LD29 April 25–28, 2014

JAM OF A LIFETIME

I survived my triple exam extravaganza that happened to surround the LD weekend. As is the Jiggawatt way, I didn’t just try to meet the minimum requirements, but did my best.

Now, here’s the plan LD-wise:

1) I’m gonna open up this sixpack of beer

2) I’m gonna start up a stream

3) I’m not gonna givaFUO about the time left, perfectionism, or stressing and just enjoy every minute instead

4) ???

5) When I wake up tomorrow, I’ll find out what I’ll have submitted

Join the cavalcade at http://www.twitch.tv/121jigs in a few minutes.

Tags: jigga's increasingly drunken jam extravaganza

What could’ve been

So, I didn’t make it in time for the compo sadly. Put waaay too much time into bottlenecks and unnecessary things, just learning how to not do that is a process itself for 48 hours.

Anyway, I did get to implement a few neat things like a quadtree, fully customizable raster with a simple lighting pipeline and some per-pixel postprocessing, a neat tiled-level system  (all from scratch)… and I was getting the atmosphere of my vision done. Sadly I didn’t get to the actual gameplay which was supposed to be (top-down) about you falling into this alien ship that was underground inside a cave you were exploring one day. You were supposed to have to make your way through different paths in a 512×512 level, discover strange technologies and maybe even fight some creatures, avoiding traps and eventually getting yourself out of there (supposedly;)).

 

Better luck next time, and congratulations to all of you who made it in time!

 

screen0 screen1 screen2

Comments

Scipio Xaos
28. Apr 2014 · 16:11 UTC
Heh. Looking nice. I also bit off more than I could chew and only managed to get simple rendering done for a massive map that won’t be complete in time. Learned a few things such as how and why to limit the scope of what you choose to do as well as how to do some pixel-by-pixel postprocessing as well. 😛

The Gathering: A Quick Postmortem

ld29_3

For this LD I decided I should try out something new, and boy did I ever. The Gathering was designed as a 2D puzzle/town-planning minigame, and ended up being a 3D low-poly, resource-management town-builder with a semi-realistic day/night cycle and atmospheric fog/haze/hues that change as the day goes on.

I thought I’d go through the things I think helped me get through this competition, and what I’d do differently next time.

What went right

  • Day 1 was gameplay, day 2 was art & tweaking – this meant that I had a fully-working game that I could play with for all of day two. I wasn’t worrying about game-breaking bugs or missing features while I was modelling or playing around with balance.
  • I went with what I know – While I did use the opportunity to branch out a little (into 3D games/art) I used C# in Unity, which I’ve been working with almost daily for the past year and a half. It meant I knew straight away how to get a lot of the game off the ground, and any tricky bits weren’t compounded by having to learn a new engine/language.
  • I tried something new – I spend every day working on games, and a lot of it is the same stuff over and over, so I thought I’d use the opportunity to try something different. I’ve never done a 3D game before, and having a 48 hour deadline focused what could have been a really daunting task. I was forced to go low-poly because of the time limit, and this meant I could try/fail fast and then learn a lot of 3D techniques. If I was doing this in my spare time I’d probably still be working on that first model, trying to get it just right.

What went not right

  • I didn’t think about first impressions – everybody who I’ve shown the game to has cooed at the graphics, and then said “so what do I do?” There’s no hint system or back-story ingame, and so as a stand-alone game my entry fails pretty hard when it comes to user-friendliness. If I could, I’d make a more intuitive UI, or introduce the game a little before it starts.
  • Not enough juice – Juice is super important. I’ve seen gorgeous-looking games that fall flat, and pretty ugly games that win everybody over, purely because of the amount of juice in them. Things like easing, bounces, sound effects, etc. could have made my game a lot more engaging. Always plan for adding juice.
  • No real forward planning – I had no idea I was doing a 3D game until about 2 hours into planning my game idea. So all of the 3D stuff I had to learn as I went. A little bit of forward planning would have saved me a ton of time and headaches.

Overall, I’m really happy with how this competition went for me. I spent a solid 16 hours each day working, and got something done that I’m proud of. I hope I can do the next Ludum Dare; I’m excited to see what I can come up with next!

You can check out my game, The Gathering, here, if you’d like to play it. I’d appreciate any votes!

How do you gif?

 

 

 

 

shark003

 

One of the toughest things to convey in pictures is the sense of motion :) I wanted to put this gif into my entry page, but can’t do it, is there any way of doing it that I’m too silly to not have thought of?

My entry: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=35114

On another note, it’s so nice to see so many gifs doing the rounds here, love it love it :)

Comments

28. Apr 2014 · 16:04 UTC
I don’t think you can put gifs on your entry page. I mean, you can, they just don’t animate.
28. Apr 2014 · 19:01 UTC
Ooooooh that Gifcam is really cool, I have something else called LICEcap, but gifcam is better from what I see :) Cool thanks!

The Next Day

I thought I’d make a post to mention a few things now that it’s all over.

This was my first Ludum Dare.  I’ve known about the competition for quite a long time now, even played some of the games in the past.  But I honestly never saw myself competing in it.  I didn’t think I could ever produce anything worth showing in just two days.  I get stuck on things sometimes (like collision detection), and then the little glitches bother me enough that I just stay focused on that one aspect until it’s completely sorted out, or lose all my sanity trying.  I don’t know if that’s being a perfectionist or just being stubborn, but either way, I never thought I’d compete in Ludum Dare because of such things.  I never even intended on competing this time, but at the last minute I thought it might actually be fun.  I’ve been staring at one particular project a lot lately, complex and 3D, and I figured it would be a nice break to do something simple.  And it’s good experience, if nothing else.

I ran into two snags along the way which held me up.  One was, surprise surprise, collision detection.  I’m using the box method, and when that’s not perfectly implemented then you run into a lot of issues of clipping through walls.  Depending on the problem, sometimes that presents itself as if no collision detection was there at all, or alternatively, getting ripped through the wall and spit out somewhere else across the map.  There would be times where I thought I’d fixed everything, but then a little annoying bug would show itself, and I kept going back to that same code.  Eventually I perfected it though, and I was pretty happy with that.  But I lost time nonetheless.

The other timesink was trying to make the game run as a Java applet.  I probably spent almost two hours on that before finally deciding to cut my losses.  I kept getting Java permission problems, regardless of self-signing the JARs.  I figured if this is how it’s going to act with just the default Java permission settings then it’s going to be just as bad for everyone else trying to use it.  I don’t know if it was something on my end or something with LWJGL (I saw reference to an issue similar to mine on a forum which was said would be fixed in a later version, so I dunno), but unfortunately I wasn’t able to have a web version.

The artwork took me a bit of time, and it changed along the way, but I would say that that was more just part of the regular development rather than being a problem.  I’m not an artist, but sometimes I manage to come up with something that I like.  I have to admit, I’m pleased with how it came out overall.

