LD32 April 17–20, 2015

Going from 2D to 3D…

caffeinerush

I am a developer who prefers two dimensions. Two dimensions means safety for me.

But sometimes we need a challenge, and I decided beforehand that I would try to make something in 3d this time.
I have to say that I’m quite pleased, even though I ended up locking the movement to two axis anyway (so I guess you could call it 2.5 dimension), but I’m quite pleased with how you can play with depth to create a visually interesting maze like in the screenshot above.

Give it a try, my first game with > 2 dimension: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=2393

Extinguished post-mortem

 

Pic4

So I wasn’t 100% in to begin with, but I liked the theme, so I went with it.

IDEA
When I woke, for some reason, all I could think was “Fire Extinguisher” and so I made a game from that. Initial concept was quite simple, you have to put out fires in this station situated on another planet, however it has been breached by some alien monsters, all you have for protection is a fire extinguisher and your manager doesn’t see that as an excuse to not work.

GOOD
I’m liking the visual style I managed to set up in the time available, more meshes would have been good, but I was running out of time and needed to build the level still.

ezgif.com-crop

BAD
The manager was going to contact you over radio during the game, but I ran out of time and didn’t manage to do any audio ): Rushed so much towards the end, I was way too slow on the first day.

At the end of the day, had a fantastic time! Now back to my assignments I put off for this o.o

Check my entry out here

If you don’t have windows, I made a video!

BitGun – Postmortem

Hey there!

So, this has been my first LD, a really fun experience, will for sure participate in the next!

 

Anyway, here is my post-mortem!

 

First of all, a little, cute timelapse:

 

The good:

  • I scoped low, so i was able to finish the game on time!
  • I took a healthy shower!
  • Lots of snacks.
  • I had fun!
  • I managed to make music! (Or at least i hope so)
  • I managed to make good looking art!

The bad:

  • The game ended up being a bit short, i expected to make more levels, but ran out of time (still, there are about 15++ mins of gameplay)
  • I took very long breaks (you can notice them clearly on the timelapse :P)
  • Too many snacks, but this also fits on the good!

The ugly:

  • Ermm… When i was taking the shower… erm… the water started coming out too hot, and i almost burnt down? Is this what am I mean to write here??

If you haven’t played BitGun yet, play it here! http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=49546

Cheers!

Close but no game

I thought I’d get over the hump this time and actually submit my game but close is only good in horseshoes and hand grenades, or so I’ve heard. Got sick in the final hours and spent it resting instead coding. Oh well, there’s always next time.

Comments

Novodantis
21. Apr 2015 · 22:53 UTC
I’ve been there, several times. There’s always another day!

Skull Bomb Gameplay Video


I created a little video of me playing my jam entry Skull Bomb. I got to the end of the level and died, which I think is appropriate :)

Please check out the game here for Mac, Windows, Linux or Web: SKULL BOMB.

Play Best Friend Must Fight – Multiplayer PVP

Hello.

If you can, check out our entry on ludum dare 32, it would mean a lot to us

We tried to make a fun game with different types of unusual weapons where the player will have to use them to win.

It would be very important to receive feedback in the comments because we are trying to improve and implement tomorrow at most one articifial intelligence for those who want to play alone.

bestFriendsMustFight

 

 

Play and Rate ^^

The Umbrella Man – Post Mortem

My first ludum dare!

After a bit depressing beginning (i had to remove many elements from my initial concept), i managed to recover and  appreciate that bit that has come out in this 72 hours!

Since i had no time (and also no skills xD) i had to remove different things:
– Obstacles (like birds that stun you, or chewing gum that slow you down);
– Other upgrades ( an other recharger, more lives .. )
– A better management of the increase of the difficulty during the game;
– A better management of the physics ( to be honest is cause he has the umbrella that he jumps that way, all wanted!);

What i’ve learned from this 32° Ludum Dare?
That you must not give up, that even if it all seems a disaster in the end it can be the opposite, just don’t give up!
Besides, i’ve understood that the concept must be really simple and you may add your extra ideas to a “to do list”, to use just in case you have enough time!
Enough, yes, because even if it doesn’t seems, in the end you will find yourself improving many details, and it will probably takes some hours that were not foreseen!
Resisting to the temptation of giving all up, i managed to complete “The Umbrella Man”,
here it is!

umbrella

http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=19997

If you want, play it and leave a comment! Thanks you all!

Tags: 2d platform, fun, Umbrella, upgrade

Want me to play your entry?

