LD26 April 26–29, 2013

Resignation?

So I started working like an hour ago or so, and while I have some initial success I don’t really feel like working any more.

Getting Atanua by making a game in it sounded like a sweet deal and I like the idea of doing a game in hardware, but actually trying to do it really just made me not actually want Atanua all that badly anymore. It requires way too much precision for selection etc. (do I really have to hit the exact pixel?), seems to lack a proper manual (or it’s too well hidden, which has the same net result), so if there’s an option to rotate components I haven’t found it. Creating wires/connections is fairly tedious as well if you want them to be nicely arranged. And it has already crashed thrice or so, especially when using Boxes, i.e. custom components. And if you can’t create the equivalent of functions, “coding” becomes a PITA.

I don’t even care what the problem is – the software doesn’t work properly so I’m not going to use it. Next Ludum Dare I’ll be using something else.

Or can I still do something for this one in 2.5h? It’s supposed to be minimalistic after all. Hmm…

LD 26 Compo – Post Mortem

Yeah, this time I made it on-time for the compo. I had to smash a single, small bug just after deadline. Mod support was my friend (continue reading to know why).

 

As soon as I’ve seen the theme “Minimalism” I just got a title for the game. “Reverse Minimalistic”: “Citsilaminim”.

I’ve decided upon a black-white-ish art style so I made some random tiles and the player in that style.

Later on I noticed that it just didn’t blend well with my art skills so I gave up on the tiles – the player was left up to now except of the palette.

So I was going to look for another palette directed on one single color. After playing around I’ve been stuck on “blue”. So I made some random tiles with the main color “blue”, tinted the player “blue” and voila, Graphics 😀

Later on I’ve been playing with Caustic. That went wrong so I fired up FL Studio’s randomizer. That went “kinda right”. Sound done 😀

I’ve wanted one verry big map but I went out of ideas for puzzle map parts verry fast so I built in 3 factors for reaching the goal:

– Player decides the path (there is a “split point” in the mid)

– Player decides the ending (number of orbs + time needed = commentary)

– Player’s timing (see “time needed” but also “being stuck in walls”)

There is no “right / proper ending”.

The day after releasing the game I noticed comments about a corrupt .jar so I reuploaded.

Then I noticed comments about “being stuck in blinking walls”. Well, “Okaaay? As long as they are blinking you may get out”.

But to be sure I’ve released an optional patch (I even warn that this patch is optional and can alter the gameplay by fixing a bug but I guess nobody cares and yells about “adding features after deadline”) which was really easy to deploy. Why?

Shadow (the code base & engine) has got built-in “modding support” so I used it to fix the bug.

 

Thanks to the IRC Channel *cough* not *cough* I was able to fix all the bugs before compo deadline *cough* not *cough*.

But hey, it’s playable! And it’s better than any of my other games I made for LD until now (I guess?).

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=11776

Have fun and don’t forgett to rate!

 

PS: Yeah, I made it for compo. Last 2 (without MiniLD) times I had to extend deadline for jam. That wasn’t necessary this time! 😀

 

 

 

Impressions of LD by a newbie

So~ LD is about to end and I wanted to share my first impressions about it :3

Must say that I enjoyed it a lot ( it wasn’t “that scary” as I though it would be one month ago, when I first heard about it xD)

People here are great, and it makes even more enjoyable to participate (now thanks to the “potato war” each time I think about LD I have an  image of a potato in my mind, such a great first impresion LoL, just kidding, it was very fun)

So yeah,  you’re gonna heard about me in the next LD too xD (but participating alone this time)

 

map/rooms of the game me & Xavier are making:

ROOMS finished

 

About the game:

LESS [Last Exit Scary Square]

“What would you do if you woke up in an room you don’t know, everything is dark, you’re totally disorientated and you have the feeling someone or “something” is watching you…? You have only one thought….. FIND THE EXIT.”

Ludum Dare – Afterthoughts

Well, Ludum Dare is over, and I guess I’ll post my thoughts.

 

Ludum Dare is the most fun I’ve ever had making a game, for sure! Despite not being with people in real life, you still feel connected with the other participants, and it’s really a great way to get to know people, and make a game at the same time! Knowing that there’s other people going through some of the same obstacles and problems you’re going through, and giving out ideas and just speaking freely- that’s great. I am DEFINITELY going to be in the next one. This was certainly a great experience for my first LD.

Thanks for such a great experience!

-Ninjaxio

Lucy’s friends

It will be a real challenge to release our entry before the deadline, but…

Some friends from my little cast!

Some friends from my little cast!

We found a potato!

Hey guys, our little fox found a potato whilst out scouting!

 

potatofox

On another note…

We have less than six hours to go and we are still working on gameplay mechanics and the in-game art, please tell us what you think in the comments!

We can’t wait to upload it so you guys can play it :)

Follow us on Twitter at @Journeyint

 

Comments

29. Apr 2013 · 18:52 UTC
I think the fox looks cute, but I don’t think he would like a potatoe… give him something more yummy, plz!! (Cheezburger ?!?)
john_conder9
29. Apr 2013 · 19:40 UTC
holy ! this looks amazing. I cannot wait to check it out!

So my entry…

I wanted to contribute in this Ludum Dare as I failed so I’m entering the jam with a quick “proof of concept” game I call it Minimal Win!

So if you want to know what I have to add – well here…

>> Enemies

>> Random Map Generation

>> Fix the physics

>> Make a menu

>> Make a game over

>> Make a win screen

>> etc… (lots of stuff to be done), I more likely wont complete the game but I do want to implement more into it, but as a “first time entry” I find it quite amusing… Not that its fun or anything! 😛

 

minimalwin

Comments

29. Apr 2013 · 18:11 UTC
What a cute glowing pink square!
Cognizant Game Studios
29. Apr 2013 · 18:23 UTC
Why thank you :) it moves too!!!

Trophies!

I’m sure you all knew this, but I just figured out that you can award ANYONE a trophy and it can be for ANYTHING you want it to be for and you can name it ANYTHING you want and use ANY picture you like.

This is going to be the most fun part of this entire debacle

Cross

Cross

Hello, LD community! I am AstroEngiSci, and I am here to inform you all about my first game. Like, ever. I have never completed a game until now.

My game is titled Cross, and is a game about crossing gaps and getting to the end. It was inspired by the KISS principle in engineering: Keep It Simple, Stupid! Crossing a gap is a pretty simple goal.

So, go check it out and rate it! You will like it. Or hate it. Or neither. Or both at the same time. I like to consider all the possibilities. I’ll stop rambling now.

 

Promotional Post Completed

 

Gods Will Be Watching

We finished on time!! UNBELIEVABLE!! For the first time on our ludum dare history, here we are, publishing a game 1 hours before the deadline. Also, we are very satisfied with the results, the “Minimalism” condition really helped us to get the project on time. Gods Will Be Watching is a minimalistic survival/adventure game with multiple ways of completing it and failing. We hope you enjoy playing :)

Tags: adventure-game, html5, impactjs, pixel art

We’re in !

LD26_9

Our entry is submitted (our first participation to Ludum Dare)!

Sadly, there’s no music / sound (maybe we’ll fix this later…). We were all working today so we did this in jam’s first two days. Please let us know bugs or whatever you want.

(If you can’t access the game through web, let us know : it must be a DNS propagation issue).

 

MiniCity Post-mortem

What Went Right?

  • To be honest the idea of SimCity is nice and self contained and fitted will with the minimalism theme and the 2 day time limit. I was thinking about a hide and seek style game based on the london tube map but I think this went better.
  • Adding disasters! It was quick to implement (once bulldozing was added) and was less than 200 lines of code all told.
  • Arkazon pushing me into doing Ludum Dare 26!

What Went Wrong?

  • Getting the simulation right(ish) took longer than I thought and involved re-writing it a couple of times. It’s still far from perfect but I have a much better appreciation for the developers at Maxis.
  • No time for balancing was a shame, I didn’t think it was too hard but apparently I was wrong. But the only way to balancing is to get people to play test – maybe next time.
  • Not being good at Javascript was a let down, I know enough to get me by but my lack of fundamental understanding for prototypical inheritance and never having any idea if I was getting references or pointers to the data annoyed me (I’m a C++ programmer by day)

If I had more time?

