LD32 April 17–20, 2015

Attentions ! Update – Bugs Fixed

Hello Everyone ! As you know my game –

The Attack of the recycling bins

had a few mayor bugs in it , such as sinking . Well don’t worry tomorrow afternoon I’m going to upload a update to fix these bugs ! I have fixed the bugs and added music and minor adjustments as  post-comp . Hope you enjoy playing !

 

Edit : I’m not really feeling well so I’m going to update tomorrow …

 

 

Harder then it looks

I failed.  I didn’t have the weekend set up properly and i failed… I will try again on the next one.  I really want to try out the miniLD.   Im disappointed in myself.  I’m looking for a mailing list i can add myself too.  Too bad we couldn’t have text reminders lol!  Thanks much eh Mike K.?   hmmmm   How do I give back to the community? Im going to comb the site!

 

Thanks much,

Gonna check out some game… Ciao

Comments

22. Apr 2015 · 03:41 UTC
It’s alright! Better luck next time! And definitely try out the miniLD.

Play Best Friends Must Fight – Local Multiplayer

Play our local multiplayer with your friends. If you can leave also your feedback in comments so we can improve the game and work on.

New visual and audio feedback are being implemented at this time.

For people who do not have friends and want to play will be Implementing an Artificial Intelligence soon.

 

BestFriendsMustFightBuildPC

 

PLAY AND RATE

 

Timelapse with comments

I just added some comments to my timelapse. It should be clearer what I was doing, now.

Now, I probably should review that… but I’m too sleepy for that. Tomorrow, perhaps…

Please, tell me of any issues (except about the fact that the video is too long XD).

Ring Retorter

After seeing the theme, I couldn’t help but pay homage to one of my favorite games growing up.

Interested into a battle of gloves… and wits?

Play/Rate Ring Retorter

 

Soccer Cow: our #LDJAM Submission

Hi friends!  After an intense game jam weekend packed with excitement, we were able to submit Soccer Cows just in time!

MartianGames did all the programming and we collaborated with my 3D-cow-modeling skills to make this Unconventional Weapon-themed experience.  I’m glad we teamed up because he’s teaching me to code & I’m still a novice :-) but I’m loving the opportunity to expand my skills and learn from an experienced developer.  The community has been really fun to meet & explore and I’ve appreciated the creative encouragement!  Looking forward to future jams & getting better all the time.

http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=52875

Shadow aka MartianGames.com | GameJolt | Twitch

Jenni: Twitch | GameJolt | Facebook

Tags: 3D game, 3d modeling, 3d unity, animals, comedy, ldjam, racing games, soccer, unity

It’s been great fun following all the different projects, and seeing some amazing games come from out of this amazing community. I’m thrilled to have had the chance to participate in the competition at last. My entry might be a little different from the norm, but it was a great challenge and I had a blast creating the art for it. Maybe next time I can join up with a team 😀

http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=50173

Tongue Lash

Tongue Lash

 

Special Agent – A Puzzle about guns

sa

 

You are a special agent, equipped with the most evolutionary guns invented by the most crazy minds.

Can you complete your mission with these weird guns?

ENTRY

 

Porcupine Dogfight!

I love couch multiplayer games, but I’ve never made one for Ludum Dare before since it seems like most people don’t have another person on-hand when they’re playing.  This time, though, I had such a good idea I couldn’t pass it up – and I’ve been having a blast playing it with people, so I’m glad I didn’t!

Here are a few postmortem thoughts:

  • The Emscripten port of Box2D to Javascript is good. This weekend was my first time ever using it (though I’ve used C++ Box2D), and I didn’t have any problems except for figuring out how to implement a contact listener.  I’m definitely going to use Box2D more for jams – it’s not hard to implement, and it gives you so many options you’d never consider for a jam gam otherwise (like particles with physics).
  • Re-using code really paid off in this one.  I was able to make three different game modes and a neat main menu, predominantly because they all pivot around the same Balloon code, with a few small toggles to tweak the behavior in each.
  • When I have sound effects, I usually use sfxr. This time around I recorded sounds using Audacity. It was quite fast and almost as easy as sfxr. All I needed was a balloon, my wastepaper basket, and my voice (at 190% speed).  I still need to find a good tool and workflow for making fast music for jams, though.

I hope you can find a friend to play the game with, it’s totally worth it!  If not, there is an AI available.

