LD27 August 23–26, 2013

My Top 10 Games From LD27

I’ve played and rated over 100 games which were all amazing and creative. Here’s the top 10 that stood out the most to me.

Step Out by bitserumStep outside your body to solve puzzles.

Step Out

Step Out

Clockwork Cat by patrickgh3 A cat needs to make it to the end before midnight.

Clockwork Cat

Clockwork Cat

 

Captain Pico and Ensign DeGaro in Ten Second Time Bomb by dalbinblue Help two characters reach the escape pod in time.

Captain Pico and Ensign DeGaro in Ten Second Time Bomb

Captain Pico and Ensign DeGaro in Ten Second Time Bomb

 

10 Second Happy Rocket by StarspellAssemble the best rocket you can.

10 Second Happy Rocket

10 Second Happy Rocket

 

Feather & Son by CarduusHelp a father and son find the missing mother.

Feather & Son

Feather & Son

 

BeautyIsTheBeast by ValandreChase and be chased as the prince or princess.

BeautyIsTheBeast

BeautyIsTheBeast

 

QuickHunt by MvdLaarBe the fastest rock-throwing hunter possible.

QuickHunt

QuickHunt

Chrono Blood Ninja by theholychickenFast-paced ninja slicing action!

Chrono Blood Ninja

Chrono Blood Ninja

 

Orction House Panic by Dry TreeA funny fantasy auction sim.

Orction House Panic

Orction House Panic

 

10 Second Sculptor by nathanhofferSort of like a combination of Lego and pixel art.

10 Second Sculptor

10 Second Sculptor

Comments

theholychicken
05. Sep 2013 · 21:34 UTC
<3
porglezomp
06. Sep 2013 · 20:12 UTC
These are all really nice games! I’d already played some (and loved them), and I think one is windows. All the rest I loved as well.

Graphics update complete!

Focusing on the post-compo is starting to pay off. Except for the HUD, particles and background, every other graphic has been redone. As soon as I finish reworking the graphics, I’ll begin to modify the gameplay. That will be the ‘post-compo version’. I plan to later redo the game itself, adding enemies, waves and bosses (there’s already a new ship, though :)).

I usually make a black and white sprite and then use an “multiply” layer to color it. This helps me to make sprites quickly (as I don’t have to bother select exact colors every time, only the tone) but makes the sprite somewhat plain and boring. Now I’m using 8 tones with 4 shades each, what made everything better looking (and clearer).

Take a look at the boss graphics evolution:

gfm_ld27_gif7

Tags: animated gif, filter, gfx, gif, graphics, pixel art, post-compo, postcompo, update

Yea its a thing now.

2

1

Looking forward to a winter beta everyone on here is invited.

 

Comments

06. Sep 2013 · 15:43 UTC
SlothSoft might be the best company name ever… Justsayin.

Infiltrators Post-Mortem

I’ve made a slightly different post at my blog talking about this experience but I’ll present a more technical and less philosophical post mortem here.

How did it go? I don’t actually know. I seem to have blanked a large portion of my memory of those 48 hours. I made a game about mazes and pathfinding.

What didn’t work:
  • Tweaking movement and fighting  while writing them from scratch. This was definitely too much time doing a lot of things I could have had done for me. Too much last minute thinking.
  • Theme communication. I wished I had presented the 10 second mechanic better. I chalk this up to being a rookie. I coddle myself that way.
  • Not making a browser game from the get go. It’s just a better delivery mechanism.
  • Ambushes and sneaking. I really wanted cool ambushes and sneaking things to happen I just didn’t get there.
Here’s what did work:
  • Feedback and rating the other games. I really learned a lot playing the other entries and getting feedback on my own entry. That’s not just pandering.
  • Writing my own collisions and nav. This was time doing things I could have had done for me. But I was able to work the nav into the game mechanic in a way I wouldn’t have thought of if I were using it as a library.
  • Processing. I played around with a few frameworks but Friday morning I realized I should stick with something I know at least this time. I kept things simple enough and I like Processing for playing around and so it worked for me.
  • Processing.js – sort of. Processing has this capability to produce javascript and play in browser. It’s not seamless, I didn’t start out intending to stay compatible with it. But I was able to make it work (outside of the 48 hours though).
  • Debugging. I was able to keep bug load low enough to power through at the end.

 

Some good entries that are not getting enough love! (pt. 1)

I decided to take a break from rating very good-looking games, since these ones usually have already a lot of ratings. I went on to play those entries with a low number of ratings and a good coolness and found some gems that are not getting enough comments/ratings! I’ll list them below:

Red/Blue

Coloured Block Swap

TenToDead

RELAY

I’m very sleepy right now, so I hope these pretty screenshots are enough for you guys to click them and check this entries out!

“The cat is fine but sad” – Doctor Drown (Ph. D) postmortem

Doctor Drown (Ph D) was my second dare Ludum Dare entry (Bayou my first), my second doing it with Sam too, and probably my 5th/6th game jam where I finished something. You play a corny 60’s Super Villain who floods his chambers with sharks. Simple. I’m happy to have made it, but I definitely learned a few lessons I thought I should already know. So let’s start with that so we can end positively.

