LD26 April 26–29, 2013

By the way, we’re DONE!…

… even if we were too tired last night to post about it.

So play and rate our entry here :)

Minianimalism!

I’m in!

 

On my defence I didn’t intend to take part in this edition, since I had to visit family. I ended up making a game with my sister. So, here is what we plan to use for… the game we released yesterday:

Techs

  • CraftyJS (HTML5 game framework)
  • Notepad++
  • Photoshop
  • Pencils, paper & image scanner

Existing stuff

  • Some code from my previous LD entries

Here is our entry, a short game called “L’Hypnose” which was mostly programmed on a train. I was afraid that people would find the game “slow” and/or “weird”, but so far the LD community seemed to actually enjoy it! Awesome.

 

This was my first LD, and it was fun :D

I joined the competition after 3-4 hours from the start, I was in a hurry so I wrote a very minimal “I’m in” post.

Now that I have more time and I’m more relaxed let me write something about the tools used in my entry.

Development: Construct 2 – free edition.

I tried out Construct 2 for the first time for the LD because I wanted to do something in HTML 5 and wanted to try something new.

I found it very easy to use and very powerful, although the free editions has some limitations.

Drawing: Graphics Gale

Sound effects: SFXR

Music: Online studio on Soundation.com

In the next days I’ll write a Post Mortem, too.

Click here (or on the image below) if you want to try my game 😀

How I made a game in 48 hours

Below is a fairly accurate account of how my weekend went while making F*** This Job

Day One

0830 Got up, had porridge and a cuppa, got dressed
0900 “Minimalism? Bugger.”
0930 Lots of Googling, etc. “Minimalism…Do more with less”
1000 “I’ll make a one-button roguelike!”
1030 “Screw that.” Decided on a one-button platformer instead
1100 Drew complicated sketch of how the game will play

1130 Guy is now running and jumping back-and forth
1230 Basic level loading and tiling done
1300 Wife asks what happens if you hold down the jump key. Turns out the guy starts flying. I assure her it’s a feature…Not a bug
1400 Added spikes and player deaths
1500 Went to ‘Burger Off’ to refuel

1730 Back to work, added the stegosaurus thingy which would later become the mutant rat enemy
1830 Added exits – levels now have a start and an end!
1900 More enemies that look nothing like they’re supposed to (except the gun turret…That sort of looks like a gun turret)
2100 “It would be awesome if I could add Super Meat Boy-style replays…”

0000 Somehow added Super Meat Boy-style replays

0200 More enemies, tile types and general bug fixing. Added just about all the mechanics and elements so I can focus on polish and level design tomorrow

Day Two

0830 …SNOOZE…
1030 “Oh **** it’s still Ludum Dare!”
1100 Fixing up the main menu and level select screen
1200 Found my dusty Wacom tablet…Time to make an intro
1400 Finished the intro and outro. His fingers look weird but whatever
1500 Designed a few tutorial levels
1530 Ran out of bacon, went to the shops
1630 More levels, bug fixing the replays
1930 Redid a lot of the art for the enemies, spent ages trying to make a decent run animation in 3×3 pixels (didn’t work – he looks like he’s moonwalking)
2200 Added sounds – thank you AS3FXR!
2230 Added a poster to the intro and main menu (bonus points if you recognise it)
2300 Home stretch! More levels
0100 So many ideas for levels but they take *ages* to tweak and get right! Oh well, 24 will do for now
0130 Compiled and submitted
0200 Final tweaks and fixes… Need to get up for work in 5.5 hours, better go to bed

Tags: Flixel, foodphoto, journal, LD#26

MrHipst

Howdy ho,

9 hours before the Jam ended i found out about it. I loved the theme much, so decide to give it a shot. So in those last hours, I gave all :) and created MrHipst.

About:

MrHipst is a simple platformer, where you as player have to find your hat, bow and glasses.

Screenshot:

Play and Rate Here

Controls:

Arrow keys to move

Space to jump

You can’t save the cows

Well this was my first Ludum Dare and it was awesome.  I didn’t quite complete a finished game but I came really close and I learned a lot.  All in all, a better basic strategy would have helped me finish my game, no matter what the final quality would be.   So now I have this idea of what to learn and practice before the next Ludum Dare.  Here are my thoughts  on process/strategy to follow:

1.  Setup

– an intro screen

– a how to play screen or text block on your intro, including controls description

– tries counter (if your game style has lives or limited tries) in a HUD

– scoring display in a HUD – depending on your tools, set up the containers where you’ll display some gameplay stats

This should be fast and get you up and running with the basics.

2.  Next implement basic game play conditions and update your above scoring.

If you get stuck on a game play mechanism or feature and end up coming close to the deadline, this should be where you cut features and finish with a basic playable game.

