LD26 April 26–29, 2013

People – Audio Postmortem

I love to read ludumdare postmortems but I feel like they cover a lot of the same ground so I thought I would focus on a single aspect of my most recent ludumdare entry People. I’m a big fan of dynamic audio in games since I feel like it’s one of the better uses of the medium and the ability to tailor what the player is hearing to whats happening in game can really heighten the experience. So without further ado here’s how I created the three major components of my games soundscape.

The music:

The music in my game is divided into three different layers. Rather than worry about looping issues I ended just playing three very long tracks in sync and when it was time to introduce a new instrument all I had to do was increase it’s volume. This came at the cost of a greatly increased file size but for a jam game I think it’s a reasonable compromise. The most complex part of the music was making sure that the melody didn’t start or end mid phrase. To do this my melody was created with roughly two bars of silence between phrases. Since the melody loop is playing in sync with the other files I keep track of when the silence occurs and only adjust the volume of the melody at that time.

Ambient background noises:

One of the things that I really wanted to do with the ambient noise was to let it provide the sense of space rather than the graphics. I wanted to convey the sound of a large transportation building like a grand central station with extremely high ceilings and lots of reverb. I ended up recording several conversations from various positions in my office. Those were then layered together with slightly different reverbs applied to them. I ended up making three sets of ambient noise that I transitioned between as the crowd thinned out, the first having a large number of voices and the last being a single conversation. Since it’s hard to distinguish any sort of actual dialog I ended up just cross fading between the different conversation sound effects and let the music mask any transitions. By the time the player reaches the end of the game the ambient noise has died down to a single conversation that really reinforces the feeling of emptiness. On more than one occasion while watching live streams I’ve seen players pause after matching everyone else up and then, upon listening, go to seek out the last person. It’s a subtle way to deliver the information that there is one final person to seek out.

Sound effects:

For all the sound effects I used modified version of my own voice. When couples in the game meet up there is a “Yay!” sound effect that consists of several layered recordings of me saying the word “yay”. This sound was then pitch shifted, put through a phaser, and a slight reverb was applied. The “hmms” and other noises that the people make when joining your group were just normal recordings of my voice with a touch of reverb. The footstep noises were created by hitting different pairs of shoes against each other until I found a good match. There were also several squeaks and ambient sound effects that we foleyed that did not make it into the final game.

Together all of these elements help to provide a sense of space and set the tone for the game far more than anything I did graphically. Thanks for reading and if you haven’t played it yet you can find my game here http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=128

Cardboard Space Box

I ended up submitting my game yesterday as I started late, I only spent around 8 hours on it, but it works well with only a few bugs. In the year 3030, you are the last line of defence between Earth and some cardboard boxes. Defeat the swarm of 99 cardboard boxes to save Earth. Fail and Earth will be destroyed.

 

Play it here http://www.ludumdare.com/compo/minild-42/?action=preview&uid=13768
csb2

Towels for Earth postmortem

I have finished writing a postmortem of Towels for Earth. The link is http://blazinggames.blogspot.ca/2013/05/towels-for-earth-postmortem.html . Quick summary for those who don’t want to read the article:

What went right – incorporating towel day themes into the game
What went right and wrong – Developing the game on towel day
What went wrong – HTML5 issues forced game to be done in Flash

Space Wire : Completed

Somehow, I completed this game. There isn’t enough levels, but it also need sounds, additional animations, mechanics, etc. which would take me out of the scope of this jam. Maybe next time !

Play Space Wire

Comments

jackyjjc
01. Jun 2013 · 06:44 UTC
for the first scene, after fixing the wire and i walk to the right. the character disappear anc cant not be found anymore
dlan
02. Jun 2013 · 08:51 UTC
Thanks for pointing it out ! I forgot to add some collisions block in this first scene. I uploaded a fixed version.

Terminally Ill – Aftermath

Hey guys, this post is a little late in coming, but I wanted to say thank you to everyone who commented on and rated my game, I was very happy (not to mention surprised) with my overall result of #102, maybe I’ll break the top 100 next time! I was also extremely pleased with my placing of 24 for mood, since I did try quite hard to build up some sort of atmosphere.

Overall a very enjoyable first experience, I can’t wait to give it another bash in August – see you guys then!

Screen Shot 2013-06-01 at 5.18.20 PM

Also, The IGP made a video of my game on youtube, check it out :)

Tags: LD#26, ld48, post-compo, results

Name Generator

Hi all.

I made this utility about a year ago and all but forgot about it until today, when I was browsing one of my memory sticks to clear some space. After rediscovering this project I decided to update it a little, and release it.

Basically it generates concepts by combining words from different word lists: eg, Colour plus Title might output “Red Queen”.

