LD29 April 25–28, 2014

Cave-In Jumpin’ Post Mortem

When the theme was first announced, First thing that came into mind was caves. I was gonna make a normal platformer that happens to be in a cave, but then had the idea of falling rocks causing cave-in’s. It was going to have a waterfall that you climb (to fit in with the 1GAM April theme) but was soon changed due to multiple reasons.

Things that gone wrong / were supposed to be implented :

1- A proper use for the pickaxe (mine rocks for score, or use it to climb up)

2- difficulty ramping (The game is too easy)

3- Rocks’ speed, I accidentally made it slower to spawn than what i wanted, only noticed after publishing

4- Player’s jumps, raycast doesn’t work properly due to Polygon Colliders.

That’s it.. Did my best for the game and i am proud of the outcome!

 

The Making of Goat Guzzler

 

links to Goat Guzzler

links to Goat Guzzler

This was my second Ludum Dare and I approached it differently to last time.With the last game I was very bogged down in programing and I made things difficult for myself and I ended up with something that wasn’t great , I only spent a few hours on art and that’s the only part people really liked.eat

So this time I focused on art and my aim was to make something that looked different and was funny.  After the theme was announced I only had one idea which was to have a monster peering out of the water surface.

The fist thing I did was scribble some drawings down on paper, they are terrible but they go me started.

drawings

 

I started with the art as it was really important to me that it looked good and I didn’t want to spend half my weekend coding with boxes and lines if the game was going to look terrible in the end.

I created the environment and character graphics in photoshop by doing some more crappy drawings which I used as a guide to cut the craft paper texture out. I went for this craft look because you can produce something that looks quite good relatively quickly and also get away with simply animating it.

bridge_WIP

All the animation and programing was all done directly in flash. The design of the level was purposely made flat to avoid my having to do any even slightly difficult programing. I wanted the controls to be very straight forward so I went with just using the mouse.

I know nothing about sound so all the music and sound effects were all made in the last hour I had. I used sfxr for the effects which I thought suited the game alright. I used wario ware DIY on the Nintendo DS to make the music because its pretty much the only thing close to an instrument that I know how to use, I think it sounds quite funny for about 30 seconds but you would probably drive yourself insane if you listened to it for much longer.

Overall I’ve very pleased with how goat guzzler turned out and I’m intending to work on it a bit more and release it with a high score table, which will be fun.

 

Blender to Unity Workflow! Part 1

zakjr-blender-unity

As promised, I’ve been working on writing out a tutorial on my personal workflow, and the same process I used in Sail! It’s aimed towards people who work with Unity3D but don’t know the first thing about modeling (it’s a lot easier than you’d think!), but it can also be useful to people who get frustrated with importing Blender models into Unity properly. This is just the intro, but I’m shooting for one article a day for the next week or so!

—–

Free modeling and image editing software exists, and the free game engine Unity exists. However, I haven’t been able to find a good start to finish guide on a workflow between these things, so I figured why not contribute something to the indie game making community for once! In this series of posts, I’m going to outline my personal workflow between Blender 2.70, GIMP 2.8, and Unity3D 4.

Read the rest on my site!

Ants at War – Post-jam version

Our game “Ants at War” has been updated! The overall gameplay has been greatly improved by fixing some bugs, and difficulty has been increased on the map “Crystal Canyon”.

screenshot-update-1.2.4

 

POST-JAM UPDATE (version 1.2.4):
– Several bug fixes (path-finding, ants sometimes freezing, enemy queens were not spawning soldier units, queens were not checking spawning area and consequently stacked units…).
– Path-finding weights has been changed on each map.
– Multiple enemy queens on the third map.
– Buttons “play”/”stop” added in the pause screen.
– Units production can be queued.
– Costs of turrets/units has been balanced a bit.
– When clicking on an unit, a description has been added to the tooltip.
– Several code changes to ensure that the game runs fine on Wine (Linux).
– Rocks and spider-webs have now four different visuals.
– Destruction of rocks is now visually progressive.
– Multiple buildings can now be created by a single click (as if you were painting with the building).