What went wrong:

A focus on mechanics, AGAIN. I’ve become increasingly disinterested with game mechanics, at least the traditional forms of them, beyond being a means to an end, and the real lasting appeal of digital attractions for me is in their sustance. By ‘substance’ I don’t mean “hours of content” or even exactly a thematic total but the volume, maybe density, of detail/love/personality/experience/gamestuff/expression/ units of resonance a game contains. Expression might be a good word actually. Often things that have no functional reason to be there. Example! Earthbound & Mother 3 are full of it. The black & the white pixels you can talk to or don’t in the desert, that’s substance. In Problem Attic, the entire game is built upon distorted memories and methaphor, everything drips substance. Psychonauts is mechanically not the greatest platformer ever but it’s dearly loved by huge numbers of people. In Stephen Lavelle’s Missing the world is full of characters despite them all saying the same thing, no they haven’t seen your son, and every character is aching substance. It’s not necessarily textual either. In Proteus, the standing the stones, the crabs, the owl, the abstact reactive music itself is all substance. So, a fairly ill-defined, nebulous idea so far but an idea all the same. Strange. Funny. Heartrending.

Sure, if you want to do something truly new you may need to spend a lot of time on the mechanics also, but in my opinion the game is strictly no better or worse for this alone (rather in what expression that might allow you), and as there’s already so much untapped in what we can already do (ie: creating work informed by anything beyond the last 20 years of computer games),  this is misguided or even outright silly for a game jam. Game jams should be punk. thecatamites started making awesome experiences in AGS because he couldn’t program, whereas most people start making poorly programmed derivatives because they can’t program. Do it yourself. Can’t sleep? Make a game.

So, to the point! As the games I have tended to work on (read: all of them) over the last two years have been bogged down in mechanics and never reached the good stuff beyond, this was on my mind. And every game jam I’ve participated in I have very consciously shied away from doing something more writing weighted and instead focused on something mechanical and “replayable”, but this has never quite worked and I’m really not that interested anymore either. I’m pretty sure if I was 24 5 years ago I would be a million miles from making computer games right now (good/bad?). Anyway, the last jam I did with Bayou was probably the closest I have ever come to making something vaguely interesting and less focused on mechanics, but still I focused on functionality & art instead of what was going on. So going into this jam I knew I wanted to make something that didn’t give two jots about mechanics and instead create an experience/story/substance.

 

  But I didn’t. Out of the two final ideas we whittled our jam down to, one being experience/narrative weighted & one being untested mechanics weighted, we decided to go with the mechanics weighted one because it was more unique. It was certainly unique, but if you have a voice every creation should be. And as no game I’ve played yet from LD27 was even remotely like the other our worries were unfounded. I chose to make another game where I could grapple with obtuse mechanics and waste time getting pretty effects in. I’m not alone in creating something defined primarily by its mechanics though, I was a bit disappointed, like the last LD, to find that most of the other games are too. People like different things so that’s totally cool (although shout outs to At the Cafe, exposure, Gone in 10 Seconds, Become a Great Artist in Just 10 Seconds, Detective Awesomepants & Xyloctopus for being awesome, and I still have SO MANY I want to play). Initially I planned to get some of that kind of material in, characters would spout inane hero dialogue & there would be a tv in the control room blasting stuff out incessantly, but TIME. Although really, it didn’t feel like it belonged in the game I agreed with Sam and then I was probably nervous to put myself out there at the same time.

 

At the Cafe by pierrec

 

That was a bit long for a bullet point! I guess that was probably the core thing I wanted to excise with this post-mortem but I’m gonna round out the rest of the right/wrong anyway. I feel bad for Doctor Drown, because the game is grand once you get it, and the above point is in no way its fault. It’s just indicative of where I am I think, and I think I’m done with expression-less games.

 

Okay onto the actual development related mistakes! Firstly a late-ish start. As a two person team we didn’t even start discussing ideas until after lunch and at this point many of my more developed ones went out the window. Then we had to take another couple of hours to think some more and talk again. So we didn’t start until Saturday evening and it was really towards the end of the day on Sunday when we had a complete rough prototype. Not good. It’s a bit of a pain that Ludum Dare starts in the morning for us GMT-ers, that sleeping on it is invaluable I think. This deliberation over the idea can be a huge time sink but I do feel it’s valuable to get it right at this stage. Unfortunately, we didn’t. I worried about how the game would actually play and the more I thought about the mechanics the more I grew comfortable with them, not thinking how a newcomer would see them (especially if they didn’t read the description).

 

- This resulted in what could be a rather unclear, obtuse game. The ‘twist’ of the game is built around the screen position not representing the room position. This is mentioned in the description and the opening images, but it’s very easy to not catch. And if you did understand it then it can still be hard to follow and play. I tried a number of things to make it easier, such as only shuffling columns so the rows are consistent (that is you can what level everyone is at) and lots of things around highlighting (the last one which semi-floods connected rooms being the most effective I feel). But it still doesn’t quite work if you don’t ‘get it’ in the first place.

 

One solution might be shuffling the screens in real-time to make the shuffling explicit. Another might be making a much slower paced game, where it’s more detective work to make notes and work out connections. This was actually an original intention. However it’s probably one of those ideas that sounds better on paper, and maybe I should just get rid of it. Although a better solution might be building the game around different mechanics, such as shuffling the screens yourself to fit them back together. In the end some people got it, after a couple tries sometimes, and some people didn’t. With jams like Ludum Dare your game probably needs to be super accessible & immediate.

