LD27 August 23–26, 2013

LD27: I’m in – for the second time

Well, i decided that i will again partake in Ludum Dare 27 after all the great feedback i got for my last game.

I hope i was able to improve my coding skills quite a bit and i will definitly try to make a better game then the last one (like using an actual physic enginge or proper collision detection).

But i won’t change my Tools, i will still be coding in Java with the Slick2D Engine, using Paint.net or Photoshop for Graphics and probably some creator again for the music..

 

Well, i am looking forward to the next challenge, check out my last game (http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=21938) if you want or leave a comment, i would love to get in touch with some people.

 

Greetings
Xatulu

The Great Story of DOTS [report]

 logo

“The Great Story of DOTS” is online, we had a rest and it’s time for the report ! :)

I am currently in vacation in France with Aki,  and after read a tweet about 7dRTS, I convaincs her to participate :  “It looks cool, fresh and it’s an rts !! 😀 ”

 

Day 1 : Brainstorming

Well we decide to participate but we were busy with spectacles, visits, friends and parents this week, so our main point was : “no time”…

We eliminate “complex” idea and spoke about dot soldier ( easy to design ), also the idea of draw free line interest us since few weeks ( we test it on another concept ) and we want try it on this project. Finally we get the idea of start on a small screen to reveal new mechanics and create a story . After mixing these elements we arrive to the current concept :

Draw line to move your units and create building, an interface without button and with the background story of Dots vs Square.

blog01

Technical point of view we decide to made it for the web in html5with pixijs (2d framework using WebGL ). We are  very satisfate by it and thanks to them for their support on github :)

 

Day 2 : Nothing !

 

Day 3 : Research

Aki start to made a design of the map and I create an small experiments to recognize shape ( makiopolis.com/labs/15/ )
We also work hard to find a great name ( more hard than we though :p )

 

Day 4 : Create the base

Aki continue on the map and I create the basic architecture of html and js.. but we were kidnapped by friends to party

 

Day 5 : Back on the field

Start developping and drawing hard

 

Day 6 :

The dots finally attack castle and die in the water ( big progress :) ) and the design start to looking well ( some animations, more details ). The story system with the different condition checker was also done.

charactors

Day 7 : The great day

Big rush,  we product a lot of assets and code to made it the current version with the maximum of features and all the story ( IA, Story, Timing , Animation, Monster, Mine, Big castle, Astar, etc… ). Also we change the map few times after testing to improve the gameplay. Add win / loose, eat pizza and thanks to “picard”.

Finally we post it there  ! (OH YEAH)

 

You can find the src here : https://github.com/ipfix/The_Great_Story_of_DOTS , for any questions don’t hesitate to ask @akican or me ( @makio64 ) directly on twitter or in the comments !

 

Thanks geeks to read us, we hope you enjoy it and we wait your feedback ! ^.^

Streaming Some More Work On My 7dRTS Game!

Hey Everyone,

I’ll be doing some more streaming of my 7dRTS game. Should be streaming for at least a couple of hours, you can check it out here: twitch.tv/0creds

Hope To See You All There,

– 0Creds

How to make games with code?

Hi everyone, I have a little problem.

I have quite a bit of knowledge with coding but no program to use it in to make a game.

I don’t know how to apply the coding knowledge I know to make a game in a program.

What do i use? how do i use it?

Please help me?

Comments

Gaeel
31. Jul 2013 · 05:39 UTC
What you need is a framework, engine or graphics library (and sound, and input).
IHackedDeath
31. Jul 2013 · 08:51 UTC
Hey guys thanks for all your replies, i will look into all of them.
Jexel
31. Jul 2013 · 12:38 UTC
Game Maker is quite good and deceptively capable.

Java has its own graphics library called which is sometimes used in LD48 games.

Try looking at the source code of previous LD48 entries to see what language/engine/framework they used.
BrokenBit
31. Jul 2013 · 13:00 UTC
I’m shocked them no one has mentioned starting with a Flash/AIR game. ActionScript3 is a very forgiving language and Adobe has good documentation not to mention the countless number of tutorials one can find online. My team at work has experimented with the “Adobe Gaming SDK” (Starling framework, and others) and found it easy to set up and surprisingly powerful. Another nice point is that AIR builds to Win, Mac, iOS, and Android. If nothing else, it could be a good place to start.

A short gameplay video

To make up for not having a linux playable version of my game (yet) I made a short gameplay video with some instructions annotated on top. Hopefully this’ll be at least partially useful.

