LD26 April 26–29, 2013

results !

so this was my first LD and I’m rather satisfied with the results. I wasn’t expecting too much but I was hoping to break into the top 100 and it turns out I did !

Highlights in my ranking include#45 in fun and #74 overall. Every other score is rather average, my game’s worst ranking being #459 in innovation. One small disappointment was my theme ranking of #371 as I felt using “minimalism” as a gameplay mechanic was a good idea, but oh well, I’m never very good with themes. 😛

I was glad to see a lot of constructive comments about my game. it seems the main gripe with the game was the controls and i can get behind that to an extent. some also complained about the difficulty and, again, I can understand that; I’m terrible at balancing things.

One thing about rating though is that apparently some people don’t like using “N/A” ? I mean BLM ended up #247 in humor even though there is *none*. no dialogues, no story, no nothing. I find that kind of demeaning to the people who actually put effort into that aspect of their game. but aside from that, no major complaints. 😛

at any rate this was fun and I hope to do it again next time !

Minimal Theory Minimal Mortem – The Post Mortem!

Howdy, My name is Ethan (ENP) And this is my minimortem of Minimal Theory! er … Minimal Mortem! 😛

A big thanks to sirfireknight and thatonefunnyguy for voice acting!

And another big thanks to all you lets players and gamers for being such an awesome audience!


Pre Ludum dare 26 :

I began before the timer approximately 3 hours before configuring the UDK engine perhaps to late as there are allot of UDK based bugs and issues in the game now *Lack of an original loading screen / Options*

UDK primed and all the game types set it was about 30 minutes away from the theme announcement. I am on NecessaryGaming.com / Twitter / Ludum Dare and a few other social media sites preparing to post updates and announcements. I have no plans for voice acting and have contacted no one as of now for lines. I am also conversing with developers on the ludum dare IRC.

*Notch announces his attempt in the ludum dare later not completing a game but a trippy animation*
*SoS begins preparations for a C64 port of his game later called Ponk!*

*ENP is having dinner preparations and has successfully re-codded the essential parts of UDK*


Ludum Dare 26 Day 1 :

The theme Minimalism is announced the site is down due to traffic I panic … then remember to check my email. 1 message was in the inbox with the theme I sigh of relief I will start immediately.

I begin to conjure up an idea of a game designed around the minimalism of human thought and experiences in an environment + Limited understanding the idea of a thoughtless test subject was preferred due to a nerdy love with portal hence the similarities.

The goal? :

Design a game with minimal aspects and puzzles quick and short though visually appealing with the ability for people to quickly play and take joy in.

I coined the phrase or title Minimal Theory in correlation to the spectrum of visual thought being limited the fact that you were even in the experiments to begin with itself being up to perspective. Ever wonder why there was a chair in the title menu and at the end? In effort to play around with perspective in the most minimalistic way I simply chose to give an unanswerable question in about the length of 10 minutes.

Minimal Theory is announced on twitter and several other places the following are the first screenshots :

About 4 hours have passed.

Day 1 continued as constant level design bickering over kismet accuracy and level design detail, I went on to do a livestream however it was not saved and the footage was lost :( .

Miniaml Theory was developing a new element horror … I added this to test out what I could do barely trying to create an eerie scray environment … It worked flawlessly.

I slept at 2am, beside me my laptop cooling my face and warming my bed.


Ludum Dare 26 Day 2 :

Progressive level design leads to this iconic screenshot 😛

[IMG]

I am going to skip a bit here at the end as allot of it was just confusing code bugs and level design issues however it progressed nicely.

Until …

I ran out of time!!!

though all was good 😀

There was an extra few hours for submission time THANK GOD.

I was able to submit the game without a hitch and quickly get people to play it / rate it.


Aftermath :

Minimal Theory has over 450 downloads! And that’s only what I can count through my mirrors!

The game has a Mac release and is currently awaiting Desura publishing approval.

There are a ton of great lets plays to check out on youtube as well!

The game preformed exceptionally in the competition!


Whats next? :

Minimal Theory : The 48 Hour Edition is done and over with however I would love to come back and explore the concept after I have completed my other 2 projects.

Minimal Theory will have a bigger release sometime in the future … one you sure as hell can look foreword too.