 

You can download the post-jam version on the page of our jam entry: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=36462

Comments

BoaHeck_ArtGent
04. May 2014 · 18:43 UTC
BUG fixes??? ^U^

Working on Post-Compo Version

I am currently working on a more polished version of my game (If you haven’t played it yet: Play now. Thanks!). I recommend the same to everybody since there will be no motivation to work on your old ludum dare hack in a half year 😉

Diamond Diggers Explosions

Boom! Make bigger, better explosions!

 

Need Ideas

I need ideas for a game now that the ludum dare is over.

Join the chat and watch the broadcast http://twitch.tv/robodylan

We will be throwing together “something” based off of user submitted ideas.

Hopefully we will get some sort of thing.

Open to all ideas.

Goal is randomness.

See you there

Get userid from author name?

Hi guys!

I created several months ago an application used to follow the Twinoid community on Ludum Dare (games, devblogs, etc.)

I’m currently adding features, and I’d like to give some love to “non-author” JAM participants. I’m working on allowing users to link to their LD account (and confirm by adding a word to their description for a few seconds) so that the application can start following future blog posts and games.
This last thing (future games) needs the user id to be effective. But I can’t get it automatically at the moment if the user did not post any game yet =/

I can confirm it being a particular user’s id (with /compo/?author=666), I can manually find it with media/blog post search in the dashboard, etc.

But I did not find any way of actually getting a user id from the author name automatically (or let the user find it to give it to me).
Do you guys know any way to do that?

Thanks!

Games I liked so far!

It’s hard to belive, but it’s not even a week after we finished our work on Losing it and moved on with our lives. Bud even after the three days of development, Ludum Dare didn’t end for me. Quite the opposite. I started checking different games from other creators and damn… There are really many great game developers.

I saddens me, that I will never be able to try all of the 2497 entries, but I can just hope, that the community really chooses the best among the bests.

So till now, I tried and played more than 50 entries. I know that’s nothing compared to other users, but taking in account my busy life, it’s more than I expected. And I thought it would be nice to choose few of the games I enjoyed the most and let other people know about these little masterpieces. It’s easy for a really well made game to get lost in the sea of other entries, so I took my time and decided to introduce you to a handful of creations I enjoyed: (Not in particular order)

1. A happy place
link
– More of an atmospheric experience than a classic form of a game, but if you don’t mind these kind of projects, you can’t go wrong with A happy place. This, again, is something I would describe as illustration of interactive art, but I let you decide on this matter.

game5

2. NOT THE ELEPHANT
link
– Short, fun and impressively polished. This 3D experince puts you in the role of a sculptor, who tries to carve an alephant from a stone cube. The truth is, you are not really carving into the stone, but rather trying to get rid of the stone parts covering the elephant. But watch out. You can’t hit the sculpture itself, so your destruction can become a bit tricky. Extremely fun!

game1

3. Planet Corp
link
– I have no idea how the guys managed to finish a game so polished, but Planet Corp is fun, pretty and even well designed. It doesn’t come with any amazingly innovative ideas, but enhances old concepts and makes them fresh. Definitely a nice entry.

game1

4. Ridiculous Glitchez
link
– It’s hard to get into the gameplay at the beginning, but once you get used to it, you are rewarded with fun and catchy mechanics. I admit, I am very fond of shiny and chaotic effects, but if they don’t hurt your eyes, you will enjoy a very appealing experience. Maybe it’s not for everyone, but it’s definitely worth a try!

game4

5. Yojimbrawl!
link
Grab a friend and try this crazy 2-player fighter. A combination of classic fighter genre and a little bit of Nidhogg makes this game a unique title. Multiplayer entries get easily lost in the heap, but this one is worth your time.

game3

So, thanks for checking this list and give those cool games a try! They totally deserve it!

Tags: 2-player, a happy place, elephant, happy, not the elephant, planet corp, ridiculous glitchez, space, yojimbrawl

Echo the Dogefin coming to iOS!

Play it here! (Web)

I’m hoping to have this released soon. It’s a lot of work!

Some tasks include:

– Adding Chartboost ad support.

– Adding IAP to donate/remove ads.

– Support for different screen sizes.

Shameless plug!

