LD26 April 26–29, 2013

I’m back!

I didn’t do the latest Dare, I had exams. But still, I have a few things to say.

First of all, for y’all doing HTML5 games, Clay.io is awesome! Not only do they host your game, but also give you an API for adding Advertisements, Leaderboards, in-game purchase and whatnot!

Second of all, I reworked a bit SpinTurret, a game that I made for a Mini-Ludum dare, that weirdly resembles the current theme! It is a simple 2key game, the first of mine that I could call finished. I have also adjusted it to work on mobile. I didn’t finish polishing it yet, but here it is: spinturret.clay.io .

startScreen

 

Promotional1

 

Ludum dare #26 postmortem: Title

ludumdare_26_game_screenshot

Uh oh! Almost a month after the Ludum Dare #26 I’m here to write the postmortem of my “game”. It’s name is “Title”.

Why Title? Well, the time was over and I couldn’t find a proper name for it, so “Title” was the way to go. That was the name I put when testing the game screens.

The theme? Minimalism. Somewhat broad. Anyway, I had a couple ideas in my head: make a pacman-like or a tetris-like game with just two colors.

But a few minutes after the idea of making something with a dark maze and a lonely player trying to get out came to my mind. The player could pick up some lights from the floor to lit it’s way out but the duration of each light would be limited. That idea was finally the winner.

What went well?

I felt much more comfortable when doing the sprites. I like a lot the retro-8-bit-pixelated style so I tried to reproduce that style as well as I could in all the game sprites.

The sound effects were a little bit difficult for me. I had never done that before. However, I think the result was acceptable. It was difficult, especially when finding the proper sound for hitting the wall and picking up the lights.

What went wrong?

The coding process was somewhat messy. I waste a lot of time fixing exceptions and errors. I also waste a lot of time changing parts that were working for something fancier.

So, at T-3 hours to finish the Jam, I had no sprites, no start screen and just one game level. At the end, I couldn’t finish it completely. If you play it, you’ll notice some green boxes. Those boxes are suposed to be the lights you pick up when walking the maze. I couldn’t give them a proper texture.

Lesson?

I truly believe you need to have a clear and simple idea from the beginning to finish this competition successfully. Period.

A good advise would be to not improve your idea until it is completely implemented. Simplicity is better, even more if you want to create a game in a weekend!

That’s it. You can play it here.

Finally, the traditional behind the scenes timelapse. Enjoy!

This post was originally published on Rukbottoland Games website.

❏♥❀ timelapse video

Thanks to everyone who has been playing our game, Square Heart Flower!  We appreciate the comments, and we look forward to finding out how it’s been rated!

Have you managed to enter the castle?

Have you worked out how to enter the castle?

 

Here’s a timelapse of us making it.  There were three in our team (Jonathan, Dunk and Ricky), and Jonathan used two monitors.  You can see our different attempts at trying to achieve the distinctive minimalist graphics, and some clips of gameplay at different stages throughout the development!

LD26 Jam Postmortem & Timelapse: Toastergeist

game         mainmenu

I’m not sure what it is about LD, but after the event and doing a bunch of game ratings I always seem to forget about doing an actual postmortem. As such, this is our little team’s fourth LD and our first postmortem (although we do have four timelapses)! Hopefully this is the start of a good trend.

So the theme was minimalism. Unlike past LD’s, we didn’t brainstorm too long. All I really knew was that I didn’t want to do a game with colors and squares and things of that nature. Eventually one of our dev’s said “What if you were a toaster?” Our new artist chimed in and said she liked the idea of animating a toaster, and thus our game was born. We were making a game about launching toast. Toasters are pretty minimalist machines, right?

 

The Good

This was probably our easiest LD yet. For LD25 we used Tiled and had to write a level loader, had fire mechanics, and all manner of crazy things we had never done before. In this game we just, well, launched toast. With such a basic concept we were able to make progress very quickly. We tasked the artist with making some toast and toasters, and we wrote some code for menus, throwing condiments, launching toast, and things like that. Soon enough we had a toast launching program that we called the ‘toast fountain’ which we were all fairly amused by.

