LD33 August 21–24, 2015

Every raging body has a peaceful soul

screenshot

“Ahhhhhhh!  I will kill you!  “—–They all torrents of Raging

———->> K a K a Boom Boom!~

monk When everything comes to an end,I finally get my innerpeace..... orz...

(Monk)

mob When everything comes to an end,I finally get my innerpeace..... orz...

(mob)

When everything comes to an end,I finally get my inner-peace.

{Every raging body has a peaceful soul…otz}

 

sheng!!

 

 

scrrenshot

scrrenshot  : a part of prefab  in the scene:prefab/anim factory

 

our game is uploading

hope you like it and  wish you have a happy time

Tags: LD33, Mob, witch

I AM THE SUN

Hah. I finally managed managed to “finish” and submit a game this LD after my failed attempts the last couple of times. It was a tough ride and failed to hit the compo deadline so I had to enter the jam. There are quite a few things I didn’t get to put in the game and I made the mistake to spent too much time on the visuals. I mean I am happy with how the game looks but it lacks some gameplay. Yet I am pretty happy with the result. You can check it out over here: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=12505

12505-shot0-1440464568 12505-shot3-1440464568 12505-shot2-1440464568 12505-shot1-1440464568

Sleep we need sleep…

Title

Our game of 3 days, all programmers, all tired and ready to sleep. Enjoy the game here. We are currently posting a patch to the game to add credits to the front page. It is a very relaxed game of playing goblins stealing gold from Castles and Forts long forgotten.

Really proud of what we were able to create in 3 days mechanics wise, but wish I we had one more day to add more levels and improve the ones that exist.

Don’t Let Them Die

Finally i managed to finish the game and submit it. It was my first game jam and it was so much fun. I worked solo but submitted in jam.

Screenshot 2015-08-25 05.49.14

 

“Don’t Let Them Die” is a puzzle platformer. you play as a monster and people run away from you. you have to use this mechanic to solve the puzzles. here is the game.

The core gameplay and puzzles are functional, the art is so simple and i ran out of time, so the game has no audio :) .

I’m looking forward for your feedback.

wish you all the best.

 

So here´s my game

And i did´t make it… it suppose to show the Game Over screen at the end but if you lose, game crashes. BUT all the game work! Feel free to try it and give me feedback if you can! i´m proud of it ´cause is my  first coded game.

 

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=56653

 

Thanks guys!

I’ve already posted my game, but if I make a change before submission hour ends can I update it? Please help.

Dragon Quest finished

Don’t feel like writing much so I’ll just leave you with a link to the finished game. If you’re a fan of the MMO Tibia, you should give it a shot because it has quite similar combat mechanics! 😀

Link: Dragon Quest

Screen4

YAY! “The Monster” is “done”!

Screen2

So, Our entry for Ludum Dare #33 is done! Feel free to play it here:

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=55514

And vote!

Attack on Cthulhu !

 

Attack on Cthulhu!

link : Download

 

2v78HuJ

This is our First game Ever. Please test and give feedback ! Thanks ! This jam was hard,but fun! now i need to sleep as a normal person.

Missed it

Not sure if this is the right place to put this but here goes.

So after starting, just after i saw the the theme, I started working on my game (with a what i think is a fairly unique concept). My computer bluescreens due to memory management and the new windows 10 becomes corrupt, after  3 days of hard work i have only just been able to resume/start work on LudumDare.

However the submission is over, can i still enter or what? I don’t quite know the rules, I assume i cant and that’s fair enough I am just wondering.

Comments

25. Aug 2015 · 02:41 UTC
I don’t know. Is it done yet?if you just missed submission you might be able to get in. Sucks you missed it. My game is pretty bad I had no time but I managed to upload a game.

Salvaging What’s Left: A Postmortem

Just off the bat, I want you to know that I hate doing these. So I’ve never done one. I get nothing from reading them either. So I don’t read them. HOWEVER. THIS ludum dare I have a little story to tell. So, I figured what better way to tell it than modifying this format eh? Anyways, let’s begin.


 

Theme:

I’m one of those people. The theme folks. Not those “OH GOD I HATE THE THEME I QUIT!” But the other kind. I GENERALLY try to like the theme or come up with SOMETHING to fit it. Even if it’s an old mechanic with a theme paste and I come up with nothing new, I still try to do something.  Whether or not I like it, I generally come up with something usually something right away. Luckily, that happened this time.

I love comics. And I took one of those personality quizzes and I came up with the monster Sasquatch. So I figured okay, what can a Sasquatch, other than being strong, do? They are generally recluses and only come out once in a while and don’t like their privacy being disturbed. Kinda sounds like a geek. So my thought process was, well, if your a comic geek that doesn’t get out very often and are full of anxiety and don’t want to bother with people BUT there’s a place where you can get free comics and not disturb much people OR yourself, where would it be? Well, I thought, the waning hours of a local comic con, of course, where there MAY be free comics littering the floor and left loose by themselves. So that’s how the idea tumbled.

So I wrote down this premise: The local comic con is over! Which means almost back to normal near ghost like streets and abandoned comics EVERYWHERE! Unlucky you, your a Sasquatch. Though lucky you most everyone leaves you alone sic[thinking your just another wandering cosplayer]. The Knights of Harmony, monster killers, do not. They are our in force tonight. Lucky you then, you’re good at vanishing and seeing in the dark. You just have to be very, very careful. Now get out there and bag those comics!

So I new this was Ludum Dare going in and I had to think small or the project wouldn’t get done. So I had my Core Idea already from the premise:

-Wander map in darkness collecting comics, avoiding guards.

So. I had the theme down, I thought, now to build the darn thing.


 

Engines Go:

I had the technology. Or at least, I THOUGHT I did. I’ll get to that later. But  after announcement and idea, it was time to do dishes, and watch some TV. But I never stopped working on the game though. I knew it was ludum dare going in, so I KNEW the initial concept was going to be blown up, and needed trimming down. I knew I could do somewhat of a decent map from my last game ‘The Halfburn Incident’:

Screenie2

So I wanted to do something similar, but stopped myself thinking that was much too big, ESPECIALLY for the darkness mechanic I was going to add in. There would be way to many segments to find and from another project I knew that took a long time. So I kept pairing down the map. And cutting, and cutting, and cutting. The original map was having the Sasquatch start in his home in the woods, make it through the park to the city streets, and wander the streets collecting comics. I did some inner visualization, and instantly realized that was too big.  So I cut, and cut, and cut, and cut, and cut some more.

I didn’t want to do a single screen, because I thought then that I would want to add levels, I didn’t want to do that because of time. I thought that a 2 screen width would be acceptable, but I knew that a 480 pixel screen height was not very adventurous. So, I calculated twice that, than cut that in half. My final game screen being 1280 pixels wide by 790 pixels tall. Or 80 tiles wide and 45 tiles tall with each tile being 16 wide and 16 tall. That felt acceptable and doable to me.

Core Idea:

Now. Knowing it was ludum dare, I decided to come up with the minimum amount of game that I would be happy with should I not finish in time. For that purpose, I began on the map. I decided that since I was not able to get the full “world” that I wanted, I figured I could still get part of it. So I came up with the monster as having broken into the convention hotel and was wandering about there. I needed to depict rooms, doors, windows, and walls, and flooring. Simple. That came out to about 16 tiles.

I didn’t want to do any floors, water fountains, water coolers, vending machines, tables, or other bits and pieces because of time. I could have because of the premise, a convention in clean up mode, but I knew I didn’t have enough time. I wanted a bit of variety, just a tad, in the floor tiles though so I came up with 2 floor tiles. Then I thought about windows. I first thought of doing just a pane of glass. But then I tried it and it didn’t seem to work so I just went with full windows and darkened the panes, since of course, it was going to be at night.

