LD31 December 5–8, 2014

Souls — One Team’s 72 Hour Journey

My house is quiet now. My friends (6 people) have gone home for well earned rest and to continue their daily routines (jobs). I had a fantastic time. All three game jams I’ve done to date were fun, yet this one was extra special. The theme really had us thinking of the game styles of yesteryear. We wanted to toy with the idea of old screen technologies. It was the first ideas tossed around by our group. We all loved the idea, but “what is the gameplay” we kept asking. The design segment lasted several hours and we all tossed ideas into the bucket. Honestly, our ideas were all over the place. Nothing really cohesively fit w the idea of playing w screen techs, but maybe it didn’t matter… just make any game and render it w shaders to emulate bygone eras. Hindu God fighting baddies won out and off we went.

Souls: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=35030

 

god

 

We all loved the character sketch and went to work.

Capture2

 

Initial quick cutup animating in-game w trippy background placeholder art.

Capture3

 

First go at playing w shaders to get a monochrome effect. We picked three eras to render, monochrome, vga, current.

Capture4

After some debate about using sprite-lamp to make 4 sided shading/normals, we gave it a go and it looked great. (body only in the above image)

Capture5

 

trippy placeholder backgroun replaced w waaaay better, way trippier background art. Normals added to arms too

Capture7

Baddies…. baddies everywhere!

Capture9

 

Sword, Magichand, shield arms added. Normal maps added for trippy backgrounds and more lights floating about the scene. Controls added to pan camera to follow mouse so you could see further toward spawners. Arrow keys to rotate player character.

Capture10

 

screen era frame and shaders (nightvision,noise, and tiled pixelation) tweaked to get that monochrome feel.

ss-vga

 

screen frame and shaders for the vga era added and ui for upgrades.

ss-modern

 

bringing it all together w a cool lcd frame and ui

It’s 1983… if only monochrome looked that good

It’s 1990…. I miss the old dos vga days! The tiny gif makes it look almost full rez, but has REALLY big pixels :)

Add modern era!

 

So that is our team’s journey through 72 hours of design to pushing that super scary SUBMIT button!

 

Comments

09. Dec 2014 · 17:10 UTC
I assumed ludum’s site would add a “Read More…” somewhere. Sorry if the post was too long of a photo-bomb.

We are so glad that we’re in!

This is our first time on LudumDare!
This is so good to feel that we’ve finished our nice little game before the deadline
and everything went so smooth

ete

 

Check out the game! :)

It has 2-player and single-player modes

Good luck everyone!

Release the Yeti – Post mortem

yeti-gif-cap newlogo-sml

Theme/idea: Ok, so I totally expected ‘Snowman’ to win and had a few ideas relating to that (mountain climbing, sled racing…). I struggled with ideas for the actual theme. So many games are already ‘one screen’, so I really admire devs who found clever innovations using this.

Anyway, I looked through the other final-round themes; ☃ + Death is Useful + Everything Falls Apart + You Are Not Supposed To Be Here + Chaos + You Can’t Stop, and combined them all! :)
The cinema overlay idea came on Day 2. Not super-original I know, but adds the theme again.

Day 1 summary:
Was a tough start, trying to get my ideas together. Prototyped the rope swinging and did a few graphics. Wrote almost no code, just used the Unity editor. Wasted time on a Unity line rendering issue. Very slow progress; thought about packing it in, but slept on it…

Day 2 summary:
Up early. Needed to be super-productive all day, and was! Got working on enemy code. Game seemed fun. No major coding headaches. Added the movie theatre theme, changed name to ‘Release the Yeti’. I knew by early afternoon that I could deliver the game. Uploaded it around 10pm.

yeti-ss2-w-concept
Original sketch and finished game. Close enough.

What worked:
I’ve made a few Unity games, so fairly confident with it. No new tech to learn, aside from the physics joint stuff.
Day 2 was amazingly productive, felt good.
Rope physics seems to work well enough.
Scope was about right, more ambitious than my previous LD games, but didn’t cut anything major out.
Had time for some extra touches, like the intro scene, and crate escape scene.
Fairly happy with the graphics/style; didn’t spend ages on it, or become too annoyed with my drawing skills.

What didn’t:
After Day 1 the game seemed waaay off from anything complete. A little more progress would’ve kept me more positive.
Use of theme? I did kinda use the theme in 2 ways, but ideally I’d try something more innovative.
Audio is still a low priority, i.e. I’m just glad of a few noises from Sfxr, and a short music loop.
Could’ve done with some level progression and goals? (players pointed this out).
Controls aren’t perfect, partly due to physics.
As usual, should get more user feedback early on. So easy to miss this, but important!

Plans: I have a list of fixes and improvements based on feedback. Maybe will do a mobile version. Will replace all audio, I expect.

Tools used: Unity, Inkscape, Gimp, Audacity, Sfxr.


*** Check out Jupi Plays Indie Games: Ludum Dare 31 [Part 2]!! ***

My first tension-free game jam

 

 Game Link – Kuch Bhi !

 

The reason why I’m calling it a tension-free game jam is because for the first time we didn’t care about the output. We just wanted to have fun.

Me(bORAT) and my partner(Dreamstack), two fellow Odias were not looking forward to take part in the jam (until the theme came out). We just had a 2 min talk about some game mechanics and soon realized that it could turn into a pretty good game. Then we started working on the game without caring about the graphics, sound, bugs, etc. because we just wanted to fun. Hence, the output “Kuch Bhi” which literally means “Whatever”, in which there’s no logic. Play it , enjoy it. Hated it ? Give us feedback to improve it.

Finally, don’t forget to press “random button”. Write the output you got in the comment section.

                                                                                                             

  

Path of Thorns

Hello everyone! Here’s our second completed game for Ludum Dare and our attempt at tackling the theme “Entire game on the screen”.  “Path of Thorns” is a small puzzle game where you guide the girl home through a forest of thorns.

screenshot
We almost ragequit this time because we felt the theme was too restrictive, and spent the first day developing ideas and then tossing them aside because they didn’t fit the theme. We were all set on not participating, but woke up the next day and came up with the concept and got to work, so in fact this game was done in less than 48 hours despite being a jam entry.

It was my (the artist) first time tackling pixel art, and it was the first time the programmer designed a puzzle game, so in all it was a very productive, fun jam. I’m glad we were stubborn and decided to participate after all :D!

~Play our game here~

Tags: ld31

Daybloom Post-Mortem

This was my second Ludum Dare, having previously done WORLDS 2D in LD30. You can check out my latest entry here, and my previous here.

Daybloom, by fleegle2000

Daybloom, by fleegle2000

Having one under my belt I thought the second one would go a lot smoother. While that was generally the case, I did experience a few hiccups and frustrations (although thankfully I didn’t run into any show-stopping bugs – so from a coding perspective it went pretty well).

Before the competition began, I went through the theme finalists and jotted down a few ideas for each (well, most. There were some that I didn’t generate any ideas for). I was dreading the prospect that Snowperson would get picked, because I generally dislike snow and holiday-themed games. In the event that it did get picked, I planned on doing some *ahem* creative interpretation of that theme.

Some of the ideas I played around with before I knew the theme were a Pokemon-esque collectible animal game (Artificial Life), a game about being stranded on an asteroid, inspired by the Philae lander (Deep Space), and some kind of endless runner (You Can’t Stop). I tend to interpret themes fairly literally, as you can see.

I knew that whatever I was going to do, I wanted to play around with procedural generation, as I had just started exploring that aspect of game development and wanted to flex those newly-minted skills. I had also been thinking about the Playing Both Sides theme which clearly had an influence on my final design. I wanted to try adding some story elements this time around, too, as my previous entry had minimal story.

When the theme announcement hit, I was extremely relieved, not only because Snowperson didn’t get picked, but because it fit with some ideas I had been playing with in my head. Fortunately I had come up with a few ideas for the theme beforehand. One thing that’s nice about brainstorming before the competition begins is that you can often incorporate ideas you’ve generated for other themes into your game. It means you can hit the ground running and spend minimal time in the brainstorming/design phase.

I decided that I would try livestreaming my progress this time, so I fired up Open Broadcaster and announced it on Facebook and Twitter. Almost immediately, I felt uncomfortable. It felt like someone was looking over my shoulder, and I have trouble concentrating on the task at hand in those situations. So, after about two hours of very distracted development I called the experiment and shut down my broadcast. A combination of little sleep the night before and the added pressure of the camera made me very unproductive in the first couple hours. Once I shut down the broadcast I felt like a huge weight had been lifted and I was better able to focus.

I had the idea to use a radial oscillator to simulate a roiling sun. I would change properties like frequency and amplitude to alter the appearance of the star. The star was essentially just a polygon with points generated by a noise function, using additive blending to cause overlapping parts of the polygon to brighten. I decided that the main goal of the game would be to maintain a delicate balance between the star growing too large, or collapsing and going supernova. Of course there were some issues with plausibility, since that’s not really how stars work, so I added the fantastical element of a “being” living in the star that could affect its properties. This gave the game more of a science-fantasy feel, so I ran with that in generating the rest of the story elements. The player could feed the being, pacifying it but also causing the star to grow larger. To counter this growth, the player could also “attack” it, which would cause the star to shrink but oscillate more erratically. If the star “roiled” too much, it would collapse, and if it grew too large, it would fry everyone in the system. Now I had to come up with a plausible scenario in which the “caretakers” of the star would both feed and attack the being living inside it. Drawing from an idea I had when I had considered the possibility of the “Playing Both Sides” theme being chosen, I decided that there would be two opposing factions, one that felt that the being needed to be fed, and one that felt the being should be attacked. The player is forced to alternately placate and enrage the beast. To keep the player on her toes, both actions had a random modifier that would reduce the possibility of reaching perfect equilibrium (spoiler alert: after some playtesting I realized that it is still possible to find that equilibrium, but it’s mostly dependent on luck). The player would essentially have to see-saw and hold out long enough to beat a timer. That was, in essence, the entirety of the game.

Let me take a moment to explain my design decisions. First, from my past Ludum Dare experience and my observations of other entries, I learned that it is best to settle on a simple premise, focus on making a really solid core mechanic, then work on really polishing that core experience. I wanted to avoid the dangers of feature creep. I feel that it is better to make a short, simple game with a lot of polish than a longer, more complex game with tons of unfinished features. If any features do get left out, the player shouldn’t be able to notice (i.e., it should feel complete even if you know there are all sorts of things you meant to add but couldn’t get to in time). You don’t want the game to feel broken, and you can always add more features in a post-competition version.

Second, I knew that adding a random component could be problematic in that players might feel that they had little control over the outcome. I knew that this was something that would have to be fine-tuned, and I still don’t think it is perfect. I plan on tweaking the balance of the game in a post-competition version.