 

What went right

Collaboration. It can be tough creating stuff solo, or mostly solo; there’s a lot of pressure and even guilt when you’re not working. If you don’t do it, nothing will happen. It’s refreshing to be able to bounce ideas off someone rather than just paper. Something that’s helps massively from time to time on solo stuff too. Working at a distance can be tricky though, especially in informal loose circumstances. It’s difficult to know what someone is doing and an inability to get in touch can lead to stress. Comes down to trust ad good team members though, sharing similar aims is crucial. Two people is possibly the most effective team you can have too, the least overhead and communication, just collaboration.

 

This led to a really strong aesthetic. Sam’s animations are great and all the visual elements carry his style and vibrancy. Happily a lot of people find it funny too, the cat is the kind of touch that makes things special (coughsubstancecough). This all merged really well with the sound design (it kills me to still see LD games without any sound, even otherwise fantastic ones). I was happy with the music I found to use after scouring through lots of old spy music and soviet jazz (and I enjoyed just discovering lots of other cool tracks too). Next time I might use Terry’s Bosca Ceoil although recently I have reinstalled and enjoyed playing with some tracking software for the first time in over a year. Unfortunately I should mention we also got some awesome music from the most excellent kayfaraday (who contributed a stellar track to Taquito Tower) but I received just under two hours before the deadline and I didn’t see it until the morning after. Hopefully I’ll get the chance to use it in the future.

 

- Unity & lots of cameraaas: I decided to make it Unity as it seems to be my go-to tool now. I had a separate game camera for every single room and used render textures from them onto the monitors inside the control room game scene. I wondered if this was overkill (19 cameras in all!) but it actually turned out to work really well. This allowed us to develop the game in a logical fashion but more importantly allowed us to put all kinds of effects on the monitors like the noise, fish-eye, panning etc. Most happy with this. The ‘physical’ lair in Unity. The rooms totally make sense, look!

 

I made a game! This is a big reason I was looking forward to this Ludum Dare, to take a break from everything else I’ve been slowly working on and actually get something out. So success. There’s no reason why I couldn’t release punkier games more often though. I like short stories, we need more short story games.

 

Phew, I’ll also look forward to the next Ludum Dare and game jam generally (I started one a few days before LD27 and I’m going to 2 more in the next two weeks!). Feel free to get in touch via Twitter (@dreamfeeel) or email (paul at dreamfeel.net) and play the game if you haven’t goshdarnit!

All the best, Paul

Subject 127: Postmortem

It has taken me four LD games to finally write a postmortem of one of them.  So here we go with the postmortem of Subject 127.

The game is a fast paced platformer that take place in a dystopian future, where everybody had a 10 second innactive bomb implanted. If Mr. Evilthorne didn’t like you for whatever reason, the bomb would be activated and your life would finish within 10 seconds. Subject 127 didn’t like that and she started her quest for Mr. Evilthorne lair to put an end at his reign.

THE GOOD

  • This is my second attempt at a platformer, being my previous try at LD24 (you can play). That first platformer was… well, pretty bad, with a lame jump mechanic, a strange character movement and odd collisions. Most of those problems have been solved in this game. It’s far from perfect, but I’m happy with the result.
  • I’ve managed to keep the feature-creep at bay. The “won’t be cool if…” is present in all my previous LD entries and, as result, they all seem unfinished and unpolished, but in this one I tried to keep it simple, and this is really an achievement as a game developer!
  • I started this jam thinking I was working alone, but Monday came and with it, some help. The cinematic characters were redrawn by someone who knows what she was doing, I was given ideas to make some intereseting levels and the story changed to something a bit more interesting (there’s a bit of info in a wall-text tutorial talking about gas, that was something about the previous story, now is nonsense, lol). Subject 127 designs

    Subject 127 designs

    Mr. Evilthorne designs

    Mr. Evilthorne designs

  • Vector art. My art skills are very rusty, but using Inkscape to create the game graphics allowed me to create clean drawings and some animations I’m proud of.

LD27CharAnim

THE BAD

  •  At first, I thought the game was machine independet, but when I played it in my laptop, the character behaviour was slower than expected and her jumps weren’t high enough (the odd thing here is that my laptop has better hardware than my main PC, hence there was code that made the game run slower in better machines, madness!). As I didn’t try the game on other computer until the third day, I had to rewrite the code to make sure that issue was solved.
  • Related to that point, it’s the collision detection. The game is using Unity’s Physic.Raycast to check collisions, which I think it is time dependant; while the character movement uses the default Unity Update(). I believe this is what causes the character to pass through the floor or some wall, a critical issue in a fast paced platformer.

THE UGLY

  • I wanted to feature from 20 to 40 levels, but using the final day to fix the machine-independency issue left me with just three hours of level design. So I rushed 10 levels, just making sure they were beatables and that they went from very easy to hard (although level 8 is the hardest because of the poor testing of the jump over the three saws).
  • Lacking a proper camera script made some jumps riskier than intended.
  • Not using enough testing subjects. For example, I felt the difference between the short and long jump was all right, but after some testing, people told me that it was too easy to miss the short jump window.

You can play Subject 127 here.

