LD32 April 17–20, 2015

The doctor’s music #1

Hi everybody,

since we’ve created quite a few enjoyable musical numbers for our LD32 entry “Dr. U and the bottomless pit”  we thought we’d release them to you all over the next few days.

The first number is a small catchy track called “Further down the bottomless pit” and it is the main background  music used in the game. It’s mainly ukulele and bass, along with some whistling and pitched humming. I really hope you enjoy it.

If you haven’t had a chance to try out our game, you can do so RIGHT HERE, it’s super fun :)

And as always: be save and we’ll see you at the bottom…

 

Sound bug fixed

I’ve fixed the annoying music looping bug in Chrome in both the LD and post-LD version of Pocket Squad. According to the rules I’m allowed to fix small bugs even after the submission date, as it doesn’t add any new features.

sshot9

The much improved post-LD version

 

Roll Initiative OST

Hey all, I’ve gotten some really positive feedback on the soundtrack to my LD entry this time, and I’d like to thank you all as well as give out the soundtrack for free download to anyone interested.

Download Here

Comments

tmpxyz
24. Apr 2015 · 04:13 UTC
Thanks for the great work! I favor the menu theme and tutorial theme.

Like to play a turn based strategy game?

In Navennni you have one goal; you are going to the Moon. To do so you have to complete a strategy game which is easiest described as a single player mini-version of Settlers of Catan.

My connection to the theme was that I reshuffled the letters to create “Can U Leap To Moon, Navennni?” which is how the game got its name – Navennni. I may have flipped the W upside down too. :-)

This game is the first time I made sound effects and music to a game. It is also my first game using Ionic/Angular and an inline SVG as canvas. It worked out quite nice I think, although screen reader support is quite poor compared to my previous games in LD as I didn’t had time to test that and work around issues.

To the game – Navennni

Screenshot of Navennni game

Ready for a co-ed sleepover?

In our first LD jam ever we realized how time flies when developing a videogame from scratch! Next time we should drink more coffees and try to stay awake like the hero of our game SleepOver!

Comments

inappropriatebeeguin
23. Apr 2015 · 22:32 UTC
heh, yeah time flies. This jam was our second jam as a group as well. I wouldn’t advise the copious consumption of caffeine to stretch the working day though.
inappropriatebeeguin
23. Apr 2015 · 22:35 UTC
(looking back at my above comment the writing is awkward, terribly structured and repeats itself! see that’s what you get when you keep going till after midnight!)

Key and Door updated

Hi guys, I am worked in the my game entry Space Bug and update the design of key and doors. I made these upgrades to future publication of the game, not for now in #LD32. Now its looks like alien to me, much more. I posted the video for your appreciate.

Don’t forget to play and rate my entry.
To and enjoy!

Fixed The Camera Issue

LargeEat

 

Thank you for the feedback. I think we got the camera issue fixed for everyone.

http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=44658

It’s that time you’ve all been waiting for ….

PlayandrateLET’S GET READY TO RUUUUMBLEEEEEE!!

That’s right, ladies and gents, me and my trusty Twitch channel are back to rate, review and give feedback to your games!

I’ll be going at least a couple hours tonight, and will hopefully get through as many games as I can.

Click HERE for your portal to Awesome-ville. Population: YOU.

Sword_Click_HereDon’t forget to play and rate EX-SWORD-STENTIAL CRISIS!

Tags: awesome-ville, ex-sword-stential crisis, feedback, LD #32, play, rate, twitch, You

Delta time glitch!

I am using a modified version of the variable timestep from http://www.java-gaming.org/index.php?topic=24220.0

Whenever I move something (like an enemy), I multiply the speed by delta. The problem is if the game freezes, the enemies teleport off screen and you lose (speed * really high delta). The towers (my game is a tower defense) don’t get any time to fire at them. Is there any way to make it so that it won’t do that or next time should I use a fixed time step or something else entirely instead?

Comments

knarf2011
24. Apr 2015 · 01:06 UTC
There are two ways to solve it

An Unconventional Title: Post Mortem

I am a student at a small liberal arts college and am enrolled in a game development course. Our final for this class included a submission to Ludum Dare, and what fun it was! Making a game, which was something that neither I nor my peers had attempted yet, in a weekend was exhilarating, to say the least.

Initial Design Brainstorm

When the topic went live at 8 p.m., my partner and I were baffled. “An unconventional weapon? What does that even mean?” A Google search or so later, we decided to NOT make a game about nukes. Wanting to make something that wasn’t overtly about combat, we decided on a platformer. But what would be the players weapon? “The world,” my partner said. And thus, our game was born.

$RB8LKF1

 

The player had the unique power of being able to create platforms in the world around him in order to assist him in reaching his goal. But! Enemies would spawn, and the player might need to use the energy that he would otherwise use to help him move to survive. Thus, the player faces an interesting energy economy problem while playing.