Because I’m going to be streaming today and tomorrow, and the more games to play, the better!

If you’d like me to play your game, feel free to send me a link over on twitter or reply to this post with a comment. If you send it via Twitter, I’ll also let you know when I start streaming it.

Todays stream is actually live right now, so if you’d like to watch or submit more directly, come drop by!

Comments

Flygamer101
21. Apr 2015 · 23:39 UTC
I think that my game is kind of wonky right now, so if you want to you can just drop it from the list.
22. Apr 2015 · 00:11 UTC
My game is designed mainly as a local multiplayer racing game, but it also have a single player component. I look forward to any feedback. Thanks!
broknecho
22. Apr 2015 · 02:34 UTC
Here is my entry if you want to try it out!
Reis Mahnic
22. Apr 2015 · 08:19 UTC
I would be thrilled if you played my game, Interstellar Borders:

Gunception- A gun in a gun in a gun

menu-gif

Your character fires a gun, which launches a spinning gun, which fires a third gun.

Don’t worry if it sounds confusing, the third gun is basically a bullet in the shape of a gun.

This Compo game features a mobile character using his wits, explosion jumping, and clever gun placement to overcome his enemies.

Fire your primary gun with the left mouse button and then shoot the flying gun (and any previously fired guns) by right clicking your mouse.

Here’s some gameplay!

Part 1– aim at your feet and hold the up arrow key or W key to rocket jump

Click image to play rocket jump animation

 

Part 2– Left click to place your guns on the walls or floor and right click to shoot them to ambush attack

Click image to play remote firing of guns animation

 

Part 3– For more points, shoot the flying guns in mid-air and make big plays

Click image to show how you can earn extra points by shooting the aliens while your flying gun is in mid-air

 

Play Gunception now!!

 

Blink Gun Trailer

I love creating trailers for my Ludum Dare games, so here is one for the Blink Gun.

Evil Cupido – unconventional?

Let’s start from scratch: what is a weapon?
We could say it’s something that can be used to hurt other people (in any possible meaning).

But what if we had a weapon that doesn’t hurt people directly, but make them hurt each other instead?

Now, that may be considered unconventional…

Bad-Cupido

 

drone-a-pult post jam version!

Based on player feedback, I uploaded a post-jam version of drone-a-pult.  The major addition is that now when you do a flip the game goes into slow motion to help you line up your shots more precisely.

slow-mo shot

Its available here!

The original version is here!

Comments

notrorschach
22. Apr 2015 · 01:19 UTC
Hi. Loved the compo version. But the windows version isn’t displaying the levels. Not sure if it’s just me though. I tried restarting the game a few times.

Skull Bomb Post Mortem

Cross posted from my blog at NewbQuest.com

I did my first game jam this weekend! I participated in the jam portion of Ludum Dare 32 and made a little game called Skull Bomb (play it here). The theme was “An Unconventional Weapon” and after it was announced I brainstormed a bit before settling on ‘blowing yourself up’ as my interpretation of the theme. I didn’t want to have my player character blowing up other humans so I decided to make the game about a world taken over by evil robots. This also worked in my favor that I didn’t have to program any sort of realistic AI.

I’ve been really wanting to do a Ludum Dare since I learned about it but being a dad, having a job, etc always seem to stand in the way of coming up with 48 uninterrupted hours on the jam weekends. This time I decided to not let that stop me and jammed in the hours after my kids bedtime, for a total of maybe 16 or so hours over the 72 hour jam period. I’m really glad I did!
What went well:

I made a game! Not waiting for the perfect moment and the planets to align allowed me to actually make something.

I scoped correctly. I picked a topic I was able to finish in the time I had without crazy crunching.

Used Unity 5. That went well, Unity ran smoothly, few crashes and weird bugs. I think it crashed once.

Using Unity’s Navigation for AI. Setting up the enemy units as Navmesh Agents worked great. I made an array of destinations and selected randomly from that to get enemies moving around un-predictably. Easy and effective.

Simple Sound Design. I added some spooky synth drones that I made with Logic X’s built in Sculpture synthesizer. Sculpture is a physical modeling synth and I love the timbres you can get out of it, I thought they set a good, ominous and abstract tone for the game.