A more lengthy postmortem may also be in the works

PLAY IT HERE

7dRTS – Troops – Too Easy Games

tooeasyposterfinalfont

Soooooooo we’re a little late delivering our entry for 7dRTS… unfortunately a number of distractions raised their ugly heads during the second half of development but we soldiered on and are proud to present Troops!

Troops is a side-on 2D/3D game that mixes strategic unit placement and skill shots with real time multi-player mayhem. It was made in Unity from scratch in just over 8 days by 2 programmers and 2 artists from the lovely city Dundee, Scotland. Music and soundFX were obtained under Creative Commons licences which can be found on GitHub along with the source, linked below. All other assets were produced during the 8 day period.

Screen 2

Gameplay Overview

  • Game consists to two teams with 6 Troops each, placed at either side of the map. Shoot your enemy until there is nothing left to shoot.
  • Adjust your Troops’ fire power and aim to perform skillshots at a distance or in close quarters.
  • Weapons have a set reload time and Troops need to stand still to reload, moving them will reset the reload time. You can adjust aim & power without interrupting the Reload.
  • Game ends when one army is wiped out. No base building, its all about the Troops.
  • Multiplayer: Connect to a hosted game via the master server or by IP and become victorious!
  • Practice controlling, aiming and shooting with your troops before joining the fray in offline mode. No AI yet :(

Controls

  • Select your troops with left click / drag and move them by right clicking
  • Manually aim troops’ shot trajectory & power with right click and dragging from a selected unit, or ctrl + right click to fire at a position.
  • Scroll the camera with the middle mouse button

Screen1

The jam was certainly a challenge for us but we had an absolute blast! Hopefully there’ll be more larger scale Ludum ‘mini’ jams in the future, the games produced have all be phenomenal.

Game: http://tooeasygames.com/7dRTS/Troops.html

Source: https://github.com/graehu/7dRTS

 

Also, check out an entry made by one of our programmers for #LD26 😀

Make Friends Don’t Bake Them

 

Tags: #7DRTS, 2D, 3D, C++, Ludum Dare, multiplayer, Too Easy Games, Troops, unity, unity3d

All Your Base – manual

Players have problems with controls in AYB, that`s priceless feedback and here is small manual:

p2
First clicked planet is the source (blue marker).

p1
Second clicked planet is the target (red marker).

To send ships click the source-planet and then click and hold the target-planet.

Note: you can send ships from one source to multiple targets, but you can`t send ships from multiple sources to the one target. Source marker will disappear when the last sent ship will reach the target, then you will be able to choose another source.

Note 2: you can`t send ships from your base to enemy base directly. Use neutral planets.

Advice: keep 5-10 ships on your base.

Streaming Some More Work On My 7dRTS Game!

Hey Everyone,

I’m gonna be streaming again for a short while, so why not come on by and check it out? twitch.tv/0creds

Hope To See You All There,

– 0Creds

Congregation – Post Mortem

After playing my game with the three of us who made it for well over an hour and a half, I think I can call this a success. It was probably the project I’ve put the most effort in in my life so far. And I had so much fun making this game. Its also really nice seeing other people enjoy playing it aswell. I hope to invite a few friends over with laptops so I can actually try out the 8 player mode. Playing with three players is mad enough. I’ll see how more then that goes.

Screenshot - 310713 - 21:25:50I’m not going to do a day by day breakdown of how the game progressed, but rather talk about all the major parts of it and give a brief discussion of how I overcame all the problems I faced. Mainly for my own purpose because although I can look through the git logs to see what was done when, its nice to put it in a better form of english.

Screenshot - 310713 - 21:31:22

The code took a very long time to get to a state which was properly playable. I’d never written a game with SFML before but I found it to be a very well thought out and consistent game library. Before I’d always used SDL but because I needed pieces to be able to rotate, SDL wasn’t going to do the job, unless I started using OpenGL directly. And I wasn’t going to do that yet. I did try but that didn’t work out very well. Also, the SFML networking module was truly my saving grace and without the sf::Packet class I don’t think this game would’ve been possible.

Screenshot - 310713 - 21:58:25

At the beginning I wrote my own GUI library on top of SFML. It was a complete flop and very short lived. I lost a few hours to making that and replaced it with SFGUI. I future versions, I’m probably going to re-replace that with my own code so that I can have more control over it, and save the extra dependency (I have a feeling it increased the binary size by about 4MB). But thats for the future, for now it helped a lot quickly forming the game joining screen.

