LD28 December 13–16, 2013

Newcomer here. Looking forward to LD28.

Hello everybody! Hopefully I get time between the 13th-16th to actually make a game, or something like that, what with with school not ending ’til a week later, but dang, I am excited about making a game. This will be my first Ludum Dare, if you haven’t already realised. This was just a random decision I made like 10 minutes ago, may not have been wise to write all this, but who cares?
The plan for this is rather simple for me, as far as I can tell. I will use the time before LD28 to experiment with 3D with LWJGL in Java, so that I can make a game at LD28. I have no idea what is going to happen. If no ideas come to mind about making a 3D game with the theme that comes up, I will go with a 2D one, which will be using Java with no exterior libraries, because I’m more comfortable like that, unless I find a rather nice one before then. Now, that I think about it, I realise that I am completely unprepared, and have no idea how I’m going to fit a full game project in two days. It’ll probably be terrible. Ah well.

I cannot wait for this, kinda shaking as I type this. Have fun everybody! 😀

Tags: Desterrado, introducing, LD28, newcomer, plan, unprepared

Unity 2D

Hey,

Thought some Unity fans might find it interesting to take a look at the new Unity 4.3, and its new built in 2D workspace. I’ve been messing around in it for a while now, and it is supremely awesome.

Looking forward to participating in the upcoming LD28 in December!

-GravityScore

Excited for LD28

Hello internet, just thought I would offer up my brief introduction. This, if I can find the time during school, will be my first Ludem Dare. I’ve been following these jams and competitions for a bit and I now really want to participate. The reason being is that I have never really completed anything to my own definition. Whether it turns out well or not, this game will be my first real completed project and I will love it forever regardless of its exterior features. Because I fly more on the artistic side of things, I’ll be using the Unity engine; I have more experience with it and I know only basic amounts of C#. I feel this is one of the best opportunities I have right now to learn more about game development through the 72 hour sprint towards a playable game. I’m extremely excited to take this leap and I wish the best of luck to everyone taking part. GLHF

Super excited for LD28!

This will be my second attempt at finishing a ludum dare event. I tried last time but I had to stop because of school obligations! This time I’m ready and I planned everything.

I’ll be using Java as my programming language, because you can get a result fast, and it’s easily ported to web! I’m also going to do everything from the Java’s standard libraries (AWT mainly…). For the sound, I’ll use sfxr and for making my sprites, Paint.Net. It’s also going to be a 2D game because I don’t have the knowledge to make a 3D game fast enough!

Last but not least, I’ll be streaming the entire time through my twitch channel and I might put this stream on my website and link it (www.oboolt.com). This website is fresh new so it might be empty while I’m building it locally ;P .

Good luck everyone, I’ll see you in december!

Phyyl

Comments

Borimino
14. Nov 2013 · 05:01 UTC
I would recommend you put your Ludum Dare as your game in twitch, so that it will be shown on the Ludum Dare frontpage

Excitement for My First Dare

I am not normally one to introducing myself on new sites unless I’ve been there awhile (go figure), but this is just a bit different, so here goes nothing!

 

“Hello World!” This will be the first Ludum Dare that I have ever done. As the title states I very excited for it. For a while now I have been watching people partaking in dares and since I finally have the knowledge to create a game (within 48 hours) I will be in this one. I will be making a 2d game in Java. Now all that’s left to do is wait for the timer to run out………… just 29 days, 12 hours, and 39 minutes to go.

2nd LudumDare – Under 30 days left

With the release of Unity 4.3 (With 2D Tools) things are looking good for what I aim to do in LD28. I’m going to do a 2D game and go by the selected theme and maybe even continue the development or it into the new year (Depending on how far I get).

As you’ll see on my latest blogpost over at moon-gate.co.uk I have a kind of schedule that I’m going to go by in releasing my games.

I’m hoping that for the theme this time round we get something as interesting as “10 Seconds” because that produced some really wonderful games.

Tags: LD28, Moon-gate.co.uk, Unity 4.3

Charity Button Challenge

Charity Game Jam II Turbo – Nov. 23-30 – www.charitygamejam.com

www.charitygamejam.com

Turbo160pxHOW TO PLAY:

  • Make a new game (or edit some old ones!)
  • Style points for using the theme word TURBO
  • Add the charity button to the main menu
  • Submit it to charitygamejam.com Nov 23-30
  • Spread the love! Make games for good!

Time for the second annual Charity Game Jam! Last year, we raised fifteen hundred dollars for the Make-a-wish Foundation. This year, we have a quest for you: the CHARITY BUTTON CHALLENGE. Your mission is simple: take an old game or make a brand new one and add the charity button to your title screen or main menu. You can send players to the charity you personally like best! Whatever has the most meaning for you.

Spread the love! Encourage others to donate to charity by joining in on the fun of the Charity Game Jam, which starts on November 23rd and ends on November 30th. Thank you!

Tags: #1GAM, Charity, Charity Button Challenge, charitygamejam, G4C, GamesForChange, McFunkypants, OneGameAMonth

Ludum Dare 28 Jam

Anyone looking for a team member?

Comments

JakeHorsfield
15. Nov 2013 · 17:04 UTC
What programming language/tools?

Woah, I’m way early on this

Ludum Dare is not even close.
However I don’t find that gross.
What I’m trying to say,
I’m in! Okay?
(How do I end this… goats?)

Yeah I still suck

Tags: tired attempts at humor

11

This entry was posted on Thursday, November 14th, 2013 at 6:36 pm and is filed under LD #28. 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.

Joining Ludum Dare 28!

4th Dare!

This time around, I will am spitting out my pride by using one of these awesome game engines! My goal will be to make something playable dangit!

Tools!

  • jMonkeyEngine 3 for the engine!
  • Audacity for sound!
  • Paint.NET for graphics!
  • Blender for modeling!

Lets have fun!

Pyan~~

This is my PYAN (Post of Yet Another Newcomer).

I’m a new one into Ludum Dare. I attempted to join LD #27, but turns out that you can’t make a game in 1 hour. Well, you can — creating a 2-player Tictactoe in C is easy.

One little problem is I’ll have a college exam during LD. So, I need to develop a decent base code and tools in order to speed up ‘trivial’ things like creating a user interface or creating sprites. I’m planning to use LibGDX (http://libgdx.badlogicgames.com/) and will focus with creating a 2D game. There’s this Unity 4.3 everyone mentions, but I guess I’ll be just fine with LibGDX which I have quite an experience. I don’t know about music, though. There’s this Sfxr and Bfxr for sound effects, but I haven’t found a decent plan for music.

Thank you for reading, and sorry for the bad English, I’m not a natural English speaker. Heh.

Tags: LD28, libgdx

My game was released on Desura!

Hello.
I would like to share pretty good news with you. My game called “Cubic Climber” was recently released on Desura. I want to say big thank you to you guys. All awesome games and ideas I saw here were (and still are) a really big motivation for me.
You can check out the game on this link: http://www.desura.com/games/cubic-climber
(It is free to play)

THANK YOU LD! 

Octobre Challenge Complete (Almost)

It has been a long and tedious month to turn my Ludum Dare 27 entry into a game worthy to be sold. In the end though I finished the October Challenge a little over the deadline (16 days after the deadline ain’t bad). All I need now is a dollar from all of you lovely folks. Then I will have completely finished the October Challenge. Here is the description for the game, Lepton Epoch:

 

How did the universe begin? A question that has baffled scientists for years. One theory is the Big Bang Theory. It states that the universe started as a pinprick of matter then suddenly expanded. Scientists claim that one second after the initial “explosion” there was an event called the Lepton Epoch. The Lepton Epoch was where matter and Anti-Matter collided into one another, annihilating both particles. What did this event look like? How did it play out in the end? Take control of a Lepton and find out in this addicting game, Lepton Epoch.

 

BoxShot

 

preview

 

So here is the link for it on itch.io: http://jacob16682.itch.io/lepton-epoch

 

Thanks for reading! Happy playing!

I’m all in for LD 28

After immense failure in the last couple jams, I’m in for sure this time. Hopefully, I’m going to learn Unity 4.3’s 2d toolkit before then. No, wait, it’s not “hopefully.” I AM going to learn Unity’s 2d toolkit, and I AM going to make a game. No longer is this going to be “hopefully.” If competing in the 0h game jam has taught me anything, it’s that I need to just do it, no procrastination, no complaining, no ambiguity. This time, I WILL make a game, even if I have to stay up the entire 48 hours; this thing is going to happen. Like the 0h game jam, it’s going to kind of suck at times, and it’s going to really suck at other times, but the end product is going to be something I’m proud of. This will happen, no matter what I have to do to make it happen.

 

This time, I’m all in.

 

Yours in Ludum Dare,

Throughthefire

Hey friends

Been trying but not had anything worth submitting the last few Jams so super pumped to enter the christmas one.

Also really excited to get my hands on the unity 2d thing and hope to be good enough to use that for the Jam.

 

Good luck everyone, take it easy :)

First entry

This is gonna be my first entry, and hopefully I am gonna make something worth submitting. Will probably stream at http://www.twitch.tv/borimino if I can get i to work.

Hey! Do you like the Binding of Isaac?

Ohoho no I’m not talking about the bible story, I’m talking about the game by Edmund McMillan and Florian Himsl.

For a long while people have been crying out for a portable version of the game, It hasn’t been ported because  it’s made in action script and we all know how outdated that has become and porting it probably wont be a viable option for another few years until our phones and tablets are strong enough. Any Touch Device game that i see that is supposed to be a solution for those who want Isaac on the go, don’t give me the vibe that Isaac does. A port of Boi: Rebirth will be possible, BUT that’s another 8 months away.

Sooooooo…

Let’s make our own!

My idea is to make a version of the game that has a relationship with the original, like what Super Mario land(w/e we call this) has to Super Mario Bros(Isaac). So a different game that still follows the outlines of Isaac. It will have game boy graphics style and sound. NO screen mounted controls because I hate those. And other related features.

I’ll do the coding and anybody reading this can leave a comment here or in my twitch chat on what items, monsters and anything in general you would love to see in it. If you have experience with music and would like to make some great Game Boy tunes that could compliment a game of Isaac than feel free to do so! Same goes for Graphics, while I have a bunch made already I’m not an artist and would much prefer doing the programming over anything else, So if you could make some cool looking Game boy graphics please do!

My body is ready! Is yours?!

http://www.twitch.tv/skyllartor

 

Comments

17. Nov 2013 · 23:02 UTC
Did you just say Actionscript was outdated and that you want to make a mobile version of someone else’s game?
PockeTiger
18. Nov 2013 · 05:30 UTC
I’m not quite sure on this but doesn’t this pops some copyright quetions? The least thing to do is to ask the devs if they support your idea.

I’m ready for LD #28!!

Hey there, fellow LDers!

I am going to take part of this next compo! I’ll probably use the same tools from last time, though I’ve made a (somewhat working) framework in C++ (with SDL and OpenGL) and the new 2D stuff in Unity 4.3 seems really nice… I still like Flixel better.

And here are some updates for the past entries. I finally finished the post compo version of my LD #27 game, Space Rift, and made a port of my first LD game, Loneliness (for LD #22), for desktop (so far, Windows only). Also, I changed all the thumbnails for my entries; it looks much better now!

Space RiftThe post compo version of Space Rift can be played here. The game is pretty much the same, but I removed some features (special, shooting overheat), fixed a few bugs, redid the graphics (trying to stick to a palette… no more dull looking “colored multiply layer over bw shades layer”), remade the menus, added a song and rewrote a great part of the code (it doesn’t lag on my computer anymore!).

 

 

The port of Loneliness can be downloaded here. It doesn’t requires installation and has all the needed libraries… probably. It does require OpenGL 3.1 or over and GLSL 3.3 or over, but I don’t think this is a problem (c’mon, it runs on my computer). I tested it on a single core CPU and it uses few resources… though it uses a lot more memory than if it was well done (nothing to worry about). The game is pretty much the post compo version, only with shooting and the fastening game pace removed.

That should be it for now. See you all on LD #28!

I’ve organized the Real-World meetup for LD28 in Oakland, CA!

Once again I am hosting the real-world meetup for Ludum Dare 28 at the Museum of Art and Digital Entertainment on December 13-15th.  The appropriate people have been talked to, palms have been greased, tables have been moved, earths have been shaken, and for whatever reason, they said “Okay!” again!

If you want to come, sign up here!  If you really hate meetup.com or something, let me know, I’ll sneak you in through the back door or something.