What Worked?

We were able to get all of our features added into the game by some miracle, minus some physics bugs (sorry). The game felt good to us, we certainly enjoyed playing it. We ran into the problems that we expected players to in general: running out of energy killing an enemy and then not being able to make that last platform to reach the goal, the frustration of being backed into a corner and surrounded when we erected defenses.

screen2

Overall, we were happy with the feel of our game.

What didn’t?

Alright, so the player, aside from having to understand how to win the level, has to manage a few abilities. Creating and destroying platforms, along with enemies coming at you constantly out of nowhere, all whilst scrambling to reach the goal can be overwhelming. The game isn’t paced well right now. There are only three levels, and the player is forced to learn so much at once that Koichi Hayashida would cringe. You kind of just get dropped into it head first and told to sink or swim, which I’m sure makes you seasoned game devs cringe.

At times, the controls feel bad. There were some control abuses earlier on in development that allowed the player to move in a manner that made the platform-making aspects of the game useless. However, we managed to get most of them out, but some still made it into our last cut (shout-out to infinitely jumping using the ‘w’ key). Our work-around for one abuse in particular that allowed the player to move a ludicrous distance laterally is a lateral movement cap while you’re in the air, but this doesn’t feel natural. It kind of feels like you’re hitting your face on a wall that doesn’t exist.

Future Work

My diction might make it sound like we’re through with this game, but our work is actually far from over. Aside from things that I mentioned previously, we need to:

  • add sound effects
  • add animations (creating, destroying, aiming)
  • work on a unity of aesthetic
  • add more levels (in part to add content, and also to pace the game better)
  • a few more features (rotating platforms, if we can find a way to do it that’s ‘light’ for the player)

Final Remarks

Altogether, I’d mark this Ludum Dare as a success. It was fun participating, and I’m proud of our game, flaws and all. Looking forward to participating again in the future!

Milk Baths!

MILK BATH TIPS FROM CHIKUN GAMES:

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keith_david-milk_bath

 

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Are you feeling flustered?

Has the world got you down?

Try a milk bath! (pictured above)

 

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Sometimes all you need to relax from the rigors of the Ludum Dare is a nice milk bath!

All you need to do is fill your bath with lavender, geranium oil, honey, milk, and (most importantly) an African-American man.

Climb on top of the man and enjoy the cool, comforting feel of the milk bath.

The strange feelings you are experiencing are completely natural. Let the man tell you about his milk bath recipes. This is normal.

When you are finally relaxed, get a straw and drink all the milk in the bath with the man. You can even make it a game!

You could even fit two or more men in the milk bath! How many people can you fit in your bath?

I hope this helps you unwind now that the Easter break is over!

 

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MORE BATH RECIPES IN OUR GAME, “YOU CAN SHAVE THE BABY”.

All bath recipes inspired by our new game.

Find more tips about how to relax in our game, ‘You Can Shave The Baby’, right here!

Comments

24. Apr 2015 · 04:17 UTC
Praise for our Milk Bath solutions:

Drybreed

WE CANNOT FORGIVE THE SUN

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D R Y B R E E D

WINDOWS | MAC | LINUX

by matnesis

Tags: 2D, game, jam, unity, unity3d

Comments

xplicitone
24. Apr 2015 · 05:40 UTC
This looks awesome! Posting to checkout tomorrow when I’m on my computer 😀
24. Apr 2015 · 05:50 UTC
so cool!
24. Apr 2015 · 07:34 UTC
Thanks!

Post mortem – Stain

This was the fourth time I tried to participate in LD and the only time I managed to find time and really do it.
For me, it was a richful experience. Just like the Apperture Science labs, the LD is an enrichment center. :)
I’d like to share my experiences. And place some emphasis on things I’ve learned.

So I start with the first point – Prepare!

Everything in life works better when it’s properly prepared. That’s why during the last voting round I’ve tried to think of an idea for each of the possible themes. I found mindmapping very good for such kind of ideas and brainstorming. There were 4 themes I didn’t know what to do with them, so I left them unbrainmapped :)

mindmap

And then, the event.

I joined about 18 hours in. So, there was only 30 hours left. And when I did join, it was already nighttime, around 10PM. I didn’t even know the theme at that moment and I was unsure if I should even try. I checked the theme and took half of an hour to think about what I really can do in the remaining time.
I’ve checked my mindmap and I realized that what I’ve written was not easily implemented so I had to think of a new idea. But still, mindmap really did help because I’ve borrowed from another theme.

During the next few hours I really did nothing. I’ve messed around with my tools, but it lead me nowhere. I was again at the point of giving up. So I just went to bed.

I woke up at 7AM. 20 hours left. It’s sunday and tomorrow I need to be on the job.

