LD27 August 23–26, 2013

Clean Getaway Post Mortem

Overall LD27 went really well for starfeesh and my jam entry, Clean Getaway. We finished something that’s actually playable for a few minutes and I think that in itself is great.

What went right

Concept/Goals
For the first time I think we hit the mark with what we wanted to accomplish task wise. We normally shoot for the stars and fall very short, but this time our goals were simple and achievable. We focused on three main gameplay elements, and everything else was just art and level design. I think we’re both pretty pleased that we had a concept that didn’t revolve around a platformer. Mind you there’s nothing wrong with a platformer but we’ve done a few of those now and it’s nice to try something different.

Graphics
While some of the graphics were a little janky, we decided on doing simple art that could be produced fairly quickly. Many of the prop models were built and skinned in half an hour, so it meant that our single artist (starfeesh) could get a lot of models finised, at least when she wasn’t fighting with blender.

Working closely together
We held small meetings pretty often, and that led to having a cohesive idea, and a good idea of what to work on next. There was only a few times where we were left feeling aimless. It also helped we were basically in the same room.

Mixed

Tools
There were some good tools, and some frustrating tools. Most of the frustration came from a lack of knowledge and practice though. Unity was great, blender was a pain in the ass sometimes, especially when it came to rigging our characters. We worked together for most of the rigging and it took a good 8 hours of our time. Just goes to show that you need to practice with your tools before the contest to get stuff out of them without just spinning your wheels.

What went wrong

Poor time management
At least on the programming side, I could have planned a bit better, but we did run into some blender issues that took up a bit of my time. I really should have finished more of the core stuff the first or second day, instead of finishing most of it on the last day. This would have left some more time to fix bugs or add more content.

Not enough testing
I added quite a few lines of code the final day, and only had one outside tester test it that day. So there are a few bugs left in there. The second level was added two hours before submission so it received almost no testing at all. Hopefully we can set aside time and contact more people about testing.

Overall I am very pleased with the result, usually we run into the issue that the game lacks substance, and barely feels like a game. This time it was quite different and it is mildly entertaining.
It is a little unfortunate I don’t have cool development pictures to show.

I’ve played through a few games, and I’m constantly amazed at what everyone can produce in such a short amount of time. Very fine work. :)

Here’s the link if you’re interested in playing a nighttime bank robber.
Clean Getaway

Timelapse and Gamplay

So, Another game done. Sort of.
Was uninspired by the theme again and ended up only starting the game about 13 hours before the deadline. Not really enough time.
Happy with the what I did manage to get done though.

I didn’t get round to drawing the enemy graphics or a nice shiny title screen, or making the music. but that’s all its missing from the original plan.
I didn’t completely figure out what I was going to do for the enemies which didn’t help as I ended up starting that bit way too late. An idea was to make them crawling bombs that exploded ten seconds after they go into attack mode, so you have to shoot them before they explode. Anyway we have nice cubes instead.
The spawn every ten seconds thing was my last minute attempt to connect the game to the theme as I failed to implement the planned link.

Here is my timelapse video, with some gameplay at the end.

Play my game here.

Tags: timelapse

The Road is Not a LIE

The Road Is Not a LIE

 

 

Some people are having trouble finding the road, and in fact are questioning its very existence. Its possible to complete the game without walking off the map so I decided to provide a screenshot as proof, where it is… who knows :)

We need more Galaxy Jumpers!

At the backyard of a laboratory of
crazy scientists the spectacular rocket
flight to moon was not only shut down
because the also famous so called ‘technical
difficulties’ but the latest gravity
experiment went completely wrong!
Rocks are flying everywhere! This
is the chance to start your TRIP TO MOON!

MOONTRIP by CHOCOBYTE

Play Now!

Enjoy the (maybe first?) online multiplayer jumping game.

Play and Rate!

Thank you!

 

Note: Post-Compo made changes are: fixed a bug where player could fall out of world; positioned the logo ingame-screen far left because it could cause confusion because it says ‘moon trip not available’ which was directed to the rocket flight but there wasn’t time to pixel a rocket, so it could let player to leave the game although it worked just fine. Also added a small loading text to not let the player wonder if the level completely was loaded because it is networked level data.

Umbra Machina – Post Mortem

Hey guys, TheMaster99 here, bringing my post mortem for my 2nd Ludum Dare entry into the Jam. Let’s get right into it, shall we?

 

The Good

  • I came up with a very good (IMO) idea for the theme. We actually came up with ideas for the 2 most popular themes (10 Seconds and Death is Useful) before voting was over, so we wouldn’t have to waste any time brainstorming.
  • The programming went (relatively) smoothly, didn’t encounter many bugs that took much time to squash.
  • Finished (excluding a few things that either I forgot to add or wish I added in hindsight) in time. That’s always a good thing, right?
  • Learned about the ‘for each’ (Don’t know how I managed to go without knowing about it until know, but eh.)
  • The response, so far, has been quite positive.
  • Made a game I’m proud of.
  • Had a blast!