Screenshot - 310713 - 22:03:20

My friend Jake drew all the tiles in one sitting! I think he was expecting the game to pop out of thin air at about the same speed as he could produce the graphics for it. I wish! So anyway, he had other commitments later on in the week so when I rang him to say that I’d finished the game on Monday, he was very surprised. The other friend who was helping me with graphics, Tom, he did all the drawings of the minions. Initially, he was very disappointed by how small they were and that his work wouldn’t be visible, but that thought was quickly banished when he attacked me with his army of 3500 of them.

w

When I started out, I really wanted there to be epic battles with hundreds of units all fighting. And now, well, as you can see from the screenshot, you can see that thousands is much more common. Unfortunately, due to me not play testing enough, the path finder wasn’t really up for it. But that was due to the fact that I was massively underestimating H in my A* algorithm. So in the post compo version, I now overestimate (I’ll upload that tomorrow, its getting late here). The paths your minions take is still of a high quality, and the path finding no longer takes for ever. Yay :).

The network code was a nightmare to get working. But once I’d written a base code for it, the commands I sent over the network were easy to manage. I had a few bugs, but they were easy to sort out because they caused really obvious desynchs.

The way the game manages the network code is by running a full simulation on everyones computer, and sending messages for command the player issues. That way, the game is really easy to hack because there is no validation on the commands sent, so you can move your opponents minions should you want to. But I thought that the game is designed to play on LAN with friends so that doesn’t really matter.

The code is probably the worst in the world. The update method when you’re playing is 350 lines long. I don’t think that that is how its supposed to be done. But after 2 days, I really didn’t care any more, and just went for it. It managed to stay pretty stable with 4000 guys walking around, so I’m quite happy about that.

FML THE GREENS R ERE

All in all, 20% of the game is the tile, 20% is the hats, 20% is the gameplay, 20% is the number of minions you get and 20% is the ridiculousness of the collision resolution algorithm I wrote.

I could write this much again, but I think I’ll leave it here.

(See the entry here http://www.ludumdare.com/compo/minild-44/?action=preview&uid=2430)

Comments

vincepascoe
01. Aug 2013 · 00:45 UTC
wish you could play over ip on the internet :(
Gwilym
01. Aug 2013 · 07:22 UTC
I guess I could add that at some point. It wouldn’t require too many changes. Possibly something for the week after next.
02. Aug 2013 · 11:14 UTC
yeah, writing netplay during the compo was a bit much for me to bite off as well. will be giving yours a play shortly.

Spawner Pawners Post-Mortem!

My entry for the 7-day RTS was a little two-player bomberman-like game called Spawner Pawners. Here’s the development process and some other stuff in a nutshell.

My initial mockup!

My initial mockup!

Initially, I wanted to make a more traditional RTS, but I realised I would be busy for three days just learning and implementing pathfinding, and I didn’t really have a great idea to build on. So, I challenged myself to make an RTS with these limitations:

No pathfinding
No AI

As I read the description of a game: “…2 player bomberman style weird territory annihilation game!“, a thought popped into my head.  Spawner Pawners is the result of that thought!

Maybe you’ll say “HEY RUBNA! This ain’t no goddamn RTS there ain’t even units u control what u be pullin’ some sorta trick on me? Huh? What? Huh?”

To which I would reply that it actually could be seen as an RTS; the bombs and pushable walls are your units, the spawners your resources and barracks in one tiny, handy package, and you need to destroy eachother’s base to win. It’s actually the most innovative RTS of all time!

(But secretly, I just made bomberman with a couple of twists and an artsy-fartsy graphical style, and slapped the label “RTS” on there for good measure.)

bomberman RTS screenshot

 

Some things I wanted to make but couldn’t/didn’t:

up to 4-player multiplayer! But I realised I could be happy if enough pairs tuned in for the 7-day RTS to rate my game, far less quartets. But maybe I’ll make this for the OUYA-port 😉 (I’m not making an OUYA port)

ONLINE multiplayer! But I had no idea on how to pull this off and the chance that two people would play at the same time would be very small.

 

Things that could’ve gone better:

Incredible loss of focus all the way through

Like, seriously. It took me like four times longer to make this than had been necessary. I need to work on my workflow…

Two player Ludum Dare Game

…it just isn’t a good idea…

 

All in all, I’m pretty happy with how the game turned out. Eventhough I haven’t been able to playtest this against anyone, people who did play it seemed to have had a good time, and I certainly had a good time making it!

Until the next Ludum Dare!

Streaming More Dev On My 7dRTS Game!

