LD31 December 5–8, 2014

O.O

Untitled-1

A kinda… Strange – ish, question :s

Eh… Anyone out there has an idea how to make a game worth selling?

And where to sell it, gimme a good marketplace for Android (or PC) that can pay me via Bank Account, or Skrill, or Payza, or Google Checkout?

… And yes, I do have a website: tosicden.yolasite.com

GUYS HELP ME OUT ON THIS ONE  !  !  !

Comments

TheScragglyMan
06. Jan 2015 · 07:20 UTC
You make something so polished, so innovative, that people will want to throw money at you.
06. Jan 2015 · 13:00 UTC
ScragglyMan is right. You need to be very careful when it comes to releasing games. That said, when it does come time, itch.io is a good place to start, I believe. It advertises itself as being like bandcamp for games, so you can self-publish your work there, charge what you want, and I think you can hook it up to a paypal account or something (I don’t know for certain, as I haven’t actually started on this process yet myself.) If you really want more details, I’d strongly suggest looking for some of the old “October Challenge” posts on the Ludum Dare page – the October Challenge just challenges developers to publish a game they made and earn at least one dollar off of it, so there will be a lot of discussion about what you want to know there.
SkullPixel
06. Jan 2015 · 18:32 UTC
I’ve been making games for a year and a half, and yet still I haven’t sold one yet. It takes time and practice. It does take a lot of polish for people to even consider your game. I honestly recommend trying to focus on stuff that is 2D for a while, because 3D can make things so much more complicated.

How to release a puzzle game

So, I’ve been working on a music-based puzzle game for quite a while, and it’s getting very near completion.  It’s something I want to release, but two things are bothering me as I’m getting close to the end:

1.  I should really make a trailer for the game, but being a puzzle game, there isn’t much that changes visually, which makes it hard to montage.  At least there are some graphical differences for each of the five songs, but they’re relatively minor.  I’m just trying to figure out the right way to go about this.

2.  My only other released game that people are aware of is a horror game, which is pretty much the polar opposite of a music-based puzzle game.  Will this vast shift in gears be too jarring, or shouldn’t I worry about that?

Comments

oobie
07. Jan 2015 · 04:34 UTC
I think you should just do your best it showing the game in a trailer then just release it.

In my opinion I would be more likely to check out a puzzle game from someone who has only released a horror game, then from someone who only releases puzzle games.
07. Jan 2015 · 04:53 UTC
1. If the content or thematic changes in the game are limited: Use the trailer to demonstrate the main mechanic. Do I tap here to match the notes? Do I use this joystick to synchronize the harmonies…etc. If that’s not enough content then demo the first or second puzzles, and then maybe a moderate difficulty puzzle. Just to let people know it does get tougher.
rjhunter
07. Jan 2015 · 12:25 UTC
You don’t have to use only full-screen footage in a trailer, you can do anything that conveys the idea of what the game is and help the viewer decide if it’s something they would enjoy.
08. Jan 2015 · 03:06 UTC
These are all great recommendations from all of you. Thanks!

GraviFlip Post-Compo Version Released! SPACE!

I’ve threatened to make a post-compo version of my game GraviFlip for a while now, and guess what? It’s done! That’s what you get for giving my game such good reviews.

graviflip_logo

Here’s a list of changes:

  • Gravity-affected enemies are now easier to destroy
  • All menus can now be navigated with the keyboard
  • Adjusted the difficulty curve (the game is still hard though)
  • The tutorial is expanded and has been separated from the game proper
  • Added high score tables and achievements powered by GameJolt
  • There’s now a short countdown before the game starts
  • Enemies now explode when hit
  • Added a pause function
  • Added a new enemy type
  • Added a shield power up that protects from one additional hit
  • General improvements to stability and performance

You can find the link to the post-compo version on the game’s LD page or you could just click here if you’re in a hurry or something.

