LD27 August 23–26, 2013

We’ve finished! (everything apart from the game!)

After three days of intense work by everyone involved, we’ve produced… something. Not what we had originally intended, but something that hopefully shows the kernel of the idea that we didn’t get the time to fully exploit.

We hope you enjoy it as it is, and if you take a look at some of the unused assets in the repository you’ll see a little bit of what we wanted it to be.

Ah well :)

We’ve had a great time, hope to see you all again next LD!

The dTap team

 

Our entry: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=25207

HowToBasic: The game!

Game: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=18514

Pics:

splash spr_scene1 screenie_0001_Layer-4 screenie_0000_Layer-5

What I used this time:
GameMaker Studio (HTML5 + Android modules)
FL Studio
Photoshop

 

What I learned this time:
I wanted to try something different. So I thought, why not do the graphics first? It was a bad idea because I couldn’t implement all the graphics in at once and ended up with wasted graphics. It really dragged me down with the programming too.

 

What I will do next time:
Programming is the priority. Going to use placeholders until all the programming is done. I just wanted to try graphics first, it was a disaster. I also wanted to do music but I always don’t have time for that >.<

Results:
IMO I didn’t like how I executed the idea. I want to make a FULL version in the near future that is much better than this version

At the last seconds…

I’ve committed the game…

Hell yeah =)

Screen Shot 2013-08-27 at 6.54.31 AM

Name is RE:(M/W)IND. You are digging through memories of the guy, who had suddenly only last 10 seconds to remember.

>> Play <<

Cheers to all who made it through LD27 =)

Tags: jam, loss, memory, unity3d

It’s done!

Helloooooo!

It’s over, OMG!

I discovered a game breaking bug just before submitting, but fortunately I was able to fix it! Here it goes:

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=25061

At the end of the day (literally), I didn’t need to make any music, just some background noises that fit into the atmosphere I was targeting (as if I was so good at graphics to talk about atmosphere, but oh well…).

Have fun, guys!
Can’t wait to play as much entries as I can =)

Success!

So, I finished my game, 10 Second Spike, in the nick of time.  You play as an intrepid explorer, but watch out, every ten seconds spikes will come out of the ground ready to kill.

10 secondpikescreen4

Play it Here

I’ll make a post mortem in the near future and I feel like this game is an idea I can easily make into a full game without too much difficulty.  Maybe this will be my first major project.

“10 seconds from zombie life” is here!

Hi everyone!

My game “10 seconds from zombie life” is submitted now.

This game about zombies. You should kill them as fast as you can in 10 seconds.

It also have some powerups, that increase your time or give you special attack.

Also this game has a shop where you can buy new weapons and items, but unfortunately i didn’t complete this part of game :(

After every round you can submit your result to online leaderboard.

Well, I think that such result is very good for me. I’ll definetely complete this game after LD.

Thanks LD for such a great weekend!

 

You can play it here: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=14836

Screenshot:

screen2

Attack Force Deca is here!

“Rejoice my people for the hour has come. For you to fight the bosses of your dreams in a highly compressed time periods. I won’t be easy. The graphics alone might make you quit, but I assure you that on this day, VICTORY SHALL BE HAD! THE WORLDS, SHALL BE SAVED!”
-AlucardX60, 2013

Screenshot of Gameplay

In other news you can play it here.

Post-Mortem: Captain Robert

Captain Robert

First, this was an awesome experience. That was an intense 48 hours. I’m so glad I did this and actually finished the game I wanted. I’ve seen quite a few of these post-mortems here on LD so I decided I should end this experience with my own.

Just a heads up, I go into spoiler territory below so if you have any desire to play this game, do yourself a favor and click the link below. Play it first and come back here after. Don’t ruin it for yourself! I’ll wait. I promise.

Captain Robert

——–STORY SPOILERS BELOW!!!!——–

So without further ado, Captain Robert’s POST MORTEM.

THE GOOD.

