LD32 April 17–20, 2015

“Ay Pinatas!” — Post Competition Version is up!

Ay Pinatas! -- Postcompo

[ You can play the post-competition version here on itch.io ]

Looks like Ludum Dare #32 is about to post the results. I haven’t checked at the time of this post, but I’m getting anxious! :)

I’ve put my time to develop a post-competition version of “Ay Pinatas!” As you can tell from the screen shot, one of the changes is the details. You’ll notice more new things like audio and graphics as you play through it. Although, the level design is still identical to the LD version. This time, however, you are not obligated to destroy all the pinatas but rather a certain amount in order to get to the exit. Before, you would win automatically when you destroy your 100th pinata. The post-competition version (also called my prototype) still has only one world done — which is pretty much the point of this version.

I’m glad to put most of what I’ve missed and hope this adds more anticipation than from the LD version itself. I might add more changes to the prototype along the way,  so keep in touch through Itch.io or Twitter.

This wraps my participation of Ludum Dare #32. See ya next L.D.!

Tags: ld32, postcompo, prototype

3 More Votes

screenshot3

Quest for the Golden Spork only needs three more votes to reach 50! This being our first Ludum Dare, reaching 50 votes would be great. Here’s what people are saying about Quest for the Golden Spork.

“Meatballs are OP.”

“Nice game! I love the narration! The golden spork is an execellent use of the theme.”

“I like the graphic style and the voice acting ;D”

What are you waiting for? Check out Quest for the Golden Spork, and get us to 50 votes!

I’ve linked to the game three times. I need three votes. Half Life 3 Confirmed!

FYI, the spork is not a COD reference. I had no idea there was a Golden Spork in COD until a friend pointed it out to me.

WHISTLE COMMAND – Post-mortem

The story of WHISTLE COMMAND’s conception is an interesting one — my original idea for the theme “An Unconventional Weapon” had absolutely nothing to do with what I ended up making. I originally wanted to do something with the idea of a robot with infinite lives, whose body sticks around after he dies. The player would then end up using their own corpses as a weapon. I came up with a few animations:

playerchar
playerchar slide

I built a game engine around a couple JS physics engines – at first PhysicsJS, but when I realized I was working around the way it worked to make it like matterJS, I switched to matterJS which I was more familiar with. Unfortunately, I ran into a showstopper bug with matterJS that I couldn’t figure out — I think it was my fault, but I never found out what the origin of it was. Essentially, if the user went to the right third of the screen, all physics simulation stopped forever. Very frustrating.

Anyway, with an entire day blown and no real gameplay present, I decided it was time to scrap everything and do something else. I went to sleep and when I woke up, I was thinking about unconventional input and remembered the new getUserMedia API, and how it was very recently available in combination with the Audio API across all the major browsers (except mobile Safari – damn you iOS).

At first I wanted to do some ridiculous audio nonsense with voice commands or singing or something. I decided however that limiting scope as much as possible made input accuracy a lot more feasible. I threw together a prototype where it just mapped whistled notes to a point on the screen and I immediately fell in love with the idea. There’s something just incredibly fun about controlling something on the screen with the sounds you’re making.

I decided on a shmup-style creation where you controlled a ship and shot projectiles by altering your pitch. I quickly ran into a balance issue – most shmups are more like bullet hells, but control isn’t nearly accurate enough to require the player to dodge. I settled on a shooting-gallery style thing, but then ran into issues with it being too easy. My solution was to create a charging system, where you have to hold a pitch steady to charge a shot. This is hard and interesting, but I’m not satisfied – I don’t think it’s actually fun.

I also wanted to make it so that you had to whistle a recognizable tune to beat the “levels”. In fact, the levels as they stand right now were created by me whistling a tune and noting down the positions of the pitches. Unfortunately, that doesn’t translate at all to a tune when someone else whistles it.

Still, I’m very happy with what I came up with – it’s weird and interesting and definitely unconventional.

Did anyone else end up scrapping their original idea? How did it go?

S-LAYER Post-Mortem

S-LAYER is my sixth Ludum Dare Game Jam entry, and my third successful entry in a row. It’s not the first shmup I’ve made; that distinction goes to Hitotsu – Last of the Dragon Keepers back in LD28, but I’d like to think it’s the better game by far in terms of graphics, gameplay, and gimmick.

I finally got around to releasing my Post-Compo Version 1.2 a couple days ago, and in honor of this milestone (the first Post-Compo release I’ve managed to get out the door since Corebound back in LD23!), I’m gonna try to sit down and discuss some of the stuff that happened during the game’s development, both before and after the submission hour.