Hey Everyone,

I’m not much of a programmer, but I’ve decided to dive headfirst into programming this game on my own, if you’d like to be a part of the “learning” process, and watch me fail time and time again, stop by here: twitch.tv/0creds

Hope To See You All There,

-0Creds

Flatland: Fallen Angle wins an award, now Free!

Flatland 1

About 6 months after coming 6th in Innovation in Ludum Dare 21 (web version of the game is here), I made a new version of Flatland as a team project, as a part of starting up our new studio. We made, marketed and released the game in 96 hours (over a 3 week period), fixed it up a bit, released it again, and then won an award for best writing in an Australian game. We also got a lovely write-up from Rock, Paper, Shotgun about the game.

In all that time, I didn’t post anything here, because, well, yeah. No real excuse. Suffice to say, none of this would have happened had it not been for Ludum Dare.

6 months after all of that, we’ve decided to release Fallen Angle for free! There’s a plethora of options for playing the game on our website (torrents, kongregate, and direct download), as well as a bunch of special extras we’ve put together for the occasion (including a 60-page e-book chronicling the entire development experience, a soundtrack and making of videos). Check it out, and please let us know what you think of the game!

Tags: flatland, free, SuccessStory

Power Grab Postmortum

So I’m extremely happy with the finish to MiniLD44.  My entry Power Grab is about 90% to where I wanted it when I started the whole process.  Unfortunately, the 10% that is missing is pretty key to the whole experience so I’m treating the current state as a technical test of the mechanics.  There is also a nasty, really obscure bug in the code that will crash the game when some unlikely combination of events happen.  It is something like a bullet tries to hit a unit when the parent of the unit that fired the bullet was destroyed.  I’ve only had it occur once and thought I’d fixed the code, but others are reporting the same problem so I need to do a little more digging…

You can play it here: http://www.ludumdare.com/compo/minild-44/?action=preview&uid=22584

Good:

I finished with a playable game.

I had an extremely limited feature list because I knew everything was going to be complex and I was able to implement everything in the time allowed, with the exception of the status display for the selected units…

LibGDX worked great

I used an MCV architecture to split the model, control, and view pieces of the code.  I can now make changes to the visuals and UI without rewriting any back end code.

I stepped the graphics back to a pixel look and I think the final product is better for it.

Bad:

I had no framework for structuring my code.  I would forget what a method did what and accidentally call helper methods in the place of main ones, which would cause all sorts of problems.

The aforementioned bug.  I can’t duplicate the set of circumstances that cause it so I can’t troubleshoot it

There are no win or loss conditions since destroying the power stations is impossible.

I didn’t have time to make my own music, so I grabbed some from opengameart.org

So-so:

The AI.  I’d never written an AI for an RTS before.  This one is actually almost completely random but actually puts up a fight, which surprised me.  It is easily exploitable, but for about 20 minutes work I’m happy with it.

The instructions are ok for explaining what to do, but not how the units interact with one another.

The UI is getting there.  It needs some work to really give the player a clear picture of what is going on.

7DRTS Some Favourites

I’ve only played a small fraction of all the 7DRTS Games but here’s a few of my favourites

Pillagers! by superjoe

Pillagers screenshot

Pillagers

A very fun game where you must steer your flagship to then end of each level defeating various enemies along the way. I really loved the unique way the ships controlled and the art is rather nice.

Spawner Pawners by rubna

Spawner Pawners screenshot

Spawner Pawners

A bomberman-esque strategy game where you must collect bombs from your home base in order to defeat the other play. Offers a unique twist on bomberman and has a simple yet appealing art style.

Power Grab by MiniBobbo

Power Grab screenshot

Power Grab

An interesting take on the strategy genre which offers a more hands off approach. The player places power plants which are used to power units which then attack the enemy. The game probably needs a little work to give it more of a strategic element but the presentation is very nice and I wish more strategy games would follow the lead of this game in replacing micromanagement with macromanagement.

Interstellar by avh4

Interstellar screenshot

Interstellar

Another one which takes a much more hands off approach. All the interaction the player has is adjusting the levels of research into a particular field each research leading to another. As you progress your civilisation begins to travel to other stars which in turn must research new technologies. The game excels in creating a relaxing mood and despite having little, if any, difficulty I found myself playing for quite some time. The author intends to continue working on it and I can’t wait to see what it becomes.

World’s Aftermath by James Daniello & Nicolas Ickovic

World's Aftermath screenshot

World’s Aftermath

Last and certainly not least is World’s Aftermath. The game is probably one of the most conventional games on this list but the high level of polish, very nice graphics and solid gameplay makes it a very enjoyable experience. Well worth a play.