Thank You For Playing

Created for Ludum Dare!
Developed with the UDK in 48 hoursLudum Dare Game Page 
If you make a lets play feel free to post it on our page!There will be 1 final update to the Ludum Dare version of this game this week that will cover more sounds and a little level design after that I will begin wrapping up the demo for Nightmare: Among Shadows.Thanks for playing and for all the support!

OVER 400 DOWNLOADS (LD+IndieDB)Minimal Theory - Windows V2 *NEW*

First Ludum Dare (mini)

Hello all! I had heard of the Ludum Dare a while ago, and finally decided to participate… well I’m making a game for the Mini Ludum Dare #42, but still, I’m excited because it’s my first! I’m writing my game in python and using Tkinter for graphics. I started learning python a little while back, and thought I was ready to make a whole finished game… well I now know that was a mistake :) seeing as I keep getting stuck on everything I try to add. However, with my problem solving skills, and lots of help from friendly forum-goers, I seem to be able to sort things out.

Anyway, this wasn’t a real update or anything, I just wanted to let you all know that I’m excited to compete with you, and am looking forward to the many Ludum Dares to come.

Thanks.

-baconbot

Somewhat Detailed Analysis of my LD26 Results (Only One Shot)

So the results for LD26 are out and I must say, despite some of the obvious faults my game had, I was pleasantly surprised with what I got so without any further ado, here are the results for my entry, Only One Shot:

Ratings

Coolness 100% #67 Theme(Jam) 3.92 #83 Innovation(Jam) 3.58 #239 Audio(Jam) 3.00 #245 Fun(Jam) 2.98 #281 Overall(Jam) 3.11 #350 Humor(Jam) 1.85 #365 Mood(Jam) 2.66 #464 Graphics(Jam) 2.47

Anyway, according to bvanschooten’s percentile maths, I’m actually in the top 14th percentile for Theme and top 17th percentile for Innovation out of all rated Jam games.

Strongest Category – Theme: Minimalism was probably an easy theme to interpret so no problems here.

True Strongest Category – Innovation: Now this one I can definitely be proud of as a lot of the positive comments on my game were to do with the core mechanic of my game.

Weakest Category – Humour: Wait, what? My game hardly has any humour 0_O

True Weakest Category – Graphics: I’ve probably said this before so many times during the rating period but I’m more of a coder than an artist and I can’t even draw to save my own life but regarding the theme, I just sorta lucked out.

Category which took me by Surprise – Audio: Apparently bfxr and a few randomly placed squares in Otomata somehow managed to get me a 3 in Audio.

Category I nearly managed to break through – Fun: Was only 0.02 away from 3 stars and possibly making top 100 for fun.

Overall, I would say not too shabby for my first Ludum Dare. I’ll try and possibly make some time over the weekend as I’m pretty busy at work during the weekdays but I might start on working on an improved, fleshed out, post-compo version of my game.

Finally, a big thank you to everyone who rated my game and gave nice comments about it and to everyone who submitted an entry of course.

See you in August for Ludum Dare 27 😀

Tags: results

Web playable version of Rebellion released!

Thanks to Emscripten, you can now play my game in your browser with a bloated 10MB download over HTTP, awful framerate, and NEARLY ONE SECOND of sound lag… on Firefox, and absolutely NO sound on Chrome!

Hell, I don’t even KNOW if it works on Chrome, but here we go:

https://dl.dropboxusercontent.com/u/32094129/em/rebellion/em.html

Let me know how badly it works!

Comments

22. May 2013 · 11:52 UTC
Seems to be working in Firefox 21, up until the moment when a bullet hits the player (that is, 2 seconds after the game starts), and then it’s one frame every 15 seconds.

Fractured Results

Fractured Thank You

I’m simply stunned at getting 20th place in compo results; even more so at 25th for graphics and 48th for audio (seriously I wrote the music by banging notes out on a piano at random until things sounded right).  I want to thank everyone who played my game and gave such wonderful feedback.  I’ve taken you comments in to mind and have started working on turning this entry into a full game.  I have a long road ahead of me, but with such wonderful people looking forward to it, this journey will definitely be worth it!

Comments

22. May 2013 · 19:58 UTC
Is there some place where we can follow the development or receive an update when it’s further along?

Ludum Dare on Yahoo News!!!