It was then, sitting at my computer, not knowing if it’s worth it, when the idea came out.
I’m gonna make a logic game.

I like to experiment and I’ve alredy tried to use colors in systematic ways, so I decided – Color is really an unconventional weapon.
And then I tried.

I looked at the blog to see what people were doing, and I’ve seen a picture that said: Ludum Dare is people. It was an interesting point. And that needs to sink in. Ludum Dare is Mark, Tom, Sarah, John, Steve, Kim, Han, Abdul, and you can insert your name here. We are all people, trying to reach the same goal, trying to help each other, trying to finish the challenge. It was only then when I started commenting on the blog, liking posts, giving opinions on the IRC.

Second point I’ve learned – LD is a living organism.

Half of the time I was playing with mechanics, because I subconsciously thought there will be enough time for details. I was discontent with many aspects and I just couldn’t get them right. I spent about two hours trying to correctly import FBX from Blender to Unity with the correct orientation. I’ve looked at videos, but it was always somehow incorrect. I finally managed, but two hours had already been wasted.

The deadline was closing in, some 7 hours left. When I ran the game, it was really not yet a game. I switched my programming into 5th gear and then it all went wrong.

Lesson number three – take time to plan your code.

This is something I struggle a lot at my work. Deadlines are always too close, and then you cut corners and do things you know you shouldn’t do. Expose global references, everything’s a singleton, everyting’s accessible to everything and such. In the last hours, as I realized there’s not much time, my code became spaghetti code.

Lesson number four – deal with it.

I really hate spaghetti code. I like structure, I like laws. And I was at point of deleting lots of code to make it better. But I knew I wouldn’t make it. So I didn’t. I had to live with it.

I managed to finish the programming and basic testing some 15 minute before deadline. Since this was my first LD, I didn’t know exactly how much time I need for submission, so I wrapped it up. Unfortunatelly, there was really no time for music. That’s my only regret.

But I submitted the game. And then waited. Mixed feelings. It is 4 AM, I need to go to work in few hours. I’m tired, but content. I completed the challenge. Granted, my game is not bug free. It even has some balancing problems. But there was a game, waiting there on the server, waiting to be played. By people with souls. By people who were sitting in front of their computers, tired, with mixed feelings. People looking at their screenshots thinking what they went through.

That was it – we are developers – we don’t give up!

Let that lesson be your reward :) Good luck to everyone who participated.

 

p.s. I would really like your comments on my game – Stain. Every comment helps me being better.

44370-shot0-1429493922.png-eq-900-500

Comments

gillyadrien
24. Apr 2015 · 05:29 UTC
Well said.
xplicitone
24. Apr 2015 · 05:37 UTC
That was an excellent read! Glad you were able to push through a complete it! Bookmarked to play tomorrow when I get up 😀

Improving on Dagobert

We’re currently working on a post jam version for Dagobert and the first thing we’re sorting out is our most recurring feedback, namely: it’s too damn hard to tell where your seeds are going to land.

We decided to implement a dotted trail to aid you in your aiming needs.

awada

In other news: we now learned how to record gifs! Now we can have a bit more fun with our posts.

In case you haven’t done it yet you can check out the jam version of Dagobert HERE.

Now back to playing some more delicious entries…

 

Comments

24. Apr 2015 · 05:51 UTC
good job!so cool!

Playing Unity Web Player games has been an absolute disaster for me on my Mac

I am writing this to let others know what my Unity Web Player experience has been like on my Mac.  Every time I start a game, it’s a gamble as to whether or not my system will crash. What happens is that the game loads, gets to the title screen and then the plugin crashes. This causes my entire system to become completely unresponsive to the point that it must be rebooted. A plugin crash should not render your entire OS unresponsive! I’ve tried the game with Safari and Firefox just to see if it was a browser issue and it is of course not. The WebGL versions are bit better in that they don’t completely kill my system, but some of the games load, others don’t. I would hate to have to start using a virtual machine to play web games!

If you are only targeting the web, consider using pure HTML5/JS Libraries. I’ve seen some really nice results with Construct 2 and Phaser. I personally used three.js for scene rendering, though bare in mind it is not a game engine. Plain HTML5 2D Canvas has a very intuitive rendering system as well. It’s worth it to give it a shot!

Comments

24. Apr 2015 · 06:17 UTC
I have had a similar experience, with one very scary crash where my screen glitched out
rnlf
24. Apr 2015 · 08:23 UTC
On Linux the WebGL versions often don’t load for me either. And of course there is no browser plugin at all on Linux.
24. Apr 2015 · 11:01 UTC
As a Unity gamedev, I have to say that this LD has been a logistical nightmare. I’ve never had any issues with putting out cross-platform builds (after all, that’s what Unity excels at, right?). But with the Unity 5.0.1, we’ve had all kinds of untraceable issues with our game.