Another of our artist friends came in on Sunday and a bit on Monday to help throw together some menu graphics and make some additional toasty products, so that added some additional polish to the game.

 

The Bad

Our main artist had never done anything with games before, and at times it was clear we didn’t communicate what exactly we needed. We ended up spending some time retroactively fixing some of the images.

Our sound person showed interested but was ultimately unavailable. This left us without the great music we had last time. I wasted a lot of time looking for a free song that I thought went with the game, but I didn’t find anything. Eventually one of the other dev’s grabbed Autotracker-C and tweaked the output until we had something we considered decent.

On the programming side, we had some growing pains. I made a small engine on top of Pygame to avoid the hassle of rewriting the same code again and again as we had been doing for the other LDs. This used bits of previous LD code and some other abstractions. It was incredibly untested, so we’d sometimes hit errors (mainly with drawing). However, once we got things ironed out we finally entered the modern era where we had dirty sprites that didn’t require us to redraw the entire screen.

Something else I’ll be fairly critical of was the lack of an actual goal in the game. None of us really like high score games, but despite having several ideas on how the game could operate we never bothered implementing anything better. In fact, until the minutes before release, it didn’t even have a time constraint! It was just infinite score attack, and that is pretty lazy.

Lastly, the name was kind of a cop out. No one had any good ideas on Sunday, so we just kind of left it. When I was wrapping up the submission and needed a name one of our artists pointed out that the kitchen was obviously full of ghosts. Who else would be launching toast and throwing condiments everywhere? That’s good enough logic to title an LD game Toastergeist I guess!

 

The Nyan

One of our artists pointed out that we had rainbow condiments, and nyan cat is a poptart with rainbows. Obviously the only logical conclusion is to implement a nyan cat mode that is activated when a poptart hits a rainbow condiment.

Okay, so this is one of those ideas that might actually be better in theory. It was and amusing to implement, so I guess that is worth something. However, that dev time could have been spent making the toast appear on the plate (probably our biggest complaint) or implementing an actual game mode.

That said, our artist made all of the frames, so nyan cat is actually toasted at whatever level of toastedness the poptart was when you fired it :)

 

Final Thoughts

The game is pretty fun to play. If we had put a little more into it we could have added a lot more polish, but as it stands it is probably our best looking LD game. Having artists around is pretty nice. It also has music and sound effects, which, as we all know, are missing from a great many LD titles. Including the credits and pause features is always nice, so I felt like despite the simple nature of it we still had a pretty good end product.

If we can put in a little more effort next time, keep the artists, and get another sound person or two on board, I think LD27 could be a smashing success as well.

If you’d like to play and rate, you can find Toastergeist here.

Finally, this timelapse, like all of our timelapses, is solely from my perspective. I’ve tried to get some of the other members to timelapse their contributions, but I have yet to convince them to actually do so!

LD26 Summary (Aka Post Mortem)

Finally, I get to write a Post-Mortem about my Game “Escape the Minimalism” that I made during LD26, my first LD. Here is my first short summary of my LD.

I’m not totally happy with how it turned out, but it still turned out better than I thought it would.

A screenshot of the "finished" game

A screenshot of the “finished” game

So I think I will give this whole Post-Mortem thing a twist and do it a little bit different:

What went worse than expected:

  • The THEME: From all the possibilities, why would it have to be Minimalism, and it struck me extra hard, because I think I’m not totally irresponsible for this. Well, at least we can all learn from our mistakes.
  • The Motivation has been quite low at some times, partly because of the theme, partly because I got up at 4:00 AM to start working and kept working for a whole of 22 hours. Taking breaks and drinking a lot is essential to keep healthy, stay motivated and avoid dehydration.
  • Being sick for one day is not awfully productive. I had food poisoning and spent the second day in bed and on the toilet. So be careful and watch what you eat, but eat something, because you need the nutrients for your brain.
  • I didn’t even got the core mechanics ready after the first day, and I only started making levels after the second half of the last day, so I didn’t have enough time for smart level design. But I shouldn’t have skipped on letting others playtest it, because this really helps finding the balance in level difficulties and to get valuable feedback.
  • Working in a team was not working out as I wanted, because of the theme I didn’t have a plan for a long time and still didn’t have a concrete one when I started working. Some of my friends didn’t have much time, and I was ill the second day. The last day I was already giving up on making a polished game, and just decided to push it through and get at least something playable out of this.