Narrative via Voice Over. This was probably the best received aspect of the project. I wrote a simple voiceover script describing a dystopian sci fi world overrun by machines and laid out the players mission. I had my girlfriend read this and did a bit of editing and mixing in Logic. Details I was happy with that people commented on as well were the cut-up phone maze style strings of numbers that added to the overall dehumanizing atmosphere. Using a voice over was cheap and easy (maybe 2 hours work to write, edit, mix and implement) and added a whole narrative layer to the game that I thought was very effective. Because it ran in the background at startup it allowed the player to experience the narrative without having to wait, read or otherwise be delayed from experiencing the game play. Several people commenting on the game remarked on how well the voice over worked so that was definitely a high point.

New Genre/Mechanic. I’ve never tried to make a stealth / sneaking style game and was quite happy with that aspect of it. I definitely learned a lot and enjoyed working with the form in a short format. This is perhaps my favorite aspect of jamming, the chance to try out different genres or ideas in a short form, low stakes way and get feedback.

Art Style. The art style that I chose was simple, minimal and achievable. I was happy with the result and felt like it worked well with the theme. I got a few nice comments on it so I consider that a success, especially since I consider myself a non-artist. I also got pretty close to my initial ‘vision’ visually.

Getting Feedback / Iterating. By posting the build a few hours before the deadline I got some very useful, maybe critical feedback about playability, controls and clarity. This included a lack of clarity on where to go which I tried to address and not locking the mouse cursor which lead to issues in browser based play. Catching these early was good. I’ll definitely aim to do this in the future, getting those little bits of feedback before finalizing was great.

What went poorly:

Level Design. Several people commented that they wandered around, didn’t know where to go, couldn’t find the goal. The way I laid out the level had no clear (or unclear) path through it, it was just a big box. After getting that feedback I added a moment in the beginning where the player falls from high up and gets a chance to see the black box that represents the server. In hindsight I really gave the player almost no clues as to where to go. I even was considering initially having the monolith change it’s location each time player spawned to add replayability and difficulty. I realize now that that would have been a mistake.

Difficulty. The difficulty was very inconsistent. Sometimes the enemies randomly left big clear paths, sometimes they created impossible, inescapable situations. With more time or better planning I would have set up some more carefully planned routes for the AI to patrol that interlocked, created gaps etc. As Twitter friend @ChrisLaPollo points out though that these are the types of things that you learn in making a jam game and can polish up after.

Browser Support. Annoyingly Google Chrome dropped support for NPAPI plugins right before the jam breaking support for Unity Web Player. The game played fine in other browsers but this was just kinda annoying.

Control Tuning / Playtesting. Several players complained that the movement speed was a little slow. I actually bumped it up a bit but probably could have taken it up a little higher. More playtesting earlier probably would have helped this but given that I was jamming on my own in my apartment I didn’t have local playtesters available. In the future I’d like to try and jam with a team and / or at a space with other people. I think this would have helped a lot to catch this and some other issues before posting.

Play the game here, or watch a video below:

Tags: final post mortem, ludum dare 32, post mortem postmortem

Tools for making gifs

Typical battle in my game. I’m using “ScreenToGif” for making gif. It’s simple and cool tool for windows.

What tools are you using for this? (Especially on Linux)

PS. I understood how insert animated gifs into the post :)

battle

Comments

Karai17
22. Apr 2015 · 00:19 UTC
Thank you for posting this! I have been wondering how these fancy gifs are being made!
uber
22. Apr 2015 · 00:22 UTC
I recommend gifcam, it is simple and very useful.
jshiroshiro
22. Apr 2015 · 00:23 UTC
Licecap
GreaseMonkey
22. Apr 2015 · 00:25 UTC
What I use on FreeBSD (and would use on Linux were I using Linux):

– SimpleScreenRecorder for capture

– ffmpeg for converting to gif

– gimp for optimising the gif
ajayajayaj
22. Apr 2015 · 00:31 UTC
Camstudio and a video to gif site
yuigoto
22. Apr 2015 · 00:34 UTC
Been using ScreenToGif too! 😛 To resample and reduce it I’ve been using either Aseprite or GraphicsGale
22. Apr 2015 · 00:59 UTC
Gifcam is the best one.
22. Apr 2015 · 02:10 UTC
I use LICEcap, it’s awesome

but I don’t know about it on linux :(
Suese
22. Apr 2015 · 02:35 UTC
gifcam all the way

Gangster Block Manager – Video Tutorial

I’ve made a video tutorial for helping people try my game! This was my first LDJAM and I had no idea it was so difficult explain a manager game xD! My fault, but in 72h I’ve done my best =)

As you can see I’ve no graphics skills, but if you like manager game check this video to have more chances to become the new king of the block! – Web Version –