LD27 August 23–26, 2013

The Final Push

If I’m not very much mistaken, Thursday of next week will be the last day of October, and thus the last day of my October challenge to sell Stargazing. Well… it’s not like this was going to be easy.

Fishing for constellations. Not the final star art.

Fishing for constellations. Not the final star art.

Coming primarily from the programming side of games, it perhaps isn’t too surprising that what seems to be taking most of my time is everything but that. It’s easy to underestimate the time required to think through the layout of a game, and in this case the narrative. I still very much want to have a submission ready next week, but at the same time I won’t be attempting to throw a broken, unfinished mess onto the App Store.

Lately I’ve worked on the visuals a bit and I do have something of a UI coming through. The “hub” screen where you will select the level to enter needs more art yet. I’m honestly only about halfway through the level data so that remains a big task for this week. And I need to make sure all my textures are square to unbreak the iPhone build’s appearance… I’ve also had a pass at the audio and there is a piece of music in there now.

This week I really need to finish the content so that I might be able to carve out a little testing/fixing time.

Alpha release!!

Hey guys, I’ve worked a lot on the game the past few days, and would like to have your opinion on the game, and I also want to know if it’s working great on other computers than mine.

So, here’s the MinimalShmup Alpha Version 0.1:

Special Power!

Actual features in the game:
– Power Switch System:
You have 4 powers, with common gauges that fill by shooting on enemies.
– Bomb Power: You suppress every shot on the screen for a short amount of time
– Shield Power; You have a shield that protects your ships during 2.5 seconds, preventing you from dying.
– Special Power: Your ship shoot a lot of homing bullets that kills almost everything on the screen.
– Discover Power: There are treasures in the stages, that reward a good amount of points. Will you sacrifice some of your safety so make more points ?

– Gamepad/keyboard support:
The game is currently supporting xbox 360 gamepads / arcade sticks and also keyboard.
– Xbox: RT to shoot, X to power switch, Y to use your power, Start to pause the game.
– Keyboard: Space to shoot, X to power switch, C to use your power, ESC to pause, arrows to move.

What’s still in development:
– Fixing bugs.
– More enemies.
– More patterns.
– Tweaking the scoring system.
– Local leaderboard.
– Musics.
– Better graphics!

For the moment, the level 2 is still empty but the boss is working ( even if nearly impossible to beat ). Also, there is no music, because I prefer to improve the gameplay first. The menus are a bit weird too.
So, that’s why I need to get the more opinions/bug reports possible, to make it the best the fast I can. I don’t want to release an unstable game or that feels odd or that isn’t fun.

Download it here
Don’t hesistate to comment on the game! I’ll respond as soon as possible.
Enjoy!

October Challenge : well sort of…

So, I’ve been working on a game for over a year now. Not sure if that really counts for October Challenge but I’m finally done!

Here’s the website!

http://www.codeherdstudios.com/AsteroidSmash.html

Comments

23. Oct 2013 · 15:49 UTC
Looks great. I really like the GUI for each player to buy upgrades during play; it’s a good design and execution on a limited space.

Boston Game Jam: Purple Monkey Dishwasher

Do you live in the greater Boston area? Are you a game developer? Do you love two day game jams based on a randomly selected theme? Of course you do! So come on down to the Boston Game Jam: Purple Monkey Dishwasher on November 9th and 10th in Boston’s gorgeous Fort Point at the offices of Cantina. We’ll be doing a two day gathering for people to make a game and meet other creative game makers in the area. Free food and beverages will be supplied, and lots of other perks too, like chairs, and ambient lighting and esoteric art pieces on the walls. You can’t beat that kind of value in a free event!

Register for the event at the EventBrite page here: Register

We’re taking theme submissions from registrants via our Wufoo form here: Theme Submission

Any questions can be directed to boston-game-jam@cantina.co (not .com). Hope to see you there!

Tags: boston, game jam, real world

Day 25: Some stats and first sale!

I’m not sure how does an average Android game fare, so I’m making my stats public and hopefully someone would compare with theirs and tell me is this good.

As for the marketing, I posted to Java-gaming.org, to my Twitter followers (which were around 200 at the time), and to Hacker News. Story on HN was picked up really fast, and reached the main page and stayed there for a day, I got about 150 new Twitter followers out of this and a lot of re-tweets of my blog post link.

Here’s the stats page:

http://slagalica.tv/drones.php

UPDATE: I’ve got my first sale!!! If you’re the one and reading this, Thank you!

Someone bought the smallest coin package (7500 coins) for $0.99. My profit from this is $0.69. Well, looks like I need just one more sale to complete the October challenge :)

 

 

Comments

gambrinous
25. Oct 2013 · 11:59 UTC
Congratulations!
jplur
25. Oct 2013 · 12:38 UTC
Great work, been rooting for you!

ZoOp! October Challenge Passed!!