 

The Bad

  • Graphics artist didn’t have enough time due to school and other things to finish all the art.
  • Didn’t have time to implement enemy/boss special attacks (although in hindsight, the fights are hard enough anyways, so special attacks would probably have made the game impossible, so maybe this isn’t really a bad thing.)
  • Forgot to add a timer to show how much time until the shadow got to the next checkpoint, would have prevented some confusion and would make the game fit the theme a bit better.
  • Didn’t implement any way to restart from the beginning unless you won, which made it possible to get stuck in infinite loss scenarios where you have to re-launch the game to solve.
  • Restarting after victory is bugged (it doesn’t reset you to the beginning, but rather to the last checkpoint prior to the boss fight)
  • Collision detection is imperfect (most of it is due to flaws in the level generation.)
  • Faced a few major bugs that put me behind.

 

Conclusion

Overall, I had a great time. Will definitely be doing many more jams to come!

If you haven’t already, you can play my entry here: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=20812

Happy gaming!

-TheMaster99

Time Surge!

Project Link!

Made the Game Jam submission deadline with about 10 seconds to spare, then we all passed out. Post Mortem coming soon!


Credits:
Hitchh1k3r: Lead programmer
Naali: Director, assistant programmer, puzzle design
Solifuge: Art, game design, puzzle design
Tlynn: Writing, themeing, puzzle transcription
Willfor: Music

Special Thanks:
MysticStv, for puzzle transcription and snarky commentary
Mrs. Hik3r, for puzzle transcription and nap-enforcement
LWJGL, and Java in general. Thanks for being a thing!

Tags: 2D, adventure, applet, game, java, LD27, linux, Ludum Dare, lwjgl, osx, Pipe, pixel, puzzle, RPG, SciFi, screenshot, space, Surge, time, Windows

Sorry this is late but I went to sleep late and had a long sleep and then went out into the real world and avoided using a PC so I could relax.

I technically finshed my game, but didnt get to submit. It had multiple promblems I had tested the complete product so I didn’t even know if it 100%. Although i wasn’t completely sure it wouldnt have worked it problay would have, but since it was just barley finshed, the game would have problay beenver generic and “boring” and the person palying would have problay lost interst quickly plus it dosent really tell you the controls; the implemtation of the theme didn’t end up as what i orginally planned; and there were many other promblems.

I really wanted to finish this one i was determinded i really wanted to ’cause I promised myself when I bailed last time that i would finish this one which i almost did until some complications happened it was literly like seconds, but its a long story to explain. Anyway since it was my first game I’m problay going to fix it up and do something with it, it’s going to be hard to fix espically since the code is very messy and there’s alot of just working code which I added last minute. Anyway after I’ve enjoyed sometime in the fresh air going to step up and get ready to come back with even more.(Thinking of learning javascript not for games, but you never know or c++ , because it seems like a main programming lauguage to learn or maybe just LWJGL)

P.S. I know this is long, but someones problay going to read so i tip my metaphorical hat of to you.

Happy play/rate(ing), PEACE OUT!

Tri-Deca (postmortem)

Tri-Deca

Tri-Deca


Gameplay info junk:

You play as a little triangle/pyramid headed guy..
Its a runner game, but with a timer..& there is clocks to pick up to get more time. speed power ups to either pick up or avoid.. that sort of thing.. Basically you need to jump & shrink your way through the different obstacles.. collect more time.. and make it to the end of each level.

Hope you’ll give it a go!

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=25869

Postmortem:

The good:
Figured i’d talk a little about my experience in my first ever game jam as an artist!
I really enjoyed the experience and surprisingly actually had fun with the pressure of making a game in a limited time period. I worked for the first time with programmer Abel Toy.. a cool dude that let me come up with the concept for the game and then helped improve upon the idea. I am really happy with how it turned out.. and feel *gasp* proud of what myself and abel were able to accomplish. I think we did a decent job at working with the theme.. which at first I despised =).. but luckily we managed to come up with something pretty fun!

I was really worried that I wouldn’t be able to make enough art in such a short time period.. or anything decent looking.. since I tend to usually end up being way too much of an obsessive weirdo at times.. but I happily surprised myself.. and the jam made me realize how much i have improved over this past summer especially on how I can now make things quicker than i used to be able to.. the awesome part about the jam is it happened right before i have to go back to college for my last year.. the jam kept my mind off of that and also made me feel like I accomplished something pretty cool this summer.. since before the jam i was a bit in a funk.. and also got to connect with a lot of cool people that also participated.

Also was happy with the music that was created by Rekcahdam & feel it really fits the mood of the game.