  • Sound and music would have been good to add, but I’m no sound designer. I did throw in a creative commons mp3 towards the end but took it out because it didn’t feel right having not created the music myself.
  • Randomly generated names for the areas was something I would have added if things went more smoothly with some humour or media references in them like Meteor Street from Spaced.

Data Box

Number of Commits – 21

Tools – Sublime Text 2, Chrome and Firefox

Source code – https://github.com/ToastyAbraham/MiniCity

Ludum Dare Entry – http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=21311

 

Tags: MiniCity, SimCity

Secret music theme !

bureau3

Here is the very last one for me : Secret Theme

 

Full of tribute, i hope you’ll enjoy :)

I was very excited by this Ludum Dare #26, this was the first time i worked with 8bits music, really interesting.

Goodluck everybody for the last hours !

Comments

29. Apr 2013 · 18:46 UTC
Cool tunes! Are you using Sonar as a DAW? Are those KRK speakers? Groovy…
29. Apr 2013 · 19:01 UTC
Hey ! Thx,

I’m not using Sonar, i prefer my old Cubase SX2 and i have downloaded a free 8bits VST instrument called “Magical8bitplug” for this event, it looks really simple and cheap, but as you can hear : it works !

Day 3 – Building an engine from scratch is hard.

8 hours left in the Game Jam. Not sure if we’ll get where we want to be in time. On the plus side, I had a good idea for a song for the project while making breakfast. At 4 in the afternoon. Because time has begun to blur together with itself. Time for the final 6-hour push. One way or another, we will turn something in.

Streaming the final count down over here: http://bit.ly/LD26DualCast

 

Comments

Mesene
29. Apr 2013 · 18:59 UTC
It looks pretty nice :D!

Nothing Is Impossible – Afterthoughts

ScreenShot2

Play Here

Well, we are going to start from the beginning. I had high hopes about the theme would be Parallel Worlds so I started to do an idea about a game with this theme in my head.

The day 26 came and the final theme was Minimalism. The first thing I did was curse to the people who had voted that theme. The second thing was start to think how can I innovate and at the same time create a minimalism game, but the ideas weren’t coming to my, and magically I remembered my first idea for the Parallel Worlds theme. This idea consisted in a split-screen with two characters who would interact between they. You would have to get the objects in the ground and go changing of screen for kill enemies who only could be killed by one of the character (ok, this sounded better in my head).

So I made this concept more minimalist. The game would have split-screen and two character running forward, each screen would represent the black or the white and this would create a contrast between the characters and the background.

Then, when I had this in my project of Unity, I added blocks who kill you when you touch him. Although this look like a simple thing but this was one of my hardest challenges in the develop of this game, all because Unity not detected any collider. After two hours and almost come to despair I decided restart my computer, and YEAH! THIS SOLVED THE PROBLEM, FUCK U UNITY!, were my words.

Well, the colliders works good, the characters run forward and when they touch a block they die. And has not spent even one day, this is amazing!.

Is time to level design!

The level design was very frustrating, to each block that I put I needed complete the level until that point, and this isn’t easy, seriously, I wanted to hit something!. It took me a lot of hours.

Ok, the day had not finished and I still had time to do the menus. I made it and finally came the time to sleep after 22 hours of work without rest.

The game was complete and I still had one day more to polish it.

The second day was a relaxing day. I did the music and fix a lot of bugs. I still had more of half day more so I started thinking in what could I add to make the game experience more satisfactory, the first thing I saw was that the graphics were very very simples, I knowed that the theme was minimalism but… I love the pixels and my game had to have pixels!, so I set to worked. I did a wall of bricks and some windows and the game now looked like an ancient castle. The problem of it was that the game was now more hard. But fuck, I really loved how the game looked!, so I add a “button” for choose if you want play with textures or without them.

Finally I publish the game when still missing about five hour to finish the compo.

And this is basically how I did feel while I was develop this game for my first ludum dare.

PD: Sorry for my bad english, I’m not a native

Tags: 2D, after, afterthrough, art, feels, funny, game, hard, hardest, ld, LD#26, pixel, pixelart, through, unity, unity3d

Comments

clad
29. Apr 2013 · 19:21 UTC
Fun game… if I didn’t die every 5s :( (and the sound of the death is to harsh for my little ears…)

Pretty ironic for a game wich name is “nothing impossible” to be impossible x)

Bridge Crosser Trailer

Bridge Crosser is now up!

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=12839

We had submitted it early (last night), but now have all the builds available, as well as a trailer for the game.

Video Here:

Bridge Crosser – Ludum Dare Trailer

Good luck to those still finishing up their jam entries, and we can’t wait to see what everyone makes. :)

EZGS Logo

http://elementalzeal.com

LD26 Black Square submitted!

Can you rescue the famous minimalist painting “The Black Square” from the nefarious clutches of Stalin’s censorship dungeon?  Experience the hot Cold War action!

PLAY NOW

black_square

Ooh at last !! the final touches :)

Hello Minimalists

we weren’t able to make posts earlier so here we are , we will publish our demo soon , stay tuned

the name of the game is :
”    Life & Minimalism    ”    .

T.T  HQ

Team. Thawra

 

Ludum Dare 26: My 48hour Post-Mortem

tldr:   Tools Matter, Sleep, Limit your Content Scope.  Great Success!

The Results!

Miximal0

I went into Ludum Dare with a certain nervous excitement.  I’ve been poking at indie development for over a year at this point, with very little to actually show for it.  I’ve got a bunch of concept documents, a couple prototypes, and a single 2D ‘action’ game to my name.  Ludum Dare is talked about in tones of respect among the indie community; participating successfully seemed to be a right of passage.  Being in way over my head didn’t stop me from signing up for MLG Raleigh as a Platinum Zerg, so it sure as heck wasn’t going to stop me from mingling with the much more accepting indie scene.

LDlogo

Of all the topics, the one I didn’t want to see was Minimalism.  Seriously, how buzzword can you get?  And if you look at the voting, nobody really liked anything…  I think Minimalism won with 330 positive votes, out of something like 4k voters.

After a quick search, I latched onto the idea of ‘trimming the excess’, and also the literary definition that attempts to leave critical parts of main characters featureless so the reader can mold it to their preference.  So, simplification and user choice.  Not a bad set of concepts.  Explicit branching paths is time consuming, so I went with interchangeable component sets.  Then I went crazy and decided to use audio as the core component.  Derp.

I’m not a musician.  Sure, I can sing a capella  choral, and jazz. I play a bit of piano, guitar, and clarinet.  A very little bit.  So that was my first major mistake.  Still, creating audio loops can be less time consuming than other forms of Content, and it did make the game feel unique, so not a terrible mistake… just an awkward one.

tools

Having good tools makes a world of difference.  I built my game using Unity3D, 3DSM, Photoshop, and Reaper with NI VSTs.  This allowed me to inherit a lot of polish with minimal effort.  The down side, of course, being that you have to put a lot of effort into making it look unique.  I spent that effort on the core mechanic (audio tracks), and let everything else retain most of its workflow heritage.  I’m not saying tools are everything, but they made my job easier.  The content generators provided are a godsend.

Learned a lot about 3D object animation; I haven’t used it very much in the past and there seems to be a big difference between objects and humanoids.  Worked out smooth scene transitions within Unity. In general, about 10-20% of my time was spent learning how to do what I wanted with the tools.  20-30% was spent on geometry, and another 20-30% on the audio content.  The remaining time was spent on code, logic, textures, and polish.  That means I should be able to do more next time, since I’ll know the tools better.

Even with frequent commits to SVN, I lost a couple models and audio tracks that later needed to be recreated and tweaked.

I got so wrapped up in the base content, I forgot some details that would have made it more immersive.  There’s no ambient audio, and no interactive sound effects like footsteps, button clicks, door open noises, birds chirping outside, etc.  I had a couple hours to spare at the end, but I was so fatigued I just called it a day.

Miximal1

Near the end, I realized I had overshot my scope, and had to trim off about 40% of the content.  It removed a little too much content for a final version of a real game, but it was the right choice for this specific event.

