LD26 April 26–29, 2013

Space wire

spacewire1

A game where you fix wire in your spaceship ! hurry up before the earth explode !

spacewire2

The game is pretty much done on the programming side. I haven’t much level design ideas for now, since it’s a miniLD, I will take some extra day to finish this :)

have fun everyone !

This Is Hard

This is hard. I am making a game called Save The Cores, and I am worried I won’t be able to finish. Going into this, I knew things wouldn’t be super easy. I am using Flash and Action Script, I have barely any experience with Flash, so that was hard in it of itself. In retrospect, not the best idea.

Also, recently I have been having some personal problems, and I have been having trouble making games. I am sure this is a problem that a lot of indies face, but being a teenager, mine might be worse.

Anyway, update on Save The Cores, I have collision up. Which is a massive pain with Flash, it reminds me of the time I tried to code a calculator in year five. Just a ton of if statements and hitTests. Sound is a pain in the ass in Flash. It refused to use the music my musician made, so I might not even have sound. I’ll try and finish, but no promises.

Tags: actionscript, flash, sound, Worries

Comments

Jimanzium
26. May 2013 · 15:30 UTC
Minin LD is less strict than a normal Ludum Dare so it’s fine to take an extra day or so. Still, best of luck.

My new android game (autopromo)

Hi,

Just a small post to show you my last android game : https://play.google.com/store/apps/details?id=air.com.studio3wg.truck

The game is powered by the wonderful citrusengine and nape for physics

And it’s an adobe AIR Game (yep flash ^^) Even if i think clearly that air (and flash) will not survive for long time, my skills with flash make that i allways love Flash, Even if i’m playing with UNITY .

This is my first real multiscreen game (the other or not compatible with small screen) but this one is fully multi screen across every android devices.

I tested the game on many devices :
Samsung S2
Samsung S3
Samsung S4
Jxd 7300 B
Wiko king ( a chineese phone)
Meizu MX 4 core
Nexus 7
Sony xperia Arc
Sony Xperia Z (a little bit slow on this one)

Screenshot_2013-05-26-03-24-51
Free android cargo truck game

You can play donwload it here https://play.google.com/store/apps/details?id=air.com.studio3wg.truck

 

A post about being slow

Sunday is ending, and I am at a very early point!

I’m making a bullet hell game, but with a twist: you have 3 keys (up, down, shoot), and you must keep at least 2 pressed, otherwise you lose health. So, if you want to go up, you release the down key, if you want to shoot, you have to repeatedly press the shoot key, while holding two others.

So… I had no inspiration until today. I only made an engine. Tomorrow, and maybe next days, I’ll be making levels, graphics, etc…

If I won’t have time for much features, I will definitely make a post-compo.

Post potato

I ran out of time to jam this weekend, much as I love Douglas Adams and Hitch-hikers guide. :(

I did get some time to upload a tweaked version of Robotater  with some newer levels.

More to come!

http://www.johnnysix.net/games/robotater/

robotater : Save the World, Save the Potato.

Robotater

I Do Not Want To Do This Anymore

I hate this. Flash refuses to work with anything. Yes, I am part of the problem. I am probaly most of the problem. But if Flash can’t import fucking MP3s, it is no fun.

I want to quit. It has take me about 50 hours just to make a stage with collision, collectables, and movement. Now, that is reasonable considering I have never made anything serious with Flash, but if it would work smoothly that would be really nice. Part of the problem is that I got lazy from using Unity. That is part of the reason I left for a while. If I can’t write a fucking Collider. Then I am just a fucking bad programmer. I love programming, I love debugging, but I fail at the smartbits like calculating collision stuff. This sucks.

I need to be a better programmer before I make games. Let’s just get this over with. Sorry for swearing and stuff. But this is very frustrating.

Comments

Westbow
27. May 2013 · 05:08 UTC
Hey man, don’t sweat it too much. Sure, maths are tuff, Unity (can) hide the details and guts and Flash is generally a pain to work with. But remember the core goal here is to make games! If Unity makes it easier, it doesn’t make you any less of a legitimate developer. A fun game is a fun game. Using whatever tools you can to get there is 100% acceptable.
27. May 2013 · 06:00 UTC
Neither would I be able to do a game in Flash, without a game engine on top of it.
jacklehamster
27. May 2013 · 19:56 UTC
I hope you don’t give up. Try to reach the end, even if you feel like it won’t be as good as you imagined.
deathray
28. May 2013 · 01:10 UTC
^ Good advice above!