The full tile set:

TilesRoom

So the tile set was done. I also had to make the characters then. The human guards were easy. I used a public domain character as a shading guide. But it was not a recolor and I did it myself. Trust me you can tell. If it was a recolor it’d look much, much, MUCH better:

Skins

I try to add diversity where I can in people in my games. It’s just better overall. While I could have made the Knights of Harmony a racist cult, I figured best not. Their goal is to keep the world pure for humanity, so I figured that’d include all humans. Although there IS a lack of female representation, again, I would have, but there was time to think about as well. Apologies for that.

Then we have our lovely player character who wears a green cap for some reason:

 

Player

Okay, he wears a cap to stand out in the tile map. Since the tile map has a green floor and the brown wasn’t standing out at that size. The comics were a bit of a bugger to make cause they were so small, but I got them done and plugged into the game. So, art was done, and then I made the first screen. With no scrolling. I did this to test a few things.  This is where things started going bad.


Engine Blowout:

I had used the feature that I wanted to use in a previous game. It was this one:

HashCover2

The lighting system I had found on the forums was very cool and I wanted to abuse it for this game. So I thought easy. Copy and paste the code and your done.

THAT is when things began to fall apart.

I had gotten used to the idea that the lighting just worked that I had forgotten about all the TROUBLE I had to do to get it to work. I basically followed the resource that I had in code. I just copy and pasted the block, because both games were similar enough that I figured that’s all I’d need to do. I even prepared beforehand by figuring out lighting segments the night before and blocking them out on pencil and paper to make it easier for me when I started working on it:

PaperTrail

So I got that done, plugged in the system, made minor corrections, hit build, got a clean compile, then I hit play, which starts a live version and…

Black screen.

I was stunned. When that kind of black screen happens, that means I have no idea what that means. But generally, even with clean compiles and bug less runs, I’ve put it in the wrong section of code. So that means I can do one of three things:

  • Experiment with placing the code different spots.
  • Copy and paste over the entire working source.
  • Fiddle with working with the system by hand, going line by line.

By this time, I didn’t want to work with it any more. AND I was running out of time. I tried placing the code in different spots first, which for some reason, proved fruitless. The mechanic works by: make the screen dark, then add lights to the dark. I could get the screen dark to run perfect no problem. But I could never get any lights to work. No matter where I put them. I had been working on this problem for a number of hours. Was getting upset and down, and was considering not finishing.

This was the worst part of the ludum dare for me.


Operation:

So I walked away.

Only for a bit though. And considered what I had, and what I wanted. I was running out of time and options. And there was still lots of gamey bits and gui to add in. Which fortunately, doesn’t take me very long. That wasn’t what I thought about though. I thought about what I could do to make the kind of game I could be happy with if I couldn’t get the lighting to work. Still though, the idea seriously got me down for a couple of hours while I thought. And I finally came up with the current version that it is:

Squatch3

The point of the lighting, I thought, was to give atmosphere and to have the player ‘get caught’. I knew I couldn’t get atmosphere any more. So I had to get the player caught. One of my old stand byes for this enemy zones that followed the enemy units. Then if the player gets withing range the enemy shoots them. I finally got the shooting to work. Then I ran into another problem. The player was supposed to be able to use the environment to hide. But I realized that the system I was using was going to take longer than the time I had left.

So I cut that as well. And I had the player instant death and particle spray as they entered the enemy sight zone. The game was supposed to be light. So I added the scary guards, but placed them so they [SPOILER: never bother the player from getting the goods at all]. But if the player isn’t observant, they might not watch where they’re going the first time and fall into the deadly red squares.

I was able to plug everything else in and submit with under an hour to go.


Aftermath:

I’m still not happy with the finished game. Even with the part of the core idea completed, I wanted to do more. I still want to do more, but I have little motivation to do so. Still, though, if I’ve learned one thing, I’ll simply copy and paste the working source and simply change the aesthetics to match the theme. I’m not going to give myself a headache next time over something that can be solved simply.

I’ll know better next time.

You can play my game, Comic Scavenging Sasquatch here:

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=1960

 

 

 

 

Finally made a game called DogPoop

Hi all,

I made a game about a terrible person who has to keep the map clean by scaring away the nice dogs before they poop on the map causing the clouds of green smell.

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=55647

This was my first jam/compo ever, so i am proud i was able to make something in the 72h. Originally i wanted to do a compo(also first), so i did all the assets by myself, but i was so tired that i rather went to sleep and eventually missed the deadline. I enjoyed the whole process of making a game and also the people here posting the comments with game progress which kept me motivated to finish.

It is 4:30 AM here in Prague so i rather go quickly sleep to get up for my dayjob in the morning 😀

Thanks to you all, see you at the next LD :-)

janiq

Tags: 2D, codea, iPad, jam, LD33, love2d, lua, MacOS, Windows

Raging Snowman

Got my entry done for the Jam, just in time! I was originally planning to enter the Compo, but the game was not even remotely ready after 48 hours. Next time, I need to use an idea that will only take around eight hours of work to finish, so that I can actually get it done in time. :)

Play Raging Snowman here!

Raging Snowman

Tags: raging snowman

Monster Production my Ludum Dare entry

Well it’s friday night after a long work week and I want to start on my entry but I see the theme and  I absolutely draw a blank. So I crashed and while in bed it hit me. What if I made a game about a working monster.

So I began work on my game Monster Production saturday morning. I worked most of the day on the artwork. I took a nice break in the afternoon to spend time with my family. I resumed work  on the game mechanics.

Needless to say after a long while I started making some pretty funny mistakes like putting semi-colons on the end of if statements. I worked late Saturday and managed to finish the game up Sunday afternoon.

The basic premise of the game is you work a standard 8 hour shift with the usual coffee and lunch breaks. After working your 80 hours you will collect your Monster pay cheque.

This is my fourth Ludum Dare in a row so I’m hoping I will do a little better than my last outing.

screenyM2

Tags: ludum dare #33, monster

Null DIES: Ludum Dare 33 [Day 3]

The last day of the competition is over. This is it, the day everything is put together and the game finally complete, or at least the first playable version of the game.

We started the day by setting off the tasks remaining, one of which was continuing an on-going task from the day before. Color, our beautiful monster, is not yet complete. We were very picky when it came to modeling Color. In fact we modeled this character one polygon at a time… LITERALLY. Amr Kandil, one of our artists, modeled 1241 polygon individually. After 2 Days of modeling… We are proud to present, Color in 3D.

Color

During the time Color was being modeled we finished modeling other items, including the Wind Shell and the Ice Shell.

After all the 3D assets were created, we started adjusting the game’s difficulty, creating game Main Menu, adding particle effects, and creating 2D icons for powers and items.

After all that was mixed well we can finally and proudly present our first playable of Natural Distortion.

LD33 Day2 Screenie

mainmenu

Don’t forget to rate our game here.

Read Day 1
Read Day 2

Congrats

Just wanted to put in a few words from myself and to anyone who has stayed up for the end of the jam. Its 3:46 am in the UK but i just wanted to give my congrats to everyone who participated in Ludum Dare this weekend! Heres my finished entry. Ill be writing a post mortem tomorrow. Goodnight everyone!

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=27105

Untitled-1eeqe

Made it !

I’m so tired but I made it, kinda sad that I started a day too late because I had to scrape some gameplay and ideas but oh well! You can try the game here

I think I’ll keep working on it or maybe reboot it because I’m not satisfied with it but I’m happy about releasing something!

aaaa4

Comments

TTH2X2
25. Aug 2015 · 03:17 UTC
This Combat system is PrettyCool !~~

Welp

I didn’t get my game done in time. I blame my tendency to jump right into making sprite assets first and staying awake until about 30 hours into the jam. (Tried falling sleep earlier. Didn’t work.)

At least I got something closer to playable than I did the last LD. I might work on it more.

I leave you with a couple screenshots of a small lich raising the beginnings of an undead army.

screenshot screenshot2

Couldn’t finish the game -_-

image

I learned using unity 3d and making a 3d model in blender. Had this idea to add ourselves into the game. That became a success tho it’s currently still buggy.