3.  graphics, music, sound

Once you have the basics in 2, you can add some flavor graphics and sound.

After 3 you can go back and forth between #2 and #3 and the rest is just making your game better and better, but you have a “finished” game at any point in time.  At least this is my current theory, I’ll tell you how it works out next time.  :)

And of course please vote on my game: UFO Invaders Love Steak.  Sorry, you can’t save the cows.

UFOsLoveSteak

Orbicular is done!

Please have a look, here (web Flash) – you might like it. It features dynamic ambient music.

screenshots

My first entry! Loved it, and will enter again. Missed the first day of LD, but I managed to enter the Jam and cross the finish line (all that matters).

Overall happy with the result.

The good:

  1. I did it!!!
  2. Separate tracks fading in and out makes it atmospheric.
  3. It kinda looks nice and minimalistic.
  4. The later levels move in interesting ways.

The bad:

  1. Wish I had more time to spend on the music.
  2. Threw the levels together in my sleep.
  3. Didn’t have time to explore mechanics.
  4. The game is very hard, especially since you only have one life.

Rainbow train

Unfortunately, one user was unable to even start my game and I don’t know what the problem is. Please check it out here at notify me if you can’t start it too, and your version of Windows.

Seed for Mac OSX

 

After the Windows version, I am happy to announce that Seed, the first Minimalist Pixel Gardening Simulation is now available on Mac OSX (10.7 +) !

You can play it right now here (and even rate it if you want :) )

Linux version coming soon!
game 2013-04-28 21-50-05-14

Platform Jumper

After reading the Ludum Deals page I knew that I had to make a game in Atanua.

So I did. This is Platform Jumper – a very simple game where you need to avoid falling off floating platforms. Made only using digital logic – No programming.

platformjump_main_ss

It was definitely hard work, but it was very satisfying when I started to see it working.

My main problems in making this came from rushing into making the circuits rather than actually designing them properly. As it turns out digital logic is very hard to debug and more tedious to change than programming.

Due to making before designing I had issues with the game clock rate. It works at a clock rate that is a bit too low than I would have liked, but if I increased it collisions stopped working.

Making this game was very rewarding and I’m glad that I chose to make it out of digital logic. However next time I think I’ll stick to conventional programming.

Comments

DST
30. Apr 2013 · 09:47 UTC
I think it’s a very very neat idea!

Stijl Timelapse and Mac O SX scripts for creating timelapses

I noticed others created timelapses in past LD events, so I thought I’d try my hand at it too. Here’s a quick timelapse of my game development for LD#26. I only took snaps every 2 mins, so it’s not a very long video.

I’ve shared the scripts I used to create the timelapse videos on my github account for any Mac users out there who might want to use them.

Critical Failure – Post Mortem

Hi there, we linked our game last night but were too tired to write a proper post mortem.

When we heard the theme was “minimalism” our entire team groaned, as it was the one theme we had all down voted. However,  we had to press on so we brain stormed to come up with our own take on minimalism – as you play the game, rather than gaining upgrades and the game becoming more complex, you sacrifice abilities to stay alive. By the end of the game you are surviving on -minimal- power! A little tenuous but it gave us an idea we could all be enthusiastic about.

Yay, you killed the initial boss!

Yay, you killed the initial boss!

Play Critical Failure (Flash)

Overall we are very happy with the game. It came together easily in the end, however because both our designer and programmer had to work Monday, we didn’t get the time we would have liked to polish the game. The control system needs tweaking, some of the dialogue text is buggy and not synced correctly, and we didn’t have time to play through the game enough to test the ending (I think at the moment it returns to the main menu too soon). That said, we did get a lot of features implemented – all the side panel buttons work and give interesting functions (rather than just stat changes) and the game is enjoyable to play if you can see past the issues.

We have tried to make games together before but never made much progress, mostly because 2 or 3 of our team work in game development and they often don’t have the time and energy to make games out of work as well. So LD was a great chance for us all to get a finished product to show what we can achieve. As an artist I was amazed at watching my images come to life and start moving – it was like magic.

If we were to do it again? Hopefully we would get a theme that was more to our tastes. That being said, I do understand now why people wanted minimalism – very simple but experimental games keep the features list as low as possible for polish and testing. Given a second time around I would look for ideas that can not only be completed in the time, but also finished up and properly tested as well.

Would love to Ludum Dare again!

– Sam, lead artist.

Comments

wonderwhy-er
30. Apr 2013 · 10:35 UTC
Yeah, LD is good at making you do it while usually you can’t for some reason.

Great game!

