LD26 April 26–29, 2013

The Bloody Short Life Of Edmund The Cube

Hi there.

Here’s my first LD entry!

EdmundTheCubeScreen

Enjoy!

https://mega.co.nz/#!KQ4U0Cha!BCym0wGvrO92TuA-pLo_tQl25EdlANN7bwRlWtuLYi0

I nearly gave up, but I persisted.

…and I got a playable game out (although nowhere near what I was hoping for at the start)

stykk

 

Due to inexperience with MelonJS, and the many issues I caused due to that inexperience, a lot of development time on this was spent Googling up answers to these problems. Because of this, I was almost going to throw in the towel, but, in the last few hours, I took what I had, ‘minimalized’ it, and turned it into a somewhat playable game for the jam.

Check out the game, StykkHERE

 

dotLife Postmortem

shot_1

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=17724

 

I had a pretty relaxed time making this game for the most part!  This entry turned out alright and I feel happy about it.

Theme

Thanks to the theme I learned a lot about minimalism!  There really isn’t so much a category for minimalism in art, music, etc.  In art, it seems to take from other forms, mostly from abstraction. It really is just a lifestyle.  At least that’s the conclusion I made.  It seems similar to buddhism, but not exactly.

Development Summary

Post-screen FXs

I wanted to do something neat for the visuals to add that extra immersion in the game since I’m gunning for an adventure sort thing.  First I wanted to try to refrain from using what Unity 3D provides and roll out my own.  I’ve coded shaders before, but that was such a long time ago that I’ve nearly forgotten the bizarre conventions it has.  So I tried to convert my old bloom effect to cg and things blew up left and right.  Compile errors for shaders are never helpful.

What I got working though are two things: color quantization and de-resolutionizer.  The color quantization basically just lowers the resolution of each color channel with a given value.  For this game, I basically set it to 8 colors.  De-resolutionizer just gets the center pixel of each row and column based on a given x and y dimension.  This is an effect you see a lot back in the Super Nintendo days.

The rest of the effects are pulled from Unity: Bloom and noise effect.

Mixing both bloom and color quantization gave that nice effect.  I had fun just moving around the level seeing the colors mix in an interesting way.

Flocking/Boids

I’ve coded this a while ago and I decided I want to try it out and see if it turns into some sort of interesting game mechanic.  Turned out to be a big pain.  Flocking is actually not that bad to implement.  The difficulty is making it behave right and, like anything physics related, tweaking it.  Between post-screen effect and this was pretty much my entire Friday night and early Saturday.

The game took a different direction when I didn’t have time to further work on the flocking.  I actually wanted it so that you sort of herd triangles around and avoid other flocks, in this case, the squares.  I played around with it and never got anything solid.  The squares still use them though.

Level Creation

Levels are mostly comprised of: 2 types of square, a triangle, 3 spikey things, and a roundish-polygon.  It got a little tedious tweaking the levels since I manually placed those things and wasn’t really grouping and organizing them.  That’s my bad.  As a result, I manage to only make a hub level and 3 other ones.

The flower is made the same way.  I basically just drew different pieces and just placed them together.  I wanted to make each one unique, but I never got enough time, so it was mostly copy/pasted.

Music

My favorite composer, the cgMusic comes back for this one.  This time though, with the added bonus of: http://solmire.com/ Having the right sound-font to converting a midi makes a huge difference!

Everything Else

Some of the code I used in the game were pulled from my collection of Unity core scripts.  Some of those are such a time-saver.  Things like: dealing with input, changing scenes, saving game states.

Fun Facts

Compared to my old postmortem entry, only a few energy drinks were consumed for the entire time.  And I got to sleep!

 

Tags: LD#26, post-mortem, unity, unity3d

And we’re done!

Phew! We just managed to make it. There were lots of things we hoped to get done in time but didn’t such as a proper walk animation (because at the moment he moonwalks^^), better art assets and more levels, but you get a really good feel of the game and idea from what we’ve done. Post mortem to come soon.