What went better than expected:

  • The Feedback for my game has been surprisingly positive, I personally didn’t think at first, that people other than myself could actually enjoy it.
  • The weather was perfect, it was cold and it has been raining a lot, so I didn’t have to come up with excuses why I wouldn’t leave my room.
  • I was able to create my first game with Slick2D and I learned Tiled also along the way. This weekend had been more of an extensive learning session than a game jam, because I didn’t really know my tools beforehand.

What went like expected:

  • As hoped I didn’t die from this extreme challenge or dehydration, but I nearly thought I would at some point over the weekend.
  • I wasn’t able to create a complete polished game within 72 hours, but at least I made something playable and finish-able. But that’s okay, maybe next time I’ll use tools I’m already familiar with.

So my first LD made a lot of fun, and it motivated me to get at least something done. I will for sure create a more “finished” verison, fixing all the bugs and creating some better levels. And I think I will participate in the next one for sure.

Now when you go play my game, I would be happy if you left some constructive criticism, because I can’t believe that my game got so much positive feedback. 😀

Tags: postmortem

IndieCade <3’s Ludum Dare

IndieCade
The folks behind IndieCade got in touch with me to tell me they love what we’re doing here at Ludum Dare. So much, that they want to offer you a discount off the usual submission fee. To take advantage of the deal, do the following:

1. Visit indiecade.com/submissions/ and fill out the entry form.
2. Mention Ludum Dare in your description.
3. Use coupon code “dare13” in the payment section to receive 40% off.

Early submission deadline ends May 31st ($80), and the late deadline is June 30th ($110).

Perception – Post LD Version

perception

I was not satisfied of my original LD entry and recently spent some time to make a more polished version of my game here. Comments are welcome.

To quickly present the new gameplay, concentration and perception bars are now uncorrelated and must be maximized to find your keys in the grass. Naughty pigeons will perturbate your concentration, click on them and they will fly away. Look around to find them but be careful, don’t turn too much or your perception will be altered and you won’t see birds anymore !

How fast will you be to find your keys ? My highscore is 1 minute and 2 seconds !

Clone colony frontier Post Jam version and the future.

 

Basing a game on Jam code can be tricky.

The idea of the game I’m very much fond of, but to improve on it I’d have to write quite a few additional systems while rewriting bits and pieces here and there. Unfortunately I haven’t had the time to do so recently as I’ll have to work on other projects at the moment.

This project was a learning experience when it comes to building abstract and passive simulation structure and returning to it is a high priority for me as there are much more important ideas and concepts to (un)cover.

 

The post jam version eradicates a heap of bugs (hopefully not introducing many more in the process) and implements a few additional and missing mechanics.

There is also a quicksave/load feature now.

 

 

DRUG HUNT – TRAILER!

Hey there!
I’ve made a little trailer for our game. Sound is made by LeoL.
Please have a look and enjoy!
Don’t forget to rate!

DRUG HUNT

Free Game Music

Several posts mentioned people looking for free songs they could use in their Jam entries. All the songs that I have created and posted to SoundCloud are free to use with attribution. This is a sample of some of the music.

Monsters 101

Do Hairballs Dream of Dryer Sheets

Patient Zero

Comments

17. May 2013 · 20:35 UTC
You should definitely re-post this for LD no. 27. I think people will find much more useful nearer the compo (Not that it’s not useful now! :P).
18. May 2013 · 07:27 UTC
Hello and thank you for these great sounds! At these rights of free use … what will happen then if the proposed ludum competition (jam) game extends full and commercial version while wishing to keep the music … Citation enough? thank you

Website up!

Just got up the main site for my game,

Check it out at  http://vindince.com

This has the link to my game , and will be updated with links to the post-mortem and links to my friends music who did the music for our game!

 

 

 

Pencil update!