This is amazing, Ludum Dare is on Yahoo news! You are currently being viewed by millions of people.Yahoo,news

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This entry was posted on Wednesday, May 22nd, 2013 at 9:27 am and is filed under LD #26. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Minimal Force post-mortem

A post-mortem for Minimal Force. Barely wrote it.

LD #22: 174 jam entries LD #23: 1072 compo entries Tiny Planet Shipwrecked #252 Coolness 0,47 #1 Coolness 1 #87(50%) Audio(Jam) 2,4 #555(48%) Audio 2,16 #94(46%) Humor(Jam) 1,67 #628(41%) Humor 1,85 #99(43%) Fun(Jam) 2,2 #795(26%) Fun 2,02 #84(52%) Mood(Jam) 2,14 #453(58%) Mood 2,65 #123(29%) Overall(Jam) 2,27 #803(25%) Overall 2,3 #123(29%) Innovation(Jam) 1,86 #549(49%) Innovation 2,67 #68(61%) Theme(Jam) 2,57 #524(51%) Theme 2,85 #169(3%) Graphics(Jam) 1,29 #821(23%) Graphics 2 LD #25: 902 compo entries LD #26: 1610 compo entries A Villain By A Chance Minimal Force #3 Coolness 0,72 #1 Coolness 1 #329(64%) Audio 2,53 #357(78%) Audio 3,03(++) #378(58%) Humor 2,48 #434(73%) Humor 2,41(+) #716(21%) Fun 1,89 #618(62%) Fun 2,92(++) #580(36%) Mood 2,36 #651(60%) Mood 2,78(++) #596(34%) Overall 2,57 #721(55%) Overall 3(++) #199(78%) Innovation 3,22 #855(47%) Innovation 2,73(+) #538(40%) Theme 2,81 #937(42%) Theme 3,12(++) #620(31%) Graphics 2,22 #1080(33%) Graphics 2,32(++)

Another success! I`ve improved in 6 categories, and didn`t go down in another 2. I have 3 categories with not less than 3 points, and no categories with less than 2 points. Only 3 categories are worse than average.

  • Audio: I`ve beaten 78% entries without making lots of effort. I used sfxr for sounds and Abundant Music for music, both are generators :P.
  • Humor: Well, I didn`t involve much humor, but got a good rating. It seems average humor is very low (indeed).
  • Fun: My first entry that`s actually fun. I just used a simple idea, and people enjoyed my game.
  • Mood: I think most mood was caused by music, but I also made some story.
  • Overall: 3 overall? Great job! I think I this time I succeeded.
  • Innovation: I had to sacrifice innovation to gain fun. And I didn`t regret it.
  • Theme: I think I could do better. I just quickly took the best idea I had, though I wanted to think some more.
  • Graphics: Though graphics are low, it`s better than  previous LDs. I think I learned how to draw on computer.

Well… I feel kinda squeezed now. I already started making a game for MiniLD, because I think I won`t do it in one weekend. And I need to make sure I`ll make a game this month.

ASTEROIDS! Ludum Dare results

Click here to watch my VLOG!

Wanna try the game? Click here!

The results are in!

I am actually pretty happy with my results, coming in 416th place amongst a community of very talented individuals. Considering this is my first Ludum Dare, and the second game I’ve made, I think I did not bad at all. This, along with the comments I got on my game have definitely inspired me to make more games, and I will definitely try to take part next Ludum Dare.

Ratings

Coolness 62% #100 Humor 3.40 #310 Fun 3.26 #416 Overall 3.30 #443 Graphics 3.19 #455 Mood 3.00 #537 Audio 2.74 #790 Theme 3.30 #1169 Innovation 2.17

My strongest category was humour. I am pleased with this because I did put in quite a bit of effort in writing the dialogue, and including funny easter eggs. Second was fun, which I am again very pleased with. Because my game is an action-arcade type game, it should focus on the game mechanics and being fun to play. I went with the decision of making the game short, but very difficult to play. I personally prefer this decision, but I’d bet that if I made it easier with more progression, I think I could have scored quite a lot higher in fun and overall. How well I did in graphics surprised me since it was just some quick programmer art thrown together. Innovation did extremely poor, but that is understandable since I didn’t really put any groundbreaking mechanics or anything into the game.

Something I am really disappointed with was how badly I did for theme. I personally thought that it followed the theme really well with minimalistic controls and gameplay. I guess people had more of an expectation for minimalistic graphics though, so I will definitely think about the theme more next time.