Porcupine Dogfight

Porcupine Dogfight Screenshot

First Ludum Dare and the Adventures of Band Boy

So this was my first ever Ludum Dare and I decided to do it with a team to make The Adventures of Band Boy.  It was really fun to make a game in 72 hours although I feel like I spent to much time not working on the programming for the game and instead skateboarding, talking with friends, and sleeping.  Either way I feel like the game was a success and I’m enjoying playing it along with all the other games that people have made.  I really hope I can do this again next time!

Rate/Play my game here The Adventures of Band Boy

The Right Tool For The Job Megapatch

And by megapatch, I mean small bug-fix patch. You can try out the new version here, which fixes a few bugs and usability problems.

Splashpage

Ex-Sword-Stential Crisis — Day Zero Development

Sword_Click_HereCLICK HERE to play EX-SWORD-STENTIAL CRISIS!

When the theme was announced on Friday evening, Team Infection’s Daniel Snd and Thiago Adamo (PXLDJ) hurriedly sat down with Rachel Rios and I (Taunia Sabanski) and we immediately had troubles coming up with a simplistic concept that people likely would not have thought of yet. After ditching an overly-ambitious idea about WW2 and bird poop, we ultimately resorted back to one of the first concepts that were pitched: “You are the weapon.”

At this point, I expressed extreme frustration at how most people seemed to be falling into the trap of handling the concept of “An Unconventional Weapon”. With this sort of theme, most people were focusing on what their weapon was going to be, rather than how the weapon would function in terms of play and fun-factor. Instead of going from game play concept to weapon, people were going from weapon to game play — I wanted to be extremely adamant about not falling into that trap. Game play and fun-factor would always come first — the weapon design would then follow.

As we began pondering exactly how to implement the sort of game play we wanted, Daniel started messing around with Unity. It was then that he made a simple sword shape, enabled movement on the sword shape, and began laughing.

He then sent us this.

The collective shouting of “THIS IS PERFECT!!”, “OH MY GOD YES!” and “LET’S DO THIS.” could likely be heard from orbit.

The concept of the game simply fell into place after this. Naturally, it was decided that the sword should cut grass. Now, not wanting this to be “Lawn Maintenance Simulator 2015”, we decided that this would be an unconventional sword — an enchanted sword, with a face, a name and a personality. A pacifist sword, that disliked killing things.

Our sword was then named Rusty, and given real googly eyes.

Why googly eyes? Because we could.

At this point, we were pretty pleased with ourselves, but we couldn’t start work on the game yet. Unbeknownst to most, there was another game that needed to be finished and submitted to another contest (Daniel Snd’s “Rocket Fist”) on Saturday evening that was monopolizing Daniel’s (and Thiago’s) time. I helped where I could, but our Ludum Dare development was tied up until the submission deadline for “Rocket Fist” wooshed past.

In the meantime, I worked on some concept art, as I knew Rachel Rios needed solid references to assist in creating 3D models. I also decided this would be the best way to solidify our color palette, stylize the graphics and map out exactly what we needed in terms of “loose” assets.

 Swordguy Here’s Rusty.

I had initially wanted to give Rusty hand-drawn/animated eyes, a mouth and eyebrows. I’d also wanted to position them on the blade of the sword. I realize now that you likely would not have been able to see the eyes. I wanted the hilt to look like the collar of a shirt, and be representative of his body, but with how the googly eyes got placed, the hilt still looks like the collar of a shirt — but the blue jewel and blade look like a giant tie. So, you end up cutting grass with his tie. Which is awesome.

Animals

Here is the concept art/3D reference and color palette for the animals.

As you can see, we also planned on having chickens, but simply ran out of time. The method behind the madness of having goats and sheep is that we could use one rig and one set of animations for both, as well as use a modified goat mesh for a sheep mesh. With minimal alteration, we could have two animal types meandering around instead of just one. I’m fairly sure that if we had chickens, they’d also ABSOLUTELY HAVE TO lay eggs. There is simply no working around that.

Environment

Environment concept art/3D reference and color palette.

As you can see, the trees also didn’t make it past the cut. Simply not enough time. Also, we had planned to have a “sword in the stone”-esque platform to act as a “start and/or end level” — this also didn’t make the cut, though it was simply superfluous to have it in the first place. We wanted everything realistically destructible to be destructible. We wanted sign posts to become chopped up, and trees to leave stumps when hit multiple times. We had also planned destructible fences. Again, all superfluous.