I slept enough.  That made a huge difference.  I was loath to see the hours go away, but this is a creative endeavor and I have zero creativity when I’m sleep deprived.

I considered stocking up on food and drinks beforehand, so I wouldn’t have to leave at all.  The drinks were a good call… enough coffee and beer to keep me sated.  I skipped on the food, and while having it on hand may have helped a little, the enforced trip outside for grub cleared my head.

Overall, I think this was a great success.

Miximal2

The Final Stretch!!

So after many revisions/strip downs/screw it let’s think of something else’s, we’re coming down to the final bit of production.

Music is done and mastered, game play has been tweaked, bugs have been squashed. All and all, it’s been a good week.

 

Look for Traffic Jam, being submitted by iiechapman soon. We would have a stream up of the final tweaks and a count down, but the stream has been messing with the speed of the game and we want to make sure it’s as precise as possible.

 

Music will be up online soon as well, if you want to hear music from the game as well as ideas for other games we were going to make this weekend, check out http://soundcloud.com/d_e_t_music and distancetheearthhastraveled.bandcamp.com after the Jam.

 

Thanks to all! We had a great time, keep your eyes open!

Aftermath

So, i officially took part in LD26. It was a blast.

Such a great experience, i learned much, i had much fun, i was able to make a great game.

And still, one question that remains is.. what now?

 

Well, i just froze my game on github in an ludum-dare branch and will now continue to develop it.

As i was rather unhappy with the Slick Engine, i will be porting it over to native Java. And then maybe make my own simple engine out of that.

Thats my task for the next ~4 months till LD27.

 

But in the long term.. i definitly want to switch to go. Maybe i will stop mid-porting and port it to go instead.. we will see.

 

Take care guys, thanks for your support and everyone who has voted for me, keep voting, keep enjoying all those great games and see you around!

Comments

Cognizant Game Studios
29. Apr 2013 · 19:17 UTC
I was un happy with slick2d also until I found LIBGdx I was actually able to submit something of a game within 24Hrs! :)
Xatulu
29. Apr 2013 · 19:22 UTC
Well, i built my game on Slick, and it was working, and even if it allowed me to do some time saving stuff, it was also annoying me for things like Basic Input Listening… those Slick-Basic-Input Listeners are such a hassle to work with…

Text Parser Platformer Mostly failure

I’m not going to submit this, but here is a playable version of what i made:

https://dl.dropboxusercontent.com/u/41127168/WebPlayer/WebPlayer.html

I’ve been pretty busy Friday, Sunday, and slept through most of Monday and I’m going shopping soon, so I haven’t gotten a chance to get that far into the game. I was also spending most of Saturday relearning what little Unity I know from a single course I took.

My idea was to make a platformer with minimalistic input. So minimal, in fact, that this game is only controlled through a text parser. I think that this is a clever idea that I could have done more with, but the sheer labor overhead of relearning unity and coding a laundry list of specific textual interactions and building levels was too much for only around 16 hours of real work.

For the next ludum dare, I’m going to try to build up a library of platformer, shmup, rpg and other mechanics, as well as graphics and sound programming to draw on and remix for the theme. I’m also going to give Haxe a try, because I want to try out other gaming platforms. I need to become much more comfortable with Unity.

The goal was to make something though. That was the most important thing for me, so in that sense i did what I was aiming for

Comments

john_conder9
29. Apr 2013 · 19:29 UTC
Are you kidding me? This was awesome and clever, I loved it! I really think you should submit it 😀 Although, I had to run it through IE to get it to work, I’m glad I did, even though it was short.

the pretentious apple – post mortem

What went right:

  • The controls, generally worked well once you got the hang of it.
  • The idea generation/workflow went through many different iterations before I arrived at the final idea. The original concept was extremely different.
  • Art, I use a total of 5 textures in the entire game (1 apple, 2 paper, 1 paper with mouse diagram,picnic table) and the results were pretty good.
  • Knives, they were a fairly last minute addition and had a large impact on the enjoyability.

What went wrong:

  • Level design was time consuming and prone to error.
  • Some levels are still way too difficult.
  • Physics in Unity aren’t as robust as I would’ve liked, some levels suffered due to this.
  • Creating the rotating pieces was a surprisingly complex and cumbersome process, each piece has a carefully crafted triggerbox that encompasses every element, when elements overlap this was particularly challenging.

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22708

My first Ludum Dare: A Success

Hi all, just a quick post about my first Ludum Dare entry! This isn’t my first time entering a game jam, but it is the first time I’ve managed to “finish” a game for a jam! And it’s an  amazing feeling!

Just want to thank everyone in the community, you’re awesome! Especially everyone that has left comments on my game so far, Very constructive criticism!

I can’t wait for LD27!

Trying to play and rate as many of the entries as possible, many brilliant games.

Here is how my entry turned out..

ninetails

If anyone wants to try it, it’s here.

dualtagh

 

 

Nano is available to play.

Pheeeeee–eeewww!  Done something…  Pretty happy with the game play.  I would really like to tweak the controls but time to release it.

A/D to yaw

W/S to pitch

Q/E to roll

LMB tap or hold to blast.

 

Windows  |  Mac

 

You must destroy the anti-matter(purple shapes).  The presence of anti-matter has “quietened” the quantum foam.

Anti-matter seeks out strings.  Then reproduces.

When all strings are converted the game is lost and you start again.

Destroy all anti-matter to restore chaos to the quantum foam.  5 levels so far then it resets.

TIP:  If you can’t find a stray anti-matter particles their presence distorts the quantum foam so look around for distortions then look up.
final1       final2

 

Just missed it

I just started Java but I wasn’t good enough for LD #26 so I will go in for #27

Platonic Dot Solid – Submission

View entry here

dilemma

Wow, so I think I’m really happy with my submission. I wasn’t even planning on taking part my second time around, but having the JAM really allowed me to relax more compared to my first LD48. The result is a gem which I’m always going to be proud of. The character I ended up going with is Dot Solid. I originally designed him long ago, but his name was Sucre and he was going to go on an adventure through the kitchen as a sugar cube, but this theme really made it possible for me to do more than just sit on the idea. It was a match made in heaven.

The funny and coincidental thing about the game being affectionately titled after Metal Gear is that when I needed an end boss battle, I just ended up combining all the platforming obstacles into a creature that resembles Metal Gear Rex. Serendipity?! I think so.

ENJOY!

Tags: Dot, Metal Djinn, Platonic, Prelucid, Solid

Full Walktrought Gameplay

Enjoy :)

 

 

Please, play my game 

Windows, Mac, Linux, and Web version.

 

Thx for your feedback :)

Comments

BrainSlugs83
29. Apr 2013 · 20:03 UTC
I really like the use of black tiles to make it feel like there a giant pits everywhere. That’s really cool.

New level

Hey guys. :)

I wanted to ask, if it is allowed if I make more levels for my game, which I couldn’t handle in time due to the limitation? :)

Comments

29. Apr 2013 · 20:10 UTC
Do whatever you want to improve your game (post-compo), but don’t modify the version that we’ll be rating! You should treat the LD version as a complete, finished, standalone thing that will never again be touched. Then take your post-compo version in whatever direction you feel like.
NightDreamer
01. May 2013 · 12:48 UTC
Alright. Thanks. :)

Post dare reflections

commit_log

It is pretty cool looking back over my git commit log thinking that at the very start something as simple as key inputs to move the character on screen didn’t even exist; then 48 hours later or so there was a playable game.

Jellycakes played my game on live stream before at it was a unique feeling seeing someone on the other side of the world spend a little bit of time interacting with something that wasn’t even an idea last week.

It also pointed out a lot of flaws in my game which I didn’t really consider, I think next Ludum Dare I’ll have to get people to play test it before I release it.

Ludum dare really is quite special and I can’t wait for the next one, now back to playing random games.