  • S-LAYER runs at 160×120, the lowest resolution I’ve ever made a game at. I wish I could remember the precise article I read that made me sit up and go “wait, you can do that?” so I can give it proper credit. I’d like to think going lower-res helped me stretch my limited art talents further than usual; at any rate, I think S-LAYER looks better than Hitotsu, which ran at 320×240.
  • Like my previous two entries, Five Floors, Two Worlds and One-Floor DungeonS-LAYER was made using the excellent Love2D framework. It could have gone differently, though: I had the idea of entering MiniLD 58 with a project written in Stencyl, but I couldn’t quite get it to come together. That failure inspired my decision to go back to Love2D for my LD32 project – if it hadn’t happened, S-LAYER might have come out much differently, or not at all!
  • In my initial concept for S-LAYER, the “baton” was supposed to be a high-tech ovipositor: you would stab enemies with it, and they’d explode into tiny automated drones which would swarm other enemies and destroy them. This got scrapped in favor of simply taking over enemies outright and making them fight for you, an idea I’ll admit I ripped straight out of Darius Gaiden (and possibly other Darius games), but it did beat out my original “spawning drones” concept by a country mile in terms of sheer cool factor. That’s not to say there aren’t still hints of it present: your fighter is still deliberately insectile in appearance, and the title itself – S-LAYER – was originally meant as a nod to the whole “parasitic wasp”  mechanic.
  • The eye blocks were the very first “enemy” I came up with. I’m happy I was able to successfully implement them, complete with a rotating eye tracking your ship’s movements.
  • The bright pink walls were meant to resemble some sort of biomechanical entrails (complete with tanks of neon green bile). This aesthetic ended up spilling over into the enemy design: the popcorn fighters are pairs of lungs, the mines are hearts, the rapid-fire heavies are livers, the bouncing pink things are stomachs, and the vertical-flying obstacles are supposed to be intestines. All of them are outfitted with glowy bits and/or protruding pieces of machinery to reinforce the whole “gruesome hybrid of meat and electronics” look.
  • One of my biggest disappointments with Hitotsu was having to compromise on the final boss. I sought to rectify that with S-LAYER by designing and implementing the final boss early – before I’d even come up with all the regular enemies, in fact! I quickly sketched out the overall appearance in Photoshop using a thick binary brush (i.e. pencil tool), scaled it down to the game’s resolution, imported it into Aseprite, and then refined it into the final graphic you see in the game. I think it might be the most elaborate graphic I’ve ever produced for a Ludum Dare project (apologies if it still kinda sucks ^_^;).
  • Most of the sound effects were created in BFXR, but the snarl of the eye blocks as they shoot out of the walls, the end boss’s death growl, and the buzz of the locked baton are actually my voice recorded and tweaked in Audacity. (And there’s more where that came from in 1.2: the “whoosh” of the title screen logo as it comes on screen is my voice as well, and I recorded some speech samples for the end boss.)
  • The background “music” in the initial release is a heartbeat-like loop created using Bosca Ceoil. There were enough people saying the game didn’t have music at all that I composed something a little less subtle for the 1.2 release using FL Studio: still a heartbeat-like back beat, but now accompanied with some foreboding high-pitched strings intended to amplify the creepy atmosphere. There’s also a boss theme now, as well as ending and game over music. (Bosca Ceoil is some great software, and free to boot, but it drives me nuts how it doesn’t remember the directory I last saved in!)
  • The initial release has some bugs, as you might’ve noticed. I reduced the end boss’s HP to 3 for testing purposes but forgot to change it back. (It poses a proper challenge in 1.2.) More frustrating was the inexplicable performance drop as the game progressed: if you made it far enough on a single life, the game would stutter and eventually become nigh-unplayable. After some extensive refactoring, I eventually discovered the problem was a simple typo in the cleanup code for “dead” objects: two cases where I’d put a period in the “remove” function call instead of a colon. Whoops!
  • The Post-Compo release was going to be 1.1, but the feedback I got from my last-minute bug testers resulted in a bunch of new features and tweaks getting added. There were just enough improvements to warrant bumping up the version number.:3

Overall, I’m happy with how S-LAYER turned out, and I’m proud of how professional the Post-Compo version looks and feels. A real title screen with a real logo! Music! High scores! Pause menu! And so forth! It took a while to get it polished, but I really hope it’s worth the wait for those of you who enjoyed my initial release.