Be sure to check out my other iOS game, Spectre: Cybertank Wars

Official Trailer (Youtube)

It’s a single/multiplayer retro-styled tank action game, and supports the iPhone and iPad!

I seem to have a thing for the color blue.

Five games I’ve rated fun with 5

These are five games I’ve rated fun with 5, I didn’t rated all with 5(because some have bad theme or something else):

GroundBreaker – Figglewatts – 48 Hour Compo Entry

Very good game. I rated it with best ratings (of games I played).

HolyDiver – Finn Stokes – Jam Entry

Please play and rate this game. It doesn’t have enough ratings, but it’s fun.

Wriggle Worm – gikdew – 48 Hour Compo Entry

This game have enough rating and it’s fun (but theme isn’t good).

Plunder Yer Booty – lambertjamesd – 48 Hour Compo Entry

Play and rate this game because it’s fun and it have web version.

Dig Hard – petey123567 – Jam Entry

It’s cool game(and really hard).

Sprout Postmortem

This was my first Ludum Dare and the first time I had done a solo jam. It was far more tiring than I had expected, but also incredibly fun! I just wanted to quickly break down the results of last weekend in the hopes that next time I can learn from my mistakes.

What Went Right

  • While the game didn’t end up being everything I wanted, I did, at least, finish something.
  • I really wanted to make something adorable, and I think I achieved that at a base level.
  • My code ended up being way more organized than I expected which really helped at certain times.

What Went Wrong

  • The game isn’t really fun :( The balance is all wrong, there isn’t enough to do, and the player has no agency over the various seeds they get during each round. I kind of knew the 3rd one would be a problem, but I guess my tired brain gave me hope that it wouldn’t be that bad… my brain was wrong.
  • I didn’t really get started until Saturday afternoon, so I dove into the idea before actually designing it really. All I knew when I started was that I wanted an adorable thing running around singing to flowers.
  • I got very little sleep not because I was crunching, but because I was excited. This led to a pretty bad bug in the 11th hour that, under other conditions, I would have easily fixed. But instead, that bug cost me about 4 hours of precious time.
  • My code ended up being way more organized than I expected. This is also in the “What Went Right” category, but while it helped in certain situations, I think it slowed me down overall.
  • Just scope in general. Even though what I produced is very small in scope, I think it was still a little too large for the amount of time I had to work that weekend. I am used to doing jams with at least 3 other people, so I guess I forgot to take that into account when scoping.

All in all, I’m happy I got to participate. I will definitely join in on the next one and (hopefully) I’ll be able to fix some of my previous blunders. Until then, I’m going to put a little more effort into making Sprout fun and see what happens :)

Sprout iPhone wallpaper

Sprout iPhone wallpaper

Comments

dector
04. May 2014 · 22:14 UTC
Like this cute and minimalistic wallpaper.

The Music Box Postmortem

icon logo

 

Postmortem 

About:

The music box is a hexagonal voxel horror

 

The good:

The atmosphere was set really well with the music and dynamic sounds such as breathing and footsteps.  The voxels turned out really well being hexagon shaped rather than the boring old cube shape and some times when I was play testing i completely forgot that this was voxel.

 

The bad:

This is gonna be a bit longer than the good. Even though the voxels looked nice I didn’t have enough time to vary the textures so most of the map is all one texture. The engine I set up for the voxels for this LD wasn’t finished. I still didn’t have an efficient way to place blocks.  So I had to do all of that during the jam. That and the sound took up too much time, as a result the scares were pretty poor due to time. I rushed one type of scare and reused it. The first scare is probably the most effective but the problem is the player can easily be looking the other way and not understand why there is a screaming sound. The gameplay also was pretty bland, you will understand why if you play it, I don’t want to spoil it.

Also some people end up dying near the end of the game because they got hurt too much in first scare and didn’t notice their hp dropping. I should have had a sound effect and an effect visually in the fps camera. I found a glitch late into development which I never got time to fix. Some of the doors would go out of control at times when they were open due to collision with a wall beside it. If the player got hit by the door it would either get time stuck in the ceiling or be shot though the roof and out of the map. Pretty funny at first until you figure out you have to start over. This glitch could have easily been avoided if I made a better way of placing the voxels and other objects. The theme of hexagonal voxel world should have stayed consistent throughout rather than having some smooth models and then some low poly ones.