Check out my first 3d model: (somehow it’s buggy tho, that some of the parts just become transparant in game)

Comments

BoaHeck_ArtGent
25. Aug 2015 · 03:03 UTC
in edit mode try selecting all,

Opening the “Mesh” menu at the bottom and opening the normals section of that.

Then click recalculate outside.

Somehow I did it!

The Trial of Tyrone Rex

I’m pretty bummed that I had to take an extra day for my entry, but I think the final product is worth it!  Following in the footsteps of Billy McMath, this baby is nearly twenty minutes long and is fully voiced.  I hope you guys enjoy it because working with all of this audio has been a crazy nightmare and it’s extremely miraculous that I pulled off something as decent-looking as this is.

Click here to play The Trial of Tyrone Rex!

Can I Haz Monsters? finished

Well, finally got our Ludum Dare 33 Jam game done. Yes, this time, I decided to work with a team and stick to one game instead of 2. Here’s the results:

As a traveller in a foreign land, you must learn the language of these strange creatures to let them help you make your way through. Find all the alien words and talk to everyone you meet, and you could unlock the power of the monsters!

To be honest, I wasn’t that big of a fan with this LDJAM’s theme. That said, I do think we managed to create a unique take on it. Originally intended to be a sort of a environmental exploration game, we decided to go for a more focused puzzle-platformer. Let us know what you think!

ALSO! Tech Valley Game Space used to do a lot of live streaming, playing other people’s Ludum Dare games last time. We still plan on doing that, but it will occur a lot less regularly. We’re still discussing the schedule carefully, but we do know we’ll be absent on the first week of judging. Sorry, we already have something booked during that week.

Guns of the Crandells – Done!

Crandell… Crandell has changed…

Pretty significantly, actually! The game now runs better and has more shooting and explosions than before. Give it a try!SOLID CRANDELL

Comments

TTH2X2
25. Aug 2015 · 03:16 UTC
super cool design~~ I love this Modle and the texture feeling~~

wonderful Monster~~☆゚

Stuff

Now that I’ve slept properly and been somewhat cool I guess I should make post saying yay, I finished making my entry!(around 26 hours ago) The game was pretty fun to do. I think I’ll keep working on it at least for a while.

Monster Living in A Cave Terrorizes Nearby Village! is the name of my entry, instead of going for a cool and short name I decided to just describe what the game is about as well as I can and making in-game explanation less important.

Next thing I probably should do is fix my turn end logic to something more sane. When there was around 2 hours left I decided to make the Body Blow attack check the distance and it doubled the size of attack logic. I wanted to vary some of the other actions little more but I decided to postpone that for after the compo. Once I have that done I can do all kinds of cool things like make some actions only show up at certain distance and I could make Charge reduce your defense while Approach could increase it but be interruptible like Back Away and Trip could do something different than Block Path but not sure what, maybe make the next action fail or something.

I’d also like to add some harder enemies like knights or something that the villagers could summon when the population gets lower. Other stuff I might do includes letting you evolve and pick your abilities so that you have more control over what actions you have in combat and making you start weaker and with less abilities so that you need to attack children or other weaker things before you gain more power.

I added cool new backgrounds for health bars so that people can see how far from max their health is.

I added cool new backgrounds for health bars so that people can see how far from max their health is.

Quest for the Castle

Well, I wasn’t considering to participate on Ludum Dare 33. I had some commitments this weekend and my previous idea for a game was too complex for the available time. BUT, yesterday at night this new idea came to my mind. I had less than 24 hours to finish it, besides I had to work today. So, my available time was pretty short, but the game would be pretty simple, so I decided to try it… and I couldn’t make everything that I wanted hahaha but I could finish the main concept.

This is my entry:
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=31253

questforthecastle

The Monster Files: Cased Closed.

LD33-title

 

We’ve finally finished our interactive fiction game “The Monster Files”! We worked right up to the submission hour, and we’re really pleased with the game we’ve made! It has a load of content and we’ve already got some great reviews, so come check it out if you want!

Play it here!

Well done to everyone who finished a game! We had such a blast making ours. Now we’re off to rate some games.

Bridge Dweller Post-Mortem

Screen Shot 2015-08-24 at 11.26.05 PM copy

So I finally did a real thorough and complete playthrough of Bridge Dweller. I will say that it’s possible, but barely. You have to be -crazy- conservative. I’m talking kill a few guys, wait for infamy to go down, repeat. Until you have enough money for a slingshot and bullets. Money rates are WAY too low.

There’s also a few bugs. A pretty big exploit to begin with is filling the forest with goblins and then fishing nonstop, replacing goblins with fishmen because of your mountain of fish. This was made easier by a bug which made it so eating fish didnt subtract any, and buying fishmen didnt seem to either.

If you’re fishing, enemies walk right through you. You then walk diagonally off the screen when they turn the corner. Pretty game-breaking. I actually used this to my advantage and won the game though. Totally immunity to knights!

So yeah pretty bad. I’m gonna do a quick patch-job and call it done. That is, until I remake it. I have a lot of big ideas and I think I might give it a shot.

Also, ok, this was weird. Near the end there, while I was developing, game maker studio actually started bugging out for me! it was reading comments as code, sending incredibly illogical error messages at me, and being super janky. I would fiddle with it for a sec, like erasing and re-adding semi-colons, and eventually it would work???? I’ve never had issues with game maker before, and it was very frustrating.

Thoughts on my First LD

Screen Shot

Well, I didn’t finish, not even by giving myself an extra day. Still, I had a lot of fun with this, and it’s put something into perspective for me: in the span of just 3 days, I’ve come closer to building a fully-realized video game than in the entirety of the past 3 years!

Why? A tight deadline. There’s probably a bit more to it than that, but the fact that there was so little time definitely kicked me into high gear. While I’m probably going to be a bit more lax now that the competition is over, I’m determined to keep this pace up until I’ve finished the game I started here! =)

So, what did I make? Several sprites (both monsters and scenery), about 1/3 of a level, and a vaguely Sonic-like character controller capable up running along slopes and climbing walls. I had also planned to implement both a melee and projectile attack for the player, a transformation that enhanced the player’s abilities (tied to a sort of mini-game accessible at checkpoints), and a tricky boss battle at the end of the level.

My game was (or, rather, “will be”) about a Cerberus chasing after a demon who has escaped from the underworld, and is opening portals to allow other ghosts and monsters to roam free. Here’s one of my favorites thus far:

Ghost Idle

In closing, this was a lot of fun, and helped me to see what I’m capable of. Also, I’m looking forward to the next Dare. >=)

Comments

Connors
25. Aug 2015 · 03:45 UTC
Ohhhh that sounds like it could lead to some really interesting scenarios with the summoning monsters and things. I love the concept. That’s a cool ghost. :L

正义の指+正义の凝视 !

 

the screenshot from my friend's game Hahahah~~ it made me think this~~ hahah~ 异议あり!! && 正义の凝视

this screenshot is from my friend’s game
it let me think about this (hahaha)
异议あり!! && 正义の凝视

link is here:  http://ludumdare.com/compo/wp-admin/post.php?post=493514&action=edit

FAILED!

Well, I didn’t finish. I think the idea is a good one though, so I am going to keep plugging away at it tomorrow and hopefully get something done early the week (I think 1 week is a fair target for me making a new prototype anyways, there is a reason I don’t do LDs too often.)

PICO-8_2

Here is a little gif of the hero trying to get the red key.

Comments

25. Aug 2015 · 05:19 UTC
I wanna play this! Keep going, please!
25. Aug 2015 · 05:35 UTC
oh yeah, I am working on it tomorrow for sure. I think it is worth getting it done, is is just a matter of time and focus.