Third, with respect to the dialogue and characters, my decision to use “hats” instead of faces for the characters was motivated by a number of factors. 1) while I do have some artistic ability, I am not very good at drawing people, at least not without them looking more cartoony than I wanted. 2) the hats I picked are essentially “gender-less,” in the sense that there are no indicators as to whether the characters are male or female, or even whether “male” and “female” are legitimate categories for this species (the hats might suggest that the protagonists are roughly humanoid, but there is no indication in-game as to whether or not they are human). 3) the hats are more “symbolic,” adding a little bit of abstraction that fits with the action outside the dialogue box. It is important that the art style be consistent.

There were a few features I wanted to add that I had to scrap due to time, but that I want to add in my post-competition version. First, I had intended to provide more visual cues as to the status of the star. The radius of the star is easy enough to see, but it can be difficult to judge how close the star is to becoming too erratic. I did add a subtle background glow that gets brighter as the star gets closer to collapsing, but it is probably too subtle. I will likely add warning sounds as well to indicate that action needs to be taken, fast. I also wanted to make the win and loss conditions more visually interesting – currently you just get the characters telling you that you’ve lost (or won), which isn’t very satisfying.

I planned on adding more layers to the star, to indicate that the difficulty had increased. Currently there is a slight increase in difficulty as time progresses, but it’s hard to discern – I want to add more visual feedback, so the experience feels less “random.” It is actually less random than I think people realize, because they do not immediately notice the change in difficulty and attribute it to the usual random fluctuations. I also want to add more levels – with different starting conditions, effectiveness of the acolytes and bombs, and visual differences.

The mechanic for this game was simpler than the one I chose for WORLDS 2D (which was still fairly simple) but as a result I had a bit more time to really polish the experience, which I don’t feel that I did adequately for WORLDS.

That’s it for now. I hope that my experience might be instructive for some of you, and I also hope that you try my game (and WORLDS, if you missed it last time). This was another really valuable experience for me, and maybe next time I’ll be ready to give livestreaming another try. Enjoy the playing and rating portion of the competition – this is the really fun part! I am constantly amazed by the sheer number of great gameplay experiences each Ludum Dare generates, and the amount of talent and passion in this community is just incredible to witness.

 

Happy game-making!

fleegle2000

Snowman killing works best with a buddy

It’s pretty decent alone…

limberjack2

…but there’s something really great in chopping snowmen with a buddy. If you try out Limberjacks, I warmly recommend getting somebody to help you out.

Comments

yongcamu
09. Dec 2014 · 18:37 UTC
Just too cool man, well done!

Deadly Dungeon is done after 72 hours of delving.

I’ve survived my second Ludum Dare! I had an awesome time, and I really feel like I made a better game than last time. I’ve always been a huge fan of old-school dungeon crawlers like ADOM, Daggerfall, Lands of Lore, D&D Warriors of the Eternal Sun, Shining in the Darkness, etc. so I had no trouble staying motivated while creating Deadly Dungeon:

screenshot7

This time I decided to go for the 72 hour jam from the very start (last time I intended to finish in 48 hours, but ended up needing an extra day) and that helped keep my stress level much lower because I knew I had more time to work with. I built the game in GameMaker Studio, and all the art was created using the built-in image editor. Recently I bought the HTML5 plugin for GameMaker, which was awesome because it is even easier for people to try my game this time around! I did have to make some optimizations to the collision detection to make it run smoothly in the HTML5 version, but other than that it was ridiculously easy to develop for both windows and HTML5 at the same time. Yay!

I wish I could have gotten more features into the game, like secret rooms, spells, a blocking mechanic (I created the sprites for it, but didn’t have time to implement blocking) more monsters, furniture/torches in some of the rooms, and more. But I’m still very proud of what I managed to complete. The gameplay is simple, but I did refine it a ton. Hopefully the results are worth it. There is even a small “easter egg” in the form of a special monster type that only shows up rarely. See if you can find it!

Thanks for reading, I had a wonderful Ludum Dare, and I hope you did too!  😀

screenshot8

 

Dock and Cover – Video of levels 3 and 8

Hi there!

We have noticed that some of you had problems with levels 3 and 8. There is actually a increase in difficulty in those levels, especially in number 8. Actually, the game should probably have 50 levels, being the current 8, 9 and 10 numbers 48, 49 and 50. :)

We leave here a couple of videos showing how can you control your spacecraft if you want to dock it at levels 3 and 8, in case any of you is interested. Level 3 is actually pretty easy, you only have to follow one of the main rules: don’t screw the coordinates that you already have under control (on green), if you only have one of them in red, it means that you only need to correct that one, so go for it. In other words, on level 3 you only have to move to the left, to place you spacecraft perfectly oriented for docking.

Level 8 is something different, it is pretty tough -also because you don’t have much time-. But the rules you need to follow for every level -specially 8-9-10 – are always the same:

– If you start the level spinning, that control of that spin first of all, trying to stop the spaceship already facing the station.

– Try to place yourself in the ideal position in which you start levels 1-2 as soon as possible. In other words: try to fix all your coordinates as soon as you can. You can start slowly approaching the station, while carefully correcting the coordinates in the meantime.

– Be very gentle with the keys, take into account that every time you touch a key, you are accelerating in one of the directions (or angles), and you’ll have to counteract that sooner than later. So be sweet, you are in the space and you don’t want to get lost! :)

 

Super Snow Girl is my kind of beat-em-up

No, not the “unfinished game engine” kind, you big silly.

So I made this. It was exhausting and fun, and I hope you dig.

Love ya fellow LDers long time.

Click here to get to the game. Engine. Whatever 😀 I don’t mind that it’s unfinished. If Humanity needs it a whole lot, I have confidence it will get made. Otherwise it’s fine as it is!

screenshot4funeral2 roundhouse   screenshot6 screenshot  screenshot3

Tags: #gamedev #ld31 #pixelart #ld48 #jam #game, 2D, SuccessStory

Is Such A Thing Even Possible?

So we submitted Snowman’s Revenge yesterday but haven’t actually heard from anyone that’s beaten it. I know for a fact that at least two people have made it to 5 o’clock (the game ends at 6), but has anyone actually made it further? One whole internet to the person that does!

Comments

09. Dec 2014 · 18:30 UTC
I didn’t even realize there is a clock. I’ll try to beat it now!

I couldn’t even participate. Due to health complications. :( maybe next time!

Some of you might know that im an extremely ill person, and that i have a serious connective tissue  genetic disorder. Due to it i was unable to participate :( oh well sometimes you win some, sometimes you lose some, and sometimes your health makes a no contest! See you next ld. <3 good luck to everyone who finished and to all the people that didnt make it, it’s okay you tried and thats all that matters. :)

Comments

little-burrito
10. Dec 2014 · 11:13 UTC
Way to go! See you in the next one! :-)

Ludum Dare Rescue Rangers!



I’m going to launch this early this time! The thing is, games need a certain amount of votes to calculate a proper rating by the end of the voting period! Let’s help these games out!

If you start from the bottom, the list will shrink faster as more games will make it past the threshold, but don’t forget the others too! Let me know if there are any problems with the thing!

LD server banned my server so I have to update it manually every day! Start from the top this time! All is fixed!

Let’s rescue some games!

Critter Blaster Extreme – A short wrap-up


So we completed our second Ludum Dare with our little Plants vs Zombies inspired shooter game. We tried to take some lessons from last time, reducing total random generation and improving the graphics assets and the game turned out quite well. The process of creating this game was relatively smooth, no massive bugs or other stops (other than the occasional procrastination) and no big features cut due to the time limit. We made pretty much the game we wanted to make so our scope was spot on, which I think is where some developers make mistakes, especially the newer ones like ourselves.

Thanks to all the people who’ve given us valuable critique on the game so far! We’ve fixed a couple (small but annoying) bugs in the game that were making it hard or even impossible to play and hope the experience is now better for everyone.

Please try out our game HERE  if you want to do some wildlife control.. kind of. The forest critters are waiting!

RabbitBear

 

Great news (perhaps a little obvious)

After making the mistake of creating and building my entire project in Unity 4.6 beta. I then discovered you cannot deploy web builds from the beta version.

However, whilst in work today I was enlightened to the knowledge that 4.6.1 is now out. After downloading and rebuild my game in this, I am now able to provide a working web link, yay! It does not make my game look as good as if it is downloaded and played, but it is easier to access.

Hope that may help anyone else in the same position who as not considered downloading and re building :).

 

Crate Collector!

I made Crate Collecter for the compo using Unity 2D. It’s a slightly retro-based catch-items-falling-from-the-sky game, with good old powerups. Give it a go here, and rate it if you can :)

Rubble Postmortem

This was my third Ludum Dare, and I think it went the best so far. It was my first time ever trying to work with Unity’s 2D tools, but they work pretty much the same as the 3D so it was much easier than I had expected to learn. It was also my first time building a game from the ground up to run in a browser, which if anything removes a task, since I can control what sizes the game is played at.

 

If you’re interesting in checking out Rubble, it’s here

 

What went well

  • Idea – I chose a simple idea, and because of that I was able to have the core mechanics and a few levels implemented before the end of the first day. Simple platforming mechanics are relatively easy to implement using Unity
  • Time Management – I did a pretty good job of making myself stick to a schedule. I told myself that the first day would be all code, with maybe some art, and the second all level design. I stuck to this pretty well, but of course I had a few more ideas during the second day that I couldn’t not implement.
  • Rubble – I’m really happy with how the rubble mechanics look and work, and how the rubble interacts with other objects.
  • Performance – Considering on some levels I have upwards of 100 pieces of rubble on the screen at any one time, I’m quite happy with how Unity and my own code worked to keep the load relatively light, which is important for deploying a browser game.
  • Brainstorming – As soon as I saw the final 20 themes, I started jotting down simple ideas for almost all of them. This meant I already had the basic idea for my game before I had to start really designing when the theme was announced.

What went less well

  • Level Design – In hindsight, I think it would have been more interesting to use the rubble so that the player moved ‘down’ the tower, and the rubble falls on top of the level. This would have allowed for the rubble to have been a much more interesting part of the game, and not just constantly getting used as a ‘floor’, which made all the work I did on the rubble seem somewhat pointless
  • Time Management – I stuck too rigidly to my schedule, which meant I ended up wasting time implementing features like trophies and additional obstacles, instead of making more interesting content, since I still had time left at the end of the first day.
  • Sleep! – I ended up not getting enough sleep, and so burnt out with a few hours left that I could have used to make a few more interesting levels. I just added a simple end screen, called it done, and submitted with hours left before the deadline; because I was too tired to think of any more levels.

Tags: 2D, ld31, Ludum Dare, post-mortem, postmortem, unity

Ludum Traders

Happy Tuesday (or Wednesday, depending on where you are) everyone! So I decided to do a quick rundown of my game and do some shameless self-plugging, and throw out the offer to sit down and play your games! So firstly, plug: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=28862

Secondly, post a comment on this post with a link to your game, and I’ll give it a play/comment as soon as I have time. I hope to see some good ones!