 

Click image to go to page

Click image to go to page

 

what I learned:

-How to create triangles, uv map a primitive from scratch in unity

-How to make 3D models  in blender that are uv mapped

-I need to focus more on the result of the project before I start

-I must stick to graphical themes

 

 

 

Tags: ld29, postmortem, postmortem ld29

Super Drill Defense+ Art Timelapse

My timelapse finally finished uploading so here it is. (Jello will probably hate me though because it includes a look at the ending)

~AlucardX60

Tags: jam, timelapse, video

Comments

05. May 2014 · 00:04 UTC
I skipped around a bit, but seeing the iterations of some parts changing is pretty cool. I also find it funny that you decided to make a font during the jam.

What is a Postmortem?

Ummm… yeah. I don’t know what dat is. But here I’m trying to write one. Because EVERYONE ELSE does. I blatantly copy the structure from other’s posts. I’m such a jerk… But that’s what YOU love about me, right?

About: Gravedigger 20XX is a game about a moleman, his sad story, being transformed into something he can’t describe, but also about his strong will, looking to defeat what was underground. Beyond the surface of the ground. (?).

The Good: It workz!!!!1. That’s all I see as good, I don’t know.

The Bad: Difficulty sucks, the spike at the end is insufferable. Water physics, which I added at the end, annoys a little. And the digging mechanic has a lot of flaws at how it selects the block to dig in.

What I learned: I don’t know. I think I learned something about platformers. But I can’t describe it. I just say, that the only way you can learn something is getting your hands dirty. So if there is something you want to do and haven’t, Start Doing It Right Naww.

This is all my postmortem.

Now, here comes the timelapse.

Apr25th – https://www.youtube.com/watch?v=3ZrMwHHDHss

Apr26th – https://www.youtube.com/watch?v=ZMLK9GqQuKk

Apr27th – https://www.youtube.com/watch?v=K8Y6I5HF7Lg

– Watch them -he says-.

Trivia: You probably guessed it. But 20XX is a random extra at the title. Has no meaning. Or does it?

Comments

GreatBigJerk
04. May 2014 · 22:05 UTC
You seemed to get the rough idea. A postmortem on a game is a retrospective analysis on what you thought worked, and didn’t work. Then it’s typically concluded by any things you plan on doing with that information going forward, basically what you learned to do or not do.

PlanetoLution – A Postmortem

[ Original post with videos and audio, here > http://www.piritubano.com/2014/05/04/planetolution-a-postmortem/ ]

Yeey! Ludum Dare 29! Explosive Planets!

I was thinking don’t participate in this one, not because I don’t want, but because I’m with too many things to do in this weekend – girlfriend at home, have to work on sunday, an app to finish to the next week… my feeling is the game will not happen.

But in the shower on friday – aways on the shower – I have a vision. I was thinking in experimental games, telling some kind of history, but this one hits me in the face like I was his bitch. I decided to explode planet on the shower.

The idea was a simple gameplay, nice effects, a visual flat-pixel-like, a music maded with DrumPads on my tablet. KISS.

So I started the development. I also recorded eight of twelve hours of my work. You can check it here if you want.

What’s went right?

The idea: It born in my mind like I was the Choosen One. Sharbel was surprised with the game idea (this is very rare to happen), and when I release it this is the major opinion.

The graphics: I really don’t know why, but I think it’s because the game have a intro. The intro show how the graphics are like that, so I think people like it.

The time: I don’t suffer with the time, acctually I made it very relaxing. Works perfectly. Someday I’ll put some energy on a Ludum Dare to see what I can do in these days.

The music. I make my second music in gamejams. And it’s not suck. \o/

What’s went wrong?

The gameplay: I could’t evolve it very much. If you focus on one planet, you win.

The balance: I doesn’t do it. So if you try to maintain two planets, you will suffer. If you on one, you’re immortal.

The post-compo: I don’t have time to take a good care of it, make it better because I was in a very complicated week.