Comments

wccrawford
06. Sep 2013 · 09:45 UTC
I’m not going to lie and say the new art wasn’t better, but the original art was pretty freaking good for an LD game!
06. Sep 2013 · 09:55 UTC
BOOBS!
Danex317
06. Sep 2013 · 10:41 UTC
You want to use Unity’s FixedUpdate() if you want to do collision detection and general Physics-y goodness. Everything can go in there just fine. So even regular movement would work fine in there. And if you use Rigidbodies and the rigidbody.AddForce() method Unity takes care of most collision detection for you.

Humorous Games

After rating a decent amount of games, I have to admit that some of them are quite good. Unfortunately this post is not about these.

A more exclusive club is this of the funny games. When I use the word “funny” I don’t mean “amusing”, or “giggle worthy”, I mean those select few that make you wish you had a spare set of underwear nearby.

To this date, I’ve found two extraordinary entries that I’d like to share with the reader together with five others which deserve an honourable mention.

Note that all these entries were judged by my unusual sense of humour. If your game isn’t here it’s probably due to a combination of the following reasons (from least to most probable):

  1. I don’t find it funny.
  2. I haven’t played it.
  3. No one finds it funny.

 

 

Entries Extraordinare

Romantic Comedy/Tragedy – Forever Alone

Well written and well executed, this game creates a solemn atmosphere surrounding a ludicrous plot.
The result is magnificent.

Similar to many games in the humorous genre, the gameplay has a small impact on the player’s enjoyment. Well, except the falling pianos I suppose.

 
Lavatory Humour – MY ASS

What can I say, while many had smoke coming out of their ears trying to conjure a witty narrative, a hairy ass just swept by and found itself drowning in a pool of diarrhea.

It’s not elegant nor smart, but it’s what the audience wants. It also shows the importance of silly sound effects.

 

Honourable Mentions

The main reason games found themselves here isn’t because they’re less funny, but because their creators held other priorities above humour.
The Storyteller – Extreme Trauma Surgeon

While the game itself isn’t much more than amusing, the intro is priceless.

The Musician – Keep Flying

Who needs to compose music when you can sing nonsense. (There’s also some cat dung and photon potatoes)

The Sadistic – Royal Defenestrator

Throwing cats, guards and whatnot out of windows cheers me up.
A good example of implementing simple game mechanics and giving the player the freedom to do whatever makes them laugh.

The I Couldn’t Think of a Title – Detective Awesomepants

This game is too good to be disregarded as humorous.

The Meta – 10 10 Second Game Design Lessons

It might not be universally funny, but here in this jam it definitely is.

 

That’s all, I hope you enjoy them as much as I did!

Comments

Blooperly
07. Sep 2013 · 05:19 UTC
Hey my game is here! Haha thanks. (I did the trauma surgeon one)

Finally! A puzzle game post-mortem!

Yeah! It’s a rare genre. Did you ever seen a puzzle game post-mortem? So let’s do this!

BEFORE LUDUM DARE – PREPARATION

You must prepare yourself to the event. Sharp your tools. Prepare a code template. Training in your coding IDE, graphic editor, music and sound editors is also a good idea.
I did nothing of these things.
But I did one important thing: Warn my wife weeks before the event, and repeat the warning time from time. Otherwise she surely would ruin my plans.

FIRST – THE DESIGN

When I first saw the theme, I did think that 10 seconds was the countdown approaching to zero. I hit F5, and again, and the 10 second remains. I though “Man, it’s locked in 10 seconds!” Finally I realized that 10 seconds was the theme. Holy crap!
So I hated the theme. The first and obvious interpretation should be a 10 seconds time limit. You should never take the obvious interpretation. Later I was shocked that everyone took the obvious interpretation.
I spend the night thinking about a different take on the theme. After a while I had the idea about the ordinal second. The second one things. Finally I get rid from the damn time limit.
So I needed a design. And that night I thought in no one. Then I went to sleep.
In the next morning I woke up without an idea. I took a breakfast and start to work. After half an hour I made the design of the game. Probably my subconscious worked during the sleep.

 

Design do Get the Seconds

THE CODING

I had planned to use Construct 2. But after finish the design, I realized that for this kind of puzzle game pure Javascript would be more productive. I didn’t need collision, physics or other things that Construct 2 usually help you.
The next step was coding. At the end of the day I had the first prototype, with scratch graphics. At night I started to draw the final graphics.
Testing was a serious problem. Finish the first stage could spend five to ten minutes. I could run just a few cycles of testing.
At sunday morning I continued making graphics and some testing/debugging. After the lunch I
had a problem. I had planned to go to the Escher’s expo at the city museum. That was the final day to the expo.
The game was almost finished, so I went to the museum. I expected to spent just a couple of hors but I spent six. It was a huge expo!

escher01

So I returned to home lasting only some hours to the timeline. I rushed to finish the graphics, add basic sound and make some testing. 15 minutes before the timeline the game was finished.

gettheseconds
WHAT WENT WRONG:

 

  •     Graphics are poor. It’s not the worst, but certainly is not the best graphics. I need drawing lessons.
  •     Sound are poor. The last thing I did of course.
  •     No music. No time to think about it.