So… muh game!

Star Traders. I had been sick all week leading up to Ludum Dare. I had gotten in no practice, aside from some horrifying attempt at procedurally generating 2D tile terrain while doped-out on cold meds. It wasn’t pretty. And I was (and still am) a little sick during the entirety of the jam. My friend, Artuir, offered to do music and was kind of excited about the idea. He’d done music for game jams before, but for reasons unbeknownst to me, was excited for this one. So I said, “Sure! Why not?” And now, Ludum Traders has some really good music! But, back to the breakdown…

I was brainstorming after the theme release. I knew it would be tile-based, but I really had no idea what. I went back and forth between a few ideas, but finally stuck on the idea of a trade tycoon or construction tycoon type of game. After boiling it down for about 3 hours, I decided on a trade game, and had no idea what setting to put it in. So, I picked space because… spaaaaaaaaace!

I got started on map and entity and tickrate and graphics and whatnot, Artuir got started on music and had something excellent by mid-day Saturday. Once he had put the music out, it was time to work on pathfinding for the trade ships. I knew I’d be using A*, but knew more about Dijkstra’s and had actually implemented it before. I wrote up Dijkstras for first implementation and kept going. But once I started getting to where it was time to actually get ships to have path queues… there was a problem… Dijkstra’s greedy slowness was causing about a 25ms pause every time a ship calculated its path. No good. So, I started down a path of rewriting the pathfinding for A*… which turned into 9 hours of having no idea why it wasn’t working. After those 9 hours, I said “fuck this, now I’m behind…” and reverted back to my Dijkstra’s implementation, and continued working on the game with the pauses. Once I got the most basic parts of the game done, and with about 6 hours left on the 48 hour clock (I was trying to follow it, despite planning to submit for the jam), I decided it was time to revisit pathfinding again. I started at about 1300hrs at rewriting for A*. This was the result after the first hour:

B4SyBHICUAAaeQg

I was quite confused, and very, very frustrated. I rewrote it and optimized it and changed from floats to ints and from ints to decimals and doubles… I couldn’t figure out where my math was wrong. Then, in one last highly frustrated and desperate moment, I converted the ENTIRE algorithm to doubles and found my mistake… a cast from double to int in my heuristics function I didn’t even realize I’d made. Fixing that gave me working, fast, accurate pathfinding. I had completed something I had never done before! I implemented A* pathfinding in a game that wasn’t built from a tutorial! I was so ecstatic I hopped up with my arms in the air, ran downstairs and hugged my kid and kissed my wife before coming back upstairs to finish. Looking at the total time I spent on pathfinding… It came out to about 15 hours.  Absolutely too much time on one thing for a speed-based competition, but now I know it, and I’ll never have that particular problem again.

However, having spent that much time on it, meant that I had to shave needed features to get it in on-time. Random events (like pirates destroying your ships), another pass on getting the goods pricing algorithm right, the ability to buy out the stars and own them as a possible winning condition… things that would have made the game challenging and fun, ultimately got cut to finish on-time. With work looming the next day, I didn’t have much time between bedtime Sunday and submission time Monday to work on it. I polished up what I had, tested it as best I could, had Artuir test it as much as he could, and fixed the bugs we found, before submitting about an hour before the jam deadline. So there were a lot of lessons learned, and quite a few personal achievements earned, but it came at a bit of a cost.

What went right:

  • Stuck to a to-do list and accomplished all but two things on it before the deadline!
  • Implemented working pathfinding for the first time
  • Didn’t wait until the last hour to think about sound and music
  • Didn’t over-scope in terms of feature count for once
  • Had time to bug-crush (a little) before the deadline

What went wrong:

  • Spent entirely too much time on one thing, to the detriment of the game
  • Didn’t have an outlined plan for implementing certain features
  • Started programming while sick
  • Did not get enough practice in
  • Did not finish all features due to a bad decision

What I learned:

  • Don’t take on new, poorly-understood tasks during a timed competition
  • Stick to slightly simpler, less complex ideas if they need complex implementaiton
  • If you have a working algorithm but it’s slow, work around it rather that write something that takes too long but is fast
  • Have your workspace ready 24 hours in advance, rather than start preparing it 1 hour in advance
  • Consider the resolution requirements during design, and operate around it accordingly

I had an absolute blast. I’m hoping I’m not busy during the next one, as I really want to start participating more often.

I hope everyone had a great time, and good luck during the voting round!

Glow Drop – The people have spoken!

Glow Drop TitleSo first of all, thank you for the huge amount of positive feedback and ratings on Glow Drop so far! I don’t think I have gotten this much rating and appraisal before in a Ludum Dare event! So I’ve been taking in your feedback and lots of people want to see a mobile version, so I am giving into your demands and will release Glow Drop onto Android and Windows Phone 8!

(Sorry iOS users, but I cannot afford to develop and release a game onto the App Store at this time)

However, I think it’s fair in saying that this shouldn’t be a simple release. I feel as though this game could do with a little bit more work to feel more worthy for people to download. So I’ve been taking in some of the feedback from both the Ludum Dare page and so I have a list of things that can be done to polish up the game a bit more:

  • Visual Identifiers – Mostly stuff like how the drops react when they are destroyed or what happens when they start overflowing the screen.
  • More Special White Drops – The current game has three, and there is plenty of opportunity to expand the possibilities of these drops.
  • Improve/Extend Music – I am extremely happy and surprised with the amount of people that liked the soundtrack. I didn’t have much time to properly flesh out the music so I feel I can use some time to either extend it to a longer loop, make it feel less repetitive and/or remix the existing music to a new genre (I was thinking progressive trance but feel free to tell me otherwise).
  • Global Leaderboard – While it’s nice enough to keep a saved highscore, it’s much better to also compare it with people around the world. I’m not sure what’s the best option to implement this for me, but it’s worth looking into. I know GameJolt has a leaderboard system in its API but for mobile it’s gonna be different for each platform unless I try a platform-free tool to handle it.

Are there any other things you can suggest? Let me know, also Play and Rate Glow Drop!

Tags: android, feedback, Glow Drop, ld31, Ludum Dare, physics, puzzle, puzzle game, suggestions, windows phone

Mah-Le-Cuh-PEW v1.2 (PostDare): Bugfixes, Better AI, What’s next?

mah-le-cuh-pew, losttraindude, ludum dare, isometric. shooter

I’ve fixed a few bugs that were making the AI constantly follow the player, now it uses a litte bit of strategy to avoid getting hit! Also I’ve tweaked the “PEW” volume and the amount of energy of both AI and the Player, so that it should be more easy to get some score.

What’s next?

I’ve learned A LOT during the development of this prototype, also thanks to all the great tips I received by all the other fellow darers.

What I’d like to do now is to add some polish to it, enhancing some of the feedback that it gives to the player.

Also, I’d like to introduce also a knockback mechanic, so that once one of the two fighters is hit by a bullet, may risk to fall into oblivion. This could make the pace of the game hastier and more intense.

Of course, without implementing and testing, these are only “potentially good ideas”. I still have to sort out how to make a knockback possible while using Unity’s NavMeshAgent for the AI (considering that I’m no AI expert, nor am I using Unity Pro).

Play the game

Go play the game if you haven’t yet! Try both the Original version and the PostDare one, but remember to judge only the first one! 😀

Cube Destroyer

I have completed my second Ludum Dare and I feel great, even if there was a setbacks like enemies spawning on you and recent one that the webpage where I hosted the game was suspended. But the game is finally ready to be played. So if you want to jump in and play the game it’s here.

The Blind Maze Update

Hi people and thank you to the people who rated and commented on my game.

 

As the huge majority (really it’s basically 100%) of you guys who rated my game told me my idea was great but the game was very hard to play due to known bugs that I sadly didn’t have time to fix, I came up with an idea for the future to make the game first of all more cool and secondly easier on the eye. I definitly plan on improving this game since I consider the feedback so far positive.

My plan for the future (other than fixing the bugs of course, which is actually mostly one bug but it is kinda game breaking) is to make the screen completly black and do a “Daredevil effect” when you hit a wall. This should give you a visual cue for a few seconds and help you out on the maze. I will also improve the sound design and record more sounds myself since I had to use soundbanks for this project due to the time restrictions.

And I’ll add music.

 

I’d love to get feedback about that from people who already voted for my game and if you didn’t and feel like checking it out, leave a comment and I’ll definitly check your game.

 

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=43846

Ludum Dare to Believe Submission Thread #3

Hello fellow game developers, artists, musicians, and enthusiasts!

Now that the JAM has ended – we are throwing up one final quick reminder to submit your favorite games to be featured on our series “Ludum Dare to Believe!”

It is impossible for us to play every single game that is submitted – So we need you to send us your favorite entries! (AND YES, SELF-PROMOTIONS ARE OKAY!)

This year we’ve made a fancy google document for people to submit your games to!

goo.gl/forms/Q6HtoUpdCA

NOTE – if you have multiple submissions, simply put a comma and line break between entries!

We are extremely excited to bring you Season 3 of Ludum Dare to Believe and we wish all of the contestants the very best!

P.S.

In case you missed the first 2 seasons of Ludum Dare to Believe, you can check it out (SEASON 1) (SEASON 2)

Looking forward to seeing what you guys have in store for us and making some new friends!

XOXOX

Button Masher Bros.

Tags: ld31, ldjam

Comments

vicious_br
09. Dec 2014 · 19:39 UTC
I hope, this edition, my game be played fo you, guys! :p
eemmbbeerr
09. Dec 2014 · 19:43 UTC
You guys are pretty cool, keep it up!
09. Dec 2014 · 19:51 UTC
I LOL’d when Josh Megaman’d.

Is adding a touch joystick for handheld devices cheating?

I made a web game. I didn’t have time to implement proper touch controls. I want to add a touch joystick so the game is more playable in phones. Is it some kind of cheating? Would that be considered cheating?

Comments

09. Dec 2014 · 19:50 UTC
If you push the definition, you might say it’s porting.
oscarabraham
09. Dec 2014 · 19:52 UTC
Thank you. Do you think some people would call me a cheater if I did that?
09. Dec 2014 · 20:16 UTC
In my opinion it’s a little much. I think it’s fine to fix things that stop the game running how it was intended to run at submission.
oscarabraham
09. Dec 2014 · 21:47 UTC
Okay. Thank you.

Some tips for future LD entries

Here are some things I’ve noticed when playing/rating some games:

  • Vertical resolution is greater than 768, but there is no full screen option. This doesn’t work for people who have 1366×768 laptop screens
  • The archive or exe name is just “submission”, “release”, “windows”, “ld31”, etc. Be sure to put your username, game name, or both in your file names. It makes it easy to remember who the game was made by, but also ensures that the folder of games being rated does not have overwrite issues, stomping other games.
  • Lack of instructions or readme files. It’s really hard to play a game if it’s complicated and/or you don’t know what to do

Keep these in mind when submitting your game. I hope this was a helpful reminder :)

Comments

Aglavra
09. Dec 2014 · 20:28 UTC
Maybe some recommendations of such kind should be added to submission form, as a reminder.