My game be here.

awesomeness in form of a game – IIII

Hey people! Look at this

IIIIscreen

Some “strange features” removed, some triangle calibration, less “red vectors from hell”, so you dont die to much 😉

And now you can play the tutorial how many times as you WANT! REALLY!? AWESOME!

web Player HERE! (Unity)

and HERE the PC version! (just extract and play)

Just to much awesomeness to don’t play that! =D

 

leave your feedback, so we can improve the AWESOMENESS METER of this game! 😉

Lucy’s map

…can’t meet the deadline, alas, as I would just need some sleep and another six hours to tie up story and mechanics, so here there are some goodies! (I’m a bit uncertain about posting other media as it would spoil… ’cause if not for the ludum dare, the game will still be completed in the following days!)

Lucy's world map

Lucy’s world map

 

Minimal Theory Upcoming Update

– Added splash screen

– Added exit button to main menu

– Fixed some issues with doors and clipping

– Ragdoll removed

– Added flashlight

– Fixed minor issues

 

– Custom installer

 

– Will be up shortly –

Bladeless

Well, my first shot at the comp is done, and I’ve got to say, I had a blast. Tried to get my game done in time for the official comp, but by the time the deadline rolled around, I wasn’t close to finishing.

Loved the theme too! Really went minimalist for everything with this. No real instructions, no score, no visible health, simple controls, and hopefully fun gameplay. Counter your enemies’ attacks, and kill them before they kill you. Difficulty ramps up as you go. Enemies are more likely to counter your attacks, and they attack you much quicker.

Enemies and character are also totally random, so you may never get the same guy twice :)

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20811

 

bladeless2

Dead End

Hi there!

After few hours working on my new project, and the same time trying to register on ludumdare.com, I upload my game here.
Following the Spirit of minimalism I decided to throw away everything from my game – story, dialogues, menus, UI – Even graphics and gameplay. The only thing i kept in it were sounds.

The goal is to take as more things (coins? bonuses? gramophones? – no matter, it just outputs sounds) avoiding our enemy and dodging the obstacles.
You can navigate only using sounds.

The game is turn-based.
Controls
Up – move forward
Left – turn left
Right – turn right
Space – wait
Menu:
Return – begin game
Escape – exit

I recommend playing with good headphones or surround sound system to enhance the game experience.
Download for Linux
(download for Windows will be available later)

scrrrrdeadend
(Enemy is shouting when is blocked by the obstacle)

Tags: dead, end

Submitted EpicQuestEssence to Jam

Great!!! we did a game in 72h 😀

Here’s what we got… it’s a very simple game but is our first Jam… and we have the minimalist theme excuse :-)

We learnt a lot… and enjoyed very much doing it

Hope you enjoy it a little bit also

And hope this is the first of many LDs

Good luck to everybody

Play it online here

s1

s2

 

Done

M-G is ready! Now you will see that is this game about.

And we’re done – IIII

So, after this entire weekend, here is our final build.

We hope you enjoy the game and leave us some feedback, we would be very happy!

 

IIIIscreen

HERE you can see our entry, download the game and see some screenshots!

4

THANKS EVERYONE, its was a GREAT JAM!

I Hope My Game Does Good!

Ok, so I’ve been getting comments about the game saying the controls is hard. I’m not really sure how to improve it though…

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=13796

Fix a crash bug, fix the game

Several people told me they were getting stuck in the kitchen scene and I found that there was a horrible crash there. Just managed to fix it and have found that it was creating an infinite amount of entities as i hadn’t ticked a single box. ticked the box and that appears to have fixed not only that, but the stability issues and frame rate! 😀

fixed version is here – https://docs.google.com/file/d/0B1slfyHxOtX3U3E5aW9iRUhVQU0/edit?usp=sharing

Have really enjoyed this weekend. Learned a lot more than I would have thought too :) looking forward to the next one!

minLifeInstall

Until next time then ladies and gentlemen and spacestronauts!

ArrivingAtWork

 

Please vote on Minimalist Horror Story!

Minion Studios celebrates its very first game with Ludum Dare 26!

We worked very hard to create Minimalist Horror Story, an FPS tale of scares developed in Unity3D!

Give us a vote, because we will probably vote on every 2000+ game we can! woooot!

Thanks to everyone that hosted, participated and played these amazingly great games!

MENU_LOGO MENU_MAIN_NEW MINHORROR

End of my first Jam entry

First time on Ludum Dare, first time with MOAI SDK and first ever original game developed. And it was amazing.

Me and Stelios (the designer) brainstormed the “minimalism” theme a lot to end up with a “Flatland”-inspired perspective of a blind guy in a room filled with zombies and trying to escape. I like the way the game ended up, it has all the base features we wanted it to have (except “farting”, this will have to wait for later) and is quite challenging.

screenshot_1280

Take a look at the game here but note that currently it is only playable in Chrome.

Unity is most popular engine in LD26, isn’t it?

I think everyone saw how popular unity3d engine now. I don’t know about you, but I have interest in gather a list of Unity games.

I am starting do that and everyone can help me.

Cubique Noire by Detocroix

Physic based movement controller (pretty one)

 

Synesthesis by TheFuntastic

Audio synth

 

Ludum Dark – Zampi

Netwoking, Fake light

 

Minimus – AdamSwaggoner

Nice 2d, Style

 

MORE INSIDE

 

CubeMaster – JimmyLord

The craziest Tetris that i’ve seen

 

MIN – s0ulcrusher

Strange one

Just Because – bigbazwa

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=7362

Flourish – Beanalby

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=11055

 

Knightly Knight – dsoft20

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=8795

 

Evil cubes – raoz

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=16059

 

Cube Dinosaurs? – PyroSneak

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22612

 

Extermitrons – inko

Very good tactic play mechanic

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=23205

 

Dehoarder – SmilingCat

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=21630

 

llab – tonic

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=66

 

Ming Imah Lism the Wizard ! – Gustera

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22162

 

Execute – ShinkiroCode

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20221

 

end – Aevek

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22124

 

Guiding Light – ilo

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=12377

 

Newborn – Lowlet

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=14458

 

Screaming Cubes – Shigor

http://www.ludumdare.com/compo/ludum-dare-26/?action=rate&uid=5242

 

Minima – CagedRat

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=557

 

Hero’s Journey – hamster_mk_4

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=4265

 

IIII – tonbery

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22691

 

MagnoMonster – puttputt

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22072

 

Comments

GreaseMonkey
29. Apr 2013 · 21:19 UTC
I could really murder Unity 3 right now. (linux user here!)
Shigor
29. Apr 2013 · 21:25 UTC
Add mine to list, please 😉
Shigor
29. Apr 2013 · 21:29 UTC
Unity being unity of love and hate is especially useful for prototypes and fast games for compos… mostly because you can do almost anything in it (although you might struggle), which usually just isn’t possible or so easy in other engines… and you have a webplayer which is some of a standard now.
29. Apr 2013 · 21:39 UTC
Also our game was made in Unity =D
puttputt
29. Apr 2013 · 21:52 UTC
Mine as well:
KevinLaity
30. Apr 2013 · 00:13 UTC
Our entry is also in Unity:
jwin
30. Apr 2013 · 04:12 UTC
Mine was built with Unity as well, hope you enjoy:

Web Port Added!

So heres me thinking LD was over, tonight I decided to tackle porting my C#/XNA game to the web, its not 12:15am, I’m up in 5 hours and 45 mins for work however… I DID IT! Chroma is now playable in Silverlight, on the interweb’s. (Not that anyone has silverlight installed, and therefore is bothered :p)

Next up, Android, iOD, WP7 & xbox ports!

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=7049

http://www.gamexcore.co.uk/Chroma/Chroma.html

Fazed – Jam entry now finished!

Welcome to Fazed, the game where you play as a homeless man searching out the next bottle of booze. Avoid obstacles or you’ll collapse before you get back to your cardboard box.

Can you maintain and concentrate under greater levels of alcohol, will Obama ever bring change?

Play the game here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=23495

Instructions:

left and right to stumble to avoid anything that isn’t a bottle of booze!

The game is different each time you play, so you can never get bored of drinking…

FAZED

 

 

“Euuughh…COCHON”

pig3

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Ha – wish I’d drawn some better pigs for this – it was supposed to have a 3d rotating pig which became harder to hit as levels progressed , but I just didn’t get there. Never mind – if you want to find out how much perfume you can pour on a pig

GO TO THE PLACE THAT THIS IS AT xxxx

http://magneticboots.com/testsCS5/pig.html

will give it a tweak in my lunch break tomorrow and make it less buggy.

