LD31 December 5–8, 2014

Mini LD #56 – Lone Assassin

I definitely did not have as much time as I would have liked to but I am happy with how much I got done in the time I had. I’m actually pretty happy with how my art came out since this is the first time I actually worked on the art for my game. The goal for the game was to make a relatively calm and laid back experience.. More could be done to accomplish that but I think its pretty relaxing if you work on keeping your health up and fighting a couple of wolves rather than running away from all of them the whole time. No sound yet but hopefully I’ll get to it in the next couple days! This was my first ludum dare and it was very exciting, I was pleased to make my first game that could at least be played from a start to a finish

Check it out its page at: http://ludumdare.com/compo/minild-56/?action=preview&uid=48906

MiniLD#56 evaluation

My MiniLD#56 entry, Ludum Dairy, was a quick game that I made in Java in a couple of hours. Ye, I left it to the last minute xD. I’m not going to leave a link because I’m already typing and I forgot to copy the link xD. Anyway… Bullet points 😀

What went well:

  • I finished the game for a change (sorta XD)
  • I learned how painful it is to work under pressure while I’ll 😀

What could be improved:

  • The game was awful ;3
  • Innefficient collisions
  • Awful graphics
  • Awful sound
  • Awful jumping

Yeah, maybe I could improve…

MiniLD 56 – My first time. ;3.

Hi guys, not only is this my very first post but it’s about my very first game (prototype) which I entered as my very first Ludum Dare (well mini LD) game entry!
My aim was to create a never-ending game that used only four colours and would somewhat make the player rage quit.
I sought inspiration from past LD entries however all of the ides I came up with were far to similar to their inspirations so I just kept on brainstorming and came up of the idea of the player creating platforms for the main character to jump on. At first the user would be able to create a maximum of 3 platforms and every new one created would remove the previous one, but I thought that it would be too easy and settled with the idea that there would only be one platform.

What Went Well:

Planning the game mechanics whenever I got the chance in school definitely sped up the prototyping process by quite a bit.
It meant that when I sat down in front of sublime text, I didn’t have to think of everything on the spot.
I could just look at my pseudocode-y notes and drawings and translate them into working code for the game.

What Went Bad:

Keeping motivated.
It was just bad luck that this was a week riddled with homework, a physics mock, and team trials for a mini marathon (Which I have tomorrow. ;-;.).
It was hard staying focused and I spent about 2-3 nights not programming or making any developments on the game.
I will be sure to plan my time better on my next game.

What I’ve Learned:

This MiniLD gave me the chance to do something I’ve never done before, create a sprite sheet. Albeit, a very simple sprite sheet with 3 frames of animation for the main character and text, but however, a sprite sheet nonetheless.
Thanks to this I feel more at home with gimp and its’ capabilities to create art assets for games and I’ll be sure to practice and get better with it in games to come.

Conclusion:

This is the first time I’ve ever thought out an idea for a game, planned it, programmed it and finished with a working game prototype. In fact even better, for all intents and purposes it’s a finished game it’s just that I’m getting more ideas of things to implement. So for that I am proud.
Overall, it was a reasonably stressful experience but the feeling of joy I felt once I was finished was great and I definitely want to do it a game.
MiniLD 56 inspired me to make games for past Ludum Dares and One Game A Month and I want to thank Sophie Houlden for that.

In conclusion thanks if you read any of that and please do try out my game prototype!
Comment too, I’d like to hear what you think. ;3.

 

 

 

 

Tags: html5, MiniLD, MiniLD56, progress

Comments

12. Feb 2015 · 22:52 UTC
I definitely think it’s good that your homework took priority over a game jam. A diploma will definitely help you get a job that will pay the bills. Making games can help your computer skills, but only very few actually make a living off of it.
Jajo
13. Feb 2015 · 18:17 UTC
Clearly a successful game :)

DIE MOND SCHLAGANFALL

Hi ! As submissions are now over for MiniLD maybe should i post here a short debrief about what i did : I wanted to make progression / improvement on my current project DMS (random initials mode…), and add game mechanics. I was thinking about a storyline that fitted with the back to the future stuff (super inspired nazis coming back from the dark side of the moon…sorry for such bad taste)…

Gameplay now seems barely OK and stable to me so maybe should i yearn some feedback ? Here it is :

http://ludumdare.com/compo/minild-56/?action=preview&uid=46874

Start the shit

 

What was used :

Game Maker Studio
Gimp
Bfxr
Autotilegen

What was planned to be used :

Reaper : i didn’t manage to take time for music :(
Spriter : i prefered make it low-res (320×224) for now because Spriter needs really more work/time than i think everytime i want to use it… Or maybe am i too slow.