The bad:
Unfortunately we didnt get to finish the menu/level select screen/boss level or add sfx.. (but! that’s alright! since awesomely Abel and I plan on continue working on the game.. so eventually there will be a pretty nifty game made out of it. which.. i am really excited about since I think there is a good amount more to explore with the concept.. plus I really am enjoying making the art for it since I get to come up with weird stylized pixel art.. my favorite thing to do!)

really it was just an entirely positive experience for me/us.

shrink –  thanks from all of us!

Art: Brian Callahan (@futuristteletex)
Programming: Abel Toy (@abel_toy)
Music: Rekcahdam (@rekcahdam)

It is actually beatable!

Well, I have a confession to make: I wasn’t actually 100 % sure my game was beatable, when I submitted it to the Jam. I mean, I ofcourse had beat it in my testings, but was it before or after the many minor tweaks? The game is a 100 m run, and as many comments refer, it is quite hard to defeat the opponents and even harder: to beat the 10 second barrier!

But, I finally did it myself! I had one go at it, and a splendid one! (the key is not to play this too many times in a row, I think – ’cause you want to have fresh fingers!).

small-beat-the-10-second-barrier

Can you beat the 10 second barrier? You can try for yourself here:

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=16779

 

Comments

27. Aug 2013 · 21:06 UTC
I salute you for actually beating your game!

JellyCakes plays your LD 27 Games!

Streaming

 

So it’s been almost 24 hours since I finished both a Compo entry and took part in a Jam entry so now I’m ready for games!

Streaming at: www.twitch.tv/jellycakes1

Come in, suggest your game to the chat and get some feedback!

VIDEO GAAAAAAAAAAAAMES

Tags: games, jellycakes, LD27, ld48

Late to the party

I sorta kinda had something running by the deadline, but the truth of the matter is that I absolutely hated – and still hate – the way it looks and plays. I ran out of time, cut features willy-nilly, didn’t even manage to get screen transitions or good-looking particles in, made my own artwork (go play it, you’ll see why this wasn’t a good idea), and ran through about seven different ideas before I finally settled on something I liked – but by then, there wouldn’t have been enough time to finish it, thus the lame rubbish below. I had originally planned to simply highlight the directory, press Shift+Delete, and never look back, but my girlfriend, wonderfully kind and supportive as she is, convinced me that it was worth rescuing and posting, so here you guys go.

Test Subject #17 for Windows
Test Subject #17 C source (requires Allegro 4.2.x or 4.4.x, AllegroGL and DUMB)

The obligatory screenshots:

2013-08-28-025533_1366x768_scrot

2013-08-28-025614_1366x768_scrot

Right, postmortem.

The good:

  • Started out motivated, actually was fairly productive for the first twelve hours.

The doubleplus ungood:

  • Too many design changes.
  • Too much procrastination.
  • Should not have gone from scratch (personally, I prefer this, as I feel it’s more in the spirit of how a 48h competition should be done, but let’s face it, Unity wins competitions, speed-coding doesn’t).
  • Fell out of love with the game when it was 80% ‘complete’

And there you have it.

Proper Linux support added to ‘Got time for that?’

 

We Love Penguin

We support equal rights for penguin people.

Improved Linux support has been added to mini-game collection ‘Got time for that?’.

Yes, we had time for that.

Linux users may prove extremely useful in the upcoming re-education entertainment of humans.

Check it out!

Also available on Web, PC, Mac, and Android.

What people are saying about ErectServeSnug

“Uhm…What did I just play? LMAO.” -MegaMasterX
“SUCCESS!” -Beaugunderson
“Haha amazing…” -Radjor
Finally, a reason to take my mouse off of high-dpi mode!” -ix
“Definitely a 5 in mood ;)” -xel
“xD” -gre
“Clunky controls, but interesting concept.” -nikkesen
“It’s so obvious now… ” -gravyhands
“That’s hard (haha).” -Diogo Muller

What are you waiting for?

Play it now!

Help guide for Orb

Capture d’écran 2013-08-28 à 01.45.48

Here is a help guide for my game Orb: link

You can check my entry here: link

PolishRAD post Ludum Dare Statement by Mironix

ps_render_logo_1

The game for windows: https://dl.dropboxusercontent.com/u/9938325/WindowsLD.rar

Rating page: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=17178

Post Ludum Dare Bugfixes: http://www.ludumdare.com/compo/2013/08/28/polishrad-post-ludum-dare-bugfixes-for-the-kings-spin/