 

Highway 00101 – Post mortem

Well, there goes another Ludum Dare. I’ve noticed a trend; every game jam I complete, the next day I feel incredible. Even with the accumulative 10 hours of sleep I got over the weekend, it somehow isn’t a problem. Almost like I came back from camping but with a different kind of leftover stench.

Now that Highway 00101 is out, I wanted to reflect a bit on it’s conception, development, and execution. The team consisted of just my friend / roommate John Park and myself. Since we work late, we didn’t really stat throwing ideas out until ~9pm. After 2 hours of debating, getting worked up, and beer we agreed that the game should consist of 1 button. Examples proving this could be fun were the GAMMA IV 1 button games and countless iOS games (Canabalt, Gauge, Jet Pack Joy Ride). What’s more minimalist that 1 button? Well, there’s 0 buttons but I didn’t want to defend that idea lol.

Art inspirations we liked were pop pieces with minimalist executions such as Daft Punk’s Electroma, Drive, and Kavinsky. The 3d models were made “polygonal” and exposed geometry because it was quick, got the point across, and kinda popular right now! It served a lot of our purposes. The pallet was from Kavinsky’s music videos and Watchmen’s Dr. Manhattan Mars issues.

This captured half of the moods we wantedThe Man The Myth The Legend

The concept of the mechanics came to me while we were driving home. There’s a game my mother and I used to play were on the highway, you’d simply try and avoid using the breaks. By predicting  traffic  ahead of you and either accelerate, decelerate (by not pressing the gas pedal), and merge, a small and economically efficient game was made (it was also a way to save gas and our brakes lol). This combined with the fact that driving can be a very unwinding and relaxing experience gave the game a purpose.

 

The text displayed is reflective of the driver’s thoughts. As they drive, they actually progress through the Kübler-Ross stages of depression. The stage, dependent on the distance the player drove, progresses and the difficulty (spawning rate and speeds applied to Ai Cars) reflect that stage. In the end, the player’s monologue reflects and finishes the Acceptance stage. Bit of a positive ending.

 

The audio, well the audio is just cool! We wanted a Kavinsky-like track and have the world react to it. The pyramids spawned will change their scale based on the Bass level in the song. I created my first seamless-loop script that was smart enough to know when to loop and when to progress the track. I was super pleased with it and had the game DJ for me while I ate my meals, haha

Highway 00101

As we play tested, two things were wanted: merging and “something else.” Since the logic was already created for the AI cars, I gave the player the ability to merge. With only hours left and a fraction of my strength remaining, I asked what would be an easy and yet fun addition to add with minimal bugs? Ramps was what I decided on. The logic for spawning things was already created, so with a quick copy / paste and rename, a basic scaled cube added something a bit more exciting for the impatient player.

While this game was meant to be a very low key (almost relaxing) game, I buckled in fear thinking of players who just wanted to go fast would find this too simple.

In the end, I’m happy the damn thing runs! The fact that people are playing it makes me ecstatic and the positive comments are getting me all emotional inside. I feel like I’m watching a Pixar movie with all these warm feelings in me. Anyway, thank you all for any amount of time you donated to our work. Most of all, thank you for making great games and being such incredible people. It’s events like these that restore my faith in humanity.

A link to our game for convenience – Highway 00101

-Hodor!

I didn’t make it…

Unfortunately, this was my first LD and I didn’t finish. BUT I learned a lot!!!!!!

You see, before this, I’ve only worked on small little tests basically. You know, a basic physics engine here, a terrain generator there. I’ve only made two playable games, a tetris clone in python/pygame and a strange shoot’em up in Game Maker. Doing this competition has taught me much about the design process, creating sounds for the game, and the actual implementing.

The game was going to be about four characters. The goal was to get from one side of the map to the other. On the way there were walls, traps and enemies. How this fits the theme is in the way each character interacts with the player. Each character as one sensory function. Each one had one of Sight, Sound, Smell, Feel. So the game interacts with the user through minimal feedback.

I got up to creating all the characters, got them interacting with each other and the walls, and I got each character to interact with the user in its way.

It went wrong when I began to add more types of blocks and enemies. Basically, the way I had written the code, made it very hard to do this. So I tried rewriting it, then I broke it   !__!    Another problem was my lack of a level editor. I will make sure to have one of those at the next dare.

Once it broke, I decided to redo it in Game Maker, since I was looking at a rewrite anyway, and Game Maker had a level editor, and other features that I was sure would make it easier this time around. But I hadn’t used Game Maker in a long time, so I came up against many problems. It went well, but I ran out of time.

Another cool thing I learned, was Timelapses. I would upload mine, but I don’t think it necessary. :)

I will now be off to play other games, ’cause most of them are real cool! I can not rate them, but I can leave a comment!

Anyway, Thanks for a great informative time. I WILL be back, and next time I WILL be prepared!!!!!!

Until next time,

Zedd.

PONKMORTEM

Sooo… I decided to make a game on a C64… And how did it go? Pretty awesome!

shot4

Making a game for a C64 and on PC is super simple and tons of fun! But Making a game on a real C64 is something else! One false move and BAH! your game is gone! There are no drives inside C64, everything that you are working on will die once you flip the power button. Moreover, there is no memory protection, so you can accidentally wipe out your code while it’s executing~!

The Setup

PC

I have been swapping around 3 C64s, because all of them have quirks.
– Top one is a C64 C with old motherboard and it had troubles with VIC IRQs
– The middle one I used the most, it seems to work fine, but old memory chips catch interference easily, so somehimes it swapped random bits in memory.
– The bottom one is a new 1993 C64C. It is super stable, but the video signal quality was too bad for streaming.

pcs

Storage

I never had a C64 disk drive so I’m super used to tapes. Fortunately I had this.

qbox

This is Black Box v8 a.k.a Quick Box, it has many cool features.

– Turbo Tape (25min vs 3min)
– Head Fit (a tool to visualise tape reads to help you setup head angle properly)
– Monitor (think of it as a C64 system debugger)
– Speech synthesis (polish only, but still!)
– Reset button (dev is impossible without this thing)

And to go with that I have my super cyborg Datassete.

datassete

Inside it, you can see a MP3JACK adapter. Basically, it’s a tape with a head inside connected to jack. This way you can easily Transfer games from T64 and PRG files onto a C64. Unfortunately, it only works one way.

I have also found an old blank tape! It is really neat! Back in the days, you could buy a tape specifically engineered for data storage, but I didn’t have that! But a blank tape works fine at all times! If it has music, it is good to wipe it beforehand.

cassete

As I said, C64 can be a pain when it comes to crashes. It can glitch out wiping itself randomly because you screwed something up. Fortunately, with this, saving was super neat, and since tapes are sequential I have so many old versions on it! You can easily do merges with old revisions with that!

HDMI

Previously, I had trouble with good C64 recording quality. But I made an S-Video cable and it all works fine.
cable

Here is how it looked on my old cable.

This was hooked to a simple USB video grabber.

grabber

I used AMCap to work fullscreen and XSplit to stream that.

Here’s a quality sample of my environment.

shotred

shot1

This one is a screenshot of a game I abandoned to make PONK.

Tools that didn’t exist when I started.

I had to find a way to transfer stuff from C64 to PC since the tape adapter thing worked only one way. I had to make a transfer cable.

solderer

I used these to create XE1541 extended cable that only works with DOS and Linux. Setting up DOS on an SD was taking too much time so I had to find another way anyways.
I also had this neato helper to hold things for me.

hand

The Citizen

The Citizen may have ruined buttons, but it can do HEXDEC conversions pretty well. This helped me out a big deal.

calc

Also, it has the first known occurrence of the word ‘Sosowski’ on the back!