One more thing, that could be noted: Many participants don’t put a game files in a folder and then zip-archive this folder … they just zip the files. So I need to create folder for the game manually before unpacking it. Small thing, but repeats again and again.

First Ludum Dare!

uonThumb

For the first time ever i got the time to participate on this and i’m thrilled! :D
It was really fun, but pretty exhausting and stressful.
Our game is called UON and it need a lot of votes right now! Can you help us?

PLAY THE GAME RIGHT HERE!

Icy’s Post Mortem

So our Ludum Dare 31 entry is in, and Icy the No-Man’s Trivial Travails is up for rating. How did it go and what happened during development? Time for Icy’s Retrospective.

The first night:

Like so many others, my friend and I expected the snowman symbol to win, so after learning the actual theme, we had to take a step back and rethink our plans. We started with a concept map where we went through a list of genres before settling on a few that we felt we could adapt to one screen, ultimately settling on a board game, figuring that would be a fun, single-screen experience.

We continued to flesh out our concept map, and my friend (and game co-developer) Floata decided that a board game alone wasn’t going to be interesting enough, so he suggested that it become a trivia-based board game. Since I’m not great at trivia I left that part of the project in his hands while I began working on the mechanics. We didn’t want the snowman idea to die entirely, though, so wintery theme was chosen as the visual aesthetic.

Using a simple placeholder play board, I began to work in the player token movement. This took me about over an hour because I was really feeling my way around the concept – I had not made a tile-based game like this before, so I wasn’t sure exactly how to make the player march around the board, space-by-space. Once I got the tile moving, I redrew the play board, and then it was time to draw night one to a close.

Day One-Two:

Day two started with me implementing the trivia question panels while Will gathered the actual questions and answers. I struggled some making the answers selectable, waffling between using screen regions and clickable actors. I settled on the clickable actors and that turned out to be a good idea as it actually made the rest of the process easier. It enabled me to tie behaviors to the actors, effectively tying the answers to their buttons.

I was drawing a key for the board’s gates when it was suggested on our livestream chat that we should have color coded gates and keys. This struck Floata and I as a good idea, so I recolored my key into red, blue, green and yellow variants, doing the same with the gates. The addition of the entire color-based key part probably only added about an hour or two to the overall development process, which wasn’t bad.

I also drew a new player character, a snowman. This is Icy, and I wasn’t happy with him just standing around so I gave him a few idle animations, including waving to the viewer. Lastly I added a space to collect the aforementioned colored keys for points you earned answering questions.

That night I was up late implementing all of the trivia Floata had gathered into the game. Thanks to some sneaky text editing and Stencyl’s text file input capabilities, I got that done in no time. Some of the questions had to be rewritten/reworded since they didn’t fit onto the screen, but other than that it was smooth sailing with the trivia part.

Day Two-Three:

Early, early in the morning on Day Three I added a yeti to chase the player’s snowman around the board. I recorded some dialog for the Yeti to make him more menacing (my favorite being “I ate Mrs. No-Man”), and synced his mouth moving to the spoken words. It was here that I hit animation limits and had to pare back some of the lines so the animations would fit.

With the game just about done, we added some more music (Floata made all of our music) before beginning the big testing crunch. This is where everything went to heck in a hand basket.

Things seemed to be working just fine, but in playing the game over and over (or trying to), we found multiple issues. The yeti catching you caused a crash, passing a gate caused a crash, winning the game caused a crash, restarting the game caused a crash… it was a mess. That lead to about three or so hours to bug fixing before we got it all ironed out. Most of the issues stemmed from variables not being returned to their default states when the game board would get reset. In the end we fixed those issues (we’re pretty sure…) and submitted it. Thus ends Icy’s Retrospective.

What went Wrong:

I struggled with the coding of player movement for way too long

Not enough testing during development led to a last-day bug fixing crunch

What went Right:

We’re happy with the feel of it as a board game

The multiple key concept turned out really well

I personally like the yeti

You can play and rate Icy’s Trivial Travails here.

Tags: ld31, post-mortem, postmortem, stencyl

Poo Dee Pie: Gameplay

image

 

Poo Dee Pie: Dee most horrible game in dee universe.

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=39189

 

Hello! How are you? Caught up on your sleep yet? Me neither…

So yeah, ummm it seems to be coming up fairly regularly in dee comments for Poo Dee Pie that dee artwork is amazing but dee gameplay is just too damn repetitive.

 

First of all, YES dee artwork by Steffen Wittig is incredible! He took my absolute turd of an idea for a game and with his universally acclaimed skills he polished it up really nicely. If you haven’t already done so, be sure to follow him on Twitter @SteffenWittig for a lot more examples from this very talented creature.

 

Secondly and dee main reason for this post, “the gameplay in Poo Dee Pie is very repetitive!” YES dee gameplay (by me) is very repetitive, that’s entirely dee point. Congratulations, you figured it out! This is a factory, factory work is repetitive. VERY REPETITIVE, HORRIBLE AND SHIT. Perhaps now it’s beginning to make sense? Dee inspiration for this horrible game came from ~12 years of factory experience by me, before I went to university as a mature age student. Yes, Im horribly old.

So in conclusion, Poo Dee Pie: Dee most horrible game in dee universe is an amazingly accurate glimpse into dee daily life of your average factory worker.

 

Cheers, from Ben.

@ThumbsBlue

PhotoBound – A postmortem

For Ludum Dare 31, we created PhotoBound. For those of you who have yet to play, you may want to play it first to avoid spoilers. One of the biggest parts of the games is figuring out what the game mechanics are. For those of you who have played, or you just don’t care, PhotoBound is a game about a tourist who is essentially ‘stuck inside the camera,’ meaning he is limited to only being able to move inside the viewport. The viewport does not follow the player; rather, the viewport actually follows the player’s camera, which the player can lift and move around. Unlike usual, this game does not have any enemies, and the player is unlikely to die too much. We decided that enemies didn’t really fit into the environment very well, and that our programmer Jellonator was too lazy for such things. We are very happy with how our game turned out, and are excited to see how the Ludum Dare community receives it.

The Good

The Graphics- In the beginning the graphics felt a little hard to get inspired for. Ultimately our artist found some other tilesets around the googleverse and effectively redrew them in  his own style this set, and this set being the major inspirations. He also used Arne’s 64 color palette to keep things cohesive but still have a lot of freedom with the colors. The only part that could’ve used a major overhaul was the player and I’m sorry. I’m just sorry. You can watch the Artist’s view of the LD in his past broadcast on his Twitch.

The Level Design- If you look at our past submissions, you’ll find that level design did not exist in our past games. This is a result of our programmer Jellonator being lazy and not implimenting a level loader. however, This time is different. Our lazy programmer finally added a level loader, and level design was back in action. Being able to create actual levels after so long felt great, and the levels we created are pretty good, despite being a little rusty at the level designing process. We probably could have used the mechanics better, and maybe should have challenged the player a little more in the late game.

The Bad

The Boxes- After implementing boxes, we found a little bug: sometimes boxes would stop colliding. This issue was pretty minor, since the circumstances were pretty uncommon, and the box could still be picked up anyways. We managed to fix it during crunch time.

The Music- Our composer, MK, didn’t make the music until a last minute rush a few hours before the deadline. The music is Fami with VRC6 expansion because N163 is overused. MK claims to be a tool.

No Real Background- An actual background would have been nice, but we never really thought to add one during development. Woops.

The Ugly

The Collision- The collision engine was a wreck after implementing platforms and adding the ability for solid objects to crush the player. This resulted in several hours of collision code and debugging and player dying just by touching the platform and– it was pretty messy. These issues did get fixed, but the loss of precious hours was upsetting. As a side note, a pretty big bug where the camera would glitch through the platform in level8 made it to release. This bug was fixed the day after release, and probably never should have existed anyways. For some reason, this bug only existed in certain builds, probably a result of some kind of floating point whatnot difference between machines.

The Level Loader- The level loader was created a few hours before the LD started; consequently, it was pretty buggy. The bottom right tile didn’t load, platforms loaded incorrectly, and sometimes would downright crash the whole game. It was pretty unreliable. We ended up fixing it, but it was a huge mess. Since we have a proper level loader now, this issue should not arise in the future.

The Windows Build- Since our programmer uses Linux, he must cross compile with MinGW to create Windows executables. A crash arose early on regarding this. The Linux executable would run just fine, but the Windows executable would crash every time. The issue ended up being a vector initialization issue, but it took a few hours to figure this out.

The Conclusion

Our Ludum Dare 31 game is one of our favorite LD games we have ever created. We had a lot of fun with the design process of our game. Sure, there are a few issues here and there, but hey, we had only 72 hours, of course there will be issues. We hope to receive constructive criticism so that we may improve in the future. 10/10 would make again.

My favourite games so far!

I’ve now played and rated one hundred games, barely scratching the surface. I thought it would be nice to mention a few that I really enjoyed (on the assumption that most of us are going to end up playing a completely different set of games!)

  • Orion Most gorgeous and atmospheric use of pixels.
  • I am Sigma Stylistically cool platformer and great use of the theme.
  • Oceanite – You play a fish.
  • Galaxia – You control a statistically insignificant portion of the galaxy.
  • Block Dungeon – Fun, basically

The surprising thing about this theme has been how very very different all the games are.

Well, except for all the suspiciously snowy games, obviously. 😛

Comments

guldlock
09. Dec 2014 · 20:32 UTC
Great post! I will try these! Don’t forget to try ours as well!

Our first Ludum jam with friends! Just Dance Dance Discotron Central Postmortem

Hi there Ludum Peers!!
Usually when we jam it’s just Robot Loves Kitty, the two of us, messing around and art/coding as fast as we can. This time was different and awesome!

We’ve been working on a game called Upsilon Circuit with a group of amazing people, and when the LD31 came around, we asked if they wanted to join us. (spoiler alert, all but 1 of them did this with us!)

It was amazing how much we managed to make in just three days!(it was also amazing how much more we wanted to do with it, and how big the scope got)
SO! here’s the shameless self promotion: Just Dance Dance Discotron Central
If you are interested in my thoughts on the jam after giving it a shot, there is a bit of a post mortem below!
Dance your robotic heart out!

TL;DR of whats below: It was great having such a fun game concept, and so much content to add so early on.. but we got overly ambitious and ended up not having enough time to put it all in, or fine tune the game much either. Such is the story with many jams, and we should have known better.

Post Mortem thoughts:

What went well?
We got our crazy game idea to happen on one screen
The whole team did their jobs amazingly, worked hard, and communicated together(yay)!
we came up with the concept quickly, assigned tasks and got to it really fast.
All the art came out beautifully, and it came fast and early, letting us get a better feel for the game, and play with lighting etc!
I’m pretty sure our animator knows more disco dance moves than he ever wanted to.