This was an excellent journey – me and my team mates had alot of fun, we’ve came up with an exciting concept, but there was just not enough time. The game is playable it’s just scram from goblins  for 10s and you win, the initial design is much complicated and will be presented when we’ll finish with it – the most important part is we have the full game flow, amazing menu system made by spencer, great AI, a lot of mechanics and reusable high code standard c# scripts. This was my first ludum dare game and i was granted a team of 11 people working on it, additionally a lot of people helped with giving wrights to their music. Everyone was dedicated to the project above any of my expectations. Basically i have learned unity on this ludum dare as well as my friend michax. Also personally i have never even thought i could handle leading such a big team of people, thankfully my SCRUM fork – everything is a sub project and should have a self determined leader worked splendidly and everyone was communicating with everyone, if there’s problems or questions look for me. The teamwork was made extremely cool thanks to the use of http://trello.com . There are some improvements that i should make, basically we need something better then dropbox to share files, something web based where a team can share files with eachother with ease and for media files can preview it, noone outside the team should not have access to it.

A small preview how a trello looks post ludum dare

A small preview how a trello looks post ludum dare

Also lack of jenkins, reviewboard and sonar made a hit on me :) i’ve got used that when you set it up app gets tested and deployed on the page, I shall prepare one for the next event. this event was more of a learn unity and see how well the team work will go. And believe me when i say it all went just… i don’t know if there is a word in any human language to describe it. Amazing is just not enough. Also git is always a way to go – praise bitbucket for making it free for small teams. Here’s a little video preview how our work looked filewise.

Spencer was already introduced into unity, but he prefered the 2D side of things, I knew giving him the menu design was a very good thing. Xyouneed provided us a splendid background and credit images, he’s currently working on a game over and you win backgrounds. Mr aMdivided voiced it over, giving it the soul that i had planned with it. We’ve used Ando’s song to give it a cherry on the top.

There was a main character in production during the dare by lut, it’s a splendid character, fitting the flow of the game and it’s style, it is included in the version that wasn’t published on LD. You can see how the main character will look on the intro ‘cutscene’.

My job was to lead the team and guide it to get the highest possible result, create the scene flow of the game, create a 3rd person controller for the player and a map loader(more details after the weekends on that). I’ve made a player not based on physx character controller nor any scripts from the market etc., i had a concept to make an easily extendable mechanics system that is good, but needs another layer of abstraction. There are still some glitches in player movement that i need to understand, but that’s basicly several hours with an debugger. Don’t worry he will jump and those weapons in his hands will be at use(poor goblins :>) but not only to slaughter, they will also do something extremely good for the realm of the game, and will not be in the hands of our friend at the beginning.

As for the map loader – there was too many things to do (basically i took too much on myself as I always tend to do and it’s too much of fun) code wise it’s ready to go – but i wanted to allow users to edit the maps and still have it in unity assets. You can find a sneak preview of the map editor in our post LD gallery. I won’t say more.

As for scene managing in unity, i weren’t skilled enough or there is not a tool to link between scenes in form of a graph. In the standard version of unity we weren’t able to use async operations, but that will change, i like this engine too much and c# is enoughly close to c++, that i will prototype things in it. This part took way too long, even the best file organization could not help in rush.

Basically i’ve built a splendid code base to make this a game good with the things that were produced at this ludum dare, also those assets will be at use in next games. A Lot of team members want to participate in the post ludum dare stage of the game, and i shall deliver them as many hours of work that not sleeping will grant me. This ludum dare gave me a new bigger and stronger heart to coding and gamedev.

Michax did the goblins models and animations + AI that allows them to hunt our player, with the sounds from ben and shawn it went just marvelous. We even have a song that will play after the goblins escape: https://soundcloud.com/endride/only-one-of-us-will-make-it .  On this part everything went splendid and inspired some things to upcoming Michax game that is almost ready to go. He’s a perfectionist so await something really cool.

As for the sound team. I had endless hours laughing just listening to the voice acting and voice overs that were not included in this release. But let me tell you that our inmate goblins and king have a lot more to say, and it’s plainly hilarious. Unfortunately i love protagonist so princess + our character will never speak a sentence. All the sounds and voice acting are top notch, mastered and prepared specifically for our design.It was just not enough time, the project grew and grew during the ludum dare, same goes for the size of the team. Here they are:

Coders

3d artists:

2d artists:

Voice Actors:

Sound Engineer – they gave the living soul out of them. Went thru every sound and made it sound as they wanted it to be in the game.

Music:

In game video will be here soon.

Meat Game Fixes

We have fixed the most annoying issues we found in the first submission and made a mutli-player gameplay video for reviewer who haven’t got people with them to play the game with (here).

MeatGame

Fix Log

– ‘fixed’ PC version as some levels had no moving blocks
– linked orphaned audio files
– fixed menu screen bug
– slightly adjusted game physics
– fixed impossible levels
– ESCAPE key now exits game
– fixed player respawn issue
– fixed the WIN screen
– added Webplayer and Mac versions

 

Comments

14. Jul 2015 · 07:54 UTC
please fix the download