Seriously though: Thanks to all of you who took the time to play and/or and/or give feedback on my game. I tried to address as many issues as possible, so hopefully you’ll enjoy this new version. If not, let me know why!

Decision Help for BT2

Hi guys and gals!

I’ve been stating that I’m going to release a Post-Compo sequel to Beat+Trak soon but have be hit hard by the level of content production required.
Because the game is a music/rhythm game, every new level needs a new song which starts to add up  and I’m honestly running out of creative motivation/getting a headache from working on music.

I was wondering if I should take the easy way out and include some songs that weren’t personally made into the game?

What do you guys think? Do I risk the game’s audio reputation? Any thoughts?

 

beattrak_backer_trophy

 

Thanks, in advance!

Comments

EthanWebster
08. Jan 2015 · 19:34 UTC
In my opinion you sound burned out, trying leaving it and coming back to it in a week or so. Just a suggested :)
08. Jan 2015 · 21:33 UTC
If you decide to leave it for a while, do yourself the favour of making whatever you have playable first. If this means cutting the levels without custom music, adding someone else’s music or repeating the tracks from previous levels, so be it. It will be an imperfect solution, but the result is that you will have a playable game in the wild, instead of it decaying on your hard drive, waiting for you to get back to it, which may happen, but probably won’t.

MiniLD #56 – I’m here!

Hello fellow Ludum Darer’s, I’m in.

Here is what I have chosen to do:

  • Make a game that will make the player scared.
  • Theme: Chill
  • Challenges:
    • Use only 4 colours (no more, no less!)
    • Make a game with only one mechanic
  • Language: Java

The source can be viewed here:

http://imgoingtoundefineyourface.com/technocf/mini-ld-56

Java Question

Do any you have a Java “Game Engine” that you used in previous LD Challenges. If so leave a link to the engine in the comments.

Comments

10. Jan 2015 · 00:44 UTC
I love to use Processing.org for all my Ludum Dare games, its somewhat of a Java library or framework that takes most of the hassle out of writing games (you don’t need to worry about setting up the window, or a graphics canvas, etc)
YourLocalFax
11. Jan 2015 · 02:57 UTC
I have one that I’ve written myself, and I’m in the process of upgrading it right now. The current stable version uses LWJGL 2 and all of it for you. It only has open support for 2D things right now, all of the 3D implementations are untested and left almost untouchable, but it runs pretty well and I’ve never had real problems with it, very easy to set up and use.
YourLocalFax
11. Jan 2015 · 02:58 UTC
^ I don’t have a link to it, haven’t uploaded, but if anyone wants to see it I can do that
11. Jan 2015 · 17:37 UTC
For both entry LD30 and LD31 we used libgdx together with tiled.
skape
13. Jan 2015 · 14:16 UTC
I’ll just leave this little plug here. I find Mercury to be a nice, simple, easy to use Java game lib.

Walk to the door post compo

I just uploaded a post compo version of my game on newgrounds.

I added a new mechanic, like 4 new levels and a “tutorial”. Also fixed a few bugs.

If you want to try it click HERE.

 

Sharpening My Tools…

NOTE: So this right here turned out to be way more than I thought I’d be writing, sorry for it not being a 100% Ludum Dare topic. I will be using this language and my game library for future Ludum Dare events, though, so it applies well enough I guess.

This past Ludum Dare I got to use some very fun tools to create my game: A game library I wrote, Artifakt, with bindings to a scripting language that I also wrote, Score. Actually building something like a game using tools I’ve created, especially a whole language, is something I never thought I’d be doing. The event was fun, but not without struggle, so I’m glad I already had upgrades planned for the future.

I’ve been working most on the language, rewritten completely from scratch it’s a lot more efficient when it comes to maintaining proper control of the program and has more flexibility when it comes to the more complicated features I’ve wanted. While the new Score lacks it’s own proper class system like the old one had, the current functionality is actually far greater. Functions, for example, are much more useful and manageable than before.