I’m starting to really realize that all my years experience scaling down and scaling down and scaling down projects has really been worth its weight in time and effort. It really is something you need to learn to do — simply, how to strip projects down, realize what you don’t need, get rid of it as quick as you can and implement what you do have to its utmost potential. Figure out what can be re-used, reconfigured or most easily created, and prioritize accordingly.

More on that in my next post. :)

 

Tags: 32, 3D, Ex-Sword-Stential, goats, gold, grass, landscaping, lawn care, LD #32, Ludum DaVengers, mowing lawn, sheep, sword, Team Infection

Murder Hat’s (Not So) Great Escape: Post Mortem

I don’t like lengthy post mortems, but for the sake of documenting things, here we go!

What Happened

I usually don’t think much about the possible theme until it’s announced. However, this one caught me a bit off guard. I mostly drew a blank. In the end I had several ideas: a game about WMDs where you destroy planets because it’s your job; or a game where your weapon is literally an old spoon and the catch is you’re playing a rat who’s having an adventure. Then I inexplicably decided to go with the most unworkable one: you’re a wizard using a cornucopia-thing that summons monsters. In WebGL, with which I have very little experience. In an artsy diorama style. Yeah.

The Good

I tried lots of new stuff, and I’m much better at WebGL now. Oh, also good: fun! As in most of my LD entries, I think the soundtrack came out pretty good – but then again I always say that and it ends up not rated very highly so I’m open to the notion that my taste in music might be unique! 😉

I streamed part of the development live, still learning not to be distracted by it… And I got my first real viewer who talked to me in the chat and everything. That never happened before and it was thrilling! :)

The Bad

I didn’t switch ideas around for hours as I usually do, just to experiment with my creation process. Turns out though tinkering with completely different ideas for hours was probably a better process for me. I fought the need to start over with something different until the end, and delivered a much worse outcome because of it.

Development moved along at a glacial pace, and I felt more and more uninspired as time went on. The concept was one of those things that sounded great in my head, but lots of little details didn’t survive contact with reality. Still, the idea might still kinda have worked if I had had access to an art person or team.

The Ugly

It’s not a game. At best, this LD entry is an opening tutorial scene for what could have been a game. And even at that it feels unfinished. Sometimes after LDs I feel the urge to make a post Jam version, but I don’t think I’m going to this time. The game’s code is probably one of the worst things I have produced in a long time 😛

What I Learned

I’m not a game developer (LD is the only game dev activity I do), so learning from the experience is always the most important part here. My “old” methodology worked better, even if I sometimes produced uneven results. I clearly thrive on experimentation, which I heavily curtailed this time. Next time, I’ll be open to explore several game ideas again before I settle down. Or alternatively, I need a buddy whom to bounce ideas off. I would also like to produce either a story-telling or a simulation/building game next time, this shooting stuff doesn’t seem to work out for me.

How Berry came to be ~Some kind of a post-mortem

its-over-now-berry

Hi! I’m Fabio, developer of “Berry | The last straw”! :)

This is long, still didn’t sleep much, I might have written a load of crap, got confused a little and put some ramblings inside, you’re warned! 😛

For those who find it too long, the abridged TL;DR:

What went wrong:

  • Bad project management and planning;
  • Redoing everything from scratch two times to “improve” code;
  • Not thinking carefully instead of implement the basics faster;
  • “Thinking” too much looking at the screen/paper;
  • Bad sleeping pattern and posture;

What went right:

  • Albeit rushed, and with flaws, I found the game fun to play;
  • I really liked how the circular bars came out;
  • I liked how the character turned out;
  • Haxe skills improved (I think);
  • Liked how the soundtrack came out (melody got stuck in my head);

There are probably more points in it, but I didn’t put it because, although I said abridged version, I did it without writing the full text first :P. And, now, the main text.


Ludum Dare started, for me, on April, 17th, at 22h local time (I’m from São Paulo, Brasil, BTW) and ended Monday, 20th, also at 22h. It is my first time on LD or any other jam and the first time I make something for release.

As soon as the theme was announced I got a little bit lost because it wasn’t the theme I ranked first in my wanted list, but still I wanted to give it my best and do something.