Overall, I am very pleased, and will use the experienced gained to try to do better next LD!

Wanna try the game? Click here!

Extruder – Post-Mortem

I haven’t written one of these in a while. I’ll talk about the development of my Jam entry Extruder, my guidelines, the future, and my thoughts on the Ludum Dare site.

4912-shot1

Focus / Goal

I try to do something new in every LD to keep myself engaged (my fifth LD). This time I decided to make a game that runs on many devices, using HTML5 (Desktop, Smart Phones, Tablets). I have a bunch of experience with web apps, which was useful.

I also bought a train ticket to Berlin, to visit the Amaze Indie Connect and then work on my LD entry at the Berlin Mini Game Jam which took place on the same weekend.

berlin

Because I could only take my ~10 year old laptop with me, I had to prepare for creating only a very simple game. I was lucky with the theme pick this time!

When the theme was announced I wanted to make something with the least amount of rules, but greatest amount of depth. The usual ideals are Go, Conway’s Game of Life, and the Mandelbrot Set. Of course, it’s very unlikely to stumble over something as interesting as those. And how would you even become aware of the true depth in 2 days?

 

Development

I spent my first day at the Berlin Mini Game Jam, a monthly jam held by friendly and encouraging people who allow you to work on your Ludum Dare game. This was my first Ludum Dare jamming together with other people. Though the room was pretty cold, due to the entrance door being wide open the whole time, it was still a fun and very motivating experience. Especially because after a couple of hours (twice that day) everyone presented their creations. That really pushed me to not waste too much time brainstorming and to get some gameplay going as quickly as possible. I tried out two other concepts before coming up with the extrude mechanic. The basic gameplay was working by the end of Saturday.

That day I got some feedback from people at the Jam and from some friends and family members. There is something about seeing someone playing your game in person. You can feel it when they are bored and confused, and why that is. It’s very helpful and makes internet comments look incredibly shallow. Attending the Amaze festival the day before also helped put things into perspective.

Everybody jammin away...with their coats on.

Everybody jammin away…with their coats on. Photo by Lorenzo Pilia

Day two wasn’t all that productive because I was still with family and then had to travel back to my hometown. On the train I made a couple of brainstorming sketches though. Because of the lack of time I decided to make it a Jam entry.

The rest of the development was mostly about polishing the controls, making more levels and implementing the toggling walls. At first I made all levels slowly by hand in the code. Then I adapted my level editor from LD23 to speed up that process. If I had done that earlier, I’m sure I would have come up with more interesting levels. I had more ideas for mechanics, but yanno, 3 days don’t last forever.

Audio was smooth sailing as always. I tried to make the music not too distracting this time, which can easily happen with puzzle games, in my opinion.

I finished with half an hour to spare. All in all this was the most relaxed LD for me so far, which is maybe thanks to the theme. The way I stressed out in previous LDs was unhealthy.

 

HTML5 Games?

As mentioned before my game runs in the browser using HTML5. Why did I go for it?

My previous games were made with Java+libgdx/lwjgl, it worked out okay, but for some the games didn’t run (on Macs). Also nowadays you have to click through a bunch of dialogues before the applet starts. Seems not all that great for something like Ludum Dare. Also you’re mostly limited to the desktop.

Then there is HTML5, it doesn’t have the greatest performance, but you can make small games. Nobody needs to install anything, it runs right away, and if you’re doing it right it’ll even run on phones and tablets. I did that by writing myself a tiny lib that handles inputs, scales the viewport, and lets everything update at 30fps (my 3Gs and old Thinkpad could still handle that). Variable framerate would have been better, but I’ve never really written a game using that.

webapp

Because the game is basically a website, you can use Google Analytics to get stats on how people play it. I made it so the site sends an event to Analytics every minute, so I get a fairly accurate approximation of how long people played the game. I also send an event when people finish the game. Though, I’m not sure if that message got always send in time to the Analytics servers, because players might have closed the tab too quickly.

Audio support isn’t the best yet, so I kept it simple. You can’t be sure that music loops won’t have gaps. That’s why I made the music fade in and out at the beginning and end. One problem that I noticed too late was that audio isn’t working in Firefox. I must have used the audio tag in a way that isn’t supported.

HTML5 is not perfect but it worked out well for this LD.