Find Utopia in my Jam entry, A Space Opera

Hey guys, this Jam was a blast and I hope you guys had as much fun as I did. It got kind of frantic near the end because we decided to totally switch development platforms and games about halfway through. Then my friend was busy so I took over. We managed to pull through with I think pretty good results.  Our game is called A Space Opera, it’s a space action/survival game with some RPG elements. You pilot a tiny ship exploring uncharted space and fighting off aliens and space pirates in search for a Utopia like world that humanity can move to.

screenshot100 (2)

Tags: jam, space

Impressed With Myself :D

I’m normally not one to write a postmortem, but I was VERY impressed with what I got accomplished in 48 hours!!!
ProductionVille Cover
ProductionVille is a very stripped down version of a city building/management game with some strategy elements to it. The island you play on is randomly generated each time you play, and the goal is to essentially make money. More info can be found on the game’s LD page HERE.

What I Like About It:
I love that I managed to get the random world generation working as well as it does. I would have never been able to do it so quickly had it not been for my warmup game I never finished xD
I am incredibly surprised with how well the structure placement actually ended up working, I can’t find any flaws in it yet.
The GUI is another thing I liked. Before this I had only made one game in Unity that had a GUI, and it was a poor one. The one in ProductionVille perfectly scales to the size of your screen and is very well placed and organized in my opinion.
The camera controls and overall feel of the game is great as well. I added tons of functionality to it, including object in-placement being transparent, I thought that was a really neat touch :)
The statistical and overall complexity of the game is what impressed me the most. Not to toot my own horn, but this is a pretty complex game to be made in 48 hours, and the fact that I managed to do it with a mere 20 minutes left in the submission hour makes me quite optimistic about my future as an indie developer :)

What I Wish I Had Time To Do:
I really wish I had sound and music. Some simple placement sounds and some ambient environmental music would have sufficed, but if I wanted to finish the game at all I needed to forget about sound and music sadly.
I was originally planning to make actual workers show up and actually perform the actions they were assigned to… But I had nowhere near enough time to do this.
I would have really liked to add in-game instructions and controls, but again… Not enough time.
And finally, I would have liked to add an actual game menu with world size options, which surprisingly wouldn’t have been that hard considering how I programmed the world generation, it’s easily scalable.

Overall this is easily the most I’ve ever gotten accomplished in a Ludum Dare and I have no idea how I managed it… But I’m glad I did, and I thank this competition for rapidly expanding my knowledge of game development.

And also… Congrats on 2343 submissions!!!

Let´s do more cool stuff together

I loved this years Ludum Dare. Although the topic was hard, it also was so much fun to do this. But why end the fun here?

Let´s do some awesome stuff together!

I have a G+ Community called “The Art of Games“, – made by indie devs for indie devs and 100% non-profit! Join it here:
https://plus.google.com/u/0/communities/115426482608060275006

Or join in on our live hangout discussion this Saturday  Topic: How to monetize your game?
https://plus.google.com/u/0/events/cidjbcsika7va8ogdqfd9n2jb34

The hangout will also be live streamed in case you can´t join and will be on youtube after that. 

Want more? Why not watch one of our previous Indie Game Dev Hangouts here:
http://goo.gl/7wBX8
Come and play with us! We are all passionate Indie Game Devs like you!

GameDev

 

Post mortem

What went right:

– had fun

– ate healthy

– slept enough

– submitted

What went wrong

– hated the crapy graphics

– hated my (first) game for having no sound

– took too long to find an idea

– didn’t spend enough time on my game

– was interrupted too often and too long by my family

– submitted to jam

-submitted crap

– was killed by compiler

– didn’t capture my whole work for timelapse

What did I learn?

– willl have to learn to make some real graphics and animations

– should not use C for this

– video velocity 3 ain’t the best timelapse solution

– 1 frame per 15 seconds is a little too fast for timelapse.

EDIT: What also went right: Wasn’t the worst (jam) entry at all. And was in theme top 100.

EDIT 2: Reading this post I was worse than the worst jam entry^^

Tags: post-mortem

Game play video and postmortem

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=232

What went right

  • Finished something playable, check!
  • Aim of making prototype I can later improve and release as a good game, check!
  • Minimalistic, check!
  • Idea came to me pretty quick, Google helped to find lot of inspiration that I remembered
  • Made a game close analogues of which I don’t recall, check!
  • Had loads of ideas and FUN, check!

