LD27 August 23–26, 2013

English spelling mistakes

Me and my friends made a typing game, but it contains grammatical errors.

Does it falls on the “typo” category? I mean, since typing is essentially the gameplay, I wonder if we are allowed to fix that for the Jam.
No features added, just words being corrected.

Any thoughts on that?

Comments

dvdking
27. Aug 2013 · 06:59 UTC
of course you are allowed to fix it, it’s like fixing some bug

Peacemaker Project

Hi people

Unfortunately I didn’t sucess with my entry but sincerly I liked the idea and game mechanic to explore in futur.

So I like timelapses =D I’d like to share my short timelapse with everybody

Best!

Tags: peacemaker, timelapse

Silver Post-Mortem

This was my 2nd Ludum Dare, and only my 6th or 7th attempt at a game since I started developing games last spring. Figured I’d do a post-mortem post on this one.

What Went Right:

We got the game finished (well…sorta; we’re not gonna talk about that pole vault thing).

This was my first completed project in Monogame; everything went pretty smoothly in that regard.

My partner (who hadn’t completed a project like this before now) was super-impressed with almost everything I did, even though I half-assed a lot of things, so I was super-encouraged for the majority of the development time.

When it became clear that 10 seconds would probably be the theme, I was determined to not interpret in a “you have 10 seconds of time to do a thing, go!” way, since I assumed that’s what almost everyone would be doing. So, I spent some time trying to find a more creative interpretation of the theme, came up with 10 2nd places, and managed to implement it.

I got to make a game that actually uses multiple screens, which I’d neglected to get around to until now.

I also got a really light introduction on working with camera movement vs. just player movement, which will probably be the most useful thing I take from this. Looking forward to doing a better job with that on other projects.

Potatoes, goats and the Flying Spaghetti Monster all get brief mentions.

Testing that gorram 400m event has reminded me that carpal tunnel exists and should be avoided. It also made me love putting secret cheat modes into things (oh, btw, there’s a secret button combo for super speed that was part debugging tool and part scrapped feature). Yes, I realize this sounds more like something that went wrong than something that went right, but it’s kind of both in a weird way.

Finally, I learned that I am much more comfortable with week-long game jams, but I am also much more likely to get distracted and not complete them. Ludum Dare operates on such a short schedule that I actually get things done.

What Went Wrong:

The game had too much going on. I knew at the onset that it’d be tough to work in all 10 events, but I didn’t count on my partner’s computer (and math homework) refusing to cooperate, which made it hard for him to code anything, making our time crunch that much worse (though he did do most of the art when we hit an impasse with compiling on his machine).

There’s no sound. I really wanted to get some sound effects in there, at least, maybe even some simple music.

Pole vault–just didn’t happen. That one would have been interesting to to around with, though I imagine it would have been atrocious with that jumping/throwing code we ended up using (more on that in a second).

That jumping/throwing code we’re using needs desperate improvements. It does ok for some things, but other times it just ends up looking terrible. I’ll confess I had no clue what to do with it and ended up getting lucky with a few alterations that made it passable. After that I just didn’t have time to tweak it.

I’d rather be working on Yesterday’s Papers or Push Out, my two partially-developed ideas from failed game jams over the summer.  While I liked the story of this idea, I barely even brought that into the game; apart from that, this game just didn’t interest me as much as I would have liked. This probably led to more willingness on my part to say “eh, at least that part’s done” rather than actually trying to make things good.


Things I’ll keep in mind for LD28:

The idea is too big and needs to be stripped down.

The idea is still probably a little too big.

“Eh, at least it sorta works; I’ll just leave it like that,” might be okay in a couple spots when you’re down to the wire on time; however, it is not okay for a mechanic 70% of your game depends on.

Ludum Dare is not the proper time for roommates, friends, concerts, or super-long not-really-important conversations with people I can easily talk to on Tuesday.

Earplugs or noise-canceling headphones are a beautiful invention that significantly improve coding performance; however, they are difficult to utilize when working on a team.

When it comes to a time crunch, I think I prefer working alone. It’s lonely and potentially miserable, but I get things done when you lock me away with only my code and some energy drinks.

Tags: LD #27, post-mortem

Posted my game a few hours ago

Game name: Evit Tag
Author: Just me (Tgwizman)

Screenshot (99)
Screenshot (100)Screenshot (101)

I’m not completely finished with my game, but I did get everything working.