At the time I was on the LD IRC channel and somebody posted an online spreadsheet for theme brainstorming. There were some pretty nice themes, some were a little bit too unconventional (I put things like “Gorgonzola Cheese Past Expiration Date“, “Nostrils” and “Hello, World!“), but still I didn’t get an idea.

I had an idea after looking into some food photos on my PC and seeing photos of berries and grapes, and I thought about this seed-shooting strawberry thing. I had made some comics about living fruits before (in 2006, I think, and it was called Frooty), with some zombified fermented grapes. Decided to mix this with the strawberry thing in the game, for a survival arena shooter. I was really excited about my idea.

While I didn’t have much experience/training with Haxe and OpenFl, though I made some prototypes on subjects I find interesting, the idea looked simple enough to be done and I thought I could complete it fast enough (code-wise) and do a good work with graphics and audio.

I did a few things and found some progress on character movement and other things, like the health bars, rudimentary AI and other basic stuff. But I tend (like a lot of people) to not be satisfied with the work I’ve done.

I put almost all the code into an “old/scratch” folder and did everything from scratch, to make the code “cleaner” and to try to improve on some calculations. This was the start of everything that made the project go slower.

Instead of redoing it (and I did it TWO times) I should have made it carefully from the very beginning. Instead, I wanted to have the basics working as fast as I could and forgot to properly organize code and rename things. I also wasted a lot of time doing other things and “thinking” while looking at the screen/paper.

The finishing of all screens was rushed and done with a lot of copy/paste from within the project itself, and I packed submitted in a rush. There were lots of things I wanted to implement that I couldn’t because I spent so much time thinking and working the basics.

Some of them are here:

  • Instead of a square arena, I wanted it to resemble a fruit bowl/have an ellipse shape;
  • More characters for mobs, a secondady playable character;
  • I wanted to make it more top-down 2.5d;
  • Obstacles placed randomly;
  • Better collision system for mobs/player;
  • Better management for full screen mode;
  • More refined UI, scoring system and a high score table;
  • Better controls on the Android port;
  • Improve stability and performance (Windows native is the most stable :/);
  • Better sound effects and music;
  • Work more on art;
  • HTML5 support;

But, while it has (lots of) flaws, I find the game quite fun to play and, also, it’s my first “finished” game, the first step on a journey I’ve been wanting to take for the last few years but couldn’t, so I’m quite proud of it.

I also liked the work I did on the main character, on the soundtrack (I get myself humming it a lot and put it on repeat a little bit :P) and some of the code I did, specially on the Health/Ammo bars.

Taking part on this LD helped me improve my Haxe/programming skills in general (I think) and made me realize the important of a lot of things during game/app development, how important and nice all the feedback is, be it good or harsh and how important speaking with people is (even if just on chat or social networks), because I tend to avoid discussions and conversations.

It also helped me give even more value about my real work (I’m a web developer, working with PHP) and work of other developers, since a lot of people I work/worked with tend to think that just by working from home, in front of a computer, my work is easy peasy, when it’s not.

Resuming everything: I did a lot of errors, the end product is flawed, but I’m proud of it because I made it! Taking part in LD has been a really nice experience and I totally want to take part in it again and also on the Mini-LD and other game jams out there. 😛

And, that’s it! Thanks for reading and sorry if I talked too much, talked a lot of crap or if my english isn’t that good.

I hope to have a lot of fun playing the games made for LD and have even more fun building my future games.

P.s.: I plan to expand on the “Berry” idea. I will try to make a post-compo version, but I’ll make a separate game for this improved idea and I hope it’ll be fun to do, without the time constraint, and fun for everyone to play! :)

P.s.2: If you’d like to give the current game a try, the page it’s here: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=50909

P.s.3: I did 2 timelapse videos and will post’em here when I upload them. I had some problems recording the timelapse and also editing things (I edited out most of the personal stuff, like Facebook and E-mail, because of personal life and work-related things :P)

Tags: post-mortem

F.U.M.S in the future

Its been great playing all the entries and receiving some very positive feedback. It has inspired me to keep working on F.U.M.S. Its a pretty simple game at the minute and I think that its one of the good things about it but I do want to add a bit more depth to it.

I thinking of either

  1. Added a power up that the player can turn on and let the missiles past through them
  2. Or a speed boost to get away from the missiles easier.

Also these would be linked to some sort of stamina/resource that you only have a limited supply of.

 

Play F.U.M.S here

FUMS