First time: it is in spanish

First time is always dificil:

the game: ludumdare.com/compo/ludum-dare-33/?action=preview&uid=52094

the day 2, 3 and 4 are viniendo

The Monster In Me – Fini… almost

So thought we’d wait a bit to post about the game to avoid the flood right after the jam submission. The game is done, as in isn’t broken done, but didn’t get anywhere near as much polish as we would of liked in it unfortunately.

About the game

The Monster In Me is a narrative game based in a world where societies rules are no longer relevant. Is a bad act really bad if you are doing it to help those you love? The Monster In Me explores these types of moral choices in a unsettled world where humanity and society are no longer what they were.

The submission is here.

You can play it here.

screenshot TMIM1

Finish …

Finished our game, after a lot of teamwork, we delivered our game with some bugs … but nothing that is so bad.
We hope everybody enjoy!

Monster Rush

Check Out My Game and the Music!

all

Check out my Simple Minimalistic entry, Perspective! This game switches between both the Top Down and Side View Perspectives. Although, the Perspective of the whole world doesn’t change, just the player’s. You’ll see what I mean when you check it out. c:

You can listen to the music right here too. How is it?

Post (fail) Mortem

ss3

So is finally ended… >_> I dont feel that great!

My entire project bugged on the end, but i learned a lot..

– Dont do COMPLEX projects on Construct 2
– Hurry up on map planning!
– Make a Plan B

But hey, at least i can play all the other(better) games now!

Hurray to everyone who can manage to finish the project properly!

 

 

Wolf Wedge. Done.

concept

wolfwedge2

The top-image was my concept art for the entry; a very simple endless runner with exaggerated gore and particle effects. But after a while the game naturally started to suffer from feature creep, last minute objects were crammed in and any mention of clean and robust code was thrown out the window. Originally the character was supposed to be a Wolf-man cyborg with a wedge-shaped head, hence the title. But since that fella proved to be too tedious to animate, I settled for this easier and slightly more humorous protagonist. Feeling both proud and dissapointed with this one!

My entry.

Done!

OliverWallpaper

My first game….ever.

Jamie Oliver: What’s Cooking? redefines what it means to be a gamer, signifying a new leap forward in the medium.

Experience the game critics* are calling “the bestest”, “A glorious journey of self discovery” and “a perfect example of what next gen has to offer”.

What are you waiting for? Play this game today!

*critics being myself

Foray into Unity – Complete!

I’ve been a regular Ludum Dare’er (Ludumer? Darer?) for two years now, but this was my first try at using Unity3d. Overall, I’m pretty happy with it!

screen_ast2

It’s a bit like WinRoids, except with monsters. You play as a creature, float around in space, dodging and shooting at asteroids and enemy ships in order to raise your score. Consume ships to grow your body, for protection and points. It’s not that special, but for my first try I’m pleased as punch!

I probably won’t revisit this, but if I were to do it I would most likely add some form of progression system. My thought is that every few waves of enemies you would spend some of your accumulated mass on upgrades. Once you reach a certain amount of mass you’d transfer to another level that better suits your bigger creature. Basically, make the player feel like a true galactic devourer.

I would also like to add a screen wrap, but I skipped it this time because that seemed like somewhat high level stuff for a Unity beginner.

Now, I’m super curious as to what all of you other entrants have thought up about this theme. My interpretation is fairly straightforward, but I know there’s bound to be some pretty interesting stuff. :)

Unity, texture quality, and pixel games

So apparently, without my knowledge, Unity was half-sizing my image files before I uploaded them. This was a problem because most of my image files were a countable number of pixels in size.

Really should have downloaded my uploads before going live, but no matter, it’s too late now.

My Top 5 Favorite Games of LD33 So Far

View this post on our blog for much better formatting

Wow, what a great Ludum Dare. Already, I’m extremely impressed by a lot of the entries! The turnout was great, and despite the theme practically being a repeat of “You are the Enemy”, there seems to be a ton of solid games. Here are my top 5, two(and a half) hours after the end of the Jam. You can download all of these entries in a single .zip file here. They also include a link to the rate page of each entry.

####Gojira-Chan
I liked the graphics quite a bit, but more levels and some enemies would have made it much better. I’d also like to see the controls become a bit tighter, especially the jumps. It felt very airy.
http://ludumdare.com/compo/ludum-dare-33/?action=rate&uid=25563

####Horrifying Human Hunter
This was a great action arcade entry! I loved how tight the controls felt, and really enjoyed that I felt… stealthy. Like a real monster of the night, but with a big fat smile on my face! 😀 Had the makings of a great moody entry, but alas, no music.
http://ludumdare.com/compo/ludum-dare-33/?action=rate&uid=16352

####Motherflippin’ T-Rex!
That was a great romp. 😀 The animation was smooth, the sounds were fantastic, and it did what I imagine the developer wanted it to: made me feel like a badass T-Rex tearing shit up. 😀 Side note: I scored ~113k.
http://ludumdare.com/compo/ludum-dare-33/?action=rate&uid=779

####The Devil’s Daughter
This was hilarious. Very cheeky, with well-implemented platformer controls. The profanity laser was a great touch, and the dialogue had me in stitches! Nicely done!
http://ludumdare.com/compo/ludum-dare-33/?action=rate&uid=44332

####We Are Monster
This was a great demo of some serious shader-writing capabilities! I’m not sure I’d consider it a game so much as a… relaxing interactive wallpaper, but whatever it was, I really enjoyed it. I’d love to get a look at the shader code… Y U NO SOURCE?!
http://ludumdare.com/compo/ludum-dare-33/?action=rate&uid=37414

And as a Shameless Self-Plug™…
####Virion Alpha
Play as a virus trying to infect a host. Use your overwhelming numbers and not-too-strategic clickery to defeat the immune system. Become the next star of “Monsters Inside Me”! Come back here tomorrow for our Post-Mortem.
http://ludumdare.com/compo/ludum-dare-33/?action=rate&uid=3773
or play it on our site here.

Comments

Ferret
25. Aug 2015 · 06:38 UTC
Your images are broken for me D:

Finders Keepers

Screenshot 2015-08-25 01.11.52  screenshot 3screenshot2

 

Have you ever really needed to make some quick cash but had to do something downright terrible to get it? How about breaking into the homes of the residents of Monstervale? No you’re not robbing them, but actually bagging yourself some real monsters. There’s a high price being paid for their skulls and there’s no better opportunity then right here right now. What will you do with the money? Only time will tell. This is your chance to live the life of a terrible kid who lives down the street, are you a rude enough kid?
Let the bodies hit the floor and put your power wheel in overdrive.

 

Download!

Reflections

What an interesting experience this has been.

This isn’t the first game jam I’ve been to, so I was rather disappointed in myself when I missed the compo deadline. First time that has happened.

I knew I had only a limited time to do the jam, and would have to sacrifice about 12+ hours for sleep, since I still had work on Monday. That hasn’t stopped me before, but this jam’s theme particularly had my knickers in a knot. I’ll admit it, not the theme I was hoping for. It wasn’t a BAD theme by any stretch of the word; if I had more time, I would’ve loved to explore it further. Unfortunately, time was of the essence, and I had personal goals I had set myself.

On the last Ludum Dare, I submitted a HTML5 game that forced the player to use the mouse to click on a virtual gamepad. Then I found out that touch-screen devices could play it as well, although the buttons were too small to be effective on anything smaller than an iPad. So this Ludum Dare, I set a goal: Make a one-touch game that can be played both on computers and mobile devices. This time, I would take UI into account properly.

My initial idea was… a bit too ambitious. It would’ve been a turned-based-ish system where you had to kill the hero by sending enemies up against him, complete with different attacks and strategies. As time went on during the compo, I realized what I was up against. Making the UI one-touch friendly required a lot of work on my end, and I got barely anything done, even after the compo ended. Nothing playable. Needless to say I was rather disappointed in myself.

After a good night’s rest, and the compo behind me, I decided I’d tackle the problem again. Problem is, I had to go to work, which would eat up 9-10 hours from my 24 hour jam period. Not to mention having to sleep for work the next day, which would be another 8 gone, give or take. That left me with a grand total of six hours. 8 times less than I’m used to. And I was starting from scratch, using none of the previous assets.

