LD31 December 5–8, 2014

Vote Snowman’s Post-Compo-Version is there!

And it’s quite nice! I’ve just released it a few days ago and wanted to point you to it!

The features include:

• an improved menu!

Look at that beauty! You can finally read something too!

Look at that beauty! You can finally read something too!

• improved win/lose screens!
• improved the positive-sound’s pitch!
• Added a timer-bar that shows you, when the game ends!

It's pretty self-explanatory, isn't it?

It’s pretty self-explanatory, isn’t it?

• Added an own font!
• Added a speed limit, you can toggle from the menu!
• Added an easy way to make your own enemies! (simple Guide on the game page)
• Added sugar-cane-enemies!
• Probably some things I forgot to mention.
• Added an unintentional debugging-console I forgot to remove 😛

I want to thank all of those awesome guys who rated my game! My first Ludum Dare turned out to be fantastically fun  and I’ll most likely participate in the next one.

PLAY THE GAME HERE!

There is nothing weird with Greeny GRUB controls

WTF with the weird controls in Greeny GRUB? Here is some explaining. Keep reading if you know a little bit about CoffeeScript, Python or C-like syntax:

# Cursor-keys handling
document.onkeydown = (event) ->
__deltaVelocity = 80 # in pixels per second
__switch event.keyCode
____when KEY_UP then player.adjustVy(-deltaVelocity)
____when KEY_LEFT then player.adjustVx(-deltaVelocity)
____when KEY_DOWN then player.adjustVy(deltaVelocity)
____when KEY_RIGHT then player.adjustVx(deltaVelocity)

where deltaVelocity will be used by:

  • player.adjustVx() and player.adjustVy() to update vX and Vy velocities.
  • player.update(fps) to update x and y coordinates


class Player
__constructor: (@x,@y,@vX,@vY) ->

__adjustVx: (deltaVx) ->
____if Math.abs(@vX)<100 or (deltaVx>0 and @vX<0) or (deltaVx<0 and @vX>0)
______@vX+=deltaVx

__adjustVy: (deltaVy) ->
____if Math.abs(@vY)<100 or (deltaVy>0 and @vY<0) or (deltaVy<0 and @vY>0)
______@vY+=deltaVy

__update: (fps)->
____@x+=@vX/fps
____@y+=@vY/fps

The weird behaviour comes from the fact that there is no damping on the velocity once it has been passed to the player’s methods and that I do not handle onkeyup events.

Comments

26. Dec 2014 · 08:16 UTC
How come I am seeing this post for like the fifth time? Are you reposting / editing it or something?
pht59x
26. Dec 2014 · 09:24 UTC
I have changed the title, hence 2nd time and not 5th. I have also deleted the old one.
26. Dec 2014 · 09:40 UTC
Fair enough …

How is everyone doing their controller support?

Hey guys

Seeing quite a few multiplayer games, I haven’t had the time to play them all, but I’m wondering if you guys have any tips on how best to implement controller support (for Unity)?

My own game No More Boxes basically just uses two keyboard control sets for P1 and P2, and then set up two joystick supports for joystick 1 and 2, mapped directly to xBox 360 controller buttons. For Mac.

This has many shortfalls:

  1. The Xbox 360 controller button mapping is different between OS X and Windows natively… Weird.
  2. People with non-360 controllers (or on the wrong platform) can only change controls via downloading the offline build and going through the Unity built-in launcher.
  3. Which means the web build is not necessarily the best solution for multiplayer games… Which sucks.

Does anyone have insights into a better way to do controller support on web version Unity?

Thanks guys :)

Comments

pht59x
26. Dec 2014 · 10:07 UTC
For a jam, I think multiplayer keyboard-based controls should be enough: WASD for P1 and arrows for P2. If you go for something more complicated, your game won’t simply be played/rated by many people.
26. Dec 2014 · 11:46 UTC
plus there is cInput on the LudumDeals, which allows the player to change controls within the game (though that has to be implemented)

Houston: Expedition diary Part 4 – Gameplay Video

The expedition diary of Jam Entry: Houston, We’ve Got A Problem.

New decrypted item is available now:
gameplay footage with comments about present and future of the game

(01:43 min)

Incoming transmission:
Wolfnip’s “Let’s play Houston, We’ve Got a Problem!”