Comments

rubna
01. Aug 2013 · 18:22 UTC
Thanks for mentioning my game here! :D:D:D
superjoe
02. Aug 2013 · 13:03 UTC
Cheers mate! +1 Holo Wars
karlin
02. Aug 2013 · 16:38 UTC
@rubna no problem, thanks for making such a great game :)

Non-Unity games?

I can’t play Unity games (especially web player ones, some standalones run), and I’m getting tired of seeing almost only those =/

Any Mini LD 44 / 7dRTS game which was not made with Unity?

2

This entry was posted on Friday, August 2nd, 2013 at 4:00 am and is filed under MiniLD #44 / 7dRTS. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

21 days for Learning how to make HTML5 Games

Hi there guys, for a long time I’ve been trying to learn how to develope games, and I choose HTML5 because I think it is the future, and there are a lot of improvements in the past 2 years. HTML5 gives us the hability of making games that work in different devides such as SmartPhones, Tablets and Desktops.

I know the basics in programming, OOP, and make easy games, but I want to do something nice for this LD. In this 21 days that I have left, I will try to learn the basics about game mechanics, how the stuff works, how to make tiles games and those kind of things.

Give me luck in my first LD!!

Gikdew, from Spain.

Skype: gikdew, Add me if you want to talk…

 

Comments

Chewynouget
02. Aug 2013 · 12:34 UTC
Good Luck, Mate!
JakeL168
02. Aug 2013 · 14:16 UTC
Good luck man. I’ve also been learning HTML5 for the past few weeks. It’s a pretty fun language to use.

Hey guys

After a long time without updating or posting nothing related to LD26.

If there is anyone still interested in helping me finish LOWBAT (my entry for LD26) i’d be really thankful.

This is the link for testing:  https://dl.dropboxusercontent.com/u/18325427/Folio/LOWBAT.swf

Controls are WASD or KEYS.
Lights on: V
Lights off: B

(had to change control to fix input problems)

If anyone is willing to help please comment this post with contact information!

Thanks everyone!

Livestreaming development on [TAG] The Arbitrary Gamejam

I’m starting a livestream of my current development on TAG, The theme is “Wrecking“, with sub-themes of “Invalescence” and “Depilation“. I am using both Invalescence and Wrecking in my game, and have already made quite alot of progress and got most of the main functionality complete. Feel free to leave me suggestions and feedback in the stream chat :)

Edit: Just Finished Up, Made quite a bit of progress and fixed a few things :)

Tags: Arbitrary, GameJam, Invalescence, livestream, TAG, Wrecking

An Almost Success Story!!

A Game of Numbers

RELEASE DATE: August 13th!!!

>> PREORDER HERE <<

>>PLAY LUDUM DARE WEB VERSION<<

The game is a math based puzzle game and did pretty well in the last compo. It came in 14th overall, 5th in fun, 7th in innovation. I didn’t really plan on working much further on it, but the response was so good that I changed my mind. I had a goal of trying to finishing something before the next Ludum Dare and it looks like I will be achieving that, as the release date is set for August 13th. This is my first commercial release and I’m grateful to the Ludum Dare community and everyone that supports the site, it is the only reason that my game exists in the first place (I would have never made a puzzle game, I hate puzzle games! :)

Things in the enhanced version

  • Music and Sound Effects
  • Slightly better visuals
  • A couple new mechanics
  • A lot more puzzles [Greater than 75]
  • Editor
  • Upload and Download Levels + Level Packs In game [Very excited about this]
  • Windows/Mac/Linux Support! [Thanks to MonoGame!!]

I am selling using the Humble Store and am excited to see how well it does. I’ve been making games and following the scene long enough to know to keep my expectations low, as odds are it won’t sell a whole lot, but either way it’s exciting to me. I have already picked up a couple pre-orders, some of which paid above the $5.00 asking price, which is a little surprising. I will also be building it for iOS/Android/WindowsPhone a couple weeks after the PC release. I had planned to do both at the same time, but there is more work getting the UI working on the different screen sizes than I thought.  Thanks again, this community is awesome!!

Here’s an shot of a new level (shows some of the new mechanics, also is super difficult!)

image

 

PS: If anyone knows how to make trailers and is interested in helping, let me know. I’ve been trying for a couple days and I suck!

Streaming More Dev On My 7dRTS Game!

Hey Everyone,

I’ll be streaming some more development on my 7dRTS game. You can check it out here: twitch.tv/0creds

Hope To See You All There,

– 0Creds