What went wrong

  • Photoshop after reinstall of drivers hangs because of color modes or something, did not check that before compo, obvious pitfall, ended up using Paint7 which sucked, then Pixlr, then Paint .Net
  • Did not use Flash stuff for UI using bitmap icons instead, bad result and eats more time as its not WYSIWYG enough
  • Did not slept enough, slept 18 hours in 3 days which is BAD, as now start of working week is ruined
  • As usual ,went for quite experimental game which is impossible to polish in 48 hours to have good game play
  • First day went so good that I was too calm on second day thinking all is good, while it was not -_-

Lessons for next time

  • Learn to use AudioTool or something similar with license allowed for LD
  • Check all the tools, even ones that worked yesterday
  • Find ways to work in more stable and motivated way, aka more sleep, less slacking around even if I think that I am doing good
  • Start making levels as early as possible, doing it too late, as usual

Tags: gameplay, post-mortem, postmortem, video

Arena – Post-mortem

After having the full day yesterday to relax a bit (aside from my day job, of course), I thought I’d talk a bit about the development of my game and my experience with Ludum Dare in general.

To begin, here’s my entry ->  Arena

 

This was my first entry in Ludum Dare, and as excited as I was in the week leading up to it, my nerves started to hit on Friday. My brain kept throwing out random excuses to back out and the urge to listen to them was pretty strong. Luckily, my girlfriend encouraged me to stick with it and we went out Friday night to stock up on healthy snacks for the weekend. I decided to go to bed before the theme was announced – I didn’t want to risk trying to sleep with a million ideas running through my head.

I have to admit  the theme was a little disappointing to me at first. Mostly because I had already mentally developed a few ideas for the other themes, but had no plans in mind for this one in particular. That being said, as I graphic designer (day job), my personal style is minimalist in general so I started thinking in terms of visual style first.

Construct 2 was my engine of choice for the competition – it’s relatively new to me (about a month), but the way it works makes a lot of sense. Since I’ve started using it, I’ve wanted to make an isometric game and even had a few ideas on how I could put it together. I decided this was the perfect opportunity to give it a shot.

The actual gameplay was originally going to be a minimalistic RPG with similar elements to the game “Slayin'” on iOS, but with 2 axises of movement and projectiles instead of swords. However, it became quite clear that the scope was a bit too high for me – I found it very difficult to balance weapon upgrades, enemy upgrades, a levelling system, etc, let alone factor in different stages, quests, bosses, and so on. Although I still think that game would be fun, it just wasn’t going to happen in time.

So I pulled out everything but the basic elements – constantly moving character, lots of enemies, single arena, projectiles – and began building a top down version of the game. Originally, the movement of the enemies and characters wasn’t restricted but the result was messy, mostly in terms of visuals. While normally I wouldn’t favour form over function, in the case of minimalistic design, I felt the need to keep some order in the way things moved around on screen. Tile based movement stemmed from that decision and immediately things started to fall into place.

Arena boundaries were another “feature” of the original prototype, and probably would’ve remained that way if I could have come up with a good way of handling the player colliding with it. Having the player stop at the boundary felt jarring, so I tried bouncing them off the wall. That was a bit better, but my implementation was glitchy and got worse when I tried to incorporate the mechanic into the enemy AI. I then tried having the player die on contact with the wall – kind of cool, but again, I couldn’t find a way to work the enemies into that. I finally settled on removing the walls altogether and implementing the wrap-around mechanic. This started the whole “avoid-your-own-bullets” thing and all of a sudden the game got fun.

I decided at that point to begin converting everything to the isometric view I had in mind. My trick for accomplishing an isometric view without having to change any of my existing prototype code was to leave everything as it was, but disable the rendering. Then, for every top-down object I’ve created, I create an isometric version that renders to screen at a converted position. I was a little worried, with the amount of the objects on screen at any time, that the performance was going to be impacted but it seems to have worked out quite well.

After that, it was really just a matter of polish. The sounds were created using bfxr and the music is an Autotracker.py song converted to midi in ModPlug and remixed in FLStudio. The death animation for the player was a little painstaking, drawn frame for frame in Illustrator but I was happy with the result.

The subtle reflections, one of the elements of the visuals that I’m happiest with, were actually a happy accident. Originally, the floor was white and bullets had a shadow under them so that their actual position was easier to determine. When I converted the floor dark grey, the shadow looked lighter and more like a reflection. I ended up adding that to all of the elements and was pretty happy with the results.

There are a few things I would have improved upon if I had the time. The controls have received the most negative feedback by far – part of that is the isometric nature of the gameplay that does take a little bit to adjust to, but I would’ve also have liked to include some options to customize the controls a bit. Things like assigning which arrow key corresponds with which onscreen direction would have gone along way, I think. I would have also spent more time on the sound and music design if I had the chance.

Overall though, it was a great experience and I’m very happy with the final product, flaws aside. Congratulations to everyone who participated, and I  look forward to doing it all again in the next Ludum Dare!

PS – Here’s a little video of me beating my previous high score. Sorry for the poor framerate and quality of the video – the game plays much smoother :)