Warning:  Dance Dance Revolution will almost certainly not be there this time.  I will do my best to get at least one dance game at the event, though.  The Neo-Geo version of Metal Slug 2 will almost certainly be there, though.

photo

A blurry photo of the museum staff carefully cleaning the Neo-Geo machine so you can take a break while trying to get your game done before the deadline.

 

Comments

winferno
18. Nov 2013 · 13:42 UTC
Big props to the organizers for hosting an LD compo! I live in Oakland and this is a perfect excuse to come check out the museum, even though I might not be able to join the compo this time. Just wanted to show my support with a comment. Rock on!

Let’s try to actually finish something

So I’ve always been interested in programming and game programming in particular. I followed LD for so long, but never actually did something. That’s something I really want to change.

For … reasons, I couldn’t do any programming for years, so I’m very much out of practice. Also, due to health reasons, I can’t concentrate for very long. It might seem basic to you, but if I can think about one particular thing for an hour, it’s a win in my book. Basically, the  brain was on vacation for a few years, and I’m trying to get it back into shape.

Actually, as I proofread the last paragraph, fuck it. Just… fuck it, I’ll just say it like it is. I’ve been a pretty good and clever computer science person for all my life, until I somehow became a massive alcoholic. For the last 8 or so years, I’ve been trying to drink myself into an early grave, and boy, was I trying hard. I didn’t succeed however, got sober earlier this year and now I’m at a point where I want to get my brain back. I’m much better in many aspects, but I’m still not able to concentrate for long, I just lose focus quickly and if I do, it’s all over, I can’t get back into it. Also, I just didn’t do any programming for a long time, I want to become my old self again. Having to look up stuff every minute is really getting on my nerves.

So, what to do? My goal is to be in shape for the next LD. So I’ll download Unity (pretty excited about this tool, let’s see how it works), give myself a week and try to work on something for at least 4 hours every day. 4 hours may not seem much to you, but for me and my battered and bruised brain it’s pretty ambitious. Let’s see how it goes. Also, I’ll be documenting my journey here, I’m thinking it might give me some motivation by being accountable for something. I’ve been ashamed enough for two lifetimes, I don’t need to fail again in front of game developers :)

No ideas yet, but I’ll come up with something while downloading hopefully. It doesn’t have to be great, it just has to be something playable for now. Enough talking, let’s do this.

Real World Ludum Dare 28 Gatherings

While Ludum Dare is traditionally an online event (make a game from the comfort of your home), many real world events happen around Ludum Dare.

If you want your event included here, post a comment letting us know where it being held. Be sure to include a link to further details (either here on the blog, or elsewhere), and we’ll add it!

The list so far:

[stextbox id=”custom” caption=”Europe” collapsing=”false” collapsed=”false” mode=”css” direction=”ltr” bwidth=”3″]

[/stextbox]

[stextbox id=”custom” caption=”Asia” collapsing=”false” collapsed=”false” mode=”css” direction=”ltr” bwidth=”3″]

[/stextbox]

[stextbox id=”custom” caption=”North America” collapsing=”false” collapsed=”false” mode=”css” direction=”ltr” bwidth=”3″]

[/stextbox]

Charity Game Jam II Turbo

Hai, everyone!

I’m pretty new to LD and while I’m looking forward to participate in LD28 there’s still quite some time left. I’m sure all of you have seen the Charity Game Jam annuncement on the top of the site by now but I’d like to point it out again with their youtube video.

It’s a nice opportunity to practice a bit and hone your skills before the madness that LD28 will bring and all the same time you can make up for all the naughty things you have done this year and move your name over to Santa’s Good Kids’ List so…

Don’t hesitate… Put that Charity Button to work on a great game!

Comments

22. Nov 2013 · 20:09 UTC
Thanks for blogging about it! Good luck and have fun!

One Chance (LD26) Playthrough

So everyone said my LD26 game was too hard… And while my theme rating was “decent” (3-ish), I think it could have been better if the game was easier. Why? Because the theme (Minimalism) is actually part of the final boss fight, but most people didn’t make it that far. 😛

I am just now doing this because back then I didn’t have a screen recorder which correctly recorded audio.

The game itself is here, or here on my website.

Comments

PockeTiger
20. Nov 2013 · 04:45 UTC
You can just copy-paste the link into your post and LD will automatically generate the embedded video.

Silly question but here goes…

With my first Ludum Dare fast approaching, I was reading through the rules and noticed that source code MUST be shared for the compo. This doesn’t bother me, I just don’t know HOW to do that.
As I make my games in Unity, how does one share the source code?

Thanks. :)

P.S. I am aware this may be a silly question. 😛

Comments

20. Nov 2013 · 02:02 UTC
Sign up for an account on bitbucket or github and upload your project directory to a public repository. That way you also have revision history (saves you some headaches). Otherwise, just zip up your entire project directory and put it on dropbox or some similar file-sharing website. There’s no official way of sharing your code. Do whatever feels best (bitbucket).
20. Nov 2013 · 04:09 UTC
I would like to add that the question isn’t at all silly. It’s a reasonable thing for a rookie to ask.

2D Game in LWJGL with modern OpenGL, Has anyone done it?

Hi,

I was planning to create a 2D game with LWJGL for LD. I know my way around OpenGL and everything but I haven’t been able to create a tile system with VBO’s, has anyone done it and / or could you give me any tips for doing it. ? Thanks for any answers.

With modern OpenGL I mean not using glBegin(), glEnd(), glTranslatef();

In other news here’s a link to a forum post about faster rendering in OpenGL with VBO’s, something you should really look in to. Here’s the link : http://www.java-gaming.org/index.php?topic=28209.0

 

Tags: LD28, lwjgl, question

Comments

whizzter
20. Nov 2013 · 09:25 UTC
If you’re doing a “simple” 2d game you’re probably better off with “just” using client side arrays, firstly because they will be simpler to update per-frame (no need to upload data separately from rendering, just update and render) and secondly because you won’t need the extra performance. I did a demo with voxel rendering and if i remember correctly i didn’t see any need for actual buffer objects until i was in the 100k’s of polys. In reality you will probably be fine with “classic” GL in regards to performance on the desktop but the code won’t easily port to mobile.

The quest to reactivate my brain – Day 3

As expected, it got late. I got home at around 9pm yesterday and I was completely out of food. So the choice was between rushing to the store to cook something or working on the game. So naturally I fired up Unity.

I took a good look at my approach to collision detection and decided it was quickly becoming too “hacky”. For every small problem I tried to avoid, another was popping up. I decided to – again- remove half the code and try something different. Maybe I could avoid collision altogether if I implemented proper pathfinding first? While researching I found the fantastic A* pathfinding project by Aron Granberg, which made a few things much more elegant. I added a Plane behind the 2D scene where I do the pathfinding. The result is a Vector3() array, which awesomely enough is the data structure that iTween uses as a path. So I let the A* algorithm do its thing, call iTween.PutOnPath with the result and let the character move. That will eventually avoid collisions entirely. I say “eventually” because it doesn’t work quite right yet.

gaem3

 

In theory, the box around the counter would tell the A* algorithm that the nodes inside it are not walkable, so the pathfinding should navigate around that. It doesn’t. After tinkering with it until about midnight, the nodes just remained walkable, no matter what I did. I don’t know why, I probably made some stupid mistake. However, this was the point where I had to stop, because I got… let’s say annoyed. Okay, let’s not say annoyed, let’s say “ready to punch a baby seal”. But it wasn’t in vain, because in theory I have a very elegant solution, one I really like. Once this “make area not walkable” thing starts working. Which it won’t for now, because I’m moving on. Not sure what I’ll work on today, but pathfinding won’t be it, that much I know.

I’ll start a little later than usual today, because I have to go to the grocery store first. I’m super hungry for some reason, it’s almost as if I haven’t eaten anything yesterday. :) See you guys tomorrow!

Game Jam in Kassel next weekend

Spielsalon Kassel

Heya!

Are you near or in Kassel, Germany, at the weekend from 29th November to 1st December? There’s a local game jam going on, in the context of the Spielsalon 2013 (a festival about author games, i.e. games by individual people, often artists). This means you can also attend talks and workshops before the jam!

As usual the game jam itself will be about making a game in 48 hours. It will take place in a bar.

  • no fee for attendance
  • a place to sleep will be provided by folks from Kassel (couchsurfing)
  • the theme will be given at the beginning, but you can choose your own tools of course
  • make friends in teams

More information (in German) is here. Use this form to enter (20 participants max)!

Tags: game jam, German, Germany, jam, Kassel, local event, Spielsalon

The quest to reactivate my brain – Day 4

Well, I knew it wouldn’t last. I just didn’t expect it to fail this spectacularly. Day 4 was a disaster. The brain just wouldn’t work, at all, no matter what. Every time I would try to code something, my mind would just…sort of go blank, without me even realizing it would do it. I would snap out of it about 10 minutes later, realizing I was just staring at the screen. I wasn’t even *thinking* anything really, I wasn’t distracted, I would just sort of pass out with my eyes open for a few minutes.

I tried to get back into it time and time again, for about 2 hours. Then I gave up, tried again in the evening, with similar results. It just didn’t work out today. I knew this would happen eventually, as I said in the first post, the years of drinking definitely did some damage. So I’m not beating myself up about it. It wasn’t for a lack of trying, I wasn’t being lazy, it just didn’t happen.

Comments

PockeTiger
22. Nov 2013 · 11:50 UTC
Don’t give it up dude. Take a bit of break – A nice warm bath and stuffs – play some stress reliefing games – Postal 2 wa always good for that – or anything where you can beat up a lot of stuffs quickly and then go back to work.
22. Nov 2013 · 12:30 UTC
I agree with PockeTiger, it sounds like you need a break. You can always try tomorrow or the day after.

Just don’t give up!

You can do it!
Photon
22. Nov 2013 · 18:58 UTC
Trust me, this isn’t unusual. At all. I’m not trying to downplay what has happened to you over the years, but even us “normal” programmers understand that “the wall” will almost always come, if not multiple times in the same project. It comes in different ways, but it comes and it likes to come hard.
RadioLemon
23. Nov 2013 · 02:18 UTC
I have problems with staying on projects too ;/

4 days is the longest I’ve stayed on 1 game so far.

Test

Testing testing

[LD27] Starting to Shine

Ghsot Robot Time is the current game development project being worked on after its prototype was made for Ludum Dare 27. The above is a video update showing off the new title screen, menu options, stage select, pause function, and creative commons license text. All of these things are currently working as shown in game.

It has taken weeks of drafting, brainstorming, prototyping, getting sent back to the drawing board, and beginning the cycle anew just to get this far. I am pretty pleased with the results so far given the improvements when compared to early version. Leave any feedback in the comments below and check back later for more updates.

This was cross-posted from my development blog at wally2069.blogspot.com

3

This entry was posted on Friday, November 22nd, 2013 at 10:34 am and is filed under LD #27. 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.

Please support my game PAWS on Kickstarter! The cutest tactical game this side of XCOM! Update

poster large9-01

 

Hi fellow LD gamedevs! My game PAWS has launched a Kickstarter campaign to fund its completion. We’ve been working on it for 19 months and it’s really starting to shine, we think.

Take a look at our screenshots and please try the playable  alpha demo. If we get funded, the game will be available to the world in 6 months. If we don’t, it’s 19 months of work down the drain, because we’re poor gamedevs like everyone, and will not be able to develop it further. So please support our Kickstarter. Thank you for your time,

love, Christina

bling

alphademo

Tags: crowdfunding, kickstarter

Charity Game Jam

This week I will be making a game that will be a part of the Charity Button Donation challenge. One week to make a game with a button that goes a donation page for the charity of your choice. The charity I am choosing the Red Cross, and I will be targeting the Typhoon Haiyan Fund. (http://www.redcross.ca/donate/donate-online/donate-to-the-typhoon-haiyan-fund) Will be updating more as the week goes on.

Here is what my menu looks like right now! (The buttons even do stuff! Like link to the Red Cross!)

Menu_2

The idea for my game is pretty simple, you are a rectangle, you have to collect ‘food’ and avoid bad guys. I have this idea floating around of like a collect and return system, but meh. Will keep you updated with that.

 

BadGuy_Minimal

~MrBlade

(If you want to keep up on the latest memakeythegame news, you can follow me on Twitter which I will be updating more often than this. @powderblock. If you like these kinds of posts you can always like my company on facebook!)

OwO I love game development

Yeah… that’s really all I had to say, but I really can’t pass that off as a post, now can I?