  • The story (3/4 of it anyways). I made a story that I liked to watch and read. Parts The Thing (80’s version, people), parts Lovecraft, parts every other sci-fi movie I grew up loving, this game was a kind of love-child to all those great movies and books. I put a large portion of my time into making these characters and their reactions somewhat grounded. I think it turned into a solid (if unoriginal) tense sci-fi mystery. I guess I was banking on a decent story overcoming some the other shortfalls of the game. The end product’s tense atmosphere, the story unraveling before the player, and Julie’s tragic story are my proudest moments.
  • The gameplay. I’ll be the first to admit that old metroid games were a huge factor in developing this game. It didn’t start out that way. I started with making a general list of gameplay elements I could develop within 48 hours and it wasn’t much. AS3 and Flixel are still a pretty big mystery to me (More on that below) so I had to carefully choose what I could develop well. It just so happens that the majority of the exploration elements of a metroid game were things I thought I could pull off well.
  • DAME. This tile editor is amazing. Without a doubt, the final ship would not be what it is if it weren’t for how easy it is to pick up DAME and incorporate it into a Flixel project. Any compliments to my jumping and collision detect? All the handy work of the boys behind DAME and Flixel.

THE BAD.

  • Captain Robert. Not quite him but his sprite (or lack thereof). This was one of those things I meant to get to, after I finally got the core game and story down. The core game and story were completed less than 2 hours before the deadline and I had to pick and choose what was going to make it into the game. In the end, I decided that my best programmer art for Robert (Let alone what I could produce well in such time constraints) wouldn’t do him justice and just distract the player from everything else on the screen. So, a solid white rectangle for you, Robert. (Besides, Thomas Was Alone pulled it off pretty well IMO).
  • No radar or map. Sorry guys. You’re just going to have to slug it out, old school style, with no sense of direction. If I had the time, the player would have at least a static map of the ship. On a similar note, I wish I could have added a better indicator of what keys the player had and what doors he had access to at any given moment. This general confusion only hurts the pacing setup in the game.
  • The theme. Put this inside the ‘not enough time’ bin. Originally there was a lot of dialogue explaining why 10 seconds would mean the world to our Robert. How the potential to not be yourself and the thoughts that follow that can define or redefine someone. What makes a person and how the creature kind of ruins that. Instead of refining these cool concepts into the game, I was cramming all I could to make the story being told coherent and fun. Given the time, I would follow up on this portion with an expanded final quarter of the story.
  • The music and sound. The music was added in within the last hour of the dare. I thought it connected the world together and still think when the music stops, your palms get a tiny bit more moist, but the fact is that it was largely untested and was almost cut from the game after I couldn’t fiddle with it enough to get it working properly. What stands is a buggy music system that plays when it’s not supposed to and vice-versa. Simple things like footsteps for Robert and the banging coming from the storage room would add volumes to the game but with time being a premium here, all sounds that made it into the game were luxuries that I’m happy worked out.

THE UGLY.

  • The code. I’m so sorry for that poor excuse for structure in my source files. You may need bleach for your eyes after looking at my code. Mega-blobs and unused code lurks in every corner there, rivaling my own game’s horror elements. The worse part about it was that I thought this would be a learning experience with AS3 and Flixel. I only dived into developing with Flixel and AS3 earlier this week. After learning a portion of the fundamentals, I completely shifted gears and jumped into making the game with that limited knowledge and fudging my way along. The only redeeming factor is a cautionary tale. NEVER MAKE CODE LIKE THIS AGAIN (until the next dare that is!).
  • Of course. That ending. Two things went wrong here that I can see:
  1. First I saw that some people were confused to whether it was supposed to end there or whether there was another key on board the ship. The escape pod key was a dropped concept that I left in the game as a sort of red herring (that it was the ‘right thing to do’). No one would actually look for it because everyone would want to see what’s inside the storage room, right? Well. People actually looked for it. Sorry about that. It should be clearer now.
  2. The other issue with the ending was that it’s incomplete. All the dialogue I intended for the game is in there but a followup of that door opening and a little closure after that would have made sure that it was unambiguous what I intended as ambiguous and leave a slightly different shock to the player.

I was going to end this thing with a list of features I ran out of time with but now that I’m seeing some of the response the game has had with some people, I’m thinking of putting out a ‘Director’s Cut’ of some sorts that clears up the timeline, fleshes out the story, adds more background, adds the missing compartments, adds an item or two, maybe even adds the intended ending(!). Who knows? Robert may actually end up with a sprite after all.

I think I’ve gone on long enough. Let me know if there’s any desire to see more of Robert in the comments. Lastly, thanks to everyone for playing. I’m loving the theories so far. You guys and your responses totally made it worth stressing out, losing sleep, giving up, restarting, giving up again, cursing myself out, then finally making that mad dash towards the finish line. Sincerely, thank you. If you have any questions about the making of the game, please ask away! Otherwise, see you in the next dare!