I wanted to get the graphics for the game done today, but ended up designing a whole map for it. It turned out that when I coded the player positions, I didn’t account for the fact that I would need to account for tile sizes. The player positions are straight pixel data. I had to re-re-re-write more of my code, and then I started running out of time. I figured that I would simply use my last posted chrome store packaged app. I had to undo a lot of those updates, and then had to leave the player positions as straight pixel data and work around that -_-

Here’s the link to the JAM submission:
http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=26589

Didn’t have time for sounds, graphics or the map, but all in all, my game came out pretty dead on what I was going for! :)

You don’t have to download anything, the chrome store will do it all for you, since my game is a chrome packaged app. My game takes less than a second to install/uninstall it.

Yey, finished!

I am so happy to have finished something for my first Ludum Dare. I still need sleep from yesterday.

I hope this will give me an idea of what went right and what went wrong (I don’t know, probably nothing :) and how to work more productively for the next LD.

 

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=17470

 

Today I will start playing and commenting the bunch of games (wow, they are too many!) after I return back from work.

Beyond hope Fan Art!

Comments

manabreak
27. Aug 2013 · 07:56 UTC
Wow. I’m speechless. I just came back from a pizza place to check if someone had played it… And now I’m almost tearing up here!

Orction House Panic

So we completed our Jam game, Orction house Panic, and we are very pleased with the result…

It was a tiring but really awesome weekend. I was glad to welcome two new members to the team at Dry Tree, they brought a new art style, great voice-overs and a general boost in creativity (and puns!). I think we should have spent a bit longer during our get-together on the first morning writing down an actual design instead of just winging-it based on our verbally-described concept; as the weekend went on the lack of docs lead to some confusion over exactly which direction things were moving in and what assets were required. Working remotely also presented issues because not everyone could use the same communication tools so there was a lot of passing messages around and delays in getting answers to questions. But overall the process went really well and we’re proud of the great game that we have to show for it.

Getting the Android version of Orction Hose Panic onto the Google Play store was a personal first so I’m very happy with that. And if anyone would like to see the time-lapse video of the game being programmed you can check it out here:

Let me know what you think! Cheers all.

Still ongoing

The contest is over, but porting is still cool and ongoing. For anyone who enjoyed playing 10 Second Paths you now have download links for Windows, OSX and Linux ports of the Web game!

Next up, porting for iOS and Android.

10secpathshot

One more thing I learned as part of LD, even after a project is over you still need to upload it everywhere, manage your website, write blog posts, handle some PR. The contest still rocks after it finished!

Well.. how did it go?

Well lets see now…

 

Finished the game in time, got a few bugs and doesnt have nearly as many levels as I would ahave hoped unfortunatly.  I think my downfall was realising how quickly I could churn out levels once my mechanics were made and then spending time on scenes and backdrops rather than the things I needed like decent audio, balanced play and more levels. Still, rounded game, pretty good feel to it.

I think the biggest problem is that it isnt clear on each level what the goal is and coupled with the fact that restart takes a few seconds longer than it should, it can get frustrating. I will fix this in time though once I have some sleep!

Would have liked to make more of the ending and I think i will probably make a “final” version of it after the compettition. So, check it out, have a play and let me know what you think :)

 

Good work everyone!

 

XopsX

 

TenSecWep Title screen

How to fail at Ludum Dare

Failing like a Trooper – My First Ludum Dare

Ok so I was hoping this going to be a more self-congratulatory post on how I completed my first Ludum Dare in time and produce something with a fair amount of style.

I wanted to regale you all in my adventure of picking up the mythical sword of Stilton and destroying all that lay before me with great taste and pungent aroma. Alas that was not the case as I made two errors which doomed me, both of which I should have foresaw. The first error was costly the second was fatal.

Error #1: Going out for an old colleagues leaving drinks the night before the event, this led to seeing many old friends who I’d not seen in a while and led to a lot of ale being consumed and a hangover awaiting me. I thought I could fight through the lethargic beginning and make something, this assertion was correct yet the resulting code I’d produced was sloppy, piss poor and generally broken. Thankfully a nap in the early evening and some Justified resolved my state of mind, helped me rewrite the dross produced prior and also had the effect of making me talk like I was from Kentucky. So ultimately I’d lost 14 hours of the day to the night before but thankfully I’d survived.

Error #2: This error was actually part of the plan, me being a smart arse thought it was a good idea. It was a long weekend, a Ludum Dare and event which I’d always wanted to start doing and a local event which I didn’t want to be a party to happening  outside my front door. So I thought in my great wisdom that I’d get rations, stay in doors avoid the event on my doorstep (Notting Hill Carnival) and make an awesome game.