So… I decided to talk about my current project(/s)!
My main project is a request from my R&D team (aka my friend/co-developer/co-conspirator who tries to figure out what people want made) and it is essentially not much more than a sandbox game inspired by minecraft, the main gameplay scope as far as the alpha is concerned is essentially minecraft but more will come as the game continues to grow
That project isn’t really of much interest to me though and I’ll release it as FOSS (sourceforge or github, which do you recommend?)

A project I planned to make but scrapped (you can have the idea if you want it, it’s unlikely that I’ll pick it up since I had another much better idea) would be Tetris the MMORPG, no one seemed interested though (I wonder why…)

Oh, and I also do game art and I am the only artist on my team (and one of two programmers…. then again it’s a two man team)
I’m working on a few other projects but none of which are moving right now (ugh, I’m the only artist and I’m tied up in a project)

Anyhow, enough babbling about me, more about the ludum dare
I’ve considered joining a ludum dare since 2012 (I think?), and I finally decided that I’ll join the next ludum dare as soon as I have an alpha out (oh my current primary project)
Any hints for properly managing time during the ludum dare? (Especially since I mostly do 3D games OwO)

Goals

Hey

Ive got a quick question about an idea someone was trying to explain to me.

If you could put down a goal, say for example “complete an LD game” with a money amount that you would forfeit if you didn’t complete the goal, would you?

As an example if I put down £50 and then completed my entry, I get the money back. If I don’t finish, the money goes to a charity or something.

Would this motivate you to complete your entry and would you pay to do this.

Any feedback is appreciated

Mstrymt

Comments

23. Nov 2013 · 20:33 UTC
I would not do this. I am going to finish an LD weather or not there is a reward. Scaring me into making games doesn’t sound pleasant. The ‘goal’ sounds more like a threat and would make me have less fun and be more on edge.
Mstrymt
24. Nov 2013 · 11:38 UTC
Thanks for the feedback.

November challenge?

Yep. I didn’t have much time until now, so I’ve started working on my october challenge game in late november. It’s going to be an extended version of my last Ludum Dare game. I’ve rewritten it, and that’ll allow me to do things a lot easier than with original code. I’m not going to bother you with all the little updates, so I’ve set up a blog at http://rot13x.wordpress.com/ (rot13 username was taken, unfortunately). Feel free to drop by once in a while.

Also, I’m in the next compo. Good luck everyone!

Path Planning (AI) in Platformer Games: A Layered Approach

I’ve been working on path planning (path finding) for platformer games
for a while. My original intention was to create a reusable framework
for scripting characters in a platformer, but it can have other
interesting applications. I have a working prototype and its source
code.

Handling Continuous Space

The first problem that we need to address is the continuous nature of
a platformer game. In a typical path planning, a problem is usually
represpented as a discrete space. However, in a platformer game where
characters often are affected by gravity, handling its continuous
movement is crucial. We addressed this issue by dividing the problem
into two layers: macro-level planning and micro-level planning. The
macro-level planning takes care of a coarse-grained plan such as “go
to this block” or “jump here and try to land at that block”. The
micro-level planning takes care of more fine-tuned movement that
involves a continuous 2-D space. The macro-level planning is done by
using typical AI techniques like a navigation mesh, constructing a set
of possible actions at each discrete location. The micro-level
planning is done in a more greedy manner, by taking care of physical
collisions and character coordinates.

The macro-level planning can be implemented with a pretty
straightforward Dijkstra or A* search. It starts from the goal
position, and iteratively searches all the possible movements until it
reaches the initial state (the position of the character). Each
action is associated to its next action until it reaches the goal,
forming a DAG structure. A plan graph can be dynamically constructed
and periodically updated based on the current state of the game.
Additional restrictions (e.g. space constraints and ladders) are also
considered.

When each action is executed, a character is entirely controlled by
that action, and the character cannot execute the next action until
the current action is finished. Each action only considers the
starting and ending point, and it moves the character in a rather
straightforward way. When the macro-level planner detects the
situation change (e.g. the goal is moved) during the execution, the
current plan is abandaned after the action is finished and a new plan
graph is created.

Jumping / Falling

Jumping and falling is the key element of platformer games and the
core of its planning problem. It has so many parameters that using
naive methods will easily lead to computational explosion. In the
proposed method, the macro-level planner only takes care of its
starting point and ending point in the block coordinates. The planner
has to know in advance the speed of a character in question and its
jump impulse, as well as the gravity acceleration, so that it can know
where it will exactly land. The macro-level planner uses two bounding
boxes (a jumping part and a falling part) to approximate the clearance
that a character needs, but it doesn’t take care of an actual
trajectory of the character.

An actual jump action is divided into three steps. First, it tries to
move the character to its starting position (Set), maneuver the
character movement during ascending (Ascend), and then land the
character to the ending position (Land). It takes a precise
(pixel-wise) control of the character at each frame update.

Landing Prediction

The planner can find a solution only when the path planning is
solvable. When a character is following another character that is
jumping or falling, the goal position is often considered unreachable,
making it impossible to find a solution. In a case like this, the
planner can optionally make a guess of the final landing position
based on the current speed of the character.

Moving Platforms, Sprinting, Double Jumping, etc.

A path finding is based on an assumption that the floor map
you’re planning on is static. When there are some parts that are
changing dynamically, those parts need to be handled specially by
the micro-level planner. In this case, the macro-level planner only
takes care of moving into that part and getting out of it.

Handling moves like sprinting or double jumping can be more tricky,
because such actions depend on the current state of a character. In
other words, a plan becomes context-dependent. Now we would have
to consider multiple possible states at each grid, making the search
space several times larger. I am not sure if we can find a really good
solution for this kind of planning, but in theory we can still take
this into account in the current framework.

Source Code Structure

The prototype is written in ActionScript. However, the planning parts
are separated from the UI and I believe it’s relatively easy to port them to
another language. Here are a couple of important classes:

Actor This is an object that the planner takes control of.
The object needs to support methods like move(x, y), jump()
to perform actions on each character, as well as query methods such as
bounds(). TileMap An object that stores a 2D map that a planner can use.
This is basically a two dimensional array of tile numbers.
The class needs to handle a query like getTile(x, y) as well as
range queries like “if there’s a certain block within this area” in order to
serve the efficient planning. PlanMap A macro-level planner that has a plan graph and its constructor.
It maintains a grid of actions, which correspond to each tile in
a TileMap object, so that an Actor can query
a possible action to take at each place. An action,
which is a PlanAction object, is represented as
an edge of a plan graph. There’s one important method addPlan(),
which fills the grid according to the given parameters and the associated
TileMap.
A plan graph can be shared and reused as long as the goal is not changed
and all the Actors has the same property (e.g. speed, gravity, etc.). PlanAction This object represents a single action planned by the macro-level planner.
An action object has a detailed information about the action such as a
starting and ending point, the type of the action, and the tile map it’s referring to.
The object is responsible for performing micro-level planning.
It fires events to an Actor object so that it can carry out
the corresponding actions (jumping or moving, etc).

Is This Smarter than Humans?

Unfortunately, no. Due to computational limits, the current
implementation considers only a handful of ways of possible jumps at
each position. Since it uses a rectangle as an approximation of jump
trajectory, it cannot emulate a complex manuever that humans could
do. Also, since it’s on block-by-block basis, it cannot consider a
possibility of barely-make-it kinds of jumps. These are mostly
complexity problems, but in some cases there might be need to give up
to find an optimal solution.

Charity Game Jam progress report

Hai everyone!

I was thinking that Charity Game Jam is a great opportunity to practice for LD 28 and also get some hand on experience with Unity 4.3’s 2D toolsets so I didn’t wasted much time yesterday morning and started to create my art assets. Things didn’t went smoothly though as our ISP went Boom early in the morning and the lack of Internet was painful.

Fortunately this morning the service risen from it’s ashes and I can give you this small update on what the hell I’ve been doing so take this piece of art [notes: don’t get your hopes up people, I’m not an artist, but I can tell I’m not alone by browsing some past Posts :3 ]:

It's a Witch's Hut.

Witch’s Hut

Tags: Charity Button Challenge, Charity Game Jam, charitygamejam

We need you!

 

JC_We_Need_You

We have worked very hard this week-end, it’s awesome to have a team who will follow you even if you change the deadline from 4 months to one week. Whatever, this week of work will eventually lead to a playable demo of our current project, One more rainy day. We will need several testers in order to improve the game, and above all : track bugs!

If you’re interested, please visit our blog : Click here!

 

Many love,

Pulled Frop.

 

Game Maker: Studio Standard free!

For a limited time, Yoyo games have made Game Maker: studio Standard free, you can read about it over here.

Instructions:

  • Download GM:S from here.
  • Install but don’t choose a license just yet.
  • Go to the GM:S icon in your system tray and switch to beta channel and update
  • Restart GM:S
  • There should be three license options, choose the middle one.
  • After following it’s instructions you should have GM:S, enjoy!

TTY GFX ADVNTR now on XBox Live Indie Games!

For more information https://levidsmith.com/games/tty-gfx-advntr/

My game TTY GFX ADVNTR is now available on the XBox Live Indie Game (XBLIG) marketplace.  This game started as my mini LD45 entry, which was written in C and SDL.  After receiving positive feedback from other Indie developers, I decided to port it to C Sharp and XNA, so it would be available to a wider audience.  The XBLIG version also has many new enemies, different weapons, and a skill system for crushing attacks.

boxart  ttygfx_levidsmith

Buy the game today for only $1 (USD) on the XBox Live Indie Game marketplace.  From the XBox360 home screen, select  Games tab > Browse Games > Indie tab > New Releases or buy it on the web at TTY GFX ADVNTR (only for XBox 360)

Trailer:

Official Soundtrack:

Tags: music, RPG, SuccessStory, XBLIG, XBox, xna

Failed shark jams. Instead I got those two crappy games

I was so really pumped for Mini LD – Shark Jam that at the end, I couldn’t make it.

It’s true I kinda lack time, but the real issue is that I couldn’t find the inspiration to produce it. During Shark Jam, I was actually working in parallel on a separate game and had a lot of progress on it. I also took a break and made a game for 0h game jam.

For Shark Jam, I had the theme down and the title (was gonna do Darwinshark), then when it came to gameplay, I had no idea what to make. After working on the intro, I realized everything afterwards was going to be lame unless I figured out something brilliant very quick, and I didn’t. Basically, I failed because I had too high expectation about what it was going to be.

So that’s my failed attempt at Shark Jam. Too bad, it had a nice intro. You can see it there:

 

DarwinShark

 

So what have I been doing meanwhile? Well I made those 2 crappy game:

250x200Screenshot 2013-11-17 20.30.18

 

Tags: FailureStory

BitmapCaching engine for upcoming ludum dare

Hey it’s Jack again,

So for he upcoming ludum dare, it is my understanding that we can use game engines that were produced before the 48h period. Since I’m planning to use mine, I wanted to release the code. It’s now on an open source license, and you can shoot me an email if you want some help on how to use it.

https://github.com/jacklehamster/TurboGraph-master/

The engine simply consists of saving Flash vector drawings into a bitmap at runtime, and reuse it later. It’s a common trick for boosting performance in Flash, and I’ve been using it lately.

Tags: flash, game engine, Ludumdare

Mini Ludum Dare #47 Announcement – Humble Beginnings

[View All ]

EDIT: MiniLD 47 is over! Thank you to everyone who participated!

As game developers, we not only develop games, we develop ourselves. There’s no doubt that every single one of us has improved since our beginnings. Now, it’s time to see just how far we’ve come. It’s time for…

MiniLD #47 Poster

[View All ]

Your task this weekend (Nov 29-Dec 1) is to find the very first game you have ever made (no, I’m not talking about that pong clone you made while going through a tutorial, I’m talking about your first original game) and remake it using the techniques, tools, and skills that you’ve acquired since then.

While crunching through code, look back at your game and note graphics/gameplay/music that you would have done differently today. The more, the better!

 

Rules

  1. Find the earliest game you have made in the past
  2. Remake it
  3. Include both versions (if possible) in your submission
  4. Disregard the previous three rules and go make whatever you want! I’m not going to stop you!

 

“What if all remnants of my first game have disappeared off the face of the planet?”

  • You could either remake as much as you remember, or choose a later game!

Submissions will be open until Wednesday Dec 4.

Now get out there, make that game, and never stop improving!