What features were planned :

Better use of test mode and level building (i spent too much time doing shit with this)

Level design : i don’t like game maker’s level editor and i hope to have my own working soon, so pooped levels to try mechanics and stuff but time spent on it is reduced to minimum. It just shows gameplay and features, but has no polish/real meaning. Still i enjoy destroying everything on my way and make to to game over screen so i think it may be OK. No end level but you can try to score.

Art : a lot of stuff i did draw, that could explain a bit the story or get visuals more attractive, was not integrated. I like hand drawing (sorry trees) and had no time to make it low res (as i was first planning to make stuff on spriter). In the same vein, i wanted to make a short intro that was not made…

Music : i had ideas but recorded nothing … anyway i tried some famitracker loops but did not included in the last working version.

That was a good concept, too bad i did not make a new game from scratch, because now that it’s over i think about ideas i could have made with it, and something fresh would have been great. The reason i did not make something this way is probably because i’m a bit stressed with making something out of my project, on wich i spend too much time. Now, after + or – 6 month fulltime learning GML  (i said goodbye to slavery for a time…) by myself, i’ll try to slow down a bit, maybe i’ll better find some shitty work for food ; i don’t want with too much hope to alienate myself, but i need feedback on what i’m making because i still do hope to release a good stuff someday,stuff that people will know and enjoy to play. But i may go right through the wall with a smile if nobody tells me that i’m building a useless shit that will lead me nowhere.

Sorry for being boring, that came from the heart :) Cheers !

 
kNarf

Now, what to make… {Brain Storming}

So i made a post a while back stating that i would like to make an nes game for this years ludumdare compo. and i got posative replies. And now i would like to ask, if you got ideas for this. ya know. just brain storming. 😀 Thanks again for the positity 😀

Comments

17. Feb 2015 · 23:29 UTC
well like I said back there I would avoid anything that requires complex physics. Maybe something like an rpg, shmup, or a puzzle game. But if you’re comfortable and you have fiddled with the system long enough, then you can do a lot of cool stuff, imagination is the limit. Deliver something unexpected, an original take on the theme, imho that’s the whole point of the jam. Do not think that your game will be more special just because it’s on nintendo, the game is what matters in the end, so I would avoid cloning, like making another version of pac-man, space invaders, or any other overplayed game.

Random game timelapse

Just a random game that I’ve been making in Java. Probably about halfway through development, so nothing special. Isn’t ready to be downloaded yet :/

YouTube channel if you want to follow the development. Probably won’t post too often. I probably won’t even finish the game, but whatever xD: https://www.youtube.com/channel/UCEq__UwOi1m2SHuksQzCTlA

Camera Obscura Release!

Many moons ago, I was on here plugging our game Camera Obscura, which was on Steam Greenlight at the time.  Well, we made it through, and we’re releasing the game on Steam on February 19th!  This is the first game I’ve worked on to be published on a major platform, so I’m pretty excited.  You should visit our Steam page, check out our new trailer, and see how far we’ve come.

If you missed my first post, Camera Obscura is a sidescrolling puzzle-platformer with a unique mechanic that allows you to take a picture of the geometry around you, then move it with you for a few seconds.  You can use it to bridge wide gaps, create staircases up cliffs, and solve other, more intricate, puzzles.  It takes place in a mysterious tower in a forgotten land, and features amn

This site has been a huge part of my personal journey to this point.  I also wanted to thank you so much for your support on Greenlight!  I don’t doubt that the members of this site helped the game get approved.

Camera Obscura on Steam

Thank you again!
– Brian

Camera Obscura Screenshot

Tags: 2d platformer, camera obscura, greenlight, puzzle platformer, release, steam

My Idea So Far and Your Thoughts or Suggestions

My idea for this MiniLD is a text-based Platformer with perma-death called desrever, or reversed backward. So far I have every thing down on paper. If there is anything that you would like to see just post it in the comments and will try to do my best and incorporate them in :). Also there is currently winter weather where I live so let’s hope the power does not go out.

Software that I will be using is GameMaker-Studio, Sfxr, LMMS, and Gimp.

 

 

Tags: MiniLD #57

Comments

Azlen
16. Feb 2015 · 23:09 UTC
My idea for this MiniLD involves perma-life, rather than perma-death

Yes there will be a Ludum Dare GDC Gathering! Stay Tuned!

I’m just ironing out the final details.