Another option is to reach out to the community. Post some of your code or the problem you’re having, and someone can maybe help you solve it.
goerp
28. May 2013 · 17:32 UTC
If I program your collision detection, can you program the menu of my entry?

Seriously though, you can’t do everything yourself, there’s no shame in copying (learning) from others.

I actually program in Flash and I think Unity looks inimidating.

Change in plans

yeah so, I don’t know if anyone remembers me saying I was making a game in python, well…. about that! I decided to change my plans, but kept my old script. when the new one didn’t pan out, I tried the old one. Take a guess at what happened… nothing actually: IT DIDN’T FREAKIN’ WORK!!! 😀 So anyway, now I’m writing a very minimalist game in html5 and javascript. Man do I love html5! As of now, mostly everything is in working condition, and I’m still truckin along.

The game is called ‘End of Days’, and is a simple avoid type game. Basically, you control the earth and try to avoid asteroids (how original 😉 ). I like it so far, and am trying to evoke a desperate, or hopeless type feel. What’s more hopeless than trying to save the earth, even though you know people are dying anyway?

Anyway, just wanted to let you all know about the game and the changes thus far. Thanks!

Playing Around

I decided to play with some new features I’m adding, ended up with this:

earthvyou

My game took a bit of a plot twist; now, the goal is to destroy the Earth. I have a second mini-earth in order to test scaling. He even shoots lasers and has a miniature explosion animation! 😀

15 Hours Two Days And Finished

Just finished my MiniLD 42 game entry.
Screen01I’m not super happy with it, but I never did like text adventures… or writing. Come to think of it why did I make a text adventure?

You can check it out here. It was my first time playing around with screen capture software too, I’ll be uploading a video later. Though it’s 80% me typing and 20% me being away from the computer. All in all this was a good experience and looking over the other game I’m excited to see what other people make. While the game is “finished” I had planed more, but lost my motivation and decided to finish it a bit short, hopefully it’s still an okay game.

Tags: final, postmortem

Before The World Ends I Will Fish Trash For The Mad God

Current Game: Before The World Ends I Will Fish Trash For The Mad God
Wanted Game: Before The World Ends I will Build A Castle With Trash

firstscreensho - Copy

So, my goal of making a game this weekend for several jams, got busted by the reality of time constraints, I implemented a nice possibility of playing with your microphone although.

I think as it is rigth now it doesn’t reflect much of the theme of this mini LD, and what I wanted to achieve as it fullest, just a half, so I am thinking that may be better to take advantage of the extension of submissions of this mini, and submit something more complete later on the week.

What do you think? If you have time to test it, raw as it is, I will appreciate the feedback or opinions.
Here is the link:
http://dl.dropboxusercontent.com/u/1661405/BTWE-IWFTFTMG.html

Extinction Event

Even though we left a lot of cool ideas on the table, I think we’re pretty pleased how Extinction Event turned out.  We’re definitely going to continue working on this one.  Try it here.

Extinction Event Screenshot 1 Extinction Event Screenshot 2

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Some ideas I’d like to try:

Making the satellites modular, allowing the player to design his own satellites and weapons with custom abilities.

Adding the ability to launch weapons from the planet’s surface.

Incorporating the moon.

Lots of new types of weapons.  Kinetic weapons especially.  Directed light/heat.  And attaching solar sails to slow asteroids down.

Modifying the Earth texture to show the devastation of each impact.

More variation in the asteroids.  Some big ones, kind of like boss fights.

 

Anybody have any suggestions?

An update on our October Challenge game

So, I realize October is gone for a while, which ultimately means I failed at the October Challenge. Oh crap!