What didn’t go so well?
Things went so well the first day that our scope grewa bit and we ended up with something unpolished and unbalanced, and lots of content unimplemented.
sleep. Not enough. unable to function the last day.
Not enough music variation, we ended up fleshing out the game with a few free songs. Writing music is hard and time consuming and expecting more would have been dumb. what was made came out GROOVETASTIC though!
the artists didn’t have much to do near the end of the jam. this is a good thing, but also less fun for them

Saying no to additional ideas from teammates and ourselves was not really something we did much of, and we could have saved a lot of time for everyone if we had realized earlier that the things they were doing wouldn’t be making it into the Jam version.

things we made that didn’t make it in include:
Voices for all 21 dance partners and their 100+ questions. (and yes, they are awesome)
many more dance moves
Laser eye beam death robot mode when you fail a song
song selection/ continuous play mode or something,
online scoreboard
hah.. lots of other stuff..

SCOPE people, SCOPE!

All in all I think the game itself is a success, we had a blast, and I’m really proud of what we all managed to do over one weekend!
-Kitty

Tags: gamedev, indiedev, ld31, ldjam, Ludumdare, One screen, postmortem

Best games compilation

Hey,

So, here are my favourites games from this LD. I think you should check them out if you haven’t already.

Bionic Bliss

The Adventures of Darsh in Offscreenland

Ab Intra

The Shelter

Super Flummi

Sudarsan

Screen Head

 

Enjoy 😉

 

Comments

guldlock
09. Dec 2014 · 20:30 UTC
Hey I think you would like our entry as well!
09. Dec 2014 · 20:34 UTC
Thanks for the love Maurogik – going to give Drunk Ninja vs Alien a spin now!
09. Dec 2014 · 21:17 UTC
You see what happens when you make a best games post? This:

You never know…

Last Rooftop Hero

Ok, guys. This is fail of pretty epic proportions. I forgot to disable WASD in my compo entry Last Rooftop Hero. The whole idea of gameplay was to use one single button only for the whole game. I’ve NEVER used WASD during testing, and thought everyone had a one-button game. I think I’ve just made these controls out of habit and forgot about them.

Fixing this “typo” took me 5 seconds, should be a proper version without WASD now. The thing is… You never know. The game has been online for 3 days and now I don’t really know how many have people found this and had “wrong” gameplay. And not a single one person have told me up to this point 😀

Thanks to Ellian, who wrote a comment about this.

Check it here

Tags: bug, bugfix

A Fine White Line – Now With MORE WEB!

TC_DL_MW
Play “A Fine White Line” Here!

I think something happened during the upload process and there was a misunderstanding with the files, so we ended up with a downloadable Web game but nothing that popped up in the browser. Of course, the individual with all the files set up had long passed out from exhaustion, which left the poor, defenseless, sleep deprived artist to set up a Web link at 1 am.

And then my internet went down. :C

It’s fixed now, though! 😀 Not only can you play from the web, you can download and play as an embedded media file right on our entry page!

Small victories.

I’m going to chill, drink some tea and play/rate some of your games for awhile.

If you want me to play and rate your game, hop into my stream and post a link in the chat box!

Here’s your Twitch Taxi: http://www.twitch.tv/taunia_sabanski

 

Tags: a fine white line, afwl, games, ld31, Ludum Dare, now with more web, playing games, twitch

 

 

Business in Tokyo!

 

On a business trip to Tokyo “things” don’t go as “planned”.
———————————————————–
Try and Survive on a raft verses Sharks , The Elements, your body and mind.

Be sure you don’t Freeze to Death or overheat! use the water or tarp to cool off..

Are you freezing at Night? use the Tarp to keep your Temperature stable

reading Magazines might help you keep your Mind occupied!

Mountain View

This game was Made Entirely Live on Twitch.tv/2dgamedev !

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=47236

LD31 Update #5: If the crates pass through lasers, we will pass through the level!

Hey everybody! Grindstorm back again with another update on our game DisChord.

First, we want to thank everybody who has played our game until now, it’s a pleasure to know you people have enjoyed it! :) However, we found a game-breaking bug just before the game finished (on level 11), so we had to do a little fix on it. The game is beatable now and hopefully you will restore the harmony in this maze adventure!

So, what are you waiting for? If you haven’t played it, or want to play it again, here is the link to play it.

CLICK HERE TO PLAY DISCHORD NOW!

Made this gif to see if it’d represent our game well enough to get people interested!

(May or may not be nothing but a shameless plug. Play the game here and forget you read this message.)

sheep enchanter header

This is my first ludum dare but I’ve been following the event for a really long time now. One of the thigs I liked the most were the postmortems, so here is mine.

Objectives

Without clear objectives it is hard to state what is good and what is bad. My objectives were really clear. First and more important was finishing a game. That was the whole reason I joined ludum dare, after years of working in an unfinished project I needed to have something to show. Then I wanted to make a web game so I would learn how to and so that lots of people could try it.

The good

-Game idea: it is a simple idea but it was easy to make a fun game out of it. It was also good because I left all the mechanics for the last day, and most of them for the last hour, so it turned out to be a great idea.

-Dart: I sometimes have to program in javasctipt at work and I really dislike it. As I wanted to do a web game I needed something that compiled to javascript yet was a bit nicer. Unlike other languages that compile to javascript dart has its own virtual machine embedded in a browser, so it was really easy to debug. I only compiled the code to javascript after finishing the event, and it worked flawlessly.

-Keept working despite loosing hope: in the afternoon of the last day I only had a character walking along a field and some sheep following him. The terrain height code was buggy and I did not have any own art. Anyway I just kept working, doing little things that I liked like implementing the behaviour of free sheep. At the end I could finish it and it was worth it.

-Support: the main reason I kept working was my girlfriend supporting me. She also told me how to draw most of the things and more importantly suggested me the idea of the sheperd. She was a good thing.

The bad

-Loosing hope: I had no hope of finishing the game since nearly the start. Because of that I did not even try to do any planning of my time. Also I went to a christmas dinner on saturday night and did not get back home until really late. It is really hard to work so hungover.

-Focusing too much on technical details: I spent more than half the time coding the drawing code and the’phisics’. I tried to polish it for a long time instead of having something playable since the beginning. The game did not start to look playable until about 6 hours before finishing and that was one of the reasons I lost hope.

-Final touches: the art was done in half an hour, the mechanics just out of pure luck and I did not even had time to read the instructions for a second time. I should have left at least a couple of hours to make it look finished(and maybe even do a finish screen).

All in all, I like to play the game and how the animals behave. I know I could have done a better job but I am happy I met my objectives.sheep enchanter gameplay

So please try it and tell me what you think!

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=45579

Tags: postmortem

Timelapse for my submission

I made a timelapse video for the game I created during Ludum Dare 31 last weekend. It’s amazing to watch approximately 32 hours of work compressed to slightly more than 6 minutes. Makes it look so easy to create, while it was a struggle sometimes. Especially with my arch nemesis, collision detection.

Here it is:

The game I created is called One Screen of Burgers and is inspired by the old arcade classic Burger Time. I did not look at the original, except for one static screenshot, and made everything from memory. There was not enough time anymore to make sounds for the game, but it’s playable and has the full cycle implemented, game start, play game and game over.

I think I should mention that the source code, while doing the job, is not a good source for “best practice” in software development. I consider it a “giant pile of dirty hacks”, which is probably an understatement for some of the code, but true for most of it :)

Comments

Mixer
09. Dec 2014 · 22:00 UTC
Hey Searge! I watched alot of your stream :) Were you working on the Bukkit project? I think I remember you there. Great job with your entry :)
flegmatical
09. Dec 2014 · 22:16 UTC
Hehe, I don’t think there’s a majority of clean code present in Ludum Dare games 😀

First LD31 Game Review

LD31Thumbnail

 

Check out our video review of  several of the Ludum Dare 31 games! They were a lot of fun, and every game was unique and fun.

Watch it here

Glitter Pixel Saves The World – my first Ludum Dare – an epilogue

I moved house recently and had a pile of things to do, so spending 48 hours making a game for Ludum Dare would have been really irresponsible.

Anyway. Here’s the game I made for Ludum Dare:

kong_Screenshot_update

 

“A big adventure for a tiny hero – you are, literally, a single pixel. It’s the only way a game this big will fit on a single screen! “

I’m in the UK, so the theme was announced at 2am, which is a mixed blessing.  Took a while to get up and running, but I could stay up on the Sunday to get things finished. Well, as finished as they could be. I foolishly left the actual level design to last, so the map itself is a little rushed – positioning is all good, but I’d have liked to spend more time polishing the graphics.

It was quite a while before I settled on a game idea. I’d wanted to make something more quirky and out-there than a platform exploration adventure, but I got hooked on playing as a single pixel for the theme – instead of making a game that was small, make a big game shrunk down.

Most of the gameplay was planned before I started but the fog-of-war was a last minute addition which I think it adds a lot to the feel of exploration in the game. And they say feature creep is a bad thing! That said, I coded pushable rocks that I was planning puzzles for but didn’t get time to fully include on the map. They still provide barriers and the like, but none of the Boulderdash-style tunneling I’ve envisioned. I have a page or two of scribbled notes for things like proximity mines, different enemy behaviours, and various other plans and schemes that fell by the wayside.

 I plan to work on this game some more in the next week or two and make a full version with more bells and whistles, probably picking up some of the above ideas. If anyone has other suggestions for improvement in a ‘full’ version I’d love the hear.

This was built from scratch using Flash, Audacity, MS Paint and a few too many cans of Red Bull. I use C# in my day job, so it was nice to delve into ActionScript 3 again, even if it does mean I keep hitting the wrong shortcuts in the office. I didn’t use any existing libraries or old code bases or anything, as I wanted to do it all from a blank page onwards. I used Gimp a little for some graphics, but mainly Paint as it just really like the zoomed in view with a grid and thumbnail for drawing pixelly things.

I probably spent too long trying out silly voices for the game when I should have been coding, but I wanted to give some character to the little glittery hero and, to be honest, I was having fun and that’s what games are all about! I used Audacity was for recording my voice and adjusting the pitch – I’ve been told Glitter Pixel is cute, so I’ll be working on notching my voice up a few octaves in real life to see if it works for me too.

Now I’m playing through other people’s games and some great things have been made this weekend, whether highly polished or rough around the edges but imaginative and quirky.  It’s all good and I’m glad I was part of it and will definitely be doing this again.

Finally, in hindsight, trying the learn the Ukulele so I could play some backing music may not have been the best idea of time management…

Anyway: Play / Rate Glitter Pixel here

 

 

Asterion Update

Added score and time to the user interface. Can you beat the game in less than 30 seconds?
Can you beat the dev’s time?
Asterion dev's best time
Play Asterion

Square Dance Postmortem

I made a thing last weekend, and I’m pretty proud of it! Read on for a large wall of text on just what happened…

I’ve attempted Ludum Dare before, and I’ve always started, gotten discouraged, and given up. The games simply weren’t coming together. Didn’t matter what I used – C++, Javascript, or C#. How the hell am I supposed to make a game within 48 hours? It seems too monumental a task, especially for the compo where you need to make everything essentially from scratch.