The Pro-cess

I got back from A-MAZE Indie connect in Berlin on Saturday morning after a long night drive and I woke up on Saturday evening. I started working on something but in the edn I decided to scrape it and start something smaller. I’m glad I chose to do that since I ended up with a 1kb large game and you’ll see how this was important later.

scraped

I was using the cartridge’s Turbo Tape functions to save often and monitor to write my code and do graphics.

codewrite

Writing code on C64 is not like writing in a text editor or even like BASIC line numbers. You type your code directly into RAM and instructions are being assembled as you type. This way it is super simple to accidentally wipe out your entire game with a bug.

I wanted to make a platformer where you play as the platform first, but then I ended up with making a lunar buggy kind of racing game. When I woke up on Sunday I started making an XE1541 transfer cable.
solder

When I finished, it was too late to finish my game so I started a new one. This time, I wanted to make PONG, because it’s super simple. The results were nice and fast!

playing

I was finished and had time to polish, so I made a code snippet to wipe the screen contents before the game and quickly tested it. However, video memory was super close to where the game resided (like, 32 bytes apart) and I accidentally corrupted my game. The last save was from super long ago and I had to go through all the code and make it work again.

memory corruption

This is how it looked like. Random bytes swapped in random places. Moreover, I later realised that the Commodore has Alzheimer’s disease and forgets stuff if you work for too long. It was a lot of work but I managed to fix the code and had a working playable version, wooo!

It was all cool until I tried to copy the game onto PC!

The Copyright

First of all, I tried using the tape adapter to get the game on the PC! It was super simple and I had a high quality tape audio data dump soon after that. But it failed to work with any sounddata applications since they require an audio record of the tape, not a data transfer record.

tapesnd

So I moved to using the cable I made!

xe

But the cable required DOS or Linux installation to operate and no VM could do that for me. Setting this up took too much time, so I had another idea.

First, I rewound the tape and wanted to load the game and suddenly…

loaderror

It couldn’t load! It seemed like the magnetic interference from my hardware wiped the tape! But in the end I realised that the cable I soldered is producing the interference and it all worked fine.

So I came up with another idea. I wanted to use one of my old ghetto-blasters to record audio from the tape so that it can be used with the conversion app.

ghetto

But it appeared that neither of these had a working tape player. I had only 3 hours left so I decided to take screenshots of memory dumps on C64, and use OCR to read them! I used OneNote’s OCR feature (paste image, right click and copy test) but it was awful and in the end I had to proofread all 1024 bytes.

proof

Then I wrote a simple C app that assembled a .PRG binary from the text and it magically worked!

conv2

I was really glad that the game is only 1kb. Also, it’s this small because it takes a lot of work to fill up memory on a C64, it was kind of not intended.

The End

I really like how PONK plays and it’s a very simple game. It also has a ball slow-motion mode wherer you can slow down the balkl by holding fire button. But two joysticks are XORed so if both players hold the button, it goes fast! This creates a really cool mechanic that makes you want to kill your opponent IRL.

In the end I took the code dumps from C64 and commented them to show you how simple C64 development is! You should totally try it out one day!

scrsmall

Making this was tons of fun!

Play and rate PONK

Comments

Shigor
29. Apr 2013 · 22:09 UTC
This is fucking awesome I might start worshiping you in my spare time (although I still consider myself a speccy guy and gerenally frown down on those commodorists)
goerp
29. Apr 2013 · 22:13 UTC
WOW WOW WOW!

I can imagine doing something on a C64 but in 48 hours?

(ooh, maybe I should check out the game before worship? NAAAAH);
29. Apr 2013 · 22:37 UTC
Someone get this man some professional help.
29. Apr 2013 · 23:11 UTC
2 stars, I have played this game before
29. Apr 2013 · 23:29 UTC
I’ma gonna go start an Indie GoGo to get SOS a girlfriend. :)
30. Apr 2013 · 04:47 UTC
yyy… korektor czego? 😀
Markusn
30. Apr 2013 · 04:48 UTC
This is easily the best thing I read all day. All weekend. Make it: This year!! :) Awesome work!
w0wbagger
30. Apr 2013 · 04:55 UTC
I used to love developing on the C64. If you want to continue developing in assembler, can I suggest you use PAL? Just Google “Pal Assembler C64”. Makes it so much easier, and what I used to develop on the C64 25 years ago [gah!].
DST
30. Apr 2013 · 05:20 UTC
Just. Amazing.
30. Apr 2013 · 06:08 UTC
Sos, you are AMAZING!
30. Apr 2013 · 06:49 UTC
amazing, I can’t say anything else, amazing!
30. Apr 2013 · 10:48 UTC
Aww yeah. Gotta love that diagram at the end.
30. Apr 2013 · 11:16 UTC
You are a SOSINATOR!
SamoojaMies
30. Apr 2013 · 11:38 UTC
Fascinating stuff to read!!
BNeutral
30. Apr 2013 · 11:41 UTC
You make your own cables? You should tell us more about that.
30. Apr 2013 · 12:05 UTC
I like how you made the game first, and saved the super critical tech things for last! 😀 good job all around!
rdytmire
01. May 2013 · 08:17 UTC
Back in the stone age (1983 or so) I learned to code on the Sinclair Z80 in just this manner….except we didn’t have all that fancy pants “color” and “stable display” that a C64 had.
robbotron
01. May 2013 · 16:19 UTC
This is a great post, thanks for sharing! Back in the C64 days, I used to make text-based adventure games that loaded each new “room” from the dataset as you entered it. The lag while waiting for the next room to load from tape built up the suspense and actually made the game more fun to play! I recommend givin that a try if you feel like doing some more C64 stuff!

Nomad

Well. My first Ludum Dare with @darwinscoat is officially complete.

When the minimalism theme was first revealed, we tried to get away from the first gut interpretation of the word i.e. abstract art, etc. We started talking about the idea of someone living a minimalist lifestyle, and the idea of a game about a nomad came to mind.

It made sense from there to try to make an Oregon Trail clone where you’re traveling from Point A to Point Z, and along the way you need to maintain general well-being. You do so in this game with various items you come across. What each one does is kept a mystery.

This was an awesome experience, and there’s a really good foundation to build on from here!

If you take some time to check it out, thanks :) now, onto playing some awesome LD games.

Vs.

So I finally got my entry all sorted out and entered for the game jam, as it turns out I could have submitted it for the solo competition because I never got any help, wrote all the code from scratch and used tools that were publically available for the audio but I wanted the extra day to not rush and to just chill out with the game.

The game “‘vs.” still looks very much the same early on but I altered the start a bit so it was even more minimalist early on and slowly building up different gameplay, graphic and audio aspects.

Time to go play some of the other entrants.

Tags: vs

“Lethal Blow” now available also for Mac OS X!

 

dmg

 

Our simple beat-em-up is now available also for Mac OS X! Building the DMG and the .app in the first place was a challenge but we did it. Binaries available for Windows and Mac OS X. Also runs on Linux from sources on Python 2.7 + PyGame.

So, come here and play! We value every vote and comment.

…and check out the soundtrack I made for the game:

What happens when I make a post?

Testing.

Comments

29. Apr 2013 · 22:08 UTC
You make a post, that’s what happens^^

First Ludum Dare Completed

Today I finally finished my first Ludum Dare, and it went worse than expected… Still, I managed to create a game. Especially since I have been ill for a day…

I called it “Escape the Minimalism” and you can play it here. I’m not sure if you should, but you can.

My Concept Draft for the Game, which was completely different from the finished product.

My Concept Draft for the Game, which was completely different from the finished product.

My inital idea was, to create a platformer where every step you make every move you do you create a sound, and when you chain actions the world would get more colorful and your character more agile, and then the sounds somehow would make a nice music, if one would design the levels correctly.

But then reality struck, and well I had to simplify things, and now you just have to collect stuff so that the music won’t stop.

I wanted to upload a timelapse, but I’m having problems merging the audio with the video, and nobody wants to look at a silent timelapse, or?

I would write a postmortem now, but I’m far too tired. Everybody have fun voting games for the next 3 weeks.