Hayden

Tags: lectvs, mini ludum dare, minild47

Comments

GameMakingMan1
28. Nov 2013 · 20:27 UTC
Well, the funny thing is, the first original game I ever made was for Mini Ludum Dare 46, LOL. So I’ll just do that.
28. Nov 2013 · 20:31 UTC
I LOVE the theme. This could be very great 😀
28. Nov 2013 · 21:16 UTC
Wow, I just realized that I have no idea what my first game was.
Holofire
29. Nov 2013 · 07:08 UTC
Hah, well the first game I actually made and finished was my Ludum Dare 26 game Pix. I was planning to remake it, so now is a pretty good time too do it.
zaratustra
29. Nov 2013 · 12:45 UTC
My first game is in a 5 1/4″ disk. For the MSX.
29. Nov 2013 · 12:50 UTC
hrm. might do the first game i actually completed, which was for a game jam in early 2008 :)
xgeovanni
29. Nov 2013 · 14:09 UTC
My problem is that I did just that a few weeks ago. Oh well.
shard123
29. Nov 2013 · 15:20 UTC
This is an awesome theme!
Madball
29. Nov 2013 · 15:24 UTC
Wow… That will be tough to remember… Well, I think I know the game.

Oh, I just searched through my computer and found some very old games! I feel kinda happy now.

Couldn’t find the game I thought about, though. But I’m still going to remake it as much as I remember.
goerp
29. Nov 2013 · 17:06 UTC
Hmm, my first game was for the Commodore 64 and I made a game for that just two weeks ago. But I may have an idea that will at least be graphically better than on the C64.

Not sure if I can find the original, I think it is on a tape.
30. Nov 2013 · 00:57 UTC
Hmmm, I love the theme but I no longer own the IP to the first game I developed that I also have the source code/assets to…
30. Nov 2013 · 08:44 UTC
If I had the time I would participate for sure, only other problem would be, that I’m not entirely sure which my first original game is…

But I want to remake all of my old games anyway someday, although it won’t happen this weekend.
30. Nov 2013 · 19:39 UTC
Wow, that would be complicated, the first game I tried to make was in an Amstrad CPC in BASIC but I cant remember it very good :] any suggestion?
arrogant.gamer
30. Nov 2013 · 20:48 UTC
Ha ha, I like this. My first game was for LD26 and it was a Twine game. I’m not sure that I’ve learned a great deal that could really be used to improve that game in the mean-time. At the time, I wanted the player to be able to “leave a mark” on the game, and I wanted twitter intergation so that you could take a “snapshot” of something delicate that you found.
fferro234
01. Dec 2013 · 02:57 UTC
I love the concept for this mini dare. These mini dares need to be announced a little farther out though. I guess I wouldn’t of been able to do it this weekend anyways, but I didnt see this post until now, and I check this website pretty often. At least a week or 2 heads up would be helpful though.
02. Dec 2013 · 03:11 UTC
I created a remake of my first RPG that I wrote on my 386 in QBasic back in 1995. Unfortunately, I was busy yesterday, so I only got to work on it today. I’ve included “THEN” and “NOW” comparison pictures. If I have some time this week, I will try to add music as well.
02. Dec 2013 · 08:09 UTC
I already did this once upon a time, I won’t be lame and submit it but here’s a video:
03. Dec 2013 · 01:12 UTC
Nooooo. Why did I miss this one… >_<

I did sometime ago a port of my first game (ignoring that Space Invaders Clone and all the unfinished RPG Maker/SDL+C++ stuff) to windows (usign SDL + OpenGL + C++)… But it wasn't a remake of the game.

Now I fell like doing it!

Unfortunately, I doubt I'll have enough time before the 4th. I have +/- 9 free hours per day, for the next two days… I'll see what I can do during that time. If I'm not done by the deadline, I'll try to complete it by next week.
07. Dec 2013 · 23:08 UTC
What? Oh, it’s over before I even knew about it. I might just use this for one of the other compos, though. :)

#SpeccyJam produced 22 games

Hi all, just an update about #speccyjam; Many more games were started but in the end 22 games were submitted

The developers and myself would love for you to go and play the games, and also share them / Like them / Tweet them / and comment on them (each game has its own Facebook comment section)

You can check them out here:
http://www.speccyjam.com/games

Tags: game jam, postmortem, progress, retro, speccyjam, update, zx spectrum

Turbo! Charity game jam

I’m finishing a game I made in ludum dare 27 called “there’s a hook”. The new version has completely new levels, textures, obstacles,mechanics, music and sounds. So basically huge changes. Looking back on my old code, it was terrible most of it ended up in one class being almost 1000 lines. I’m taking feedback from the ludum dare into consideration alot, such as being too hard, hard to understand how to progress further and completely removing the stupid effects which distracted the player. Not sure what to call this version yet

 

turbo_1

MiniLD #47 – Boxteroids, progress video

For this weekend Mini-LD I’m working on a remake of my first game ever made… an Asteroids clone!

“Boxteroids” will be a simple Asteroids clone, but with Box2D-driven physics… hope to finish it, because I’ve got not so much time this weekend 😛

Previous WIP video 

EDIT: updated!

October Challenge – Emergency Landing Disaster

A big thank you to Ludum Dare and the October Challenge 2013. My hastily made game has shown me the feasibility of the freemium/ad model on mobile.

The goal of the challenge was to create a game within the month, release it, and make a $1. I had hardly managed that, but since the end of the contest I have seen $480.94(40,786 downloads) in ad revenue on Android, and $260.08(17,797 downloads) on IOS, which was only released a week ago.  Ios, so far, seems to be a more profitable platform for such a game. We will see as time goes on.  I currently use Admob and Chartboost to serve smartbanner and interstitial ads to monetize my games.

While improving the game is on my list of things to do, I believe its clear that increasing my Unity game portfolio will drastically increase my ability to generate ad revenue. I already have a second flight sim in the workings among other projects that I hope to bring to IOS, then Android, and then finally OUYA(no ads, in app purchase model only).

Entry Page

Play it Free on IOS

Play it Free on Android

Play it Free on Amazon

Screenshot_2013-10-28-15-07-28

Tags: unity, Unity 3D

Comments

30. Nov 2013 · 02:44 UTC
YES YES YES IOS. YAY! Thanks!

A Story of Hearbreak

As mentioned in my previous journal entry, I will be remaking my first game, Heartbreak. It’s a bit of a strange tale, however, since Heartbreak wasn’t originally “made” by me at all, at least in the sense of programming. It was my baby design-wise and in the limited capacity of “art,” but I relied on another programmer to do all the actual creation. Still, I think that it will count fine for the sake of this mini-Dare. It’s either that, or Ping.

The game was originally made for the 2013 Game Jam (the same one that produced Surgeon Simulator 2013). It was my first time ever attempting to make a game, and I was nervous of the possibility of having no ideas. There were about 200 students packed into a lecture hall (which very much surprised me, as our university isn’t particularly large) when we were all given the theme for the Game Jam: the sound of a beating heart. We broke off into 15-20 person groups and went into separate classrooms to brainstorm.

This was my first experience with brainstorming, and I loved it. There were dozens of great ideas thrown around, my contribution being an idea for a point and click adventure game set inside a dystopian, film-noir crumbling city that was located in someone’s body, with a large, pulsating heart looming in the background. It was supposed to be a story about survival and dealing with impeding death, etc. Not a very good idea for a 3-day game jam.

Then, someone in our brainstorming group suggested a game consisting of a number of arcade-style mini-games. Although I cannot guess why, for some reason Heartbreak–a mix-up of the classic arcade game Breakout where the player controls the blocks instead of a ball, with the blocks arranged in a circle around a beating heart that serves as the player’s life counter–sprung immediately to mind. I abandoned the over-complicated concept of a point-and-click adventure game and clung to this new concept.

When we returned to the lecture hall and game creators began separating to work on individual games, I found myself almost working alone, since my concept of an arcade game about moving colorful blocks around a heart sprite didn’t quite grab attention in the same way that some of the other concepts did, but I managed to hook a couple people who claimed to be experienced with programming in GameMaker. With that, we all broke up again into different classrooms to begin constructing the games we’d gone with. My group was, by far, the smallest, with most groups having 6 to 10 people on a team, and I with just 3.

The two programmers set to work surfing the Internet and half-heartedly (forgive the pun) looking up tutorials while I fiddled with some sprite art and designed the game in my head. That’s how most of the first evening was spent–simply thinking while I worked. By the next day, after a short sleep and a lot of fitful half-awakedness, the game, simple as it was, was fully-formed in my mind.

The only remaining problem was that the two programmers claimed that the concept couldn’t be done in GameMaker (something I intend to prove wrong during this mini-LD), and so our little team was stalled for a few hours until a very nice and quite talented Unity3D programmer stepped in to join our group and get us on the right track. Said programmer made the game in Unity entirely on his own, with me hovering over his shoulder like a fussy mother, directing every aspect of the game’s design.

To cut an already too-long story short, our little four-person team (the two GM programmers were delegated to sound work, which meant searching Newgrounds for some music tracks and finding a few arcade-like sound effects) ended up winning “best designed game” for the Game Jam at our university, as well as “most popular” among all those students at our university who participated. A humble honor that was all thanks to the nice programmer who stepped in to make the game for me. It fired off a brand new interest in game development that I’d not really had before, and I’m still waiting to see exactly how far it will take me.

Tags: game jam, heartbreak, journal, Unity 3D

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Untitled-1

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Brought to you with NEW FUTURE TECHNOLOGY never seen before until today!  Click the link and find out what will be this very moment right here and now THE Citizen Kane of Video Games.

With the very stability and future of the universe at stake, every possibility blinking IN and OUT of existence, you will find what at this VERY MOMENT will be THE Citizen Kane of Video Games.

So click now, and get started, before someone else gets there first!

My First Game – Then and Now

Last journal post until I actually make some progress, I swear!

After making a long post about my choice in game engines and then another explaining where my original game concept came from, I’m going to, finally, explain the history of my first game’s development. In brief, I hope.

Heartbreak version 1: Unity 3D for Windows

Original Heartbreak game, made in Unity3D

As you can probably see, the game is very flawed. One major issue was with the controls, which were tied to the mouse, so moving the mouse left and right caused the ring to spin. Hitting left mouse button would fire the balls from the central heart. On top of that, the game itself is bugged. At the eleventh hour, we discovered a bug on the fourth or fifth level that would cause the score to reset to 0 after the player had progressed to the following level. Finally, at the time I made a big deal out of “elegance of design”, which I saw as every part of a game coming together to compliment everything else.

Don’t get me wrong–elegance of design is a good thing, but I may have taken it a bit too far by creating a menu system that you could literally “lose” at (by accidentally selecting the exit button), in the interest of turning even the menu screen into a gameplay tutorial. I think I had seen one too many episodes of Sequelitis.

After the 2013 Game Jam, I was excited to try my hand at game programming, since I’d been only the lead designer for the original Heartbreak. I wanted to learn the craft of programming for myself, in the interest of being more self-sufficient. To that end, I decided to start as “simple” as possible and got into programming for the Atari 2600. Yes, the real Atari 2600.

If it’s a bit debatable whether or not I technically “made” Heartbreak version 1, since I was really just directing a Unity 3D programmer in what to do, I consider my actual first game to be my first remake of Heartbreak for the Atari 2600. I used the homebrew tool Visual Batari Basic, which, when combined with Batari Basic, gave me a convenient and simple IDE with many helpful sprite and sound design tools, plus the ability to code in BASIC and use a pre-made kernel, rather than coding everything directly in 6502 Assembly. I was extremely grateful for that.

Heartbreak version 2: Visual Batari Basic for Atari 2600

Prototype Heartbreak game, made in Visual Batari Basic for the Atari 2600

It took me a couple months to actually make Heartbreak for the 2600, since I was learning along the way and frequently had to go back and reprogram bits of code here and there as I discovered more efficient ways to organize the game logic. Keep in mind this was all done for a system with a 1.19Mhz processor and 128 bytes (yes, individual bytes) of memory (only 26 bytes of which were available to me in Batari Basic, since the kernel I used consumed the rest of it to write the playfield to the screen).

In the end, it was again thanks to a more experienced programmer, who generously wrote a custom kernel for me, that Heartbreak was able to function well on the 2600. Normally, using Batari Basic’s standard kernel, only a single playfield color can be displayed on-screen per playfield pixel (those big, rectangular blocks), but the programmer managed to work around that limitation with some clever 6502 Assembly wizardry that I still don’t fully comprehend.