Other than the two frustrating issues of collision and applets, I actually had a lot of fun.  Having a time limit really pushes you to come up with code that just works for that specific purpose instead of thinking too far ahead and trying to make it more robust.   I guess that comes from the mindset of not wanting to rewrite code when you realize you need to add something in later.  But in this case that was fairly irrelevant.

I worked right up near the time limit, only quitting about ten minutes till so that I could package it up and upload it.  Since this was my first Ludum Dare, I wanted to be done and submitted by the actual deadline.  I realized there was an hour-long submission window, but I figured better safe than sorry.  The website got hit pretty hard too, so I’m glad I got mine in when I did.

As for the game itself, they always say that the sign of a good one is one that you enjoy playing yourself.   I honestly do enjoy floating around and shooting things.  I definitely think that it’s something I want to develop a bit further.  I wanted to add things like earthquakes, maybe rocks falling, taking damage when you fall or hit your head too hard (the HP system was added at the very last minute, so I barely got bats hurting you implemented!), more enemies (like spiders), a thrust bar (which you have to either replenish, or it regenerates, I’d have to try it), a title screen and game over condition, etc etc.  I wish I could have made a more complete game to submit for the contest, but I’m still pretty pleased with what I managed to accomplish.

I can say with confidence that I’ll be participating again.  It was a great experience, and as a master procrastinator, I can say that anything that motivates you to make something is worth involving yourself in!

 

Comments

28. Apr 2014 · 15:31 UTC
I had the Java permission problem several LDs ago (I wanted to have a Java Webstart version of my game mimisi). I actually had to sign your jar (via java command line tools and some arbitrary key), after that it functioned very well. But the process of signing jars isn’t very userfriendly.
MafiaPuff
25. Jul 2014 · 16:25 UTC
Someone else with extreme collision box problems. I’m not alone :’)

End of day 3, the game isn’t done but I am -__-

Not where I wanted to be, but I’m exhausted so here’s the final build for the weekend ~~> linky <~~

I’m not gonna submit it because there’s still no audio, nothing *happens* when you get hooked and close to the monster, and since I’ve only just finished the monster model the collision on it is *awful* and I’m not sure how to get it nice and I’m sooooo tired already -__-;

I might fix it up eventually but the odds are, like every project I care about it’s gonna be unfinished forever, sorry.

Diving until we drop (update #3)

<<< Update #2

Day 3 is here. Actually, day 3 has been here for awhile now, and we got only  7 hours to go. This is the time the deadline seems really close and really intimidating. Could we finish the game in time? I think so, but obviously we won’t have enough time to implement all the features we like (too bad for my “second playable character” fantasy). Hopefully, we’ll manage to fix all the bugs and get the ending right.

photo 1

Coding according to Stav

Stav is busy right now embedding the ending, which is a little scripted event which proves Hellen is a bitch and our diver hero is a little crazy (oh, yeah, spoiler warning). Mirit is working on animations which should make our game look even cooler. I’m mostly play-testing, trying to catch some new bugs and do some balancing. Thank god (or Stav) for the godmode cheat.

photo 2

Graphicing according to Mirit

Mostly i feel like the jerk giving everyone else more work. “Hey Mirit, can you add more light to that exit in screen A2?”, and “Yo Stav, can you make so that item in screen c1 won’t disappear when you touch it?”. Nor Stav nor Mirit has used physical violence on me yet, but i fear for my safety as the hours go on.

Next job for me is rewriting some of the text. The ending especially it way too dramatic as is stands right now and i should really tone it down. Time like these i’m reminded English is not my native language , and things that flows naturally in Hebrew require that much extra work to feel right. Guh. I don’t want to even think about all the grammar mistakes i made in there. Hopefully it won’t be embarrassing like “All your base are belong to us”, but i won’t bet my life on it.

photo 3

Bad hair day according to me

Oh, and the most important thing – it’s almost dinner time! all your pizza are belong to us!

We’ve got particles!

This actually took quite long, I had to build my own particle system from scratch because unity’s default particle system doesn’t support unity’s own sprite functionality… This makes using it in a sprite-based game very inefficient as it’d need a whole different material and thus cost more drawcalls, so I built my own sprite-powered particle system!

It was actually quite fun to do, as I had full control over what features the particles needed, like rotating towards their velocity, scaling according to velocity and more! All for less drawcalls and performance than the default system would take! Love it!

I’m really glad this game ended up in the jam so I could still work on it after submission on day2 😀

Cave to down

My first ludum dare, I’m very happy with what I could do, I hope you all will too.
My game is a simple arcade game, you dig with the space, hit the monsters with z, and try to win the maximum score
Check it out guys:
http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=35802

BUNKER 29

We managed to get in some game development time despite attending multiple Journey into Nyx prereleases  – and the result is BUNKER 29, a small but tricky resource management game. Give it a try!

Playing Ludum Dare 29 Games, Come Join!

Streaming

Less stress this time, finished about 20 minutes before submission hour ended.

So let’s play some games!

If you want your game to be played on the stream, post a link to the ludum dare entry page in the stream chat.

This is a great way to get some live feedback I’ve found out, so that too.

Stream: www.twitch.tv/jellycakes1

VIDEO GAMES

 

Comments

Nkracer
28. Apr 2014 · 16:39 UTC
I’m on the bus feg top kek

Do web players help THAT much (yes).

Was feeling a little down when I saw that my game was lower than I hoped on the list of how many rates it had.  But people were liking it, I thought.  I had done my best to get the word out!  Awwwwwww. . . :(

Then, I did a little research and found out that EVERY GAME ABOVE IT IN RATES (except one) had a webplayer function, which I didn’t have.  I use a program (GM 8.1) that can’t export to any web player format.  Don’t get me wrong; I’m totally fine with all this.  However. . .

This got me thinking; do the Ludum Dare games that have web players do better than the ones that don’t?  And, if so, how could that be remedied so beginning devs have the same opportunity to succeed as the older hands with better software.  I am new myself to the Dare, but not new to gamejams.  So what about the people that are new to gamejams?  Will they have a harder time to make it all work if they’re not using the right program?  It’s just a thought.

Let me know what you guys think.

—

Abstraction: a game about its own code.  http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=37025

Comments

28. Apr 2014 · 16:13 UTC
Oh you made abstraction, I loved that game :) was wondering – you seem to be implying that it’s possible to see your rank? Is there some official way to do this or are you just guessing based on page placement?
Dream Of Sleeping
28. Apr 2014 · 16:17 UTC
I didn’t take part this year, but I took part when the theme was 10 seconds. At first I would download games, but half the time they didn’t work. It’s such a pain. Making a game that can be played on web makes a lot more sense.
Sébastien
28. Apr 2014 · 16:17 UTC
Note that with a web player, everyone can play to your game. I’m a linux-user so I can’t test your game easily. I don’t how many linux and mac users participate to LudumDare, I don’t think it’s a majority but it’s certainly enough to see a little difference between a game that run everywhere and a game windows-only.