(16:25 min)

Ythmevge’s Let’s play

(14:44 min)

TechValleyGameSpace’s Let’s play

(31:02 min! wow)

Thank you guys, it was a pleasure to watch how do you play!=)

Previous part of expedition diary:
Expedition diary part 3

Expedition FB group
Let us Tweet you some space news
YouTube

Tags: game, jam, ld31, Ludum Dare, unity, unity3d, video

How do you use exclusive audio from Robert del Naja?

As you may know, for this LD Robert Del Naja, member of Massive Attack, provided an entire CD of unreleased music to use in Jam games. How do you use this gift? Share your game or anything else where you use this music.

For example, I was participate in Compo and can’t use any assets in my game “Fill the bar”, so I used this tracks for timelapse video.

Cultural Influences Postmortem

For this Ludum Dare going into it I had two main goals. First I wanted to make something that had voice overs, I’ve been doing YouTube Let’s Plays for two years now and this seemed like a good chance to practice in audio techniques. Second goal was to concentrate more on making art, my degree is in studio art so I should have something more interesting than boxes. I already wrote extensively on the art, so take a look at my LD profile if you are interested in that.

go_to_sleep

Before I get into what went well, bad, and what is next I want to write a little about what cultural events/happenings/media influenced the game. If you haven’t played the game yet you may want to play it before you read this next part.

Opening Screen

-Book: Go The F**k to Sleep by Adam Mansbach

Level 1: Jack & Jill

-Nursery Rhyme: Jack and Jill

Level 2: Frosty The Snowman

-Song: Frosty the Snowman

-Film: Little Orphan Annie

Level 3: Have Space Suit Will Travel

-Book: Have Space Suit Will Travel by Robert Heinlein

-Event: US Flag planet on Moon

-Event: Michael Jackson dangles baby out balcony

Level 4: A Scanner Darkly

-Book: A Scanner Darkly by Phillip K Dicks

-Film: The Matrix

Level 5: Sonic

-Game: Sonic the Hedgehog

-TV Show: The Simpsons

Level 6: Cookie Clicker

-Game: Cookie Clicker

-Film: Wreck it Ralph

Ending Screen: Waking Up

-Song: The YouTube Lament  by Tim Minchin

-Film: The Dead Pool

A_scanner_darkly

What Went Wrong:

– Was planning on making more of a narrative but there is a total lack of narrative in my interactive experience.

– Does it even need to be a game? Near the end I started to add more “game”features such as keeping track of the time to finish.

– Early levels lack the cultural references that show up later. That make references outside of the level theme.

– Some levels could have benefited from additional voice lines.

 

What Went Right:

– The humor of this interactive experience is evident to a widespread amount of people. Early in the creation on twitter I mentioned that I couldn’t stop laughing.

– Variety of themes for the levels is about right.

– I like the length of the game being about 2 minutes to listen to everything, and 30 someodd seconds to speedrun it.

– I like the art style of the game, it accomplished what I set out to do and works well with the theme of the game.

 

What is Next:

– I am working on an additional set of levels for the game I hope to release by mid January.

– Small changes to the base game to add a transition effect from level to level, as well as changing the walking animation a small amount.

First level of Night 2

First level of Night 2

 

Second Level of Night 2

Second Level of Night 2

Tags: postmortem, video

Santa, now go home!

Hi dear friends!

 

X-mas is over and the rating period of Ludum Dare 31 comes soon to an end. Probably, you wanna help us send Santa home to the Antarctica or wherever he lives :-)

So please play and rate our game:

 

Oust Santa!

 

We also play and rate all games with (friendly) comments (and a playable web version) 😉

 

Thank you and happy gaming!

 

 

P.S: The current highscore is 7100 points. Probably you can set the new record – let us know!

 

bg

Feedback for our new Website

Hey guys, could you give us some feedback about our new website? http://epic-minecraft.de/ :)

~Thorstian

Comments

26. Dec 2014 · 17:13 UTC
Looks good bro. The domain name might not be so fitting, but the website itself is pretty good! A little dark, but good nonetheless!
Lynx
27. Dec 2014 · 03:27 UTC
As a web designer myself, I will say I enjoy the layout and typographic choices suit the theme very well. It has a cohesive and understandable UI/UX flow to it which is great.

Let’s Rescue Ludum Dare live stream in a few hours!