From the custom kernel as a framework, I was able to build the finished game. Some months later, I revisited my old code and cleaned it up, organizing everything into neat, clean functions that you can view here. I’m rather proud of how tidy and efficient it all is (relatively, keeping in mind that this is BASIC with 6502 Assembly calls in it, all programmed in non-object oriented in a language that relies on spaghetti code). The game itself only uses about 1000 out of ~3000 CPU cycles that are available with this particular kernel, and the game itself is under 4 kilobytes. And, yes, it works on a real Atari 2600. If you’d like to try for yourself, I included Heartbreak, with a few other small games I developed for the Atari 2600, in a 32k compilation ROM (along with an updated version of my previous LD, Ping) that you can get here (you’ll need an emulator such as Stella to run it, unless you have a real 2600 with a Harmony cartridge), and you can see the finished version of the game below.

There have been a number of gameplay changes since the Unity3D and earlier 2600 versions.

Heartbreak version 3: GameMaker for Mobile

Originally, the player had to hit a button (joystick fire on the 2600, spacebar or left mouse on Windows) to fire a new ball from the heart. The ball would take on the color of the heart and it had to either match the block’s primary color or be one of the primary colors that made up the block’s color, or else the player would lose a life (indicated by the size of the central heart). Hitting a wrong block three times meant game over, but the player’s heart would be brought back up to full size after every stage.

Once I’d finished the basic game on the 2600, I was seeking to program in alternative gameplay modes, since alternate modes were a thing with many 2600 games. One of those modes included a bouncing ball, so rather than the player having to spawn each ball (which would fire from the heart and then disappear once it had stricken a block), the player only had to press the fire button when they wanted to transfer the heart’s current color to the ball. This meant a lot less button mashing, and it was far more satisfying to just control the blocks to catch the ball as it bounced. This ended up being the only game mode in later versions.

With the block colors, I’d always intended the game to start with simple primaries–Red, Yellow, and Blue, and work up to secondaries–Orange, Green, and Purple–and finally to White and Black. White blocks would give you a heart back, but black would take away a heart if they were struck and had to be avoided, which was particularly challenging in the 2600 version, because the background is solid black as well.

However, this lead to the game becoming progressively easier, since an orange block could be broken by either a red or a yellow ball, a green with yellow or blue, and a purple with red or blue. Obviously, a game should get more challenging over time, not less. I fixed this in the 2600 version by having the ball remove a color from the block’s color, leaving the remaining colors in its wake. For instance, if a red ball hits an orange block, it bounces off and leaves a yellow block behind, which must then be broken by a yellow ball. And if the orange block was hit by a yellow ball, it would bounce off leaving the block red. Yellow blocks would need to be hit by all three primary colors before they would disappear.

Overall, I’m very pleased with how the game itself plays as of the final 2600 version, but a few things had to be sacrificed in the move to the 2600’s limited hardware.

For one, the ball will only bounce at a few pre-determined angles, as letting it bounce freely would result in the ball always getting lost, particularly since the blocks aren’t of uniform shape and they don’t fully encircle the central heart.

Additionally, there was no way to add multiple concentric circles to the game, so it always operates on a single ring. I would very much like the game to have up to three or four rings at a time, as in the original Unity3D version.

Finally, I always intended the game to be a musical arcade game, but having background music wasn’t feasible with the 4 kilobyte size limit of the 2600’s ROM. I would like to bring a musical quality back into the game, with the heartbeat matching the tempo of the current soundtrack, rather than set to a steady, heart-beating sound effect.

On top of all that, I’d also like to bring the game to a mobile setting, which I think would fit the gameplay very well, being a sort of casual game that works best in just a few moments played at a time. This would, of course, mean reconsidering the control scheme. I would like a simple swipe gesture to allow the ring to spin, perhaps with a simple tap used to set the ball’s current color to the color displayed by the heart.

On the other hand, I may modify that mechanic so that the heart does not change colors on its own, but instead must be tapped by the player in order to change the ball’s color. Or maybe the heart and ball always share the same color and, rather than tapping at the right moment to get the right color on the ball, the player would need to tap the heart to swap between its colors? We’ll see.

While I’m at it, I’d like to update the game’s visual style, maybe moving away from the direct pixel-art look into something a bit cleaner. And, who knows–if I find the time, maybe I’ll try implementing some kind of power-up system, similar to Arkanoid. I may have an idea of how it could work.

Now it’s (finally) time to get to started!

Tags: atari 2600, batari basic, GameJam, GameMaker Studio, heartbreak, journal, ping, Unity 3D

MiniLD #47 (Day 1) – Pix 2

So, I shall attempt the MiniLD #47. However, I am about 80-90% sure that I will fail due to me not having the time or resources available. Also, this is a very ambitious project for just 2 days. I am away from my main PC so I am coding and drawing on my laptop.

I currently have a very fancy shmancy title screen and some code for a level editor. Tommorow I will get the map loader and renderer working, and finish off the level creator.

My progress so far:

 

Pix 2

 

If you want to view the original game I created for LD26 called Pix, click here!

Pix 1

Templating

The core of Heartbreak is the blocks that get colored and rotated. Thankfully, GameMaker should make this relatively simple, since it has a coloring function that I’ve tested and find to be working fine, plus a simple rotation value for each sprite. All I need to do is create a single block, give it an offset that will make it rotate around the center of the screen, and then rotate and color the blocks based off of a controller object.

I’ve already had some annoyances with selecting a resolution, so I’m just going to keep it simple (since I don’t have much time or experience for fiddling around with adjusting views for every possible mobile device) and just design it for my own Motorolla RAZOR HD phone, which seems to have a 1280×720 screen. If only there was some semblance of a standard when it comes to phone resolutions. This is certainly giving me a whole new respect for mobile developers, who have to contend with multiple versions of images for all possible densities and resolutions of phones, and they are all over the place.

A question I now have to ponder is how many blocks to design the game for? I have a couple templates made, one with 80 blocks and one with 40 blocks. The Atari 2600 version of Heartbreak used 16 blocks in a row, but that would mean 80 blocks after 5 rows and I wonder if that wouldn’t just be too tedious to play through. I suppose I can always adjust things later, if need be.

What bothers me is that 8 blocks seems good for the inner-most two circles, but since the individual blocks in the rings get larger and larger, that makes the outermost ring quite easy. I suppose I could combine rings of 8 and 16 blocks, either with the inner-most two or three rings sporting 8 while the outer ones have 16, or maybe just a random combination of 8 and 16? The latter would be a bit more tricky to program, as leaving things purely to random chance could result in too many or too few blocks in a row. I’ll have to see how things go.

80 blocks40 blocks

EDIT: Using different sizes for the rings gives 64 blocks total, a nice in-between, and requires more and more precision for the player, so I think that I will go with it this way.
64 blocks

Tags: journal

Remaking Untitled

I saw the theme to this mini Ludum Dare, and immediately knew what I wanted to do.

Almost 2 years ago I released a game that I called Untitled, that game started as an entry to Ludum Dare #21, I spent another year or so polishing the game, and adding features.  While its not my first game, it is the first one that I really considered and put a fair amount of time into.

 

For more information on the game:

http://untitled.allaroundgames.net/index.php

 

I’m happy with how the game plays. The shortcomings for me are the interface, and the accessibility of the game. Having to download a client to play something that could be done in a web browser didn’t help the appeal. The original client was made in Construct Classic, as it is now called.

For this MiniLD I will be recreating the game in Construct 2, and reorganizing a lot of the backend features. provided I have time I will also revise the website. I don’t know that I will complete the remake this weekend, but it will be finished. My immediate goals for this weekend is to have the gameplay elements all working correctly by Sunday.

Day 1/3 Conclusion

Well, I think that it’s gone well so far. Using the template posted earlier, I built base sprites for each row of blocks, then created a script for creating and setting up individual blocks and a script to churn out full rows. Much like the original game(s), I hope that this version will do a decent job of teaching intuitively through level progression.

Also, the heart changes colors and has a simple beating animation (just scaling down for a frame).

Tomorrow, I’ll be adding the ball and controls. If I have time (which I expect I will), I’ll also add in all the core levels and the score counter. There should be at least 12 levels, each of which will introduce something new (an additional color or another row), plus a few different random mixtures for infinite play beyond that.

Here is a screenshot of where I’m at so far, with all the blocks being randomized into place. Seeing how it looks, I’m definitely going to have to figure out something different visually. I was shooting for something cleaner, but it just looks drab in the end, plus the blocks don’t fit together particularly well, so I will have to rethink that. Maybe a pixel-y art style will be back on the table, since it’s relatively simple to accomplish, but would add some visual grit and variety, if done well, so everything wouldn’t seem so bland.

Heartbreak v3, with randomized blocks


Time for a break, then bed.

Tags: GameMaker Studio, heartbreak, journal

November Challenge failed

This year I was really ambitious to complete the October Challenge. That was in September. Then in early October I had nearly no time for game development. So starting only midway in October I figured that I could just postpone the October Challenge to November, since it’s more like a personal challenge than a competition. So I started my very own November Challenge.

But as life is, there are many other things to do. And I get easily distracted from what I want to do (or also called procrastination). At some points I wasn’t even sure if I should bother anymore. This means I only have an unfinished game (about in the alpha-stage I would say) now at the end of November.

Still, I showed what I have to some friends and they reassured me, that it isn’t that bad and that I should just keep working and finish something. This made me decide not to give up that easily. Since I (sadly) can’t do the LD 28 in December (only got one day time, maybe I’ll do a joke entry, but I’m not sure if it is worth the try) I will instead work on my October 2013-Challenge in December.

I also recently watched this video about Motivation which made me rethink my way of working and (surprise, surprise) motivated me. Jazza is mainly working as an artist/animator, but it pretty much applies the same to game development.

 

The 2013 Challenge is on!

 

Tags: motivation

Cottonhead: Post-Jam edition

Am I too late?

We finally got around to making the Post-Jam version of our Ludum Dare #26 game, Cottonhead.
We made this for the Charity Game Jam, so check them out!

Anyway, you can play the new version here or read more about it here.

Here’s a trailer for Cottonhead if you don’t know what that is:

Thanks!

Recovering, Day 1

It’s been a while since I made a game. I didn’t make since summer… And the December LD is coming!

So, I’m going to get back into making games. And I’m participating in MiniLD #47.

Let’s begin!

————— Relearning planning —————

Hmm… The first game I ever made? I remember my old games surprisingly well, but I can’t remember my first one. They were written with Delphi 7 and they are short. I think I remember one very old game… I don’t think it’s the oldest one, but I’ll pick it. Let’s see if I’ll find it.

I’ve changed a computer since then, but I backed up some data from it. Searching didn’t take long. So, I found a folder of my old Delphi games. Unfortunately, I didn’t find the game I was looking for. OK, I remember it quiet well.

Also, I found out that I don’t have Delphi on my computer. Well, I’ll have to use another program then.

01Restoration

A rough restoration of the original game.

The game is simple: you have a stickman, you move it around. You only see 4 adjanced tiles, and, well, ones you already saw. You need to reach the chest. Once you do it, you go to the next level and control another stickman. There are doors, which need to be opened with levers.

But I didn’t use an individual screen for each level. So, in the picture above, there are 3 levels. It allowed me to make a twist: communicating beween levels. So, the switch in level 3 doesn’t open the door in level 3, but it opens the door in level 2. And behind that door is the switch that opens the door in level 3.

After some time, I created a map for my future game.

A map for the game

A map for the game

I designed it so (I hope) characters never meet each other. (Oh, they actually do. Well, nvm.) Also, switches can’t be switched back once used. And wires are just for understanding, I won’t include them in the game.

So, the planning part is done. Then I started programming.

————— Relearning programming —————

Well, not really relearning. I’ve been programming though I haven’t been programming games. I decided to use PhYard Builder, that I usually use for games.

The first problem is: how to store the map data. I planned to make undoing for my game, so I should make the map loading flexible, but not containing too much data. Each tile has up to two values:

  1. Is it explored or not. Unexplored tiles are inactive and and black.
  2. Is it changed or not. Used for appearing/disappearing platforms and switches turned on/off.

So, basically, there are two things to store: the level itself and the state of tiles.

The second problem is switches. I usualy store the level in a string, with each char representing a tile. But switches need more information, because they need to know what tile(s) to switch. So, I decided to mark switches with letters A-Z and describe the behaviour for each one individually.

The ends of the level also need more data: the beginning of the next level. But I can just make them switches those change not the state of tile, but is it explored or not. And mark them with letters a-z.