And with that, it’s far easier to click on a link than download, extract and run a game.
28. Apr 2014 · 16:46 UTC
I’m on a mac, and most of the entries are windows .exes so, no play/ratin’ from me: PLUS, at work they won’t install random plugins for security reasons === no Unity web player for me either. Flash and HTML5 games for me (luckily there is more and more of them)
28. Apr 2014 · 17:35 UTC
Here are a few things to consider though:

Postmortem: Lurker

Well it as well as it could have gone.  I get some AI that chase you and patrol.  The bad part is that took the entire compo leaving a few hours for the actually game and debugging.  I guess I should have planned for something simpler:(  If you are interested in playing it can be found here. http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=25245

The Longest Way Down – Postmortem

Okay, so another Ludum Dare went by, and all we have left is a small, dense game in which we’ve poured all of our willpower.

The Longest Way Down is UP! Yay for the oximoron!

the longest way down

It’s time to go back in time and analyze the ups and downs and hopefully learn something useful.

This was the first time that I actually submitted the game before the deadline instead of struggling with last minute problems during the submit hour. It  either means that I’m starting to get the hang of how it works, or that I just don’t care anymore and whatever.

Let’s have an in detail look, shall we?


THE GOOD

Focus

This one was big. Of all the four Ludum Dares I’ve been in, this was the first one where I picked an idea and sticked with it until the end. In the other compos I used to pick an idea, waste half a day on it, understand that I could not do it in time and start again from scratch with a brand new idea. This was inefficient to say the least.

I managed this time to ignore the costant nag of myself thinking about other ideas. “Hmmm, this isn’t going anywhere. That other idea I had looked interesting, maybe I can try that instead.” Nope, guess what, the other ideas I had were just as time consuming and without an end like all the others. It is the idea of procrastination that is too sexy to resist. Still I managed to keep my instincts under control. End result: there is actually a game done in my LD portfolio! Cool beans. Take that, procrastination!

Keeping it simple

This time around I started playing around with and idea, and managed to keep it snack sized. This was the key that let me finish the game in time. Yes, because adventure games are not as strightfoward as they look, especially without dedicated tools.

Still, even though the idea was small enough, the game still made me sweat for the finishing line. I had to cut down a lot of ideas I had during these two days. and the end result is ermetic to say the least. If this game was a room, it would have the bare essentials to survive. But hey, it’s a game, you can play it and you can finish it, so I’m happy with that.

Unfortunately, it comes with a price. I had to cut out sound completely to make it in time, and in part it is my fault (see below).

Sticking to what I know

This time around I decided not to jump into another language in which I’m completely virgin with (which I did for all three last Ludum Dares) and stick with something I was comfortable with. I did a few months of programming in Javascript and HTML so I was moving in familiar territory.

This was a decisive move. Instead of moving along with a language that got in the was most of the time, I could breeze throught the programming part with (almost) an arm on the back. I just love programming in javascript for some reason, I know it’s got its fair burden of birth defects but it does its job very well.  And also, designing the structure of a level with HTML+CSS is very straightfoward and fun.

I have to admit that the biggest part was played by the fact that point and click games are (relatively) simple to program.

Another big thing was using an ambient that I’ve forged into my back mind in the course of the last few months: Emacs. Amazing IDE and a joy to work with (when you get the hang of it). It is the first LD that I did with Emacs and I’m very glad I did. Fast, lightweight and extremely powerful. It fits perfetly in my workflow and has been a wonderful toon in this weekend.

Inkscape

I started drawing in Inkscape on a whim. I thought about making some mockups and them improve them in GIMP, but then the results I got were so quick and so good that I ended up using it for everything. I am really grateful for that. I got a very good approximation of what I wanted for a fraction of the time.

I’m starting to really love vectorial graphics. Probably because it’s the diametral opposite of pixel graphics, which I can barely stand (and before someone jumps on me, let’s clarify, I do not mean pixel art, i mean those blocky Lego-style graphics where a pixel is the size of your nail and you have a hard time understanding what the hell is going on). I’m definately not one of those atari 2600 aficionados which love this kind of style. To me, the less the pixels are visible, the better.

I’m definitely going to use inkscape in the future for other projects (probably with some improvements).

Going the safe way

For once I did something that I considered a waste of time at the time but knew that was the better thing to do: I decided to play it safe. I’ve been fucked over in the past by trying to getting the pc to do some work I should do.

For Spark, it was tiling. This time around, it was hotspot programming (i.e. the clicky areas). Looks like I had to do them by hand. Took a long time, but looking back I’m glad I didn’t create some weird script that would have been just a waste of precious hours in the end. I saved time and in exchange the game gained some health.

What’s good for the game, is good for you!

This took me longer than I'm willing to admit

This took me longer than I’m willing to admit


THE BAD

Lack of Automation

While I managed to complete The Longest Journey Down in the required 48 hours, there was a lot of stuff I had to cut out to do it. For example, there is no sound in the game, which for me is a big blow. I’m a graphics guy first and a sound guy second, so not having any sound to impregnate the atmosphere like I wanted sucks more than a little.

The reason for this is that I decided to make the game in HTML. This has some great advantages under a lot of aspects: complete control over page structure and code efficiency, familiar language which I know very well, familiar workflow. The problem is, if you want real control of what happens over the page (and maintain your mental sanity in case something goes wrong), you have to pick up your sleeves and type. I don’t trust programs with GUIs since most of the time the barf they spit out is unworkable.

Unfortunately, this can be very slow. The workflow consisted in this:

  1. Create a mockup of the scene in Inkscape and export it
  2. Boot up Paint.NET and find out where each interactive element was positioned
  3. Hard code the coordinates into the source

This was a very reliable process and going back I would do the same, but I think that doing this for a game even twice the size it can be extremely time consuming. I really wished that Inkscape had a JSON exporter of sorts to save some time. I even thought of making a converter from XML to JSON so that the process could be automated more. That of course was just stupid since the time I would have saved would have been a lot less than the time I would have spent creating the game.

So in the end I was between a rock and a hard place. Not much to do other than grinding those numbers into the source. I wish I had some way to automate the process, I would have been able to insert a lot more content in the game.

Procrastination

During Ludum Dares, time is tight. And somehow I still managed to waste more than a handful of hours on Reddit. Why I did that is beyond me. I’m not so bitter about this since I knew that the game would be done in time anyway, but I’m still disappointed in my lack of discipline.

the longest way down


THE UGLY

Shit Happens

Sometimes, things happen that you just can’t foresee, and you get stumped. Happens all the time, for every project.

This time around, a weird bug popped out during the later development stages. To give some context, I was programming the part where you have to change scenes in the game. What should have happened is: you flush the current hotspots and load the next scene. Done, simple and easy.

Not quite. For some reason, the browser was flushing only part of the hotspots, and was just refusing to flush the other ones. I had no clue to why this happened, and had me stuck for more than 40 minutes. I was looping through the current active hotspots divs and using removeChild to get rid of them.