We’re doing one last Ludum Dare game stream live on Twitch.tv! We’ll be jamming today, December 26th from 4:00 PM till midnight, Eastern Time! Check us out on the link below:
http://www.twitch.tv/techvalleygamespace

This time, we’re doing something different. Not only will we take requests, but we’ll also attempt to rescue games with very low ratings. If you want to get your game streamed, I have a form up in the link below, so go right on ahead!
http://goo.gl/forms/8IkM8aU5eK

The games we’ve played so far are listed here:
https://docs.google.com/spreadsheets/d/1RbvfWHMb-vWmYBagjjnfVAMKugG1vgQ41QFQ_Wa4YjE/edit?usp=sharing

Tags: Tech Valley Game Space

Let’s Rescue Ludum Dare Live Stream happening now!

We’re doing one last Ludum Dare game stream live on Twitch.tv today! We’ll be jamming from 4:00 PM till midnight, Eastern Time! Check us out on the link below:
http://www.twitch.tv/techvalleygamespace

As noted earlier, we will take requests and attempt to rescue games with very low ratings. If you want to get your game streamed, I have a form up in the link below, so go right on ahead!
http://goo.gl/forms/8IkM8aU5eK

The games we’ve played so far are listed here:
https://docs.google.com/spreadsheets/d/1RbvfWHMb-vWmYBagjjnfVAMKugG1vgQ41QFQ_Wa4YjE/edit?usp=sharing

Tags: Let's Play, live stream, Rescue, Tech Valley Game Space, Twitch.tv

Comments

27. Dec 2014 · 01:34 UTC
Thanks for the feedback on my game, Snake Rider! I really enjoyed watching you test it. I’m sorry the controls are so slippery; I’ve improved that in the post-comp version.

January 1st, Remembrance Day!

I was thinking back to a couple old products and unpurused projects of mine.

I realized that in a way these defined more of who I am as a game designer than all of my released projects do.

I propose that on January 1st, everyone posts an old prototype or unpursued projects of theirs to help usher in a brand new year of game development!

Super Action Man – Postmortem

Whew, this Ludum Dare was much more intensive than usual for us! Having less team members than usual didn’t help, but what really did us in was our over ambition. More info below, and please check out the game. Ratings and feedback are much appreciated!

As you can see, the game is the screen in a movie theater. For some reason the artist added Mickey Mouse, Batman, and Baymax to the crowd. Then, just for good measure, made it so you could see the butts of most of the audience. Thanks for that Paul.

The Idea

To be honest, no one on the team really liked the theme. We tried to get around this by discussing alternative interpretations of it. Eventually we came to the idea of using screen to refer to a movie screen. From there, we decided to create a comedic take on modern action movies. All of the levels in the game are based off of scenes commonly found in action movies.

Scene 1: The Car Chase

Inspired by the game Spy Hunter, we created a level in which the player, on a motorcycle, had to blow up incoming enemy cars. Technically not much of a chase, this scene caused some issues when the game sometimes failed to advance to the next level after cleared. Luckily this issue was resolved.

Scene 2: Romance Scene

What action movie is complete without a romance scene that has no bearing on the overall plot. That’s exactly what this fully voiced scene is. Although it offers the player a choice at the end, nothing in this scene really matters and there’s no way to lose. You may enjoy the voice acting though. Kudos to Josh for voicing both the male lead and his love interest.

Scene 3: Shootout on the Train

The actual train battle scene in game.

Based on another common movie scene, in this level the player must dodge enemy bullets and incoming obstacles while on a train. This level utilizes Spine skeletal animation, allowing us to make some very nice ducking animations. The game play for this level changed several times during development. For example, originally the player was going to be able to jump. Unfortunately this was scrapped because it made the game play rather boring. There was also going to be a scrolling background, but this was cut due to time constraints and bugs.

A picture from one of the scenes that inspired the train shootout level. James Bond certainly isn’t the only movie character to fight on a train though!

Scene 4: Rooftop Battle Rhythm Game

Although we knew we wanted some sort of climactic battle with the main antogonist, the idea for the game play on this level was not decided until late into development. A team member first proposed the idea of a Rhythm game, where the player must press the specified buttons, and it turned into this. Although it was my first time trying to make something like this, I think it came outpretty well, and gets pretty intense and hectic near the end of the battle. The animation is a bit choppy, but that’s because the art for this was made around 1:00 in the morning.