So, I converted the level to the text form:

[stextbox id="grey"]................
 .@.@...@..A.##B.
 .#.#.#.#.C......
 .#.#.#.#..D#@a@.
 .b.E.c.#.d...F#.
 .......#.G..#H..
 .@.I.J.#.#.#.K#.
 .#.#...#.L.M....
 .###.N##........
 ...........##.e.
 ..f..@.@####O...
 .....#..........
 .g.###.##P.#Q.R.
 ...S...#...##.#.
 .....T###U......
 ................[/stextbox]

After about four hours, I finally got to test the game. I could move the player anywhere by clicking, and I couldn’t change players. Also, switches weren’t working. Oh, I just forgot making them work.

The first play

The first play

After a lot of debugging, I managed to make it work. Unfortunately, I found out that I also have to remember player positions. So I decided to make undoing remembering the level. So, I failed at planning. I hope that won’t happen in an actual LD.

I wiped off the “changing” of tiles surprisingly easy. So, I managed to make everything excepting the undoing.

The final version of the day

The final version of the day

Finally, I finished the undoing. The programming part is complete!!!

————— Results —————

What went good:

  • I made it!
  • I remembered how to program.
  • I planned well. At least the level design.

What went bad:

  • Time. I think it took me longer that I thought.
  • Code. The thing that went the wrongest is the undoing. I didn’t do it before, but I think you remember the action, and trace them back to undo. But I remembered the whole level…(

Pokemon Drench (Pokemon Ruby Remix)

I have re-created the whole design of the game but the game is still in development!

Pokémon Drench is a fan made Pokémon game where you explore the region of BzrkTopia (WIP) and find new Pokémon for Professor Oak. The aim is to find all the new WATER Pokémon in the game. In the series, Pokémon Ember and Bush allow you to find new FIRE and GRASS type Pokémon respectively.

Leave comments here please!

My Site: bzrkplayingminecraft.tk

YT Channel: BzrkPlayingMinecraft / BzrkPlaying SomeGames

Day 2 – To Do

After a relaxing night’s sleep, some Thanksgiving leftovers, and a couple YouTube videos to wake up with, I’m back to work! While checking the new posts for this mini-LD, I came across this particular post, which posted a video about motivation.

Now, I, personally, often have trouble keeping myself motivated. I tend to want to go do something else, like watching YouTube videos, playing a game, chatting on Skype, etc. and it’s been a bane to my productivity for many years. In the interest of giving the aforementioned video’s suggestions a try, I’m going to set out a clear list of things that I must get done today and organize them into “modules” so I can see the progress I’ve made. I’ll be editing this post to update my list as I work.

Major Goals

  • Mobile Controls – 100%
    Mostly complete, and much simpler than expected, thanks GM’s point_direction function. Still need to test it on a mobile device with someone to see how intuitive the controls are.

    Update: Complete, with press-dragging to move the blocks and tapping to create balls or change ball colors, if a ball already exists on the playfield. It’s actually very intuitive on a mobile device, which is pleasing.

  • Lives – 100%
    This was one of the shorter, simpler tasks. The heart is resized based on a global lives variable and is destroyed when the lives are set to 0, which also serves to lock out any controls but a simple tap, which resets the stage.
  • Ball Color Checking – 100%
    I underestimated the work involved in “Bouncing Ball,” so I’ve split it into two categories, now. Collisions work, with balls correctly changing the colors of the blocks they hit, but I don’t have any bouncing code implemented as of yet. It may prove to be complicated, and I’m not exactly sure how I will implement it. I’ll ponder it while I take a break.
  • Bouncing Ball – 100%
    Finally managed to get this implemented. Not only did decent bouncing take a while (and it could use some work, but it’s serviceable), but I came across a number of other things that needed tweaking and fixing in the process. There’s still one bug that I can’t reliably replicate that strikes almost at random, seemingly only when a blue ball hits an orange block, but only on occasion. I hate loose ends.
  • Level Progression – 100%
    This task was fairly simple, and I took advantage of GM’s defaulting unspecified array values to 0 to my advantage to cut down a tad on how huge the level array will be, at least in code. Now to type out the levels, which should be fairly simple–it’s just a bunch of copy-pasta.
  • Implement Levels – 100%
    There are currently 22 levels implemented, with plenty of room for more. My level system is pretty flexible, allowing me to specify how many rings there are (I’ve set up the rings in a switch case statement so that they’re rendered in a certain order), which colors the heart progresses to (a necessary control for the earlier tutorial levels), and what the odds are of each of the eight possible colors spawning. It worked out quite well, and I could easily add more levels that have different color spawning odds, but I’ll probably leave it at 22.

Stretch Goals

  • Score Implementation – 100%
    The current score is rendered on-screen, just above the heart, as in the original Unity3D version of the game. I had to look up how to make it always display zeroes to the left of the score, but in hindsight, it’s something I should have figured out, myself.
  • Scanline Effect
  • Sound Effects

Time to put on a game soundtrack and get to it. On a related note, while Hotline Miami has an awesome soundtrack in the game itself, it doesn’t make for good listening on its own. FTL and Super Meat Boy are great to just listen to, though. If you can think of some others, let me know.

Tags: journal, to do

Comments

lazyeels
30. Nov 2013 · 18:59 UTC
FTL has a great soundtrack! Check out Jim Guthrie of Sword and Sworcery, anything by Disaster Piece i.e. Fez etc. Also C418 – nice couple of albums for Minecraft. :-)

I love this Mini-LD idea!

My first game ever was Ludum Dare 25: Ethan’s Bike,  which I LOVED making.

You are playing as Ethan, a little 6 year old boy who wants
to buy a brand new bike! However, he has no money! To make things worse, the bike
is off store shelves in just 15 days! Be villianous and steal from you neighbors!

I plan to redo the whole game and apply everything I learned to make the game a little better in my eyes. Goals are:

  • Make it less interface-based.
  • Make it so it takes a little strategy to steal things.
  • Have fun revisiting Ethan

Good luck to all for this mini-LD!

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=18002

Fireworks Day 1 End

It’s quite hard for me to nail down the first game I have ever made, but I think if you ignore altering game listings and modifications you arrive at my fireworks game – where you were a flying character dangerously near a fireworks display.

Rockets rose from bottom of the screen, exploded into a bullet pattern, and you had to dodge it while catching the extinguished firework. Perhaps my logic was you were using your levitating powers to stop cardboard tubes giving someone a nasty bonk on the head, although in reality I imagine they burn up quite sharpish.

I no longer have the original version, which was coded badly in C++ and SDL, but I do remember it was infinite and had 4 modes: normal, normal deterministic, ultra and ultra-deterministic. I kind of wish I still had the Esp.Ra.De inspired character sprite.

Fireworks

For its modern reconstruction I’m focusing on a difficult two minute survival mode and there will be randomness to how the level is generated. Currently there is no catching and I think I will keep it that way. Above is everything I have so far with some placeholder art (the character is from Touhou 10 and totally not mine, will change!). Tomorrow I will do everything I haven’t done already.

Day 2/3 Conclusion

I’m very pleased with where things are right now. Considering that much of yesterday was spent with family after Thanksgiving, I got started late today, and I took frequent, long breaks, I couldn’t be happier that the core game is basically completed after about 12 hours or so of actual work. It’s good to know that the game could be made and work well within a Game Jam’s time period, no problem. Take that, guys who said that Heartbreak couldn’t be made in GameMaker!

I’ve been keeping an ongoing list of my progress throughout the day, and I feel that having the work in a checklist aided in my productivity and concentration. I’ll have to practice this sort of thing more in the future.

Heartbreak, as of tonight

That leaves things like sound effects and music for tomorrow, but at least those should be fairly simple to do. There is an abundance of great music available on the ‘net, and I may simply record my sound effects from the Atari 2600 version of Heartbreak to use again, as they are perfectly serviceable and I would be looking for something similarly retro-synth-sounding, anyway.

I’d also like to experiment with different visual styles, such as a grungy pixel art look and/or some scanlines. Something so that the visuals are so overly smooth and clean. That said, I do like the pastel colors that I’ve settled on, and it all looks pretty slick on my phone. I’ll have to experiment tomorrow and see what I like.

In any case, I consider the mini-LD technically complete as of now, since the gameplay is implemented and fully functional. The only nagging point is a crashing bug that I experienced a few times that I’ve been unable to replicate and track down. Here’s hoping that it got smoothed out somewhere and doesn’t rear its ugly head. Or, if it does rear its ugly head, hopefully it rears it high enough that I can find the neck and give it a good chop.

That’s it for me tonight. Time to wind down!

P.S. Is it just me, or does the above screenshot have a bit of an optical illusion going on with the blue block on the far right? Try turning your head back and forth and looking at it out of the corner of your eye. To me, it’s like the blue block separates away from the rest of the circle.

Tags: game progress, GameMaker Studio, journal, mobile

Day 2 Progress on Untitled

Day 2 for me is coming to an end, I would like to be farther along, but I’m not. I continued from where I left off last night, with a working level generation, I completed that…then 6 hours later realized that I did it “wrong”. It was working correctly, but there was a better and more efficient way to do it. So I deleted what I had, and redid it. Next was to get the basic player movement in, that is simple in Construct 2. The problem arose from the collision mask that Construct 2 generated. The generated masks were very inaccurate and upon inspection, some were just wild. I just completed realigning all of the collision masks, and I’m going to call it done for the night.

Untitled-lvlgen

 

The screenshot above shows the Starting screen, with the Play window open (well it doesn’t close yet). Inside the Play window you can either click on one of the complexity levels to use a preset level generation, or you can make you own by inputting numbers.

Tomorrows goals are to get the color selecting in, as well as the Abilities and Traits and with any luck scoring. A bonus if I had time would be music, leaderboard integration into the website, sound effects, mobile controls, and just about anything else you can think of.

Hello there!

Hi! I am Job(AKA joppiesaus), and I am going to join the LD competition!

I am new to the Ludum Dare competition, and I think I will join the LD 28.
I will do something in C#, probably in XNA. Now here’s the bad news:
The competition starts at saturday, 3 AM for my timezone. I have to plan awsome, otherwise I’ll end up nowhere.
Backwars too, the competiton ends at monday, 3 AM.
But! When the competition starts, the theme is not revealed, that’s in two hours, right? I just set my alarm clock at 5 AM, and I am happy!

Also, I am not a very experienced programmer… I am not old, and I learned everything from the internet, and never had study. I only made some derp games, not very special stuff. Next year, I am going to ‘programming’ class. But I think I can do it! It is afterall a game jam.

But! I’ll enjoy the whole competition(I should be more carefull with my words…)!
Conclusion: I’m in!

Only One Shot Turbo Edition (post-LD26 Jam version for Charity Game Jam)

Hey everyone,

So this past week I’ve been taking part in The Charity Game Jam and since I had no time to make something new (because of work and other stuff), I decided to do a slightly tweaked “Turbo” (read: Post-Jam) version of my old Ludum Dare 26 Game Only One Shot with some changes based on the feedback I got back in April such as slightly faster player movement as well as four additional levels.

onyoneshotturboss

“Turbo” version of my game

ld26ss4

Original version of my game

Download Turbo Version (Standalone EXE for Windows)

Play Turbo Version Online (HTML5)

Entry Page for Original Version

Post-Mortem for Original Version

Tags: Charity, Charity Button Challenge, Charity Game Jam, charitygamejam, post-jam, xna

Recovering, Day 2

This time it’s not really recovering. Because I’ll make graphics, and I can’t say I could make good graphics before. So,

————— Relearning graphics —————

At first, I made a to-do list for graphics:

  • Color scheme. I thought about making gray platforms, black void as walls, and gray fog for undiscovered territories. Quiet moody.
  • Make player. You see it at 45 degrees, it can rotate in 4 directions.
  • If possible, make walking anomation for player.
  • Switches. It shouldn’t be difficult.
  • Orbs (aka exits). Little black balls with smaller white balls orbiting them.
  • Fog. Grey tiles which fade away as you discover them.
  • Make some kind of tutorial. Text messages that will appear as you play.
  • Main menu and stuff.

(Hey, where did the spelling check button go?)

The color scheme looked nice, but the fog was kinda bad, so I started from the fog. I decided to make the fog like that: initially, all undiscovered tiles are gray. But when I discover them, as I can’t just interpolate then to whatever I want, I switch them instatly and at the same time add a new fog tile, which will fade away with time.

Here comes the fog!

Here comes the fog!