Here is woot happened during a week on the AppStore a.k.a the Wild Wild World.

zoop_sales1

And here is what happened during that epic day of eternal glory:

zoop_sales2

After one week on the AppStore I sold 13 units of ZoOp! which should amount to 20$ dollars on my bank account. LD October Challenge is a TOTAL SUCCESS!!! However my balance is still negative considering the Apple Developer subscription fees and the 70$ I paid to build a shadeless tent for filming the trailer (which was a lot of fun BTW). So this, and considering the efforts I put to make this game makes it a TOTAL FAILURE!!!

Little story: I got contacted by a US TV to feature my game. I was so happy thinking ‘hey, some guys in this world believe in my game!!’. I was so wrong. Turned out they asked me to pay between 2-3k for producing the segment. In short they wanted me to pay them to produce their crappy show which would only make prejudice to my game, at best.

I feel down. So down, and stupid as well.

What I learned doing this October Challenge: World is filled of bad people trying to make money on you. Exact opposite of the LD community which is full of handsome people helping each other. At least we have a safe heaven, thanks all of you :)

Fukke! – Alpha version 1

 

 

Hey guys! This is my newest game called Fukke! Right now the game is multiplayer only, I’m going to work on an AI these next days. This game has been in development for 1.5 days now. The game’s development went smooth as fuck. No big bugs or anything.

I came up with this game after we got an school-assignment to make a boardgame. The teacher wanted us to come up with a way of movement, other then dice. And then this came out of my head. I felt like I could easily program that in a computer game. So here we go.

I’d like to know: What field-size do you prefer, like what should be standard one?
Then we can use that size for the real thing.

So what is still to come?
► Singleplayer (vs AI)
► Maybe slight gameplay changes
► Visual changes of course!
► More custom settings.
► Networking(???)*

*I am going to try to make my game online once again. I tried this with Combat Time, but it failed. It’s one of the reasons why I’m not working on it anymore. This game should be a lot easier to make online though, since the data being send is a simple number.

Have fun!

0h game jam and YOUR opinion

Hi guys!

This is my very first blog post and, to be honest, I don’t really have an idea what to write. Should I tell you how bad I am at programming or how good of a community LD is? Or should I insert a nice little joke to show you what great sense of humour I have? Maybe I should just keep it simple (that’s right – no jokes for you :D).

Soo I am looking forward to participating in the 0h game jam tonight and I was wondering if you can help me with some tools you might know for creating games super-fast. My first decision was to use XNA, but after a little research I decided that Puzzle Script was not  a bad idea either.

Have you participated in something like that before? Is there any vital advice you can give me?

 

Replays!

Make Way, version 2

Hi,

For the last ludum dare, I have worked on a small puzzle game : Make Way. It was a great experience to make it.

Now, I wanted to show you a new version. There is still lots of work to do (sound, music, more levels), but I think it deserve a preview.

Here is the last version (with better graphics and detailled instructions) : http://nee.free.fr/ld27/final1/

playnow

You can compare with the original submission :
http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=14085

Thank you for playing !

Whoa! This was intense!

I am very surprised I got up in the middle of the night to make a game in (pretty exactly) 0 hours. And even more surprised that I actually finished (well kinda)! I used all the time until the very last second. I didn’t manage to export it in time, but I don’t think anybody would consider that cheating… Here’s a screenshot and a time lapse video.

Eat.

Play the game here [JAR]. Move with the displayed keys to eat green bits and avoid red ones. Losing ends the program.

Luckily, I didn’t lose any time, since I got to experience this hour twice.

Tags: 0hgame

My 0h game jam game!

Epic Moustache of Fury01

Epic Moustache of Fury made in 0 hours for http://0hgame.eu

Download: here

October Challenge – too late for us

Hi!

We (there are two of us!) wanted to join October Challenge two weeks ago but our work on project have delayed. We realize that probably we won’t finish our project till end of Ocotber but we want to do as much as possible in this last few days and show our game to you. This is the first time we show it to bigger audience.

So what it is?
Few months ago we decided to learn how to make mobile games. Before that we have made only some ugly prototypes. Best way to learn is to make something, but what? Every game developer shoud make his own pong (right?)! So we started our own. After making playable pong in libgdx (using box2d) with single and multiplayer we decided to add more game modes. One of that modes was music mode. That mode took next few months of development and became biggest thing of the game (propably throwing out initial pong modes from the game would be good move).

es es2

We want to release game when at least 4 levels will be done. We will add next levels in updates if someone will play it. At the moment we have one and a half of level. If you know some music that fits game (mix of dubstep and chiptune would be the best) let us know in comments! Don’t forget to leave your feedback about the game! Check out the video (LASERS at 1:25!).

http://www.youtube.com/watch?v=JAFpXs8qm3E

Also we are looking for slow (at least at the beginning) Ambient/Chiptune track like Dustforce – “9-bit Expedition” for first level.

I’m in!

I’m going in for the upcoming mini LD, I wasn’t even sure it even deserved a blog post, but I’m pretty excited. I just got ahold of a new tool (DXStudio) that has just recently gone free (for non-commercial AND commercial use!). I also modeled something for me to use when it starts :

sharkmodel

Comments

guennor
28. Oct 2013 · 16:03 UTC
Are we allowed to actually start making stuff for the mini ludum dare before it even starts?