This can be useful to come up with names for your games, your game characters, or themes to inspire or stimulate your imagination. The combinations are sometimes funny as well. Here is a sample…

NameGen1

Play with it, use it, give feedback, or help to expand the program by creating/sharing your own word lists. :)


> download here <

 

I’m new to this…

Hi, im new to this site and i just recently learned about it through SourceFed. I wanted to play some of the games but I’m not sure how. If anyone could let me know, that would be great!

Thanks!!

Thanks for all the fish

Hi everyone,

Thanks for all the Fish was my entry for Mini Ludum Dare 42 and my first Ludum Dare experience.  I had a ton of fun and am looking forward to August!

You play as a dolphin fleeing the rapidly expanding blastwave created by the destruction of the Earth.  You have to dodge flying pieces of the once great planet while catching the occasional flying fish in order to escape.  I had fun making it and I also enjoy playing it, so I guess that’s what counts.

fish1

http://www.ludumdare.com/compo/minild-42/?action=preview&uid=22584

I also ported it to HTML 5 running WebGL.  I tested it in Chrome and it runs.  Firefox… maybe.  IE, definitely not.  I didn’t get the port done in time for the compo end but, lucky you, I have a link now:

https://dl.dropboxusercontent.com/u/103108185/ThanksForFish/index.html

Comments

04. Jun 2013 · 14:26 UTC
I’ll try it! :)
mohammad
11. Jun 2013 · 00:15 UTC
Many humans believed to be the most intelligent beings on the planet, when dolphins were the first. That was because they knew when the world was coming to an end, which they tried for years to avoid the humans, but the humans were too simpleminded and took this as a form of entertainment. The last message they sent was a super back flip mega-hoop dive, which meant: ”Thanks for the fish”

Hi! Everybody!!

Hello, Im Jet Spy Dragon and I’m very excited to participate in the next LudumDare. I’m actually working on Game Maker Studio:HTML5. I’m not very good on drawing, but I love to make music and write stories. In the end, I’m very “hobbiest” in everything so I hope to get better and better with every challenge.

Let’s rock!!!!!!

Post-Mortem

So, my first Ludum Dare is over, and it’s time to reflect on my experience. I made a simple collision-based game and named it, in a demonstration of true novelty, “Planets”, for the 48 hour jam. It is a very basic game, but just completing it made me very proud. This also happens to be my first game ever, if I’m not mistaken.
This means that there were a lot of things to learn, not so much code-wise as more general project- and time-management related. While I did learn a thing or two about Java I didn’t know, 48 hours just aren’t enough time to allow for a good study. Though it serves as motivation for more study after the competition.
The most important aspect I learned about was performance. Up until now, performance had never been an issue for the small, simple programs I wrote, mostly because unlike in games, nothing was in real-time. Having the game running is nice, but if it’s running at 5-10 FPS it becomes not only ugly, but also unplayable. Trying to minimize overheads and finding as many optimizations as possible was not only a whole new challenge, but also a joy to code. Gaining a 20% performance boost out of simple changes taught me how wastefully I had coded in the past (and am sure I still do). In the end, it turned out to be a game between me and the compiler, trying to squeeze as much power as possible from the CPU without sacrificing the gameplay.
As for the gameplay itself, it turned out quite well, albeit in a much simpler form than originally envisioned. Originally, it was supposed to be visibility-based, with the player emitting light in order to see the objects for a brief amount of time, but as time didn’t suffice, I had to settle for something less ambitious. It was a good compromise in the end, since a simple but finished game-mechanic is much more enjoyable than a bigger but broken one. The game was fun albeit too short, something reflected in the comments. I couldn’t have asked for more for my first game jam entry.
Now, onto the “what went well/bad” feature:

What went well:

  • The timeplan was helpful. It turned out to be very realistic, more so than myself, and as long as I followed it to a certain degree (which was probably only the first day) I had a good, reassured feeling. During the second day, I tried to convince myself that I could pack more stuff into the programme despite the timeplan, and it didn’t work.
  • Sleeping after having the game announced was probably the best idea. Normally, I’d spend at least half an hour to come up with an acceptable game idea, but this was time spent in bed, so I didn’t really fall behind. Plus, it helped me sleep better once I had an idea and not worry about the contest until next morning. The time zone surely helped though.
  • Incremental development. Limiting the game’s scope is a necessity for these jams, it seems, and incremental development allowed the game to stay at a simpler stage without any additional effort. It’s probably not the best approach with bigger projects, but for short jams it really helps in staying within a reasonable scope.