But Chrome didn’t like it. I was oblivious to why this was happening. For some reason Stackoverflow wasn’t of much help either. I was starting to get nervous, I had to finish the art, the textboxes and put everything together and this bug was preventing everything from getting done.

The loop worked like this: I call getElementsByClassName and collect the divs that I want to remove (they have all the same ‘active’ class). I loop though them using length. Through some rapid debugging I discovered that the length of the array I got was changing every iteration, although I didn’t change it.

What. The Fuck.

Then, after much more imprecations, it hit me. I was naively thinking that the “array” I got from getElementsByClassName was, in fact, an array. It looks like instead it is a pointer to another array with the list of the ACTUAL elements in the document with that class. This meant that every time I removed a div, the array changed. But I was still looping on the original array size, so it was basically telling me “the fuck” and stopped removing them when it started getting ‘undefined’ elements (which were in fact out of range).

This is one of the occasions where Javascript’s ass implementation and weak typing fucked me over. NOw that I know It, I understand that I was quite stupid, but back then it was a pure WTF moment. Oh well, at least I learned something new.


Okay, I guess this covers everything that happened during this weekend. Be sure to check out The Longest Way Down (shit title by the way, wish I picked something hipsterish like “Down” or something like that). I like it and I think you may enjoy it. For sure I did while creating it.

Tags: emacs, html, javascript, motivation, postmortem

Dark Moles – Finished!

The overwhelming consensus is that Dark Moles is HARD (hence the name). We went into this as a team of two developers and one illustrator with little-to-no game development experience to speak of. Can’t say the finished product is “brilliant,” but for two-days worth of work (and some polishing up during lunch today) it’s not half-bad. Definitely looking forward to Ludum Dare #30!

Submission: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=35875

Source: https://github.com/ninjascribble/LudumDare-29

Dark Moles Gameplay

Evolve – submitted

Our team has finally submitted our game Evolve to the Jam.

We didn’t get to do everything we wanted with it, but that’s expected.

You can check it out here

BeneathFinal

Team Baylinx Dev Post

The crowd has been enhanced with the +1 staff of randomness.

There’s also now some (crude) gameplay, but more on that later.

Beneath the Surface of Democracy – gameplay video

Hi all! Our team CAT_IN_THE_DARK_WOOD just made new awesome game for LD#29 using LibGDX Java framework. Wanna democracy? Here u get some!

Download (Windows \ Linux \ OSX) : https://github.com/cat-in-the-dark-wood/old48_29_game/releases/tag/v1.1

Source code: https://github.com/cat-in-the-dark-wood/old48_29_game

Enjoy playing our game!

Please rate & leave comments http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=27523

RatsScreenshot1

It turns out the game is called Rats Under My Skin! It’s about a sick building and a cat that likes eating rats and has impressive leg strength.

Hell Zombies Screaming

Added sound to the game now, along with minor tweaks and a high score/last score tracker on the title screen. Feels much more like a game, pretty happy overall with it.

Got a few hours left, I think I can take a pass over the programmer art and make slightly better programmer art. Let’s see…

Play the version with sound!

Start Screen by Ten O’Clock Team

 

 

StartScreen

 

A little approach. Check it out and enjoy.

“SubTerror: A Quantum Fail”

Comments

jerombd
28. Apr 2014 · 17:18 UTC
Awesome startscreen is awesome!

God Hunter!

GodHunter-Title

God Hunter — Minimalist Dungeon Crawling.

Hey dev community!

Submitted my first Ludum Dare game today after churning it out wildly for the past 48 hours. Fans of minimalistic rogue-ikes will find this game amusing.

You’re a God Hunter doing what he does best, going into the darkest depths of a legendary mountain to hunt down Gods and other foul (or funny) creatures. Twerk Lords and Floating Shoes are all fair game. You have one life to get as deep as possible into the mountain.

It has hundreds of randomly generated events, monsters, and jokes, made for the casual gamer in mind.

Check it out, you can play it in your browser right now!

God Hunter: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=37343

Thanks and hope you guys enjoy!

– @iJohnF

god-hunter-v02

God Hunter – Gameplay

 

Tags: 2D, epic roguelike, flash, ld29, ld48, Ludum Dare, rogue, Rogue Like, RPG, screenshot

Cut scenes and voice acting added!

PetteriOnLeikkausKuvassa

Deadline is closing in and fortunatly our game can now be played from beginning to the end.

Next menus, icons, default keys, better controller support, web player optimizations etc. to do.

New Book GameMaker Game Programming with GML

Hi everyone.

I worked on another book this past year,  contributing technical review, and it was just published today.

Entitled GameMaker Game Programming with GML, it’s the most redundantly redundant book title I’ve worked on yet.  If you are looking to learn more about how to program in GML, this might be a good book to pick up.

I worked on the project for no pay,  because I like to do things to contribute to the community of game developers, and it’s fun to work on things that help me learn and connect with people doing similar things.  So if you buy it through the amazon affiliate link below, it will help me out a little bit, financially.  Like, to the tune of a cup of coffee, but still. Thanks!

GameMaker Game Programming with GML

Tags: gamemaker, GameMaker Game Programming With GML, GML

And we’re done!

screeen1

So after some rough last hours, our game is finally done! It’s a bit of an oddball compared to other entries this time around, but we hope you’ll enjoy it anyways!
Play it here!

[Patient 283] We are making some adjustments but…

 

Patient 283 is a game where you control a nanobot to retrieve specific memories from the mind of a serial killer.

Tags: beavl, gif, patient 283, unity3d

Comments

28. Apr 2014 · 18:04 UTC
Looks beautiful! Can’t wait to play it!
eerongal
28. Apr 2014 · 18:14 UTC
This sounds like an outrageously awesome concept. Can’t wait to see the results!

Testing the test

Just testing, guys.

My first Ludum Dare Game

My first Ludum Dare and my first “complete” game. I used Phaser.io to make it. Enjoy.

Screen Shot 2014-04-27 at 8.24.23 PM

Last few things

5 Hours left! I just need to add more post processing and particles and then my team project is ready to go 😀
The Game
Look at the shadows 😀
 

SOS status: done!

After 3 days of hard work and a lot of bugs we finally achieved our purpose! The game is ready! Team Javascript performed perfectly and all 7 of us did our best! We had plenty of fun (and beer) and we ‘re all looking forward for the next jam!

Στιγμιότυπο οθόνης - 29042014 - 03:30:47 πμ Στιγμιότυπο οθόνης - 29042014 - 03:31:12 πμ Στιγμιότυπο οθόνης - 29042014 - 03:31:55 πμ Στιγμιότυπο οθόνης - 29042014 - 03:32:05 πμ Στιγμιότυπο οθόνης - 29042014 - 03:32:33 πμ

 

Thank you Ludum Dare for the amazing experience! Good luck everybody! Cheers!

Play our Game! Enjoy! http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=36619

Game submitted: Surf Ace

SurfAceLogoSmall

Surf Ace has been uploaded, Check It Out: Surf Ace
The game was made with Java, so the actual game is a .jar file. Java is obviously required to play the game!