I’m sorry, i’m new to this thing… I plan on participating too but I kinda need to learn more about it hahaha

I’m in for some SharkJam!

I’ll be taking a swing at SharkJam this weekend. I’ll be using the following:

GM Studio
Paint.net
Pickle Editor
sfxr
FL Studio

Good luck everyone!

Tags: sharkjam

Features gotta creep!

OMG (to coin a popular acronym), there’s only a few days to go before the end of the Ludum Dare October Challenge! And as per usual I got insanely distracted by new things to add to Spacemines, one of which was Robot workers and the impeding Robot rebellion that would ensue should you have too many of them on your little asteroid.

workings

I realised however, that the Robot uprising could wait until I had sorted out some of the fundamentals. Actually I decided to ignore the fundamentals for the best part of the week, and move on to something a lot more interesting – Procedural content generation!  Say whaaaaaattt? I’d like to say that the key to figuring it out came from working it out on paper first!  I’d usually open up a text file and start coding  and hammering the sh*t out of the code until it worked, or at least gave the impression of working. I can’t tell you how nice it was to work it out on paper and then code it up, still took a while, but it was definitely worth doing in the long run, since I was more aware of where to start! Well, I stumbled upon an interesting little article.  I took the main idea of moving through an array (representing the world tilemap) in ever increasing circles as a starting point for generating the asteroids in Spacemines.  There was a slight issue however, how the hell do you move in a circle through an array which is essentially a square (or rectangle), sounds like a dark art! What was I saying?So then, back to my point! I want to produce a randomly generated asteroid that has some structure to it, and is not totally square and boring.  Here’s a pic of what I would like to achieve:

Image

The features I would like to draw your attention to are 1.)  the general shape, and 2.) the fact that there are some areas of the map which are inaccessible.  Based on the aforementioned article, and having missed a few steps out of the process, this is what I ended up with:

Image

Looks good enough for my purposes to be honest, although I’m aware I could delve in to Perlin noise for a better job, but it seems a bit heavy handed for what I want.

Asteroid Universe

How’s it going?

So now Spacemines has a universe (or asteroid belt) with a number of randomly generated maps to visit and mine the hell out of.

Clicking on a red square takes you to an asteroid, and the currently selected asteroid is marked in yellow.

The next step is to allow the user to dispatch their transporter to each one for colonisation should they discover them on their radar or probe (haven’t decided how a player discovers a new asteroid yet).

The good thing about these maps is that it suddenly adds a new dimension to the game, you are restricted by space but also how you arrange your buildings within that space. Big buildings need to be place carefully otherwise on some maps you just don’t have the room to place these 2×2 monoliths and they can be pretty important i.e. factories, research facility, HQ!!

myasteroid

The image below shows another potential candidate for colonising, once you’ve got the funds and dispatched your transporter across.

neighbour

Spacemines is pretty much there but due to a bit of feature creep and work on not-so-necessary aspects of the game it won’t be a fully fledged A* title as I had imagined it. However, you will be able to play it as I iterate over it in the next week or so (please forgive any bugs or crap game play at this point).  An early release will hopefully encourage some feedback so I can really polish it off.

Thanks for reading… next time we will be delving in to the Isometric world!

Another sneak preview of NIKRA

 

image

Here’s another in-game photo of NIKRA^

CHECK OUT THE BLOG!   http://www.endesga.blogspot.com

The character is holding one of the 3 legendary pickaxes.

Until next time,

-ENDESGA Studios

I’m in!

I’m into the SharkJam at this weekend. It will be my first jam and I will team up with  friends. tools to use:

  • Unity3D 4.2 (C#)
  • Paint.Net

Starting Ludum Dare!

This weekend I am going to start participating in Ludum Dare contests. I will be participating in SharkJam! I have an idea for a game already, just not a taken title.

I’m in sharkJam plus some horror games I made in 48 hour jams in time for Halloween.

This is my obligatory “I’m in” post. I have no idea what type of game I am going to make yet. But I will most like be using

> Unity
> Gimp for picture editing/ drawing any assets
> archive3d.net for 3d models
> freesound.org or bfxr.net for sounds

I will definitely not be making another horror game (my last two 48 hour comp were horror related) but I’m sure I will think of something. Recently, I have been testing/creating some super mario galaxy like gravity, so maybe I will include some of that.

Also, since it is almost Halloween, if anyone wants to play some slendermanish like horror games made in 48 hours, I created one for IndieSpeedRun 2.0 and one for Asylum Dare.

TruckPic

The first is Cirque Du Accro that I created for Indie Speed Run. It involve acrobats and some woods near a circus and some bad habits such as alcohol and cigars (My theme was bad habits, and special element was acrobats), which you can play at my post on IndieSpeedRun. Unfortunately, I just found a bug that can prevent you from finishing the game (damn you 48 hours!), to prevent this, try not to grab each item more than once (some of the items take a few seconds to disappear, so trying to grab them multiple times before they disappear can prevent you from finishing.

cover

The second horror game that I made for Asylum Dare is called Midnight Stroll and can be played from my post on the AsylumDare website here.