Here’s the link: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=15156

Enjoy!

 

One Bullet

Submission Page: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=21984

One Bullet: Title Screen

One Bullet: Title Screen

One Bullet: Gameplay

One Bullet: Gameplay

Hello, fellow Ludum Dare participants! Being my first time to be a part of Ludum Dare, I’m happy to announce that my team has successfully finished our Jam entry, “One Bullet”!

Definitely worth mentioning, we originally planned this project as a level-based adventure centered as an homage to the story of Buddha, whom sacrificed the non-essential things in his life to achieve true euphoria. In relation to our game, we planned to have it change through 4 scenarios: A complex forest, a water dungeon, volcanic area, and finally a sky palace. We further planned the game to progressively get less and less complex, so by the time the player reached the sky palace, the graphics and music would become completely ambient and abstract. In the end, “minimalism” left us with a much shorter experience, but far from our demise.

While time flew by significantly faster than we had anticipated, we’re quite satisfied with our entry, and we hope you enjoy it as well!

Programming: flashygoodness
Art & Game Design: Pix3M
Music & SFX: Potentialing

Pix Lore

HDlogo

 

PotatoPatudo

 

And we made it! It was pretty close, but we were able to finish right on the deadline.  Caatalyst (Sound Design), Bactopiad (artist), and I (programmer) made an RPG that takes place in a 64X64 pixel screen.

We were able to stick to the minimalist theme quiet well. We had so many ideas for how the game would play out, but ran out of time and ended up being a series of mazes within the game. The plan will be in the coming weeks to update the game and get out a full RPG with no mazes and a Final Boss.

I hope you enjoy my first attempt at a Ludum Dare and check out my fellow teammates.

RetroStark (Programmer)

Bactopiad (Artist)

Caatalyst (Sound Design)

Download: http://bit.ly/PixLore-v1

WARNING!: We had some bugs with the audio and it will be fixed within 24hours. And the GM Logo Watermark will be removed than too.

Logo

Screen1Scree2

 

 

MiniQix

I finished a little game named MiniQix. In this game, you draw lines by walking around and when you enclose an area it gets filled up. You end up with minimalist drawings. Don’t let the enemies touch the lines you are drawing.

miniqix1
Play the game here: http://www.wieringsoftware.nl/ld/miniqix/ (Flash)

 

Thanks for a great time!

screen2splashscreen

 

 

Here’s our submission ‘light the way’, a game with minimalistic graphics and controls. We had a blast creating in and we both learned a great deal along the way!

The game is very easy to get into and instantly becomes challenging! have a try at it here

Comments

30. Apr 2013 · 00:52 UTC
We’ve had many fun hours making & and playing this game! I hope you check it out, the final level will blow your bind! :)

Presenting OtherSpace

Phew! We just made the Jam deadline.

We’re insanely proud of our first Ludum Jam entry. We’d only just decided on a direction for the game at the end of the first day, but it all came together marvellously.

You control Gerde, an alien inhabitant of a homeworld close to extinction. In the spirit (kinda) of the Minimalism theme, Gerde must minimise the number of casualties that occur before her world is flooded. She can do that by taking the shortest path possible through the world.

I won’t give too much more of the game away. It’s a short but exciting adventure.

 

OtherSpace 2013-04-30 02-59-51-41

Dynamite Knight – Jam complete!

We are proud to share with you: Dynamite Knight!

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20328

title

This was our first Jam. Our team is exhausted but had a blast!

Bad Things:

  • Lost one developer on Saturday
  • Burn out started to set in early Sunday
  • Probably should have stuck with 1 type of level instead of 2
  • Wrestling with learning Flixel and action script. Next time, we will do our homework before hand!
  • Have to go back to work tomorrow. Boooo!