Surf Ace
In Surf Ace the player plays as a surfer (and three of his pet-cats ;)) that has to dodge hostile fish (coming from beneath the Surf Ace) and birds. If he survives long enough he will get the chance to defeat the ultimate evil and stop the hostilities of the fish and birds once and for all!

In-game

This game has been created by two developers in three days and it turned out a bit more ‘simple’ than we had initially hoped, but we did accomplish our goals for this Ludum Dare:

  • Develop a full game
  • Build a small framework that can be used in future game development projects
  • Have a great game development weekend

so we are satisfied with our creation!

We are looking forward to playing the games of the other participants and we hope you will give our game a try as well!

ScubaBear is live!

 

Go play: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=18340

:D

screen0

screen4

The Money Beneath Our Ground

I’ve started too late to create my game, but after 24 hours it is done!

Please, play and write a feedback:

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=29004

The Money Beneath Our Ground

The Money Beneath Our Ground

The Money Beneath Our Ground

Water Hazard Cover Art

waterhazard

We are aiming for the TRUE PS1 look in our game so we even created a cover for the game.

Please note that we aren’t ripping off Resident Evil at all.

Comments

28. Apr 2014 · 18:43 UTC
Any idea when you are finished? : ) I am really looking forward to play this one.

I did it!!

Finally I finished my game, and submitted it to the Jam
http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=36343

Finished!

Well sadly I don’t have the time or energy to invest any further into Ludum Dare. I managed to complete my game to a decent enough state to call it a game, it does still have a few problems and is far from polished

In review of the last three days, I have really enjoyed taking part in Ludum Dare and look forward to the next one!

 

Dive Dive Dive

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=34370

(Hopefully) Finished

I’ve updated my game with what should be the last changes if I don’t find any major bugs (view entry here). The major changes from when I submitted earlier are the additions of 2 more obstacles (they aren’t really new, just modified versions of existing ones) and the ability to pause.

I’ve also added standalone builds to my entry to allow for custom resolution and input options. I’ve made builds for Windows, OS/X, and Linux, but I’ve only tested the Windows build (since I’m working from windows) so I don’t know how well the OS/X or Linux builds will run, if at all. If anyone does try them out any feedback would be appreciated.

I feel pretty good about how soon I was able to get done so I may try for the compo instead of the jam next time. I’ll also probably work on an Android port in the next few days.

Rocket Mole finished!

My second Ludum Dare entry is finished! It’s a game about a mole who needs to bounce off things as he progresses further downwards to gain more points.

What makes this game special is that you have a limited movement range, and you constantly need to renew that range by bouncing and setting a new angle for forward movement, which makes for some really interesting gameplay!

screen3

You can check it out here:

Rocket Mole

May I help you? Released

It’s with a great pleasure that we have released “May I help you?” and we invite you to try it here : http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=25936

Currently we only have a windows version (html5 has too much issues so far). Therefore we had a query: if anyone out there owns a version of Game Maker for mac or linux and is willing to build us a version of the game, it will be very helpful !

As for us, we are going to sleep !

Good night jammers !

Tags: Game Maker Studio, ld29, May I help you?

Beneath The Memories

About a week or so before Ludum Dare started, I was going through my collection of games and came across Thomas Was Alone. It was very fun, and inspired me to make what I made for this Ludum Dare.

My game Beneath The Memories, is a short platformer game with a story told through narration. It’s probably pretty simple, but I had a lot of fun making. Hope you enjoy it!

Also, thank you to everyone who has already played it and left feedback, I love your comments and I will be sure to play everyone’s game!

BlockPlatformer 3D

Hi!

This is my first game for the Ludum Dare! I hope it will be good in somebody’s opinion :)
Made in Game Maker:Studio
Feature:

-12 map

-Antialiasing,vsync (there not really effiency :( )

-It’s containing a music made by friend! 😀

Sorry for my bad english im a hungarian children

Link to download:  https://www.mediafire.com/?ctwtmrq9yztz6am

!Névtelen2Névtelen Névtelen3

Debris. A game based in space

Space is about as far away from “beneath the surface” as you can get really. Although one could argue that if you go really really really far below the surface, you sorta come out the other side and end up in space.
Regardless, this has bunker-busting nukes, they bury themselves under the surface of stuff and explode, it’s a different kind of explosion than surface nukes, in this case, not enough to break up a large asteroid, but enough to knock it off course.

So I made this game in a few days. I’m not an artist, nor a voice actor, so I’m entering the jam with some free NASA models, and the voice of some Canadian bloke called James Something. (No really)

The game itself is pretty simple in theory, but I aimed for those sortof awkward controls that are getting popular these days. The great thing is that controlling stuff in space is awkward anyway. You can control Pitch (or Patch, as I wrote at 5AM), Yaw, Roll as well as thrusting up/down, forward/back and sideways strafe. Of course being in effectively 0g environment means that momentum is a bit of a killer, and it takes just as long to slow down as it does to get to that speed.

Honestly it’s a difficult game, I think some people will get a bit frustrated, but it’s visually nice, and I’m quite happy with the physics of everything.

You can play it Here and view the Ludum Dare page Here

Ratings and feedback are much appreciated. Let me know if you manage to win too, because honestly It’d be quite an accomplishment!

I’ve tentatively added Oculus Rift support, though I don’t own a device, I need someone to test it out before I release to the public.

Bugs Fixed

I fixed some bugs that I had missed when I had submited them for the 48 hours compo. They were issues when you the game restarted when you died the weapon did not change if you changed it.  Anyway its fixed! =D View the game here.

Welcome to The Pond

Welcome to The Pond

The Pond is a place, hidden from view, where small creatures fight for life.

They live, they reproduce, they die.

You can watch them, or maybe help them.

But in The Pond, everything starts and ends the same way: with life and death.

[Play The Pond] [Twitter]

This is a small simulation game I worked on for this Ludum Dare. I had less time than usual because I had to prepare for an university exam on the 28th. I hope you enjoy it. :)

Tons of coffee and emotions!

Two days of great work have passed and what do we have now as a result? A few dozens cups of coffee have been drunk, many topics have been discussed and an enormous pack of good emotions have been recieved.

It was our first and I guess not the last Ludum Dare. We’re watching other games and have a lot of fun playing them! Many thanks to all of you, who brought in these few days tons of creativity to this world!

Want to share our game with all of you. Hope you’ll enjoy this one called “Crazy Virus”!:)

Screen5

 

Last minute changes!

Working on last minute details! Adding bubbles and popup messages along with points counter!

Στιγμιότυπο οθόνης - 29042014 - 12:02:52 πμ

 

3h 55min and ticking……!

Thanks for feedback

Thanks for feedback. I just have fixed jumping – now you can’t jump so high, but you should see platform on which you want to jump. I also added animation of taking hit according to your advice, and put on map several bottles with life potion more.