WHAT WENT RIGHT:

 

  •     The design was very appreciated. An uncommon mechanics.
  •     Javascript is great. I’m really amateur in Javascript. But the language was so productive that I made the game easily. The source went very short: just 296 lines.


THE BALANCE

I really enjoyed the experience. Now I know my weak points and I will train hard to the next battle. See you soon guys!

NOW PLAY THE GAME!

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=24602

After Death / Post-Mortem

I like my entry this time. I don’t know how to write a post-mortem. Thanks for all the feedback; it is great. I enjoyed all the games I have played and reviewed thus far, and will enjoy the games I play and review in the future. You are all awesome. You being everyone that submitted anything. Anyway, time to talk about me and my game. No, this will not be in Swedish, sorry.

Here is a screenshot:

Things that are the things that I think went well:

  • I like the overall feel of my game. I haven’t really experimented with atmosphere and mood before, but I think I did fairly well on mood. I guess I’ll know how I did when the voting results come out.
  • I like my game’s sound effects. I recorded them with a crappy desk mic and Audacity.
  • My game’s music doesn’t bombard my ears with badness like the music I make usually does. Or at least not as rapidly and harshly.
  • I wasn’t sure if I would be able to make an adventure game, and it turned out to not be so hard (after I did a lot of brainstorming and planning about the best way to create the game that would allow for me to expand my game at a later time or create new adventure games from scratch.)
  • I like how my game looks. Plasticine is awesome. Stop-motion animation is awesome.
  • I feel like the framework I’ve created allows me to create other (similar) games super quickly. Well, editing/creating the graphics takes way too long, but at least putting everything together and adding sound effects, music, etc is super quick.
  • Adventure games are cool, and I’m glad I made an adventure game. I have only seen a few other (point-and-click) adventure games in the Ludum Dare, so my game is at least somewhat unique. I wish there were more though; they are super cool.
  • I’m sure other things went well, but I don’t want to make this list too long.

Crap:

  • The main bad thing that I can think of is that I didn’t get to make my game as big as I had originally planned. Here are some stats on what I had in the game and what was supposed to be in the game:
    • THING: IN GAME / PLANNED
    • Unique Objects: ~14/36
    • Views: 4/12
    • Rooms: 1/3
    • Puzzles: 2/7
  • Views are just the different sets of (objects and background image) in a room. For example, the room is called ‘bedroom’ and the views are ‘bed’, ‘closet’, ‘door’, and ‘medals.’
  • Not getting to add all the content I had planned is all I can think of that sucked. I guess the major headache after the comp ended sucked too, but that was after the comp, so it doesn’t matter.

ComPost / Post-Comp Version*

*There are no additional puzzles in the ComPost version, only additional rooms of different art styles to explore.

A wild review appears!

I’ve just looked through Youtube and found another video review of my game. Awesome! 😀
If you want to try it: –> play it here

Jack and the Postmortem

I love reading everyone’s postmortems. Either people do clever things that I would never have thought of, in which case I’ve learned something; or they don’t, but then I at least get to feel smug; it’s a win either way. Here’s how my Compo entry, Jack and the Alarm Clock, came to be.

Screenshot from 2013-08-26 17:05:45

Concept

“10 seconds”… what to do with that? I expected many time-limited games, but I wanted to do something different, which got me thinking about other meanings of the word “seconds”. In particular, the one about having a second helping at dinner. This led to the idea of a game about Hansel and Gretel, where you play Gretel who has to collect ingredients for the witch to stuff Hansel with seconds, ten times (actually, thirds, fourths, …). I dropped this idea because it would force me to build 10 levels, ideally with different ingredients on each, and I wasn’t sure I’d have time for that.

But the fairy-tale idea stuck, clearly, and so Jack and the Alarm Clock was born. A time-limited game, as I tried to avoid, ironically… but a game nonetheless, and that’s what matters most. A platformer is probably the least original I could have done, but I had never made a platformer before (unless you count I Am A Ninja). And it would allow me to do both the objectives I’d set myself: to use pixel art, and to implement parallax scrolling (just because it’s super easy and looks cool).

Coding

Before I had decided on the final concept, I’d already started setting up a WebGL canvas (using my own support library Gladder) and writing a Tiled importer. I was worried I was going to have to parse XML with a compressed blob of data in it, but no, Tiled supports JSON nowadays! So that was a lot simpler than I thought.

A tile map loader could have gone many ways, for instance a tile-based puzzler, or a Wacky Wheels-like racing game. When the loader was done and I still hadn’t come up with a more original idea, I decided just to go for the Jack game, platformer or no.

Collision handling and controls presented some interesting challenges. This article led to the key thought of updating x and y positions sequentially instead of simultaneously, which made things a lot easier and more robust. Aligning everything to whole pixels nicely dealt with all the roundoff problems that you have in a general-purpose physics system. That also had some aesthetic effect: in pixelated games, it always bothers me if the individual sprites are pixelated, but they don’t align to pixel boundaries between each other!

I got pretty much all the coding done on day one, including graphics, sound, winning/losing, restarts and level progressions. This is what it looked like at the end of the first day:

screenie

Sound and music

By the end of the first day my brain felt like porridge, and coding had slowed to a crawl, so I decided to turn to music instead. Because I suck at composing (proof) I picked two traditional jigs that I learned to play on the Irish tin whistle. The slow(ish) tune is From the New Country, the fast one is Scatter the Mud (although I learned to play both a bit differently). I had done some experimenting with LMMS‘s C64 synthesizer emulator in the days before, so I felt confident I could use that to make a decent-sounding chiptune.