But I don’t thinking in give up the game. Probably I’ll take some day in next week to work on it. It’s not so hard, I was make the sound effects, some basic music, and now I was thinking in add some animations (like when the played reaches some milleniuns the planets show something in that era), put some mechanics to make the game hard, and export it to mobile (because I was thinking on mobile all the time).

Ripple Runner Post-Mortem

Hey there!  DDRKirby(ISQ) here with my post-mortem writeup for my chiptune rhythm game, Ripple Runner!  Please check it out if you haven’t already done so!

The title screen for Ripple Runner – Click to play!

 

This is already my 7th time entering Ludum Dare…I’m really getting to be an old veteran now!  Last time around I teamed up with my artist friend xellaya and made a puzzle platformer called Match Girl for LD28.  You can read the post-mortem for Match Girl here, if you want to see how that turned out.

This time I ended up working by myself and entered the 48hr division.  I came up with an 8-bit styled (more like 9-bit, really) musical runner game, with a lot of similarities to Bit.Trip Runner.  (Imagine what Canabalt would be like if it were a rhythm game)  I’m really happy with the result, and it seems like other people are too!  Here’s what the game looks like in action:

A shot from stage 3, showcasing the spike mechanic

Without further ado, let’s dive right into what went well and what didn’t go so well.

 

What went well:

 

Workflow and Experience

I feel like I’ve been saying this ever since Hyper Furball, but the process of taking a game from start to finish has gotten really streamlined now, and now that I’ve got all of the basics down pat, I get to spend most of my work time on implementing the cool awesome things that are specific to the individual game, as opposed to writing lots of boilerplate code and worrying about menus, collision detection, how to recycle entities, particle emitters, screen flashes, etc.  Ever since Hyper Furball, I’ve sort of had the same basic formula for the intro, title screen/menu, and jukebox as well, and I think that’s been working fantastically.  Not only is it really easy to reuse the code from before and just adjust the menu slightly (as well as put in the appropriate background elements), but it also ties my works together aesthetically.  Having the intro there (complete with shrot musical ditty) really gives it a sense of polish, and I’m really beginning to enjoy how I have it for each game I make.

The one downside for this is that since I’ve been copying code from my previous LD projects, all of it has a bunch of random hacks and terrible coding that I did in the 11th hour when all you care about is tweaking one thing or fixing one issue.  So far this has been harmless, but if I continue to do it without cleaning any of it up, I’m bound to run into issues sooner or later.  One example: I have a variable for a “blackImage” that I used for fading the screen in/out to black from Match Girl and Hyper Furball, but I decided that I wanted screenfades to white for Ripple Runner, so now my “blackImage” variable points to…a white image.  Which, of course, is totally fine, because that image is only used in the title screen and it was much easier to just keep the variable name but switch the content rather than having to actually rename the variable and catch all of the places where it was used, etc etc.  Anyways, sometime in the future it would be ideal if I could avoid copying over all the hacks from existing projects…

 

Concept and Brainstorming

This is my favorite idea that I’ve ever had for an LD game, and I was actually REALLY excited when it all started coming together and I could see that it was going to work out.  Because of various factors (which I’ll talk more about later), I actually spent quite a lot of time brainstorming different ideas for the theme this time (“Beneath the Surface”) and coming up with a bunch of different ideas, including a FEZ-like game that focused on water reflections, an extreme fishing game, a rhythm-based digging game, and a sort of 2D platformer version of Minesweeper (think Mr. Driller meets Minesweeper).  In the end I think I was inspired to create a rhythm game by stumbling upon Rhythm Doctor in the few days leading up to LD, as I was brainstorming what kinds of games I would want to make this time around.  Seeing that someone else had successfully made a music game using flashpunk was actually really encouraging–I now knew that it was possible!  If I hadn’t seen that, I probably would have shied away from the concept, as music games are notoriously hard to really get right (I know–I’ve worked on one in the past as well).