 

Feedback

The feedback I got was mostly positive. A look at the graph below reveals that I got my best scores this time. Maybe it’s a bit related to being a Jam entry compared to the previous entries (all compo). Also I was fortunate enough to place #1 in Innovation(Jam) – tied with shiprib’s “Mind The Gap”. Their entry received way more votes than mine. This makes their final score more of an achievement, because ratings usually go down with an increase in votes.

Best feedback came from my brother: “Why do you always make depressing games?”

In the feedback I could see that there weren’t too many hickups. I tried to make this game easier than my previous ones, because the difficulty was usually a gripe for players. It got a little bit too easy though…so easy that it started to feel like work for some? I can understand that though, because the earlier levels are maybe too obvious.

Despite being a bit too easy, the controls weren’t communicated well enough. Though the intro screen had a hint how to navigate, it didn’t click for everyone. Multitude who played my game on his twitch stream struggled a bit (few others I showed it to as well). It’s nothing big, but I dislike these types of confusions when I play a LD game.

An interesting observation is that some players put their finger directly on the active block when extruding, thereby blocking their view (makes it harder). It takes a while for them to break that habit. Also not everyone understood that it’s completely turn based, wrongly interpreting the toggling walls to be timing based.

Puzzles are supposedly easier when you move in small steps. I found it to be fairly amusing to watch when someone carefully moved one unit at a time down a long distance only to run into one of the toggling walls – swearing and then restarting the level. It makes me almost think that it’s not needed to enforce larger extrude steps, because it’s something you will arrive at naturally.

Thanks to everyone for their feedback!

 

The Future of Extruder

It doesn’t seem like the stupidest idea ever to continue working on Extruder. But I’m not completely feeling it. Maybe I’ll do some more prototyping and see where it’ll take me.

I think the great idea/gameplay-element isn’t there yet, but the general direction seems right. I like that it’s turn based and how it works with touch and mouse. Also that it’s all contained within a small square.

 

What I’m taking away

Feedback is great, especially when the player is sitting right beside you in person. It’s way easier to sense their confusion, boredom, and excitement – you get that thirst to offer them something more interesting. So get more feedback while you’re working on your game, invite some friends over, go to a jam, or whatever.

feedback

Be more productive. You should be really quick at exploring new gameplay ideas. Gameplay should be the core of your entry, otherwise it’s hardly a game. So further try to optimize your workflow with regards to that.

The current Ludum Dare won’t make you that much better for the next Ludum Dare. I doubt that somebody can grow all that much in 2-3 days.  It’s the rest of those 4 months that really count. LD just shows you where you are right now.

 

My Personal Guideline

Here is my updated guideline, for what I think a dev should aim for in LD. Of course there are exceptions. :)

  • Minimize effort for audience to start playing (installing is super annoying)
  • No waiting for the player
  • Communicate controls and objective well
  • Good controls
  • Intro and ending
  • Don’t expect players to play longer than 5min
  • Push for lots of creative, personal ideas and originality
  • Try something new every time
  • Make preparations beforehand (mostly related to the new thing)
  • Don’t brainstorm or paper prototype too long
  • Try to make the theme the heart and soul of your game (I struggle with that)
  • Quickly build what’s neccessary to explore the gameplay space
  • Get lots of feedback while you dev – best if in person
  • Rate lots of games
  • Most importantly: learn and grow in the time between LDs

 

Ludum Dare Website

I think the best thing that happened this LD were the live streams. Those where people played the submitted entries. It was somehow the most relaxing way to learn about games that I hadn’t tried yet, and also cool to see them play my game. These streams seem like a good form of feedback. Which makes me think, what if video playthroughs could be as easily posted as regular comments? Currently it’s tricky to find the right spot in those long stream recordings.

I still don’t like the LD site that much. It’s confusing, and awkward. I’m sure the visibility of many games could be increased by a redesign.

I also thought about the rating/playing process. It feels like it can be optimized. On the Indie Connect I tried out SoS’s DIY Arcade with a ton of his games on it. It was really quick and easy to switch between the games, which kept me playing and trying out a lot of games without feeling annoyed. It should be that easy for Ludum Dare games. But yeah it’s tricky, because there are different types of games. Some run in the browser, some require a download via dropbox, others are hosted on mediafire or whatever, and in some cases you need to install a plugin.