Couldn’t make it XD Post Mortem

Sad to say my first LD/Gamejam ended in a failure. I ran out of time. I began working on getting my “sub-engine” inside Unity3D running, and work on all level creation assets. But the whole point of my game, the AI, still is in progress. You can find the tech demo at:

https://dl.dropboxusercontent.com/u/6322731/asset_demo_build/asset_demo_build.html

You could play my technical demo, but since it lacks the element that made the game concept something special, it’s not something you would find any purpose. This is the schedule I followed:

  1. Designing the game.
  2. Getting a character controller running in Unity3D.
  3. Designing, creating and texturing the game’s assets. These include prefabs for all walls, obstacles, etc, so that level creation would be a breeze (the tech demo’s level was made in about 5 minutes with drag n’ drop only, everything instantiated)
  4. Designing the AI. This, my friends, is where I got stuck for a while. Still, I got it finished, just not in time.
  5. Implementing the AI on C# & Unity. What I’m at.
  6. Polishing. This includes GUI and music.

 

The main point of my game was for the player to teach an AI entity how to clear obstacles just like the player does, using a real machine learning engine (not a finite-state machine or simple imitation) . However, I underestimated the complexity of this task. I’ll keep working on this game, since the AI system is already designed and only needs to be implemented in C# (in Unity). After that, things like the GUI and music are all that’s left.

 

Anyone interested in watching an experiment on how we, the players, feel about interacting with an learning AI, should keep posted as I’m sure you be won’t disappointed. I’ll have the game finished by this week.

Road Rage simulates your Monday morning commute

My jam entry is finally complete! Play Road Rage.

ld_screen02

Road Rage is a game in which you have to manage the chaos of a city full of VERY impatient drivers. Given that I had the extra day of the Jam, it’s got plenty of the original features I planned, but there were still quite a few nifty things I wanted to add, as well as explore the puzzle/movement strategy gameplay some more.

Happy Ludum Dare everyone! What an amazing one it was.

 

frog.recurse(complete);

City-States is Complete.

“Screenshot” 1

Screenshot 2

I’ve got a lot of thoughts to share about this one, but not just now. Once ratings begin for the 72 hour Jam I’ll ba back with some notes and a Post-Vivium.

Post Mortem: ‘Soldier of Yellowism’

This was my first solo entry for Ludum Dare having previously been on a couple of jam teams. The result was ‘Soldier of Yellowism’ (click below image to play):

title

My key inspirations were Piet Mondrian, Vladimir Umanets and a BBC Micro game I used to play 30 years ago called Painter. I had a few goals for the game:

  • It should demonstrate a realtime physics simulation.
  • It should be a well-rounded, balanced game with some level of uniqueness.
  • It should challenge my weaknesses (UI construction, audio creation, for example).

I certainly ran out of time (not helped by partying all night on Saturday and waking up at 2PM on Sunday!).  However, I really believe that a carefully selected suite of tools saved my butt.  I used:

  • PlayCanvas. All of my level editing, coding and publishing was done from here.  This accounted for maybe 75% of my work time.
  • Maya. I built the gallery model with Maya which took maybe an hour.
  • TextEdit (Mac).  You’ll never guess why.  Did you know you can select text in TextEdit and then export it as spoken audio to iTunes?  All of the game’s speech was synthesised – I liked the effect personally.
  • BFXR.  It just randomly generates bleepy-bloopy sounds – the mainstay of any quality videogame!
  • Paint (Windows).  For building my level (Mondrian painting) maps.
  • Visual Studio 2008.  To write a console application that read the pixel maps and spit out lines of JavaScript that I could copy into my scripts.  Over the top?  Maybe.  It worked.
  • media.io.  To convert all my audio files to the right formats.

Something to note is that the vast majority of my development was done in the browser, in the cloud.  It was really handy to jump back and forth between my Mac and PC depending on what browser I was testing or what content I was building.

Another awesome element of the game’s development was how I broadcast my progress.  Every few hours, I would hit publish in PlayCanvas and make the current snapshot live on a URL and then tweet it out.  This meant I got regular feedback and I think people genuinely found it fascinating to see how the game evolved over such a short period.

If I had to pick the thing that worked best, it was embedding what was effectively one game environment seamlessly within another.  I’ve loved that approach to design ever since I played a virtual arcade cabinet in Shenmue.

So what went wrong:

  • I, like most other people, ran out of time. There was so much more I wanted to do. Add power ups, add a server-hosted leaderboard, add fancy graphical effects, etc. Ludum Dare is cruel to us for only providing 48 hours, but to be fair, I probably would have keeled over if I had carried on past that.
  • I spent way too long trying to figure out how to synthesise speech. I wasted about 2 hours until I came up with the solution above.  2 hours is a lifetime when you’re doing a Ludum Dare. That said, I think the speech really added atmosphere.
  • I didn’t compose any music.  I probably should have but I am the least musical person you’ll ever meet.  There needs to be a solution for this for people like me.  Some kind of procedural tune generator that tone deaf no-hopers like me can use.
  • I wasted a lot of time coding up the movement of the little yellow ball (that moves around the ‘maze’).  It’s a classic Pacman style problem and I figured it would be super easy but, no, it took me a while to settle on a good solution.  I should probably abstract the code into a library because lots of games require this kind of movement, like Bomberman say.

But ultimately, I’m really happy with how the game turned out.  Ludum Dare makes me a better person.  It’s not just about improving my own skills, it’s about marvelling at other peoples’.  I feel like I’ve just come out of a traumatic ordeal and I can identify with everyone else.  That makes it all OK.  Until next time!

HazZar! Submitted

Hooray! Submitted 😀

Will write a well needed post-mortem tomorrow/later when I get up.

For now we are very happy with how it went and heres our favourite screenie from development…

screen6

Check out hedraSeed here

Comments

RobKat
29. Apr 2013 · 22:26 UTC
Also there will be a web version coming but I used quite a few high end shader’s so im going to test/optimise the web build thoroughly before publishing.

1st Ludum Dare Jam, Post-Mortem

Our 1st Ludum Dare, can’t say we were inspired by the theme that much (especially our artist, he was quite disappointed when the theme got released ! :D), but we did make a game !

The title is, well, minimalistic, it’s called Minicontrapt.

It’s a platformer game made in Flash using the Flixel library.

Screen 1

We expected something better, we came out with a little platformer, but even if it’s small, we’re happy with what we’ve got, and we expect to do a lot better next time !

See you there and until then, code safely !

Link to our entry : http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=21463

How much post-release tweaking do you do?

Other than obvious typos or adjustments to the platforms available, how much tweaking is allowed?  For example, in Pixel Dust, I had to make a number of guesses related to the scoring.  How many points to take per second, how much to give on completed puzzles, etc.  It’s pretty clear those need dialed in, but should I wait for all voting to complete before doing that?

Also, what about UI adjustments?  A few folks commented that certain parts weren’t clear.  I wouldn’t mind adjusting the look to aid playability, but again I’m not sure if that goes against the spirit of the compo.

So, what sort of things do you do post-release?  Do you find that affects the scores at all?

Unfortunately we didn’t make it

I’m sorry for all the friends we got hyped up, but we just couldn’t make it. We were tired, theme sucked, ideas were good but too complicated. We achieved too little in the first day and decided it was a better idea to skip this one.

See you all in August (maybe earlier). =)

Hydrogen: Discovered!

With less than 2 hours to go in the Jam, my project finally counts as a game: you can discover Hydrogen.

Hydrogen: Discovered!

Hydrogen: Discovered!

Now it’s just tuning….

Submitting soon, obviously. Meanwhile, more info at http://dan-efran.com/games/wip

Truth Only crosses the finish line

Finally, Truth Only crosses the finish line!

Once I get enough sleep I’ll write a proper post-mortem – there were twists and turns and suspense along the way, so stay tuned!

And, meanwhile, take a look at our game here : Truth Only

Fog: Post Mortem

Yes, the most creative title. I know.

 

Before we begin, let me just say that I am absolutely terrible at writing. So I’m sorry for what you’re about to read. I’ll try to keep it short.

 

Overall, Fog WAY exceeded my expectations for this LD. This is my second time doing the LD, but first time working in the Jam, and with a friend of mine who is quite talented at making pretty things, lots of pretty things.  Although we didn’t really like Minimalism as a theme, it didn’t take long to come up with an idea. Our thought process is as follows:

  • Minimalism art has a common theme: very few visual elements, only what’s necessary.
  • Lets only show the player the minimal things to complete levels.