All sound effects were done in bfxr, with the exception of the game-over sounds. Both the “fee-fi-fo-fum” sound and the victory tune (notes shamelessly stolen from Mario) were done on the same C64 synth, taking care to transpose them to D so they would blend in well with the rest of the music.

Sound coding was a huge nightmare in my first HTML5 games (so much that I once dropped it entirely). I tried various sound libraries like SoundManager 2 and SoundJS but they either failed to deliver low latency, or failed to work at all in some browsers. But shortly before the compo I discovered Howler.js, which worked perfectly out of the box and made me very happy.

Graphics

This was the first time I tried my hand at pixel art, and I’m fairly satisfied with how it turned out:

sprites

 

With tile-based levels, there’s an interesting interplay between the level and the tile map, and I found myself switching frequently between Tiled and GIMP. Fortunately, both tools make this very painless. And while making levels, I discovered that my tile map supported something I hadn’t planned for: you can see the branching beanstalk in level 6.

If I have one regret about this game, it’s that I wasn’t able to put in as many graphics as I’d have liked. Some variety in the beanstalk, some more detail on the ground and in the castle, some birds flying through the air or clouds moving, some more different types of platforms…

Somewhat less faithful to the 256-colour era is that I threw in some noise to make the sprites look more interesting.

Fun fact: the most detailed-looking sprite is probably the cottage, but I only drew that in the last hour of the compo. I think I was improving; this also shows in the hen and harp sprites, which were also among the last ones. I wonder if Jack would have looked any better if I hadn’t started with him…

Level design

I’ll admit, level design is not my favourite activity. Perhaps this is also because I have very little practice and am not very good at it.

Tiled made the mechanics fairly painless, but there’s still a large amount of iterative test-adjust-test involved. Worse, by the end of it I had no idea if the difficulty level was about right. I tried to rope in some playtesters, but didn’t get much useful feedback.

Due to lack of time, there is also much less variety across levels than I would have liked. I made each next level by copying the last and putting in a new beanstalk, but the giant’s castle looks identical (and identically uninspired) each time. Worse, it’s in the same location, because moving it meant moving tiles around on three different layers, and (to my knowledge) Tiled doesn’t make that easy. It would have been nice if the beanstalk got higher, lifting the castle up, instead of just becoming more twisty.

Hacks and goofs

I thought it would be nice to end this post with some dirty secrets. Of course it’s horrible spaghetti code to begin with, with loads of global variables, public fields, and interactions and interdependencies that should not be, but here are some particular gems:

  • There are hardcoded constants all over the place. These mostly represent coordinates inside the sprite sheet. But this is OK since these are also used inside the level tile maps, so they cannot easily be changed anyway.
  • The fences on the left and right side are made impenetrable in code, rather than in the tile map. As I developed the first level, I increased its height several times, and I got tired of having to extend the invisible wall upwards!
  • Someone reported that they couldn’t make a particular jump, even though I could easily make it on my machine. I figured this was a problem with my physics implementation, which used a variable time step and therefore could have slightly different results depending on the speed of the machine. I ended up using a 50 millisecond fixed timestep. If not enough time has passed when it’s time to draw a frame, the elapsed time is added to an accumulator, and when it reaches 50 we do another step. No interpolation or anything fancy, but it looks smooth enough to me. (If the frame time exceeds 100 we still only do one step, in order not to end up in a death spiral where frames take longer and longer to compute.)
  • The clouds were one of the very last things I added, to spice up the background. It’s just a hardcoded grid of 256×256 tiles, 15 in the horizontal and 5 in the vertical direction. I knew this was sufficient because none of the levels are larger than that! (They run out near the top; this is intentional.)
  • When the giant’s hand appears and lifts the player up, the player sprite’s update method would still try to apply physics to him. Instead of adding extra state handling to the Player class, I opted for the quick way out, something only JavaScript will let you do:
    player.update = function() {};
    I used this same trick for the alarm clock’s digits, which would otherwise be animated sprites cycling through the numbers 0…9.
  • When you run out of time, the giant’s hand still appears from the top of the screen, even if you’re standing right next to him and he remains asleep!

Long story, thanks for reading. Now go play and rate it if you haven’t already!

Comments

LTyrosine
07. Sep 2013 · 12:41 UTC
Loved your game. Congrats.

Starting post-compo for Ten Down

Hi. I’ve been receiving a lot of (mostly) positive feedback on my game Ten Down, and I’ve resolved to stop moping around and get cracking on a post-compo version of sorts. I’m thinking large-ish, super stylish, randomly generated maps where you fight against a variety of monsters and have to explore the area to progress. The main complaint I’ve been getting on my game is the (apparently) odd control scheme it uses, and I’d love to get some feedback on the new (hopefully more familiar) setup I’ve got going now. The controls are as follows: WASD/arrows for movement, space to shoot and shift to sprint.

You can take it for a test drive right here

If you’d like to follow the progress of this game I’ve started a WIP thread for it over here.

All the best!