One possible solution could be an application that automatically scans the entry pages. Which then continues to download the games that you can run (e.g. Windows), unzips them, and locates the executable. If it’s a web based game, it would simply make a note of the link. When it’s ready with the initialization phase you browse through the list of games via the app and click on one to run it (launching either the executable or website). When you return after playing, it reminds you to rate that game and crosses it off.

ludumcade

Yes there are problems connected with this, but it seems like it might be a useful venue to explore.

 

That’s it. Thanks for reading.

Call me… Humor Man.

Coolness 50%
#21 Humor 3.88
#537 Innovation 3.14
#646 Theme 3.45
#721 Overall 3.00
#743 Mood 2.70
#881 Audio 2.13
#973 Fun 2.52
#1189 Graphics 2.15

Yes, you read it. MY GAME IS 21/2356 in Humor.
You know what it means ? I AM HUMOR MAN !
I just have to say « I just have to say » to make you laugh out loud.

So…

I JUST HAVE TO SAY !

Em… You didnt laugh ?

How embarrassing.

I think I’ll stop making jokes,  and continue to make games.

Honestly, I like it a lot more. And .. Maybe you too?

I will avoid the discourse on “Making games is cool and awesome.” But try to imagine it in your mind!

Have a good day!

Ludum Dare 26 – The Aftermath.

Okay, so, I’d just like to say I had a BLAST for my first Ludum Dare, and I’m totally happy with my scores, as I got better than I thought I did.

#423 Fun 3.13 #477 Graphics 3.13 #521 Audio 2.76 #548 Mood 2.89 #721 Overall 3.00 #956 Theme 3.09 #1153 Innovation 2.20 #1471 Coolness 44%

So I got #721 out of 1610 games, which is just FANTASTIC. I really didn’t think I’d get anywhere above 1000, but I did! Many thanks, really. Now, it appears the section(s) I ranked the highest in were Fun and Graphics. The “fun” factor was what I was definitely focusing on, and I’m glad it worked out. Pixel Burst’s fast-paced arcade style gameplay is great for short spurts, heck, I find myself going back to play it a few times to see just how many points I can rack up :3

I’m surprised on the graphics side, as I just wanted to convey a retro feel, but nothing fancy.

The fact that Theme and Innovation were towards the end wasn’t too shocking for me, because I admit, I was having a little too much fun, and I forgot to actually focus on the theme ^_^’

 

Anyhoo, I think I did great for my first Dare, so, many thanks to you all for such a wonderful time! Congratulations to the winners!

 

 

 

Comments

22. May 2013 · 17:52 UTC
Okay. Now just look the news before that news. I am #721 in Overall too ! 😀

None Too Shabby

The results are in and they were pleasing indeed!

Our first Ludumdare was LD25 and result wasn’t too shabby all considering.

Plane Of Misery

#13 Innovation(Jam) 3.97
#29 Humor(Jam) 3.61
#96 Overall(Jam) 3.35
#105 Fun(Jam) 3.10
#148 Theme(Jam) 3.37
#150 Mood(Jam) 2.86
#179 Graphics(Jam) 3.10

 

We were incredibly happy with how we did but LD26 was a new competition and we had to do better.

 

Mobius

#37 Fun(Jam) 3.69
#39 Theme(Jam) 4.10
#45 Overall(Jam) 3.80
#49 Innovation(Jam) 3.78
#126 Mood(Jam) 3.43
#239 Audio(Jam) 3.00
#245 Graphics(Jam) 3.31
#325 Humor(Jam) 1.94

 

Mission accomplished! In the overall category Plane of Misery was 22.6% which was awesome but Mobius was 6.1%!!!!!

Now the bar is set even higher.

 

C.J.

Last stretch goal for an artbook

And related game

http://offbeatr.com/project/going-classical-greek-mythology-collab-adult-artbook-58998173679

http://www.indiegogo.com/projects/a-tale-of-persephone-and-hades#share

Tags: artbook, game, going classical

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This entry was posted on Friday, May 24th, 2013 at 11:52 am and is filed under LD #26. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

So… starting Mini#42

Have some RL things to do over weekend, and rules more relaxed, so started slowly tonight  – setting up Unity environment, publishing a blank game to website, that sort of thing, checking the pipeline is in place.