Because I had so much time to brainstorm, I actually had almost the entire gameplay visualized in my head (and on my scratch paper) before I even started working.  I had it all thought out, including questions such as “do I want to make the tempo stay constant or speed up throughout a song?”, “how exactly do I want to handle syncing the gameplay to the audio?” (easy–I simply mapped the player’s x position to the current sound position and placed everything else accordingly), “what art style do i want?”, and “how exactly do I want the musical cues to be integrated?”  I knew that the idea was fairly interesting, and relatively simple to implement assuming my few basic assumptions about the flashpunk audio engine would work out (they did).  Here’s what an early development screenshot looked like:

An early development screenshot, complete with derpy placeholder sprite

An early development screenshot, complete with derpy placeholder sprite

As you can see, it’s actually not too far off from the final product!  I even already knew I was going to do the watery displacement effect for the reflected half of the screen, so that was already in there at this point.  I hadn’t yet thought of the spike concept, but even with just jumping and swapping it was already becoming apparent to me that the game was gonna be a success.  It’s also good to note that this was probably my simplest LD idea yet in terms of execution complexity, which definitely helped out. (I finally hit my goal of not trying to bite off more than I should chew!)

I think the in-game tutorial was one of the best gameplay design decisions as well, and definitely beats all of my other games in terms of easing new players into the game mechanics.

 

Art Style

At some point during my concepting, I decided that I was going to try out using a 4-color palette for the game.  I knew I wanted something that would look good, yet also be relatively easy for me to do, since I’m pretty far from proficient in my art and pixeling skills.  This turned out to be a great decision, as all of the graphics in the game were really simple for me to draw, yet the end result looked really great!  Kudos to Plant Cat: First Blossom by flashygoodness and friends for getting me inspired to try this art style out.  I also decided to go with a greenish hue, as a throwback to the good old days of the original Game Boy.  This also made it easy for me do the hue-shifting effect that happens at certain checkpoints.

To illustrate just how simple this made my life, here’s what the three different layers of the background look like individually:
backdrop_1

backdrop_3backdrop_2Dirt simple!  All I had to do was draw a solid shape with some variations at the top edge and make sure that it wrapped around nicely, repeat it for another shade, and then draw some super simple pixel clouds.  The parallax scrolling effect is very simple to do in Flashpunk as well, by just making each image into an automatically-wrapping Backdrop that scrolls at a different rate.

Then I just had to add a layer for the water, which only shows in the bottom half:

water

If you’re paying close attention during the game or at the title screen, you’ll notice that the white lines and dots on the surface of the water actually move, sort of imitating the bubbles and lighting that the surface of water makes in real life.  I actually used two separate layers of white lines for this and made them scroll at different rates, so that it looks dynamic, as opposed to seeming like just a single image that’s scrolling.

I implemented the wavy water reflection effect by modifying the “Glitch” filter in punk.fx to be based on a sin function instead of shifting lines at random.  It’s a simple displacement effect that just shifts each horizontal line of pixels by a different amount, but it works really well!

Finally, I used a hue shift effect for the different sections of music, also provided by punk.fx.  Here’s another example of the final result:

I’m really pleased with how the running animation turned out for my little guy too, despite being not confident at all that I could get that right.  I had no idea what I wanted to make my character look like at first, and I actually still don’t know quite what it is (some kind of squid-like aquatic being??), but it ended up working out perfectly.

I should note that even though I said I’m using a 4-color pallete, the final visual result of the game isn’t really constrained to that, because of the reflection effects and transparency and all that.  Hence, the visual style of the game is very much “9-bit”, just like my music is–in other words, it’s derived from old 8-bit games, but doesn’t emulate them perfectly, and instead allows for some extra capabilities.

 

Music and Audio 

Well, I don’t really know what I can say about this at this point, as making soundtracks like this is standard fare for me nowadays.  This game in particular was REALLY fun for me to compose for, since I got to have fun involving the player in the song as well.  I really enjoyed it, and it was helpful to write it as I was coding the game, keeping in mind the spaces where I wanted to have tutorials and checkpoints and whatnot.  People are really digging the music already, it seems :)

Be sure to check out the soundtrack at my bandcamp site, too!  http://ddrkirbyisq.bandcamp.com/album/ripple-runner-original-soundtrack

The Ripple Runner OST – click to download!