   -GK

Tags: as3, Flixel, postmortem

Finished!

titleScreen

Great work on the part of my team, I find this game addicting and I may just play it for a few hours when we get the final version finished. Anyway, here’s a screenshot of our title screen for “Ninja Time”. The game will be posted under DaGamesta’s profile, and will be posted in probably 5-10 minutes.

We finished! (The sequel to ‘another obvious post title’)

So we finished, ‘Fire, Fire, Burning, Bright’ – it’s a really stripped down survival game with kind of keep-your-pet-alive elements… except you’re a fire, and your pets are humans -_-.

Shot1

 

 

Moving on… we produced this in about half a day – we’d loved to have more time to work on it :'(. We were planning to have predators to stave off and carnivorous plants –maybe in the future!

Give it a play and let us know if you see any potential/have any ideas for it!

Play it here: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=17953

LD27 Postmortem: Coin Rush

coinrush1

Hey there! This Ludum Dare I made a game called Coin Rush; you might have heard of it. It’s a fast-paced action-arcade arena game where the goal is to bounce on enemy heads and collect as many coins as possible.

If you’re awesome, you can play it here: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=4882

Anyway, on to the postmortem.

 

coinrush3

What went right?

– The part of the game that I’m most proud of is the art. I’ve never made art like this before, most times it just flops and looks like crap.

– I finished most of the game in a timely manner, and I wasn’t feeling too rushed at the end.

– I succeeding in making exactly what I imagined it being, with only a few changes necessary.

– I had almost no time to make the music, but from the feedback I’m getting, I’d say the short loop isn’t that bad.

 

coinrush2

What went wrong?

– I didn’t take time to actually play my game during development. After the compo ended, I realized how broken and unbalanced it really was.

– The collisions. This has two parts. The first is that it is very hard to land on an enemy’s head. This is due to both the high-friction movement and the collision code. Second, the weapon collisions. I didn’t have time to think of how to do them, so I just made a circle around the weapons and detected it from there. The problem is that the circle is a lot bigger than the weapon itself, resulting in pretty much invincibility very early in the game.

– I had to learn JDBC. I wanted to add online high scores, but I didn’t know how to do that in Java. So it took a while to figure that out.

– I couldn’t deploy to web. This actually has two sides to it. First, I wasted about an hour or two trying to figure out web deployment, in vain. But I turned it around with a quirky html file that actually ENCOURAGES people to download it. Some people completely skip over an entry just because they have to download something. Since I couldn’t web deploy myself, I had to think of a way to keep people from moving on.

 

Overall, I feel like this is my best effort so far in a Ludum Dare compo. Lots of things went right for me, I stayed focused more than any compo before, and I took what knowledge I have of game design to try and make a game that’s a fun and enjoyable experience.

Finished!

 

 

 

Maze of Torment

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Finally finished my entry for the Jam, Maze of Torment. It’s a game where darkness falls every ten seconds as you try to escape hell. I went through many different game ideas before finally settling on this one, I thought i wasn’t going to finish. I’m really glad I did this compo and I’m excited to play all your great looking entries! Play my entry here: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=3824

Tags: #27, dare, jam, ludum

Comments

26. Aug 2013 · 23:42 UTC
Cool concept!

Jam Entry: Ain’t Got Time For Lootin’

It’s been a very distracting 72 hours with all this annoying beautiful weather and full time employment, but I was able to ship my game! Presenting Ain’t Got Time For Lootin’. It’s a short adventure game that follows the story of Lord Ten and a common peasant.

This is my second game ever, and first attempt at Unity. Please let me know what you think!

Direct link to game (web Unity player)

LD Jam entry page

Dungeon of the Ten Seconds =)

Here my entry, made with the Blender Game Engine and using only logic bricks:

HD

HD

HD

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=14743

Hope you like! ^^

Well, we finished… kind of.

After slogging through the last day, hitting many roadblocks and speed bumps, we have a finished product. I present to you:

GoodTitle

Submission: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=26056

This was our first jam as a group, and I think I can safely say we all found it super fun. Even if the finished product is buggy, short and unbalanced, we made a game, and a pretty decent one at that.

Post-mortem and timelapses to come. But now… sleep!

 

Comments

26. Aug 2013 · 23:54 UTC
I’ve been looking forward to trying this. I’ll be checking it out after some sleep!