NGUI for Unity has changed a bit since I last used it so running through basics again to get the new approach… good so far.  Like the .ttf importing

 

Indiegogo to bring Aduno to Android/iOS

Hey all!  Just a quick post to say Aduno, our entry for the LD 26 Jam, has an Indiegogo which we’re using to raise some money to bring the game to Android and iOS.  We’re just trying to raise enough money to pay for submission fees, a bit of software we need to release on iOS (Xamarin MonoTouch), and a nice web domain where we can host game info and whatnot.

You can play the LD version here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=3128

And here’s our Indiegogo campaign link: http://www.indiegogo.com/projects/aduno-a-reductive-puzzle-game/x/3207382

The campaign goal’s just $500, which will get us far enough to fund the rest on our own if we need to.  $3 gets you a copy of the game on Windows, Mac, Linux, iOS and Android when the game is released.  We’re a quarter of the way there after just a couple of days, and every dollar helps.  We’d much appreciate the assistance!

mini LD newbie report

 

It’s time to try this again! Ludum dare 26 was my first time doing a rapid-game-make. One thing I learned was to actually PLAN the game out so I don’t end up with horrible controls.

Also, I’ll be attempting to make it in HTML5 and Javascript instead of Java.

My secret weapon:

where's my picture?! :(

Since I am new to this planning thing, the game is going to have an insultingly basic mechanic that I think is still fun.

The plan of action (spoilers):

IMG_4928

gl; hf

 

Comments

josemwarrior
24. May 2013 · 20:33 UTC
I wish I had a board like that!!

How I made the graphics on The Sentient Cube

[Cross-posted from Omiya Games]

First, I wanted to congratulate everyone who have participated in this Ludum Dare contest! Great job!

Although I may have stepped out before the contest ended, I figured I’d talk about how I got the graphics on The Sentient Cube.  It was surprisingly quick and simple, although it required a lot of tweaking to get it right.  In this step-by-step instructions, I explain how I’ve used Unity’s installed scripts to create a stunning toon shading.

Note: this only works with Unity Pro license.

Step 1: Import stuff

step1

In the menu bar, under Assets -> Import Package, you’ll need to import the Image Effects and the Toon Shading.

Step 2: Camera, Lights, Action

step2

Create a cube, camera, and directional light for the scene you’re working on.

Step 3: Toon material

step3

Create a material under the Project pane, with the shader set to “Toon/Lighted,” and the Toon Ramp set to a 1-dimensional image.  In this case, I created a custom ramp.

Step 4: Test material

step4

Drag-and-drop the new material from the Project pane to the cube in the Scene pane.

Step 5: Camera effects

step5

Add the “Edge Detect Effect” and the “Contrast Stretch Effect” components in that order to the camera.  The screenshot above was the parameters I’ve used.

Step 5: Add real-time shadows

step6

Change the “Shadow Type” under the directional light to “Hard Shadows.”  The screenshot above were the parameters I’ve used.

Results

Just add a few more elements with their own materials, and Voilà!

exampleGraphics

You can download and import the Unity package I’ve created with the same scene above.

Tags: graphics, toon shading, unity

Save The Cores

For this Mini LD, I thought I would do something I have never done before, and use Flash. I only have a few weeks experience with Flash, which most would say is not enough to just dive and and roll with. While this may be the case for most, I have made more with less before.

So, my game, right. Since the theme for this Mini LD is the destruction of earth, I immediately thought of space for some reason… Although the story isn’t exactly clear for this game yet, you have been chosen to be the hero responsible for saving planet earth. In order to save the planet, you have to travel around a spaceship and collect cores. Hence, Save The Cores.
I was only able to put in about two hours today, but I should be working most of tomorrow.
I have semi-smooth x-y movement working, haven’t gotten collision up yet, but I have a good prototype for collection of cores.
Next would be collisions, then story, then fleshing out the level a bit, maybe some music in there somewhere, I hope this turns out well!

Game as it is now.
Now to get some sleep. (T_T)
GameSoFare

Tags: actionscript, Cores, flash, space

Mini LD 42, here we go

Awesome deskphoto?

IMGP0750

 

 

 

 

 

Check.

Design Document in Spanish with awful handwriting?

IMGP0751

 

 

 

 

 

Check.

Motivation?

Check without a graphic proof.

Kay. Time to work! 😀

Tags: deskphoto, mini ld 42