LD27 August 23–26, 2013

LD 27 – Thade – Timelapse

YouTube link

Total time: 22 hours, 19 hours, 35 seconds.
Frame taken every 5 seconds (16075 frames).

Thade submission page

So YouTube removed the music immediately after I uploaded the video (nice algorithm -_-) … then allowed me to remove just the track infringing copyrights … So I did that, then the resultant video was processing for an hour or two … And, in the end, the other video was just as silent as the first one! 😀

Yeah. So there, that’s why there’s no Pink Floyd playing in the background. I liked the music :(

Edit: oh goodie, now the music is back up, again. At least some of it? Edit 2: All of it. Make up your mind, YouTube! :I

Tags: timelapse

Favorite Screen Recording Software?

I was wondering how everyone was recording their game development progress and demonstrations. It doesn’t have to be free, but shouldn’t be anything crazy expensive. I mostly worked from Windows, but I have a Mac as well, so Mac people should chime in.

Also, how are people making these gifs of their games?

Tags: question, recording, video

Comments

Joeslayer97
26. Aug 2013 · 21:14 UTC
For video recording and streaming a nice free software is OBS (Open Broadcasting Software)
26. Aug 2013 · 21:15 UTC
I use MSI afterburner to record videos of my games.
26. Aug 2013 · 21:28 UTC
On MAC -> QuickTime
19. Sep 2013 · 02:45 UTC
For recording your game development to GIF files, I found a program called LICEcap. It’s for Mac and Windows.

What a nice bug!

This was a fun bug with the intro to our game. It’s been squashed, and now we’re pushing to the finish! 😀

Comments

Josh Riley
26. Aug 2013 · 21:56 UTC
That was my first idea for the theme! Can’t wait to check this out!

A Post-Mortem on our Unfinished Game, “This Damn Curse!”

Click to play

So… we didn’t finish. But that’s only slightly disappointing. Personally, I learned a lot. Specially how easily scope creeps up. Our original idea was even bigger than the one we attempted. Imagine that.

Idea(Kevin): We spent the first 4-5 hours of jam trying to come up with a good idea. My girlfriend, Brooke, helped concept stuff and do some of the visual HUD/Menu elements. We really didn’t want to trivialize the 10 second theme. So I didn’t want to make a mini-game game, or anything that added the 10 second element to an existing game. We ended up deciding that every 10 seconds there should be a change to the rules of how you play the game, and I thought a sidescrolling brawler with weapon/character changing and enemies would be a fun way of incorporating that.

Screen Shot 2013-08-26 at 8.52.52 PM

In the end I feel like it’s still just a tacked on mechanic, but what led to the idea were better ideas that were unfeasible for the amount of time.

Art (Kevin): I didn’t have very much difficulty with the character art/animation, that is, once I finally figured out what the character was going to be. That did take a while. I knew it had to be someone adventurous. I drew buff dudes, and that was sorta neat. I’m very comfortable with Flash, so it was a pretty standard work experience. In the end it all sort of came down to Nick, our programmer, saying, “Just make it a pirate.” After that I just drew a little pirate guy and that was that.

Screen Shot 2013-08-24 at 12.51.52 AM

The background was the most experimental part for me. I don’t usually work in photoshop for background stuff, and I’m not the best painter by any stretch of the imagination. Took a lot of noodling and guesswork. I had to build it for parallax scrolling (which didn’t end up in the game) and that made it much more difficult. Had to make sure to keep all my layers separate, and it was just a jarring change to my usual workflow that I sort of enjoyed.

Screen Shot 2013-08-24 at 7.16.35 PM

Music (Steph as told by Kevin): Steph used reason to make all the music. She made 2 songs, one which she decided wasn’t good enough. She did a really fantastic job and ended up having the best part of the game I think, which is almost always the case anyway. I give her huge props for staying up until 4am only to go to her job at like 6-7am with like an hour of sleep. The entirety of the music was done in I think one day, not including the first tune she scrapped.

Programming (Nick): So my goal was to make an HTML5 platformer that was entirely physics driven, without resorting to moving around static bodies and using Box2d for collisions only. This turned out to be our biggest pitfall. Unfortunately the JS ports of both Box2d and Chipmunk are still relatively new and untested. I switched over from Box2dWeb  to Chipmunk.js late Saturday, after battling with it all day. Box2dWeb is a direct (automatic?) port of Box2dFlash, and many of the problems that crop up there show up in the port.

Things went much faster with Chipmunk.js, but it’s not perfect. For example, setting a velocity limit on a body in Chipmunk.js will error out. Oops, guess nobody has ever used that feature before.

Thankfully, both Box2DWeb and Chipmunk.js are open source and I’ll be able to contribute the fixes I made. I also ported over a parser for Physics Editor (codeandweb.com) and I’ll throw it up on GitHub in case anybody needs it in the future.