And somehow… I pulled through. Maybe it was my stubborn pride as a jammer, maybe it was the exhilaration of such an insurmountable task, maybe I got enough rest to step back from the problem and re-evaluate everything. Whatever it was, I powered through it, taking some ideas from a brain-storming session during lunch break with a co-worker. A game simple enough to play, but got the message across, and was reasonably easy to execute. Even managed to get my personal goals in. I cut in a little bit into my sleeping time to get it done, but it was DONE. Art, programming, even music and sound effects.

No, I don’t think this is the greatest game I’ve ever made. But damn if I’m not proud of it anyway. Now, I’ll just prepare myself for the next game jam that comes my way, and hope I don’t mess up again.

Edit: TL;DR: Never give up, even if all the odds are against you. Don’t let that huge failure stop you from finishing what you started.

Enjoy the fruits of my labor, and I’ll make sure to take a sample from yours as well!

I updated my game.

If anyone is wanting to try out my game, I have updated it based on some feedback and fixed a few glitches that I missed when I was half-awake. It’s now even more playable then before! and the help menu doesn’t crash everything!! hurray!

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=4122

https://www.dropbox.com/s/ln4f9plyd9oi1xo/releaseld33.zip?dl=0

MY TOP TWO COMPO GAMES SO FAR! (and honorable mention)

Okay! Here goes!

The first has to be We Missed You by RHY3756547. It’s just… let’s just say I gave it very high ratings in multiple categories. It’s the best damn game I’ve played so far and it looks like it’s not getting enough ratings. And my mind is blown with how it possibly could be made in 48 hours. It’s that good. You should play itgo play it now.

The second is OMNOMNOM by Zupoman. It seems a little weird to have such a simplistic game next to such a polished, insanely good how-did-they-possibly-do-that one, but this game is actually really fun. It’s exactly what it says on the image, and it’s really hard. It reminds me of the flash games I used to play as a kid, in all the best ways. You should check this one out. It doesn’t have enough ratings to place currently.

Honorable mention: Georgette by Skyllartor. It isn’t in a top anything because it’s missing a few elements that I think are important in a game. But it’s great for getting stress out. Play it before finals or something!

Also, I kinda have to plug my game St. George’s Academy for Monster-Slaying Lasses. Please take a look! :)

 

Monstrosity

I have my ld33 game that currently has no votes and no plays, please play! :)

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=50040

Thankyou in advance :)

(GAMEPLAY+TIMELAPSE)The game was WAY BETTER then we expected!!! Thx for the support guys!

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=55175

MONSTEROID

About a kid who take some ‘extra help’ to get monsteer big (but skiping the leg day!)
and go back to school to revengeeeee!!

Throw some weights, use the barbell area atack, use the bouncinces of ur muscle chest to bounce projectiles

and kick (not really effective)

Comments

Urtebot
25. Aug 2015 · 11:15 UTC
it was really good work on it! I am happy with the work I did with my friends in this game 😀

Timelapse

This is the full timelapse for my entry Groar.

Beware for procrastination on the left screen! For convenience there’s also a timelapse for only the main screen:

Aglæca Post-mortem

I actually was forced to finish my Jam entry late last night, but I held off posting about it until now because I only now have been able to post a Windows build of it for people to play. You can check it out at my entry page.

Aglaeca's map screen

Aglaeca’s map screen

Aglæca is a game inspired by Grendel, the oldest monsters in English-language literature, and also by the 1971 novel of the same name (by John Gardner), which is excellent and you should read it. Go ahead, I’ll wait.

…

You’ve read it now? Good. In any case, I didn’t hew too closely to the novel in my game (or to the original story from a thousand-odd years ago, either).

Because I was only able to spend about 15 hours developing it, the gameplay is much more limited that the idea behind it. Here are some things the game should have had, but didn’t:

  • Multiple monsters to choose from (though Grendel would always be the one I designed around).
  • People travelling around the map who you might run into outside of settlements.
  • People founding additional settlements.
  • The different tribes going to war with each other.
  • The settlements being able to do something with the lumber and iron they collect (they were supposed to build settlement improvements, and weaponry, respectively).
  • An actual combat minigame, either action or strategy, rather than the computer just crunching numbers and telling you how you did.
  • More awesome quotes from Grendel, as well as quotes from Beowulf.
  • Stats other that health/strength, such as cunning and speed.
  • One or more stats (possibly hidden) that keep track of how awful you are – when you are hungry, for instance, do you steal food from the village, or do you just kill and eat a villager? Mind, you’re always bad. This is more about how you are bad.
  • Multiple endings, possibly influenced by the aforementioned hidden stats.
  • Music.
  • Different tilesets for the different seasons.
  • LOTS of balance tweaks. Lots and lots.

So, given that it’s missing all that stuff, is it still a good game? Well, you tell me! Personally, while it’s not everything I had hoped for, I’m pretty happy with what I have so far, as a building block for something bigger.

For this to be a real post-mortem, I need to include what-went-wrong and what-went-right sections,  I suppose.

What Went Wrong

I can already say that my biggest mistake was wasting several precious hours on a procedural island coastline generation algorithm that went nowhere. The problem isn’t just that I didn’t make it work; the bigger problem is that even if I had made it work, it wouldn’t have really added much. If I hadn’t wasted that time, I could have gotten one or more things on the list above in there, instead.

Most of the rest of the problems fundamentally came down to the fact that I was too busy to spend the full time block working on it. Oh, well.

What Went Right

In the end, I really liked the theme. It’s not one I had voted for (in fact, as I recall I down-voted it), but once I thought of basing the game on Grendel rather than, say, Bowser, everything sorta clicked.

I’m also just really glad that I was able to submit anything at all. I haven’t worked on any game code for months at this point, and it felt really good to get back into the swing of it.

Anyway, congratulations to everyone else who submitted an entry, and I look forward to playing some of them myself!

Tags: LD33, post-mortem

Clean House, Jam submission

Here’s my submission. Play it! It’s a simple adventure game, I focused more on the theme than on the gameplay itself so it might feel a bit shabby.

Anyway, here‘s the link!

Monster Factory – Give us some mobs!

This is my second Ludum Dare and I am quiet proud of what I have done so far. This last project was a bit too ambitious and for some personal reasons, I haven’t been using HaxeFlixel since December.

So I quickly stumbled upon technical problems that took a heck of a time to solve. Which left me with not enough time for design and sound and I guess you can feel it.

monster factory LD33

Presentation

This is a fast-paced strategy game with some puzzle game components. You are the master of the monsters and you need to provide fresh mobs to different games upon request. So collect money, create new factories and keep your games alive.
>> Play It: http://bit.ly/monsterfactoryLD33  <<

03

 

Conclusions

I will probably make a proper Post-Mortem but here are a few thoughts:

  • RTS are really tricky and probably not a good choice for a 48 h jam
  • I’m sad I couldn’t finish the graphics as it would have highly improved the game
  • I forgot to make an end to the game (oops!). You can’t win. You just have to not lose

Tags: factory, monster

Lots of Stealth Entries

A bit counter-intuitive given the theme, but so far I’ve played a number of games that use stealth mechanics for the monster. Games like Lurker of the Night, Horrifying Human Hunter, and my own entry Groll’s Revenge all have some form of the monster hiding from the non-monsters. I suppose it’s a natural design choice given that the monster is likely the only of its kind facing off against countless enemies. That kind of ‘me verus the world’ idea definitely suggested stealth mechanics to a few LDer’s.

Anyone found any other stealth games?