Still, I’d like to share some of our progress here, since this game started as a Ludum Dare game and at this point I feel our game owns so much to this community. This is how it’s looking nowadays:

 

 

Now here’s a little visual story of that. Back in August, 2012 we participated in Ludum Dare 24 and made a little game called Singularity, which was born from our desire to test some ideas on procedural generation. Not a particularly great game, for sure, but I think it turned out fun considering it was basically a tech test! Here’s how it looked:

 

 

Still, I felt the melee combat mechanic was really lousy. We were already developing The Journey of Eko back then, but it was essentially a physics-based platformer with linear progression and no procedural generation whatsoever – and in Eko, the combat also felt lousy despite the time we had put into it! I felt bad that we couldn’t manage to get it right, so during a 2 weeks vacation I took as a small side project to tweak Singularity’s combat mechanics and feedback, so that if I struck on any insights I could apply those to Eko. I imported some of Eko’s art assets and made this little test:

 

 

It is Singularity with improved combat and Eko graphics instead of silhouettes. It was almost October, and we decided to take the October Challenge and try to make something that we could sell out of this test. We worked on it and, eventually, what we were calling The Journey of Eko was this game, not the old, sluggish, overcomplex physics based thing we had before. Oh yeah, October was gone and of course we didn’t have anything to sell, but it’s ok! It became our main project, after all, and it surely deserves the extra time.

Since then, we’ve been developing, developing, developing… The first video on this post is from a January build; I hope to soon be able to replace some ripped graphics of our current build, so that we can share our recent progresses! :D

The reason I’m posting this here is that I feel we own so much to this community. First, because our game in fact *IS* a Ludum Dare game (there’s still rushed comments made during LD24 in the middle of Eko’s code, and some of Singularity’s silhouette graphics can still be seen even in our latest video)! Second, because when we started participating in LD, we developed a certain way of thinking that ultimately made us much more capable as developers. We were all about looooong development cycles planned entirely on paper and we were always afraid of tossing away what was already completed. Now it’s all about getting things done, playing, having fun, getting feedback, redoing what isn’t working, and adding stuff that we feel is necessary or that would be fun based on our experience with actually playing our game (not only planning it in our heads). For that alone, I’ll always think of Eko as some kind of legacy from Ludum Dare.

Love you all! Keep doing what you do! <3

Gabriel – @pixel_cows

Why I didn’t like the last Ludum Dare theme

Français Lire cet article en français

So yeah, I disliked the last Ludum Dare theme, “Minimalism”. But why? This theme has been up-voted by hundreds of people (actually 1888)!

Why people up-voted it

An example of my amazing capacity to make sprites

An example of my amazing capacity to make sprites

Ludum Dare is primarily a unipersonal competition. The “Jam” competition, in which you can compete with friends on the same game, is less represented, with around one third of the games coming from Jam teams. So my guess is that single developpers liked this theme because it allowed them to make simplistic graphics and sounds to focus on the gameplay and the development (or simplistic gameplay with a focus on the graphics).

If I was to compete alone, I may have upvoted this theme. Being a crappy graphist, it would have removed me a lot of work.

So why didn’t I like it?

Because I was not alone.

For the 26th Ludum Dare event, I built a team to work on a game. We were 5, a cool graphist (Kévin Kerisit, please check his website), a cool sound designer (Vincent Govindin, check his website too!), and 3 developers (Adrian Gaudebert , Alex Frêne and myself, Aurélien Defossez). Usually, I am the game designer and project manager during game jams, and I attach a lot of importance to making everyone happy.

With “Minimalism”, it was hard. I was obviously going to make someone’s work crappy. Either Kévin, the graphist should escape the colorful cartoonesque style that defines him and draw basic plain shapes, or Vincent, the sound designer should drop his musical universe and create simplistic music, or us, the 3 developers, should create a game with basic controls or gameplay. In all these three ways, I sensed a problem, someone was going to work on something not interesting.

Our dealer reaching his goal The night club

Our dealer reaching his goal: The night club

So we searched for ideas during hours (starting at 4 a.m. because our parents had the wonderful idea to breed us in France) without finding something pleasant. After 6 or 7 hours, we just decided to stick to the idea that seemed to be the best at the time and continued with it. This idea was to control a drug dealer trying to deliver his dope to a night club (easily localized thanks to the electro music it plays) while escaping the cops. This dealer can consume some of his drug, and by doing se he sees the world in a minimalistic way, and this new dimension permits him to see hidden passages and interactions. But we dropped this idea of a dual-universe because we didn’t feel like the game experience would be that interesting. So finally, we threw away what was related to the theme and kept the other part of the game.

Is the problem the theme or myself?