Here’s a quick example of some of the fun things Score can do, because why not.

score_screenshot_0

 

This might be a little confusing at first glance, so I’ll go ahead and walk through it.

  • Lines 1 and 2 import classes from Java for this script to use.
  • Line 4 starts defining a table value. A table in Score is similar to a table in Lua, it stores data in key/value pairs. By default a table doesn’t care about the type of an object.
  • Line 5 sets the key in to a new Java Scanner object in the table.
  • Line 6 sets the key Input to a lambda function, more on that in a second.
  • Line 12 defines two values as the return values of the Input function.
  • Line 13 prints stuff. The string concatenation is pretty standard, and the comma separation concatenates the values with a space between them.

So more on that lambda, there. For reference that could just as easily be written as a standard function, putting Input right before the parameter list. Anyway, there’s a lot going on there.

First of it’s defined with the keyword “func” and followed by a list of variables in brackets. This first list is optional and defines specific return values for this function. If no return list is given any number of any type of object may be returned. If a list is given with no names for the values then only values of those types can be returned. here we have types and names, so the state of those variables is what gets returned whenever the function terminates. In this case the function terminates at the end with no early break. These return types, if given names, can have default values. Those work how you’d think they do, they’re initialized to that value rather than null or a type-specific default value (i.e.zero for an int.)

After the return type list comes the parameters, which functions just about how any other parameter list would. You define values separated by commas and have the option of giving them defaults. What’s good to note is that Score will automatically default parameter values if no argument is passed for them, so default assignments have no restrictions on where they can be used.

After the parameters we have the function body. A neat thing that Score allows is that for single line functions the curly braces are optional: func PrintValue(var value) println value; is valid syntax. Functions can also use a fat-arrow to bypass the return statement: func Add(int a, int b) => a + b; will return the sum of a and b. Moving on from things not in the example, this function will first print the given message (or “Input: ” if no message is specified) and then request input through Java’s Scanner class and assign that input to the res return value. When the function returns after that, the value of res and code are returned.

Notice how in is a part of the table but Input can access it without having to reference the same table. In Score, when a function is assigned to an object (or a part of a class, but we don’t have classes yet…) that function has access to it’s container through a this parameter. Access to this is also delegated automatically as if its contents were local variables. Because of this the Input function has direct access to in.

Rage: Destroyer of Worlds – LD #30 Postjam release

RAGE: DESTROYER OF WORLDS
—————
Simple project with arena combat, that expands to gain some depth and variation with elemental abilities you can equip your left and right mouse attacks individually after defeating Mini bosses, and 4 stat options to choose from after each boss is defeated across the 5 worlds you battle upon. Mini bosses and Bosses also have progressively stronger elemental abilities you should look out for.

http://gamejolt.com/games/action/rage-destroyer-of-worlds/44502/

 

 This was a small game developed for LD30 that got cut significantly short of what I wanted it to be for submission, and was my first completed project since changing from Unity to Unreal Engine 4. I spent time expanding the gameplay afterwards but its release was delayed for a long time because of an engine bug spanning 2 versions that wouldn’t allow me to compile the project, however now it is complete and ready to play.

Hope you get to have fun playing this :), I’ve spent countless hours playtesting it as I developed it and though it’s relatively small scale compared to most arena games I’ve continued to enjoy my time with it. Though it’s extra reading I’d recommend looking at the element descriptions in-game to better understand what each does and how they may have advantages with each stat item you may pickup to get the most out of the game.

MiniLD #56 – Pick ‘n’ Mix 2!

This will be my first Ludum entry, hopefully I can make something acceptable 😀

Definitely going with the fishing theme I think with very few mechanics, possible only one. And I will try to limit the colours to four.

Released my LD31 game on itch.io

Finally, I managed to remove most of the bugs in my LD31 game and have released it on itch.io, check it out. Its not perfect, but its my first finished game so im proud of it.