Comments

reckhou
25. Aug 2015 · 06:58 UTC
Hi, you can try our game here, it’s a stealth top down shooter:

I managed to submit…

but I wouldn’t consider it finished. It’s more of half a prototype more than anything. I was going for a simple point and click similar to Ghost Trick: Phantom Detective, but I only managed to get movement and dialogue working. Although I will say that I am quite happy with the music I made for this entry, and I quite like the character designs. I think its worth pursuing in the future :) Not bad for 3 hours of work

“play” MONSTER INSPECTOR here: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=31488

 

 

 

 

 

scn1rect

 

 

Shadow of the Monster – Gameplay Video

I just uploaded the gameplay video for Shadow of the Monster

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=55911

Jaksa

Comments

25. Aug 2015 · 08:11 UTC
Nice idea with the youtube gameplay preview, could become a trend. Sounds are cool, btw.

Postmortem: Kaiju Simulator

I have to admit that that when I saw the theme for Ludum Dare 33 I was pleased. It gave me an excuse to make a giant monster game because let’s be honest….who wouldn’t want to be a giant monster destroying everything in its path? In my head the game would have everything that you’d see from a godzilla movie, people running scared and being stomped on, cars flying, buildings crashing, lasers, fires, explosions, tanks, helicopters, jetfighters, battles with giant robots. The end result was short of the original vision but I’m still happy with the end result given the time limit.

godot_ss

My past language of choice has been Haxe using the excellent Haxeflixel framework but for this game I decided to give the Godot engine a go since I found the animation system in Godot to be awesome and it enabled me to create the monster’s walk animation quite easily. In fact, I think I spent the great part of the first day just tweaking the walk cycle. The monsters various body parts were just made of images that I had exported from vector graphics using Inkscape. I’ll definitely be using Godot for more game jams in the future.

buildings_sheet

The pixel building art came out better than I expected. At first I wanted to make the buildings 3D but I found it was easier for me to just make 2d quads in 3d space (my blender 3d modelling skills are practically non existent). It might not be apparent but all the objects (other than the player monster) are auto-spawned as the player moves left to right. I just didn’t have enough entities to make it look as if it was the case.

kaiju_ss2

Sound and music are almost non-existent for the most part. My attempt to learn Garageband in the last couple of hours before the handup was pretty much futile. It wasn’t so much about learning the tool but more about having the musical skills to whip up something cool. I have to admit I got a bit lazy with the sound effects because there are minimal sounds in the game.Unfortunately, I forgot that jam entries could use external assets but it didn’t occur to me to add pre-made music. Darn.

Originally, I wanted to hand in the game for the compo and I had worked right up to the deadline and into the one hour submission period. I thought I made it but I found out that my entry had been put into the jam category late on the third day. Oh well, I had more time to add more polish to the game. I spent the rest of the third day just sprucing up some of the graphics but then I thought, “What would a kaiju be without its superpower?” And that’s when the laser beam and mouse rotatable torso came along. It definitely added to the compo’s version “stomp on everything” limited gameplay.

So where to from here? I’m going to continue developing this into a more full fledged game. There are still more of my kaiju elements that I need to see in this game. I also think it would work well with controllers or even mobile touch screens. Much more to come!

Play and rate Kaiju Simulator now! Comments and feedback very much appreciated.

 

Comments

chuckeles
25. Aug 2015 · 10:01 UTC
+1 for the Godot Engine 😛

Im keeping all of these entries from each compo I participate in!

Being 16 and making games in 72 hours isn’t something everyone can say they have done. I’m glad to have found this competition for two reasons. One is it improves me as a programmer and its gonna look great for college. I’m keep track of all of my entries so I might be able to add it to the list of things I have done in High School. I love this competition and I’m glad its around!

Am I?

Our first Ludum submission as a team. We came up with the concept that every time you start driving when you are drunk, you become the monster.

So don’t drink and drive. Don’t unleash the monster in you .

Game Link : Ludum Game

Web Link : Web Link

 

 

 

We submitted – I think?

Got the submission in before the clock ran out, but I can’t see any evidence that we submitted!

 

HELP!

Monster Sheep is in the house

This is my second Ludum Dare and I must say that I had a blast in both. Sure I almost died in the end, but it was tons of fun and I’m really happy with the end result. Monster Sheep! (Game link)

Monster Sheep

Monster Sheep is a game where one sheep has to become the monster to save all the others from dangerous traps, cliffs and even UFO spaceships. The game has leaderboards for each level! Who’s gonna come up on top?

Well… you don’t have to be the first one, but give it a try at least :)

And a big thank you to this amazing community!

Gui

Well, it’s out and on its way!

Well, it’s going to be as complete as it will be for LDJ.

This was my first foray into Ludum Dare. AND it was still a practice of balancing things that I had to do in life and doing GameDev stuff. Probably spent a good 12+ waking hours trying to get my motorcycle endorsement.

But it was still quite an interesting ride.

I’ll definitely pursue it more. It only took me a couple of hours to do a paper prototype based of some GDC Video’s that I’ve watched. Add to it a three-act structure. And it looks a bit like this.

Embedded image permalink

I only really got to finish the Rescue Act, and I’ll have to do the other acts at a later point in time. But it was also an interesting learning experience to use TyranoBuilder.  I ended up doing a lot more coding than my background normally would have allowed.

Part of me wishes that I could have done it with Unity/Adventure Creator… but for me to also produce the 3D Artwork was perhaps a bit too time intensive to also merge the other things like story, character to.

It’s all great practice for my larger projects too.

Overall, it was a great experience. I can’t wait to try it again next time!

Tags: Visual Novel

Interview with the Slugz

It’s one of these mornings. Good ol’James Spencer wakes up and gets out on his front porch to pick the papers when he’s just caught by one of these fashionable OVNIs’ tractor beam…

He didn’t even have time for breakfast, how inappropriate!

They will probably probe him a bit, and then some. Oh well, with luck he could be home for supper.

*COMING SOON TO YOUR NEIGHBORHOOD*

Interview with the Slorbz is a point & click mini-game, inspired by classics. It offers you an exclusive chance to engage in inspiring, rewarding, freeform dialogues with beings from another galaxy!

Be a good chap, make friends with the Slorbz and learn new words you can use to trick them and get back home early!

Consumption Bugfix Patch

06 09

 

Fixed a couple of bugs in my Jam submission Consumption, one potentially preventing the inventory from being opened, the other preventing the world from ending. If you tried my game before and had either of these issues, they are now fixed. Please try again and rate my game.

T.H.E.Y

Screenshot from 2015-08-25 01:43:35 Screenshot from 2015-08-25 01:42:03

 

Check out my game…Not my best entry ever but it could pass

 

ENJOY!

 

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=43634

Shout Out!

After the submission of my game, Dungeon Crawler -REVERSE, I do need to dish out the credit where the credit is due:.

The invaluable information contained within Sebastian Lague‘s tutorials is well above the par of every other Unity tutorial I have seen, so I highly recommend you check him out! A lot of the material covered in his tutorials made it into my game, mainly the top-down shooter tutorial, and the cave generator tutorial! (Secretly it’s hiding in the back, ready to generate more levels for the post-LD version)

Thanks Sebastian!

Comments

chuckeles
25. Aug 2015 · 09:10 UTC
I like his tutorials too! For me, the most valuable were the ones about 2d platformer.

Tutorial Page for Grow

Since my game, Grow, seems to be quite obscure, I made a simple image tutorial so that you can understand how to play it.

Grow Tutorial Page

You can check out the game here.

Tags: grow, tutorial

Early morning patch

I had to fix the bugged invisibility first time in the morning, as it stayed forever on. Stupid dev cheats. :)

Any reviews are welcome, this is our first entry.

Eternal Rest

BG

Hi guys!

Goodashell8 2

We had alot of fun making the game, it was hard but rewarding. We are now tryng and rating other games and there’s good stuff out there!

If you want to take a look to our game and tell us your opinion click here .

wicked sk8 post mortem

regulardude

So yeah, popped my LD cherry I guess. Overall, it was a really fun experience, especially designing a map for my game, I might look into level design and enviromental art a bit more after this.

