LD32 April 17–20, 2015

Tactical EsPONGage Action

Started work on my (still untitled) proto this morning, and as I’m about to turn in for the night I’ve got the guts of it together.

pong_dev01

 

Design Stuff

The proto is a mixture of styles, crossing the constant, perpetual ball motion of Pong with elements of Air Hockey. Central to the design is a tactical approach, as once you’ve made a move, your piece is unable to move again until the ball either hits your opponent, ricochets back on you or bounces three times (the three lights on the paddles indicating when you’ll next be able to move).  Pieces are moved by shooting them off in a given direction until friction brings them to a stop. You can cross into the opponent’s side or bounce into them, though such daring moves are likely to leave your goal open for an easy attack.

AI is still a mess, it can throw itself around a little but that’s about it.

One last screenshot of the alpha as it stands, still in need of something a lot less placeholder-y:

pong_dev02

 

So far it’s going well, see how I feel about it tomorrow I guess.

#MLD58

I’ve gone with a one-button platformer (sorry). Your character only changes direction when they collide with something and you control when they jump.

Right now most of the “core” is done. I need a little more content and some kind of start and end screen. Oh, and a name.

Not sure if I’ll use this music in the final version but, to give credit, it’s by Snabisch.

Doing some MiniLD!

Hello community!  Yesterday I saw MiniLD and I was really happy with the theme, so I thought why not to join? I was thinking quite hard on this one and I have a nice idea for my game now. For this MiniLD I made a decision to make a game without looking to any documentation or/and Google, which I find really rewarding. So after few hours, I have a *working* prototype and I’m quite happy with it! Besides, this time I am using Haxe programming language and Luxe game engine (which is AWESOME!!).  Good luck for everybody!

I’m in!

I skipped a few LD’s, because I couldn’t bring up the energy and the self motivation to participate. And I never participated in a MiniLD, but this time I think the theme seems encouraging enough to help me getting back into the game. Thank you for that!

Now I have to come up with more than a simple pong clone, but even that would be a step forward.

Something playable

2 days in, and I thought I’d post a quick update on my Pong clone. It certainly looks the part. Though there seems to be a problem when the ball spawns. I really need to check that out. 😉

Thanks to Sound Effects, fonts and sprites from Kenney.nl I’ve been able to focus on writing scripts rather than drawing things. Though I did quickly throw together the arcade cabinet graphics below:

pongscreenshot

Updates will be published here

MiniLD #58 – Gravity Pong Update #1

So I started a little bit later than I thought I would but hey I’m making good progress already. This is my take on the old classic game Pong, it’s a more scifi ish version where rather than using paddles to hit the ball, you have to use Gravity Nodes.

Currently I’ve got as far as implementing the gravity system itself and the edges of the table which change the up and down gravity.

Below is the video for the gravity test.

Rollman. Not pong.

Hi.
We finished our game “Rollman” back in 2012 for October Challenge 2012. We didn’t even get that $1 back then, so out of the blue we put our game on itch.io for free today.

Download here (Windows).

Trailer:

Rollman has longer history though. We actually finished early version of the game back in 2003, written in Pascal for DOS. Later on we lost all of the source code, so changes were made by decompiling game’s exe to assembler and hacking it.

Since today anybody can check this strange game.

Features:

  • retro looking graphics (maybe made in Paint ;))
  • music recorded on real instruments
  • every enemy in the game looks different
  • old school “save system” (entering codes)
  • Thanks.

    How to make sure a game idea is good?

    You finally came up with the game of your dreams. You wrote everything down, used all available studies and it sounds too good to be true on paper. But how do you make sure it ends up being fun to play? You could build the game and throw in endless testing afterwards until your test subjects think it’s fun. But is that really the way to go? I think not. There are better ways to do quality checks. So what easier and quicker ways are there?

    Periodic player involvement

    Don’t shy away from asking potential players to try and review your game concept. Besides the obvious part where they give feedback on what they like or dislike, they are also the first to try the game itself when it’s finished. If you gain their interest the chances are they will be the first group to spread the word. Not to mention they feel a part of the game since they were involved. It’s a good way for a small indie developer to get some attention. But let’s get back to the obvious part. If you think developing your game takes around 5 months. Make sure to involve your future players at least once a month. It gives you time to act on their fears and comments. Later on this will lower the time taken during testing.

    Prototype, prototype and implement

    I learned that creating your game at once with all features feels good, but it gave a headache to test it with my audience. Instead, I tend to build smart prototypes in the GameCreator with the most important game features. When I’m making a platform game with a special boss I take the bosses mechanics and put it in a small level which I can easily fine-tune. It’s quicker and easier to get done for your next session with players. Nothing beats seeing your involved audience smile for five minutes rather than get stuck on issues you didn’t want them to comment on.