Oh I was a fool, I’d not been at home during the last carnival having thought it was better to get out of town and avoid it all together (Pro Tip: The Correct Way To Survive Carnival Weekend Is To Get Out Of Town).

This time I thought I’d avoid it by just being indoors, wrong answer! I couldn’t sleep more than 4 hours on Saturday night because of the racket and then tried on the Sunday to work but sleep was beating me but I thought if I forget the Comp and just do 6 hours and rest and then I’d focus on the Jam. As you probably would have guess the Sunday night was worse and got 3 hours if that due to the 3/4 street parties that went on all night, this broke me and I didn’t even attempt to finish the Jam.

I’m not ashamed to say that giving up was the right idea and the only thing to do, I was not in a good mood, ultra tired, fed up fighting bugs and not enjoying myself. I’d never not enjoyed doing a jam and I didn’t want my first LD to be tainted by this experience, I decided to give up on this one and put my efforts into the next one.

So I know I’m focusing on the next LD and to Never, EVER Jam during carnival.

TRUSTY SWORD vs ROCKET LAUNCHER

It’s done! It’s done! The Windows port just about killed me — not that Linux is any better — but it’s done!

2013-08-26-140953_640x480_scrot

TRUSTY SWORD is about two space combatants: one armed with a TRUSTY SWORD, and the other with a ROCKET LAUNCHER. The twist? The combatants exchange weapons every 10 seconds, like some sort of sick, twisted game of cat and mouse. Sheesh.

The future, right? Those weirdos.

Download TRUSTY SWORD today!

Rating Without Playing

It almost looks as if the people rating my thing haven’t actually tried out the game, I think they just paraphrase the description with some random words thrown in. Is that normal? Am I too paranoid? o.O

Comments

Gus
27. Aug 2013 · 06:36 UTC
That’s why mine got no description =p
27. Aug 2013 · 06:37 UTC
Ah, maybe I should do that then 😀
bufbot
27. Aug 2013 · 06:44 UTC
Just played it, just rated it 😮
27. Aug 2013 · 06:49 UTC
Thanks 😀

As I rate my way through the world I now see it happens to others as well, but not as often…
bufbot
27. Aug 2013 · 06:56 UTC
btw, I didn’t really understand what forward X1, X2, X3 was meaning until I tried it, maybe the grid is not so visible at start, or something like this
27. Aug 2013 · 07:36 UTC
That’s true, some things could have been explained better. I worry too much about missing features (like a scoring system) and sometimes forget basic usability…

Flock of Steel – Post mortem

I believe that writing a post mortem is always a good thing after LD. Makes you think why stuff happened the way they happened.

Pre-Compo

I was about to skip this LD, because I have so much on my hands right now. The company I worked for went bankrupt a month ago and I’m currently looking for a new job as a programmer. I’m also trying to catch up my c++ skills because I’ve been using Unity at my previous work and most of the biggest company here in Finland requires strong c++ skills.

So, I thought a week before the LD to do something with c++ for the LD. Well, a week went quite quickly and when the theme was announced I was nowhere near ready to do anything in 48 hours in c++, sadly. So, I decided that LD would be a little fun break and I’d do it with Unity instead.

Badland for iOS by Frogmind

Ideas

First thing that I did with the theme was to check out the background of the word ‘second’. I found out that ‘second’ comes from latin word ‘secundus’, which means “following” and an idea of 10 guys “following” each other popped into my head.

I remembered a moment in Badland where you take a power-up and your character splits into tens of small versions of yourself and you need to guide them all. I wanted to achieve the same chaotic but fun feeling that they had.

 

10 sec boxing proto

At the same time I had a little brainstorming with my friend, because I was not comfortable with settling on the first idea that came to my mind, and we came up with an idea of a “10 second boxing match”.

The idea was that it would be first-person turn-based boxing with two players. You’d need to control your hand’s joints by adding forces to them and then you would see one second forward to the match and do the same things again.

Match would go on until one of you hits the other in the head and knocks him out or ten seconds(ten turns) runs out. The idea sounded hilarious and I decided that I would make a quick prototype out of it to test it out.

You can test the prototype here. Click on limbs to select them and then use mouse wheel up and down to turn them.
Even though the proto seemed potentially funny, I decided to go with the first idea.

 

Flock of Steel, my #LD 27 entry

I came up with an idea of 10 characters following each other, these characters ended up being little robots that were “on training” to be part of some kind of police forces. To create some chaos into it, I wanted some delay in the commands that player gives to the robots, so that each robot would not jump when you pressed the jump button.
So, I came up with an idea of one of the robots carrying a “transmitter” and all the other robots would get the command from player input based on the distance they are from that transmitter. End result was as chaotic as I assumed.
There’s some traps scattered around the levels and each trap is activated by a button that is placed somewhere near the trap.