Cocos2d-x-html5 turned out to be fantastic, and the promise of easy porting is a reality. I was able to compile and run my JS untouched in an Xcode project targeting OS X.

I’m really grateful for all the work that’s been put into these libraries. Without them, I’m not sure the awesomeness we’re seeing this weekend would be possible.

Libraries: cocos2d-x-html5, chipmunk.js

Tools: Brackets, Sublime Text 2, TexturePacker, PhysicsEditor, Chrome + Dev Tools, Tern.js, and Git

 

Anyway, heres where the game ended up. It’s very unfinished, and lacks the 10 second mechanic or any sort of polish. It was however a very good learning experience.

And heres what we wanted to do.

Screen Shot 2013-08-26 at 9.01.15 PM

Screen Shot 2013-08-25 at 4.04.55 AM

I almost forgot! HUGE applause for everyone that finished their game on time. It really is a feat, and anyone who participated should be really proud of themselves. It was an awesome first time for us, and I’m already excited for the next one. Ludum Dare rocks. 

We’re out…

As usual we were too ambitious. A little more than usual I think ^^ ”
So we will not end today…

 hunTiming_001

Here is what we expected to create :

– Our first multiplayer game (the connection is established, and the communications flow correctly, but we encounter obscure bugs that we have underestimated),
– A level editor, which generates binary exploitable data from a picture (it’s operational but perfectible),
– AI bots,in case that there are not enough players (with A * path finder, but we didn’t even had time to start it),
– And all of this in a language (Processing) that we don’t master at all 😀

However, we particularly love the gameplay, it’s very dynamic thanks to this theme and we expect to complete this project.

In any case we, as usual, learned a lot!

if you wish to follow this project, here is the github link : https://github.com/Hatscat/HunTiming
and this one for the editor : https://github.com/Hatscat/HunTiming_MapEditor

here is a map …

map_forest

 

… and the image required for the level editor :

map_forest_data

now it’s time to play your games :p

Space Demolition – Post Mortem

Gears in my head keep turnin'
The lesson of the day was cognitive resources.

Do everything that boosts cognitive resources.  Set the stage properly for a smooth run.

I am narcoleptic with multiple sleeping problems.  Day-to-day conversations are on my list of things that are too hard to keep track of.  Cognitive resources are always at a premium for me.   That is why I am a master at managing them, and when it comes to something like Ludum Dare,  I know just how to harness their true potential.

Boosting cognitive resources involves cleaning the house,  making sure affairs are in order, being confident with time and abilities, etc.

I burnt through so much “Cog” this weekend that my brain kinda feels dried out.  However, I put those resources to good use by avoiding distractions, cleaning up my environment, and preparing for the storm.

Things I think I did wrong

  • No Practice / Warmup – I thought I was doing something else this weekend.  I hadn’t used my tools since last Ludum Dare.
  • Dishes – I didn’t do dishes the day before, my kitchen was in disarray, and it was a cognitive inconvenience.  Clutter creates mental barriers and I am a king of clutter.
  • Pacing – I needed to have scheduled breaks.  In the beginning I was too excited and getting up too often,  toward the end I was grueling and not getting up enough.
  • Didn’t prepare meals – I did remember to take some meat out of the freezer and go grocery shopping
  • The 90’s were rad. – I forget that the culture has changed since 1995.  I try to make games that would be sweet B-hits for the SNES, when I should be making simpler games with much more polish and elegance.
  • Should be simpler – Warm-up games like Space Squid, and Bio-Contaminant would have been viable candidates for the competition even though they only took 10 hours a piece.  I really aught to be less ambitious and put more time into polishing.

Things I think I did right

  • Comfortable Environment – I chose to use the tool-kit I had prepared when warming up for Ludum Dare 26 in April while making Space Potato & Dice & Arrows.
  • Clean the office – It sure ‘aint clean anymore,  but when I started it was spotless.  I took the time to set the stage and it payed off in morale, workspace convenience, and ultimately those cognitive resources I was valuing so much.
  • Time commitment- I committed the entire weekend.  I didn’t do -anything- else.
  • Sleep – Properly planned sleep schedule, for maximum cognitive resources.  I’m a bad-ass at this nowadays, by the way.
  • Grocery Shopping – It was good to have some healthy food quickly available
  • Timelapse – The timelapse really helped me to stay on task and distraction-free.  No Facebook cat-photo adventures,  people are watching!
  • Post Mortem – Closure is bliss.

 Game

Click Here to play & rate.

Click Here to play & rate.

Timelapse

Dungeon Deadline!

It’s done!

 

Our game ‘Dungeon Deadline’ is finally finished:

 

screen_2

screen_3

Play it now!

Rush

The second ludum attempt for me and my friends second ludm attempt!

Hope you enjoy
rush1 rush2 rush3

Submitted!