I was kind of dumbfounded first. I didn’t really wanted to do a cliché game about the player becoming the thing he fights against, so I decided to go with the literal interpretation. After some pondering, my pun loving self decided to make a game about a monster skateboarder. The code of the game got done relatively fast, and although it gets the job done, I’m really unhappy about the movement in my game.

The next big thing was the graphics, I kinda had a look in my head, I visioned Jet Set Radio but with purple. Since I’m not really good with graphics things (yet), I decided to keep it as low poly as possible, while going to a messy hand-painted look with the textures, and although I could spend a forever improving it and putting more objects and life into it, I kinda like it how the look of the game turned out.

I enjoyed this LD, it was a really fun experience, and I played a lot of fun games as well. My recommendation for hipsters is Midnight Bootleg, my recommendation for weebs is Hitogotchi, and for everyone else: Delicious Cortex.

 

If you have some time, please check out wicked sk8 as well!

After a weekend of Ludum Dare I am pretty sure I can smell in at least three programming languages;

Hardcore? NOPE! Just stupid typo…

Hi all!

Hi ! I just tried to download and play my game because everybody complained about difficulty. And… Yes.. It was hardcore 😀 There was typo in distance check script, and thanks to that player  spawned almost every time to group of enemies. Sorry for that guys.  If you want, you can re-download game and try to actually enjoy this game :)

(i asked on irc, and everybody said, bugfixes are fine :) )

Postmortem for Imp Accountant

I figured I may as well pull together a postmortem post for this game as I did last time, though I don’t have a flashy time lapse as I only streamed like 8 hours of development… and twitch didn’t save the stream, so I guess I’ll post a gameplay vid.

And a link for those who may not have played it.
Quick rundown of how the time was Allocated:
Friday night: Get 1st person controls working, build basic dungeon pieces, experiment with shader properties until I got it looking the way i wanted to, then built the first floor. Tried to go to sleep at 3am (EST) but ended up thinking in bed until 5 about potential gameplay.
Sat: Woke up (7am) and started work (and streamed) development of the Dialogue system, as well  as the patrol AI for the Knights, finished off the stream with the backstab animation. Ate. Built the models for Knight and the players arm and dagger (and had to rebuild the backstab animation) as well as other objects. Slept 1 am.

Sun: Woke 7am, Build the UI system to prompt interaction, rebuilt the dialogue system to allow for items to be delivered through options. Build the knight walking animation, then the NPC Imp model + animations. Finished off UI interactions and wrote the script for the first floor, followed by rebuilding the dialogue system again to allow for events to occur based on dialogue. Started audio production (footsteps, stabbing, getting seen) and then whipped out my guitar and recorded 3 little improv songs. Finished my time by freaking out because it turns out that unity wasn’t packing in one of the shaders I was using, so the game was unplayable, and fixed it in the last 10 minutes of submission hour.

What I learned:
-Don’t work on something if it isn’t really that relevant to gameplay. While the dialogue system would be great in the full game, building a multi-choice dialogue system for a few quick conversations is a little silly. I decided to do it because the mental image of the full game had dialogue, but gotta realize where I can cut time.

-Don’t underestimate Audio: fiddling with audio ate up a substantial potion of my time, from recording music, to sound effects to making sure they worked well in game. While I am happy, I didn’t set enough time to do other effects. (doors opening, enemy footsteps, ambiance)
-Always do a test upload before submission hour: I was an absolute wreck at this point, as I had no clue how to fix this particular issue. The shader missing made the whole game unplayable, which I ended up running through every build, graphics, quality and other config menu and finally found a way to FORCE unity to push that shader into the build.
What I was surprised that worked:
-Backstab Animation: I always hate doing animations, but getting it to work, and feel clean and comfortable all came together really easily. Though sometimes, despite my code the knights slide a bit too far away, nothing too wacky.
-The Double Shader: If you watch closely, everything actually is being hit with two edge detection shaders, one white and one black, which means in the light, edges are black, and in dark, white. This makes the counter play of light and dark a lot more interesting to look at.
Will I continue work on the game?
Well I definitely wanted to take some time off post-ludum, took in some of the other competitors (at the time of writing I actually have played and reviewed over 80), but I think I am going to bump the floors up (you were on 7, moving to 5th) and finished the last two floors. I was going to be more thorough, add a lot of extra gameplay concepts, but I think I’d prefer to save those for a full proper game that would be sequel to it.
In the 2 floors it will likely just be more challenging interpretations of knight patrol patterns ending with hint on what the full game based on this would be.

Anyways, thanks for your time, if you haven’t played it yet, you can do so here.

Comments

Teekeks
25. Aug 2015 · 14:01 UTC
Played your game yesterday, the graphics are impressive but the dialogues too small to read at 1080p

Trouble in Werewolf Town

We(DIBASIS) are a Team of 6 people (Tom Croasdale, Callum Macmillan & Laurence Ure – Programmers, Adam Chard – Art, Akin Aina – Audio & Ben Sanby – Creative Aspects & Planner)

As many other people on here we decided to opt for a werewolf themed game, we had such high hopes for the game and great ideas, one of which being a singleplayer TTT(trouble in terrorist town)

Day 1: Ideas & Failures

We Used Visual Studio with the monogame plugin in order to make our game – Which caused problems from the beginning as one of the programmers had Visual Studio 2013 whilst the other two had Visual Studio 2015. The programmers also had a problem when setting up a Visual Studio Online project as we couldnt get it working. A Party the night before probably didnt help as one of the programmers left to go to sleep. The rest of us cracked on but by the time we fixed all of the problems 12 hours had passed since the theme was released, Time zone differences probably didnt help us either.

In the first day we had the movement controls, player and enemy classes, and a few Engines(Art & Entity), not to mention our werewolf sprite and music.

Wolf_South_01

First Drawing of our werewolf sprite

 

 

 

 

 

 

 

 

 

Day 2: Work

Day 2 was much better and we finally knuckled down and got to work, we finished a lot more engines, enemy spawn generation, more textures however we needed to test our human sprite – which the artist hadnt drawn yet so I(Laurence) had to make a mockup one for us to use temporarily – clearly I should stick to the programming.

Human_Test HIRES

Rubbish Human Test sprite

Day 3: Finalization

After a rough night on the floor/sofas, we finalized all our engine, sounds, animations and improved the tile engine, added more features and finished a couple of hours before the deadline.

Sounds=

Bite Sound

Male scream

Our energy was drained and our minds exhausted, next Ludum dare in December we hope to be more prepared i.e have more engines already created.

It was our first game as a team and we ran into a few problems but hope next one turns out better.

If you haven’t played our game you can play it here

Please give us a rating it would be much appreciated and we will try to reply to comments and return the favour

Weird Unity Web Build

After a day of trying I finally got a web build and found a host.

If you are building for web with the latest Unity you might want to run it in administrator mode if it fails to build. then zip the build folder and upload to itch.io.

http://s-jmp.itch.io/man-spider

maspidscr3

MiniGolf MMO – in App Review

I went straight to the App Store this LD – hoping Apple ok it in time for the judging period!

I’ll update the game page when it becomes available for (free) download!

Play and Rate here

Woohoo!

Mr. Peanut is watching...

Mr. Peanut is watching…

Hey guys, this was my first game jam and Ludum Dare. I had a blast! It felt great to be able to start from scratch after hacking away at my full time indie project for the last two years.

My daily project is basically a grid based, turn-based tactical murder simulator, so I was hoping to get as far away from that as I could during this jam. Something light and twitchy and arcade-y. But after the theme was announced, somehow I wound up making another (albeit very different) grid based, turn based murder sim thing, this time in an even more literal sense.

3

Caught in the act!

 

Anyways, had a great time and feel like I learned more in the last weekend than I have in the last six months. Hope you like the game!

Fortior – compo entry

So, finally making a post about my submission for the Ludum Dare 33, Fortior.

You can play the game here .