     

    Analytics

    To further know if your game will be a success, write down which statistics to record and how you expect them to analyse. Letting players test your game is one. But how do you record the necessary information you need to know the players act as you wish? Is watching enough? Do you need to record the screen and eye moments? Before I get to play-tests I write a simple table with bullet points I need to know in Excel. It often contains: time needed to finish a level/section, amount of retries, keys being pressed, the player’s emotion and their average compared with all others.

    Use structured tables to keep your data at hand

    This is just a small set of techniques I use and have seen in other companies. They give you the edge and act as a forward warning system when users freak out about your concept. Large game development companies even have their own departments with data analytics who analyse every pixel of a game during game-play.

    How do you make sure your users enjoy? Did you ever use play tests? Or are you planning to? I would love to know!

    View all blogs from the series “What makes a good game?”

    Tags: product quality, rex van dorp, strong99, what makes a good game

    I’m In

    I’m gonna try to do MiniLD 58 (my first LD) with Haxe+Haxepunk+GIMP+Sfxr.

    Really Excited!

    MiniLD58 progress

    Pong + Arkanoid + you control the ball.

    Tools used so far:
    Compiler: FreePascal
    Editor: Vim
    Commandline: Cmder
    Graphics: Paint
    Colors: ColorCop
    Versioning: Git
    Library: Allegro5 (via allegro-pas5 wrapper)

    Tags: #miniLD58

    Pongstruction

    It’s my first time participating (at least with the intention of having something finished at the end). I started working first on a basic pong game, but then wondered how I could spice it up a bit. Then I started thinking: what if the player is both (or more) paddles? What if the enemy is at the center of the field?

    So I guess this is heading the way of an army crushing game with the ball acting as a cannon ball-type thing. Let’s see where it goes from here.

    I am using Sublime Text to edit javascript with Phaser and the graphics are from the Kenney asset pack. So far, I have controllable paddles, background, and the ball that bounces around and gravitates towards the paddles. I’ll probably turn the gravitation into an activated power.

    pongstruction_1

    Pongstruction, end of second day

    Haven’t had as much time to code as I wished, but I’ve been progressing. Had some inexplicable issues with phaser and collisions with tiled layers, which were fixed once I figured out I had to tell which layers the collisions are happening in.

    Now you can pull the ball towards a paddle with the magnet beam!

    So far in the game: movable paddles, destructible blocks, indestructible blocks, magnet beam and it’s charge and cooldown timers. Lots of sparkly particles too!

    Next it’s time for moving enemies in the “castles”. I’ll have to also see to some better suited tiles for the castle walls. There is also a possible performance issue on how I’m drawing the background layer to the game. Should probably have it as a single repeating image rather than a tiled layer that has a bazillion tiles.

    pongstruction_2

    Nearly done

    I’ll probably pop in some music, then Realistic Office Simulator 2015 will be complete!

    Coming soon, yall! Be sure to give it a play when it’s done!

     

    Theme

    Well, it could theoretically be advantageous for me to add the theme into my game. Meaning that I forgot.

    I wonder if just having an optional pong minigame would suffice. My original idea was themed, but it got shifted out for a more pure financial simulation focus (With zany antics, of course)

    Ugh, gotta think of integration possibilities.

    Comments

    22. Mar 2015 · 17:48 UTC
    Name a character Mr. Pong. He will be the owner of a chinese restaurant.
    Snail_Man
    22. Mar 2015 · 18:04 UTC
    Pong was the first home video game. This is a home video game. Therefore, it fits the theme :p

    MiniLD #58 – Gravity Pong – Dev Update 2.

    So since my last post earlier on I’ve had a few issues with some of my stuff being lost after unity decided to freeze, but I managed to get it back to how it was (Since it was the scene.)

    I’ve managed to get a  fair bit done, including adding automated paddles which act more as obstacles than being any help, I’ve also added in the goals and a ball reset when you hit the goals.

    On my Youtube channel there are the development timelapses as well.

    Pong Mania

    So.. Yesterday i started working on a new game, a prototype of sorts. Today i casually check ludum dare page, and guess what? The theme for MiniLD fits my game!
    The game’s called Pong Mania, and it’s nowhere near finished, and it’s still not fully playable. But hey. It looks cool. Check it out here:

    *click*

    And have a screenshot:

    screenshot7

     

    Hope you like it!

    Multiplayer in haxe?

    Does anyone have or know of any resources for making multiplayer games in Haxe? All of the api’s for sockets seem either depreciated or broken. I know about Remoting, but i haven’t been able to find any good documentation on it.

    UPDATE

     

     

     

     

    It’s been a fun few days of ludum dare, and I’m looking forward to carrying on! It’s now playable and has victory conditions, which is always helpful…

    SS3

    SS4

    A Pong thing

    Screen Shot 2015-03-22 at 5.29.53 PM

    So I am playing with Unity and I have a Pong game made. Not sure how I’m going to make it unique but I’ve been learning a lot lately.

    Comments

    23. Mar 2015 · 12:26 UTC
    Ahah! someone else doing the TV-screen fisheye thing.