Wow, it looks cool. Well, let’s go on.

Next things I made were switches and orbs. I made both of them animated, and it was very interesting to do.

I like those animations)

I like those animations)

Let’s make a player then! I imagine him knida squared (cubed?). After several minutes I managed to finish him. (Finish him!).

What is it? I don't know.

The player

Why does he look like that? Idk, I just wanted so.

I didn’t animate him. Because my code is like cuonmoppltiicmaitzeedd. So, I finished graphics. Yay! Have a screenshot:

Done!

Done!

I decided to leave music for now and make some menus. And come up with a name of the game! So, here is an another to-do list I made:

  • Make a tutorial.
  • Come up with a name.
  • Make a menu.
  • Make an “you win” screen.

Eventually, I didn’t make an “you win” screen. But I made some cool effects, and discovered some in the program I use. Nice!

By the way, the name I chose is “By the Void”.

Now the game is pretty much complete. Except it’s missing some atmospheric music.

————— Relearning composing —————

Abundant Music still doesn’t have any export excepting to midi. Sad…

*Lookes (Listens?) through previously generated music* Bad luck… Nothing suitable…

Well, actually, there is some a bit suitable music, but generating is too easy! And I’m here to warm up my skills! So, let’s compose some music ourselves!

It didn’t took me long, but hey, I just made a 16-second loop!

And then, an usual problem: converting WAV to MP3. I use Audacity, and when it converts, it leave a little pause at the begining. Eek! It ruines the rhythm when looped! Well, the solution I know is to chop off the end of the track, so the length remains the same. But you can still feel the bump. If anyone knows a solution, please tell me.

————— Results —————

What went good:

  • I finished it in time!
  • I made some good graphics!
  • I made (I think) the game moody.

What went wrong:

  • Code. I even had some problems with it’s entanglement.
  • I spent 48 hours, but made only one level. Well, I wasn’t really trying, but I need some serious warm-up to make it in time in December!
  • The game isn’t very challenging. Well, the idea is years old.

Go play it!

Day 3 – To Do

First off, to anyone reading this–when exactly does today’s LD end? Is it at a specific time, or just midnight, relative to whomever is doing the dare?

Last day. I’m fortunate that my game happens to be significantly less complicated than everyone else’s, so I have the luxury of effectively being finished, then having an entire day to polish things up. The downside is that I’ve decently recreated everything that I’d intended, so I’m not quite sure on what direction to go with said polishing, aside from the inclusion of music and sound effects. I suppose that’s part of the learning experience.

Major Goals

  • Sound Effects – 100%
    I expect that I’ll just use the sound effects created for the Atari 2600 version, since they’ll be simple to acquire and appropriate for the retro-inspired style I had intended.
    UPDATE: I’ve got some sound effects in, most of them simply recorded from the 2600 version of Heartbreak, though I generated a couple with DrPetter’s awesome SFXr, made for LudumDare participants, as it so happens. The sounds that I chose aren’t particularly great, but sound engineering is something I have zero experience in. May be a field worth learning more about for the future, particularly if I intend to keep participating in dares like this.
  • Title Screen – 100%
    This took the longest. I’ve been working on the title/credits screens for half the day. My desire to make things as “neat” as possible has resulted in an absolute mess of code all over the place as the entire game only uses three rooms, one that only initializes two variables before kicking the player to the title screen, and one that just scrolls credits on screen, since it seemed easier to use a unique room than to modify an existing room. The remaining room handles all levels and the title screen based on what global.level is set to. It’s both elegant, and an absolute mess.
  • Music Integration – 100%
    This went off fairly well, especially since the songs I’m using from incompetech.com list the BPMs of the songs, making it a lot easier to make them feel integrated. In hindsight, there is a song for the last three levels of the game that may be almost unfairly fast, which causes the heartbeat to be nearly too quick to get the color you want, so you have to anticipate it. Ah, well–I’m sure that anyone who can make it to that level will be able to handle it.

Polish Goals

  • Pixel Grunge Style?
  • Scanlines?

UPDATE: After some research, it seems that most of the effects like noise or scanlines are done using surfaces, which I know nothing about. I’ll definitely be looking into them in the future, but since I’m on a deadline with this LD, I think I’ll stick with the crisp, clean style that I’ve currently got. Besides, I have a couple other ideas on how I may polish things.

Time to get to it.

Tags: journal, to do

Comments

01. Dec 2013 · 23:35 UTC
Generally with mini Ludum Dare’s the submission will stay open for a week or so after the set time.

Day 3 Morning of work on Untitled and Submission

This morning was spent working on the Traits and Ability in the game, as well as selecting colors. Now by selecting a color you can take on the trait or ability that the color has, as well as travel through the color you have selected.

 

I’m submitting the game now, not because its done, but because I’m not sure if I will have time later. http://www.ludumdare.com/compo/minild-47/?action=preview&uid=3966

 

Provided I have time, I will be adding music, sound, scoring, and leaderboards. I would also like to add some how to play information.

Heartbreak Postmortem

Well, v0.1 is complete, anyway. Considering how much stuff I had in mind when I began this LD which didn’t come to fruition, I hesitate to call it a full-fledged 1.0, but it’s working, and (as far as I can tell) stable.

I’m pleased with the final result, overall. It could definitely use some polishing and expanding, but for two and a half days spent making what is essentially my first non-2600 game? It could certainly have been worse!

My only real disappointment is that I don’t know how to dynamically make the game fit across multiple mobile device screens. The linked version is sized for a Droid RAZR HD, since that’s the phone I’ve got. Once I figure out how to make a version that scales automatically for different phone resolutions, I’ll make sure to post it. Until then, give the Windows version a shot if you don’t have a RAZR. Controls are mouse clicks and drags, since it’s the same control scheme as the tapping/flicking gestures of the mobile version.

Heartbreak&#039;s Title Screen

Heartbreak’s Title Screen

Submission Page
Windows Download
Android Download

For those curious, you can play the original game, made for the 2013 Game Jam in Unity3D, here, and my remake for the Atari 2600 (included in a compilation ROM of other small games I made) here. The latter will need an emulator such as Stella.

This has been an excellent learning experience. I’m going to enjoy a little break, but then I hope to keep working on learning more to improve what I can do, whether with programming, art design, or sound design, since there is serious room for improvement in all of them.

Tags: arcade, atari 2600, breakout, gamemaker, heartbreak, journal, mobile, postmortem, unity3d

Stargazing – Now a real game!

Well, I managed to miss the October Challenge completely, but I kept working away on the further development to my MiniLD #37 (yeah, way back) entry “Stargazing” into November. The theme of the original MiniLD was “Not game”, and indeed Stargazing is a bit of a curiosity. You connect stars to make constellations while progressing through a story covering brief moments in the life of a couple. Pocket Gamer kindly wrote a little thing about it! Which was nice.

The game went live on the App Store and Google Play last Thursday. Naturally I must share this news with the community that is the reason the game ever came to be! Let me scatter some links below a screenshot for those who are curious :)

Stargazing

More info at the game’s page on my site: http://paulsburgess.co.uk/stargazing/

Download on the App StoreGet it on Google Play

 

Tags: android, iOS, unity

Ludum Dare 28 Theme Slaughter!

It’s Slaughter Time!

All this week, help us reduce the thousands of themes submitted to a more manageable size using our patent pending (not really) Sosowski hot-or-not slaughtering technology. Also, my thanks again to Sorceress for helping out.

Theme Voting begins this weekend!

Finished my ludum dare 27 game

Blue Bloke Turbo, previously called There’s a hook is now finished and free.

 

Blue Bloke Turbo 2013-12-02 18-34-45-27

 

More screenshots: http://imgur.com/a/7zDcg

Download: https://www.dropbox.com/s/rfgsbms064v01ct/Blue%20Bloke%20Turbo.zip

Postal service. My ludum dare 27 game

Okay. Ludum dare 28 is coming soon, and i finish my game ^_^

It’s completed mobile game. Written on html5, compiled by ludei.com

Some art ordered from freelancer.

I will be happy, if you download my game, and may be rate it ^_^

 

This is very funny arcade game.
Postal service simulator.
In this game you can feel as a longshoreman postal service.
Immerse the parcels on the trucks in the allotted time, use the bonuses and make combos!
Mail never stops!

Download on the App Store

Get it on Google Play

screen1

screen3

screen2

Tags: successtory

Livestreaming Development On A Dungeon Crawler MMO!

Hey Everyone,

Livestreaming Dev on a Dungeon Crawler MMO my partner Knotfolds and I have put a lot of work into. If you’d like Pre-Alpha Access, come check us out @ Twitch.tv/0Creds

Thanks,

– 0Creds

Super Smile Factory (Charity Game Jam)

My finished entry for the Charity Game Jam is an HTML5 puzzle-type game based on everyone’s favorite emotes. =)

It was created to support Operation Smile, which provides surgery to children born with certain facial deformities.

Please play, share, and if possible… donate!

Play Super Smile Factory

Tags: charitygamejam

Comments

06. Dec 2013 · 08:28 UTC
Did 1000 on here. Actually felt like I was helping charity:) chill game 😉

My brother-in-laws first game / Adventures of Crack Man

I initiated my brother-in-law to game jamming today with a 10 hour game jam.
He made graphics and sfx with bfxr while I programmed. I was surprised that he had the discipline and will to complete every task I asked for immediately.

This was our creation…

Sorry, it’s not politically correct..

Click here to play.Keyboard controls:. W -Jump, A,D - Move, J - Shoot


Click here
to play.

Keyboard controls:.
W -Jump, A,D – Move, J – Shoot

Phew, I made it somehow.

So I managed to submit this before the deadline of MiniLD 47.

Screenshot

Ski Game

GitHub

This is a reconstruction of the first game I created based on my faint memory. It was 1983 and I was using Toshiba PASOPIA. I knew very little about English and the most messages were written in Japanese katakana, which was common among 8-bit PCs then. I think the actual game was much shabbier. I don’t know why I used yellow as the backgroud color, but after finishing this, I remember I was very proud of myself.

The font used in this version was taken from NEC PC-8001,
but I don’t believe there is much difference.

Super BR Jam

What’s up, fellow jammers!

A couple weekends ago, a part of our community – more specifically, many Brazilian Ludum Darers + other devs + some special international invitees – have gathered (virtually) for a weekend and created games to support a charity institution that provides education and health assistance to poor children in Brazil. The event was called Super BR Jam, and the games that were created were bundled and are now on sale. Ah, and 100% of the proceedings are being donated to charity. Yeah, it was practically at the same time as the Charity Game Jam, so all hearts are on the same place! 😀

 

 

This jam also holds special significance for us Brazilian indie devs. So far, Brazil hasn’t been known for a strong development community, and with our sweat and blood we are working to change that! Unlike two years ago, when each developer probably thought he was the only guy developing games in Brazil, our community is now becoming increasingly united and developed, with indie events and joint efforts such as Super BR Jam becoming less and less rare. Really guys, this is a HUGE step forward for us! So, as if helping charity wasn’t good enough, Super BR Jam is also full of that special meaning for us Brazilian indies! 😀

 

So, if you’ve watched the video above, you know the deal – it is a pay-what-you-want bundle containing a handful of great commercial games including Magicka, Dungeonland, Out There Somewhere and others, plus all the games that were created specifically for Super BR Jam! Below is the trailer for 49 Bullets – the game we created. It is in fact a spiritual successor to Super Fair Trial Show, which we developed for Ludum Dare 27. As of now, there is another video in production that contains gameplay footage from all of the jam games – I’ll add it here as soon as it’s available!

 

 

 

So, how can I help?

 

  • Well, first off, you can always buy the bundle and have access to all of these neat games!

 

  • If you can’t or don’t want to buy it for any reason, but still want to help, then spread the word! The bundle will remain available only for a very limited time, and any help getting the word out will be greatly appreciated! Once again, this is a charity bundle and all of the proceedings are going to Solar Meninos de Luz, so even promoting this bundle is a way of making a difference on these kids’ lives!

 

Thanks so much, and see you all in Ludum Dare 28! 😀

 

Gabriel – @pixel_cows

Faster Slauthering with Greasemonkey

Hi There

I put a little script together you can use for faster / more convenient slauthering.

It’s rather simple: Voting by arrowkeys: up = google it, left = good, right = bad, down = slaughter!

To use it, install greasemonke in your browser and install the script:
https://userscripts.org/scripts/show/175959

 

Enjoy & Happy Voting

Mr.Beat

I’m in!