The Insanity that is Voice Acting

What movie is complete without dialogue and speaking? After hastily throwing together a text box system, I began writing humorous dialogue for every scene. I also decided to give the player a choice at the end of each level to say one of three “victory boasts”, which were usually some kind of joke about the situation or the enemies. Unfortunately we ran out of time to add voice acting to a few of the scenes. Luckily, in our timezone we still had a school day and several hours after until the deadline for the Jam. Since we all went to the same school, we were able to record all of the remaining dialogue on my phone while walking to Subway. If some of the audio quality is bad, that’s probably why. I’m glad we were able to do voice acting though, because it helped add a lot to the humor we were trying to go for.

 

So far feedback on the game has been good and we are looking forward to the results. If you want to check out the game and leave us some feedback. Enjoy and thanks for reading!

Special Plops – Now Available For Windows Phone

Special Plops is now available for Windows Phone.

ScreenShot3

ScreenShot4

ScreenShot1

 

 

 

 

 

 

 

 

 

 

Post compo version now includes:

  • High Scores
  • Sound FX
  • Harder levels

You can find it here:

http://www.windowsphone.com/s?appid=597092f0-7dbf-46c4-94df-46ba3ffe4cc6

Windows Store version may be a couple days.

You can rate the original here:

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=1516

Super Engine Blast Soundtrack

Thought it might be fun to release the songs we used in Super Engine Blast

SOUNDTRACK GET IT HERE!

All songs were created in Logic X. I mainly used the Retro Synth on FM mode. It’s good for creating genesis sounding synths.

As far as post processing went, I was somewhat stretched for time so I just grabbed a set of effects I use for SNES sounding songs and went with that. You could say the soundtrack is what it’s like if Genesis and SNES had a baby. 😀

If you’re curious, I start with applying a compression of 3 : 5 : 1 with a bit rate limiter set to 16 bits. You can fiddle with the overdrive a bit to get something you like. For SNES music they were comprised of samples of instruments that were designed to loop, however the amount of memory that these samples could take up was insanely small compared to what you can do nowadays. So in an attempt to fit the sounds into memory I’ve read that composers would ofter chop off the high and low parts of the wave sample.

So the next thing you can do to get that SNES sound is to apply a high + low cut filter and chop off some of the more fuller parts of the sound.

You will definitely notice a difference.

The song won’t sound as rich, and it will sound more like an old video game console.

Finally the last filter I use is the Reverb. SNES had a pretty unique reverb that they used and I’m not sure I capture it quite well but if you set up a really really short delay filter you can somewhat mimic the reverb that was in the SNES sound chip.

Anyways I hope that helps anyone out there who is doing music and a bit curious about this sort of stuff..

😀

Postmortem: Sprotzel

[reblogged from my game design blog Replay Value]

A few weeks ago, I participated in the Ludum Dare’s 31st edition with the theme “Entire Game On One Screen”. I made a game called Sprotzel, which you can play right here.

Sprotzel

What went right

Choosing constraints …

I find it really helpful to set myself some sort of constraints when working on a game project. Those can range from visual constraints like using only a limited color palette to input constraints like only using only two buttons to play. In this case, I got from the theme of the jam Entire Game On one Screen to the technical constraint The screen never gets redrawn. From there, I quickly came up with some concepts that sounded interesting, one of which resulted in the final game.

… then abandoning them.

However, at some point, once I had the core gameplay and aesthetics implemented, I hit a wall. I wanted to include a new mechanic into the game (collecting pickups), but I just couldn’t seem to find a way to include it without either ruining the visual style, or breaking the constraints I had set for myself. So after some struggle I decided to drop the constraints and do what’s best for the game instead. Letting go of that self-imposed limitation was harder than I expected, but I’m glad I did so. I think constraints, especially technical ones like this, can be useful as a source of inspiration and design challenge, but only until they become obstacles instead of stepping stones.


Staying in the flow.

I didn’t polish the game as much as I could have. I stopped at some point, even though I still had ~24 hours of time left and started a second game. Now this is everything but consumer-friendly and the first game definitely suffered from it, but for me personally it was probably the better choice. Because anything I would have added to Sprotzel after that point would have been dull busywork. Implementing a proper in-game tutorial isn’t fun, it just takes time. And it wouldn’t have added anything substantial to the game experience.

So instead I used the remaining time and motivation to just start something completely new, even if I wouldn’t finish it in time. It actually went so well that I’ll probably keep working on this second project. Had I used another four hours to polish Sprotzel, I don’t think I would have been able to do anything of the sorts. I guess flow is as important for a dev as it is for a player.