And maybe this will finally be the game I get around to expanding into something worth putting up on itch.io or Greenlight. Fingers crossed!

X-11 Speed Run

Speed Run of X-11 “Gust Gunner” The brutal fast paced leaf blowing platformer
http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=51198

I am going to stream and rate

Hello guys,

In order to help games who needs more votes or the minimum amount of votes I am going to stream from now and hopefully up to the results time.

http://www.twitch.tv/thedorgam

Join me :)
I am going to start streaming soon.

 

How Long is ‘Soon’

“Results soon” How long is soon?! I NEED TO KNOW!

Last Chance To Shamelessly Plug the Super Bro Super Throwing Bros

It’s been an awesome Ludum Dare, looking forward to the results, hoping to beat my last entry’s score. Sadly I didn’t get around to playing that Golden number of 100, but there is always a next time! Looking around there has been so many awesome games and I think everyone has done an fantastic job!

So one last shameful plug of my LD32 entry, Super Bro Throw:
http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=44332

Super Bro Throwslaveyouwith

Until next time, keep on gaming and shiz! ^^

Great LD 32 Games

I had a really good time with these games.  Ld32 is about to finish, if you still have time don´t forget to rate them. 😉

…………………………………..

B • Scott

by TridecimalJam Entry

x

One of my favourites, it´s a whole short game. Very well programmed and challenging. People say that it’s to hard, I say is as hard as it should.

………………………….

Operation H.A.N.D.s

by The Capitalist CrayfishJam Entry

Strage shoot’em up,: Your weapon is a hand…. with five fingers. It’s a crazy idea, and I love it. The game has the funniest power up I’ve ever seen.

………………………………

Don’t Be Afraid Of The Dark

by RomixalJam Entry

I wasn´t afraid of the dark, but I was afraid of this little red thing up to the right. Play it and you´ll see what I mean. Great game, great mood.

……………………………………

A Knife Made Of Whispers

by ManagoreCompo Entry

A lot of people is speaking about this game, and they are right, it´s a very good one. Great mood, beautiful story, cool aesthetics.

………………………………………..

Eye Rush

by asobi techJam Entry

Hey hey! Fast gameplay, cool music, great gameboy like aesthetics. It´s addicitive, I had a great time with it.

Tags: 2d platformer, fingers, hand, puzzle, roguelike, shoot'em up

About Self Promotion Posts

I think people should stop feeling guilty about self promotion posts. Promoting ourselves is another skill that we need to learn if we hope to make it as games developers. This seems like a good place to practise that skill.

Comments

tummyache
11. May 2015 · 21:59 UTC
Not even for self promotion, I like to write a little excerpt and look back on it during the next LD and make sure I’m fixing the things I learned from the previous one.

100 Votes GET!!

ld100votes

Well I finally did it. I finally managed to get over 100 votes for my entry (Beacons). Huge shoutouts to everyone who played and rated this. Couldn’t have done without you guys 😀

Also, since there’s still some time, you can check out the game by clicking right here (It’s a bit of a long shot but anyone wanna help me reach the 150 mark ;D?)

New Frazzle Dazzle Let’s Play

With LD32 closing up soon, someone managed to post one more let’s play of my entry before the end! Check it out! And if you’re interested in the game, you can play it here

Thank you again!

Again, thank you guys so much!  21 votes is more than I expected, and I am happy with how the competition turned out for me!

Ludum Dare

Well we finally did it. We finally managed to get over 50 votes for our entry (The Grape Escape: Banana Shadow). Huge shoutouts to everyone who played and rated this. Couldn’t have done without you gals ?

Also, since there’s still some time, you can check out the game by clicking right here (It’s a bit of a long shot but anyone wanna help us reach the 150 mark ;D?)

Greedy Knight – We’re almost there!!!

It’s left about 3 hours to the end!
Well, for those who didn’t played (and rated) our game yet, be sure to check it out at our entry.
You can play Greedy Knight right in your browser here.

gk2

Good luck to all jammers!!!

Tags: #gamedev #ld32, Ludumdare

Comments

gabriel-hilgert
11. May 2015 · 22:15 UTC
wohoo i think our game has great potential!

3 Hrs to go!!

Animation-0c

Thanks LUDUM DARE, it’s been a blast. I’ve found some incredible efforts here, and hope to one day be amongst those I admire. Can’t wait for the next challenge. Give …Slaughter… a play / vote if you can spare a minute or two ^_^. So many thanks to everyone who already has :).