But, as with many other things, turns out all I needed was more practice and some luck.  After spending the week before pumping myself up and getting in the right mindset, everything just… clicked. I worked like a fiend, loving every minute of it, and turned out a seemingly-decent game. I didn’t even miss any sleep.

Here’s a list of things that went right:

  • I got really lucky with the theme. At first, I hated it – it was too limiting, it was a mechanic and not really a theme, it wasn’t snowman. But, here’s the thing: a “limiting” theme is exactly what I needed. “Make the smallest game you can” is good advice, but I hate it. How can you know what ideas are finishable in 48 hours if you’ve never finished a game? If the only games you’ve played have taken months or years to make, how can you know to make anything else? The theme really forced me to think smaller in a way that “Make the smallest thing” never did.
  • Halfway through, I dropped the idea of doing any graphics, leaving just squares. This allowed me to concentrate fully on the fun, which I believe is the most important part of a game. There would have been no way I would have been able to concentrate on the mechanics and the difficulty curve as much as I did otherwise.
  • On a whim, I went out and bought snacks an hour before the jam started. This was much more important than I thought it would be. I didn’t buy anything with caffeine – just some fruit and junk food – but this was enough to keep me energized throughout the compo, and provided me with excuses to take breaks throughout.
  • I bought and got used to Ableton Live 9 Intro before the compo began. I’m still not great at composition – not even close – but getting used to Ableton allowed me to produce some decent-sounding music with fairly little effort. The library of samples was especially helpful; with something like Musagi, I’m hopelessly lost.
  • I used Crafty. This, I think, is the single biggest reason I was able to finish. I actually had no experience with Crafty before I started the jam, which makes it all the more surprising that I have it in this list. Crafty is one of the most versatile and well written frameworks I have ever had the pleasure of using. It lets you do things right, but it also lets you break the rules when it’s necessary. I rarely felt hindered by the framework, and that is incredibly important in a jam where momentum is everything. That isn’t to say everything about the framework is impeccable – I’ll come back to that later – but I really fell in love with Crafty over the weekend, and will be using it more.

WORTH

The list of things that went wrong is much smaller, and they’re mainly small niggles or corollaries to the things that went right.

  • Crafty’s largest weakness is probably in the documentation, which is lacking in many areas. Just to take one example, there’s no tutorial on how to create new components. It wasn’t a serious issue, but it did make me look in the source code on more than one occasion to figure out how to do fairly simple things.
  • Javascript still isn’t the greatest language to work in. Working outside of Crafty felt like pulling teeth. For example, one problem in my game is that clicks outside the play area don’t register. It would have been nice to pause when that the window outside that area is clicked, but this is non-trivial to implement due to the way the event system works in Javascript. I eventually cut the feature because it was just taking too much time.
  • I still believe that deciding to focus on graphics was a good idea, but it definitely won’t win me many points. With this game, it’s somewhat acceptable to have cut graphics as I was going for a bare aesthetic; however, learning some basic spriting will open up options for next time.

All in all, way more went right than wrong, and I loved the experience. Despite it all, though, I’m incredibly terrified that this was all a fluke. What if it was more luck than skill? What if it was just this year’s theme? What if I’m just not as inspired next time? What if, what if…

But then I take a deep breath and square my shoulders. After all, what can we do but deal with things as they come? Onwards!

(Cross-posted from my website)

Tags: Crafty, crafty.js, ld31

Jam game: Laundry Day

Phew, what a Ludum Dare adventure that was (and boy am I tired!). We got nearly the entire Tech Valley Game Space crew to make a satire of free-to-play social games called Laundry Day. And we all learned how to use Construct 2 together! If you can, please rate the game, and let us know what you think!

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=20557

As usual, here are the screenshots:

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ 20557-shot0 20557-shot2 20557-shot1

And for those interested, we have a time lapse, too!

(Like what we make? We have a Patreon campaign to continue our #OneGameAmonth challenge. We can use a few donations to help our efforts. Thanks!)

Tags: laundry day, Tech Valley Game Space, timelapse

Flaming Resistance UPDATE 2 is live !

Hey guy, here we are again with a new update of our entry (Flaming Resistance)

We fixed so many bugs and glitches (you can read the full changelog on the entry page). We also added a gamma regulation, so you should be able to adjust brigthness according to your monitor.

We hope you will enjoy it. Thanks (:

Dudley Digger Diamond Driller

Dudley Digger DIamond Driller

This is my fifth completed Ludum Dare game, woo! Wasn’t too into the theme at first, but I came around. I’m glad I did, because this is my favorite game I’ve done for Ludum Dare so far.

Play it here!

Thermonuclear War walkthrough

I am so thankful for all the positive feedback, and encouragement! I see people playing through all three levels of my game, it’s wonderful!

In case you’ve played it before but got stuck, I posted a walkthrough for level 3, so you can get unstuck!

You can get to level 3 directly by clicking on the words “level 1” at the bottom-left and choosing level 3 on the menu that appears.

Thank you! Have fun!

Comments

little-burrito
10. Dec 2014 · 06:23 UTC
I actually thought about this when I played the game. Nowadays we’re so used to the answers being available somewhere. When that’s not the case, puzzles like this stand in a different light! Feeling stuck at level 3 felt both hopeless and inspiring at the same time. Just like the good old days :-)

Improving the game: Survival Camp

It’s so nice receive the feedback in LD.
Sometimes it’s hard, other times is soft. But every time is helpful.
Because I’m made the game, and I test the game, I didn’t knew the difficult of this. Now, I can improve, change some thing. Look to the problem em fix it!
Thank everyone who play Survival Camp: A day-night game!

You can PUNCH monsters in ther faces!

You can PUNCH monsters in ther faces!

You can SIT end relax!

You can SIT end relax!

 

You Camp! It's so cool!

You Camp! It’s so cool!

I do not intent to continue with this game, but in this day before the judging, I want made a better game 😀

 

PLAY SURVIVAL CAMP: A DAY-NIGHT GAME!!!

Tags: #31, AD, ld31

Dodgy Screen PostMortem

Hi everyone!

This Ludum Dare compo I made dodgy screen, which was a lot better than any of the other games I have uploaded… by leaps and bounds. I actually looked at my old posts and laughed so hard, they are so silly :)

 You can play my game Here

http://ludumdare.com/compo/wp-content/compo2/407933/16241-shot1.PNG

I was lucky to be able to participate in this, I really only found out it was on because I was randomly going through my bookmarks. And saw ludum dare was starting the next day! I came up with an idea pretty fast, which is that you can only see red, green, or blue things on the screen at once, hence, the ‘dodgy screen’. I started working in Unity, which was a breath of fresh air for me, coming from a year with C++ and SFML, trying to manage memory :). I had never worked with C# before, although I very quickly caught on coming from C++, I found alot was similar, and easier. Even the component design of Unity felt great. For sound, I used SFXR, which I made all the sound effects. I didn’t make music, I was thinking I might with sunvox, but I just didn’t have time. For the graphics, I used paint.net for the pixel art, which I liked, and a tad of photoshop here and there.

What went well:

  • C# was easy, scripting was super simple.
  • People liked my pixel art, even though it was probably the most rushed thing I did.
  • SFXR’s few sound effects ended up in my game.
  • My idea was unique, and different, even if it wasn’t entirely based on the theme.
  • I made a timelapse! :)
  • I ‘finished’ my game! (Even if it had no music and had a short level) :)
  • Had alot of fun.

 

What didn’t go so well:

  • Nearly everyone thought the controls were hard, which even I agree. Some people said this in IRC when I showed them, but I didn’t pay much attention to it… :)
  • No music! I think with better planning I could have had time to put some in.
  • Alot of people didn’t understand the concept, or didn’t see how it related to the theme.
  • My time wasn’t managed as well as it could have been, it was mainly just ‘Do what needs to be done first and do it ASAP!’ :)
  • My game was really difficult! I think this had to do with the controls and level.

Thanks everyone for an awesome Ludum Dare! It’s been a lot of fun and I’ve learnt heaps.

-Mixer

LD 31 = Twitch / Rhythm Games FTW!

There are a lot of great games out there this time around, what a wonderful Ludum Dare. So glad I get to call this one my first time!

One genre sometimes overlooked are music-based games, so here’s my favorite I’ve seen so far:

(If you know of more, please let me know!)

 

SPIN-2

Rhythm with Math? What?!

PLAY SPIN-2

 

SWOTCH

Personal favorite, keeping this game to play more later!

 

PLAY SWOTCH

 

CARDINAL ATTACK

A fellow orange color scheme supporter!

PLAY CARDINAL ATTACK

 

and a bit of shameless self-promotion, my First Ludum Dare entry:

BEAT+TRAK

Dynamic note placement, no two game plays are alike.

PLAY BEAT+TRAK

 

UPDATE! BUT WAIT! THERE”S MORE!!!!!

 

DIAMETRIC

Cool, relaxing visual music game, art piece, programming feat…err….just go check it out!

PLAY DIAMETRIC

 

MOVING MELODY

Platformer to music, what do you need? Oh, yes, smiling clouds!

PLAY MOVING MELODY

BEAT BOP DELICIOUS!

A verified, realistic soundboard simulator

 

PLAY BEAT BOP DELICIOUS!

 

Thanks for making the LD#31 pumping with great beats and even better games!

Comments

Lynx
10. Dec 2014 · 01:07 UTC
Thanks guys! I’m definitely checking these out!
10. Dec 2014 · 01:42 UTC
I made a super realistic and authentic soundboard simulator :) Beat Bop Delicious!
10. Dec 2014 · 03:56 UTC
Thanks for the list BTW, some of my favorites have come from here. Good eye…
hexagore
10. Dec 2014 · 06:37 UTC
Hey, this is a great list. Thanks for pointing these games out :)
Insality
16. Dec 2014 · 13:44 UTC
wow, i suprised see my game here ;]

Awesome game list, i love them all 😉 this music-games are great

Dev Diary : Knock ‘Em Trees

The theme is “Entire Game on One Screen”, which is great, because all my games have been in one screen. So basically, I can make anything! (And I don’t even have to worry about Menus and Title Scenes)

But I’m still stuck-ish with an idea. I mean, there were a lot of ideas going through my head, but I just keep on browsing and looking at other people’s WIPs and I just get intimidated, and shoot down everything.

I ended up not doing anything on Saturday, and only started Sunday morning.

I attempted to use Blender to create some low poly trees, snowball and terrain. But all I manage to create are primitive shapes! 😀

Screen Shot 2014-12-07 at 11.20.55 AM

Screen Shot 2014-12-07 at 11.24.14 AM

And then I assembled the trees in Unity! AHAHA

Screen Shot 2014-12-07 at 1.04.01 PM

I started using Unity terrain but realized it’s not low poly enough for the look that I’m going for.