 

What didn’t go so well:

 

RL Stuff Eating into LD Time

This certainly isn’t the first time that I’ve had real life issues distract me or come into conflict with Ludum Dare, so it’s not like this was any surprise to me, but sheesh…just once I’d like to just do a Ludum Dare without getting sick or being mentally exhausted or having my timeslot screwed over in some way.  This time around I left my Friday dance event early so that I could have a bit more time to focus on LD (I was too distracted to really think about anything else anyways), but as luck would have it I needed to go perform for something on Saturday at around noon, so that ate up the first half of my Saturday.  I brought myself a pen and paper so that I could spend my downtime brainstorming ideas and concepts for the game, which actually ended up working out pretty nicely, but in the end I didn’t get to sit down at my computer and start working until 4:30PM on Saturday, which is over 20 hours into the 48 hour timeframe.  Soooo yeah, I kind of got screwed over in terms of time.  On the plus side, having all my ideas planned out as well as being all anxious from having lost out on a half-day of work made me blaze through the initial dev work and I had the basic game up and running very quickly (after a few hours of work), so it wasn’t the end of the world…but I’m pretty sure I would have been able to program more content and make more songs if it wasn’t for me having lost out on all of those potential work hours.

Here is a good time to note that I actually didn’t implement the spike mechanic until preeettty late into development (At t-minus 5 hours or something like that).  After making the first two stages, I was thinking to myself that it would really be nice if I had a third mechanic, as only having jumping and swapping was fun but also not quite that interesting from a gameplay perspective.  Three is kind of the magic number for having different things to concentrate on, as I know from playing Puzzlejuice, so I was looking for something different to do.  In the end I came up with two different ideas–one was the spike/flip upside-down mechanic that I ended up implementing, and the other was that I was going to have the Jump button do an attack or kick of some sort if you pressed it in midair, so that you’d have to press jump twice in quick succession to get past certain obstacles (breakable walls or something).  I wanted to implement both, but in the end didn’t have time, so I just went with only the spikes.  I knew that that was the better of the two mechanics anyways, because holding a button down is a different feeling than the button presses for jump and ripple, both mentally and from a tactile sense too.  The jump-kick idea would let me introduce more eighth-note rhythms into my songs, but I already kind of had that idea going with the jump-ripple combo, so it didn’t -really- introduce anything new.

 

Not Enough Content

Like I mentioned above, a direct corollary of having less time was only being able to make 3 songs for the game, even though I had definitely wanted to make more.  Programming in the actual stages was actually quite time-consuming, as I had to make sure all of the platforms and obstacles were mapped to the appropriate times in the music, as well as placing special events such as checkpoints, hue shifts, changes in scrolling speed, and tutorials.

 

A Weird FlashDevelop Issue

Thankfully this wasn’t actually -too- bad, but every once in a while (typically when I went to import a source file from Match Girl or something and was trying to rip out all of the Match Girl-specific parts), FD would have problems with the compile process–it would either fail to detect changes, or just tell you that the compile succeeded and then try to run the resulting binary, when in actuality the compile was supposed to fail (because of a missing import or something).  Again, this happened only once or twice, and I had some workarounds, but it was a bit of an annoyance when it did happen.  Other than that, my development was actually really smooth this time around, with no real surprises anywhere.  I remember having issues trying to get the ripple particle effects working properly, but I ended up figuring that out without too much pain.

 

Overall, Ripple Runner was a huge success, personally, and I’m really looking forward to what you all think of it as well.  Again, please play and rate if you haven’t done so already!

I’m also definitely looking into working on a post-compo version of Ripple Runner, cleaning up a few things like adding the ability to pause the game, etc.  Mostly, though, I just want to add more songs, because 3 just isn’t enough!  I also want to give songs that have a wider difficulty range…the 3rd song isn’t nearly hard enough to give players a *real* challenge. :)  Stay tuned for news on the post-compo version–I’m hoping to work on it over the next couple weeks!

Tags: flash, flashpunk, ld29, post-mortem, postmortem

Shanghai Android Version ready!

Just a quick update. Chris has ported Shanghai to Android, so if you’ve got an Android phone please give it a spin. Here’s the link: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=33962

android-aumenta-china

If you’ve played the Web version of Shanghai, you probably would have noticed that the resolution is weird! Well the story behind it is that we realized early on we were making a puzzle game and we were having 2 parts to the action; The Bund and the Puzzle Grid.