Added alternative controls if you hate standard:
space – use item
right alt – jump
right shift – change item

Link to new post-compo version: https://dl.dropboxusercontent.com/u/232505117/BtsoL%20post-LD/BtsoL%20post-LD.html

Old version is in my entry: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=28737

Kitsuni Submitted!

Well we needed a bit of submission hour to finish off a few bugs, but we got there in the end.  We both definitely need some sleep now, as it’s 3am here, so will do a better post tomorrow.  For now here is our game:

Kitsuni Submission Page

KitsuniSmall

Atomicle – Postmortem.

Being my first Ludum Dare, I must admit that I wasn’t even aware of the voting aspect of it until it kicked off. So many games to play and so many awesome concepts. I’m addicted to rating and playing games! So, my hats off to everyone. Great job!

According to other devs, it’s traditional for game compo/jams to end with a postmortem review of what went on and what you learned, and who am I to break tradition?

My Ludum Dare 29 Postmortem write-up.

A special thanks to the staff behind Ludum Dare for hosting this, and giving us a chance to advance our skills and have a fun time doing it.

 

Voxel Map Algorithm

Last weekend (26-27 April 2014) I took part in Ludum Dare 29. My game, Frog V Ducks is quite fun (at least I think so) but not hugely original. It looks a bit like this:

While the game isn’t that innovative, it uses quite a cool voxel sprite technique, and this post describes how it works.

This technique uses GLSL shaders – these are small programs that run on the GPU itself and can modify data as it streams through its rendering pipeline. In OpenGL ES and WebGL, there are two types.

  • Vertex Shaders – these act on the vertices of your 3D mesh and implement its translation, rotation and projection
  • Fragment Shaders – these act on each pixel of your screen and perform operations like texture mapping and per-pixel lighting

The approach I used is entirely implemented in the fragment shader – the vertex shader just does transformation of a plain cube.  Here’s a zoomed-in shot of a duck, compared with a similar image if I replace the fragment shader with code that just makes every pixel red.

duckcube

As you can see, there is no topology for any of the models in the mesh itself.

Instead, the topology is encoded as voxels in a texture, which looks like this:

voxelmap

The texture (a “voxel map”) consists of 8 layers of 8×8 slices through the model.  Each slice has the X and Y axes oriented the same as the 3D model will be, and the layers are stuck together in the Z axis.  Colored pixels have the same color in the 3D model – transparent pixels are transparent and can be seen through.  (This conveniently means I can build my 3D models in Gimp or any other paint package.)

The algorithm used to render this is per-pixel raycasting.  For each pixel, the shader works out the path of the ray from the camera to the cube, and then steps along this ray through the voxel map until it comes to an opaque voxel.  Once it hits an opaque voxel, it does a simple lighting calculation and then returns the color of the voxel as the color of the pixel.  If it doesn’t find any opaque voxels, the shader “discards” the pixel, causing it to be rendered transparently.

Raycasting is a fairly standard algorithm, but there are two slightly unusual things here.

  • Often raycasting does two “render-to-texture” renders to calculate the points at which the ray intersects with the front and back sides of the cube.  See this article for an example.  This article gives an alternative, in which the fragment shader calculates the ray direction based on screen coordinate and knowledge of the position of the camera and then calculates the intersection with the front and back of the cube.  My approach is a hybrid – I use the same approach as the “render-to-texture” method to determine the intersection point with the front face and then use knowledge of the position of the camera to calculate the ray direction.
  • Often raycasting uses high-resolution datasets (e.g. MRI scans).  The algorithm then steps a regular step distance along the ray’s path.  In my implementation, the datasets are very low resolution and, to avoid aliasing, it’s important that the shader examines every voxel along the path.  Rather than stepping a regular distance, it instead performs a series of cube intersection tests (each of which is actually surprisingly efficient).  Due to the limited resolution (8x8x8), there is also a tight bound on the number of voxels that a ray could hypothetically pass through.

For the full code, see LD29.Sprite3DRenderer in https://github.com/matt-williams/ld29/blob/master/ld29.js.  Note that a restriction in WebGL means that the depth of each pixel is not calculated – in full OpenGL shaders, it would be possible to fix this.  The only impact of this is aliasing when the cubes defining two objects intersect.

I’d like to experiment more with this.  In particular, I’d like to see whether I could apply a texture map on top of the model, and also encode more data into the voxel map, e.g. to add half-full voxels defined by the plane that divided the full and empty halves (allowing the models to be less blocky).

Third-person 3d platformer: Bombcano!

 

thumbnailYou are a bomb. You are trapped inside of a volcano. You must escape in a 3D platformer style, that means: jump, double jump, roll. Light yourself on fire, blow stuff up. Can you do it?


By the way, something weird happened. When the theme was announced, I said something in the IRC by the lines of:

“Someone should make a game about surfing called “Surf Ace”!

After a while, I saw this post by ViKing Games about his progress in his game called Neath: Surf Ace. I asked him if he saw it on the IRC and he confirmed. Now, if you search for “Surf Ace” (as of this post) you will find 8 surfing games.

surface

Probably some people just had the same idea for the pun, too. But it’s really weird that someone actually took my idea seriously. Congrats to all the surfers!

 

I did it!

Well, not for the compo… but I list I managed to finish it (to some extent) for the jam, so I’m extremely happy!

Feel free to play… “Submarine (treasure hunting)”:

screenshot

Comments

28. Apr 2014 · 19:23 UTC
Nice art style! I really like the colors :)

I dun goofed

Had to submit as a jam entry sadly because I was 2 hours off the deadline!

Here is a quick video of the game, tell me what you think!



Underworld Evolution: UI Flow

For ultimate clarity, this is the full UI flow of my game Underworld Evolution:

1. Logo: me
[press SPACE] / [WAIT]

2. Intro: briefing & lolz
[press SPACE]

3. Game: 20 Evo’s will live their life and die enthusiastically. In the mean time, they hopefully picked up some coins for you. Once they are dead, click the Evo that you possibly want as the successor for the next generation or to just view its DNA.
[click on Evo]

4. DNA selection & tweaking:
You can still change the selection of your successor Evo:
– press left/right/a/d to switch between Evo’s and view their DNA
– or press backspace to go back to the map and select an Evo from there

Once you decided on the best successor, tweak the properties using the arrow buttons. Making a tweak will cost you coins! Each purchase will make the general price for a next tweak more expensive with 5%.
[press SPACE to start the next generation]

GOTO 3;

We have submitted!

We have submitted our first Ludum Dare game called Rise to Surface.
http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=33517
213
We will release it on Windows, Mac, Linux, iOS, Android and Windows Phone 8 soon.

Grimy Little Game

Play the Game Now!

grimylittlegamecover
Grimy Little Game for Ludum Dare

Save as many of the healthy yellow bacteria as you can by clicking on them. The shaky green slimy things that get underneath your keyboard will build a wall to cover the keyboard as you play. If you click on one by accident, you are done. You will receive a score at the end of the game.

Art by Clarence McMillan
Music by Samuel Piazza
HTML 5 Game by PMac

Aeronautical is submitted!