Good Things:

  • The feeling of accomplishment! High fives for everyone!
  • Going to bed at a reasonable hour on Sunday so we could finish up on Monday.
  • Coming up with the game concept quickly.
  • Seattle restaurants! Lots of good places to eat!
  • Everyone on the team is excited about doing this again.

Can’t wait to try out some of the other games!

Great job everyone!

Rude Bear Rises – Post Mortem

So, here we go, my second LD.

I have to say.. I wish I could’ve got more done. I wanted extra forms on the boss battles, and cutscenes, and a menu, but.. you can’t get everything in. I worked 62 hours though.

I think I spent too more time discussing things with  my housemate, and too much time on giant bugs, but overall.. it went well.

Eventually I went for 6 intertwined worlds.

How the worlds slot into each other, with colliders.

How the worlds slot into each other, with colliders.

To enter each world, you go to it and hit E, and you’ll get to that zone:

The world rotating around you.

The world rotating around you.

Each place has a mega man esque entry place (and The Wizard logo) and then a boss fight.

Smashy - Hits the ground and brings stuff down.

Smashy – Hits the ground and brings stuff down.

And each boss gives a special unlock that aids you:

Skate glides up the walls and dashes at you.

Skate glides up the walls and dashes at you.

 

Radfish paralyses you and then his babies feast on you.

Radfish paralyses you and then his babies feast on you.

Cunning is just all around difficult.

Cunning is just all around difficult.

 

You can take the bosses in any order you want.

You can take the bosses in any order you want.

The wizard is pretty cool. He has 11 different attack types (including a potato!), summoning swarniles, orbs that chase you, orbs that split into flames and a circle of flames that segments you etc. etc.

Threw together 6 songs for it (and a whole bunch of sound effects), but I would’ve liked to have done more:

It just took so long to translate the vector art into the game, especially since Unity3D doesn’t have 2D physics for planes, I had to write my own physics engine for it. Either way, it was awesome.

But yeah, I wanted to do his second, third and fourth forms, but it would’ve taken me another day. There’s still some glitches etc. too.

But, anyway – here’s its page:

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=19499

(Vastly inferior prequel largely having nothing at all to do with this game here: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=19499).

So, in all, thanks a lot to my housemate for all the lovely pixel art, and.. I hope everyone out there enjoys it.

 @Vorpal_Games

Comments

Theoddoneout
30. Apr 2013 · 05:14 UTC
Love the music!

What did you use, FL Studio?

And we’re done – IIII

So, after this entire weekend, here is our final build.

We hope you enjoy the game and leave us some feedback, we would be very happy!

 

IIIIscreen

HERE you can see our entry, download the game and see some screenshots!

4

THANKS EVERYONE, its was a GREAT JAM!

 

Well then!

OK. first things first, thanks god thats over

i thought participating in the last ludum dare had prepared me for this one. wrong!

working on my own this time i thought i would enter the main competition instead of the jam. but i couldnt think of an idea to save my life. by the time i had an idea, submission for the main comp had already ended (yeah, it took me that long). technically i still didnt come up with an idea. i was routing through some old files when i found an unfinished game of mine back from when i first started programming. so i decided to make that my game and got to work on rewriting it from scratch. only took me 6 or 7 hours but like i said, the main comp had already finished. plus when it came to submitting, things got worse. my internet went out and when it came back on i realized id forgotten how to find my dropbox files online. i got my entry in but only just. all in all, a very stressful ludum dare. but all the same, good luck to everyone and may the best game (probably not mine then) win

 

now im going to go sleep and try to stop my erratic heartbeat

Cpt. Sqrjaw.

Cpt. Sqrjaw and army of hell. Get to the VAN!

Entry

Managed to get the minimum.

I think now i know about unity 16 times more than i knew before this jam (i just learned how to shader). I even did the crappy music YAY!

Used My new animation editor for this (editing, fading, overlaying animations).

I love doing detailed art, but nope, minimalism it is (come on people, stop choosing lame themes).

And i did a typo in my name.