Tentatively, it’ll be GDC Monday at 7 PM at a REALLY COOL NEW VENUE! Backup plan is Tuesday at ‘the usual’, but things are looking good for Monday.

I’m In

I’m In

Contrast – A jumpy, platformy, swear and rage quit game (MiniLD #56)

Made this game For miniLD #56 hosted by Sophie Houlden (@S0phieH). basically, this game was built the game because i thought it would be cool and fun (selfish dev is selfish). i can upload the source if enough people request it, but other than that please enjoy :p

Game link: http://www,apexstudio.co.nr/Games/Contrast/index.php

i used unity3D to create it, Photoshop for the art, and the internet for the sound (all of which i do not own).

link to soundtrack : http://www.youtube.com/watch?v=BSFy8N-2CDo

this game is kind of absorbing all of my free time…

Tags: 2d platformer, MiniLD #56

Comments

minibutmany
19. Feb 2015 · 15:14 UTC
Uh oh, that link doesn’t work!

Domain name www%2capexstudio.co.nr is invalid.

Is it legit to write music this way?

Hello!

I’ve got an idea how to easily make good music for Compo and I want to know is it against the rules or not.

Can I manually copy sheet music (like this) into music sequencer (LMMS, for example), add some effects and custom oscillator and use the result as music for my entry?

Comments

Dietrich Epp
19. Feb 2015 · 06:04 UTC
You can do it for the Jam, but you can’t do it for the Compo. Work for the Compo has to be original.
20. Feb 2015 · 12:53 UTC
Copying sheet music directly does not count as original work. The full LD prohibits pre-made assets of that sort.

Mini LD #57 — Generic Platformer — Post-mortem

Hi.

Thanks for participating, playing and rating in this Mini LD! If you haven’t played my game yet, you can do so here.

The Idea

I had the idea shortly after reading the announcement. A platformer is like the average game so it seems obvious to just make an average game aka some Generic Platformer and then play it reversed from finish to start. The rest just came naturally from thinking about how you would play a platformer backwards. However i think that fun gameplay is more important than the game making sense, so it unlogically gets harder from finish to start and the controls are not reversed.

What went right

  • I made an amazing game.
  • The idea is great. It’s both easy to do and easy to expand and flesh out more.
  • It was loads of fun.

What went wrong

  • All art is bad because i’m bad at art.
  • I didn’t think of a better name.
  • I could have added more content if only i wasn’t so lazy.

Mini LD 57 – Post Mortem

It was my first MiniLD and my second game jam, and it was a lot better than last time. I got an idea really fast and started to work, because I was not home on the first 3 days.
What went good:

  • art was better than last time
  • didn’t spent a lot of time like last time
  • music!

What went bad:

  • I don’t know is the gameplay enough fun 😀

 

metrom-tsoP :75# DL iniM

I’m in. Or I was in. Whatever. This is confusing!

My idea is a blatant ripoff of RPG tropes, although many of them are somewhat reversed. As such, it may be hard to take seriously. However, the music went really well. It’s tense, and keeps the game off-putting instead of full-on humorous. I also like the art style, but I did have to rush some of the art at the end – beginning? – whatever. I should have put more effort into all of it. The gameplay isn’t very innovative, but that wasn’t my goal, though maybe it should have been. My goal was for the player to both chuckle, and ask “What the heck is going on here?”. I believe it accomplishes that goal well.

Did I do that right? This is my first post-mortem ever, and I haven’t made any finished games yet. This is confusing! Well, I’m out. In. Whatever.

Flippity Flip — Mini LD 57 Postmortem

What went right:

First of all, I had a lot of fun.  Second, I think the concept of this game was pretty cool, and the gameplay really worked.  I’m also pretty happy with the music and sound effects.

 

What went wrong:

The art took longer than I expected [which is kind of weird writing in advance…because I’m expecting it to take longer than expected?!?].  I’ve never really done pixel art before, so I ended up getting in over my head.  But from my experience, getting in over my head tends to be very educational.  This game still needs a ton of polish.  Now that the jam is over, I may take some time to smooth over some of the rough parts…maybe even release a commercial version.

MiniLD #57 – PostMortem

The biggest issue we faced as part of MiniLD #57 was the lack of communication.

Nobody really knew what the game was about, we just had assets being thrown together while I worked on a game. THEN I had to shove them into the game haphazardly hoping that somehow it would all come together.

It did not.

On the up side, Olligobber’s art was incredible, and Neilogd’s sound effects fit the theme perfectly.

The creating of the assets and then trying to fit them into a randomly created game fit the theme nicely, as opposed to planning the game and adding assets was interesting to say the least.