice for that, because I’m drawing a blank.

For the moment, I’m going to add some polish. Sound, hopefully, at least.

The Land is Dead!

It's a blob shooting toxic missiles. Is all you need to know.So, I finished up my game in time. I thought it’s be amusing to kill not people or flowers, but to infect the very land itself. And so it was, that Deadland was born. You are a purple sentient blob-thing, who’s made it his/her business to infect all of the land in sight with his disease. Sometimes using missiles.

Alas, I didn’t have enough time or skill to add any decent sounds or music, and it’s missing some animations that I would have liked, but this feels like something I’ll work on again in the future. Why not take the opportunity to try it now, and let me know what you think!

Good day to you!

frog.recurse(approachTarget);

We’re approaching the target. Command?

mainscreenshot_beta_000

Our jam entry is nearly complete. We had to cut a bit from the scenario, and I’m also concerned that I might have the only phone on the planet that won’t choke on all the audio we’re juggling, but we’ll see soon! We’re on target for a successful launch shortly.

Preparing for next time

Hello!

I competed this LD and in LD22 both times I used XNA. Now I have come to the problem of Windows 8, which does not support XNA. So I will be using java for my next Ludum Dare, may it be 26 or later, I will use Java.

There is more to it than just because of Windows 8. I just don’t like XNA as much as Java. I find Java easier to program in and once I am able to make graphical games, I think I will be able to do more with it than with XNA. Also Java is easier to send out to the public, and can be used on mac. By no means am I saying XNA is bad, it’s just not for me.

So to prepare I will be spending a lot of time here and here.

Thank you for reading, please play and rate my game here

Well, it isn’t exactly finished.

Sadly, due to some very pesky algorithms, we weren’t able to complete out game “Bandits”.

But, we did submit it, all you can really do is walk around and explore villages and things though.

Still on our todo list for the game was:

  • Being able to kill people.
  • Music / sound
  • +1 goat
  • make the game winnable

So go and play it, and have a look.

Capture

Tags: bandits, not complete

Internet Avenger is done!

CHECK IT OUT.

ie_safari

Now you can help Internet Explorer fight through six action-packed levels in an epic quest to take back the web!  Go play it!

It was exhausting, but once again I had a ton of fun.  Third LD now, I think.

New tool!

I found that I couldn’t compile the timelapse as my resolution was too big for mencoder. Going through the images one by one to downscale every one was not going to happen. All the automated softwares I found was either adfilled, couldn’t be installed on a 64-bit windows or crashed with my dataset. So I took a couple of hours out of my freetime and wrote a simple console application to take care of it.

The usage is pretty easy, write a xml file that tells it what to do

<batch>
 <actions>
 <resize width="2048" height="1546" />
 <save/>
 </actions>
 </batch>

And the just call it:

ImBatch.exe <input pattern> commands.xml <output folder>

and it will do all the work.

So with that said, here it is in all it’s glory: https://github.com/sirGustav/ImBatch

Tags: timelapse, tool

May The Base Be Belong To You – post mortem

First thing, here’s the source https://github.com/babebridou/maythebase

and here’s a link to download the game itself http://www.fairyteller.com/files/MayTheBaseBeBelongToYou.zip (unzip to folder of your choice, double click on the MyGame.jar.

This game isn’t an official entry for the competition since I couldn’t build it last night (computer crashed).

title screen

 

The game is basically a manic shmup where you can choose between 5 different types of waves to send to the hero, using keys 1-5. There are no other control.

Of course a true overlord would mash buttons like a psychotic madman to try to swarm the enemy (and sometimes crash the jvm in the process).

Survive this, hero!

Dodge this, hero!

The bulk of the trial was spent coding, coding, more coding. I wanted it to be extensible because, you know, there’s nothing wrong with having a fully parametered ballistic system and an engine to produce cannons of various size, firing rate, damage or bullet trajectory, nothing wrong with having homing missiles, homing sinusoidal streams of death/doom and eventually being able to summon a wave with a new trajectory by swiping a touch screen. That was the goal, anyway.

It was late yesterday night when I had to add at least something interesting, so I quickly set a scoring system (with totally awesome numbers) and said what the hell and dropped in a boss fight.

OH SHI-

OH SHI-

You don’t see from that screen but the boss player has 5 cannons including two that streams homing spiral lasers of pink doom (only if you squint; in reality it’s more like a straw of bubblegum)

I called it a night and a compo, my first time :) 3 hours before the limit. JMonkeyEngine SDK had totally crashed and wouldn’t let me run or build anything, whining about a missing jdk on my computer.

Of all things I need to keep in mind for the next one:

  1. Trust the libraries. No need to reinvent the wheel like I did all week-end, YES collision engines for manic shooters exist and NO they weren’t made in a hurry by some random newbie like I just did.
  2. Don’t build something too complex. Don’t make an editor or an engine, make a Game! Who will produce the content your game can theoretically handle?
  3. Have even more fun! Make some sounds, make some music!

Overall I had a fantastic time over this week-end and I’m super happy to have at least tried to do what everyone else did. My admiration goes to every single one of you who didn’t give up until the end, whether they finished or came up short, you guys are awesome!