Thus we started with that idea, and Fog as we know it today evolved out of that. I like how we also (more out of accident than anything) left an inferred story instead of a directly imposed one. The player has room to fill in the blanks in the story with their own belief on how it should be.

We put pretty much everything we wanted (aside from possibly a few more maps) in the game within the Jam, but here are a few things I want to work on for the future.

  • Overall physics improvement: This was my first time implementing ladders ever. It went alright, but there are a few sketchy points.
  • Quickly fade to white when you die (not sure how well that would work though)
  • More fading between states (such as menu->menu and map->map (again, not sure how well it would work)
  • Make reveal more efficient: Currently it’s very bad. Very, very bad.
  • Clean up my crazy pasta-mess in the code. I didn’t give my source for really one reason. My code is more tangled than my hair at the moment. (Unbrushed for 3 days, with lots of head scratching.)
  • Multiplatform: I would have written it in MonoGame, but the install never seems to work for me. I will attempt porting in the near future.
  • Make more lists. (Lists are nice)

I think that about sums everything. Have a screenshot and a link to our submission.

Also have a video. (How the hell do I embed these?)

Thanks for reading! I hope all of you had as great of a weekend as I did. I’m looking forward to round 3 :)

Comments

toonheart
29. Apr 2013 · 23:22 UTC
damn I want to play this 😀 .. queueing it.

It’s not happening.

Too tired after dayjob to brain.  Next time.

if I come up with something cool related to the topic I’ll post it anyway and take my disqualification.  the contest isn’t what matters to me.

good luck to everyone who got/will get their entries in on time!

Comments

Suese
29. Apr 2013 · 22:46 UTC
You look like you are picking your nose in your avatar. Trying to make the brain come out?

Do you have to submit before the 72H time limit is up?

Or just be done by the 72H time limit?

 

Sorry I should know this I’m just heavy into my game.

Comments

Sir_Dashington
29. Apr 2013 · 22:51 UTC
you have to submit before the time is up.
joe40001
29. Apr 2013 · 23:09 UTC
There isn’t a 1 hour time after time is up to submit?
Sgt Squirrelly
29. Apr 2013 · 23:16 UTC
I have a second timer for “Submission Hour”, so I think you can safely assume you can work til the deadline.

Submitted: Souls of the Forest

Whew, we are all really tired. But the game made it in. It has many flaws that will possibly get ironed out soon.
We didnt get a monogame port running for now, so you will have to use XNA framework to make it run. We thank everyone who has supported us on our streams and other places.

Thank you very much for playing. @dekdev, @wupto, @tice666.

Souls of the Forest

titlescreen

screenshot6

story

Post-Compo Facepalm Moment

So my game, Canon, is a fast-paced rhythm action game where you control 4 player characters and making tight synchronized jumps in sequence. What would be really bad is if the obstacles each player character faced were somehow desynchronized do the jumps become even tighter and almost impossible.

And that’s what happened in one of the levels because I forgot that 0 is a number. Turns out that since I made that level last (I made and tested the hardest levels before it) I was good enough to pass it even with a bug that made the jumps extra challenging, so I didn’t even notice it.

But that’s not the facepalm moment! The thing that made me feel dumb is that I’ve actually fixed the bug three hours before deadline (after I uploaded the original game and had someone comment on the unexpected difficulty of that level) and compiled everything. I just forgot to upload it!

So I hope that uploading, a day after the deadline, a fix I made before the deadline is cool.

/facepalm

Sniff, a game about drugs and stuff

You’re a drug dealer, and you need to deliver your Snow to your customers. Luckily they spend most of their time in a loud night club. Use the music to find your way in the city, but beware: those damn cops are patrolling all around…

Play Sniff!

Find your way in the city

By the way, as a dealer you shouldn’t do that but… That powder you carry… It can give you nice powers, and make you see weird things. Just keep in mind: no supply, no business.

Move around with directional keys, [ZQSD] or [WASD]. Use <Space> to speed up and <Ctrl> to throw some coke and make cops around you see poneys.

Wow, that coke is pretty strong…

This game was created by 5 people. It was developed using Flixel, a Flash game engine. This is our first Ludum Dare but not our first game jam.

View the game entry, Play the game, Browse the source code

Credits:
* Graphics by Kevin Kerisit
* Sounds by Vincent Govindin
* Code by Aurélien Defossez, Alex Frêne and Adrian Gaudebert

Prisma R2 – Jam edition

Because I missed the submission deadline for the Compo, I decided to work on an R2 to fix some things.

I reworked & moved around a few levels, and added a world selector at the end of the game.

I updated the entry with the new build, so here’s that again.

Going to build & upbloat timelapse video later tonight, if I have the time.

EDIT: Here is the timelapse!

Post-Mortem – Labeled Minimalism – Gas

The compo went well for me i got the thing done i was proud of my game and people seem to enjoy it :D. a cool thing was i just noticed a few hours ago this was the first game i actually finished. i also hope to compete in the next compo so hopefully you guys will be able to play my next game! Im very proud of this game and i hope you guys like it too. also the theme minimalism because i may not be the BEST at graphics(i suck at them xD) but this time around gameplay matters the most.

My Game – Labeled Minimalism: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20784

If you play please vote on the game! Thanks

 

You Are Alone

So, this was our first Ludum Dare, and we’ve fallen in love with the competition.

You Are Alone

Such a nice screenshot…

We are Senosus, a team currently consisting of 2 members, Michael Roe (myself) and Jack Dillon. We are two high school students, in our second last year, and game design is a big part of our lives.

I told Jack that the Jam was approaching, and we organised for him to stay at my house for the weekend, so we could enter it together. The theme was announced at noon on Saturday, in our time-zone (Brisbane, Australia). We spent 10 seconds wondering where the theme was, until we decided to go on Twitter and check there. After hearing that the theme was minimalism, we were a flurry of shock, excitement, and confusion. Jack had no idea what minimalism meant, and I had no idea what to do with the theme.

So anyway, 28 hours, and 4 prototypes later, we settled on the idea for ‘You Are Alone’. Jack went home an hour later, and after a slight accident that occurred with my laptop, we were back on schedule, with Jack giving me ideas over Facebook, and me implementing those ideas in the game.

I uploaded the entry this morning, after some slight troubles with file uploaders, and literally ran out the door to my bus stop, leaving my laptop on behind me. I got onto the bus, with hardly any breath left within me, and told Jack the good news. “The game is up” I said. Yeah, I’m not one for speeches.

So yeah, the game is up, and Jack and I have opened ‘Senosus’, a small indie games design studio! And guess what! We have a game to show for it! :D What are you waiting for, go play ‘You Are Alone’, and please vote! :)

 

PLAY THE GAME HERE :)

 

– Michael Roe, founder of Senosus!

Last Minute Question…(sorry)

While I did enjoy our Ludum Dare, I just want to know something. Not sure if I am even allowed to waste a post on a question, but…if I’m not, I apologize.

 

I finished my game, yet sounds are broken. Since it’s past the deadline, can I reupload a version with fixed music and sounds? Or do I have to wait until judging is over? Or can I do it at all?

 

Thank you.

Comments

Leebo86
29. Apr 2013 · 23:27 UTC
Fixing something that was already in the game, but was broken for some reason, is generally okay. For transparency’s, you could mention it on the game page.
MrBlade
29. Apr 2013 · 23:28 UTC
I would consider that a bug fix. Which IS covered by the change agreement. So yes. Go right ahead. (If you can, just edit your original post.) I will be looking forward to seeing your game when you upload it again.
29. Apr 2013 · 23:29 UTC
People usually do this, but not as a replacement for their competition submission. Instead, they reupload the file under a different header, usually something like “Post-Compo” in which they make changes. You leave what you finished during competition time up and that is what people judge. This new version is just an alternative like, “If you like my submission and rated it well, I’ve updated it and it’s even better now if you want to try”.
29. Apr 2013 · 23:31 UTC
Oh, I didn’t realise it was fixing sound as opposed to adding it in. If it’s just broken, I’d say it’s probably okay to fix. I would mention it though, in the description, just in case.