Hi all , i just updated my game with some improvements from the comments. Another nights worth of work.

heres the link to new game: http://lowtek.co.uk/unity_games/Pencil/Pencil2/WebPlayer.html

Now has a radar.
Enemies randomly spawn
Fixed the way the line is drawn
Made the controls easyer

Hope you all Enjoy 😀

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=18865

more updates on the way ,

Hard mode,
and increasing difficulty

8 games in 48 hours, postcompo and gameplay video

Ok… the final stretch towards the end of the rating period.  Still many games I’d like to see but didn’t get round to.  And time for a last announcement for my own project.  I do hope to get one or two more comments.  Yesterday I uploaded the latest postcompo version, which fixes a number of flaws.  The idea of this postcompo is not to seriously change the games, but only to quickfix the problems that emerged as the most important.  I spent maybe 3 hours on it, staying in the spirit of spending minimum time with maximum yield.  I think Leaping Larry plays really well now, and Digger has also become more fun to play. You can find the link on the LD page. It includes a list of changes.

Minigames Octacade LD entry

I made a gameplay video for the video compilation project, but that amounts to only 1 second of gameplay per game! So I also made a  longer video with 10 seconds per game.

Tags: gameplay video, postcompo

Video Playthrough

As the competition nears end, I figured I’d put out a video playthrough of my game for anyone who either couldn’t play it or wasn’t able to complete it (I never made it round to adding saves/checkpoints so you had to play it all in one sitting to see the ending).

If you want to play Proxy, Click Here

Always appreciate more feedback and ratings. Hopefully I’ll get to do something with this project in the future, fix any bugs and expand it into the game I originally envisioned.

 

Cheers,

Dan

ASTEROIDS! (the side-scroller) post-mortem

Click here to play and rate!

Click here to check out my website

My first Ludum Dare entry, and the second game I’ve ever made! I’ve decided to go for a game with very simple mechanics, but is difficult as hell to win. While most people chose to go for a minimalistic art style, I’ve decided to keep the controls (only up/w and down/s) and actual gameplay minimalistic instead. It seems extremely impossible initially, but after awhile you get the hang of it.

Gameplay:
You control a spaceship that you move up and down to avoid getting hit by asteroids. Minimalistic yes? You have 5 seconds of small numbers of asteroids, then 60 seconds of full on walls of asteroids before another 5 seconds of calm if you make it that far. If you make it through all that, you can beat the game in a mere 70 seconds. Trust me, it isn’t easy. I swore profusely while testing the game.

Story:
You are the first test rocket to escape earth’s gravitational field! Unfortunately, the snarky people who made the rocket never made any way for you to turn the thrusters off, forcing you to have to dodge your way through an asteroid field.

Code:
I wrote the game from scratch in Java, using knowledge from my previous game to help me. I followed similar code for things like the game loop, the sound loading and playing, and the resource management. Coding was done quite fast as I already knew how I should structure the engine, and I hard coded a lot of things to make the progress faster. I though this was a great decision in the end to avoid over optimisation as it really helped me pump out the code quicker and leave me more time for the other things.

Difficulties:
The most trouble I had in this project was deciding what game to make, then actually starting it. Once I actually made some progress and knew where I was going with it, I flew through it quickly. I am really proud that I managed to make it in the designated 48 hours.

Click here to play and rate!

Click here to check out my website

Tags: asteroids, asteroids (the side-scroller), dominic, first ld, mortl8324, mortlock

Right Side of the Road Post-mortem (minimal!)

+++ Scope: One button switches lanes.
++ Share: Windows, git, FlashDevelop, Flixel, and PhotoShop.
+ Agree: We discarded ambiguous warnings, words, and refueling.

— Decide: Saturday we could structure the 4-column sprite sheet.
— Play: Early on Saturday, we could playtest timing.
– Edit: Saturday we could quiz American/British like “restroom/toilet”.

Play now!

By Duncan Robson and Ethan Kennerly

Post-Compo Updated!

I released a new version of my post compo! Here is a list of what has changed since release:
+ Added Music and Sound
* Changed player image
+ Added Easy, Medium, and INSANE difficulty (hard is what it was during the compo)

Click here for the entry page.

I also posted a video featuring the changes (note that the actual game looks much better) below. Oh and don’t forget to watch my timelapse.

And here is a GIF preview:

Preview

Tags: post-compo, speedrun, video