Shanghai In-game

It helped emphasize the jam theme, since the grid was beneath the surface of the city… like your actions. But most of all, it just worked so much better as a mobile game. The dragging gameplay is a lot like Flow, a great puzzle game on mobile devices. Shanghai has similar line drawing on a grid, so we naturally designed for the smartphone.

Now we finally have our smartphone port available, so even if you’ve played Shanghai before… try again :) It also doesn’t seem to experience the city-not-loading bug which has plagued random players since submission.

Here’s another link for ya: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=33962

Feedback is much appreciated, thanks!

– Sam

Anterraria

G’day my fellow creators. So a week and an hour after LD48 compo has ended it’s time for me to reflect on my performance.

Gameplay

I’ve created a 2D adventure game with a pretty simple goal but a lot of micro management. You start off with a group of ants and your goal is to build your nest on the surface of the ground. To do this you need to collect dirt and sticks from underneath the ground. There’s also a survival factor because you need to collect food or else your ants will slowly die off. There are 4 different types of ants and each has its own task to perform.

  • worker (blue) – dig and collect dirt
  • builder (orange) – are able to create blocks from the collected dirt and sticks
  • queen (white) – allows you to mate ants and expand
  • fighter (red) – currently no use

When the game starts you have 3 of each type and 1 queen. The basic expectation is to create 3 groups of 3 and send two groups exploring to the two different sides of the world (since you start in the middle), leaving the third group and the queen closer to the surface to build once resources are collected. In the Ludum Dare version, the game ends when 50 ant-made blocks are placed on the surface in the dedicated area. There’s also a 20 minute timer but it doesn’t do anything except running down.

Mechanics/Keys

From the comments I’ve received during the past week I see that mechanics have a pretty hard learning curve. There are 5 types of actions (shown in the GUI on the left side) and you switch between them by pressing numbers [1-5]. Any kind of action requires you to select ants (pick action [1] and left click on an ant [LMB]). Then you pick your action between 2 and 5 and left click to perform. You move selected ants with [WSAD] and move the camera by holding [SHIFT] or [RMB] and pressing [WSAD]. Here are all the key strokes:

  • [WSAD] – movement of the selected ants
  • [1-5] – switching actions (shown in the GUI on the left)
  • [SHIFT + WSAD] or [RMB + WSAD] – moving the camera
  • [LMB] – performing an action

Sound/Graphics

There’s not much to it besides a couple of simple blips while picking up items and a very “soft” (and quite) digging sound. There’s also an ambient rain/thunderstorm sound and a very simple but in my opinion cool addition is that the deeper you go (with your camera) the quitter this sounds gets.

The graphics engine works off a pixel array and all art was made during those 48 hours. I’ve used Paint.NET and pretty much free handed all of it.

Download

Here’s a little website I’ve quickly made: http://anterraria.ls-rp.net/

Submission: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=29770

And direct download: http://anterraria.ls-rp.net/Anterrarium.rar

Sorry that you have to download a .jar file. Apparently I can make a game in 48 hours but I can’t get an applet to work. (PS. Make sure you unpack the files and then run the game – you need the /res/ folder)

Screenshots

Timelapse

https://www.youtube.com/watch?v=UvzufKYzuVQ

 

Thanks for reading and I hope you’ll take the time to rate my work :)

Frack You, Weekend update

I managed to get some time to add some upgrades to the game this weekend.

The difficulty was slightly balanced by adding a drill, to which the pipes need to be connected.

screenshot5

 

A level map was added.

Also after level 10 you unlock the police station which reduces the unrest by 25% with every policeman you buy.

screenshot4

Future updates will include

* Politician support which freezes all unrest for 30 seconds (unlockable from level 20).
* Small Bonus levels in between the planets that unlock equipment upgrades, better drills, less poluting pipes, wildcard pipes.

* Sound

* Small graphic changes.

Please be sure to rate and also any feedback is greatly appreciated.

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=34443

Thank you,

Adrian.

Tags: environmentalist, fracking, Ludumdare, phaser.js, web