Ludum Dare is around the corner once again and once again I’m in! This time I’ll be working solo, last time I tried teamwork with the lovely DreamTeam. It was amazing, but the core LD-experience is solo if you ask me!

I’ll use SFML with C++ this time, with a little lib I’ve written, it provides window handling, sound, some gamelogic and stuff, so that I can concentrate on creating a game, rather than wasting precious hours on getting a working window! If you feel like you want to look at it, you can download it HERE. I must warn you though, it’s hastily written and filled to the brim with bugs!

For graphics I’ll use Photoshop, and sounds I will either record and process in Audacity or generate with SFXR, we’ll see!

I wish you all a good Dare!

Rule Question

Hey everyone,

Nice to meet you all. I’ve been watching Ludum Dare for a while and have finally decided to give it a shot this time. I’m not a super experienced programmer, but I’ve been fiddling with Unity for a little while and am looking forward to seeing what I can make in 48 hours. I do have a quick question about the rules, so it would be awesome if some more experienced jammers could enlighten me.

What’s the rule on using (1) online tutorials and (2) Unity assets? Like I said, I’m pretty inexperienced, so I tend to check out a lot of online tutorials while working out code. If I end up using any of the code from tutorials or forums online, would that be problematic? Should I avoid using tutorials entirely, or post the code that I find useful from tutorials? And I’m not planning on downloading assets from the Unity store or anything, but was just wondering what the rule on the default assets, like character controllers and skyboxes is (I’ll probably end up making a 2D game but I figured I’d ask just in case).

Thanks in advance for the help and I look forward to giving this thing a shot in the coming week.

Comments

04. Dec 2013 · 01:41 UTC
Welcome aboard!
04. Dec 2013 · 01:49 UTC
I second everything Atmospherium just said.
04. Dec 2013 · 01:51 UTC
Compo Rules:

1. Tutorials are fine to reference, but if its the things on the internet that pass as tutorials (but really you just copy and paste the code together) I would avoid them and try to work it out your way. In my experience there are many way to reach a goal in code, some better than others. The way you code will be different than someone else.
Suese
04. Dec 2013 · 05:10 UTC
If you are entering the 72 hour JAM
CarlsonAndPeeters
04. Dec 2013 · 17:24 UTC
Thanks for all the responses everyone!

In the Nick of Time!

Just at in the eleventh hour, I managed to finish off building a version of Heartbreak that should scale nicely for all Android devices. If you have an Android device, please give the .apk a try. I’d love to hear how it plays for others on their phones, or even tablets.

I also added in a little easter egg for those with tappy fingers. :)

Enjoy!

Comments

tonithy
04. Dec 2013 · 15:58 UTC
“The was an error parsing the package…” Can’t get the APK to install…
tonithy
05. Dec 2013 · 01:42 UTC
The heart switches so fast when it gets to switching. How high a score have you gotten?
supremefist
10. Dec 2013 · 06:16 UTC
Looks good!

Get Excite

 
 
 

Wow

 

                                                                                        Such Theme

 

                 very slaughter

 

Much Excite

 
 
 
 

Tags: LD28

I’m in for LD28 compo!

Hi all!

I am an experienced programmer, but a first-time participant in LD!

I will be using Haxe and openFl for code, Aseprite for gfx, sfx I will either record in Audacity or generate with SFXR. Music will be done with Audiotool or a loop recorder I made in c++!

Good luck all!

Tags: LD28

Comments

Cybearg
04. Dec 2013 · 12:13 UTC
Awesome! I wish I was an experienced programmer, myself. That’ll be a big boon for you.
supremefist
10. Dec 2013 · 06:14 UTC
I recently had to make some stuff for flash in AS3 and I found it rather difficult. I tried haxe and it came a lot more natural to me as a programming language! I would look at some of the source code for previous LD haxe entries if you’re interested. If you know the basics about programming, it’s pretty intuititve!

LD28 is Almost Here…

Hello, World!

This will be my first time participating in LD and I was only ever able to watch part of a previous one, so I’m gonna be a little confused puppy more than likely.

I plan to use Java with Eclipse and a small WIP game engine that I’ll upload at it’s current state at that time so I can spend all my time on concept and design rather than hours of structural work. Audio will more than likely bee SFXR and Audacity, but if I get time I’ll switch computers and pull up Ableton and write music for it as well, depending on what comes from the topic.

Can’t wait to get started and see all the crazy ideas that everyone comes up with, hopefully I’ll be one right along with you!

I’m in. Hardmode.

 

This wouldn’t be the first or even the second time.

Tools: Unity 3d, Blender, Substance Designer, Photon Unity Networking, A* Pathfinding Project, Audacity, etc…

I’ll be livestreaming the whole thing, as usual.

P.S.  Still new to game programming? Check out my Unity 3d tutorials.

 

 

 

 

 

 

 

I’m in for LD 28 Jam

I’m in again for the LD 28 Jam.  This is my second Ludum Dare and I’m excited to be taking part again!  Hoping to actually get something finished that is in a workable state.

I’ll be using ActionScript with Flixel.  Adobe Suite, including Flash Builder.  Possibly Logic for music.

Changed from the Compo to the Jam to give myself more time and the possibility of working with someone else.  Looking for a pixel artist.  😉

Tags: as3, Flixel, LD28

I’m in!

Luckily, I don’t have proper exams in January compared to previous years so I think I can spare a couple of days of revision to make a complete game (which I’m not very good at). Also my 2nd entry to LD – loved my 1st one back in the summer 😀

My tools:

C# & XNA

Visual Sutdio 2012

Photoshop CS6

Audacity/BFXR (maybe my guitar if I have tune that fits the sound of the game)

Question

Hi, I’m new to this competition and I was wondering if programs like Unity3D was allowed.

Comments

04. Dec 2013 · 20:51 UTC
Yes, Unity is allowed as are basically all tools and languages!
SRG-C
04. Dec 2013 · 21:05 UTC
Thanks
05. Dec 2013 · 07:05 UTC
Unity is my preferred tool to use.

I have previously done the Dare with XNA and Flash. Unity beats both in terms of ease of use and ease of getting people to play your game!

I’M IN… possibly

Alright so I’ve been lurking around here long enough and decided to try my hand at this Ludum Dare. I’m not 100% sure if I will be available to do this as life often gets in the way of things but I’m going to try.

 

My Tools:

Java

LibGDX

Not sure if Photoshop or Gimp/Inkscape

 

Comments

06. Dec 2013 · 07:51 UTC
good luck sweet prince

In Indeed

Will be using Constuct 2, Unity, Gamemaker, or perhaps a library and more traditional IDE.

Should be fun!

Good luck to everyone!

Other Oregon Ludum darers

Heya!

I was curious if there were other ludum darers in Oregon who’d be interested in collaborating or just working in the same physical space.

I program(Java, Javascript, C++) and do game design and other stuff. I’m learning Unity and it’d be cool to work with someone who’s more experienced in Unity.

You can see some games I’ve made before here: http://transfixedgames.tumblr.com/games

Comments

laaph
05. Dec 2013 · 02:17 UTC
I’m not in Oregon but I really want to be…. you hook me up with a job in the Portland area and I’ll be there pretty quick! :)

I’m In…but might be late

I might, be participating this time, not sure yet.

If I do decide to participate then I will try out something that I just found today:

Scrolling Game Development Kit 2

http://sgdk2.sourceforge.net/download.php

Art: Paint.NET,  PhotoshopCS6

Sound: BFXR, Audacity

Camtasia Studio 8: mainly for recording development

I will also be drinking a lot of sweet tea :)

I wish everyone the best of luck, and I hope that everyone has fun. :)

Charity Game Jam postmortem

I hope this is okay to post here, but since the Charity Game Jam website doesn’t have a place for such things, and I really want to write about it, and while I could write about it at my web page I have a larger audience here.

Hi!  I’m laaph, you may have played my other games before, you may have met me if you go to local real-world meetups in my area, and I might be a game jam junky.  I learned this the hard way when I was asked to help out with a class on Twine.  I thought “gee I should give Twine a spin since it’s been some long since I’ve used it”.  So….  I started out with a simple thing, not really planning on doing anything serious.  Then I stayed up all night continuing it.  I showed up to the class late, taught the class, and didn’t worry about it.  Meanwhile, stickied at the top of Ludum Dare, and all over my twitter feed, were the announcements that Charity Game Jam was on!

So I went with it.  It was too much fun.  I may have blatantly ripped off a bunch of games a played a very long time ago, including Pirate Adventure, Colossal Cave Adventure, Slime Quest Adventure, and a Bugs Bunny cartoon.  I poured a lot of my simplistic and stupid humor in to it.  And, if I can’t hype this game anymore, let me try advertising that this game has –

  • Japanese lessons
  • Multiple recipes for soup
  • A ninja
  • A bird sanctuary
  • A rocket ship
  • A dragon
  • An evil maze, which I would have said was more evil than the one in Zork, but I then realize only because you can drop things in the Zork maze to be able to map it
  • An evil scoring system, which is far more due to rushing to get the game done than my evil intent

Go play it here:  https://dl.dropboxusercontent.com/u/59395735/GameJams/2013-11-24%20-%20CharityGameJam/charity-d.html.  Opening screenshot below is a link.

Screen Shot 2013-12-04 at 8.55.09 PMAnd then, if you are feeling charitable, perhaps donate to one of the charities involved (I listed EFF, The MADE, and The International Dark Sky Association as the charities I wanted to support, but perhaps you have other preferred charities).

This game almost was just a “stream of conscious” flow.  I did ask a lot of people for ideas and whatnot, but really I just went with whatever seemed most fun at the moment, until I realized I had to cut a lot of stuff short, and even then (“I’m gonna have a bird sanctuary, goddammit!” it’s only three rooms and little/no puzzles and the joke is not funny) I still went a lot with “what would be most fun?  This made making the game incredibly fun and exhilarating.

Ooh!  Another exciting comment is that I learned my way around Selenium a bit.  When you have to playtest what happens at the end game, it really helps to have some automated clicking going along the way.

So that’s just some of the excitement.  What would I say went wrong?

  • Who plays text adventures?  I can usually get my friends to give any game jam a spin, but all of them this time politely played through just once and said “that’s cute, I died <some creative way>”.  Lousy testers.
  • Twine is a great text adventure engine, but it’s still a 90% awesome thing.  This is evidenced by the fact that I know personally two people making text adventure engines (or else I know strange game developers, which is more likely), but the number tweaks, headaches, annoyances bothered me to no end.  No arrays?  No loops?  WTF?  However, if you read about on the internet, people have hacked everything in to Twine and you can even embed Unity in your Twine.
  • Text adventures, no matter how quick you think it is to put things together in Twine, take an incredibly long time.  Every time I write one this has been my experience.
  • The number one issue I had with doing the Charity Game Jam is illustrated by this gif:

I spent near 40 hours on this game!  I have work to do!  If it weren’t for the Thanksgiving break, there is no way I’d be able to spend that much time on a game!  I still managed get in trouble for not doing my day job because of this!  This was not okay!  (actually they did forgive me it was Thanksgiving after all no one else was doing work either.)

This has been my experience with other week-long jams – for example, I have started, but never finished, the 7-day RogueLike challenge many times, and that will probably happen again in the future.  A weekend is doable – but even then I literally host local meetups because otherwise it is really hard to dedicate a weekend – laundry has to be done, friends need to be visited, the shopping has to be done, etc.  A week is just much too much time.

Screen Shot 2013-12-04 at 10.01.28 PMIf I kept this rate up for the entire month of November, I could submit it to NaNoWriMo.

Having said that, I had way too much fun writing this!  If I could get someone to pay me to continue writing this, I would!  I probably will be adding features and edits (in particular, the rocket ship needs work, so does the bird sanctuary for that matter) despite not getting paid but I can not dedicate that much time to writing this.

I hope you all go play it (link again) and have as much fun playing it as I had writing it.

In other exciting news, I finally got around to fixing my website (http://laaph.com) which is about 50% Ludum Dare games, which is why I am mentioning it here.

TL;DR Had lots of fun, spent too much time on it.  Go play it!

Tags: charitygamejam

Trying Something New

This time round I’m going to have a go at making a game for Android. I’ve been writing an engine (in other words just a big bunch of base code) for Android, so I think it’s time to give it a go and make an actual game with it.

My engine can be found here (work in progress): https://github.com/DavidSaxon/Omicron-Base-Android

Tools I’ll be using:

-My Engine (Omicron)

-Blender

-Gimp

-Reason