What went bad:

  • Free schedule. 48 hours is barely enough time to create something playable, so it’d be good to get the most out of it (which by the way does not mean to cut back on sleep). Some things, like going to the supermarket in the first morning (1 hour), arranging a Skype call (1 hour), or working on the assignment due two days afterward (4 hours) could’ve been done before the jam (or at least afterwards). Time management isn’t only about the two or three days, but also about the whole time period that affects them.
  • Not sticking to the plan. Everything was working out relatively well as long as I was following the timeplan I’d laid out for myself. It was only when I thought I could squeeze two or three more features in during what was supposed to be debugging time, that time really started to run out. I made it eventually, but with more stress than needed, and with less time to polish. Most bugs were luckily dealt with, so the gameplay was more or less stable, but the presentation was just plain bad. The welcome and ending screen were coded between 2 and 3 a.m., and this shows.
  • Preparation. The game was coded from scratch. When I say from scratch, I mean every single class and method. While it was interesting to see the program evolve from scratch to game, I’d prefer having the basic set of classes pre-coded next time, at least the canvas and the timer. Things shouldn’t be practiced just for practice’s sake, as soon as they’re learned. Having a small library, along with some general design patterns about rendering, should save me another couple of hours.
  • Contest familiarity. This was not only my first Ludum Dare, but also my first game jam in general. As a spectator, I was familiar with some aspects such as the journals, but not with things like the submitting process.  For example, I didn’t know I had to submit a screenshot. It took me 20 minutes to submit the game, up until 3.01 a.m., and were by far the most stressful minutes during the competition. This couldn’t have been averted, really, but I’m positive that I won’t have this problem in my next jam.

The future

So, what are the future plans? I really liked the game idea, especially the parts that weren’t implemented. I think I’ll keep working on it on my spare time (as a welcome change of pace form the competition). It should keep me occupied at least until the next Ludum Dare. I loved the contest and am looking forward to joining again.

Thanks to everybody who participated!

Ludum Dare 27: The Long Road Ahead

It starts today.

After many wasted hours of telling myself that I will make a game, I am finally gearing up to take part in the Ludum Dare 27.

I’ve never made a game before, despite probably having the programming expertise with which to do it, so it will certainly be interesting to see how this all plays out.

Tags: First post, Ludum Dare 27

Comments

Orni
07. Jun 2013 · 04:53 UTC
awesome !
07. Jun 2013 · 23:22 UTC
Sweet!
Puzzlem00n
10. Jun 2013 · 17:11 UTC
Well, LD27’s not actually happening until August, but until then, there shall be some Minis. My point is, good luck!
carrymove
12. Jun 2013 · 06:29 UTC
You have a lot of time for training. It’s about 2,5 months :)

First Commercial Release

This passed April, I participated in the 26th LD48 Compo. Like many others, I made a game from scratch in just 48 hours. I’ve always been someone who had to say “oh well I’m working on something big” or “I’ve got some stuff but nothing concrete just yet”. Ludum Dare was really awesome, and I was happy with the game I made. More importantly, it gave me the motivation I needed to see something through.

Now, a little more than a month later, a friend and I have taken a concept game I had before Ludum Dare, fully developed it and put it out for the world to play.

Our first game as 2DMGames, “Grav”, is now out on both Google Play and the AppStore.

Promtional Trailer

 

So thank you Ludum Dare community. I will be here for many more Jams and Compos to come, and give back in anyway to the community that gave me the push I needed to pursue my passion.

Keep up with us on our Facebook page, and maybe share us out to your friends if you want to support our virality.

 

Cheers,

Dan Moran

 

Motivation and Finishing – How Do You Handle It?

I’ve been having trouble with motivation lately. Like, trouble working at all.

I’ve decided to do some super-small projects in a sprint style to try to get me back into the habit of working on games.

I have a question for my fellow LDers, though.

How do you folks handle the problem of motivation? What do you do to help yourself finish things?

I want to hear some ideas and maybe have some useful methods out there.

More about this after the page break! 😀

Personally, I’ve usually been better at finishing smaller projects. I’ve gotten into the habit of starting things that are doomed by a combination of their scale and my attention span. Since I have trouble staying on a single idea for very long (I actually have ADD, diagnosed by my psychiatrist), having much smaller things will hopefully help me. Heck, since I know that my upcoming project (which I’m starting tonight at 8PM EDT / 12AM GMT) is only going to be about 24h long (really will be working for that, though I’ll take a little more time if I really need it and am almost done), I’m very excited to work on it. I know I won’t have to commit to a single thing for months on end, so I can finish easily and then move on to the next thing very soon after.

So… what do other LDers do to get and stay motivated? What helps you finish projects? I’m curious what others do, since this has been a problem for me lately.

As for the game I’m going to make…

I’m going to put it on Kongregate to see if I can get a little bit of ad money from it. I don’t expect much (really, I don’t), but it’ll be nice to get something out there to prove that I really am a game developer.

I’ll write a post about it when it’s been uploaded and I’ve got it ready for people to play. 😀

Peace, love, and the sweet feeling of progress,

– Henry