 

What went wrong

Not play-testing.

This is really the one thing I regret the most about this jam. I was sitting in a room with five other people for the whole time and in the end each of them only played my game once or twice at all. I didn’t really do any explicit play-testing or ask for feedback, which shows in many aspects of the final game, especially its high difficulty.


Not leaving the comfort zone.

Sprotzel is a typical Waterman7-game if there ever was such a thing. I didn’t really try anything all that new or exciting or challenging. Not on the gameplay- and not on the programming-side. There wasn’t even a crunch-time. Somewhat boring really. It was still fun, don’t get me wrong. I just feel like I didn’t learn as much from this jam as I did from other ones.

Not making audio. Again.

This is slowly becoming kind of a running gag, except it’s tragic instead of funny. Although, this time I at least I gave it a try. The problem was, I tried to learn not only a new program mid-jam, but a whole new design-field. Of course, without any prior experience with sound, the endeavor was doomed from the start. I struggled with some unfamiliar interface and pushed random buttons for some amount of time before humbly resigning to the gods of sound once again. But I will have my revenge. Some day I will face them again, prepared.

The Galvatross LD31Post-Mortem Wrap-up:

As Ludum Dare 31 comes to an end here in a couple of days, I’m on the final push to play some more Ludlum dare games.  But before I do that, I want to take a little bit of time to talk about our game Galvatross

GalvatrossMarquee

Galvatross is ShuddaHaddaLottaFun’s third Ludum Dare game, our fourth game jam game, and certainly the most complete one we have ever made.  Things went a little more smoothly, plus we are a bit more experienced, so that helps.  I don’t want to spend too much time on this, so I’ll just outline the good and bad.

 

Galvatross_CharacterLARGE

THE GOOD

Complete art, that looks good too.

Complete game, and it’s playable!

We prototyped some nifty ideas

TranglordsLARGE

THE BAD

SFX balancing

Music

Joust

So let me talk about these for  a bit.  With the SFX, it became a last minute thing to fill out sound, so it was a lot of just plopping in sounds from SFXR without correcting their levels, making some of the sound effects Very annoying.  The Music actually had a lot of complements, so thank you.  But the reason it is listed in the bad is simply because it wasn’t what I wanted.  I had an idea as to what the music sounded like for Galvatross, but when I sat down to make it, it just wasn’t coming together in time.  Realizing I couldn’t waste my time trying to get what I wanted, I quickly threw something together in order to move on.  Finally, the Joust comparison.  When we first started working on the idea, we discussed how Galvatross was a period game, and we have a lot of backstory to the Galvatross franchise that don’t really fit into the jam, but in short the Joust influence is somewhat intentional.  Unfortunately it is too similar.  At first we talked about a shooting mechanism, but that would be too many buttons in our mind for an old arcade game with the jumping and zooming.  We then programmed it so you had the hit the Tranglors from the bottom, since you are protecting your little dude you’re carrying. That however made it too easy to accidentally kill enemies, and too difficult to do it on purpose.  The best strategy was just to stay still and let them land on you.  We switch that, but it just made it too much like Joust…

After the deadline we came up with a new idea for the attack controls that focused on the teleport mechanic.  Unfortunately with the holidays, I haven’t really had the time to get a working version implemented.  We have actually discussed continually working on Galvatross, which would be a first for us.  We have never continued working on a game jam game after the weekend has passed.

But you can help us! Yes! Inspire us!  We have 80 votes right now, which we are pretty sure is more then our other LD entries combined, which is great! We really want to hit 100 votes, and it would mean a lot to us if you could take the time to play our game before voting ends.

Galvatross Arcade

PLAY GALVATROSS

happy holidays everyone!

 

Hey LD! Anyone needs music for free?

Yes. Free. No gimmicks. The thing is every single person will ask me for some sort of portfolio, stuff I’ve done before. And I’ve had only done electronic music. As I want to get into orchestral, epic music I want to build my portfolio on something. So, whatever you’re doing – be it a game (I’d love to make music for some medieval-ish RTS/RPG), a film or whatever else.

It doesn’t cost you anything, so why not hit me up in comments? I’m looking forward to see awesome stuff you’re working on!

Comments

Luminar
28. Dec 2014 · 14:55 UTC
We have a space game that we made in Ludum Dare 31 and we are remaking it to get it released. It would be nice to get some music, but if you don’t do space/sci-fi or ambience then whatever. Thanks in advance. :)