Screen Shot 2013-09-06 at 10.48.54 PM

Tags: post comp

Comments

shard123
06. Sep 2013 · 20:12 UTC
Looks good, reminds me a bit of that old Boxhead game.

T1me Twist0r post jam and post mortem

I think the most learning from this jam came from a 1 hour postmortem we did with another team who also submitted an entry. We got together and discussed things like technology choices, how long we planned and most importantly what we felt went wrong. Of course many of the problems existed in past jams as well. It is hard to truly learn from your mistakes being creatures of habit. But we keep trying and eventually we’ll get it right.

Our entry was T1me Twist0r, a game of 10s mini-games. Our triumph was to ensure that the mini-games work together seamlessly in a clock like manner and to this end we succeeded. We also added quite a bit of custom audio and some funny effects. We also felt this went over well. Don’t want to spoil too much, so if you haven’t played and voted on the game do that before you continue.

So how did things play out?

Technology:

We decided to go pure HTML 5 and Javascript. We’ve done this in past competitions as well. This works well on a large array of devices, but can evidence performance problems. Our team is expert level at understanding and working with Javascript performance problems as it directly relates to our day jobs, yet we still find the fill rates of the different browsers on lower end devices to be true bottlenecks. In our case there were some glitches in the animation and things weren’t quite as seamless as we had hoped, but overall we think we hit the mark.

For hosting we used Windows Azure. Generally this works out really well. We got one complaint of slow load times for the game. We traced that down to what looked like a really slow outgoing bandwidth amount and not related to latency or server load of any sort. In the future, it might be good to use CDN services for larger files especially media components like audio or large sprite strips.

Development Environment:

Visual Studio 2012 + Visual Studio Tools for GIT + GitHub + Azure…

This worked out way better than we thought. The VS 2012 to GitHub connection was seamless. We had a single merging problem that we were able to resolve by going to the command line. Other than that we had 2 developers partying on master and no other conflicts. We pushed directly to master and had Azure listen to and deploy the site directly from there. Turnaround times were seconds in the single digits.

There was some confusion around a .deployment file to pick which project to deploy, but that was easily configured. In the end we also need to branch the jam version from the post compo version so we created a branch and built a second website that pointed to the jam submission. We still had the ability to push game breaking bug fixes this way. Again, branching and building out a second site was also a seamless experience.

Not having issue tracking built into VS is a big issue, but with 2 developers we didn’t even notice. Sticky notes are where its at. In the future it would be nice to have GitHub Issues as a window inside of Visual Studio, which is actually quite doable using the Web Browser window and just pointing it at your GitHub repository.

Planning:

We planned all of Friday. At least 4 hours of planning before we wrote the first line of code. We did have the source control already set up so we weren’t worried that our technology wouldn’t work for us starting Saturday morning. At the last hour on Friday we pushed some basic sprite framework code up in preparation for Saturday.

I will probably never do a Ludum Dare again where I don’t plan this hard. We had so many ideas and were able to think on them all night while we slept and have a really good feel for the best ideas in the morning. Had we started coding the previous night on some major features it would have been a big mistake.

Our failure in planning was in establishing the later task list. We knew what we were going to do, but we didn’t have a task list. Previously in our jams we had done more much task list creation and that allowed us to scale out to more people. Somehow having fewer people we didn’t see the point and it hurt us in the end. Every now and then I’d poke my head up, say I had checked something in, would grunt for a few seconds, and then proclaim my next conquest. Not very good if you want to maximize your working time, but great fun.

What Went Wrong:

It starts with a capital P and ends with a laytest. We needed more of it. Earlier. We needed playable aspects of our game done earlier to facilitate it. Reality check. Your first choice is not your best choice, instead without playtesting it becomes your ONLY choice. Doesn’t sound as good when you call it your ONLY choice does it? We would have fixed 2 or 3 very minor coding issues that affected our released game without having to have all of our initial players experience it. Better initial experiences would certainly lead to better scores in the Jam.

The second thing starts with a capital P and ends with a laytest… Wait, I see what you did there… Some of our mini-games didn’t work quite as expected in all scenarios. Trackpad users are slower to mouse around for instance and so found the games more challenging than touch users or mouse users. This was unfortunate. We also had a game where it wasn’t obvious that your taps were actually doing anything. Too much filtering and noise added to the results was making it sometimes do nothing when it should have been giving the user solid visual feedback that they were doing the right thing.

Never underestimate user frustration with waiting. The challenge is 10seconds, but if they finish faster, give them something for it. We initially gave nothing and had to gamify the left-over time. We actually had some of this in our planning, but wait, we didn’t write down a task list and so it got easily forgotten in the time crunch. Always give the user positive feedback. When they do something fast, give them bonus points whether or not they have to wait.

Finally at one point in the game we had some issues around the transitions. As a result we coded in a little countdown timer to the next level. This actually made the game play way too slow and after we had fixed all of the transition issues we never removed the countdown. When we implemented that countdown “Brilliance”, but when we failed to see it lacked further use in the final game, “Idiocy!” Really think about how each of your temporary decisions are impacting the game and make sure you revisit short term decisions to see if they can be made better.

Conclusion:

We hope everyone can learn from some of our insights. With just under 2 months to go for the October Jam we are already thinking of ways to improve one of our existing games to ship quality. I sure hope we apply everything we learned from this Jam and finish a truly stunning submission. See you in October!