A friend of mine who lives 4 hours away from me was visiting me during sunday so I pretty much lost one day of work and ended up running out of time in the end.

Pros

  • I had time to prototype another idea before settling on one.
  • I had fun doing the game.
  • Basic gameplay is fun and little robots turned out to look funny when running and jumping around the levels.

Cons

  • Gameplay has no room for skill and is pretty much based on luck.
  • I ran out of time and most of the objects were untextured and ended up having just one color diffuse.
  • Didn’t have time to create as many traps as I was planning.
  • Didn’t have time to create as many levels as I was planning.
  • No sounds or music either.
  • I would’ve wanted to highlight the traps and the relation between a button and a trap better but didn’t have time for it.

 

 

The game didn’t end up being anything particularly awesome, but I had fun for the weekend.

And that’s the most important thing right? :)

 

Tags: LD #27, postmortem

Tick Tick Mother F***er

Hey guys. Try my Compo game. This is my first ludum dare game. Use WASD for control and use Space Key for slowing the time. Thank You. Click Here

ss1

Low Battery – Poset Moreteum!!

“i don’t think the skeleton had that many skulls before i blew it up”

shameless plug

This is my fourth Ludum Dare entry! The only way I can really describe how it went is SortaOKGoodNotBadTerribleFantasticNo.

It didn’t really come out as I had envisioned at the start, but then again it never does. Even though it came out as something totally different, I’m actually satisfied with it as it is!

Stuff that worked:

  • The game! Even though it’s very tight on graphics assets and levels I think the outcome is fun to play and I enjoyed playtesting it 2 minutes before the deadline.
  • Using pxtone again; I managed to make all the game music and melodic sounds within the last 30 minutes of the compo.
  • Using javascript + canvas! It’s really fun coding engines from scratch instead of using prebuilt ones like stencyl or gamemaker, and it’s always a learning experience, assuming that each time the game is a different genre/requires different types of asset. 😉
  • Skeletons. Skeletons always work.
  • The particle effects! The ones coming off of the player were originally me testing the particle engine, they stuck and I made them look a ton better. The skeletons exploding into a lot more bones than they actually have is hilarious and will probably never get old ever.
  • Player physics, I did a lot of tweaking on the first day, liked it and stuck with it.

Stuff that Definitely Didn’t Work:

  • OGMO EDITOR. God jesus I hate everything about it. It closes all your open levels every time you want to add a layer/tileset/entity and forces tiled placements of entities. Not to mention it had some interesting bugs such as throwing an exception as soon as anything has a space in its name and you try to save.
  • Don’t code games while watching TV. I code like 3x slower.
  • Leaving the levels till last minute. I only had level 3 (was originally only going to be the test level) done until 1 hour before compo end, where I had to make fun levels and test them as a batch process for 30 mins before music. Because of this the game only has 4 levels. :'(
  • Wake up earlier during Ludum Dare. Those extra hours could have been more levels/an actual background tileset/more enemies!
  • Dropbox kept dropping asset requests randomly, so if you’re asking “Why is this game hosted on a site for a Javascript Gameboy Colour emulator” then that’s your reason! It also loads a lot faster too, as I have the site under CloudFlare CDN. Hopefully that and this bloody 10MB gif I just embedded don’t get my cloudflare account shut down for unleashing 300TBs worth of bandwidth on them. >:)

Stuff I enjoyed doing:

  • Designing levels with a tool like Ogmo Editor and writing the parser was actually really fun, despite the tool being not what I needed. I’d like to find and use a better level designer for my next ludum dare game, if it happens to be tile based.
  • The particle system was really fun to set up and play around with, but maybe I shouldn’t go so overboard with particles next time. 😉

Though despite all this, it has still been a blast, and I’d definitely do it again. Since I didn’t make it in last time, I’m extremely chuffed that I managed to create this game in the time I forced myself into, and from what I’ve played so far, you guys should be too!

javasctpript + htemml5 5 ever

Tags: 2D, final, post-mortem, postmortem

Small walkthrough added

So for those that played my game, I got the sense they never passed more than a F rank on the ending (which is the lowest ending hehe). So I’ve added a walkthrough so you atleast can get out alive.

1

I really hope that people will try to get all the endings. Here is really zoomed out image of the entire game. As you can see, there is a lot that can be done =)

dialogTree

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=13137