And we’re done! Man, this Jam felt harder than any of last year’s. Mentally and physically exhausted, but happy to have a game submitted.

Congrats to all our fellow jammers!

Pond Tycoon – Powered by Waves!

Didn’t have time to announce the final version yesterday, so here it is!

In pond tycoon you generate power in your garden pond by placing power generators and Oscillomatic devices in strategic locations.

Spam click that surface to generate huge waves, but don’t forget to buy more devices as soon as you have enough cash!

Crank it up over 9000W!
How fast can you be?

Play now

 

UPCOMING FEATURES:

Highscore
Smartwatch 2 widget to show the power

Pond Tycoon gameplay 3_compressed

screenshot_pond_tycoon_3

screenshot_pond_tycoon_4

Bathysphere – A Quick Post-Mortem

bathyShot1What a weekend this was, and not in a totally good way. Hopefully it was just one of ‘those’ weekends, where Iwas sluggish, out of ideas, and wrong-headed to participate in the compo, as I usually do. MY ideas were trash, my coding and art more so, and so it was with a heavy heart that, on Saturday, I hung it up and said ‘This isn’t happening, I’m done.’ I marathoned the rest of the first season of 24, drank a bunch, and took my mind off everything.

Was I done with game development? It just didn’t seem to hold the same shine it did – and I was becoming painfully aware of my shortcomings as an artist and coder. It was pretty depressing. I had a decent rest of the weekend – played some soccer and had fun. But these LD weekends have always been something special, yet this one wasn’t…bathyShot2

So at work today I’m thinking about it all and I finally just do what I’ve always wanted to do – make something in a few hours. So I did. My game, Bathysphere, took 4 hours to complete from start to finish – all assets, ideas, coding, everything. This is what I love to do – rapid design, coding, thinking on the fly, and above all else simplicity in mechanics and execution. Bathysphere isn’t anything complex, time-consuming, or hard. You sink to the bottom of the ocean and rise again – along the way, you can collect fish and treasures. My head always seems to be in the clouds, so an idea grounded firmly in the possible was refreshing. More refreshing was finding out that my coding skills are very good, and simplicity in art is a great gift.

So play some Bathysphere and let me know if you enjoy it. It is simple and done – and that is very good.

Here are some technical notes, if you want them: I used the ImpactJS game engine for development, Paint.NET for graphics, BFXR for the sound effects, and Audacity to cut and convert the audio. All of the sprites are at most 20×20, except for the UI elements. I used three colors – white, black, and gold.bathyShot3

Explore Beneath the Surface

I submitted my game for the compo last night but didn’t get around to writing a post. The objective in the game is to mine to the bottom of the world and see what’s there, along the way you can collect materials to upgrade your tools and increase your rate of progress. I’m quite happy with how it turned out, the last couple of Ludum Dares I couldn’t think of any good ideas and didn’t end up submitting anything so I’m very happy I finished something this time.

The sound effects could be better and the fps can vary a bit but other than that I’m pleased with it. You can play it here.

Explore Beneath the Surface

Where Is My Bone? — Walkthrough

Alright, I had a people or two stuck with my game, so I figured I’d do a walkthrough, huh…

Spoilers below~!

1. Bark at the door.
2. Smell the wine on the table.
3. Dig in the trash in the backyard.
4. Bark at your master.
5. Smell the litterbox in the house.
6. Dig in the backyard.
7. Smell the package in the frontyard.
8. Dig the clothes pile in the house upstairs.
9. Bark at your master.
10. Dig in the frontyard.
11. Open the trapdoor in the house.
12. Smell the stains in the cave.
13. Dig in the frontyard.

Congratulations! You found your bone! 😀

I’m so very sorry that the game lacks audio. It was that, or an actual questline… my deepest apologies.
Same goes with the lack for a proper ending screen.

I hope you liked the game, though!

Holy Crap, we just accidentally an entire game!

… and all that in 48/72 hours!

And now, to review 2491 games (what…) over 20 days. That’s 124 games per day, or about 1 game every 12 minutes!

All in all, we managed to finish mostly everything, aside from some graphic issues and last minute score bugs.
We’re quite happy with it, all in all. :)

Check it out here:

screen5432

Beneath the Surf-Ace ( Web - Windows - Mac - Linux )

Thanks for an amazing weekend everyone!

Progress Update 04 – Game features done

All features done.

With little time to spare.

Three hours to go, and all of the important stuff is done.

All that’s left now is to complete the story, which is small, so it should be relatively easy, and just polish if time allows it.

Tags: jam, progress, update

Submitted!

Finally submitted our game!

This was our first LD together 😀

I worked on the sound and the mechanics of the game while _DK_ (a.k.a. Chiara) did all the graphics.

I’m very happy with the final result.

Hope you will enjoy our game: Surface Runner!

screen1

Submitted

Well we managed to complete our game,
there is a lot we didn’t have time to include but there are all the required parts.

So I’ll put this in the success category and see you next time 😉

Submitted!

Ok, apart from Newgrounds playing it at the wrong resolution (rendering it unplayable and resulting in about 5 ZERO ratings before I realised) my submission has gone well and is ready to be played!

Screenshot

Check it out: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=12495

He who controls the spice controls Ludum Dare, final day

We are done with Wormhunter and we made a little special video to end this Ludum Dare with.

Title

We had a great time making this game and we hope you all will enjoy playing it. If you like the game, please share it with your friends.

Download Wormhunter here.

Have a great week and let the rating begin!

We made it! Magma.

Hey folks! Finally, we’re done. Please, check out our game, Magma, here, I’d appreciate any votes!

Magma main screen

Magma

The game’s over!

There is my game: CRUSHER TIME, developed for PSP. 😀

It’s not very polished and the way the game was programmed is worse than anything else you ever seen! But hey: it’s done and it’s working, what else matters? Here’s a screenshot (taken from PPSSPP):

VIEW THE GAME HERE!

ALIEN LOBOTOMY

Our first Ludum Dar!

The two of us are but simple programmers, but we managed to pull the rabbit from out of the hat beneath the surface with this one!
We even surprised ourselves!

37409-shot3

Play and rate ALIEN LOBOTOMY

We give up

Sadly I have to write it but we give up. Our idea was too ambitious, our teamwork not as good as we thought, our time managment not on point and our real life didn’t let us work the whole time aswell.

Much is done but nothing is really playable so we won’t submit it.

BUT it was a good experience and we still want to finish what we started and we will in time.

Comments

suurin
28. Apr 2014 · 21:03 UTC
Keep trying guys! I believe YOU CAN!

And it’s finish !

Our first Ludum Dare, we did it !
We are a french team and we are proud to publish our crazy game : Eat’em all
A simply game where you are a shark and you must eat to survive but there is those damn jellyfish… 😀

Sans titre

LD29 Compo – YAPP (Yet another postmortem post)

Obligatory postmortem post.