So I went back to Blender, looked up a tutorial and came up with this:

Screen Shot 2014-12-07 at 3.38.55 PM

And then I started planting trees…

Screen Shot 2014-12-07 at 6.24.31 PM

Screen Shot 2014-12-07 at 6.25.28 PM

And then I recorded some pretty annoying Christmas song (no lyrics, because it’s lyrics is copyrighted, but not the tune) and edited it in Audacity.

And at the end of the day (actually I took a very long break, and was sleepy, so instead of compo, I finished it as a jam), I have this:

Screen Shot 2014-12-08 at 9.22.45 PM

Knock ‘Em Trees

You play as a snowball, trying to Knock ‘Em down some Trees. And you get bigger as you knock down more trees, allowing you to knock down some even bigger trees.

thumbnail

Ludum Dare page: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=18262

Game Jolt page: http://gamejolt.com/games/arcade/knock-em-trees/41188/

I didn’t qualify for compo, but might as well share my code, GitHub: https://github.com/purplelilgirl/LudumDare31

Check it out? It’s my first Ludum Dare, so please be kind :)

Based on the comments I received on the game so far, is that people seem to like the trippy background music, so I uploaded the video of how I made the background music (hear me sing ahaha).

[youtube=http://youtu.be/TbL31aDHaWA]

Comments

Sayuri Tagata
10. Dec 2014 · 01:58 UTC
BEST AUDIO EVER!! Love the way you did it, so funny xD

You should continue the project, it’s lovely
12. Dec 2014 · 12:47 UTC
@Sayuri thanks :)

Don’t let they escape! – PLAY NOW

DLTE01

Comments

10. Dec 2014 · 00:19 UTC
It might be too late to mention, but I think you meant “Don’t let them escape!”
ciaodavinci
10. Dec 2014 · 00:57 UTC
Fun game. The fence animation is really satisfying.
tonny_elhond
10. Dec 2014 · 01:33 UTC
cool, thanks.

“Zombies vs Army” needs your comment !

I decided to publish “Zombies vs Army” game. But it needs lot of polishing.

Please add in comments (go to entry) any ideas and advices you can think of. I will try to implement them in post LD development. I will put your name in credits.

Thank you all. LD community is the best.

Try the game.

 

19

Orb Fetch: GOLD, behind the scenes (LD31 Compo)

For this LD I made Orb Fetch: GOLD, a game that looks like a newtonian “thrust one way, ship goes the other” game, but isn’t. At all. And it’s hard to get used to how much it isn’t. (I still end up trying to “thrust” in panic on the more dangerous levels.)

2014-12-07_20-04-27

Here’s a peek at how I made the graphics: a trick I’ve been wanting to try with grid paper, a pencil, and a felt-tipped marker. Black and white filters easily get rid of the blue lines, leaving the lines to be filled (or not).

Usually graphics aren’t my strong suit, but I think it worked well! It was very easy to get some graphics that weren’t my usual lame programmer’s pixel art, and because it wasn’t pixel art, it wasn’t a pain to scale up for fullscreen mode.

Only downside is that now I have to apologize for my poor handwriting.

Post-compo thoughts

There is a lot that went right, but even more that went wrong with my game, Peaceful Night.

PeacefulNightScreenshot

The first thing that greatly affected my game was the genre, which is pretty obvious. I chose to make a 2D sandbox game, and although I did an OK job, it was simply too ambitious, especially considering that I had never done a few of the things I had to do (such as play audio loops).

The second thing was my extremely dumb decision to make it so that the game screen never is drawn larger than the default resolution. I was probably tired and not thinking straight, and then I didn’t really think about resizing afterwards. This resolution issue caused two problems:
1) It was not very fun and hard to play.

2) Resizing the window causes lots of lag.

Speaking of dumb decisions, although I am a novice graphics programmer and don’t really quite understanding how painting the screen works and stuff, I can say with some certainty that it’s a bad idea to force the screen to repaint every 10 ms. I’m also pretty sure that basically nullifies any reason to use a buffer for the graphics.

There were also a few other things I shouldn’t have done, such as prioritize higher-memory processes over lower-memory processes.

I also don’t really know the best way to do game loops in Java, so I hoped that using timers would be good enough.

Finally, because this idea was so ambitious, and I couldn’t implement any enemies, there is basically nothing to do other than try to figure out what the crafting recipes are.

Now, the one good thing is that I managed to make a walkcycle that doesn’t look terrible. I normally can’t do that.

Overall, I’m pretty happy with my game. Although it didn’t turn out too well, I think it was OK for 48 hours, considering that I had never programmed some of the things in it before (such as an inventory GUI).

If you haven’t played and voted, I would love it if you did, even if you rate it 1 star!

My favorite game so far:

A Place in Space by lokijki.

It might be partly because one of my favorite games of all time is Shoot First by Teknopants, and that this game is incredibly reminiscent of it, or any number of biases, but this game is INCREDIBLE.  The theme is well executed in that everything does take place on one screen, even the title, through use of shadows to cover up the portion of the screen that is unavailable at any time.  Then you blast your way through an alien-infested room with perfect controls and a door opens up.  You walk into the next room, no big deal, blast away some more enemies, sweet, but no big deal, and then… And then the door that had just locked behind you  opens up, and you think, “Damn, I don’t want to go back into that room again, but whatever.”  And you walk into the room and as the shadows recede, you realize, “Holy crap!  This is an entirely new room!”

Pure genius.

On top of that,  the graphics are simple, but marvelous.  The amount of screen shake at points of impact is amazing, and the RGB-positions (or something) of all the sprites shift when the screen shakes.  It’s super gory, super addicting, and super worth checking out.

-C

 

Comments

10. Dec 2014 · 02:01 UTC
This is excellent; thanks for the tip.

MACHO KNIGHT POSTMORTEM

Promotional ImageNew

Hey guys Nemo here! I’ve updated my blog with a postmortem. The post mortem covers the topic of: What went Right, What went Wrong and What I can do better next time. The blog also includes about topics related with game development so be sure to check it out : )

Click Here to Blog

Also for those who still haven’t played MACHO KNIGHT

Click Here to the Game

Characters

Tags: macho knight

Kitch’s Gameplay Video

Hi.

I made a gameplay video of my game Beat! Bop! Delicious!  Because I have to beat the times posted in my comments section :)

Click this text to play the game, and beat 3:00!

Thank you all for the games you have submitted.  I’ve had a blast playing what you have created over the last two days!   Can’t wait to play more!

Love,

Ross

Postmortem – Music in Seven Lightyears of Bad Luck

I’ve been trying to improve my music composition, so I think a separate post-mortem for music is in order. Plus, hopefully someone else can learn a bit on writing music, or something.

kirbytails7_SevenScreenshot

In my experience, the key factor in composing good music is managing contour. You can think of contour as the overall arch of the music – high when the music is loud, rhythmic, or dynamic; and low when the music is more static and predictable. The sections of low contour set expectations that can be pushed or broken in the sections of high contour.

Think of the structure of a typical pop, rock, or house song: Verse – Chorus – Verse – Chorus – Bridge – Chorus. The verses tend to be less memorable musically, but they also help make the chorus more interesting, and the repetition of them both make the bridge even more interesting.

I notice this as the primary shortcoming of my music in Seven Lightyears. With the constant percussion and relatively equal balance of instruments throughout, I think I flattened out the contour too much.

Compare to what probably unconsciously motivated my music (it’s even in the same key!): Phoenix Wright’s Theme from Marvel vs. Capcom 3. Notice how the music dies off a bit after the first “chorus” and later has a change in instrumentation to create more interesting contour, and the chorus itself is 6 measures instead of 8, which makes it more exciting.

Comments

Bogden
10. Dec 2014 · 05:49 UTC
I actually think the music works pretty well for what the game is. Arcade games tend to be pretty repetitive, and so is the music. I think the genre of a game has a lot to do with what the music’s patterns should be.

Acceptable Post-Jam Update?

Hello! After playing a couple hand-fulls of games, I have noticed a lot of the high ranked games support web players. I think with a bit more work (the loading files system) I could get Sol Defender (please rate if you haven’t) posted on my website.

My question is, what is an acceptable post-jam submission to you guys? And if you think this would not be acceptable then do you think that it would be okay to post a link in the submission description of the ‘unofficial’ web player? And finally, if both of those are not acceptable then what do you suggest?

Thanks for any reply and I really had a lot of fun during this Jam. I expect I will be back to try again next time ;).

Jake

10624636_861222007250924_2064533043373036687_n

Comments

Zi
10. Dec 2014 · 04:56 UTC
Hey reveriejake,
10. Dec 2014 · 04:58 UTC
It’s fine, it’s in the rules:

“Porting (especially to Web or Windows) can happen after the initial 48 hours. The longer you wait though, the less time participants will have to play your game.”
10. Dec 2014 · 06:03 UTC
Sounds like a port, which the rules clearly say is OK; go for it.

PORTS

Just loaded LINUX and iOS versions of my entry.

Now you have no more excuses! Check it out!

PLAY NOW

81415

Apology to the players of my game :)

bomd

Link to the entry

If you played my game certainly liked and disliked in many things, of which probably were like art and animations (all my work is done with passion) and that probably did not like were the hard level with no checkpoint, some bugs and the animal attack. I got to thinking about checkpoint and attack combos (air attack too) but I preferred to leave the way it was without imagining it could be as hard as I expect (I have tendency to create games with hard mode level design, usually I base my playable skills and it does not seem very good as I see hehehe).

On the theme, I figured it should be “the entire game in one screen,” and so did ultimately left the movement of the camera following the character during the immense level that came up with (the entire game on one level =P).

I had not understood it was a static game that could not be parallax or camera movement xD

But my goal was reached when I received much feedback, thank you to all of you.

…and next time I hit the theme hehehe

……well, for all who enjoyed the game and would like to know how it would be with these improvements (including the theme), I will provide my blog > gillenew.com where I will update with the game hot news and then the game free to play 😀

Tags: Animal Roar, ld31

Postmortem – Escape The Abyss

Initial thoughts:

Going into the compo I had a general idea of what I wanted to accomplish in my first ludum dare. My goals were simple:

  • Keep the scope of the project relatively small.
  • Make a complete game. (i.e. have an ending, sound effects, music, etc…)
  • Make the core game play function very well.

The theme:

I really struggled to come up with a decent idea for this theme. Plus this being my first ludum dare, I didn’t want to attempt anything really crazy.  I wanted to make something complete and functional.

Ultimately I went with an idea I had been wanting to implement for awhile, a top-down 2D platformer, and somewhat disregarded the theme.  I wanted to see how this idea would pan out and if I could do it in 48 hours.