I didn’t like this theme, because I saw it as a limitation to creativity. But after some time, I think I could have seen this theme from another point of view. Instead of trying to create a minimalistic game, we could have created a game about minimalism. For example, we could have created a game in which a graphic-rich universe has to defend himself against minimalistic shapes. Or we could have continued with our idea of switching between dimensions, but we were so tired after 8 hours of thinking about this concept (from 4 a.m. to 12  p.m.) that we started the development right away.

So I’m still angry at the theme, but I’m also angry at myself, because I focused on trying to find a minimalistic game idea while it was not mandatory to do a minimalistic game, the restriction was to do a game in the minimalism theme.

The game, “Sniff”

I think he took too much drugs

I think he took too much drugs

If you’d like to play the game, you can do so here:

Play the game

The Ludum Dare post

The Ludum Dare Entry

Ratings

#110 Audio(Jam) 3.47 #176 Fun(Jam) 3.14 #216 Mood(Jam) 3.13 #225 Graphics(Jam) 3.38 #251 Overall(Jam) 3.19 #259 Innovation(Jam) 3.00 #548 Theme(Jam) 2.14 #1828 Coolness 22%

Comments

Osgeld
28. May 2013 · 01:11 UTC
aww pumpkin, cry me a river
28. May 2013 · 18:54 UTC
Any theme can be misinterpreted to make the game you want to make. Don’t get too literal and have fun. Minimalism is about removing extraneous elements not crappy programmer art. Granted some Minimalist artwork does look like crappy programmer art, but that is no reason why you can’t use great art and remove extraneous elements from other parts of your game.

Revelations – Is less more?

Revelations

Wow, compos are a mind-trip. Fun as hell, though…

When I was first writing “Revelations”, it occurred to me that maybe I was taking “Less is more” a little too far. But it seems to have buffed out and provided the effect I wanted.

Using “In Media Res” is a bit cliche nowadays if used sloppily, but from my point of view, it seemed like the only way to properly conceal the ending and get the emotional effect I wanted in the player (at least in the first play-through).

It wasn’t until this morning that I had second-thoughts about the twist-ending, if you can even call it that. Personally, I hate twist endings, especially since they are often completely out of left field and feel like a cheap sucker punch. Reading over “Revelations” a few times, I think there are more than enough clues to what is going on. Everything obviously should be clear after reaching the end, even the standard ending, not the extended “true” ending.

Any feedback, good or bad, is greatly appreciated.

Thank you in advance for your cooperation…

Intergalactic Bar Billiards

Title Screen

I’ve uploaded my entry. This game is loosely based on the game of bar billiards. The inspiration comes from a quote in the Hitch Hiker’s Guide to the Galaxy. I’ve attempted to capture the graphical style used in the TV series for the animated sequences from the Book.

Game Screen

My entry is here: http://www.ludumdare.com/compo/minild-42/?action=preview&uid=11312

And you can play it here: http://scratch.mit.edu/projects/10458705/

Comments

28. May 2013 · 07:57 UTC
Well, obviously you have to love Hitchhiker’s Guide, especially the BBC TV series. It’s a good try, but this game has some problems. First, it’s unintuitive in several ways; at first I thought the arrow was pointing where I wanted the planet to go, so I was firing backwards. Then I thought, like any billiards game, you had to knock the planets into the holes instead of avoiding them. Of course, eventually I read the instructions carefully and figured out what was going on…Anyway, I ultimately think there are two real problems: First, the collision detection on the black holes is really small, which makes it hard. BUT, once you get the right angle, can’t you make the same shot every time? (I haven’t TRIED that, but it seems like it should work.) The cool thing about actual billiards (which I just now realized) is that the balls are always moving around, changing the playing field so each shot is a new puzzle. The bit with missed shots becoming new obstacles is clever, but really it just ends up punishing weaker players so they have even more trouble…

Spermy and Petunia: Life is Short up for grabs!

Spermy and Petunia: Life is Short now available for download! (Windows, Java 7)

When a bowl of petunias suddenly yanked into existence miles above a planet, it finds itself plunging towards the surface in the company of a rather happy go lucky sperm whale.

entry-picture

Full disclosure, SaP: Life is Short uses some public domain sounds and music, and reuses some parts of Steve Can’t Zens framework.

Review page here: http://www.ludumdare.com/compo/minild-42/?action=preview&uid=22396

Getting close to done on visuals

I need to create four  main visuals…

After that… need to create the poetry generator and then do some balancing for the levels, end of game.