The theme didn’t really enjoyed me. After a while, I came up with some ideas all based on ‘terrestrial’ view of the theme (by opposition to the ‘marine’ view that a lot of participants had).

So my idea was to make a simple game where a mole had to find valuables beneath the surface, and bring them back on top. The idea was to force the player to plan out its digging so he can come back easily. This was later enforced by the time limit and respawning time bonuses (worms).

Here is my entry

Here is my entry

My entry post is here, and I just made a little video of the game.

The good

  • Python is really my favourite language. I’ve been using it since 2008, and daily at work. So I felt very comfortable developing the mechanics of the game
  • My basecode saved me a lot of time, especially on collision detection and tiles display
  • Sublime Text 2 is a very good text editor. It’s been two weeks since I started using it, and it feels very natural despite I’m coming from (g)Vim.

The bad

  • Pygame documentation is very concise. I had to make a lot of testing to figure out some of the concepts.
  • No music, and very poor sounds. The game fills very empty and it saddens me.
  • Poor graphics, I wish I took more time to make them. I need to practice a lot doing them.

The ugly

  • Took the challenge too casually, relaxing, going out… in the end I was lacking time to finish the game.
  • Distributing python game is insane. I spent almost one hour figuring out issues with py2exe. Some people had troubles running the game too.
  • In the end, stupid bugs (no level boundaries check, random crashes) because of the above

 

I don’t think I will choose python again. The language is awesome, and pygame is ok but distributing is really painful. I think every game should be playable by everybody, regardless of the platform he or she is using. What the point of making a game if nobody can play it ? I kind of regret the simplicity of flash for that. My LD26 entry was made with AS3, and I received tons of comments by the end of the first judging day. This year, I think that there are less people commenting my game because it crashes/don’t run or simply because you have to download and unzip it.

Maybe I should learn javascript ?

 

 

Who am I kidding, NO WAY ! :p

 

Supermarket Challenge – Post Mortem

Hi I’m Ranko and I made Supermarket Challenge.

splash

The good

– Well. I finished the game.  Again! Woo hoo!

– I did everything on my own, brushing up my Ren’Py as I went along.

– Bah, not much else I’m afraid. I would like to think that my take on the topic was uncommon, but I guess I could’ve gone deeper if I had prepared better…

The bad

– Again, I had only 6 hrs to finish the game due to excessive ammount of fidgeting with choice of engine (MF2? Construct2? unity/playmaker? RenPy?)

– Ideas I had in mind required me to have better understanding of how engines work and/or how code works. I tried to adapt some examples but failed miserably.

– Finally when I married idea with my actual skills (well I had to bump them up somewhat, which wasn’t all that bad) the clock ticked away and I had time to finish only first of ten chapters I’ve envisioned.

– No music. Music is good. Sadly, no time.

Cheers!

 

My First LD Postmortem: “Hymn of the Moles”

So uh, Ludum Dare. This is the first LD Jam that I entered and…
well, it was okay!

My game wasn’t overly ambitious (it was pretty minimalistic even in its design stage), so I was actually able to complete it.

What went right:

  • Music! Somehow I was actually able to transcribe the songs relatively quickly.
  • Art! I mean, it wasn’t perfect, and for having a total of 5 sprites in the entire game (with one of them being a solid white square), it took a long time to do. But it came out pretty great. Instead of finding existing art and trying to “8-bitize” it by adding pixellation and posterization to it, I actually created the art from scratch (but based on existing art I could find). I created it on a 162×190 canvas before stretching it out to a 640×480 canvas, to create a somewhat authentic Atari 2600 look. I then took the actual Atari NTSC palette and replaced all the colors.
  • The Beat! In the game there is a steady beat going on and things react to it. I tried creating the beat on a timer, as each beat is approximately 918 milliseconds apart, but eventually the timer would become desynced. In the end, I decided just to analyze the audio file playing and sync all the beats to that, and it worked perfectly! Slightly hacky, and it could be way better designed, but it guaranteed perfect beat synchronization. Speaking of synchronization…
  • Gameplay! Although I could touch up on some things, the Gameplay is rather solid. The game plays nice and level transitions are pretty great, in my opinion.

What went wrong:

  • Individual Note Synchronization. It’s a mess. Note objects are created on the beat, but are timed via a timer. To keep them from getting off-sync by the time they reach their targets, on each beat, the notes would resync to where they’re supposed to be. Sometimes, a 10 millisecond audio delay would cause notes to incorrectly sync too early or late, which was obviously very confusing. Also, due to the way I calculate the beat, eighth notes could not sync, lest they instantly become quarter notes. In the end I had to create a system that determined whether or not a note needed to be synchronized, as well as how lenient synchronization should be. God, it’s just a mess!
  • The Audio System. Well, it turned out right. But a small bug chewed up at least 2 hours of my time. The Audio System itself works flawlessly, to my knowledge anyway. What didn’t work out was the random audio files that play when you hit a note. I had an array of possible filenames to play, but I left out initial “sound/” part of the path, as well as the “.wav” extension, so I could just concatenate them and save a small bit of memory, maybe. Well, this concatenation ended up creating a temporary string which was destroyed after it left the scope. The problem was that elsewhere this path was stored, ready to be played again. But since the string was destroyed, the memory got overwritten by other data, resulting in the audio files playing, but not being loaded and destroyed properly. It was horrible.
  • Level Design. So this game is just a rhythm game, so it doesn’t require any complex level design. Well, I took that to my advantage by hard-coding all levels into arrays and functions. But god, is it ugly and hard to work with it. I literally just have a “level” variable and a function that uses a switch statement to generate different notes for each level. I wanted to at least embed Lua to read scripts for all the levels and make it less messy, but I ran out of time.
  • Sound files. So, I created a bunch of files for the different notes that play during gameplay. Well, the pre-programmed songs required notes out of the range I initially created, and I didn’t have enough time to recreate them perfectly, so I had to go into audacity and change the pitch of existing files. These files sounded lower quality and are rather noticeable and ugly sounding.
  • Object-Oriented Design. Well, this tends to be somewhat unavoidable at times. Basically, everything started off real great and clean, but as time went on my classes became more and more convoluted with random variables and strange constructor parameters and all kinds  of messy, improvised designs. It’s a bad programming habit. But it’s not all my fault. I mean, I had a time limit!
  • Porting, kind of. I have no Windows port yet. And it may take a while, as I have not set up my game to compile on Windows yet. Visual Studio confuses me with the linking and everything. So this may take a while to properly port so a majority of users can actually play the friggin’ game!

What I learned:
Const Char* values are still pointers
Visual Studio needs to be set up properly!
 Working alone is more challenging than it seems

Hymn of the Moles

 

 

completed and proud

all in all a good fun game was made over the weekend and its here for all you to play

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=31444

game created by 

Coders: 
Liam Charlwood 
Ducan Tyer 
David Cowley 
and others 

Artist: 
Philipe bintner 
Fabio goncalves 
Jon child 

Sound engineer: 
Tom Daly

 

the chasenewGame