DigiTec

Tags: postmortem

Antidote – Plays Slime Quest

The people who made Antidote made a video of themselves playing Slime Quest.

Antidote

 

Check out their game if you haven’t played it already, you won’t be disappointed. If you are interested in seeing the video on Youtube click here. Thank you guys for playing our game and sharing it on Youtube.

Comments

Antidote
07. Sep 2013 · 16:24 UTC
Thanks ^^ It was my pleasure!

There’s a Hook update

summary of ludum dare version: platformer where something random happens every 10 seconds

I now have an update on the game with some images at the games indieDb page

http://www.indiedb.com/games/theres-a-hook

 

There is also an article which is in a queue to be authorized so you may not be able to see it yet.

09-07-13_4

 

 

Alot has changed in the past 10 days or so of this game. In the full game the random events will be optional. I think that people who want a challenge or for the fun of it can turn on the random events. Also alot more events are being added along with the several new blocks an textures added already.

play ludum dare version here: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=27122

SILX — Let’s Play [3 mins]

thanks to @danielsound for the let’s play 😀 it’s awesome the see how someone that i don’t know play my game. pure feedback, 100% vitamins.

check it out, it’s only 3 minutes long!

if you like what you see, play the game here.

you can follow Daniel on twitter or twitch. maybe he could do a let’s play for you? :P?

Comments

Antidote
07. Sep 2013 · 15:54 UTC
It’s funny when I stop and go back to the LD page trying to find instructions telling what to do on the game lol xD

Time Perception: a 60 second game – Postmortem

This was our first ludum dare.

Anticipation

We live in South Africa, the comp starts at 3am Saturday and ends Monday, having to work meant loosing an entire day. I went to bed at 11pm and got up at 4am like a 6 year old on Christmas morning :-)

Because of my inexperience with unity and the fact that this was our first ludum dare we decided from the start to keep it painfully simple, a single screen with preferably a single button and definitely 2D.

Theme

We struck gold with the theme, what could possibly be easier to do than to guess when 10 seconds have passed, an interpretation I initially thought many people would use but later realized it runs the risk of being too simple or boring.

We made a quick priority list of features we would like which looked something like this:

  • Press space to guess when 10 seconds have passed
  • Distract the player by scene transitions
  • Distract the player by having to somehow interact with the scene
  • Distract the player by using sounds
  • Distract the player with animations

Revelation

Clem sketched out the scene.

Since we committed to one scene we needed to make the most of it. We decided to start zoomed in and progressively reveal the rest of the scene as time progressed. This gave an initial low expectation as no sound or movement was present… very very sneaky sir

postmortem2

He then suggested we cut it into pieces to help give the illusion of depth when the perspective camera moved.

postmortem

As the camera moved through the scene we kept trying to hide the fact that we have multiple layers, but decided to embrace it and reveal it in the end for … dramatic effect.

postmortem3

The white border around the final frame makes the zoom out feel floaty in a browser because the browser background is also white.

Directors cut

We wanted to add sound to each section that fit the objects, another part of me wanted to joke around which is why we added the directors cut.

Score server

I built a quick rails app to submit scores so that I can see if anyone is playing the game. Seems like there should be a service somewhere that anyone can use to submit ludum game score. I might implement this if it hasn’t already been. The scores are woefully lacking any form of statistics, it basically just lists all the player and their score per section.

Did not have time for

  • Scene interactions. I struggled finding a reason for the player to explore the scene. It would not have added anything to the guessing. I for example at one point had it rain when you mouse over a cloud.
  • Sound on each level
  • Sprite animations: There was suppose to be a person proposing under the tree and children running towards the fisherman with a kite
  • Having the camera zoom out to a point where the scene is a picture on a wall in a room

We had fun and will definitely join the next one.

Recording my first impressions on your game!

iwillplay

Hi there, Daniel here, I made a Twitch stream while playing and rating games a while ago, and created a form for people to send me their games to play on the stream. But even after I stopped streaming, I guess people still found the form and sent more games, so every moment I find some free time I ended up playing some more, recording and uploading to youtube.

Here are some of the games I played:

Aereo http://www.youtube.com/watch?v=CJnqmmVw8XU
Whodunit http://www.youtube.com/watch?v=9SB9Z5-J-kM
Ruzh http://www.youtube.com/watch?v=wtJJUcaGbRw
The Duel http://www.youtube.com/watch?v=IzuzChBcLgc
Slime Quest http://youtu.be/_SbTCHjmTPc
Space Time X10 http://youtu.be/VDq6Dyc-n2k
The Curse of Chronos http://youtu.be/uYfLn8B1RqE

I figured people would appreciate watching someone play their game for the first time, see where they get confused (I get confused a lot, trust me! lol.) I know I love to watch videos of people playing Antidote ^^

So, here is the form if you want to send me a game to play and record:
https://docs.google.com/forms/d/1I2SgP3-W1SAcVYw7ZSZECBxqMylPqqE2-lOMPz5VMkQ/viewform

Can’t promise it will be quick, I’m working on some other things and I’m doing this when I get bored/want to take a break, but I intend on playing all the games people send over there. (Which I hope won’t be 2211, lol).

Cheers!

Dan