Tools:

  • Engine – Unity
  • Language – C#
  • Graphics – PyxelEdit
  • Sound effects – Bfxr & microphone
  • Music – LMMS

What went right:

  • The core mechanics of the game function well. (i.e. movement, jumping, and sliding on ice is fluid and accurate)
  • Once I built all the elements of the game. I was able to produce a decent amount of content, due to the reuse of elements to create different challenges.
  • I kept the scope small and the input minimal. (i.e. you can move with left click and jump with right click)
  • The game is complete!

What went wrong:

  • I am not an artist. The game art is functional but nothing more than that.
  • Time management. At a few points I got stuck on game play issues. Due to being slightly OCD, I couldn’t move on without fixing them to “perfection”. This may not be entirely a bad thing, but when you have a deadline to consider I could have managed my time better.
  • Didn’t attempt to really use the theme.

Conclusion:

I am happy with my game. It is challenging and offered more depth than I initially thought with such a simple movement/jumping scheme.  My motivation behind entering the compo was more to develop my game development skills and see what aspects of a game I need to focus on. I learned a lot about my strengths and weaknesses. Next ludum dare I will try and really engage with the theme.

Play and Rate

Any comments/criticisms are welcome!

Playthrough video

Tags: ld31, post-mortem, postmortem, unity

Some of my favourite games so far

I enjoy looking at other peoples’ lists of top games, so I thought I would write one of my own. According to the handy counter, I’ve played 113 games so far, and I’m sure there are many more great ones around, so post your favourites too!

Finish your project by AgentParsec

Finish your project

Sheeball by dieblume86

Sheeball

Man on the Field by Double Zero One Zero

Man on the Field

The Fast and the Flatulent by Drtizzle

The Fast and the Flatulent – No I’m not joking, this is one of the best games this competition!

Hunt the Yeti  by Elisée

Hunt the Yeti

Letter run by Grehg

Letter Run

Screen head by NickZangus

Screen head

Cube clicker by Polyganz

Cube clicker

SIRTET by stray

SIRTET

These are in no particular order. I’ve also omitted games which were recently mentioned in other people’s top lists in this news feed, so there are several more games I like.

At the end here, in small text with no big image, I would also like to mention that I made a game too. If you would like to play it, you can find it here: Doll house: q-be or not q-Be.

Post-Mortem: Finish Your Project

The Post-Mortem for my entry, “Finish Your Project“.

fyp_ss

 

When I started out, I spent about 4 1/2 to 5 hours working on a puzzle game.  I actually managed to make it playable, until I realized that (a) the game was boring and repetetive, (b) it didn’t really have an attainable goal, and (c) it didn’t have a clear way to ‘lose’.  Rather than try to fix it, I scrapped the whole project and with with plan B, which was “Finish Your Project”.

 

THINGS THAT WENT WELL:

  • Animation!  I’m usually terrible when it comes to graphics, but I was super-impressed with how well I managed to make the game look this time around.  I’m really starting to get the hang of the animator in Unity, and though I know I made some mistakes with it or did things inefficiently, I ultimately achieved exactly the look I was going for.  I learned a LOT on this one, and it’s gotten me excited about future projects (not just LD ones, but normal ones as well).
  • Music went well, as always.  My last three LD projects have had music that changes to match what’s going on in the game, and I’m beginning to realize this is becoming a theme with me.  I’m also beginning to realize that I’m perfectly okay with that. ^^
  • While the gameplay is ultimately repetitive, it does exactly what it’s supposed to do: convey the monotony of the situation that the main character is in.  I added a few random elements to add some variety, but for the most part it becomes ‘same @#$% different day’, which is what I was aiming for.
  • For once, I squashed all of the obvious bugs before uploading.  There’s still one weird animation glitch, but it happens so rarely that you pretty much have to be trying to get it to run into it.  The gameplay runs perfectly though.
  • It’s kind of a shame that most of the people playing it won’t get to see the ending, but I realize there are a lot of LD games out there, so spending what is typically around 30 – 45 minutes completing this one seems unreasonable.  I actually really like how it ends though, because I like to think it’s unexpected.

 

THINGS THAT NEEDED IMPROVEMENT:

  • I learned a lot about the animator in Unity, but I also learned there’s a lot for me still to learn.  I know there’s a way to mirror animations left to right, and I just didn’t feel like I had time to figure out how to use it properly, so instead I just made separate animations for facing left and right.  This almost broke the game, because switching to these animations caused a weird “Paper Mario” effect where it would flip in 2D fashion.  I eventually found a way to correct the problem, but it told me there was a better way I could have done this.
  • I should have had some kind of visual indicator of the areas on the screen you can click on, or some indication that you clicked on them.  The method I was going to use initially ended up not working right due to the way sprites are drawn in layers.  I came up with a solution but ran out of time to implement it.  At the very least, I should have had a sound effect to show you successfully clicked.  Which brings me to…
  • No sound effects.  Up until the very end I was up in the air as to whether or not to have sound effects included, and ultimately decided not to include any; I felt the music and actions tell the story well enough.  Part of me still thinks I should have included some, though.
  • More random events would have been nice, and might have also made it easier to keep the player engaged for the full length of the game.  I just couldn’t think of any to put in that would (a) make sense in the game’s “story”, or (b) didn’t require a lot of extra work that might have run me over on time.
  • As mentioned before, it’s a shame most people won’t see the ending.  I thought it was clever, but maybe it’s just me.  It’s the risk I ran for making a game that takes so long to beat, in a setting where people want to move on to the next game ASAP.  Ah well.

 

On to future projects!

Chrome Bug Fixed

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=29418

Hello,

Our game “Run Bzzt, Run !” had a BIG problem on Chrome, and a little on firefox and IE.

I fixed that and the game is now playable ! (Nothing was changed in the gamedesign or other …)

More, i didn t understant the form to commit the game and NOBODY COULD VOTE the game.

So please, comme back and give us your vote (good or bad) !

And enjoy playing “Run Bzzt, Run !”
Team Agam, Grelin, Kuru, Shakkam !

image2

My thoughts now that it’s over

4b99ef914b9a8806efb73156186aa513

Entomophobia is, for the most part, a success. It’s arguably somehow the most content complete game I’ve made yet, despite being made in 2 days compared to others that have had over a month.

More than anything, this project has convinced me of how streamlined 2D is for development. It removes a lot of variables you have to account for, and naturally smooths out the game.

 

27170-shot1

Early proof-of-concept of Gameboy look

The idea of making a Gameboy game came from and old idea I’ve had: using a render texture to force low-res rendering. The screen is 128×128 pixels, rendered with no internal AA or multisampling. The camera for rendering the gameboy graphics is orthographic, while the camera looking at the gameboy is perspective and has some AA to it.

2014-12-10 10.07.19

The title screen is so Gameboy it hurts

It also reminded me how valuable a dedicated artist is. I basically just gave them directions like “it’s a Gameboy look” or “make me an enemy that’s like smaller but not tiny.” It really freed up my mind.

The biggest enemies to this project were various kinds of clutter. I always knew it was a bit much, but there’s a lot to be said about letting someone unfamiliar with your game playtedt it. The dev team was used to the clutter, and thus it wasn’t as big a deal. Except it’s the main complaint everyone has with it: Too much clutter and screenshake.

 

Okay, I’ve ranted long enough. If you haven’t checked it out yet…

Entomophobia

 

-Scott

Stuff I learned & applied this LD31: Restrictions, Goals, Getting people to play, and a bonus gameplay video :D

I wrote quite a bit on my experiences on LD31, which boiled down to these points:

  1. Restrictions are good – and why this theme was pretty awesome for me.
  2. I set out with a few learning goals, and this is how I applied them.
  3. Things to keep in mind to get more people to play your game.

Linking to my post so as to not over-spam the LD feed with wall of text, but I think it’s really worth a read, because I learned a fair bit and I think these are good things for everyone to think about as jammers!

Then, a sweet gameplay video for my game No More Boxes.

And a little look at the characters of No More Boxes :)

 

 

 

 

 

 

 

Please give No More Boxes a play! 😀

Tags: game jam, learning, No more boxes, players, restrictions, Steven Tu, tuism, Twoplus Games, unity3d

Added a post jam build

I liked the idea of my Ludum Dare entry so continued to have a play with it. Added a bunch of extra stuff. Please feel free to give it a go.

White Crash

White Crash

A Frickin Video!

Here is a video of a couple of people playing Kerfuffle, just in case you aren’t two people and can’t play it. <3

 

I added two EXTRA game modes. Hard and Impossible!

Based on some comment I made a Hard mode that is synched with music beat and its way harder.

I also made the Impossible mode, where not the level rotates around but gravity. Its even harder. I’m not responsible for broken necks. before using consult your doctor or pharmacist 😀

Buth new modes have new, separate Leaderboard, so go make some records 😉

screenLD3

Spin-2 audio

Hi guys, thanks for the feedback on my game!

I have decided to opt again for audio, because after all the work I did for audio synthesis (which is also the core of the game), I think is completely fair.

If you could please revisit your votes I would be so grateful.

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46966

Thank you very much!

Go Out Screen — Much simpler and fast … try it

I removed some elements to make the most simple game. Much simpler and fast … try it

I need feedback.

I am very pleased to have participated in my first ludumdare.
I would love you to experience and comment on my game so I can have a better participation in the next event.

 

Help the character to find the level exit.
But be careful not to enter the darkness because of abstinence character by computers.


Play Game – Go Out Screen

 

Go Out Screen

Tags: #LD31 #LDJAM #LudumDare #GameDev #OneScreen, 2D, compo, ld31, pixelart, unity3d

My Top 5

I’ve notice some people posting their favorite games they played. I think that’s a great idea, as it brings awareness of the better games out there. After all it’s impossible to go through all 2637 submitted games, especially taking into consideration that some games might not be available for platforms available to you.

 

I have to admit that I usually give priority to games that are playable in the browser, but I’ll still download and play games whose screens catch my attention. In any case, here’s my top 5:

 

 

Mini Minotaur – Very nice implementation of audio feedback in combination with pleasant visuals and interesting mechanics

 

Off Screen – Simple, but pleasant graphics, nice music and the gameplay keeps you hooked for a while

 

Ragtown – Maybe not so innovative, but the mood set by the visuals and really nice music is worthy

 

Egyptian Labyrinth – You will have to adjust to controls for a while, but this game has interesting mechanics, and most importantly it features the Wilhelm Scream )

 

Maze Escape – Graphics might not be its strong point, but the mechanics are evolving in an interesting way throughout the game together with cleverly designed puzzles. Definitely a game for those who like a challenge.

 

P.S.: Check my game as well if you’ve got time )

Comments

Gins
10. Dec 2014 · 11:54 UTC
Whoa thanks for putting my game on your list :)

Those others you put there look quite cool too, when I got time later in the evening I’ll try all those too!
10. Dec 2014 · 13:16 UTC
I just played yours, it’d be great if you tried out mine :)