Initial post for profile

This is the initial post for my profile. Hopefully I get to participate in a few more of these :)

Initial post to profile

This is the initial post to my profile. I hope I get to participate more in Ludum Dare in the future. Fingers crossed :)

Showing my new game and preparing for MiniLD

Sadly, I wasn’t able to participate in the last Ludum Dare. But that’s not an excuse to not make a game so here’s one I recently finished, Snow Fort Defense.

Snow Fort Defense title

 

Hope you enjoy it and feedback is welcome. Also, I’ll be participating in this month’s MiniLD.

Can You Use Blender in Ludum Dare?

We’ll I just started in here and there are 100 days to start ludum dare 32. I know that you can use libraries like Haxe, OpenGL, Lwjgl, Slick2d, and stuff. You can also use Unity too. But can you use blender? I guess I’m ok with java itself, and I’m still trying to learn LWJGL, but CAN YOU USE BLENDER? I mean like, can you use it to make a game for ludum dare?

 

Thanks!

Comments

Xenolupus
14. Jan 2015 · 13:18 UTC
Yes. Yes you can.
lxd1
14. Jan 2015 · 20:37 UTC
Yes. how else would you make a game?
15. Jan 2015 · 02:52 UTC
You may have a hard time getting people to play your game if they have to download Blender in order to run it. It’s been a while since I’ve looked at the Blender game engine, but I don’t believe it was capable of generating a standalone executable. However, I do believe it is possible to make very nice looking games using the Blender engine, such as Project Apricot by the Blender Foundation for instance.

Heart Breaker – Life Changer

heart I created simple game for Android that’s Special Time-Killer!
While you are sitting in train station or waiting for a bus and feel bored, you want that the time goes fast, then this game is for You.
Heart Breaker is like a equivalent of Life, where you need to find right people and avoid them who doesn’t want good for you!
TRY IT! It’s not a crime, it’s free…  .  .  .  . BONUS - VERY EASY to learn and master it.
– NO more boredom i guarantee it.
– NO advertisements.
– NO In-Game purchases
– IT even makes you fit, trust me(proof below).
- IT’S a pussy magnet, try it and you will thank me later.
– Everything is FREE . . .    THIS GUY PLAYED HEART  BREAKER pilt2 Your life will be changed after this   Google play Download link

Snow Day Tiles – Post LD version

I finally uploaded a post-compo version of Snow Day Tiles for One Game a Month (December, so it was posted a couple of weeks ago).

PLAY IT HERE

02

It has the following changes/upgrades:

– Many more pieces (patterns), almost 70 in total.

– All 6 colors are used and interchanged from the early levels for some variety.

– 14, more balanced (tested) levels. The Ludum Dare version had levels that were thrown together at the last minute (unfortunately). As a result, they were too easy (you could “throw away” tiles around the pattern with no penalty) or too hard/impossible. I spent quite a bit of time (as did my PATIENT testers) looking at each pattern and figuring out which pieces would provide a challenge while still being possible.

– ALMOST every piece that is possible in each level has a place where it can be placed with no effect (or only effecting one tile). This ups the strategy and lets you not get forced backwards too much as you approach the end of a level. The no-effect placements are not always that obvious :)

– Math in bottom right corner was removed and replaced with bonus/penalty fly-outs from the tiles on the board. One of the comments on the game was that it was distracting to have to look way down at the bottom of the screen to see what point you got for a piece.

– A ring around the play area shows the “target color” for the level. This was another spot where I found that having the info “off to the right” ended up hurting the game. While testing I found myself getting to the end of a level and realized I had filled it with the color from the LAST level!

– Simple on-screen instructions (since it is not accompanied by the Ludum Dare page)

– Added a reference to the current level and how many more are left. My intention was to balance this to give an hour of gameplay (since there is not a save).

I hope all who have some time to try it out have fun!