A lot closer to the deadline than we intended, but our game is finished and submitted.  It’s called ‘Poppy vs. the Night’ and is about a kid’s fighting monsters in her dreams, while the alarm clock goes off every 10 seconds.  You can play it here:  http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=14838

We have tried to write most of the details on the submission, and will do a post mortem soon.  Some screenshots below, thanks for looking.  Hope everyone  got their games finished, or least learnt something

Most Super Screenshot

Main Screenshot

Screenshot 1.5

“Thorvald” is up!

 

It’s that game with the cool viking dude!

intro1

 

LD page: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=5063

NO TIME!

Whew! That was a blast! Somehow, we’ve gotten ‘Second Base’ done with a tiny bit of time to spare.

You can go read about it and more importantly find download links over here: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=25748

It’s our crazy little beer fueled take on the 10 seconds theme, where you have to make it to Second Base 10 times. I’d love to hear anyone’s feedback, and hope you all enjoy and/or are disturbed a little bit!

Controls:
Click to select a photo, then click on it again to start the level.

Press Left arrow (or A) to extend your tongue. If your tongue’s not out, you’re not kissing, and if you’re not kissing you’re losing point each second.

Press Up or Down arrows (or W and S) to move your tongue up or down, or just leave it be to match how she’s kissing (HINT: the more you match what she does, the better you’re doing in the game).

Press Space to do a SUPER TONGUE KISS, but beware: do it too long and she’ll get sick of it.

Succeed at kissing for long enough and you make it to SECOND BASE!!!

Can’t quite get the hang of it? That’s too bad, cause if too much time passes, she’ll get tired of your lousy kissing skills and you’ll get dumped back out to the level select screen.

Screen Shot 2013-08-26 at 4.08.15 PM Screen Shot 2013-08-26 at 4.08.43 PM

Done and Done, Pirates! is complete!

Pirates is uploaded and ready to play!

Big thanks to @Jyrkface for all the help. This was my first Jam and it wont be my last LD thats for sure.

photo

Pirates!

This game is very challenging! You play a pirate ship equipped with six cannons, which you can individually fire, three port and three starboard. The game play is extremely simple. Kill as many enemy pirate ships as you can before they kill you.

Gameplaytwo

I most defensively would not have finished this game without the help of Jyrkface. His game Parallel Panic is super top. Everyone should go play it.

Gameplay

There were many features that I had to scrap like advance enemy AI and a proper HUD. Ill be adding those very soon, the final version will have a campaign mode and multiplayer. Another feature that I’m excited about it upgradeable cannons and a battering ram weapon. Not to mention the customizable crew.

Gameover

Follow us on twitter @djwildebeest and @Jyrkface

Finally Done!

First ever Ludum Dare completed! Woo!

 

I originally entered the contest hoping it would give me incentive to complete a game. Now, almost 72 hours later, I have AT LEAST a finished prototype. It was a lot of fun. I can’t wait to vote on other submissions and finally re-assimilate back into society. XD

 

I’d say my biggest problem was timing; this event happened just as I was moving into college, so it was pretty crazy. I also wish I had more dedicated team members. It’s always nice to have someone with the same goal in mind to push you on.

 

The game I completed is titled ‘00000010’. I originally had an idea for a game where the world would swap between states every ten seconds, but ten seconds is a pretty long time. Noticing how the theme is written numerically and not grammatically, I decided that I could interpret it as two seconds (10 in base 2). I don’t know how strong this follows the theme, but I thought it was pretty clever.

 

Without further ado, here is ‘00000010’

 

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=26636

 

As a side note, we also had an idea for a brawler game, where you had to beat up bad guys to stay pumped with adrenaline to counter a neuro-toxin. Unfortunately, that would rely too much on graphical assets, something that wasn’t very available. But I’ll be saving Rocco Yosocco (the main hero) for another game. 😉

 

Best of luck to all!

First Ludum Dare finished!

My (our, I mean me and another guy) first ever flash game is finished! 1 hour before the deadline, I call that good.

http://www.kongregate.com/games/eemmbbeerr/10-seconds-to-escape-from-hell
I’ll probably do a post mortem tomorrow as I really have to sleep now… Haven’t done so too much in the last 3 days.
Going ahead of tomorrow’s post: I’ll really need an art guy or learn to use some software.

Anyway, good night!

 

EDIT: I placed the music on longer repeat after the deadline, it was a typo. Sorry!

donut panic submitted :)

My first Ludum Dare! I worked with my kids (Micah, 6 and Eli, 9) on the concept, and they set most of the priorities. So the game is definitely silly 😉

Here’s the entry and here’s the source and here’s the game. And here’s my whole family playing together (… actually, posing for a screenshot):

family

And a few other screenshots:

splat splash chat

The kids (and I) are very very excited to try everyone else’s games!

That was a lot of fun. I’ll be back :)

Meat Game

Less than an hour to the end.

We have made levels and sacrificed tentacles (removed all tentacles from the game).

We are calling it ‘Meat Game’ (if we have time to add a title screen).

Can we meat the deadline?

boneloafheader