Here is how the game looks like :

Fortior

And the Main Menu goes like this :

Fortior Main Menu

Do give it a try and tell me what you think about it !

Are you a monster?

The idea is to ironize the bad actions that people have day by day like don’t help old people and don’t throw garbage in right place.
Play mini-games that get harder and faster!

 

Click to view the entry!

 

Review of my first ludm dare

Dear all,

it has been very interesting days during the competition! Sadly I didn’t finish my game, but despite of throwing the towel, I was very happy to participate on this event and I hope it will not be the last time.

Anyhow I would like to share my experience and the game prototype I had.

After a relative short period of time I came up with my idea:

The story is a typical teenage horror movie and you play the monster. You have sleept over many hundred years and now the time has to come to awake. And you have to scare teenager in order to gain energy and win the game. 

You had the following possibilities in order to scare the teenagers:

  • Scratch the window
  • Cut off the power of the cabin
  • Break into the car and execute the alarm

I wanted to implement a status bar where you can see the fear level. And when the fear level is at its maximum you won the game! But the rule of the game is not to be spotted from the teenagers. :)

The level I created contained following objects:

  • Cabin
  • Car
  • Big rock with a small cave
  • Tree
  • 2 x Grass textures
  • Teenager

level start

The level was simple structured. The monster started in the cave and has only limited area to move arround.

 

From the scripting part I implemented a teenager with raycasts in order to detect the monster.

teenager

The monster could scratch the window, the user had to enter letters on the keyboard to execute the scratching.

scratchthewindow

When the scratching was executed, the teenager rotated rapidly towards the window.

 

As a summary I think I am going to do it better the next time. I should have done a better preparation on my code base and I should freshed up my experience on blender a bit. As a notice I also have to say that the IRC chan #ludumdare was a very friendly place, where you could ask any question you wanted and you received always nice and respectful answers. Besides that, you could join interesting discussion concerning the topic.

So we see us again in a couple of months. :)

Greetings,

schw3de

A battle for the Graveyard – Post mortem

Well, well, well, Ludum Dare. We met again ! I had been waiting for you for the last four months. You did not disappoint me !

So how did it go ? Not bad I would say. I entered the compo and chose to build a 2D – one keyboard – 1v1 multiplayer (kinda) arena called A battle for the Graveyard. The final product is not perfect, but I really enjoy it (more that my previous entry, by far).

A battle for the Graveyard

What went right ?

  • The gameplay : I think I did the right choice by avoiding to build an inverted rogue-like game. A 1v1 game is always fun to play !
  • The graphics : It was my first time using a Wacom device, and I think I did a pretty good job. The whole environment looks consistent and, even though it could be better, it felt polished enough to me for a 48 hours game jam.
  • The sounds : Despite there’s no music, I think the ambiance sounds are adding a lot to the game.
  • Time management : Once again, I did manage my time pretty well. I posted the game 2 hours before the deadline without the feeling of being rushed. I slept a total of 10 hours, had walks, took the time to have proper meals.

What went less right (who said wrong ?) ?

  • Controls : Some player felt like the controls for player 2 could have been better. And I must agree with that. I could have use the arrows instead of IJKL.
  • That’s a multi player game : In general, this isn’t wrong. But when it comes to Ludum Dare, people have to try a lot of games in a short period of time and usually do it alone. I guess a lot of people wanted to rate the game but couldn’t really appreciate the gameplay.
  • Game balance : Even if it isn’t that bad, it still needs some tweeking. Some abilities feel a bit OP sometimes.
  • Animation : I did the mistake to not implement animations in my code when I should have and when I realised I should have had, it was too late.

What’s coming next ?

Well, I will work on a full version of the game, implementing more features and fixing issues, such as :

  • Different multiplayer modes (same keyboard, LAN, Internet).
  • Solo mode (which means I will have to create an AI).
  • More abilities, more characters, more environment elements.
  • Animations, more polished art.
  • Music, more sounds.
  • Gamepad controllers.
  • A more balanced game.

I hope you’ll enjoy the game as much as I enjoyed creating it ! And do not forget to rate it and to leave a comment ! 😉

Yamzho.

Fire Fight: Ludum dare 33 post mortem

For our ludum dare we had a team of 4
-2 Programmers (one of them being me)
-1 Artist
-1 Music/sound guy

This was a very interesting ludum dare for me to pull off.

What went well:
In terms of computer programs everything went pretty smoothly. Visual studio and unity worked almost all of the time and I had almost no trouble merging code which has been a problem in the past

What went badly:

The physics engine: I had no idea where to begin with how to code the physics engine for this game. A 2.5D game is nothing I have ever really pictured making. About halfway through the ludum dare I had to recode the entire physics engine which took quite a lot of time and I am relatively happy with the end result.

Making storyline scenes is hard: This is something which I wish we had a little more time to perfect rather than just having some comic strips and then going straight into the action. I like the player to have choice and to be able to make decisions. Sadly doing this requires writing very specific scripts which don’t take up too much time in a normal sense but during a ludum dare take quite awhile.

Staying awake: In the timezone I’m in the ludum dare finished at 1pm. On the last day I stayed up all night and by about 7am I was practically completely out of energy I managed to code for about another 3 hours and then just fell asleep. I feel sorry for our other program which had to finish off the extras but even if I stayed awake I don’t think I would have been much help.

You can play our game here:

I lied!

screen1

Although I promised that the game “Vendetta!” was playable on all platforms, it didn’t run on OSX and Linux. Sorry guys! For technical details and to play the game click here.

(The level-designer still doesn’t run on OSX!)

Note to myself: Don’t forget to test it on multiple platforms.

My second Ludum Dare game: Bob’s Valley

So, this has been my second Ludum Dare.
I didn’t enjoy it as much because of the theme that didn’t fit me at all (I still enjoyed it though)
But, I managed to scrap something up that could be called as a game.
Come on and play it if you dare 😀

Here’s a Linky Link for all linky goodness.

And here is a picture to WOWz your visual senses
monsterScreen

And here is my saying Thanks for playing and goodbye.
Dejvo, Out.

Are you kidding? I forgot to add the ‘play’ button to my game…

Well, shows how clever I can be when it’s half two and I’m half asleep. My play broken had been bugging out, so I removed it, fixed the code, then for some reason decided to build the game without readding it…

Vindictae being a ghostly bulletstorm game where you attack by possessing the enemies!

So here’s to actually playing my game rather than admiring the menu screen (or playing Survival mode!).

Taha

PS: SHAMELESS PLUG IS RIGHT OVER HERE SO DON’T WORRY —-> CLICK

Jack vs Werefolf – postmortem

screen2 - копия

You play as Jack. Jack has a monster investigator. Jack has a bad humanist – when Jack meets a werewolf, then kills him.

If you support the game, when something in the game will be able to track down the monster and tell him: “You’re a monster!”. And maybe it will fix a monster. Or maybe it will kill Jack. Unfortunately, I did not have time to do it. But I did the remain :)
Link to the game: here

Little Prankster Ludum Dare 33

 

11894908_1010760918976200_2050909866_o 11900499_1010760932309532_1814767742_o 11900844_1010760895642869_213788070_o Capture

 

 

Little Prankster is now out for Ludum Dare 33 release.

A mischievous child plays around his house, scaring people away.

Play as the Little Prankster and release the inner monster in you by playing tricks and pranks your targets.  Rule the house and show them who’s boos!

Controls:

WASD – Movement

E – Pick Costume

F – Drop Costume

We would love to have your feedback and vote for this game.  Please support us by playing and voting for this game guys!  Hope you’ll enjoy our game and hope for your feedback soon.

PS: We will be remastering this game and hopefully we will be releasing a new version by next week.

Game Link :

Little Prankster

Team Zealots Development Team:

Paul Aguilar – Game Designer

Alson Entuna – Game Programmer

Jed Pascua – Game Artist

Miguel Sesdoyro – Sound Engineer

Bianca Tan – Game Artist